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ERH+

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Posts posted by ERH+

  1.  

    I wonder why the framerate is so low, the geometry doesn't seem complicated.

     

    My fault that I didn't kept scale on my mind doing this hilly street - you almost can't see that but there is another arch across the street and machinery at the end. There are a lot of details in a straight line - basic mistake I didn't learn from.

     

     

     

    Interesting to hear how that's developed. There are lot of areas in this map, so it'll be a big step towards completion to tie them all together through the story. Not only towards completion, but also towards beta-testing. I understand you've had the map up for a while asking for input on various aspects, which is justified for a complex mission like this one, but beta-testing will work much better when everything is in a release-ready state.

     

    All transitions are in place and much better explained now than before (the palace is now a city section, an arctic site is the first destination of the main ship) - the only thing I'm struggling are final events, its hard to explain without spoilers.

  2. guis/tdm_message_no_art.gui shows text without background parchment - is there a way to add border or shadow to letters?

    // A GUI for showing little messages to the player, centre screen, no background art.
    
    windowDef parchment
    {
        rect        120,80,640,480
        nocursor   1
      matcolor  0,0,0,0
    
      windowDef message
      {
        rect    0,0,400,400
        visible    1
        text    ""
        forecolor  1,1,1,0
        textscale  0.31
        textalign  1          // 0 - left, 1 - center
        font    "fonts/stone"
        nocursor   1
      }
    
      windowDef open
      {
    
        onTime 0
        {
          if ( "gui::msg_lines" == 2 )
          {
            transition "message::rect" "0, 0, 185, 1000" "10, 59, 185, 1000" "1"
          }
          if ( "gui::msg_lines" == 3 )
          {
            transition "message::rect" "0, 0, 185, 1000" "10, 52, 185, 1000" "1"
          }
          if ( "gui::msg_lines" == 4 )
          {
            transition "message::rect" "0, 0, 185, 1000" "10, 45, 185, 1000" "1"
          }
          if ( "gui::msg_lines" == 5 )
          {
            transition "message::rect" "0, 0, 185, 1000" "10, 38, 185, 1000" "1"
          }
          if ( "gui::msg_lines" == 6 )
          {
            transition "message::rect" "0, 0, 185, 1000" "10, 31, 185, 1000" "1";
          }
          if ( "gui::msg_lines" == 7 )
          {
            transition "message::rect" "0, 0, 185, 1000" "10, 24, 185, 1000" "1"
          }
    
          set "message::text" "gui::msg_text";
    
          transition "message::forecolor" "1 1 1 0" "1 1 1 1"  "1000";
        }
      }
    
      // called when the time is over
      onNamedEvent doFadeOut
      {
        transition "message::forecolor" "1 1 1 1" "1 1 1 0" "1000";
      }
    }
    

    I guess I could add same gui but with black letters and slightly scaled up, but how it should be done within one gui file?

  3. @JackFarmer of course you can!

     

    @Destined func_rotating works with speed = X degrees/sec , so you can turn it on and off for a specific period of time by trigger_relay with delay set.

    Trigger_sequencer is the key element. You can set any number of steps in sequence and it will pass its own activation to different targets:

    'target1'='nothing' //waiting for 45degrees step

    'target2'='nothing' //90

    'target3'='nothing' //135

    'target4'='nothing' //180

    'target5'='turn lock component on' //225

    'target6'='turn lock component off' //270

    'target7'='nothing' //315

    'target8'='nothing' //360-0

     

    one thing that can go wrong in such machine is triggering it more than once before parts finish first move, so you need 'interruptable'='0' or target_set_frobable on a lever. Also player could block movement by standing on one of the moving parts so better to make them nosolid/ cover with clip.

  4. You should look at atdm:combination_lock and atdm:numberwheel behavior (they have specific scriptobject that should suit your puzzle), but it looks like lock is spawning its wheels by default and I don't know how to prevent it and instead attach custom one. Also wheels operate on 1-10 scale (36 degrees/step).

  5. Failure reading map file:
    
    Failed parsing entity 7253:
    Parsed invalid value '}' for key 'making it fast as seagull. We emerged in a
     hellish land of forever winter and now I have no choice but do my best to end this voyage.'

    I have this message pop up when trying to load map in DR, it seems I messed up with atdm:gui_message. How can I remove this entity from map file if DR wont load it?

     

     

    EDIT: wait I can open .map file in script editor, but still it is probably a bug if you can save map with some unreadable values. Heres how this entity is fully described:

    // entity 7253
    {
    "classname" "atdm:gui_message"
    "name" "atdm_gui_message_3"
    "origin" "-11504 11840 -2176"
    "lines" "6"
    "show" "10"
    "text" "After a month without sunlight I was expecting tropical shores of the heathen. Little I knew this ship was traveling downstream so called "underwater rivers" making it fast as seagull. We emerged in a hellish land of forever winter and now I have no choice but do my best to end this voyage."
    }
    
  6. My idea was that contributed assets be packaged into periodic "Asset FMs" which is just laid out like an Ikea store so you can see what the assets look like, and then mappers can take what they like. I still think it's a good idea. You could label in the briefing that the FM is for mappers use only and release them through the normal in-game channel... It might even tempt a few players into trying mapping.

    But should it be "one room one thing" map, or rather "all my things from 2017 exhibition"?

  7. I want to use a helmet as disguise so a enemy won't attack if item is equipped. I manage to achieve it by adding $city_guard.setTeam(0);

    to a helmet script but now I can put it on in the middle of fight and a guard will even feel sorry he was chopping me just a while ago.

    "chanceNoticePerson" and "acuity_vis" don't work at all with script, so how can I make a player less visible/ noisy by a switch flip?

     

    Also how can I make a toxic gas zone? "trigger_hurt" with "def_damage" = "damage_noair_1" works in a same way like basic triger_hurt: hurt barks don't express suffocation - maybe some sort of water volume without movement restrictions?

  8. Very large patches / complex large models will make dmap take forever. Break larger patches / models into smaller parts, try (after saving under new name) 'scripts/convert to ase' - I think .ase model will not be processed in the same way as patch/brush geometry at dmap. You can open later two darkradiants with old and new map file and use 'edit/copy' 'edit/paste' between two maps so you can take old "patch" model and make changes to it if you need. Also use f1 ingame (_impulse27) and fly over rooftops and places where AI won't walk - many brush details will show as tiny complex walkways, consider making them nonsolid or make monster_clip ceilings as well as walls.

     

    BTW why 'scripts/convert to ase' don't need .def file? Models show in DR and ingame but they shouldn't I guess?

  9. Why one of my ambient lights keep readjusting its colour/brightness? I remember I've encountered similar problem when I tried to turn off ambient - it turn off for a second but then it turn back. This time is something a bit different: player is teleported to new area, I see light colour as I put in light properties only for a second and then it go to gray, brightness about 30.

  10. BTW when I'm using "scripts/convert to ASE" (under previous build) the given new model have "origin" formed like "-1488.0 -12224.0 -5386.0" (even if model had no brush wedges that normally cause .9999 errors). I'm using "snap selection to grid" to get rid of it - but is it a rounding error and model is actually misaligned, or is it literally .00 ?

  11. Although someone's music-modelling associations are interesting I guess it will be too dependent on e.g. nostalgia to make it "useful" for others - what matter is if it make you want to work. I can listen to any kind of music - one song looped for an hour, without being bored or tired. I need a trance so my thoughts and feelings go in parallel to each other and everything that will straighten them will fit the purpose. But for the sake of subject:

     

    Ufo:Aftershock - enjoyed both game and music:

    https://www.youtube.com/watch?v=C-RQfpgERZA

     

    Oblivion - TES4 have one of the best soundtracks, but I'm talking about the movie:

    https://www.youtube.com/watch?v=dWIXUxmN1vQ

     

    any more or less melodic electronic music.

    https://www.youtube.com/watch?v=octfeKzPLmg

     

    Tangerine Dream - Stratosfear - I used to listen to this while reading Moomins when I was maybe 10 :D .

    https://www.youtube.com/watch?v=2w8VsvJ40sM

     

    TD - Miracle Mile. Those bits are like soundtrack to my memories.

    https://www.youtube.com/watch?v=doW4s-1ULOc&t

     

    TD - Rubycon. Full submergence.

    https://www.youtube.com/watch?v=tmpxXq3Gx9w&t

     

     

    https://www.youtube.com/watch?v=ftckgVqc04E&t

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