Jump to content
The Dark Mod Forums

Dunedain19

Member
  • Posts

    210
  • Joined

  • Last visited

  • Days Won

    9

Everything posted by Dunedain19

  1. Are forum account names permanent? If I wanted to alter mine, how would I go about this - provided it is even possible?

    1. Show previous comments  10 more
    2. SeriousToni
    3. 161803398874989

      161803398874989

      Toni, in that particular case I changed it from threelettersyndrom to 161803398874989. Very different.

    4. SeriousToni

      SeriousToni

      I like threelettersyndrom more :)

  2. Seems like a working gas mine didn't make it into TDM 2.03, unless I'm mistaken? I can only find it under 'Moveables' ('Player_tools' sub-category) as atdm:moveable_gasmine; however, this is just a moveable object, it cannot be inventoried or used. By contrast, usable mines are listed under the primary folder 'Player_tools' and are listed as atdm:playertools_flashmine or atdm:playertools_mine. Is this an oversight or is a usable gas mine still not ready for release?
  3. Thanks Springheel and Obsttorte. I should note (for anyone else who reads this post) that snd_move is not part of the inherited spawnargs of a sliding door - one has to add it as a new spawnarg property.
  4. I'm in the process of creating a metal sliding door, as seen in the image below. I have successfully got it operational; however, I'm having an issue with the sounds that it is making. I have replaced the appropriate spawnargs, and while the 'open' sound plays while the door is sliding open, when the door is sliding shut no sound can be heard until the door completes its translation - and only then does the 'close' sound play. Is there someway that I can get the 'close' sound to play as the door is sliding shut? Also, I would like to attach a lock model to the door. The idea is that the door is locked and requires a key to open. Once the player has acquired the key, I want them to interact only with the lock model. However, once the door is unlocked, the rest of the door (including the lock) should become frobable. Is there a way to do this? I'm thinking of using triggers, I am on the right track?
  5. I will create a test map where I will proceed to drop our different AIs from varying heights. The bugtracker report will be the summation of my findings.
  6. Thanks for the clarification, SteveL. I will go log a bugtracker on it now.
  7. I have created this thread to act as a central repository where community members can share any glitches, bugs or strange occurrences, which they discover when playing TDM 2.03. I've just encountered a very strange phenomenon which was not present in previous versions of TDM. I extinguished a light source in my WIP, and without having a moveable candle to relight it, I fired a fire arrow at it. While it did relight the targeted light entity, the "explosion" snuffed out all the nearby light sources! I then placed an AI in the room, and as the fire arrow hit (and killed) him, all the lights were extinguished. Is this a new feature by design, or a bug? --------*-------- This one animation has been bothering for some time now. I have attached an image below which shows exactly what I'm about to describe. By design, TDM allows the player to holster their selected weapon. If I am about to swing my sword or fire an arrow at a guard, but then decide against this action - I can simply press 'Z' and the character cancels the intended strike or "de-nocks" the arrow. The same applies for the blackjack, which the player can raise and cancel. However, while animations for the cancelling of the sword strike and the "de-nocking" of the arrow play perfectly, the one for the blackjack does not - as the attached image demonstrates.
  8. It appears as if one City Watch officer has been trying to bench-press a little too much... Now I need to learn how one goes about creating moveable objects...
  9. Very interesting video on archery.

    1. Show previous comments  3 more
    2. Dunedain19

      Dunedain19

      Moreover, one of the core aspects of academics is the proper use of citations/referencing, which should ideally never be single-source.

       

      The 2nd video does a good job (even if the tone could appear more reasonable) of highlighting where Lars is "cherry-picking" information to support his claims.

    3. Dunedain19

      Dunedain19

      Regardless of whether he has truly re-discovered a lost aspect of archery or simply cobbled together a variety of styles still used today, Lars' mastery of the bow is well worth appreciating.

    4. Springheel

      Springheel

      I used to call bs on legolas' archery stunts n the hobbit, but after seeing that video i had to stop.

  10. Continued mapping today and I am now having a very strange issue. All my light entities are now showing their XYZ volume parameters, although they are deselected. I checked the controls in case accidentally entered a particular command, but nothing is jumping out as the culprit. EDIT: Solved my question. Somehow, "show/hide all light volumes" had become checked...
  11. @SteveL Yip, this is a standard TDM texture (a new one from 2.03, if I'm not mistaken) and the tga file used for its normal map (which is incidentally shared by the other diamond_pattern_andbars01 textures) is missing from the pk4.
  12. I see you're using the diamond_pattern_andbars01_moonlit texture. Are you getting an error message that says "cannot load material file..." and dmap is pointing towards the diamond_pattern_andbars01_local (normal map) file? When I examined the archive, I found that this file is actually missing. I am in the process of attempting to create the normalmap and will update here if I'm successful. Edit: I'm not entirely satisfied with my attempt - the steel bars could protrude more - but it will serve my purposes. Thoughts?
  13. Loving those cobwebs in shots 2 and 4! You've just got to tell me how you made them, pretty please!
  14. Just finished mapping (on paper) out the one floor of my WIP.

    1. Goldwell

      Goldwell

      Nice! Do you have a release date in mind yet?

    2. SteveL

      SteveL

      I never even got that far with my one mapping attempt :-/ I kept restarting the plan as if I'd only ever make one map... and so made none. Stick with it!

    3. Dunedain19

      Dunedain19

      @Goldwell. Not yet!

       

      @Steve:. Thanks for the encouragement, this is my fourth attempt at making a map, and it's the furthest I've gone! So really want to make this one a reality for all of you to enjoy.

  15. I'm not quite sure what you mean, greebo. I have attached an image below, which I hope conveys what my above post was suggesting. The idea is that once you click either the "choose sound shader" or the "choose animation" button, you will be taken to the soundshader library or to the MD5 Animation Viewer - all without having to exit the Conversation Editor.
  16. Small update from my WIP, featuring my custom texture! Out of curiosity, if I wanted to rework an existing texture (say for instance, polished_redbrown) - how would I go about it?
  17. Thanks for all your help, Springheel. That video made everything so easy. The texture is now in game and looking brilliant, will probably make some edits to it; but otherwise, I can now crack on with the other textures.
  18. @Springheel That did the trick! A thousand thank yous! Both textures are now appearing in game. So one hurdle complete, but there is another issue. I tracked down the texturiser plug-in for GIMP, but it doesn't seem to be working because the texture is still appearing as this:
  19. I had followed Goldwell's steps above and so I created a folder for my map within the fms folder. Inside it I created "materials", "maps" and "textures" folders. I placed my textures and the .mtr file in their respective places. The problem I had then was that dmap wouldn't work. So I returned my .map file to the maps folders (under the main Dark Mod folder) so I could actually dmap. I then tried bundling the textures into their own unique pk4 file - that didn't work, so I put them inside the tdm_textures_wood01.pk4 file, but I'm still having no joy. If you could please show me how your Dark Mod file structure looks like, that would be immensely beneficial.
  20. @Springheel: Of course. I've spent far too many hours trying to get these new textures to work. I still don't know what I'm doing wrong (apart from what Obs pointed out), but I'm seriously worn out on this endeavour, so I'm calling it a night. Update: Tried one last attempt, while I can see both my textures in DR and apply them (and view in both Texture and Lighting modes) - during dmap I'm now getting two "Couldn't load image..." errors (listing both new textures) and dmap is now also "detecting" a leak, which appears when the texture is applied to the entire brush. By contrast, when it is applied to just the player facing surface, I'm greeted by the black void (though the map now loads).
  21. Thanks for your help, Obsttorte - I will remember to zip the files in the future. The 'clean' is an old reference to the first texture I was working on - can't believe I missed that! The little room you made in the map that was packed in the zip, did you texture that with my texture? Because when I put all those respective files in place of my own ones, DR just showed the blue/black 'shader not found' texture when viewing it in Texture Mode. I then put the texture inside the actual tdm_textures_wood01.pk4 archive and miraculously, it appeared while in the engine and I was able to apply it; however, when I switched to Lighting Mode (F3), the blue/black 'shader not found' texture. Also, when running TDM, the wall where I applied the shader reverted to the previous texture. @STiFU What do you think I did as soon as I started working with GIMP? I looked for tutorials on creating and working with textures, your baseless assumption that I did not is frankly uncalled for. That first post was not written five seconds after glancing at the Wiki tutorials on texturing, but rather after four hours of working through every single one, tracking down textures, learning the basics of GIMP, etc. I've already volunteered my service to help improving/updating the Wiki (in another thread), so you have someone ready, willing and able to assist in that regard. I could explain in detail about how the "Texture" tutorials could be improved, but your sarcastic closing remark has put me off doing so at the moment. There are parts of the wiki that need updating, STiFU - that's not a "newcomer" dismissing all the effort you and others have put into creating other tutorials. On the contrary, it's a "newcomer" saying that a specific wiki needs some TLC, particularly because the instructive elements and links on it are either outdated or could be clearer to assist those who are just starting out.
  22. Sure thing, Obsttorte. They're hi-res, so I'll put them on MediaFire and link from here. They're all 1024x1024 - I assume this is fine? No console warnings because I have not been able to even access them in DR and apply them to a surface. Edit: Link to folder containing a created texture (not the one in post #1) and the material file is below: https://www.mediafire.com/folder/ze6s4odn1fajx/TDM_Materials
  23. Okay, something to worry about later. Created a new texture, same issue as I listed above... Any ideas as to what I'm doing wrong?
×
×
  • Create New...