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Posts posted by datiswous
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Maybe increasing the frobbox_size of the loot item might help?
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Congratulations! I have to go back and play this properly.
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On 7/12/2020 at 12:07 AM, MirceaKitsune said:
Can you make it accesable please? I would like to take a look.
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2 hours ago, Frost_Salamander said:
The entities you mention don't have a def_attach for the light so they don't need a name_attach.
atdm:sconce_2candles_rigid and atdm_standing_chandelier_3_candles do have a def_attach.
Yeah ok the other two work differently.
2 hours ago, Frost_Salamander said:I think in that newbie question thread the sconce object was just an entity that someone forgot to add the name_attach spawnargs on.
I think it would be more useful if the name_attach is already in the def file.
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33 minutes ago, stgatilov said:
You should search bugtracker using "View Issues" tab, the second from top.
Oh yeah, now I see. To search I have to scroll to the bottom under filters. Thanks.
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As mentioned in this post:
https://wiki.thedarkmod.com/index.php?title=Combined_light_entities#Example_entities
QuoteSetting a spawnarg on the attached entity is simply done by setting the spawnarg set SPAWNARGNAME on ATTACHMENTNAME on the base entity. SPAWNARGNAME is the name of the spawnarg, while the attachment name can be looked up in the entityDef for the base entity, e.g. in DR by checking the "Show inherited" in the entity inspector.
The ATTACHMENTNAME is defined as name_attach spawnarg on either the base entity or one of its attached entities.
In the entity atdm:sconce_2candles_rigid there's no name_attach . I think the name_attach should be present inside the def file?
Maybe there are more def files where no name_attach is present. For example:
atdm_ship_lamp_lit
atdm_standing_chandelier_3_candles
atdm_lamp_hanging02 -
Why did they use Thief Gold as a base instead of Thief 2?
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Objectives are currently stored by entities named target_tdm_addobjectives inside the map files. Is it possible to store the objectives externally? For example in an xdata file. You do script editting (which often interact with objectives) outside DR, so it makes sense that you could edit objectives also outside DR.
Maybe it needs a specific script that fetges the xdata and stores it in the entity at runtime?
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Also, I think the save restriction currently doesn't work (properly) in Linux (at least 2 users now I think), giving a crash-to-desktop. Would be nice if more Linux users could test and confirm this.
11 hours ago, kingsal said:Also for people who want to play this mission and are getting discouraged by the restriction, its only on Expert. I wish there was a way to make it a check box option, but I couldn't find a solution with the time I had.
I think you could add a different starterlocation (2.12) in the gui (but just present it as an expert mode, not a location) and then at the different starter-location (which is positioned close to the standard one), you put a triggerbox (only triggering that starterplayer) with a script attached that makes the necessery changes right at mission start. Making it show up in the difficulty selection means you have to override that core gui file though I guess.
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On 11/27/2023 at 4:41 PM, Wellingtoncrab said:
Folks please let’s not necro a lengthy discussion on the merit of save restrictions in general in Kingsal’s release thread, when it’s well represented elsewhere.
It's actually very useful. Hate a topic? Just derail it quickly by mentioning that a save restriction would be GREAT..
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2 hours ago, JackFarmer said:
I vaguely recall that someone (maybe grayman) once mentioned, that, If you want to use multiple instances of a func_static (consisting of brushes), then you should convert the grouped brushes into a model and you should not convert the brushes into func_static and clone it.
What is the benefit of converting to a model?
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I think the leftPageCurl and RightPageCurl errors are because those "Curls" are probably the navigation buttons for multipage gui's (curled paper in the corner), but in the case of newspapers for example, they are (often) not multipage, but this code is still in the respective gui's, giving this error.
newspaper_bridgeport03.gui
windowDef BackgroundShow { notime 1 onTime 0 { set "backgroundImage::matcolor" "1 1 1 1"; if ("gui::curPage" > 1) { set "leftPageCurl::matcolor" "1 1 1 1"; } if ("gui::curPage" < "gui::numPages") { set "rightPageCurl::matcolor" "1 1 1 1"; } } }
I don't know what's wrong. Maybe it first needs to check if there are is more than one page?
if ("gui::numPages" > 1) ?
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Ok, weird, didn't know that. Means that every model is an entity already..
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On 11/28/2023 at 8:57 PM, joebarnin said:
Yes indeed, a func_static.
Why a func_static instead of just a door model?
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20 hours ago, ClearVall said:
Body awareness please.
This is not a feature request thread.
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On 11/26/2023 at 5:39 PM, snatcher said:
If AI is low on health AI dies and so will you!
Why will you die as well?
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A couple more:
https://forums.thedarkmod.com/index.php?/topic/21739-resolved-allow-mantling-while-carrying-a-body/
https://forums.thedarkmod.com/index.php?/topic/22211-feature-proposal-new-lean-for-tdm-212/
https://forums.thedarkmod.com/index.php?/topic/22198-feature-proposal-frob-to-use-world-item/
https://forums.thedarkmod.com/index.php?/topic/22249-212-auto-search-bodies/
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I think this feature is used by mission Requiem ? The necromancers later in the mission are only visible in light if I remember correctly.
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I think it's the style that is luxurious, not (only) the texture, if I remember correctly.
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18 hours ago, plotzzz said:
Incidentally, why not implement a feature in the darkmod that lets you surrender instead of being systematically killed? (yes, I don't like death)
This would be cool. He pleads to you that he will be doing only good from now on and you believe him.. and then a follow up mission where you found that he lied and you have to kill him for good.. Or something..
Or like a whole campaign of 15 missions like this. In the end of every mission you get a cutscene where he (again) convinces the player to give him another chance. In the end of mission 15 he dies a natural dead (age).
Edit: Oh I see, I think you mean that the player could surender and like in thief 3 you go to jail.
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On 11/21/2023 at 11:24 AM, Zerg Rush said:
Interesting, didn't know this yet. Problem is that tutorials for Blender won't work with that well, so although maybe it's easier to use, I'm not sure if it's a better choice.
Newbie DarkRadiant Questions
in TDM Editors Guild
Posted · Edited by datiswous
Is it possible to have a triggerbox that changes a spawnarg on every entity that is moved in/through there?
Edit: I guess via Stim/Response . I have not worked with that yet.