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datiswous

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Everything posted by datiswous

  1. Why? It looks quite bad. Btw. There is still the crash to desktop under Linux when using the special saveroom option. It does create the save, so after restart I can load from it.
  2. I did an update from an installation of Hazzard pay and it worked fine. Maybe @desinloaded a save made in the previous version? Btw. I don't remember this new objective background paper last time I played. The font seems too large for this or something: Original looks fine:
  3. It's interesting for a mission objective: Let the rat loose in the guards area to distract them so that you can sneak past.
  4. Using DarkRadiant 3.8.0 I don't know how to get this working. Ctrl-F does nothing and it's also not defined as a shortcut in Keyboard shortcuts. What is the name of the feature in the Keyboard shortcut edit screen so I can enable it?
  5. Oh it's one entity on left and right of the walkway? This wasn't clear to me at first. I don't know why you would have this water merged. Clearly, these are 2 areas. Well I guess if the water goes around it behind the player.
  6. In what mission is this? I've never encountered it, I know the spawnarg. I don't think that the ragdols have shoulderable set to 1 in the dev files. Otherwise I would've encountered it. Edit: ok stupid to claim before checking I guess.
  7. Well the original reason I came up with it was to have the possibly of an alternative regular door. When the player opens it, they get teleported right behind the door, like as if they entered through it. This means the door never has to be auto-closed (for performance) and you don't bump into it when opening. But I guess ai will have an issue with teleportation so wouldn't be able to use that teledoor. Btw. what happens if there's an ai patrol route in the location the player gets teleported to and the player ends in the place where the ai is at that moment?
  8. What is the @Springheel layout? If you would have posted a screenshot in the first place, more people would be able to help you. In the Window menu, you can select what is visible. In the View menu, you can make extra xy and camera views. You can place tabs in the Properties Window and you can move them elsewhere by doing right-click on a tab and click on Undock. Then move it in an other place. Video of how to do it
  9. I was just thinking, is it possible to make it behave as a normal door for ai but when the player interact with the door it behaves as a teledoor? Something to try out...
  10. I always find it kind of strange that in DR you can't apply spawnargs on specific brushes (I think), but you can apply textures. But those are not listed as spawnargs, so they're difficult to see except if you select the brush and go into the Surface inspector.

    Wouldn't it be easier if DR would list textures for every seperate brush in the entity view?

    1. OrbWeaver

      OrbWeaver

      There is no connection at all between spawnargs and textures. Spawnargs are key/value pairs set on entities, textures are material shaders applied to the faces of brushes and patches and baked into the compiled map. All brushes and patches are part of a single entity (the worldspawn) so you cannot set spawnargs on individual brushes unless you move those brushes into separate entities (e.g. func_static).

    2. datiswous

      datiswous

      Ok fair enough. I thought it's a matter of organizing. You have primitives (numbered) and you list the textures under them.

  11. Well it works via command vid_restart , but it's very slow.. I guess the best workaround is to make some script that converts all image files in the screenshots folder to the specified resolution. Like: #! /usr/bin/bash mogrify -resize 1280x720 ./*.jpg
  12. I guess maybe I could do: r_customWidth 1280 r_customHeight 720 screenshot r_customWidth 1920 r_customHeight 1080 But I don't know if I could put that in a command.
  13. Why is it broken? Thanks, but I can already do that with Pix (Linux). I know how to do that, but I want to save screenshots directly at a specific resolution.
  14. Is there a way to change the default resolution of saved screenshots? Standard they're saved in the same resolution as the set screen resolution. But I upload them at a lower resolution to save space, so then I have to resize them first.
  15. I think this and "rightPageCurl" are only used in multipage documents. But they are often still shown in single page gui files, which produces warnings in console.
  16. I'm sorry if I made it sound like you made an error. This is not the case. Thanks for updating the wiki page.
  17. I was wondering if this still works because I see it a lot in console warnings. "leftPageCurl" , is that a windowDef devined where?
  18. Ok, but not transition "leftPageCurl::matcolor" "1 1 1 0" "1 1 1 1" READABLE_FADE_TIME 0.5 0;
  19. On wiki page: https://wiki.thedarkmod.com/index.php?title=GUI_Scripting:_Commands#Examples_2 I see: I don't see this defined in tdm_gui01.pk4\guis\readables\readable.guicode
  20. I wonder if you could place an invisible block of water right above the fireplace. If you shove the head there it would drown? It might disable water arrows though.
  21. I recently had a crash with 2.12 with (beta) mission The Spider and the Finch, but it was a fire arrow and the crash happend at the moment of explosion, so I asumed it's performance related.
  22. Well on page Cutscenes Part_3: Lighting, Placing the Player, and Conversations there is this code: "def_vocal_set" "atdm:ai_vocal_set_mute" Would be nice if this can be done for all ai in a certain radius (as a Conversation Command?). In general this would be nice, because currently it is advised to do this for all ai in the conversation.
  23. This isn't already possible with ingame conversations?
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