Jump to content
The Dark Mod Forums

datiswous

Member
  • Posts

    3229
  • Joined

  • Last visited

  • Days Won

    54

Posts posted by datiswous

  1. Here is a first (complete) version of an efx file proposal. There are fortunately a good amount of info_locations.

    Spoiler
    Version 2
    
    eaxreverb "info_location_1" {
       preset CASTLE_SHORTPASSAGE
     }
    eaxreverb "info_location_2" {
       preset CASTLE_MEDIUMROOM
     }
    eaxreverb "info_location_3" {
       preset CASTLE_SHORTPASSAGE
     }
    eaxreverb "info_location_4" {
       preset CASTLE_SMALLROOM
     }
    eaxreverb "info_location_5" {
       preset CASTLE_LARGEROOM
     }
    eaxreverb "info_location_6" {
       preset WOODEN_SMALLROOM
     }
    eaxreverb "info_location_7" {
       preset CASTLE_SHORTPASSAGE
     }
    eaxreverb "info_location_8" {
       preset OUTDOORS_BACKYARD
     }
    eaxreverb "info_location_9" {
       preset WOODEN_MEDIUMROOM  
     }
    eaxreverb "info_location_10" {
       preset CASTLE_SMALLROOM
     }
    eaxreverb "info_location_11" {
       preset WOODEN_SHORTPASSAGE
     }
    eaxreverb "info_location_12" {
       preset CASTLE_SMALLROOM
     }
    eaxreverb "info_location_13" {
       preset WOODEN_MEDIUMROOM
     }

     

    To test you can use console command "teleport info_location-name"

    ulysses_genesis.efx

    ug_custom_overrides.sndshd

    • Like 1
  2. I think here is some info about flinders: https://wiki.thedarkmod.com/index.php?title=Breakable_objects#What_happens_when_an_entity_dies?

    So I think you replace the door model with different door pieces that fall to the ground. Maybe it's possible to make a custom one for wood pieces. Also maybe it's good to add a quick smoke particle or something that happens when it breaks so (maybe) you can hide the transition.

     

    I wonder if you could set:

    "def_flinder"               "models/darkmod/junk/door01_broken_piece.lwo"
    "flinder_offset"            "0 0 -5"
    "def_flinder1"              "models/darkmod/junk/door01_broken_piece1.lwo"
    "flinder_offset"            "0 0 5"
    "def_flinder2"              "models/darkmod/junk/door01_broken_piece2.lwo"
    "flinder_offset"            "0 5 -5"
    "def_flinder3"              "models/darkmod/junk/door01_broken_piece3.lwo"
    "flinder_offset"            "0 -5 0"

    Because I think"flinder_count1" probably makes copies and maybe you don't want same looking door pieces.

     

    At least that's my idea currently. But I never tried any of this.

  3. I think the lockpicks have to go inside the lock. Maybe that's impossible, but otherwise I don't like it much. I think probably for that to work the player has to be automatically moved in the correct position for that to work.

    Also, this looks like you use two lockpicks at the same time, which isn't the case in tdm (I think).

    It's still very cool what you did there.

  4. 16 hours ago, Sotha said:

    I agree that efx really brings missions to next level. If there is someone in the community who would like to contribute by creating an efx version for this mission, I would be totally fine with that: feel free to add yourself to the credits after doing this service. Thank you!

    Ok, I can give it a try. It does depend on enough info-locations available inside the map though. Sometimes there's not enough (I had this with Grayman's WS1).

    • Like 1
  5. 3 hours ago, stgatilov said:

    UPDATE: For some reason, shader compilation does not happen at all for me when I teleport to and frob atdm_loot_painting_medium_4. The shader is loaded during level start regardless of any conditions, which is the right way.
    And I see no crash inside VM.

    Are you using an old version of the fm, or the newest version? If you use the newest version, you should not get a crash (in Linux). I just post this to make sure that you didn't miss that nbohr1more just fixed the mission and uploaded it to the database.

  6. On 4/6/2025 at 4:08 PM, AluminumHaste said:

    Also....

    "but it will come eventually and I haven't abandoned it."

    Famous last words

    Well at least there's the source code.

    I still think it's suboptimal to having to overwrite tdm executable for this. But maybe there's no way around it.

  7. A quick fix for the paintings in that area:

    1. Unzip the materials folder from northdale1.pk4
    2. In the materials folder you find file tdm_models_decorative_wall.mtr . Open it in a text editor.
    3. Find material painting03_L and put // (two forward slashes) in front of line program ambientEnvironment.vfp
    //		program	ambientEnvironment.vfp

    Now the paintings can be frobbed without tdm crashing.

    It might be better to put // before all other instances of this line in the material file. 

     

    Or completelly remove all frob and ambiant stages.

    This whole block (frobstages and ambiant stages) can be savely removed.

        {
            if ( parm11 > 0 )
            blend       gl_dst_color, gl_one
            map         _white
            rgb         0.40 * parm11
        }
        {
            if ( parm11 > 0 )
            blend       add
            map         models/darkmod/props/textures/painting03_l_d
            rgb         0.15 * parm11
        }
    
    	// TDM Ambient Method Related 
    	{							
    		if (global5 == 1)		
    		blend add				
    		map				models/darkmod/props/textures/painting03_l_d		
    		scale			1, 1		
    		red				global2	
    		green			global3	
    		blue			global4	
    	}							
    	{							
    		if (global5 == 2)		
    		blend add				
    		program	ambientEnvironment.vfp	
    		vertexParm		0		1, 1, 1, 1		// UV Scales for Diffuse and Bump	
    		vertexParm		1		1, 1, 1, 1	// (X,Y) UV Scale for specular		
    		vertexParm		2		global2, global3, global4, 1	
    																
    		fragmentMap		0		cubeMap env/gen1				
    		fragmentMap		1		models/darkmod/props/textures/painting01_local			// Bump				
    		fragmentMap		2		models/darkmod/props/textures/painting03_l_d			// Diffuse			
    		fragmentMap		3		models/darkmod/props/textures/painting01_s			// Specular			
    	}

     

    • Like 1
  8. 18 hours ago, covert_caedes said:

    I ran into the same problem, with TDM 2.13 (on Linux) and the current version of the the mission downloaded through darkmods integrated mission downloader.

    This happens with several paintings, but not all.

    I noticed the following in the console output right before the crash:

    DEBUG: entity atdm_loot_painting_medium_4 was frobbed and frob_loot runs
    
    Trying to load image models/darkmod/props/textures/painting03_l_d from frontend, deferring...
    Trying to load image models/darkmod/props/textures/painting03_l_d from frontend, deferring...
    signal caught: Segmentation fault
    

    In all crashes I observed there's those messages about models/darkmod/props/textures/painting03_l_d - maybe that texture is missing? OTOH, even if it is, a missing texture shouldn't cause a crash, right?!

    I can confirm this crash (on Linux 2.13) and I found a way to fix it. The issue seems similar to the encountered in fm Down by the Riverside: 

     

  9. I downloaded this video: https://www.youtube.com/watch?v=p4nP3lYd6wg and then implemented it as the video briefing in-game. Looks much better (1080p) and it saves half of the space.

     

    You can do this by saving the video as intro_cinematic.mp4 placing it in a "video" folder in the root of the fm. Then create a "materials" folder in the root as well and copy the file briefing.mtr from northdale1.pk4/materials into that folder. Then the briefing.mtr needs to be like this:

    video/introbriefing
    {
    	 qer_editorimage textures/editor/video
    	 {
    		  videoMap video/intro_cinematic.mp4
    	 }
    }

    (so basically you need to change .roq into .mp4)

  10. Can't figure out the save code. The note doesn't help (me) at all.

     

    Great mission @Sotha. I think I can already say it's one of my favorites.

    Would be nice if this had efx though. Many moments I thought a guard was close by, but he was actually somewhere downstairs, but because of no efx everything sounds flat.

     

    Here are subtitles (tested). It's only one conversation area though, in this location:

    Spoiler

    ulysses_genesis(2025-04-0822-15-33)(752.251041.91362.25).thumb.jpg.da3f2ba6898d5a01106b19c7d1a88ad9.jpg

     

    ulysses_genesis_subs.pk4

    • Like 1
  11. Why are all the days on readable's in German?

    Spoiler

    bathhouse(2025-04-0813-59-22)(-900.07-105.71326.02).thumb.jpg.5d8b6f9264c4872d245c7e62957ecc15.jpg

     

    Here are subtitles. I tested them while playing and finished the mission. Maybe you could check for spelling, etc.? You could include them when you fix the previously mentioned briefing bug.

    Edit: I didn't include the Hemsworth barks ( sound/voices/hemsworth ), because they aren't story related and they have tdm_ in front of the name, so I thought they overwrite core files anyway, but I'm not sure. I can still add them if needed.

     

    bathouse_subs.pk4

    • Like 4
  12. @GoldwellThis mission skips the difficulty setting screen if you watch the whole intro video. 

    If you skip the intro (pressing mouse or esc key), you do get to see the difficulty screen, where you can select the preferred difficulty before start. 

    Maybe some wrong setting in mainmenu_custom_defs.gui or the file is outdated?

    Edit:

    Seems when I change line:

    #define MM_BRIEFING_VIDEO_LENGTH_1 123766		// for backwards compatibility only

    into:

    #define MM_BRIEFING_VIDEO_LENGTH_1 124000		// for backwards compatibility only

    or:

    #define MM_BRIEFING_VIDEO_LENGTH_1 123000		// for backwards compatibility only

    Fixes the issue. 

    Maybe setting the length exactly the same as the ROQ video makes the briefing gui move forward 2 steps instead of 1, for some reason?

    • Like 1
×
×
  • Create New...