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  1. https://github.com/HansKristian-Work/vkd3d-proton/tags <- directx 12 wrapper for dxvk https://github.com/doitsujin/dxvk/tags <- directx to vulkan wrappers D3D 9 to 11 eg. dxvk if you want to try it with horizon zero dawn you need to copy out dxcompiler.dll from Tools\ShaderCompiler\PC\1.0.2595\x64 and bink2w64.dll from Tools\bin and place them next to HorizonZeroDawn.exe. then copy over dxgi.dll from dxvk and d3d12.dll from vkd3d and place them next to it to. now fire up the game and let the shaders recompile -> profit.
  2. Ah, that's a "state_change_callback" script. @kingsal You could use one of those more simply than a script object to get the job done with the chest. state_change_callback is a way to call a script when a door is moved or a button is pressed. Unlike most ways to call a script, the script gets told which entity fired it. Chest lids are doors, so you could put your spawnargs on the lid along with "state_change_callback" "autoloot_chest" Then in your map script: void autoloot_chest(entity chest, boolean bOpen, boolean bLocked, boolean bInterrupted) { // Fire only if map has been open 3 seconds (avoiding map initialisation) and // only the first time the door/lid is fully opened. if ( sys.getTime() > 3 && bOpen && !chest.getBoolKey("already_opened") ) { chest.setKey("already_opened", "1"); // Search through "random_spawn" spawnargs, and find a matching "random_chance" spawnarg string key = chest.getNextKey("random_spawn", ""); while ( key != "" ) { float chance = chest.getFloatKey(sys.strReplace(key, "_spawn", "_chance")); float r = sys.random(1.0); if ( chance > r ) { entity newItem1 = sys.spawn(chest.getKey(key)); newItem1.addItemToInv($player1); sys.wait(1.0); } key = chest.getNextKey("random_spawn", key); } } } The script disables a chest by adding a spawnarg to it in real time. You can use any random_spawnXYZ spawnarg naming scheme as long as there's a matching random_chanceXYZ sparnarg for each. Without the matching spawnarg, the chance will come out at 0 so the item won't ever be added. I tested it with these s/args on a chest lid: "random_spawn1" "atdm:ammo_firearrow" "random_spawn2" "atdm:ammo_mossarrow" "random_spawnA" "atdm:ammo_broadhead" "random_chanceA" "0.5" "random_chance1" "0.8" "random_chance2" "0.5" "state_change_callback" "autoloot_chest" You can make a new entity def with your preferred settings. Then changing the def will change all matching chest lids that haven't overridden the spawnargs. If you want to stick to your original plan of a separate script for each chest then Spooks' global variable is the quick way as you found, but that method only works with a separate script for each chest, because a script shared between chests wouldn't know which chest had triggered it (and so couldn't disable the right chest).
    1. Obsttorte
    2. Bikerdude

      Bikerdude

      He changed ita long while back, it was so he was using the same name as he uses on other forums.

  3. I think the reason the dev forums exist is to provide a place where the implementation of features can be discussed without getting mixed up with other debates when someone believes what the devs are doing is wrong. We often post public discussion threads for features with subjective elements like the frob outline, because community feedback is very important. But there will always be vocal defenders with strong views for or against certain features, or how exactly it should be implemented in their opinion. At some point a decision has to be made and be carried through, which is what the dev forums are for. Almost all of the threads are very technical, basically explaining and discussing recent or potential code changes with other devs. Its hard to say. Its a hobby the devs do in their spare time, so people come and go when they're in the mood and when they have the time. The team page is mostly accurate except for some relatively newer additions like myself.
  4. I just read@motorsep Discovered that you are able to create a brush, then select it and right click "create light". Now you have a light that ha the radius of the former brush. Just read it on discord and thought it may be of use for some people in the forums here too.
  5. Bad news, I played around some more with the chests and noticed that e. g. the jewelery box in Sothas "Bakery Job" needs the lid to be frobable to work and I know of another mission, where the base needs to be frobable, so it would probably break some missions if we changed anything there! But at least the script below could be included into the core mod to change the lid sounds, and if it isn't I will include it into my patch. Also somebody should take a look at the tutorial mission as it does not give a good first impression when the first chest you open already has a bug in that you can unlock it twice! // Modified chest sounds, by Dragofer and wesp void tdm_chest_sounds() { entity e; entity m; float i; string s; do { e = sys.getNextEntity("classname","atdm:mover_door",e); if (e) { m = e.getEntityKey("frob_master"); if ( (m != $null_entity) && ( m.getKey("classname") != "atdm:froblock" ) ) { continue; // skip, this is not a chest lid } if ( e.getKey("snd_open") == "door_open_01" ) { s = "door_open_creaky02"; e.setKey("snd_open", s); } if ( e.getKey("snd_close") == "door_shut_01" ) { s = "door_shut_creaky02"; e.setKey("snd_close", s); } } } while (e); }
  6. That moment you log into TDM forums and suddenly feel nostalgic...

    1. Sotha

      Sotha

      Protip: if you never log off and stay for ever, there is no nostalgia when you visit.

    2. Melan

      Melan

      Welcome back!

    3. RPGista

      RPGista

      Haha yeah, I feel like that from time to time. Good to see you around.

  7. I just found this thread on ttlg listing Immersive Sims: https://www.ttlg.com/forums/showthread.php?t=151176
  8. I'm pretty sure I went through the chest prefabs and changed them so only the lids are frobbable some years ago. The lid is the thing that is moving, after all...there's no reason for the entire chest to highlight and it's much easier to grab things when it is not competing for the frob trace. Having everything be picked up immediately on opening a chest wouldn't work for us, even if it was desirable, since chests often have multiple movable junk objects in them, and the player can only pick up one at a time.
  9. Recently revisiting the forums after a longer period of time I wanted to check the unread content. I don't know if I am doing this wrong since.. ever... but on mobile (visiting the unread content page on my smartphone) you have to click on that tiny speech bubble to go to the most recent post in a thread. If you don't click correctly you'll hit the headline and end up at post 1 in the beginning of the thread. It's terrible on mobile, since not only the speech bubble is really small and was to miss. But also the thread headline is just millimeters away from it so you go right to the first post that was ever made instead of the most recent ones. Am I doing it wrong? I just want to go through u read content a d the to the newest post from that topic.
  10. A@datiswous Ah yeah, well sorry, I was quiet busy and only visiting discord. First time here on the forums since months now I think.. Thank you for the subtitles. I encourage everyone who is interested in using them to download it from here as I'm not sure when I'll be able to implement them myself into the mission. Again, thank you for your work.
    1. demagogue
    2. jaxa

      jaxa

      I've found it difficult to find where TDM is listed as #1 on Greenlight. This page ( https://steamcommunity.com/greenlight/ ) has no ranked listing. This one ( https://steamcommunity.com/sharedfiles/filedetails/?id=858048394 ) has no visible rank or stats page. Is it my script blocker?

  11. DarkRadiant 3.7.0 is ready for download. What's new: Feature: Skin Editor Improvement: Script Window usability improvements Fixed: Hitting escape while autosaving crashes to desktop Fixed: Def parsing problem in tdm_playertools_lockpicks.def Fixed: DR hangs if selecting a lot of entities with entity list open Fixed: Float Property Editor's entry box is sticking around after selecting a float key Fixed: Spline entities without model spawnarg are unselectable Fixed: Entity window resets interior sizing forcing resize each time it is opened Fixed: Spline curves should not be created with a model spawnarg Fixed: Newly appended curve control vertices aren't shown at first Fixed: Light entities are zoomed out in preview window Fixed: Entity inspector spawnarg fields not always updated by UI windows such as Model Chooser Feature: Skin Editor (see video) Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.7.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. The list of changes can be found on the our bugtracker changelog. Keep on mapping!
  12. In my missions, Ive thrown out all material based damage resistance accept armor and “flesh” or cloth. I find it way too granular and hard to read the different materials in game, like chainmail. I forgot to mention different head/ chest multipliers can be set per difficulty in DR. Through a good bit of testing and tweaking Ive found these ranges work well: Head: 2 -3.0 Chest 1.2 - 1.5. (once again I set these per difficulty) Anything more is overkill and yes will negate sneak attack bonuses and all material resistances.
  13. I think it is a good idea! Our ingame mission downloader and mission view has long been subject of multiple improvement suggestions. Due to the sheer mass of missions that have been released in the last 15 years, things got really cluttered and especially newcomers will have a hard time finding what they want. However, improving the ingame guis is quite a task, so a web-based application might really suit this scenario well. Maybe we could even add a linke to it from our ingame menus, so user can access it quicker. Some more things to think about Would users be able to add custom tags and downvote / upvote certain tags, much like the system of Steam? This would also allow to add tags like "beautiful", or "difficult". Actually, the more users can contribute to this system, the better, because it will be automatically maintained then. The browser should also contain a flag for whether the FM belongs to a connected series of FMs or not and have the capability to go to the previous or next FM in that series. There should also be a flag for fully fledges campaigns. Some might like a flag whether or not an FM is "ghostable".
  14. Yeah TDM arrows aren’t very effective unless you get a head shot when the AI is unaware Ive upped the damage in my missions as well, but its a balance. If arrows are too effective than the player can easily avoid any situation where they might have used other tools or strategies. The damage model is pretty complicated. It takes the base damage of an arrow ( i think its 30 or something) and then factors in the material it hit (cloth, chain, metal) and then the AI altert level and THEN it adds a chest or head multiplier. I like to tweak the chest and head multipliers which can be done in the spawn args on the AI or their def files or in the DR difficulty settings. I think headshots on humans regardless of alertness makes sense to be an instant kill. In hazard the zombies can be killed instantly with headshots while unaware but if you disturb them, it takes multiple shots (depending on difficulty)
  15. Yes, it does. Which makes it interesting that you yourself explicitly said that it's interesting nobody had complained here on the official forums: I did, which is why it stood out to me so much that even though you yourself had personally been involved you would reply claiming nobody had complained here on the official forums. I'm not colorblind at all. Does that make people pointing out that almost no modern games have proper colorblindness support hyperbole? Just because it doesn't affect you, or you choose not to pay attention to the discussion of something, doesn't make it hyperbole. Pick pretty much any modern FPS and you will find plenty of discussion about the near universal disregard for FOV and camera movement as accessibility issues. Denigrating those as hyperbole because you personally don't feel the affects is as bad of a look as demeaning people who bring up the importance of valid allergen warnings like gluten or colorblindness and deafness support.
  16. There is no key for that chest as it is able to be lock picked open. I just tested this ingame and was able to use the lockpicks to open the chest.
  17. Ignoring is somewhat inadequate as you still see other members engaging in a discussion with the problematic user, and as Wellingtoncrab says such discussions displace all other content within that channel. Moderation is also imperfect as being unpleasant to engage with is not in itself banworthy, so there is nothing more to do if such people return to their old behaviour after a moderator had a talk with them, except live with it or move away. I'd be more willing to deal with it if it felt like there were more on-topic discussion, i.e. thoughts about recently played fan missions or mappers showcasing their progress, rather than a stream of consciousness about a meta topic that may or not have to do with TDM. I guess the forums already serve the desired purpose, or they just compartmentalise discussions better.
  18. Hey, Every time I've try to use the Full Editor when PM'ing someone, and every single time I get an error. Whoever is in charge of the forum, is it possible that this could be fixed? Thanks Neon
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