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  1. Is there a way to add a description for entity's spawnargs? (so it's visible in when using entity in DR) I have an entity (func_mover / func_mover with gui screen) which has 12 gui_parms. I'd like to add some sort of comment / description for each of those so that when someone else will use the prefab with that entity, that person would know what those gui_parms are for. Thanks.
  2. 1, AI walks from path note 1 to path node 2 to path node 3 2. Due to player's actions (using switches etc), path node 2 is not availably anymore (becuase it is maybe located on a trap door) 3. When path node 2 is not available anymore, AI shall go straight to path node 3
  3. I do not know where to post this (@Springheel: If not fitting, please move it to an appropriate section) If all mission objectives have been reached, the player shall says some final words.
  4. These samples are royalty-free and can be used in television and radio broadcasts, film or video productions, video games, web promos, music tracks, commercial audio and/or visual productions. You can download the free sample pack at Bluezone Corporation (on the main page, scroll to bottom, registration not required): www.bluezone-corporation.com
  5. The sound system in TDM version 2.06 has been switched to OpenAL on all platforms. It means that the environmental effects (formerly known as EAX) can now be used by everyone with no requirements on sound hardware. This wiki page explains generic pipeline about setting EFX in your map. Also see this Judith's post for some ready-to-use presets. For now the best approach perhaps is to copy/paste these presets into EFX file. If you have any problems or questions regarding EFX, the most suitable people to ask are: me and Judith. The Judith's topic is the recommended place for discussing EFX presets and properties. P.S. Do not forget to enable OpenAL EFX in the main menu
  6. Hi guys, I've started making music and want to share some sound effects: https://www.lucidsamples.com/sound-effects-packs/156-1000-sfx-production-tools-vol-2.html
  7. Still spreading the word about TDM on forums to new peops... Funny to see people say "Awesome, I loved playing Thief back in the day!"

    1. Show previous comments  2 more
    2. kano

      kano

      Yes it was in a discussion where someone was saying how unhappy they are with the way game companies grant themselves permission to do whatever they like to your PC and personal info today. I pointed out that giving up games completely is an unnecessarily overkill solution when there are free games like TDM to play.

    3. Epifire

      Epifire

      Honestly the mod/Indie genre is still really booming right now. And they aint got no reason to do shady invasive privacy bs.

    4. Petike the Taffer

      Petike the Taffer

      What Epifire said. :-)

  8. Mapping tip of the day: telling a single entity "don't spawn" on difficulty 2 and "use origin X" on difficulty 2 results in a hard crash.

    1. Springheel

      Springheel

      I guess telling it to 'not exist' and 'be somewhere specific' at the same time causes some kind of logic implosion.

    2. Xarg

      Xarg

      Schrodinger's entity?

    3. Bikerdude

      Bikerdude

      Is this also in the tip of the day thread Springs..?

  9. having progressed so far, I now have two rooms and an outside are at which I need to place a wall torch, have done so and now I have to add a property to the entity inspector. With the torch selected I open up entity inspector and rmb click where abouts on the open panel because I have to also add a value??? Thank you for your patience, I am impressed with how much easier (once I have been well and truly kicked up the backside) this is compared with dromed, the dmap compiler is far superior.
    1. Tarhiel

      Tarhiel

      Awesome, congratulations!!! :o

    2. Bikerdude

      Bikerdude

      Yup, all the remianing bugs were ironed out, so it nigh on perfect now.

    3. AluminumHaste

      AluminumHaste

      version 2.1 is now uploaded to mirrors ready to download.

  10. Hi guys, through the "cheats" topic I got the idea, that it would be quite useful, if there were tags for missions (the post was about removing the killing restriction in some missions to suit the prefered play style). I don't know how easy or difficult this is, but with them, it would be quite convenient to pick missions with playstyles, environment, etc one does want to use. This could also be expanded to other mission properties. I remember a discussion about climbable drains, handles on doors, that cannot be picked and other things the map author chooses for himself. That way these things would be clearer and as I said before, it is easier to choose missions with playstyles that suit oneself. What do think?
  11. So we have a situation where we have some chains/ropes attached to the top of a moving elevator, and is there is a room above the elevator. How do we remove/add the chain/ropes so they done poke into the aforementioned room when the elevator is at its highest position. So one rough idea was - make the chain/rope in multiple parts, so we only have to remove the upper most part that pokes into the room.target said parts with a "func_remove" from the "atdm:mover_multistate_position" to remove the 'chain parts' when the elevator is at it high positionThe issue with the above proposal is we don't have a func_add entity, which I could use to put the 'chain parts' back.
  12. So I'm creating a new light entity for Bhm, but rather annoyingly the light entity is located where the original of the models is. Sorry I probably wasn't clear enough with my initial post. The attached snippet shows a typical electric light source, and you can see the light origin is the exact same location as the origin of the model. The issue's are - if I dont use def_attatch I can't change or move the light_origin, which means for example a shader with a pattern (tdm_lantern) with directly under the origin of the light, not the light_center which idealy where you would want it.So then a mapper would then use def_attach so he/she could change the location of the light_origin eg "def_attach" "light_candleflame_unlit" "pos_attach" "flame" // At the attach point called "flame"... "attach_pos_name_1" "flame" // ... which is defined here. "name_attach" "flame" // Give it a name to pass along spawnargs "attach_pos_origin_1" "0 0 10" // Offset the origin of the light/flame X number of units in the Z direction "light_center" "0 0 20" // Offset the center of thelight/flame X number of units units in the Z direction "light_redius" "130 130 130" // size of the light radius "texture" "lights/biground_candleflicker_shadow" //shader for the light souce "_color" "0.80 0.6 0.23" //colour of the light souce And now I have just realised what i was doing wrong, which was causing TDM to ignore my "light_radius" in-game. I was using "light_origin" instead of "attached_pos_origin" and this was because I thought it would be the same nomenclature as 'light_center' and 'light radius'. The issue with def_attach is that the mapper can't then change the origin in DR, its has to be done in the .DEF file for that entity. Or they can force change the setting in DR using the following args - // Flame "set light_radius on flame" "100 100 100" "set color on flame" "set s_volume on flame" "-20" "set attach_pos_origin on flame" "0 0 0" "set _color on flame" "0 0 0" // light "set light_radius on light" "100 100 100" "set color on light" "set s_volume on light" "-20" "set attach_pos_origin on light" "0 0 0" "set _color on light" "0 0 0"As some have mentioned in this thread, it would be nice to be able to change the above setting in DR using normal methods, not args. I guess the only way yo do this is for DR to create new definitions? like it does when you modify or create new particles?
  13. How do I spawn an entity from script? This is what I've got so far, triggered by a switch in-game. the test light toggles on and off OK but no hammer is spawned that I can see... entity g_testPart; //define global entity void spawnParts() { sys.trigger($light_371); //test light works OK g_testPart = sys.spawn("atdm:moveable_weapon_hammer"); $g_testPart.setOrigin('-1973 -1336 79'); }
  14. Currently I can only see 3 lines in my entity window, with lots of wasted space underneath. I can't find a way to increase that window size...anyone know of a trick to do it?
  15. can somebody fix the mainpage of our site? http://forums.thedarkmod.com/topic/19469-new-layout-error/

    1. nbohr1more
    2. Springheel

      Springheel

      It's under construction at the moment.

       

  16. Experimenting with TDM on Steam Link on Android. see topic http://forums.thedarkmod.com/topic/19432-tdm-on-steam-link-for-android/

    1. freyk

      freyk

      Did the TDM team removed D3's internal Joypad feature? (tdm works only with systemkey binders for joysicks)

    2. freyk

      freyk

      Thanks to shadrach, i got my joypad working in TDM on steam link!

  17. How To Easily Loop Ambient Music & Sound Effects 1) Open sound file in audio editor The first thing you want to do is open up the sound file in your editing program of choice. I personally use Goldwave as my editor of choice but what you need to do here should be possible in any audio editing software. 2) Fade out the last 5 seconds and cut Take the last 5 seconds of the audio file and fade it out, it should fade from 100% to 0% and then cut that faded 5 second section 3) Fade in the first 5 seconds Fade in the first five seconds of the song, this time from 0% to 100% 4) Mix Now mix the faded out 5 second outro with the faded in 5 second intro. Basically this just mashes the two together and should create a seemless sound when looped 5) What to do if it sounds wrong? Sometimes the 5 second fade in/fade out time isn't good and you need to change it. For some ambient songs I do 2 seconds or 10 seconds, just be sure to carefully listen to what sounds best and through trial and error you will eventually find that happy middle ground where the song loops and there is no obvious change to the end user. The only important thing is that whatever time you choose to fade by the intro and the outro must match exactly that otherwise things could sound a little funky and off. Another optional thing to do is if the start of the song now sounds incorrect to you from the mixed clip of the intro/outro, you can always move the starting point of the song around so for example if you want the song to start at 10 seconds because it sounds better to you then simply cut from 10 seconds through to the end of the song and then paste it at 0 seconds. Listen to the connecting parts to make sure everything sounds right and then thats it. You should have a looping sound effect / ambient music without any obvious change in the song.
  18. I was able to reproduce the teleport feature from "path of shadows" in TDM. Still a bit buggy, though. Sometimes the player ends out in the void :D

    1. Show previous comments  3 more
    2. Xarg

      Xarg

      Looking forwards to it! Could make for an interesting non-TDM-lore/core mission.

    3. Sotha

      Sotha

      Dishonored blink power in TDM. You need some fancy particles.

    4. Obsttorte

      Obsttorte

      And a good gui, I know. I first wanna setup the functionalities before I work on the bling-bling.

  19. Did a great find today: Quake 4 mods for dummies. Now online readable. http://forums.thedarkmod.com/topic/5576-book-quake-4-mods-for-dummies/?p=412644

    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.

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