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Hi all, I'm very new to TDM which I started playing a few months ago then later discovered the wonderful world of mapping with DarkRadiant and got hooked. With retirement coming up in a couple of months this has now become one of the hobbies on my list which also includes music (wind instruments, synthesizers and software), SBCs and microprocessors (ARMs, Arduinos and PICO pi) and of course relaxing by the pool. I've been having a lot of fun learning from scratch and building my first map using the Startpack. I used prefabs and models and started to build a small town, a mansion area, a forest area and a large underground maze. I'm trying to use the map_of gui to show the current player position in the maze with an "X". I need to find a way to get the player coordinates from a script to the gui. //The map_of_maze.gui used with the inventory map in this case map_of_maze.tga windowDef Desktop { rect 0,0,640,480 nocursor 1 windowDef Maze_map { rect 130,2,428,476 background "guis/assets/game_maps/map_of_maze" visible 1 windowDef Player_position { // Not sure how but dispx and dispy need to be obtained from MazePosition script. rect dispx,dispy,dispx+1,dispy+40 backcolor 0, 0, 0, 0 text "X" font "fonts/andrew_script" textscale .25 forecolor 0, 0, 0, 0.66 visible 1 } } } // The script to be called to get the player position parameters of where the // windowDef Player_position rect should be made visible. // It will be called by trigger entities at the maze access points. void MazePosition() { sys.println("The Maze Position Script has been called."); // Getting player posision coordinates in real world vector pos = $player1.getOrigin(); float x = pos_x; float y = pos_y; float z = pos_z; // Coordinates of maze in real world float Lcoor = -512; // The Left margin. float Rcoor = 648; // The Right margin float Tcoor = 3840; // the Top margin float Bcoor = 644; // The Bottom margin // Coordinates of maze in map_of_maze.gui float Lmap = 50; float Rmap = 350; float Tmap = 0; float Bmap = 470; // Calculation for coordinates transposition from real world to maze map float xcent = abs ((x - Lcoor) / (Rcoor - Lcoor)) * 100; float ycent = abs ((y - Tcoor) / (Tcoor - Bcoor)) * 100; float dispx = (((Rmap - Lmap) * xcent)/100) + Lmap; float dispy = (((Bmap - Tmap) * ycent)/100) + Tmap; // dispx and dispy need to be sent to windowDef Player_position before calling the GUI } Any help in finding a solution to my little problem would be greatly appreciated. In the meantime I'll keep building. Happy Mapping
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I seem to have run into a wall. I'm consistently getting the same error when compiling AAS as part of the dmap process: "WARNING: reached outside from entity..." followed by the entity number and name. The issue is that the pointfile generated is going through solid brushwork and the origin of the entity in question isn't in the void. It's always my NPCs and if I delete that one, another random guard will cause it to fail. I'm really not sure what the issue is, these guards were perfectly fine when I dmapped previous versions of this map, only now am I getting this behavior. I checked around the forums to see if anyone had encountered this before but haven't really seen any mention of it. Any thoughts?
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Fan Mission: The Builder's Influence (2010/03/20)
Fiver replied to Springheel's topic in Fan Missions
In 2.12, the placing of two objects in the kitchen need adjusting: * The cauldron is floating to the left of the stove at coordinates (246.74 523.07 30.25 -6.1 179.2 0.0). * A bowl is sticking out from the bottom of a shelf at coordinates (229.17 696 30.25 -15.9 -174.3 0.0). I otherwise enjoyed this mission which is well crafted in both mapping and story. Things I particularly liked: * That it was possible to get an overview from the roof tops. * Multiple entry and exit points. * Evenly distributed keys and notes with hints resulted in driving the story forward in a good pace. * The setting and story elements: The rationale for builders patrolling the streets and the city hall. The chilling descriptions of the inquisition in books and notes, and how the city had invited this evil (or possibly even been tricked into doing so). Things that could improve: * I agree with thebigh's comment that it would have been nice if it was possible to enter some other building. Perhaps a room of a relative, or friend, of a victim of the inquisition and with a diary where they describe the victim's innocence and the fear of unfounded accusations keeping the larger public from ending the panic by coming forth with questions or as an alibi. Partly for additional story (mood) but also partly because it makes the surrounding accessible area appear more of an actual city than a scenery flat. Both OMs, A New Job and Tears of St. Lucia, have one such room each. -
I dont have one. Maybe @Havknorr? Tdm on a vm on m1: https://forums.thedarkmod.com/index.php?/topic/21655-tdm-210-on-m1-parallels/
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I don't think anyone is actually suggesting that guns should be in the game. (Certainly that's not what I'm asking for.) Rather I see this as an opportunity for this very creative community to brainstorm some fun and clever explanations for why guns don't exist in this setting when clearly explosives of some sort do. Example: Suppose wesp5 is right: fire arrows and explosive mines both work because each contains an explosive fire crystal. The crystal is triggered to detonate from an impact, supplied by collision with a surface in the case of the fire arrow, and a clockwork mechanism in the case of the mine. Why then has no inventor ever thought to stuff a tiny one of these crystals down a hollow metal tube, stick an arrow in after it and then use clockwork to detonate the crystal in order to launch the arrow out at enemies with superhuman speed? (And this is me assuming ignoring that TDM doesn't already have straight-up cannons sitting around as props in some mission.) Unless... maybe small fire crystals are much more impact sensitive than the larger specimens, making them unsafe for use in a man portable device. Where could an idea like that lead us for world building? Maybe the main doctrine of war in this world is to have loose formations of archers equipped with fire arrows, capable of annihilating even the most heavily armored squads of enemies at 100 paces. Imagine what that does to warfare. Stealth and ambush become your best defense. Warfare evolves into elaborate sniper duels, where the moment you knock your fire arrow you either win or you die! So some elite soldiers revert back to using broad-heads, hunting their foes from the shadows. Maybe in some future FM we get to play one of these soldiers, either on a special infiltration mission, or returned from war with a certain set of skills. Or maybe we get an FM about a rogue inventor developing a new fire crystal formula that is more stable, and now he has this insane new weapon: a man-cannon that can kill beyond the range of any bow. Now he's selling the formula to the Minoans and our thief has to steal it... Many exciting possibilities; but that is only one example.
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Sure! [[FAQ#Troubleshooting]] the link to the forum is wrong, change it to https://forums.thedarkmod.com/ (or use same value as set for variable "Discussion forum" in the wiki menu instead) This seems important and has been on my list for a long time. The following changes are small but should be uncontroversial: * [[The_Dark_Mod_-_Compilation_Guide]] "Linus distro" -> "Linux distro" * [[The_Dark_Mod_Gameplay]] in section See Also, add a link to [[Bindings and User Settings]] * [[Bindings_and_User_Settings]] change "DarkmodKeybind.cfg" to "DarkmodKeybinds.cfg" * [[Installation]] add definitive article to the first two bullet points. * [[Installation]] "When the game doesnt start the first time, the game create logs." -> "If the game doesn't start the first time, the game creates logs." * [[TDM_Release_Mechanics]] "will be heavily changed of even removed by" -> "will be heavily changed, or even removed, by" * [[TDM_Release_Mechanics]] "links to bugtracker as especially welcome" -> "links to issues in the bugtracker are especially welcome" * [[Fan Missions]] change the redirect (from the category) to the article [[Fan Missions for The Dark Mod]] * [[FAQ#What_is_The_Dark_Mod?]] create a sub-header "Which license does TDM use?" and link to https://svn.thedarkmod.com/publicsvn/darkmod_src/trunk/LICENSE.txt I would have linked to https://github.com/fholger/thedarkmodvr/wiki/Gamepad-support from [[Bindings_and_User_Settings#Gamepad_Default_Bindings]] when I learned about it in January and I noticed it was missing from the wiki article, but the article has since been updated (by you, actually) in April.
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Just use 32bit binaries+Large Address Aware flag! /LARGEADDRESSAWARE (Handle Large Addresses) | Microsoft Learn Large Address Aware | TechPowerUp Forums
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Fan Mission: The Lieutenant 3: Foreign Affairs by Frost_Salamander
irg replied to Frost_Salamander's topic in Fan Missions
anyone else having low performance in some indoor areas? i can understand some when starting outside but in a fairly confined space like the lower ship decks or administration building i'm not sure what would be tanking things to a noticeable effect -
I would attribute that to excusable map-building little blunders. Nothing / nobody is perfect.
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I hope that is not the new TDM version. https://forums.thedarkmod.com/index.php?/topic/20784-render-bug-large-black-box-occluding-screen/
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For free ambience tracks it's as Freky said: you look around on the internet for tracks with the appropriate license to be included in your FM. Fortunately, you likely don't even need to bother doing this as a beginner as there's an entire "Music & SFX" section of the forums full of good ambient tracks for you to use if the stock tracks do not meet your fancy. You might also be interested in Orbweaver's "Dark Ambients", which come with a sndshd file already written for you.
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I'm working in DarkRadiant on a new map, and I'm having something odd I've never experienced before. There's a fire in a stove model on the second floor of a building... walls, floor, ceiling, etc are all worldspawn brushes with appropriate textures, neither player nor AI have any trouble traversing the entire place, so I think it's assembled as it should be. However, if I douse the stove on the second floor with a water arrow, the water splash somehow drips through the floor brush and douses a torch in the same rough area down on the first floor. I tested it on various positions in the building, and it seems to happen everywhere, not just on that one light. Water arrows that impact on the second floor fall through the floor, and if a light is presence in the fall area it's extinguished. Is this expected behaviour? I would have through a solid brush would stop water from traveling any further once released.
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Hello, i have a very lazy question, is it possible to import an existing cq official blueprint cq house plan from a building as a start? eg https://stadsarchief.rotterdam.nl/apps/stadsarchief.nl/_services/ajax-proxy/index.xml?mivast=184&mizig=449&miadt=184&miaet=918&micode=396-01-02-8243&minr=55786036&milang=nl&misort=dat|asc&mip2=hugo de grootstraat&miview=viewer2
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Beta Testers Wanted. The Lieutenant 3: Foreign Affairs
Frost_Salamander replied to Frost_Salamander's topic in Fan Missions
For the FM? For beta 1 it's here: https://drive.proton.me/urls/H1QBB04GA0#oBZTb1CmVFQb I've already done around 100 fixes though, so you might want to wait for beta 2 which should be ready in a couple of days hopefully. All links are in the first post of the beta thread here: https://forums.thedarkmod.com/index.php?/topic/22439-the-lieutenant-3-foreign-affairs-beta-testing/ -
"May his iron mold the current as we were molded. May his instrument expel all obstruction as we are his instruments." - Collected Sermons of Master Plumber Roto Rooter Few would dare cross the Bridgeport Plumber's Guild. Fewer still could glimpse their secrets and live. CC0 POLYHAVEN PLUMBER PACK BETA Includes: Fully modular pipe kit with optimized shadow mesh, two skin variations and near perfect grid snapping at grid level 4 Moveable plunger prop which is fully compatible with the AI weapon system Worry free CC0 license All credit to the great polyhaven.com for the original mid poly meshes - consider supporting them on patreon. I just decimated and then rebaked the assets as well as converted the maps from pbr and made the additional model and material variations.
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Interesting idea. Not sure about my upcoming time availability to help. A couple of concerns here - - I assume the popup words uses the "Informative Texts" slot, e.g., where you might see "Acquired 80 in Jewels", so it likely wouldn't interfere with that or with already-higher subtitles. - There are indications that #str is becoming unviable in FMs; see my just-posted: https://forums.thedarkmod.com/index.php?/topic/22434-western-language-support-in-2024/
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In post https://forums.thedarkmod.com/index.php?/profile/254-orbweaver/&status=3994&type=status @nbohr1more found out what the Fixup Map functionality is for. But what does it actually do? Does it search for def references (to core?) that don't excist anymore and then link them to defs with the same name elswhere? Also I would recommend to change the name into something better understood what it is for. Fixup map could mean anything. And it should be documented in the wiki.
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Can DR be used with engines like Godot?
Skaruts replied to Skaruts's topic in DarkRadiant Feedback and Development
Might be worth a try. I browsed the source code yesterday a little, but I had no idea where to even start looking for it. I've been building a sort of starter-project for it, but it's not public yet. But my support for DR is not ready for production or anything. Everything seems to work fine, except I'm having issues with textures, and tbh I'm not sure I'm gonna make it. I am about to make my repo public regardless of that, though, but I still need to get a lot of stuff in order. Meanwhile, if you'd like to move forward without DR, you could try NetRadiantCustom or TrenchBroom. Personally I recommend NRC (although TB might be a bit easier to start with). The plugin I'm using is FuncGodot (formerly known as Qodot). It's currently the most recommendable. Patches and NURBS aren't supported by any plugins yet, btw. -
I'm sure it's possible! I couldn't get it working on my end (typical at this point lol). I'll have to try some other time; I've spent a LONG time trying to get this to work rather than actually building. AH THANK YOU!!! I was actually hoping to implement some X-Ray stuff into my map!
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What a nice mission. I really liked it. Honestly, I knew I was in for a good time when the gate closed on me the way it did. The floating eyeballs that teleported that one time - great. Bad room? Nice, but I'm confused who was knocking =D Olivia is just the right amount of creepy and adorable. Story is dark, spooks good. I got jump scared in the attic when the box fell =D So tension building 10/10 A predictable scare in Mom's room, that worked wonderfully for atmosphere. Extra objective - very nice touch, but I wonder if there was a way to unlock it, not just complete it.