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Sir Taffsalot's mapping thread


Sir Taffsalot

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Maybe too well. It seems that no matter what i do I get 60 FPS. I have to use my old PC when dmapping to get a correct idea of what the FPS is on average PCs.

I used to do that, but its easier to bring down the console and type "r_show primitives" "1" / "0" command.

 

For vanilla Doom3 the draw call count you would want to keep below was 1500, TDM has a slightly higher ceiling of 2000 or very worst case 2500-3000 in outside area's with complex scenes. For example the castle mi9ssion that being beta tested atm only has two location's where the DC gets to around 1750, every where else its 400-1000.

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  • 1 month later...

I'm trying to set up a puzzle where the player has to navigate through a set of corridors. They have to go through them in a certain way. Knowledge of how to do so is obtained from a readable. Failure to navigate the corridors correctly will result in teleporting the player back to the start.

 

I have a func_teleporter at the beginning of the corridor area and in the hallways that the player is not supposed to walk through I have triggers that target the func_teleporter. The porblem is that the only trigger that seems to work is a trigger_once. This is not ideal as the player can now walk the area they were not supposed to once the trigger_once has been activated.

 

Any ideas how I can get this puzzle to work? Thank you.

 

Edit: Deleting the trigger_multiple and creating a new one fixed the problem. I must have buggered up the first one somehow.

Edited by Sir Taffsalot

"I believe that what doesn't kill you simply makes you... stranger"

 

The Joker

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I've never worked with the objective system really but one simple method to override anything in TDM is to package your own file to override an existing one. It should have the same path and name as the original one but inside your FM folder.

 

A word of warning with this: if the structure or the name of the specific sound file changes in future versions of TDM this will not work anymore.

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But I want this for just one objective. Not every single one. It's not really that important TBH. It's just that a scripted even happens when you steal something and I don't think the objective complete sound is really appropriate. So if there is a way to disable the sound for just one specific objective that would be great.

"I believe that what doesn't kill you simply makes you... stranger"

 

The Joker

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Could you have that objective not be visible? (If you need it visible, separate it from the script, so one that isn't visible deals with script silently, and a visible one concludes noisily at a more appropriate time perhaps?)

"The measure of a man's character is what he would do if he knew he never would be found out."

- Baron Thomas Babington Macauley

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If the objective is, "steal special item".

 

Have two objectives, one visible, one with visibility unchecked. The visible one is just cosmetic, to show the player the appropriate text. The hidden one is the one that is functioning for the script/logic of your map.

 

When the player steals the special item, nothing happens automatically on the visible one (no map component), no sound.

 

However the hidden one processes your script circumstance for whatever function your script is providing.

 

Now you can simply make the former objective not visible anymore.

 

If you want the player to see it checked off in Objectives however, provide a third objective that is complete to begin with, but not visible initially, and make it visible at this time.

 

Since no visible objective is changing to "complete", there should not be any sound.

 

Does that explain it better? Essentially we're just isolating the sound from what is displayed.

Edited by RJFerret

"The measure of a man's character is what he would do if he knew he never would be found out."

- Baron Thomas Babington Macauley

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Yes. Silent.map.txt

 

(I forgot something with my previous "swap in an already completed objective" idea, as that would cause the "New Objective" message and sound, so I left that out.)

 

So here's a map that gives no audio feedback. It has three objectives, a return to start when done, which is based on a the non-visible one. A non-visible objective which completes silently. And a cosmetic visible one, that just has the text prompting the player, which disappears silently by virtue of the non-visible objective completing.

"The measure of a man's character is what he would do if he knew he never would be found out."

- Baron Thomas Babington Macauley

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  • 5 months later...

I'm going a little bit crazy here trying to do something that in theory should be ever so easy. I have a telescope held in place by a wooden stand. I want the player to be able to frob the telescope and move it up and down vertically while it's held in place by it's wooden stand. The problem is that no matter how many times I I rotate the telescope or I modify the telescopes rotation in inherited properties, it always moves horizontally instead of vertically.

 

Here's a map of a small room with the telescope in.

 

stars.txt

 

If anyone can fix the telescope or tell me what to do to get it to move properly that would be great.

"I believe that what doesn't kill you simply makes you... stranger"

 

The Joker

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The movement of a mover_door is controlled by the rotate spawnarg, which gets a vector as value.You want to rotate it around the y-axis (green), so it should be the first number: something like "rotate" "a 0 0" where a is the angle.

 

By default the rotate spawnarg is set to "0 90 0", which equals a rotation arount the z-axis (blue).

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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  • 4 months later...
  1. they need to be mobile redables, eg.
    • atdm:readable_mobile_book_open01
    • atdm:readable_mobile_paper01
    • atdm:readable_mobile_scroll01
  2. they need to be frobbable, but they should be by default.

I suggest getting the readable type you want from the prefabs and then changing the model to suit, see attached -

 

post-496-0-04403400-1420030447_thumb.jpg

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