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TDM v1.06 bug thread


Briareos H

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Does it matter? If we had a source entity for electric lights the mapper can embed those into anything, models, func_statics. Heck, even AI's. (Wow, electric zombies! Now there's an idea free for someone..)

 

In my case I wanted to make a model into an electric light, but that model does not have a combo-entity.

 

Having an electric source means there is the possibility to do anything.

 

Well, I already added the nec. entity to TDM ;)

 

But in the meantime you can define your own. That you cannot set "model" "" in DR is an unfortunate bug (and made the "model" "-" workarounds nec in the first place), but as I wrote you can add your own definition file easily and that should cover it.

 

Also, I started this article:

 

http://wiki.thedarkmod.com/index.php?title=Electric_lights

 

One thing that you could try is that if you just "place" the electric entity near a model, if the AI will "see" the electric light going out. As far as I understand graymans changes, the AI will ignore (when checking whether it can see the light or not) any entity/model that is attached/part of the light.

 

So if you place a static pumpking and put a candle in it, the AI will only notice the candle being out if they have a direct line of sight to the flame, ot if they are at the back of the pumpkin (but still should see that the light spilling out of the front of the pumpkin is no longer there.

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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Nice, thanks!

 

But I fail to understand the last part..

You mean that if the electric light entity is inside a model or a func-static, the AI cannot react to it since it is inside an object? I always thought func-statics are totally invisible to the AI, so the Ai should see the entity anywhere where there is not world confining wolrdspawn brushes between the Ai and light?

 

What do you mean by attaching? Binding or just having them in contact.

Clipper

-The mapper's best friend.

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Nice, thanks!

 

But I fail to understand the last part..

You mean that if the electric light entity is inside a model or a func-static, the AI cannot react to it since it is inside an object? I always thought func-statics are totally invisible to the AI, so the Ai should see the entity anywhere where there is not world confining wolrdspawn brushes between the Ai and light?

 

When the AI determines whether a light is off or on, it does two things:

 

* check that the light is OFF

* that it can see the light source

 

The second is because the AI cannot know whether there is a wall between itself and the light, or a cupboard or whatever, and the AI cannot look at the floor (it theoretically could, but that is very expensive).

 

So for the second step the AI makes a LOS trace from its eye (hm, what if it is one-eyed? Or blind? Need to test this) to see if it can "see" the light source.

 

If f.i. the light source is inside a model lamp (desklamp, or lamp with grille), then the AI might think it doesn't see the light, even there is no wall between it and the light, just a pixel of the light grille.

 

So the AI ignores the "light entity model". However, it somehow needs to know what "belongs" to the light entity and what not.

 

And if I did understand grayman correctly, he ignores anything that is "bound" or "attached" to the light source.

 

What do you mean by attaching? Binding or just having them in contact.

 

grayman would know better, but I think it is unlikely that "in contact" is considered, because it is a very expensive operation, also then you could place a crate next to a candle and AI would still think it can see the candle. Likely the rule is "attached via def_attach" (in the definition file), or bound via "bind" (at runtime).

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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It was found out that having the savegame compression on for some players (whitefantom) causes crashes.

 

Synopsis is that:

  • The game crashes upon saving.
  • setting tdm_savegame_compress to 0 fixed the issue.

More information available here:

 

http://forums.thedarkmod.com/topic/12937-constant-crashing-on-save/page__view__findpost__p__263300

Clipper

-The mapper's best friend.

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Not exactly a 1.06 bug, but the alt skins are still not working with the arabic pitchers and fancy wine glasses.

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

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Not exactly a 1.06 bug, but the alt skins are still not working with the arabic pitchers and fancy wine glasses.

 

Is this already tracked and/or is there more info available?

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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Tels: I will check it, and if it isn't, will supply more information on the tracker.

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

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  • 3 weeks later...

The 1.06-Update leaves me with a second darkmod-folder. After launching the game I can see no missions at all, after exit I have:

 

~/.doom3/darkmod

 

and

 

~/.doom3/darkmod

 

Note that you can't see the space after the second one. The "new" darkmod -folder contains an empty /fms-directory, sometimes a missions.tdminfo. Folder gets recreated when deleted. I guess there is a typo in some config file. Any ideas?

 

I am -- still -- on Ubuntu Maverick (10.10) 32-bit.

 

edit: removed "darkmod " once again and recreated it as a symlink:

 

ln -s darkmod 'darkmod '

 

Quick and dirty fix on my end, but I still think there's a typo or something in the mod . . .

Edited by plasticman
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