Jump to content
The Dark Mod Forums

Getting Missions 2.0 ready


Springheel

Recommended Posts

Okay, I've marked the wiki for Den, Storm, Alchemist. I will look at these maps when I can (but if anyone wants to volunteer then great - but check with me first in case I've started!)

 

First off, I supposed I'd better get v.2.0....

Link to comment
Share on other sites

Dumb question but I've searched quickly around in usual places. Where do I find 2.0? Is it just a matter of updating SVN? A different branch of SVN perhaps?

 

And where are mappers putting the modified maps? I saw a thread but that wasn't resolved.

Link to comment
Share on other sites

You can just update SVN and then move your darkmod folder out from under Doom3.

 

And where are mappers putting the modified maps? I saw a thread but that wasn't resolved

 

Our ftp is fine, or just host them somewhere else and give me the link.

Link to comment
Share on other sites

Could there be something wrong with the AAS-flooding?

 

I haven't worked in the AAS compiler, and AFAIK there's no documentation describing its rules.

 

Any worldspawn or clip or monsterclip or tdm_nodraw surface that's less than 45 degrees off the horizontal can be assigned one or more AAS areas, even in places you know an AI will never fit horizontally or vertically, or even be able to reach vertically.

 

One way to learn more about the AAS areas in your map is to put this line in your Darkmod.cfg file:

 

bind "b" "_impulse27"

 

It might already be there.

 

In-game, press the 'b' key and the AAS areas near you are drawn. Walk around and see if there are areas where you wouldn't expect them to be. In DR, make sure you eliminate those areas by adding monsterclip or extending existing monsterclip up to the worldspawn brush above it (usually a ceiling). (The different colors of the AAS areas represent 'clusters' which are map sections separated by portals.)

 

At game time, pathfinding runs through "reachability" data, which describes whether one AAS area is reachable from another. The more AAS areas there are, the more time it takes to process that data. And a patrolling AI does this every time it thinks. I personally don't think I want my AI wasting their time trying to figure out if the best way to get across a room is to climb on top of a nearby table.

  • Like 1
Link to comment
Share on other sites

The screenshot zombie with the scroll looks fine, but yeah, it is easier to gauge when the AI is in motion.

Not sure why I uploaded that screenshot to illustrate the 'not quite there-ness' of the scroll, cuz it doesn't really; but when the zombie's swinging at you, you can see the scroll is protruding through its fingers.
is the table climbing and levitation a constant problem that happens every time?
I've only noticed it in that room and it behaves the same in 1.08 - undead can climb on and off the bed & table. Haven't seen them get stuck - in fact, never noticed it before at all as I've usually been very careful not to disturb anyone in that room.

 

The tables in the upper rooms still behave properly in 2.0, i.e.

 

temporary havens of safety from undead onslaughts

so my fears of unstoppable waves of super-levitating access-all-areas undead are unfounded (until your next mission anyway). :smile:

Link to comment
Share on other sites

Quick update: I've started getting the following error message in the console when I run 'map' ('dmap' seems to run fine):

 

ERROR:idMoveable 'func_static_37': cannot load collision model func_static_37

 

I got the message after I had moved the servant's book; I reset the book to the original position but get the same message anyway. :wacko: Any suggestions? Is there any way of finding tracking down 'func_static_37' in DR?

Link to comment
Share on other sites

Is there any way of finding tracking down 'func_static_37' in DR?

 

Hit the 'J' key and a few hours later DR will give you a window that shows a list of all the entities in the map, arranged alphabetically.

 

Click on 'func_static_37' in that list and the camera should snap to that entity in the map, changing your camera and ortho views.

Link to comment
Share on other sites

Rake Off:

1: yes needs to be fixed

2: yes*

 

Flakebridge Monastery:

1: yes

2: yes*

 

* Is there a strict time limit for this? I have zero time to look at these things for the rest of the month or so.

Link to comment
Share on other sites

Is there a strict time limit for this?

 

Before the end of July would be preferable.

Link to comment
Share on other sites

Hit the 'J' key and a few hours later DR will give you a window

:laugh: It's funny, because it's true.

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

Link to comment
Share on other sites

  • 2 weeks later...

I want to clarify which are the definitive latest versions of the missions and what others are working on.

 

The one for Thief's Den I just started to look at came down from SVN when I set up 2.0 but it had another error not listed so I thought I'd better check.

 

SVN log shows Den last updated 18 June 2010.

 

ftp for download site on fidcal.com shows 21 November, 2012.

 

Clearly, I'll use the one from the download but I'm just wondering if anyone else doesn't realise this and is working on an SVN fm.

Link to comment
Share on other sites

I'm not sure which one I used for testing, actually. Probably the one on SVN.

Link to comment
Share on other sites

The one you should be using is the one from Nov 2012, most of the mission on the SVN are way out of date.

 

But that raises an issue that people that have FTP access need to address and that is there seems to be different version for some missions on the official mirrors.

Link to comment
Share on other sites

I can't remember if I used that one or if I used the one from the Mission Downloader. Either way, the one on SVN should be deleted if it is out of date (and it really doesn't need to be on SVN anymore anyway).

Link to comment
Share on other sites

  • 3 weeks later...

Regarding Heart of Lone Salvation:

 

The object that needs replacement is this

 

post-11230-0-46115700-1370081658.png

 

It's pretty small and could be done quite easely. If Fidcal don't has the time, I can do this.

Here is the replacement: paper_trash.ase.txt

 

Not very pretty, but as it's quite small it should serve its purpose.

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

Link to comment
Share on other sites

Link to comment
Share on other sites

Oops. You may had told Fidcal as he has PM'd me today. :smile:

 

Nevermind.

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

Link to comment
Share on other sites

  • 2 weeks later...

So after months of experimenting with art, leading an existence of bohemian excess and meaningless sex (that last part might not be true), Im back to try and finish that mission update once and for all, what am I missing? I thought I read something about you needing access to the new TDM version? Maybe I imagined it... If I remember correctly, all the issues were already solved as per Grayman's solution and the map was almost finished, I just had to pack it, and what probably kept me was the intention of making that last cutscene before the mission ends as a movie file (since you cant have an outro briefing with which to make an ending scene), but then I had to focus on RL. My time is much more strict than it was before, but I would like to give it a push and see this through.

Edited by RPGista
Link to comment
Share on other sites

You can finish on 1.08, or you can join the 2.0 Beta test, and finish on that. If you do the latter, you'll be testing your mission in 2.0, to make sure we didn't break anything.

 

Using 2.0 for current mission work isn't mandatory, but someone will need to test it on 2.0 during the 2.0 beta test period, which begins Aug 5th.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


  • Recent Status Updates

    • Ansome

      Finally got my PC back from the shop after my SSD got corrupted a week ago and damaged my motherboard. Scary stuff, but thank goodness it happened right after two months of FM development instead of wiping all my work before I could release it. New SSD, repaired Motherboard and BIOS, and we're ready to start working on my second FM with some added version control in the cloud just to be safe!
      · 0 replies
    • Petike the Taffer  »  DeTeEff

      I've updated the articles for your FMs and your author category at the wiki. Your newer nickname (DeTeEff) now comes first, and the one in parentheses is your older nickname (Fieldmedic). Just to avoid confusing people who played your FMs years ago and remember your older nickname. I've added a wiki article for your latest FM, Who Watches the Watcher?, as part of my current updating efforts. Unless I overlooked something, you have five different FMs so far.
      · 0 replies
    • Petike the Taffer

      I've finally managed to log in to The Dark Mod Wiki. I'm back in the saddle and before the holidays start in full, I'll be adding a few new FM articles and doing other updates. Written in Stone is already done.
      · 4 replies
    • nbohr1more

      TDM 15th Anniversary Contest is now active! Please declare your participation: https://forums.thedarkmod.com/index.php?/topic/22413-the-dark-mod-15th-anniversary-contest-entry-thread/
       
      · 0 replies
    • JackFarmer

      @TheUnbeholden
      You cannot receive PMs. Could you please be so kind and check your mailbox if it is full (or maybe you switched off the function)?
      · 1 reply
×
×
  • Create New...