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NeonsStyle

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The problem is he only has one node, and it's on the other side of the house. So by the time he gets there, it's too late to tell the player to follow him

 

So I figured I'd use the Stim Response on the AI when we setup the dropitem set ai on patrol. This is the setup on the new effect etc.

 

Trigger response, new effect add target to trigger relay, with a delay added to the relay, and targets a trigger_once (make sure sound plays once), then use that to target the speaker. Problem is the sound plays as soon as the AI is triggered, and the delay isn't working, even though it's setup exactly the same as the delay I used to unlock that door awhile ago. This should work. Just need to get the delay issue sorted.

 

Since you'rs is almost done, I played One Step to Far tonight. Really nice map. Only criticism, was the beach texture was the wrong scale. How the hell did you make such a large area as that final map perform so well?

 

Yeh I'm just waiting on a video and working out how to show it and I'm done. So yeh double release lol haha. After I saw ur pics in the WIP thread can't wait to play it.

 

I'd have suggested to insert another path_corner at the point where the voice should trigger, or a trigger_entityname brush. Though it's good to see you're getting into the swing with the triggers and relays.

 

Thanks, indeed the perf at the beach is a mystery. You've got a 30000 tris model behind you and thousands of stretched tris in front of you because the walls aren't just a texture. Yet still there would've been plenty of space for flashy things like a parallel moonlight, which would make the outdoor stealth parts somewhat more interesting. The absence of such things probably explains the perf. The beach texture scale was to avoid that it repeats so obviously, though in hindsight it'd just have needed more clutter to break up any longer sight lines.

 

 

Question: is there functionality for FM outro videos reserved for the end or mid-play (as in videos that play in a specific location once the player reaches it)? Does the engine have that function as it was possible in T:DS?

I am aware of the in-engine supported cutscenes that NHAT and Somewhere above the city had.

 

There is a default video that plays when the mission completes that could be replaced. Mid-play, you'd need to ask one of the code buffs.

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Yes it does Anderson. One Step too Far does this by Dragofer. You can do a DeBriefing, and I see no reason why it couldn't be a video.

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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I did try another path_corner. Since the AI doesn't hold the target spawn args for the path_corners, when he gets to it, even though there is another path_corner targetting for him to

go to, he doesn't go. He doesn't have to, I was just explorinjg. So I know if I put another path_corner in the room, that's as far as he will go. The way we set it up, was the SR would do the targetting.

 

The sound plays fine using the trigger_relay, it just won't delay, which is very odd.

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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Yes it does Anderson. One Step too Far does this by Dragofer. You can do a DeBriefing, and I see no reason why it couldn't be a video.

 

I think there's a misunderstanding, my mission had no special way of ending.

 

 

I did try another path_corner. Since the AI doesn't hold the target spawn args for the path_corners, when he gets to it, even though there is another path_corner targetting for him to

go to, he doesn't go. He doesn't have to, I was just explorinjg. So I know if I put another path_corner in the room, that's as far as he will go. The way we set it up, was the SR would do the targetting.

 

The sound plays fine using the trigger_relay, it just won't delay, which is very odd.

 

That's strange, normally if a path_corner targets another path_corner, then when the AI reaches the first he'll move to the next.

How are you making the delay? Via a delay spawnarg on the trigger_relay? Would be strange if that didn't delay.

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You can play a video at any stage, beginning, middle, and end. It's just part of the vanilla GUI system.

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What do you see when you turn out the light? I can't tell you but I know that it's mine.

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Yes it does Anderson. One Step too Far does this by Dragofer. You can do a DeBriefing, and I see no reason why it couldn't be a video.

A Score to Settle has a video intro and outro.

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That's strange, normally if a path_corner targets another path_corner, then when the AI reaches the first he'll move to the next.

How are you making the delay? Via a delay spawnarg on the trigger_relay? Would be strange if that didn't delay.

 

This is the setup for the delay.

 

The trigger is on the SR on the AI where we put the SR to get him to patrol, and also trigger unlock a door.

 

I added a new effect, Add Target, pointed it to a new trigger_relay. On the trigger_relay I added a delay 5 spawnarg, and targeted a trigger_once,

so it would only play once. The trigger_once targets the speaker.

 

The sound plays once, but plays as soon as the AI is triggered. So the delay is not working. I tried putting it on the trigger_once also but it made no difference. I tried putting it on the speaker, same outcome. Makes no sense, as the setup for the delay is the same as the one used to unlock the door. I even tried copying that trigger_relay and changing the targets, but still won't work.

 

Neon

Edited by NeonsStyle

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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I get an error in game if I use trigger. Infinite loop. This is setup for using SR trigger rather than Add Target

 

AI SR, Trigger response, Target _SELF Activator trigger_relay which targets trigger_once which targets the speaker. Without the once, the speaker keeps repeating.

 

It generates an in game error, "Possible infinite loop". So I checked it, and there is no loop ( I did some programming so I know what a loop is in programming), and

I see no loop in that setup. Unless it's the _SELF, but I used that to set the AI on it's path the response before. There are 3 response on this AI.

 

1. Set on path

2. unlock a door

3. delay 5 seconds, play speaker for player.

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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Activators are just needed in special circumstances, for example if you want to trigger a teleporter and let the activator be the player or a certain AI. Usually you need just the target.

 

The loop might be because it looks like the AI triggers itself everytime it gets triggered, though you're saying you've gotten such a self-triggering setup to work before? It'd probably be easier to let the AI's trigger response be to trigger the relay which targets the speaker.

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Or you could use the trigger_relay you use to trigger the AI, additionally target your delay trigger_relay that in turn targets the trigger_once. That way you don't need the S/R on the AI for the dealy trigger_relay. Man, describing this gets complicated ;)

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Or you could use the trigger_relay you use to trigger the AI, additionally target your delay trigger_relay that in turn targets the trigger_once. That way you don't need the S/R on the AI for the dealy trigger_relay. Man, describing this gets complicated ;)

 

Let's see, the words 'trigger', 'relay', 'target' and 'delay' occur 11 times in your two sentences. I don't think I'm uptodate with the latest trigger/targeting/relay/delay setup in the map anymore.

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LOL Dragofer.

 

I got it sorted now. The problem was when I first setup it up, I put the target speaker on the relay that is used to set he AI off on his patrol. I'd forgotten

about that. So in game, as soon as I drop the book, the first relay plays the sound then short while later the 2nd does. By deleting it from the first

relay fixed the issue. lol

 

Serious DOH moment.

 

Thanks for the help guys, really appreciate it. Even the dig from Dragoer haha.

Edited by NeonsStyle

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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I have an issue with the Noble Lady who refuses to sleep in the beed either straight, or the right way around. I've tried everything I can think of to get her to lay straight. This is the spawnargs on her:

 

sleeping 1

lay_down_left 1

lay_down_slide_dist 35

sleep_location 1

 

She's sleeping on this model (models/darkmod/furniture/beds/builder_bed02.lwo)

 

We should have a spawnarg for this that can allow us to set a height above the origin of the bed for sleeping AI. Here's a pic:

 

bitch.jpg

Edited by NeonsStyle

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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She should stand with her back to the bed before asking her to sit down.

 

Her angle should be perpendicular to the bed.

 

In this position, if the pillow is to her right, use "lay_down_left 0".

 

If the pillow is to her left, use "lay_down_left 1".

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Thanks grayman. Never even thought of using a Monster clip to get to her right height. The rest of the stuff she was set at, perpendicular to the bed. (well bed is angle -90 and is angle 90)

so I'm not sure if you meant visually perpendicular, or angular perpendicular as in the spawnarg. I didn't have a path_sleep either, didn't know I needed one, have one now.

 

Thanks guys

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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I have a wierd issue that I am worried about after release. There are two outside speakers, speaker_1 & speaker_3. 1 is forest_outside_loop from tdm. The other is a 3rd party forest loop. Both work fine. The problem is every so often, (about twice a week) those two speakers disappear from the map, and when it's dmapped, they no longer play in the game until they are added once again.

 

Another related issue, is whenever I place a texture on some new brush, the other brushes randomly around the map will get that same texture, even if they are already textured or caulked. I think this might be related to a mapdoom2.dll that greebo gave me to allow me to import a quake2 map into tdm. I don't use that map atm, This map was created wholly in Dark Radiant so it shouldn't have this issue.

 

Very odd issue, and the texture issue has been with me since I got the mapdoom2.dll, though the speaker issue is new. I've only had that for about a month.

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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Thanks grayman. Never even thought of using a Monster clip to get to her right height. The rest of the stuff she was set at, perpendicular to the bed. (well bed is angle -90 and is angle 90)

so I'm not sure if you meant visually perpendicular, or angular perpendicular as in the spawnarg. I didn't have a path_sleep either, didn't know I needed one, have one now.

 

Thanks guys

 

Just using m/c might look odd because she'll hover before she lies down. I meant actual steps that the player can see.

 

You said you had used the spawnarg "sleeping 1" on her. This means she'll lie down at map start, and no path_sleep is needed. Just position her correctly. If you plan on having her wake up and patrol around, and want her to return to sleeping, then you'll need to use a path_sleep to get her back into the bed.

 

By perpendicular, I meant that if the bed is oriented NS, she needs to be facing either W or E.

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Thanks grayman, She's sorted now. I stayed with the clipped brush for a step, and it works fine. Great idea. :)

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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Well I'm finally done now. Just waiting on a voice, and the video, then it can go beta. :)

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I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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