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NeonsStyle

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I no nothing about scripts. I've tried everything I can think of but nothing works.

 

It has to be fixed, as it's the one thing the beta testers will certainly mention.

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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Btw.: Did you check the console for warnings/errors?

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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These are the only errors showing up.

 

Couldn't load image: guis/assets/splash/launch
Couldn't load image: video/briefing
file C:\Games\The Dark Mod\fms\briarwood_manor\guis\mainmenu_custom_defs.gui, line 440: newline inside string
SetDeviceGammaRamp failed
The file error I don't get since looking in the file there is no newline (carriage return) inside the file at line 400. This is line 400:
#define MM_DEBRIEFING_29_VIDEO_LENGTHS ""
This isn't important as this will be replaced when the video is done. Still good to find out why things happen
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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newline inside string can also be caused by some typo, for example a " missing somewhere or too much.

 

If you pm me the map I could take a look.

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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file C:\Games\The Dark Mod\fms\briarwood_manor\guis\mainmenu_custom_defs.gui, line 440: newline inside string

I have a reasonably strong suspicion about what's causing this. Can you please attach that 'mainmenu_custom_defs.gui' file here so that I can confirm or reject my hypothesis? Be sure to upload it and attach it as a file, though. Do not post it inline.

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I have a reasonably strong suspicion about what's causing this. Can you please attach that 'mainmenu_custom_defs.gui' file here so that I can confirm or reject my hypothesis? Be sure to upload it and attach it as a file, though. Do not post it inline.

 

Here you go https://drive.google.com/file/d/0B-fuuLxkbWRZX2ttNTcyWVNGZUU/view?usp=sharing

 

Click Top Right to download

 

grayman is taking a look at the map as we speak. He's familiar with the conversation.

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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Thanks for uploading the file, NeonsStyle. My hypothesis is busted, FWIW.

But I see the problem. It's not line 400, it's line 440.

And line 440 has a single quote character with no terminator, which is what's causing that message from the parser.

It looks like you've got an un-prefixed comment block at the end of the file.

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What's the correct version for that line so I can replace it?

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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What Nightwalker was saying in his last sentence is the following:

There is a bunch of stuff that needs to be marked as a comment, so that the engine knows that this is stuff it doesn't need to analyze at all when searching for valid definitions.

So, add two slashes (//) in front of all the lines from 438 - 452.

Like this:

 

// Rename your ROQ to "briefing.roq" and place that in a folder in your FM folder called "video".
...

Edited by gnartsch
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Thank you

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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  • 3 weeks later...

Is there a spawnarg or something that will set an AI to warm hands at a fire? If so is it put on the AI or a path wait?

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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For this you will need a path_anim path node. With this you can play any animation you want. For warming hands it is "idle_warmhands". You can see how an animation looks under Entity->MD5 Animation viewer, if you want to search for animations.

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I find it's usually best to buffer path_anims with path_waits. In other words, path_corner -> path_wait -> path_anim -> path_wait -> path corner.

 

Otherwise, the AI snaps into and out of the animation rather abruptly.

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Thanks, I found it.

 

I have a guard that takes a piss. Is it better to use a trigger_multiple or trigger_entityname?

 

Also, when he takes a wizz, he tends to fall a bit short of the toilet lol, is it possible to change

how far he can piss? lol I'm guessing that's a fixed animation though.

 

Also, I have a broken window decal (glasscrack2), and I behind it I have a small piece of portal

sky. So the effect is you can see through the hole in the window. It was working fine, however

suddenly it stopped working, and nothing I do will have the portal_sky show through the

alpha'd decal. I've even tried it in front of the decal, but it just won't display.

 

I've always had it as a patch and it worked fine in tdm 2.4, but not in 2.5. So I tried it with a brush (nodraw all sides

except for the one with portal_sky) on it. Has anyone come across this before and know a way around it?

 

Here's an image of the setup in the editor (I've moved the portal sky out from behind the decal so you

can see it). No matter how I arrange these, under 2.5 it just won't display it.

 

(On a side note, why won't the forum let me post a png or jpg from google drive? It says Not allowed to use that image

extention on this community)

 

hole.jpg

 

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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Why do you need a trigger for the animation? If you want the guard to go start taking a leak when the player reaches a specific point (which is assume is you might want to do), I would use a trigger_entityname with entity player. With a trigger multiple, the guard would urinate every time, the player passes. If it is meant as part of the patrol route, you can simply use the path_anim and give it the next target, so the guard will resume patroling afterwards. If the patrol is cycled, the AI will take a leak every time it comes there. I have this animation added as a RIT in my WIP. When one guards walks outside, it either goes to a trough-like thing and kneels down (appearing to drink, without a completley proper aimation) or it goes to take a leak.

Regarding the distance, I also think this is fixed. All you could do is set the path_anim a bit away from the toilet so the AI hits the target or move the toilet accordinly.

 

With the decal, I am afraid, I cannot help you. The only thing I could think of would be to check, if the crack decal texture still has its alpha channel, but since it worked before, it would be strange if it did not.

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The skybox gets only rendered if at least one rendered surface in the current view uses the portal sky texture. So if the skybox is not showing up, then most probably your skybox brush doesn't get rendered. What exactly causes this is hard to say though without a detailed inspection of the map.

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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  • 2 weeks later...

Got that one sorted.

 

How do you animate a rope? I tried using the env_rope and env_rope_150 etc but none of those work with a path_anim.

 

Neon

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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path_anim only works for AI. You will have to use the atdm:attachment_point_swinging and bind a rope to it. Regular models can not be animated by themselves. I have not worked with this attachment point, though, so I am afraid, I cannot help you any further there.

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You could theoretically animate a rope (although not via a path_anim, as it cannot walk ;) ), but you would need the animation first.

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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The ropes are md5. (Hence they can be bounced)

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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Ahh ok. I didn't know path_anims were only for AI lol. New things; great :)

 

It's only a small thing, it's prob not worth bothering about since it's a tiny detail.

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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You don't need an animation to make a rope swing. Just make a func_rotate and bind the rope to it.

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