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NeonsStyle [Work In Progress]


NeonsStyle

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

 

Very nice, I'd suggest that while you wait you go through your mission over and over so that you can shorten your beta phase, because your beta testers are inevitably (in my experience) going to flood your inbox with pages of bug reports such as:

- models with incorrect skins showing up pitch black ingame

- out of place prefab components as a result of being rotated en bloc, such as lock bits on chest locks

- chest lids clipping into things when opened

- AIs stop pathing because their path has a dead end, or they sit on top of the chair's backrest, or they walk endlessly in circles at doors, or they throw rocks at you from one end of a corridor

- moveables falling through their surface when touched because they don't start completely clear of it

- particles leaking through walls

- doors having their origins on the wrong side resulting in z-fighting when they open

- visportals' visportal surfaces not being within the door, giving you a chance to look into the void

- floating anything

- lights leaking through surfaces because either the light or the surface is noshadows

- z-fighting of course

- welcome to the last 10%

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  • 2 weeks later...

hehe yeh I've been doing a lot of that. There's some some chests that are clipping, and there is one issue with that steward AI where sometimes the STIM doesn't unlock

a door. Eventually it does, but he runs in circles until it does. Makes no sense really why it does this. It was setup as we talked about in this thread awhile, using a

stim/response to trigger a trigger_relay which triggers the change lock state entity. It works perfectly for another lock, but this one is a little temperamental, even though

the setup is exactly the same.

 

Those are the only two issues I've seen so far, I've fixed all z fighting, don't have any model issues afik.

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 am still having that same issue ASE100 out of Date, even though the map has been dmap countless times, I've even deleted all files generated from dmap and

dmapped fresh, and still I get ase100 out of date. Nothing seems to fix it. I've had this issue now for about 3 months.

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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It could be that your horse's origin is slightly within a brush, or the horse is somewhere from where it can't path, although those suggestions would be far-fetched. What happens if you put your horse out in the middle of the courtyard? Otherwise something that could be tried is to delete the horse, save, delete all dmap files, dmap, put the horse back in, save, dmap.

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Thanks Biker, I'll pm you a link

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 can do this, but you will need to remind me what the issue/problem is.

 

Thankyou for sorting out the AAS issue Biker

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 got the lines I did for you..?

 

Voicing lines? No, I've not seen them Biker, where are they?

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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It's ok Biker, they are done now, and I'm pretty happy with them. Next time. :)

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 found one major issue on my map that I can't find a solution for.

 

I have an AI, who is sent on a patrol by a drop item, and that also triggers a stim/response pair, one for a sound and another to change_lock_state

on a door into the nobles part of the home. This door is critical, and it needs to be unlocked when this first AI is triggered by the dropitem the player needs to follow the AI through the door.

 

The problem is, two other AI use this door on their patrol and both have can_unlock on this door. I think what's happening is the stim response is changing the lock state, and unlocking the door, then the guards are locking it again. I thought if this was the case, they would leave a door at the state they find it in, not it's original state. Yes?

 

Is there a way around this without having to remove the paths of the two AI that also use this door?

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 did have that on there, but I removed it. That's the culprit? Cool, then that should resolve the issue. When I saw it I thought that might be the issue, but wasn't sure.

 

Thanks grayman :)

 

[Edit] Fixed thanks :)

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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  • 2 weeks later...

Question:

 

I have a situation where I have an AI arrive at a place, supposedly kill someone, a door unlocks. I use Stims/Response to handle a drop object

which sets him off to his destination. When he gets there, there's a trigger_relay which unlocks the door to allow the player in. I want the AI

to walk out of the room right as the door opens (using atdm: target_change_lock_state) which triggers after 71 seconds (used to play an audio).

In this room is the path_corner he's going to (path_corner_34) along with a path wait. The whole scene in this room is triggered by the player,

so I can't use path_wait wait.

 

There's a trigger_relay in there, to trigger the change lock state. So what so how do I get him to leave the room after the player has triggered the

scene, and after the 71 second wait (for scene to play) and door to unlock.

 

ie: player triggers scene, scene plays for 71 seconds, change lock state unlocks and opens door and right then then AI walks out before the player can

walk in.

 

How do I do that? I'm guessing Stim Response, but am not sure what to put it on. I'm figuring it's a Add Target response, but since it needs to be triggered after

the trigger_relay fires (that's where the delay is 71s). Maybe put it on that?

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 can insert a path_waitfortrigger in the AI's path so that it'll wait for a trigger before it continues. I'd append a 1s-delay relay to the end of your 71s-delay relay for triggering the AI to guarantee that the AI knows the door is open before it starts moving.

 

You could also do s/r Add Target, but this is more cumbersome because it ignores the 'delay' setting. You'd have to make a chain of a 71s-delay relay, a 1s-delay relay and a final relay with the s/r to get the same effect as above.

 

Something to remember for later is that if you're using the conversation editor and want to get the AI to resume their patrols after the conversation you have to use the Add Target method, path_waitfortrigger won't work.

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Thanks Dragofer. Your first method sounds the easier.

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 another issue.

 

My EscZone used to work, now for some reason it doesn't.

 

This is it's setup:

 

First there is an info_tdm_objective_location named EscZone on a clip brush

 

Objective is setup this way:

 

All levels

Initial State INCOMPLETE

Flags: Mandatory and visible ticked

Enabling objectives listing those needed to complete using OR's & AND's and that is correct

Components: Let the target 0 of spawnclass idPlayer be at location entity EscZone

 

This is exactly how it was setup before and it worked, for some reason now even when all the listed objectives are completed, it still won't complete.

 

The objectives in Enabli8ng Objectives are:

 

1: get the crown

2,3 and 4 get x loot

5, no killing,

6, get a book,

7 drop it at location

8 leave

Enabling objectives 2 OR 3 OR 4 AND 5 AND 6 AND 7 AND 8

 

I think 5 is the problem. No killing. Originally it was for normal and hard, but that

 

That is setup this way:

 

Difficult Lv 2 and 3 ticked

 

Incomplete, Visible

Components: Do NOT kill 1 AI of team 3 (all ai are team 3 on my map). So Lever 1 player can kill, thinking this might be an issue with completion of final objective?

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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Yeh I tried that. It didn't work. The details of finishing objective is:

 

Component: Item is in Location

 

Flags: Irreversible and Player Responsible

 

Any entity with SDK-level spawnclass: idPlayer

Name of Single Entity: EscZone

 

It was all working before it had it's performance tweaked, so I don't understand why it isn't now. Everything is the same as it was I think, just not sure about these settings.

 

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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That didn't work. I've gone over and over and over it and it should work. I even took the enabling objectives and added it to the success logic but didn't help.

The mission just won't complete when you get to the EscZone. This is a clip with info_tdm_objective_location and name set to EscZone which is the entity

listed above.

 

There's another issue that is popping up intermitently. I think the AI are locking the foyer door which is having it's lock state changed by atdm:target_change_lockstate. It's setup to unlock the door after an event is triggered which it does, but occasionally, it either does and

an AI relocks it, or it doesn't. Other times it's unlocked, and the Steward goes through the door (needs to be unlocked for that, and to allow

player access at the right time) and then after the player has gone through, sometimes the door relocks. I've never heard of a door getting

locked again once it was unlocked.

 

There are two AI have access to this door. Both with can_unlock foyer spawnarg. That shouldn't let them lock it. The only other possible thing is the change lock state is being retriggered, which it shouldn't, as the event tha triggers it is a drop object, which only happens once and is irreversible.

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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You could try to find the problem by first removing everything from 'Enabling Objectives', test whether the Esc objective works at all, then one by one add back the objectives and test every time to see what makes it stop working.

 

 

Wiki - Doors describes how you can manually place door handling position entities either side of the door which have spawnargs that let you disable the AI's locking behaviour. These entities need to be on ground level.

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Yeh tried that. Didn't work. I removed all of them, and added them one at a time. The odd thing is. If I had no enabling objectives (including the finish) the EscZone would get

a mission complete (but not end). Every objective I added, one at a time, tested failed to complete objective even when a) it was the only objective, or B) it and the finish were he only objectives) in the enabling objectives list. Very puzzled, since it was all working perfectly before I gave it to Bikerdude to have it's performance tweaked, of which he did an amazing job, and I know he didn't change anything cause it's just as it was before I gave it to him. Same with the EscZone. Very puzzling.

 

As for the door problem, the door handling won't work, as AI's do need to use that door, they need to lock it and unlock it. I just need them to not lock it once they find it

unlocked. The only way around I can see is to not have AIs use that door, but they really should, it makes sense.

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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