greebo Posted September 14, 2006 Report Posted September 14, 2006 For ambient sounds (that can be heard all around the level) the s_global key has to be set to 1, but the key definition is missing in doom3.game: <property name="s_global" type="boolean" /> What's the policy here - should all keys be added to this file as development and testing proceeds or are there other plans regarding this file? There are several other keys that would be required (for the ingame readables for example), but it may be possible that the Entity Inspector would be flooded with all kinds of optional values that only apply to certain entities. Quote
OrbWeaver Posted September 14, 2006 Report Posted September 14, 2006 No, just add anything you need. I reserve the right to change the format or add additional information, but theoretically that file should contain the complete list of keys that are used anywhere. I intend to add code at some point to select categories based on the model type, so the AI keys won't be visible on Lights and vice versa. This should cut down on the clutter somewhat. Quote DarkRadiant homepage ⋄ DarkRadiant user guide ⋄ OrbWeaver's Dark Ambients ⋄ Blender export scripts
greebo Posted September 14, 2006 Author Report Posted September 14, 2006 Ok, should I post all the missing key definitions here or should I send you the doom3.game file every now and then? Or is it possible to set SVN permissions so that I'm able to commit just this one single file? Quote
OrbWeaver Posted September 14, 2006 Report Posted September 14, 2006 Posting them here is probably the easiest way, so I can add the new keys in successive releases. Quote DarkRadiant homepage ⋄ DarkRadiant user guide ⋄ OrbWeaver's Dark Ambients ⋄ Blender export scripts
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