Jump to content
The Dark Mod Forums

Newbie DarkRadiant Questions


demagogue

Recommended Posts

Heh, that works better than I expected.

My missions:           Stand-alone                                                      Duncan Lynch series                              

                                      Down and Out on Newford Road              the Factory Heist

                                                                                                  A House Call

                                                                                                  The House of deLisle                                                                                                  

                              

Link to comment
Share on other sites

On 4/5/2024 at 10:42 AM, Amadeus said:

WOAH! Great work!! It's kinda funny that you have to take a potion, but that could actually be an interesting thing you buy at an in-game shop. maybe to herd zombie AIs? Anyway, this is cool and I hope you share a test map please :D

Here's the test map (I haven't fixed the warning yet😞 Test Map

 

Edited by grodenglaive
  • Thanks 1
Link to comment
Share on other sites

12 hours ago, DeTeEff said:

Is it possible to mute all player grunts/sounds? 

Yes, I just figured out a way. The player sounds are located in sound/tdm_player.snd.shd and this file is zipped in the main tdm directory tdm_sound_vocals_decls01.pk4tdm_sound_vocals_decls.pk4

If you make a sound folder in your fm folder and copy tdm_player.snd.shd into that, you can edit it for your fm and disable whatever sounds you don't want the player to make.

For example, I tried it with the mantle grunts by commenting out the sounds (most were already disabled).

tdm_player_mantle_pull
{

    volume -5

    // sound/voices/player/mantle_pull01.ogg    // too much straining
    // sound/voices/player/mantle_pull02.ogg    // too much straining
    // sound/voices/player/player_mantle_2.ogg  // too much straining
    //sound/voices/player/player_mantle_3.ogg
}

tdm_player_mantle_push
{

    volume -10

    // sound/voices/player/mantle_push01.ogg    // too much straining
    // sound/voices/player/mantle_push02.ogg    // too much straining
    //sound/voices/player/mantle_push03.ogg
}

 

  • Thanks 1
Link to comment
Share on other sites

Just type the @ character, and then the first character of username (for example ‘k’ for kingsal). That will bring up an autocomplete list of users starting with that character. Keep typing, or pick the user from the list

  • Thanks 1
Link to comment
Share on other sites

Hi quick question: Is it correct that you cannot use a number as the start of a skin-name?

Does this apply to all defenition type names, like materials, def, gui, etc. ? I mean, where does this rule apply and where not?

I want to make sure before I add info to the wiki.

Edit: No answers, so I added the info

Edited by datiswous
Link to comment
Share on other sites

After editing some objectives, now I'm getting this console warning pop up any time I check the objectives in game.  I've never seen it before. Everything appears to be working though. 

destroydelay.jpg.fc2de0c568cb5c9ebc3d67f0f2bb48e5.jpg

I have not edited the tdm_objectives.gui file and it is intact in the tdm_gui01.pk4 folder in TDM. It references DestroyDelay here.

onAction
    {
        set "gui::DestroyDelay" OBJECTIVES_DESTROY_DELAY;
        set "gui::CloseGUI" "1";
        set "cmd" "updateObjectives";
    }

but I have no idea what I could have done in my fm to give it issue.

[EDIT] I get this warning in other missions now, not just mine. I reinstalled TDM and I still get this warning. Is this a 2.12 thing?

Edited by grodenglaive
Link to comment
Share on other sites

Is it possble to make skins for brushes/patches by conferting them to func_static?

Models are func_static when you add them in DR, but in the skin file you reference them with the model name instead of the entity name.

When you convert a brush/patch though, it converts it uses a model with the same name as the entity name, so in this case func_static_1 for example. Would it be enough to use that in the skin file? Allthough the wiki article states it's important to add an extension.

Edited by datiswous
Link to comment
Share on other sites

Skins don't require a model path, that's just a convenience feature to allow the skins to be associated with the model(s) in the editor.

However I have no idea if an unassociated skin can be used on a func_static. I suppose there's no reason why it couldn't work, but it's not something I've ever tested and I wouldn't be surprised if it fails to do anything (either in the editor or the game).

Link to comment
Share on other sites

On 4/5/2024 at 10:11 AM, Amadeus said:

try giving your ai the spawnarg/value "use_aas"/"aas32"

You were on to something with that, but TDM won't let atdm:ai_base use another class's aas file. I changed tactics and switched it to atdm:steambot_base instead (it also happens to be the only AI base that doesn't say "do not use").  Dmap auto-generates the associated aas file (aas96) so there is no warning when the player starts. More importantly, it actually still works! So my AI will now follow the player with no errors or warnings.🤪

 

Link to comment
Share on other sites

3 hours ago, OrbWeaver said:

However I have no idea if an unassociated skin can be used on a func_static. I suppose there's no reason why it couldn't work, but it's not something I've ever tested and I wouldn't be surprised if it fails to do anything (either in the editor or the game).

Hm after testing:  This does actually work fine. Both in DR and in tdm.

 

I guess there's no point in specifing the model path, because then it only works on one specific func_static.

Edited by datiswous
Link to comment
Share on other sites

10 hours ago, grodenglaive said:

You were on to something with that, but TDM won't let atdm:ai_base use another class's aas file. I changed tactics and switched it to atdm:steambot_base instead (it also happens to be the only AI base that doesn't say "do not use").  Dmap auto-generates the associated aas file (aas96) so there is no warning when the player starts. More importantly, it actually still works! So my AI will now follow the player with no errors or warnings.🤪

 

Hard to argue with results! Glad you found a fix for this

Link to comment
Share on other sites

My first thought would have been to use a rat or spider babby on the grounds that it's small.

My missions:           Stand-alone                                                      Duncan Lynch series                              

                                      Down and Out on Newford Road              the Factory Heist

                                                                                                  A House Call

                                                                                                  The House of deLisle                                                                                                  

                              

Link to comment
Share on other sites

On 4/12/2024 at 8:11 AM, grodenglaive said:

So my AI will now follow the player with no errors or warnings.

To the "Path Nodes" wiki article, I've added a few sentences about path_follow_actor. It mentions that it currently doesn't support the actor being the player, and has pointers to the new bug report and the workaround given in this thread.

The entry for path_follow_actor in the Entity Database now reads "... actor (= other AI, not player)...

  • Like 1
  • Thanks 1
Link to comment
Share on other sites

6 hours ago, grodenglaive said:

I wouldn't want rats or spiders following me around.

Now there's a good idea for a custom AI. A spider queen with six or seven spiders following her....

  • Like 2
Link to comment
Share on other sites

  • 2 weeks later...

https://wiki.thedarkmod.com/index.php?title=Objectives#Mission states:

Quote

Objectives are stored by entities named target_tdm_addobjectives. Your mission can have several of these but typically you will only want one for all your objectives.

Is this correct? Because DR's objective editor creates an entity called atdm_target_addobjectives .

Link to comment
Share on other sites

Query: when playing a level, how sharp must a corner in the level geometry be for it to look bad to you? I'm sculpting my current FM from scratch as there aren't many prefab modules fitting my theme and the question has been nagging me for a bit. I've been using bevel patches to smooth out 90 degree corners made of brickwork for a slightly more realistic look to them, but I'm not sure where else I should be smoothing out the angles of my level geometry. Most notably I have a larger room where the main center piece is a large octagonal tower made of brick and I'm unsure if players will find its sharp angles unappealing to look at despite its ornamentation. Try as I might to smooth out those corners, an octagon is still an octagon.

Link to comment
Share on other sites

If it's supposed to be an octagon, I don't think the corners need to be bevelled. Certainly it looks much better to bevel square corners, but the angles of an octagon don't look bad imo. If you want a smooth cylinder though, the default cylinder patch has 16 sides, which looks smooth enough in game. That would be easier than bevelling 8 corners.

Speaking of smoothing; I was pleasantly surprised to find that if you make a model in Blender with smooth-shading ticked, then export an ase file, it will retain the smooth shading when imported to darkradiant. 

Edited by grodenglaive
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

    • taffernicus

      i am so euphoric to see new FMs keep coming out and I am keen to try it out in my leisure time, then suddenly my PC is spouting a couple of S.M.A.R.T errors...
      tbf i cannot afford myself to miss my network emulator image file&progress, important ebooks, hyper-v checkpoint & hyper-v export and the precious thief & TDM gamesaves. Don't fall yourself into & lay your hands on crappy SSD
       
      · 3 replies
    • OrbWeaver

      Does anyone actually use the Normalise button in the Surface inspector? Even after looking at the code I'm not quite sure what it's for.
      · 7 replies
    • Ansome

      Turns out my 15th anniversary mission idea has already been done once or twice before! I've been beaten to the punch once again, but I suppose that's to be expected when there's over 170 FMs out there, eh? I'm not complaining though, I love learning new tricks and taking inspiration from past FMs. Best of luck on your own fan missions!
      · 4 replies
    • The Black Arrow

      I wanna play Doom 3, but fhDoom has much better features than dhewm3, yet fhDoom is old, outdated and probably not supported. Damn!
      Makes me think that TDM engine for Doom 3 itself would actually be perfect.
      · 6 replies
    • Petike the Taffer

      Maybe a bit of advice ? In the FM series I'm preparing, the two main characters have the given names Toby and Agnes (it's the protagonist and deuteragonist, respectively), I've been toying with the idea of giving them family names as well, since many of the FM series have named protagonists who have surnames. Toby's from a family who were usually farriers, though he eventually wound up working as a cobbler (this serves as a daylight "front" for his night time thieving). Would it make sense if the man's popularly accepted family name was Farrier ? It's an existing, though less common English surname, and it directly refers to the profession practiced by his relatives. Your suggestions ?
      · 9 replies
×
×
  • Create New...