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Newbie DarkRadiant Questions


demagogue
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Well, now, talk about early-onset dementia , I have my Project Setup and everything else as it should, but something about your reply made me realize I had encountered a related (if not the same) problem almost 1-2 years ago when I first tried mapping something, and I had even found the solution and I might have mentioned it under one of Springheels01 tutorials! I just had forgotten about it. Correct me if I'm wrong, but my confusion stems from, I believe, two ways (or more, actually) of dmapping something and, generally speaking, "organizing" (yeah, well... 😅) your stuff: just lazily dropping your .map in darkmod/maps and type dmap mymission, which can be done without selecting the mission first (you could be playing some other mission and just load up your map whenever you want,) and the /fms/... way, where you actually have to select it first, which is kind of obvious when you think about it because how else would the computer know where to look, but I didn't do it because I never had to do it before. Stupid mistake, really—but at least it's not because of a typo.

Thanks, your comment actually helped. I'm still a bit confused by other things, but they are mostly that more advanced stuff with custom assets, so it's not that important and I'll get around that eventually. At least I got that nagging confusion out of the way, which was really driving me nuts.

 

Edited by xlm
Minor grammar mistake
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Your post helped me understand the darkmod/maps use case (evidently called the "non-project" method), which my tiny, tidy brain [🧠] couldn't quite grasp before. That will help inform my rewrite of the beginning part of A to Z Beginners Guide Page 1 that probably led you astray. Given the confusing shortcomings of non-project for non-trivial FMs, I'm going to steer the reader towards the "project" method (i.e., darkmod/fms/<FM>/maps) instead... what Destined may have intended with his "File Structure" section.

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OK, I've updated parts of Page 1 (and a bit of Page 5) of the A - Z Beginners Guide, to cover a choice of using project and non-project file structures. That part's hopefully clearer and certainly longer, but I shortened the intro.

No plans to revisit rest of that guide. That would be Labors of Hercules.

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I've further revised this. I've had to make some assumptions about the "non-project" form of file organization, where you place your .map file in <darkmod>/maps/, and any custom resources in sibling folders, for instance, <darkmod>/materials/.

The assumptions are:

1) That the current TDM version still supports non-project custom resources in this way

2) That DR will not be able to find the custom resources, because it can't set a Game Project location for those resources.

3) That a custom resource placed in a folder like <darkmod>/materials/ becomes global and visible to all FMs within <darkmod>, not just those in <darkmod>/maps/, but also those in:

a) <darkmod>/fms/<FM>/maps/ in non-pk4 form

b) <darkmod>/fms/<FM>/maps/ in pk4 form

Anyone, are any of those assumptions wrong?

 

 

Edited by Geep
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  • 2 weeks later...

I'm trying to create a 'door controller' for a locked door as described here: https://wiki.thedarkmod.com/index.php?title=Doors#Door_Controllers

I can't get it to work when the door is locked though. I want to have a 'lock plate' nearby that requires a key.  Basically any unlocking operation (lock pick, key) performed on the controller gets ignored and the door doesn't unlock.  I have put the usual lock properties on the door, and expected them to 'transfer to the controller' as described in the Wiki article.  This doesn't seem to happen in my case for some reason.

Has anyone got this working?  If so, another question: which entity to use for the 'controller'?  To test it initially, I used atdm:mover_button, but that isn't ideal because I don't want it to translate and disabling the translation creates a console warning and disables any interaction sounds.

 @Geep I noticed you added a separate section for this exact scenario, but using an older method: https://wiki.thedarkmod.com/index.php?title=Doors#Alternative_Method:_Door_with_a_Separate_.22Froblock.22_Lock_Plate.  Is that because you didn't have any luck with the door controller method?

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1 hour ago, Frost_Salamander said:

I noticed you added a separate section for this exact scenario, but using an older method: https://wiki.thedarkmod.com/index.php?title=Doors#Alternative_Method:_Door_with_a_Separate_.22Froblock.22_Lock_Plate.  Is that because you didn't have any luck with the door controller method?

No, it's because Away 0 used that method, which was inherited from _Atti_'s original construction from a decade and a half earlier. So I don't have anything against the door controller method, but alas no real insight about it to share with you either.

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Just looked at the wiki writeup. Maybe the "transfer of locking info" happens ONLY you use the alternative method with door_controller1 specified.
 

Quote

 

(Alternatively, you can give the door these spawnargs: "door_controller1" "<name of controller 1>", "door_controller2" "<name of controller 2>".)

When the game starts, it will transfer any locking information from the door to the controllers.

 

I'm thinking for a controller, just create a func_static plate, make it frobbable, have it trigger the door. There's a texture of a keyhole you can use on its face.

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24 minutes ago, Geep said:

Just looked at the wiki writeup. Maybe the "transfer of locking info" happens ONLY you use the alternative method with door_controller1 specified.
 

I'm thinking for a controller, just create a func_static plate, make it frobbable, have it trigger the door. There's a texture of a keyhole you can use on its face.

Just tried the alternative method with the spawnargs (e.g. door_controller1, etc), and it doesn't work at all - even if the door is unlocked.

Will keep playing with it. If I ever figure it out I will update the Wiki!

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