Jump to content
The Dark Mod Forums

Recommended Posts

Posted

LOL, you could have a guard "patrol" by having him chase a single path_corner around and continually teleport it out of his reach.

Actually, now that I mention it, this might be a way to get an AI to follow a curved path.

My missions:           Stand-alone                                                      Duncan Lynch series                              

                                      Down and Out on Newford Road              the Factory Heist

                                The Wizard's Treasure                             A House Call

                                                                                                  The House of deLisle                                                                                                  

                              

Posted (edited)
On 10/9/2024 at 4:42 PM, grodenglaive said:

You just need to have the AI hit a trigger brush that triggers the teleport before they can reach the path corner.

Instead of a triggerbrush, maybe it's possable to specify the distance as a condition for teleporting. So if the distance is the same or smaller than a certain amount a teleport happens.

And / Or you could specify they have to be in the same info_location, or visleaf for example.

Edited by datiswous
  • Like 1
Posted

I'm having problems with keys in my mission. I've made them stackable and droppable and when you stack some and drop and pick up, they seem to loose their name in the stack so they don't work on the door anymore. Locked doors use the keys entity name to open with the 'used_by' spawnarg but I wonder if there is a way to use the inv_name in some way... 

Posted
2 hours ago, DeTeEff said:

I'm having problems with keys in my mission. I've made them stackable and droppable and when you stack some and drop and pick up, they seem to loose their name in the stack so they don't work on the door anymore. Locked doors use the keys entity name to open with the 'used_by' spawnarg but I wonder if there is a way to use the inv_name in some way... 

try
'used_by_inv_name'

Posted

Might have to use scripting then.

 

My missions:           Stand-alone                                                      Duncan Lynch series                              

                                      Down and Out on Newford Road              the Factory Heist

                                The Wizard's Treasure                             A House Call

                                                                                                  The House of deLisle                                                                                                  

                              

Posted (edited)
9 hours ago, DeTeEff said:

Still a no...

Are the keys in question def-attached to AI entities?

Why do you need the keys to be stackable? Are these stackable keys meant to open only one specific (or several) door(s)? Or do you just want to avoid inventory cluttering?

Edited by JackFarmer
Posted
3 hours ago, JackFarmer said:

Are the keys in question def-attached to AI entities?

Why do you need the keys to be stackable? Are these stackable keys meant to open only one specific (or several) door(s)? Or do you just want to avoid inventory cluttering?

There are both entity attached keys AND laying keys in the mission. There are several instances with the same keys so they need to be stackable, and to avoid cluttering in the inv I want them droppable. It's not game breaking but I want to fix this bug...

Posted
1 minute ago, DeTeEff said:

There are both entity attached keys AND laying keys in the mission. There are several instances with the same keys so they need to be stackable, and to avoid cluttering in the inv I want them droppable. It's not game breaking but I want to fix this bug...

Hm, I am afraid, in this case, we will need not a fake, but a real superbrain to look into the problem.

@joebarnin: Jeff, do you think you have time to assist our friend here?

Posted
2 hours ago, JackFarmer said:

Hm, I am afraid, in this case, we will need not a fake, but a real superbrain to look into the problem.

@joebarnin: Jeff, do you think you have time to assist our friend here?

I’ll take a look

  • Like 1
  • Thanks 1
Posted

Okay, I think I see the problem.

I have two keys, same inv_name. They both stack and can be dropped:

image.png.1d92bcfa6c7dd9717f29435bca40a287.png image.png.4389e4b80f4be69585fe015e36e1ece9.png

And a door:

image.png.75f732f07c7f4084c216c80ab2695f58.png

Each key opens the door fine. If I pick up both keys, the "stack" still opens the door.

The problem occurs when I have a stack of keys (in this case, two), and I drop one of them. When the stack size is >= 2, the dropped key is created based on the classname of the item (which in this case is atm:key_mysterious). The unique spawnargs of the original key are ignored, so the inv_droppable, inv_stackable, and inv_name spawnargs are not used. In this case, the dropped key is named "Mysterious Key" (the default inv_name for that classname), it is not droppable or stackable, and is "name" is generated on the fly (in this case "idMoveable_atdm:key_mysterious_7").

This behavior is confirmed in a code comment:

// Stackable items only have one "real" entity for the whole item stack.
// When the stack size == 1, this entity can be dropped as it is,
// otherwise we need to spawn a new entity.

The upshot is that the dropped key behaves incorrectly: it has the wrong name, so it won't open the door. It isn't stackable or droppable anymore either. If I drop the "second" key (the last one in the inventory stack), it'll have the correct name and spawn args, so it will work to open the door. 

Now, solutions. It would be nice to use used_by_inv_name, used_by_category, or used_by_classname. But this wiki entry says right at the top "DOES NOT WORK FOR DOORS - use the normal key method". So those spawnargs don't work for doors.

One possibility is to avoid key stacking in the first place. As soon as the player grabs a key, delete all of the other keys that can open that same door (I think @JackFarmer did this his most recent mission?). So for example, keys A B and C all open a door. If the player picks up A, delete B and C. If they pick up B, delete A and C. And so on. That way the keys will never stack, and you avoid the whole problem. It kind of avoids the key accumulation problem too.

@DeTeEff Will that work for you?

  • Like 1
  • Thanks 2
Posted

Have a friend who is interested in Dark Radiant and wanted to look at my map. When they load it, all models that I've made appear as grey boxes.

If they try to create a model, my models don't appear. I did include my models inside the fm, so I'm not sure how to get it to recognize it as a valid directory.

Not even selecting 'Reload Models' gets it to recognize it.

Anyone have any ideas of how to fix this?

image.png?ex=670c347c&is=670ae2fc&hm=0f72500b953795c17642fd8f46931682080b00f3983e5d290f5d68d95bf66fc3&=

Posted

If you add the standard keys, the one's designed as the dev team "intended" they are stackable, but never dropable. I made custom keys to allow dropping just because some people like that (ghosters for example). I love that you took time to look into this and your findings confirm my thoughts on the problem.

I just have to revert to use non dropable keys, and the problem will go away.

Posted
1 minute ago, Uncertain Title said:

Have a friend who is interested in Dark Radiant and wanted to look at my map. When they load it, all models that I've made appear as grey boxes.

If they try to create a model, my models don't appear. I did include my models inside the fm, so I'm not sure how to get it to recognize it as a valid directory.

Not even selecting 'Reload Models' gets it to recognize it.

Anyone have any ideas of how to fix this?

image.png?ex=670c347c&is=670ae2fc&hm=0f72500b953795c17642fd8f46931682080b00f3983e5d290f5d68d95bf66fc3&=

I believe that has to do with folder structure and paths. When you built the mission, you probably used an isolated project approach and that means DarkRadiant goes into your fms folder to look for your stuff, not "out in the wild" ie the "root" TDM folder...

Some more skilled person should probably confirm my tips before you start rummaging around with the files though :)

Posted
3 minutes ago, DeTeEff said:

I believe that has to do with folder structure and paths. When you built the mission, you probably used an isolated project approach and that means DarkRadiant goes into your fms folder to look for your stuff, not "out in the wild" ie the "root" TDM folder...

Man, I sure hope not; I had to restart my project once already because of that exact issue.

 

OH I should have included that playing the mission works perfectly fine. There's no issues with the models at all!

Posted
4 minutes ago, Uncertain Title said:

Man, I sure hope not; I had to restart my project once already because of that exact issue.

 

OH I should have included that playing the mission works perfectly fine. There's no issues with the models at all!

Where in the folder structure do the models live?

I guess they're stashed away in the fms folder? Then,when you open DR without specifying which mission you're working on, the paths are wrong because DR looks for them in the root folder.

  • Like 1
Posted

@Uncertain Title I have the same issue with my "module building map" because I put all my custombuilt stuff in a folder so I get notified when something in a mission is missing. Nowadays I always use an isolated approach when building because it's nerve wracking to have to search through all custom assets to add to the mission so nothing gets left behind. Because when you play test your mission by yourself, the game doesn't distinguish between local assets and assets that is needed in the mission you're playing. So when your players play the mission, they will be missing files. It's like camping in the living room and always go to the bathroom to piss and the kitchen to drink and then believe you got the camping mojo down. Then when you're out in the wild you realise that water is scarce and there's no toilet to be found! Sorry for long post and strange allegorical sidetracks.

Posted
13 minutes ago, DeTeEff said:

Where in the folder structure do the models live?

This is what the directory path looks like:

image.png.65908d79b7cfbe51ac549f7073953f26.png

4 minutes ago, DeTeEff said:

Because when you play test your mission by yourself, the game doesn't distinguish between local assets and assets that is needed in the mission you're playing. So when your players play the mission, they will be missing files.

That does make sense, and that's what caused me to restart the project before.

My friend is able to play the map on their own computer with no issues, however. In-game the map looks exactly the same as mine. It's just this...annoying issue with the models not appearing in Dark Radiant specifically

9 minutes ago, DeTeEff said:

 Sorry for long post and strange allegorical sidetracks.

Don't worry about it! I appreciate any help I can get.

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

    • nbohr1more

      Cool thing: Thanksgiving break means I don't have to get my son up before dawn

      Not cool thing: My son stays up all night on my PC so I don't get much TDM time...
      · 3 replies
    • datiswous

      Does anyone know if the mission/map in this video posted by @Springheel can still be found somewhere and played? Looks like fun.
       
      · 1 reply
    • taffernicus

      I'm curious about doom and thief multiplayer netcode 😂 or how these games handle networking for multiplayer in general
      a youtube channel called battle(non)sense sometimes posts about netcode analysis
      · 2 replies
    • The Black Arrow

      Hey @Ansome, are you still around? I think it's been about 3 months since you've had an issue with an SSD, right?
      · 4 replies
    • Sotha

      Brushes: ~1300
      Patches: ~990
      Entities: ~960
      Ambients: Done, EFX: Done, Objectives: Done, Briefing, Done, Location System: Done.
      Going to final polishings before beta.
      · 0 replies
×
×
  • Create New...