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Newbie DarkRadiant Questions


demagogue

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8 minutes ago, Uncertain Title said:

This is what the directory path looks like:

image.png.65908d79b7cfbe51ac549f7073953f26.png

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

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

I believed he needs to set up DarkRadiant in "project mode" where he points the editor to the right files.

 

https://wiki.thedarkmod.com/index.php?title=Startpack_Mappers'_Guide#Non-Project,_Common_Map_Setup

Project Desktop Shortcuts

To access your map as a project from Dark Radiant you can either make a desktop shortcut OR set the game parameters in Dark Radiant:

Setting Game Parameters within Dark Radiant

To configure Dark Radiant to access your map in a project folder:

  • Dark Radiant > Edit Menu > Preferences > Game:
  • Mod (fs_game) = mymap
  • Mod Base (fs_game_base, optional) = darkmod

You must then relaunch Dark Radiant.

When you want to access the maps in darkmod\maps you should delete mymap from Mod (leave it blank) then relaunch Dark Radiant.

Dark Radiant Project Shortcut

To regularly use Dark Radiant to switch to different project folders it is easier to create desktop shortcuts for each rather than set the game parameters within Dark Radiant:

  • Create a Dark Radiant desktop shortcut
  • RMB menu > properties
  • Add to darkradiant.exe in 'Target' field the parameter:
    • fs_game_base=darkmod fs_game=mymap
  • So the target field should be eg,
    • C:\DarkRadiant\DarkRadiant.exe fs_game_base=darkmod fs_game=mymap
  • Rename the shortcut eg, Dark Radiant mymap

Whenever you run that shortcut then the game parameters will automatically be set in Preferences.

Edited by DeTeEff
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WE FIGURED IT OUT

I FORGOT TO HAVE THEM PERFORM THE GAME/PROJECT SETUP

image.png.6f4e25e7de6b806d6a57b90649306be6.png

 

The models are appearing again.

59 minutes ago, DeTeEff said:

Oh, there's a mission template I could have used...well, guess I'll have something to use for a new map in the future lol!

Thanks so much for the help @DeTeEff. Hopefully the wife and I can create something good together now!

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Heh, I've done that a couple of times myself.

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                                                                                                  

                              

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8 hours ago, Uncertain Title said:

WE FIGURED IT OUT

I FORGOT TO HAVE THEM PERFORM THE GAME/PROJECT SETUP

image.png.6f4e25e7de6b806d6a57b90649306be6.png

 

The models are appearing again.

Oh, there's a mission template I could have used...well, guess I'll have something to use for a new map in the future lol!

Thanks so much for the help @DeTeEff. Hopefully the wife and I can create something good together now!

Good you solved it! And also nice to build stuff with the wife! :)

Me and the girlfriend built a boy so hobby time got scarce 🤪

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I still need help with an issue I never found the answer to: If I accidentally drag one vertice over another while editing a patch and place them at the same position, how do I select only one to drag it away? Sometimes multiple green or pink points may end up overlapping, till now I had to leave them like that since I couldn't separate them.

Edited by MirceaKitsune
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I'm having trouble replicating this issue. If I drag a pink vertex on top of a green one and then select both by dragging, they both get selected and aren't separated. But if I just select vertices by clicking I only select one of them can can easily move it off the other.

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                                                                                                  

                              

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5 hours ago, thebigh said:

I'm having trouble replicating this issue. If I drag a pink vertex on top of a green one and then select both by dragging, they both get selected and aren't separated. But if I just select vertices by clicking I only select one of them can can easily move it off the other.

Just tried and it doesn't work for me: I left click on the vertice once to select it, let go of the left mouse button, then click LMB again and this time hold it to drag the vertice... sadly it still moves both for me. I tried both in the 2D and 3D viewports, whether I select first or click-hold-drag from the start it's always both vertexes getting moved.

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I did a bit of additional investigating. If I run the Windows version of DR I get the permamerged vertex issue you describe, but if I run on Linux I can click the vertices individually.

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                                                                                                  

                              

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9 hours ago, thebigh said:

I did a bit of additional investigating. If I run the Windows version of DR I get the permamerged vertex issue you describe, but if I run on Linux I can click the vertices individually.

That's very weird: I'm on Linux myself... Manjaro / KDE Plasma / Wayland (DR runs through X11 to avoid the mouse capture issue)

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This might be an oddity that @OrbWeaver will need to take a look at.

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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                                                                                                  

                              

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I'd like to know what's currently the best way to make animated grass on a windy map. Since it's better looking than particle grass and I'm placing a lot of them using seed entities, I plan on sticking with the default grass model set. Should I just make them custom entities using a func_pendulum? Or is it currently possible to add a sine to the vertex shader of the material for a better result?

Edited by MirceaKitsune
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I was wondering if there is nowadays some good and bug-free way of making a bunch of inactive guards that get activated by alert?

Desired behavior:

Barracks room, guards are either sleeping in a bed or sitting in a chair doing nothing. If they get alerted (player alerts them to the level where they pull out the swords, or such an alerted AI passes by them), they get up and go on designated patrol routes and do not sit or sleep anymore. If the alert is not enough to pull sword out, they go back to sleeping or sitting after they recover from the alert.

It had been so long that I've forgotten, also the old ways I recall could have been replaced by smarter way of doing it.

Clipper

-The mapper's best friend.

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18 hours ago, MirceaKitsune said:

I'd like to know what's currently the best way to make animated grass on a windy map. Since it's better looking than particle grass and I'm placing a lot of them using seed entities, I plan on sticking with the default grass model set. Should I just make them custom entities using a func_pendulum? Or is it currently possible to add a sine to the vertex shader of the material for a better result?

Maybe take a look into Biker's latest misiosn "The Imperial Sword". If I recall correctly, it has animated grass. However, don't know if that's what you have in mind for your project.

 

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11 minutes ago, Sotha said:

I was wondering if there is nowadays some good and bug-free way of making a bunch of inactive guards that get activated by alert?

Desired behavior:

Barracks room, guards are either sleeping in a bed or sitting in a chair doing nothing. If they get alerted (player alerts them to the level where they pull out the swords, or such an alerted AI passes by them), they get up and go on designated patrol routes and do not sit or sleep anymore. If the alert is not enough to pull sword out, they go back to sleeping or sitting after they recover from the alert.

It had been so long that I've forgotten, also the old ways I recall could have been replaced by smarter way of doing it.

I think there is only one way to do that with path node entities:
image.png.72fe908efc70326209bb5ad2c5f8df78.png

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14 minutes ago, JackFarmer said:

I think there is only one way to do that with path node entities:
image.png.72fe908efc70326209bb5ad2c5f8df78.png

I see, thanks!

I suppose that means that the inactive AI needs to be doing something else occasionally.

AI -> path selection node, which diverges into two separate pathways, the other is alert and other non-alert.

Alert path -> go to patrol routes -> path selection node

Non-alert path -> go to sleep -> wake up and do something small like warm up hands -> path selection node.

What I mean here is that the path selection node must be revisited after every cycle to recheck which pathway the AI is going to take next.

Does that assumption of behavior look about correct? Would there be a way to do it so that the AI is just sleeping, and goes directly back to sleep after minor alerts, but proceeds directly to alert path if alerted enough?

Clipper

-The mapper's best friend.

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23 minutes ago, Sotha said:

I see, thanks!

I suppose that means that the inactive AI needs to be doing something else occasionally.

AI -> path selection node, which diverges into two separate pathways, the other is alert and other non-alert.

Alert path -> go to patrol routes -> path selection node

Non-alert path -> go to sleep -> wake up and do something small like warm up hands -> path selection node.

What I mean here is that the path selection node must be revisited after every cycle to recheck which pathway the AI is going to take next.

Does that assumption of behavior look about correct? Would there be a way to do it so that the AI is just sleeping, and goes directly back to sleep after minor alerts, but proceeds directly to alert path if alerted enough?

Well, it works like that:

Example:
 

  • AI with two targets
  • target 1: sleep node - target 2: normal path node with idle_spawnarg


If you alert the AI just a little bit, the AI will go up from sleep, look around and will go back to sleep.

If you alert the AI by showing yourself, then AI will go to target 2 and will never go back to target 1 (the sleep node). I think the logic behind this hard coded behaviour was, that you would not expect someone to go back to sleep once he has seen an enemy.

 

Edited by JackFarmer
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22 minutes ago, JackFarmer said:

Well, it works like that:

Example:
 

  • AI with two targets
  • target 1: sleep node - target 2: normal path node with idle_spawnarg


If you alert the AI just a little bit, the AI will go up from sleep, look around and will go back to sleep.

If you alert the AI by showing yourself, then AI will go to target 2 and will never go back to target 1 (the sleep node). I think the logic behind this hard coded behaviour was, that you would not expect someone to go back to sleep once he has seen an enemy.

 

Brilliant! This works just like advertised and was exactly what I was looking for. I did not consider that the AI can have two targets. If I set the AI to have two, then it works perfectly.

This is going to be great: a barracks with AIs ready to go and a flee_point there and now there is backup available for alerted AIs.

Thank you!

Clipper

-The mapper's best friend.

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On 10/16/2024 at 9:42 PM, MirceaKitsune said:

Just tried and it doesn't work for me: I left click on the vertice once to select it, let go of the left mouse button, then click LMB again and this time hold it to drag the vertice... sadly it still moves both for me. I tried both in the 2D and 3D viewports, whether I select first or click-hold-drag from the start it's always both vertexes getting moved.

instead of using click-hold-drag, have you tried hitting w and clicking on, sliding the translate arrow instead of the vertex?  That works for me when I'm having problems moving a single vertex.

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On 10/20/2024 at 12:19 AM, grodenglaive said:

instead of using click-hold-drag, have you tried hitting w and clicking on, sliding the translate arrow instead of the vertex?  That works for me when I'm having problems moving a single vertex.

I tried the Modify - Nudge command but same issue. I don't see a translate arrow, it's not in the transform window. The problem seems to be that any form of clicking on a vertex selects both if they're at the same position, at least on some systems. I imagine this will likely need a fix in some form.

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5 hours ago, MirceaKitsune said:

As I'm planning to use this in my upcoming FM: Can I have a reminder of how the newly added debrief GUI is defined? The information doesn't seem to be on the wiki yet.

I guess look at comments in tdm_gui01.pk4/guis/mainmenu_custom_defs.gui

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24 minutes ago, Geep said:

I guess look at comments in tdm_gui01.pk4/guis/mainmenu_custom_defs.gui

I took a look but only see a lot of variables about different things, some with "debrief" in their name but it's unclear which and where to set exactly. I can't find instructions on what the FM needs to do in the thread or bug discussing the feature either, there is technical data but no exact steps.

Edited by MirceaKitsune
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Probably someone who has actually successfully deployed it in an FM needs to help here. (My last FM had a video ending, but it did a fake debrief - while the game was still running - with a lot of scripting.)

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The new debrief isn't used yet to my knowledge: My FM will probably happen to be the first featuring it. Actually I think the latest TDM release doesn't have it yet, players using it won't get the outro but that's alright by me as it won't be that relevant, I run the development snapshots and should be able to use it.

Edit: Solved! You just need a guis/mainmenu_custom_defs.gui with the line:

#define ENABLE_MAINMENU_DEBRIEFING 1

After that you set maps/*/mission_debriefing in suffixed.xd the same way you do mission_briefing.

Edited by MirceaKitsune
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In one of newer missions, I've noticed that doors have smoother movement. I think it could be described as door having slower movement first, then moving at faster speed and slowing down before reaching end of the movement.

How does one do that? There was no info in the door wiki page. There, it says speed is only controlled by move_time and my doors seem to move at constant rate, which doesn't look as natural as the opening I've seen on other missions with the smoother opening.

Or did I just imagine it all?

Clipper

-The mapper's best friend.

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