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Posted
24 minutes ago, MirceaKitsune said:

Yes, that was the one and what I'm looking for, thanks! Hope a wiki page can be made with details on setting it up so others have the knowledge handy.

 

There are still a few small bugs related to func_fratures, but in lieu of a wiki article here is a good thread to read:


If I have time this weekend I might be able to write up a wiki article

Posted (edited)
20 hours ago, MirceaKitsune said:

A question for the more immediate time: Is there a tutorial on how to setup dynamic breakable glass? There doesn't appear to be a page on the wiki about it.

 

This wiki page mentiones it:

https://wiki.thedarkmod.com/index.php?title=Editing_FAQ_-_Troubleshooting_%26_How-To#Handling_Objects

(I think the (Q) questions should be listed in the index, maybe)

Edited by datiswous
Posted

I set it up and it works wonderfully! I'm actually not encountering any issue with func_frature on either a plane or brush, it just works without even having to change anything beyond the health spawnarg! Had some fun with it already and might use this in even more places.

aCUTZNS.jpeg

p27nfGV.jpeg

vqC4Y0D.jpeg

mOCF1Rw.jpeg

And it automatically handles sound occlusion if placed over a visportal! You hear outside sounds muffled until you break the glass, then you can hear them loudly which is quite awesome :D

  • Like 1
Posted
14 minutes ago, MirceaKitsune said:

And it automatically handles sound occlusion if placed over a visportal! You hear outside sounds muffled until you break the glass, then you can hear them loudly which is quite awesome :D

Nice! You can also use a moss arrow on those windows so they break quietly. The only downside is that there is no moss decal at the moment to show the window has been "mossed" 

  • Like 1
Posted
21 hours ago, MirceaKitsune said:

I also can't find details on how to make AI ride a multistate elevator using the default entities to move between floors. Do I simply put a path_corner at the floor position of the elevator at each location, tie them together, and TDM automatically knows how to make the AI frob the right button and use the elevator?

I used the prefab elevator in the mission I'm currently working on. AI will automatically call the elevator and ride it to the level where their next path corner is. No need to put any corners on the elevator itself.

It seems a little finicky though; my guy doesn't want to ride it to the basement for some reason. 

Posted
2 hours ago, grodenglaive said:

I used the prefab elevator in the mission I'm currently working on. AI will automatically call the elevator and ride it to the level where their next path corner is. No need to put any corners on the elevator itself.

It seems a little finicky though; my guy doesn't want to ride it to the basement for some reason. 

That's amazing, thanks: I'll give it a try and see how the prefab elevator does it to double-check.

For breakable windows, I can confirm they work well for a horizontal panel you can break to enter buildings through the ceiling. My little church shall be using that as one point of entry.

oc2YnEH.jpeg

CqhWlMr.jpeg

Speaking of elevators, I went ahead and made the windows for my elevator breakable too. Not sure how much sense it makes and if it looks too weird but I'll take it. func_fracture seems to handle itself nicely when bound to other entities.

zgDE2mM.jpeg

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  • Like 3
Posted (edited)
On 10/27/2024 at 3:52 AM, MirceaKitsune said:

I use the lightgem_adjust spawnarg to offset the player's visibility when the world is too bright, but is there an equivalent to lower how audible the player is to all AI? I'm almost ready to wrap up my upcoming FM but AI hearing is a bit too strong; I could offset it for everyone on the map but a global offset would be better if there one exists.

seems you´r finished about that ?!
a question for my own interests ?
                     --- does Sound propagation work in TDM 
                           so that it gets quieter with more distance ( sound_loss spawnarg - mentioned by Peter_Spy ? )
                           ( maybe like the effect for visual-things - that can get less clear in the distance )
i ask because of an effect that appears time to time in missions ( maybe not related to this problem )
as supGhost , i´m usual very quietly ,
so i wonder - when i make a noise ( running/jumping/dropping something ) in areas where for sure nobody is around/near 
I suddenly get a suspicious count or worse .

reminds me of the endless vision of the undead in HazardPay . <
If you're a bit too lit, they'll see you from very far away .
mmm : on sound they react very different - some sleeping wake up by the slightest noise - others you can just pass by !

not sure - i think you can adjust the Guards/NPC´s attention/distrust to react on things 
                 or you may douse sound in a specified area ?!? --- or what volume the floor emits

P.S. : Why do other sounds in one area not affect how receptive others are to the player's sounds?

Edited by Bergante
Posted (edited)
On 11/9/2024 at 5:00 PM, MirceaKitsune said:

For breakable windows, I can confirm they work well for a horizontal panel you can break to enter buildings through the ceiling. My little church shall be using that as one point of entry.

What does it do to the projected lights used on those windows?

Edited by datiswous
Posted
5 hours ago, datiswous said:

What does it do to the projected lights used on those windows?

The elevator isn't using a projected light, light just shines through the glass naturally. For those kinds of windows, I guess breaking it should turn off the light or change it into a full white light to indicate light shining through naturally. Which reminds me: If a func_fracture targets another entity, will it trigger those when broken? Could be useful for things like alarms.

Other question, since the md5 animation viewer in DarkRadiant doesn't list armature bones unfortunately: What is the name of the back bone for the horse? I might be turning my recent FM into a festive map, thought of having a horse with a banner attached to their back parading around.

Posted (edited)

Well you can open it in a text editor, but I thought there was also a console command to view this ingame.

You could try ingame:

r_showSkel 1

or

r_showSkel 2

 

Edited by datiswous
Posted
On 11/5/2024 at 9:26 PM, MirceaKitsune said:

I have an interesting question: Do we have a setting to not render a model if its origin point isn't located in an open visportal, even if its bounding box intersects a room the player can see? If not can you associate the visibility of an entity with a particular info_location so it only renders in that area?

The reason why I ask: The building modules are pretty terrific visually speaking, but were made with some design issues when it comes to origin points and proportions. Often times you'll have an interior module poking outside, or oppositely an exterior module poking the interior of a room. You usually can't see them but the model is still loaded which will may decrease performance. It might improve FPS with the modules if interior and exterior walls can be bound to only render inside or outside, being completely derendered when the room they're bound to isn't open.

It sounds like you're looking for this: https://wiki.thedarkmod.com/index.php?title=Performance:_Essential_Must-Knows#AreaLock_(New_in_2.08)

Seems it was originally designed to constrain lights and particles, but I've used it on a couple large models in the same circumstances you've come across.

  • Thanks 1
Posted

Noted and will be giving that a try, cheers! Had another question in mind: Is it possible to turn off a readable by triggering it, essentially create a readable that works like a light and can be turned off? This means its text disappears when its disabled until it's triggered back on again. I guess I could set it not frobable when disabled, but its world GUI would still display the text... perhaps changing skins could solve that as well, is that the right way or is a better approach possible?

Posted

Hi! Is there a technical solution for the AI sinking inside a bed if they are KOd while sleeping?

I have simple bed, AI standing approx 16 units away from the bed. The bed is monsterclipped and the MC brush raises all the way to the ceiling to prevent AAS32 generation on top of the MC brush.

The AI has lay_down_slide_dist 32 to make them move to center of bed when going to sleep. The AI is standing on level floor and the bed is also level. If the AI goes to sleep and they get KO'd, then the AI nearly always falls inside the bed.

Any ideas to fix this on map level, or is it TDM level bug?

Clipper

-The mapper's best friend.

Posted
13 hours ago, MirceaKitsune said:

Noted and will be giving that a try, cheers! Had another question in mind: Is it possible to turn off a readable by triggering it, essentially create a readable that works like a light and can be turned off? This means its text disappears when its disabled until it's triggered back on again. I guess I could set it not frobable when disabled, but its world GUI would still display the text... perhaps changing skins could solve that as well, is that the right way or is a better approach possible?

Seeking Lady Leicester features Precursor tablets which translate their world GUI text whenever the player frob highlights them. This would be a suitable starting point for figuring out how to hide or fade out your readable's GUI text.

6 hours ago, Sotha said:

Any ideas to fix this on map level, or is it TDM level bug?

I guess it happens because some part of the AI's ragdoll is clipping into the bed's collision mesh at the time of the ragdoll event, so it falls through the bed just like when you activate a moveable that's clipping into a table. You could try making the bed nonsolid and putting in some nodrawsolid brushwork where the level of the bed surface is a unit or two lower to reduce the risk of this bug happening. If it happens a lot with specific beds they should have their collision mesh changed on the core side.

  • Like 2
Posted

I noticed two things that look like they might be bugs in TDM, figured I'd ask first to be sure.

Firstly is it normal that you need to set the sit_down_angle spawnarg on every path_sit to make the AI face the way of the chair when navigating to one and sitting on it? I thought just changing the angle of the path_sit entity would be enough.

I also noticed AI with the drunk spawnarg can't walk through doors: They're able to open a door, but then proceed to stand in front of it and never move from that spot.

Posted
4 hours ago, MirceaKitsune said:

Firstly is it normal that you need to set the sit_down_angle spawnarg on every path_sit to make the AI face the way of the chair when navigating to one and sitting on it? I thought just changing the angle of the path_sit entity would be enough.

Yes, the first angle is to set which direction the AI faces while playing the sit down animation, then the second angle is needed to make the AI spin in place so it faces forwards while seated.

4 hours ago, MirceaKitsune said:

I also noticed AI with the drunk spawnarg can't walk through doors: They're able to open a door, but then proceed to stand in front of it and never move from that spot.

No idea whether @Amadeustinkered with something in this direction while reworking the drunk spawnarg?

  • Thanks 1
Posted
1 hour ago, Dragofer said:

No idea whether @Amadeustinkered with something in this direction while reworking the drunk spawnarg?

Not to my knowledge no. I'm not sure what would be causing this. What version of TDM are you using @MirceaKitsune

Posted
13 hours ago, Amadeus said:

Not to my knowledge no. I'm not sure what would be causing this. What version of TDM are you using @MirceaKitsune

Dev snapshot. Semi-latest: My main internet connection is still down until we get it repaired, I can't transfer a lot of data on mobile so I haven't updated to the latest one yet. To my knowledge nothing in the last snapshot changed that would affect this so latest development makes sense. Printed version is #10890.

Let me know if others can reproduce this or I need to try compiling my own test map. The steps are simple: Have a set of path_corner entities going through an unlocked door, put an AI with the "drunk 1" spawnarg on. For me the AI crosses fine without drunk mode on, but will just sit in front of the door forever after opening it otherwise. Slightly modified screenshot for emphasis.

Screenshot_20241114_172841.thumb.jpg.a09c08197582443d1ac443eebfcb022d.jpg

Posted

Yeah, I'm not sure what would be causing this. All of the work I did on the drunk flag had nothing to do with doors but it's possible something still broke anyways. If you could post a test map @MirceaKitsune, that would be lovely

Posted
On 11/13/2024 at 1:23 PM, Dragofer said:

I guess it happens because some part of the AI's ragdoll is clipping into the bed's collision mesh at the time of the ragdoll event, so it falls through the bed just like when you activate a moveable that's clipping into a table. You could try making the bed nonsolid and putting in some nodrawsolid brushwork where the level of the bed surface is a unit or two lower to reduce the risk of this bug happening. If it happens a lot with specific beds they should have their collision mesh changed on the core side.

I figured it out!

In front of the bed, depending on the bed type, one must place step brush of monster_clip. "models/darkmod/furniture/beds/singlebed1.lwo" need monster_clip brush of 5 units high, for example.

The AI climbs on the monster_clip brush before going to bed, and that raises the AI up enough so that they do not clip into the bed model if they get KO'd while sleeping

The math goes like this:

The safe sleeping surface height is 20 units from the floor. That means that the bunk bed prefab, which has the sleeping surface 23 units from the floor needs monster_clip step of 3 units. "models/darkmod/furniture/beds/singlebed1.lwo" need monster_clip brush of 5 units (the beds sleeping surface is 25 units from the floor).

Just measure the sleeping surface from the floor and add a step monster_clip brush that raises AI floor to 20 units from the sleeping surface.

Remember to make pillows "solid 0" if possible. If there is a solid pillow inside the AI's head they can still get violent spasms.

  • Like 4

Clipper

-The mapper's best friend.

Posted
3 hours ago, Amadeus said:

Yeah, I'm not sure what would be causing this. All of the work I did on the drunk flag had nothing to do with doors but it's possible something still broke anyways. If you could post a test map @MirceaKitsune, that would be lovely

I'd have to minimize my setup, working on a few things at the moment. Can anyone currently working on a map give this a try considering it's such a simple one? If you already have an AI going through a door at all, just temporarily set the "drunk" flag on them and see what they do: If you get the same result it's a generic bug that's easy to reproduce, if not it's something more specific and I'll need to dig the exact circumstances. Hopefully it's the former, especially since I got the result in two different areas with two separate AI.

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