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Posted
9 hours ago, BoilerDunce said:

I noticed. Thanks btw.

 

 

I had tried this but I couldn't find the sounds I added and I got worried that maybe that had to be baked into .pk4s or something

I have the sound in the folder, I have the .sndshd written up, they're in sound/ambient/ambience and nonetheless, when I restart darkradiant and try to create speaker, my sound does not show up in the list. 

I'm totally at a loss. I had already read through these wiki pages and I am still left clueless.

Does the DR console log show anything (the 'Console' tab)?  Usually if there is a problem loading a shader the errors will show up there.

Posted (edited)
12 hours ago, BoilerDunce said:

I have the sound in the folder, I have the .sndshd written up, they're in sound/ambient/ambience and nonetheless, when I restart darkradiant and try to create speaker, my sound does not show up in the list. 

I think I remember with sounds that you (sometimes?)  have to put in the whole path, not just the name.
Hope that helps, for it should not be hard at all to use your own sounds.

AND, be sure to have your mission selected in DR under File > Game/Project Setup...

Hope it works, otherwise you could upload your complete mission folder with you map and sound and the lot somewhere, and we can take a look and try to fix it/help ... could be via personal message or here : )

Edited by STRUNK
Posted
17 hours ago, datiswous said:

I think the .sndshd files should all be in sound/ while the ogg files can be in subfolders.

(I could be wrong)

 

23 hours ago, grodenglaive said:

and my folder structure is very simple:

[fms/project2/sound/]

properties: 44.1 khz, sample size 16 bits

 

 

15 hours ago, STRUNK said:

AND, be sure to have your mission selected in DR under File > Game/Project Setup...

All very helpful. Thank you. If I do not return, assume I got it to work. If I still can't, I will take up that offer to move to direct messages.

Posted

How do you import the Keyboard shortcuts from the install on another computer?

It looks like they are saved in \AppData\Roaming\DarkRadiant\3.9\input.xml

but when I copy the file over and reload DarkRadiant, the changes don't have any effect. 

Posted
16 minutes ago, datiswous said:

I tried editting this file and for me changing stuff in the xml file changes things in DR, so it seems to work on my end.

Thank you, I'll try that again. 

Posted

Saw this video and had many questions. The one about the ridable horse was answered; Turns out it's an old definition that's been commented out for years as it was never finished, hope that may change in the future as it would be great to have by default.

Would love to know where we can find that werewolf monster though! Is it still available and free to use in other FM's? It looks well polished from what I can tell, but I presume there's a reason why it wasn't added yet.

Speaking of which: Are there plans to work more on the werebeast? Apart from lacking some animations I noticed the bones aren't even named, like instead of "head" it's something like "bone18": This may be a problem if it's fixed in the future, in some projects I'm attaching things to the head or back using the existing bone names, if those FM's got finished before then they'd need to be patched or will crash.

  • 2 weeks later...
Posted (edited)

There are some bug reports related to horses/horseriding on the bugtracker btw:

Spoiler

0002372: Horse (rideable only) - player clipping into geometry https://bugs.thedarkmod.com/view.php?id=2372

0002368: Horse - head penetrates through things https://bugs.thedarkmod.com/view.php?id=2368

0002419: Dismounting a horse often results in clipping into horse and being stuck https://bugs.thedarkmod.com/view.php?id=2419

0002418: Riding horse underwater or back out bypasses water transitions https://bugs.thedarkmod.com/view.php?id=2418

0002371: Horse (rideable only) - frobbing two or more horses at the same time https://bugs.thedarkmod.com/view.php?id=2371

0002370: Horse (rideable only) - starting with delay https://bugs.thedarkmod.com/view.php?id=2370

Edited by datiswous
Posted (edited)

I want an objective that will trigger something every time it is fulfilled, e.g. by killing any entity. After completion it should be reseted (by script .setObjectiveState(1, 0) or by $target_setobjectivestate) to state 0 (incomplete), and work on and on the same way. But in reality after first reset it looks like it stopped checking reqired action - killing more entities just dosnt trigger its fulfillment anymore? Is it the way objectives should behave?

Edited by ERH+

S2wtMNl.gif

Posted (edited)

I think it can be done inside the objective editor, but I can't check it, because I can't find the thing in DR under map menu

I think you could try this. But I haven't tried:

image.thumb.png.9ba8a3ac32e6015c348001595dbbc9ff.png

 

On 3/21/2025 at 6:34 PM, ERH+ said:

e.g. by killing any entity

What do you mean by killing entities. You mean killing ai?

Edited by datiswous
  • Like 1
Posted (edited)

No it dosn't work eighter - it probably work only between missions. Yes, "entity" is listed as objective if you won't specify AI's details.

Edited by ERH+

S2wtMNl.gif

Posted
On 3/21/2025 at 6:34 PM, ERH+ said:

I want an objective that will trigger something every time it is fulfilled

Did you look into stim/response?

Posted
55 minutes ago, ERH+ said:

How S/R will check if player kill/pickocket/KO/agro AI?

Kill, KO, Frob, Visual and Sound are stims,  responese could be trigger or run script.

I'm not sure what you are planning to do though, but maybe this could do it without being an objective.

  • 4 weeks later...
Posted
On 3/21/2025 at 6:34 PM, ERH+ said:

I want an objective that will trigger something every time it is fulfilled, e.g. by killing any entity. After completion it should be reseted (by script .setObjectiveState(1, 0) or by $target_setobjectivestate) to state 0 (incomplete), and work on and on the same way. But in reality after first reset it looks like it stopped checking reqired action - killing more entities just dosnt trigger its fulfillment anymore? Is it the way objectives should behave?

Did you have "irreversible" unchecked? Otherwise I guess it's a limitation of the objectives engine and could be worked around via other means, like an on-death script for each AI or a looping script that checks the kill statistic or every killed AI.

Posted (edited)

Thats another thing: game statistics command seems not to work (I havn't tried latest game update). I was hoping for something easy, sure I can check every AI every sec if it is still breathing.

Edited by ERH+

S2wtMNl.gif

Posted

I want to modify a decal to display as a different color. Example, dripping_grunge01

image.png.c43b6c354b2354d6246367eecb9fdcf0.png

I'd like to clone the material definition and modify it so that the grunge is greenish. Here's the definition:

textures/darkmod/decals/dirt/dripping_grunge01
{

    DECAL_MACRO
    noimpact

    {
        blend filter
        map textures/darkmod/decals/dirt/dripping_grunge01
    }
}

I tried to figure the various options to the "blend" command, but my poor brain isn't capable. Using the color commands affects the transparent parts as well, which is not what I want.

Is there a tutorial or some examples I can take a look at? 

Posted

have you looked at the "colored" stage keyword? Not sure about TDM but some Doom3 materials use that to create different colored objects, that share the same material and textures.

Quote

'red', 'green', and 'blue' being set to 'param0', 'param1', and 'param2' allow the level designer to change the color of the glass by changing the 'shaderParm' values in the editor. As you will see later, this could be shortened to just 'colored'

from here: 

https://iddevnet.dhewm3.org/doom3/materials.html

there's also:

https://modwiki.dhewm3.org/Colored_(Material_stage_keyword)

About a tutorial I don't really know one, so I hope this is enough hints to get you going. 

What I did and always recommend is to take a look at Doom 3 materials (and why not TDM materials) and see how they did it.

  • Like 1
Posted
On 4/24/2025 at 6:21 PM, joebarnin said:

I want to modify a decal to display as a different color. Example, dripping_grunge01

image.png.c43b6c354b2354d6246367eecb9fdcf0.png

I'd like to clone the material definition and modify it so that the grunge is greenish. Here's the definition:

textures/darkmod/decals/dirt/dripping_grunge01
{

    DECAL_MACRO
    noimpact

    {
        blend filter
        map textures/darkmod/decals/dirt/dripping_grunge01
    }
}

I tried to figure the various options to the "blend" command, but my poor brain isn't capable. Using the color commands affects the transparent parts as well, which is not what I want.

Is there a tutorial or some examples I can take a look at? 

I've done similar but by just loading the original texture into GIMP and changing it with the tools in the Colors menu (e.g. Hue-Chroma).  Then just export the changed texture and create a new material with it.

  • Like 1
Posted
52 minutes ago, Frost_Salamander said:

I've done similar but by just loading the original texture into GIMP and changing it with the tools in the Colors menu (e.g. Hue-Chroma).  Then just export the changed texture and create a new material with it.

Good idea. Why didn't I think of that? (To quote Hitchhikers Guide to the Galaxy, "I think my mind must be too highly trained" :)

I did figure out a workaround. I took the decal texture file (.dds) and did an Color>Invert command in GIMP, so now it looks like this:

image.png.c19a67bf1d353dd35143d1e872a15cff.png

With that file, I can play with the rendered color using a material definition like this:

textures/darkmod/decals/dirt/dripping_grunge01_color
{
	DECAL_MACRO
	noimpact

	{
		blend 	gl_zero,gl_one_minus_src_color
		map textures/darkmod/decals/dirt/dripping_grunge01_my
		red		.8
		green		0
		blue		.8
		//colored
	}
}

That allows me to adjust the color via the material definition. How this works, has something to do with the options to the blend command - I still need to figure that out.

  • Like 1
  • 4 weeks later...
Posted (edited)

Leaks are killing me. Do the walls of the enclosing box have to be a certain thickness or something? 

I'm double triple checking and I still get these random leaks.

It's gotten to the point where the pointfile will start outside the map with no associated entity.

Edited by BoilerDunce
Posted (edited)
49 minutes ago, BoilerDunce said:

Leaks are killing me. Do the walls of the enclosing box have to be a certain thickness or something? 

I'm double triple checking and I still get these random leaks.

It's gotten to the point where the pointfile will start outside the map with no associated entity.

1. Pick a random worldspawn brush

2. Look into its properties list and search for spawnargs that don`t belong there.

3. Delete spawnargs which do not belong on worldspawn.

Edited by JackFarmer
Posted

@BoilerDunce, in the past, I've sometimes had similar problems. Often, it's because something outside the perimeter was invisible, e.g., the center of an area light. That's usually because I forgot to turn off DR Filters. Or if you use DR Layers, similar potential for hiding.

Other times, there really is some tiny crumbs or shards of brush or patches out there in space. Just really hard to see them. Don't strain your eyes too much. Just make a big box around the suspect "empty space", use DR "select inside" or "select touching", and delete.

That can occur if, say, you import a prefab, then move it to where it needs to go while some DR filters are on, so you don't realize you're only moving part of it.

  • Like 1

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