User:VanishedOne: Difference between revisions

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VanishedOne's notes and queries.
VanishedOne's notes and queries.


== Stim/Response ==
== Stim/Response ==
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Is the magnitude of collision stims affected by velocity/force of collision, as reportedly in the Dark Engine?
Is the magnitude of collision stims affected by velocity/force of collision, as reportedly in the Dark Engine?
== Material shaders ==
Stuff not in [https://www.iddevnet.com/doom3/materials.php] (including TDM's additions):
xrayRenderMap -- I don't have Doom 3/RoE to examine. So far I've managed to make a sort of mirror that shows an AI without his hair when he's placed behind it. I've seen references to skin_xray and skin_head_xray spawnargs, but I don't know what they do yet.
New _currentDepth global image accessible by any shader. Unlike _currentRender, using this keyword in a material file does not delay the shader being drawn.
New ignoreDepth material file keyword. Prevents the shader being clipped by solid geometry. -- [http://bugs.thedarkmod.com/view.php?id=3877]
TDM macros: [http://bugs.thedarkmod.com/view.php?id=3121]
PARTICLE_MACRO:
  noselfShadow
  noShadows
  translucent
  discrete
  nonsolid
  noimpact
GLASS_MACRO:
  noselfShadow
  noShadows
  translucent
  twosided
TWOSIDED_DECAL_MACRO:
  discrete
  nonsolid
  noimpact
  polygonOffset 1
  noShadows
  sort decal
  noselfShadow
  noShadows
  translucent
  twosided


== Misc. ==
== Misc. ==
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`inv_item_count` defined on atdm:playertool: used for anything? (Compare `inv_count`.)
`inv_item_count` defined on atdm:playertool: used for anything? (Compare `inv_count`.)
How to use xrayRenderMap? (I don't have Doom 3/RoE to examine.) So far I've managed to make a sort of mirror that shows an AI without his hair when he's placed behind it. I've seen references to skin_xray and skin_head_xray spawnargs, but I don't know what they do yet.

Revision as of 16:21, 12 October 2015

VanishedOne's notes and queries.

Stim/Response

Type Comment in tdm_stim_response.script My notes
STIM_FROB Frobbed
STIM_FIRE Fire
STIM_WATER Water
STIM_DAMAGE damages target Most damage is independent of the S/R system, so you can't set a Response to damage generally
STIM_SHIELD protects against arrows or physical blows Used? Usable?
STIM_HEALING heals target The player has a Response to this; AI, by default, don't.
STIM_HOLY holy is applied Undead use a special script to get the damage def. from the source (usually a holy water arrow result); without one, there's no effect.
STIM_MAGIC Magic is being used Used anywhere? What's the purpose of this one?
STIM_TOUCH triggered if touched Couldn't get a Response to fire on ordinary collisions, or on entering brush triggers.
STIM_KNOCKOUT target is knocked out Ordinary knockouts don't apply this, so you can't set a Response to them
STIM_KILL target is killed Opposite of knockout case? Need to test again.
STIM_RESTORE target is restored What does this mean, if not the same as STIM_HEAL?
STIM_LIGHT triggered by light [1]
STIM_SOUND triggered by sound Needs investigation. (Player-audible or AI-audible, for starters?)
STIM_VISUAL visual contact Handled in SDK
STIM_INVITE can be used to trigger special behaviour (like a stool can invite an AI to sit down) Probably related to this idea from 2005: [2]
STIM_READ Can be read Used?
STIM_RANDOM Random response is selected (does this make sense?)
STIM_TIMER Timer has been triggered. Used?
STIM_COMMUNICATION Communication vocalization Handled in SDK
STIM_GAS Gas arrows / mines
STIM_TRIGGER Entity "activation" stim
STIM_TARGET_REACHED Can be emitted if the endposition (e.g. by using an effect_moveToPosition) is reached Emitted to what?
STIM_PLAYER The "player" stim Radial stim on the player
STIM_FLASH The flashbomb stim
STIM_BLIND A "blind" stim that blinds the actor (this is stronger than a FLASH stim, no visibility is needed)
STIM_MOSS stim from moss arrows (e.g., for dampening window shattering)

Is the magnitude of collision stims affected by velocity/force of collision, as reportedly in the Dark Engine?


Material shaders

Stuff not in [3] (including TDM's additions):

xrayRenderMap -- I don't have Doom 3/RoE to examine. So far I've managed to make a sort of mirror that shows an AI without his hair when he's placed behind it. I've seen references to skin_xray and skin_head_xray spawnargs, but I don't know what they do yet.

New _currentDepth global image accessible by any shader. Unlike _currentRender, using this keyword in a material file does not delay the shader being drawn. New ignoreDepth material file keyword. Prevents the shader being clipped by solid geometry. -- [4]

TDM macros: [5]

PARTICLE_MACRO:

 noselfShadow
 noShadows
 translucent
 discrete
 nonsolid
 noimpact

GLASS_MACRO:

 noselfShadow
 noShadows
 translucent
 twosided

TWOSIDED_DECAL_MACRO:

 discrete
 nonsolid
 noimpact
 polygonOffset 1
 noShadows
 sort decal
 noselfShadow
 noShadows
 translucent
 twosided 

Misc.

What is/was trigger_air? (textures/common/trigair) There's no such entity def., even among the commented-out ones in triggers.def.

`knockout` spawnarg on atdm:weapon_base ('If set to true, a hit with that weapon knocks the AI out') -- working/used? The blackjack instead uses a `knockout` spawnarg in its melee def. (melee_blackjack_ovr): compare atdm:damage_moveable, which also has a `knockout_power` spawnarg.

`inv_item_count` defined on atdm:playertool: used for anything? (Compare `inv_count`.)