User:VanishedOne: Difference between revisions

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It seems "soundmap" gives bars for any string token except "wavelength". "soundmap" alone is an error.
It seems "soundmap" gives bars for any string token except "wavelength". "soundmap" alone is an error.
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What's the nodrop surface parameter for (in textures/common/nodrop)? Any relation to the nodrop spawnarg? Or an old name for nodamage?
What's the nodrop surface parameter for (in textures/common/nodrop)? Same as [http://tremap.xtr3m.net/__Games/Xreal/Manual_Shader_1/ShaderManual.htm#nodrop]?  
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Do blood decals still use this hack? [http://forums.thedarkmod.com/topic/11987-ocns-questions-on-tdm-editing/#entry239047]
Do blood decals still use this hack? [http://forums.thedarkmod.com/topic/11987-ocns-questions-on-tdm-editing/#entry239047]

Revision as of 17:51, 13 October 2017

VanishedOne's notes and queries.

Stim/Response

Type Comment in tdm_stim_response.script My notes
STIM_FROB Frobbed The Response to apply STIM_FROB won't work everywhere the dedicated frob Response will (only the latter collects loot).
STIM_FIRE Fire
STIM_WATER Water
STIM_DAMAGE damages target AI and the player have a STIM_DAMAGE Response to make this the case. It's not a response to ordinary damage (though a script object could listen for SIG_DAMAGE).
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? (From Thief's MagicZapStim?)
STIM_TOUCH triggered if touched Couldn't get a Response to fire on ordinary collisions, or on entering brush triggers. Maybe it's meant to be used as a collision stim.
STIM_KNOCKOUT target is knocked out AI/heads (including the player head) inherit a Response to this as standard to enable it to knock AI out, but the blackjack presumably uses a non-S/R mechanism for hit-cone-dependent knockouts.
STIM_KILL target is killed AI don't have a Response to this as standard. No luck activating Responses through death by normal means.
STIM_RESTORE target is restored What does this mean, if not the same as STIM_HEALING?
STIM_LIGHT triggered by light [1] Testing revealed no special handling (and 'use bounds' doesn't work with light volumes; presumably if a light has a model it'll use that).
STIM_SOUND triggered by sound Testing with a speaker revealed no special handling. (What about AI-audible soundprop?)
STIM_VISUAL visual contact Handled in code
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?) Whether it was meant to fire any of the entity's Responses by random selection, or one of its Responses to this stim, I'm not sure this works (but the latter case can be taken care of by enabling 'Random Effects' on any Response).
STIM_TIMER Timer has been triggered. Used?
STIM_COMMUNICATION Communication vocalization Handled in code
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) func_fractures come with a Response that calls breakable_glass::on_moss_stim (in tdm_breakable_glass.script)




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

Are these (in Response.h) used?

* How much damage must be applied for this response?
*/
float				m_MinDamage;
/**
* No more than this.
*/
float				m_MaxDamage;

Textures

'D3's folder depth limitation for DDS files. You cannot have DDS files more than 5 folders deep... - D3 just doesn't want that, only the id people know why this unfortunate limit is there in the first place.' [3] (Does this limit remain?)

Material shaders

Stuff not in [4] (including TDM's additions):

xrayRenderMap -- some code support from RoE may be missing (cf. Entity.cpp, BrittleFracture.cpp...). Perhaps TDM was built on /neo/game instead of /neo/d3xp. What's left can create a subview that skips some surfaces, e.g. there's an AI it can make bald, but the rules are unclear (some bodies just turn invisible, some don't) and I think "skin_xray" and "skin_head_xray" spawnargs may be broken.

suppressInSubview -- global; appears occasionally in D3/RoE materials. Probably does what it says and hides surfaces in remote/mirror views, but I haven't tested.

screen -- stage keyword; appears in D3/RoE's textures/smf/window_scratch. Effect unknown so far.

'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.' -- [5]

islightgemsurf [6]


Do we have `sort underwater`? Seen here but not in idDevNet docs.


Is this how the hardwood surface type differs from regular wood? -- No: [7][8]


'rgb parameters work on cubemap stages ONLY when there are no diffuse/bumpmap/specular map blending stages set on the material' [9]

Under these conditions, vertexColor has an effect but inverseVertexColor seems to have the exact same effect.


ignoreAlphaTest appears not to work on light-reactive stages.


In my experience the following can't be used with light interactions:

  • Surfaces altered by deforms. (All non-particle deforms? Does TDM even use 'deform eyeball'?) But turbulent is at least partly compatible with light-interactive bump/specular. Others...?
  • Particles spawned from surfaces (except that the simple ambient can add colour to them).

clamp keyword: if materials look fine in DR but warped or invisible in TDM (e.g. for hinge decals), move the control points in the Texture Tool so the top-left is at 0,0.

id's materials occasionally show clamped image maps being passed to shader programs, e.g. clamp _scratch2


'The "add" image program only works with uncompressed textures.' [10] I think this may be true of other image program functions too.


It seems "soundmap" gives bars for any string token except "wavelength". "soundmap" alone is an error.


What's the nodrop surface parameter for (in textures/common/nodrop)? Same as [11]?


Do blood decals still use this hack? [12]


TDM macros: [13]

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

(Why translucent?)

GLprogs

Frob highlight: 'The frob.vfp program is not active. This has been part of Rebb's frobhighlighting improvement project, but in the end we ran into an issue with TGA files (they ended up with a heavy green tint in-game, which (we think) is due to some sort of limitation in the closed source parts - can't remember exactly).' [14] See [15]

GUIs

Focus doesn't work in TDM: [16]

Triggers

Patches can be used for triggers and 'there could be separate triggers to be walked into depending on which direction you are walking'. [17]

Targets

target_setinfluence removed? (Maybe considered redundant with S/R or too D3/'demonic'-specific? Comparing [18] to the TDM entity list suggests a purge of even some quite generic entities may have occurred.) idTarget_SetInfluence still exists so it can be recreated, but may be bugged in TDM [19]. Can crash TDM on map load if e.g. targetted by worldspawn. D3 usage: [20]; D3 def here: [21]

Security camera

idSecurityCamera::Pain() refers to an "fx_damage" spawnarg not documented in the entityDef. Similarly, idSecurityCamera::Killed() refers to an "fx_destroyed" spawnarg.

idSecurityCamera::SetAlertMode() looks to have code to update SHADERPARM_MODE (parm7), where

 enum { SCANNING, LOSINGINTEREST, ALERT, ACTIVATED }

suggesting it's possible to have something like the T2 Watchers' colour-changing lights.

Misc.

What is/was trigger_air? (textures/common/trigair) There's no such entity def., even among the commented-out ones in triggers.def. Maybe related to the commented-out info_vacuum in d3_junk.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`.)

Does clipmodel_contents still exist/work? -- Yes, as in atdm:blood_marker

$player1.replaceInvItem($some_inv_item, $null_entity) -- if $some_inv_item was simply placed in the world, the inventory icon will disappear if it was on the screen; if it entered the inventory via the shop, the icon will remain until cycled away from.

Weather

 "classname" "func_static"
 "sr_class_1" "S"
 "sr_radius_1" "0"
 "sr_state_1" "1"
 "sr_time_interval_1" "200"
 "sr_type_1" "2"
 "sr_use_bounds_1" "1"
 "solid" "0"

Texture brushes of this entity with textures/common/collision and put them under your rain/snow patches so you can no longer carry a lit candle through a downpour.