User:VanishedOne: Difference between revisions

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* Particles spawned from surfaces.
* Particles spawned from surfaces.


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'''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.
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   twosided
   twosided
(Why translucent?)
(Why translucent?)


== GUIs ==
== GUIs ==

Revision as of 12:48, 3 October 2016

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.
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_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?

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;

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]


Is this how the hardwood surface type differs from regular wood?


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

  • Deforms. (All of them? Does TDM even use 'deform eyeball'?)
  • Particles spawned from surfaces.

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.


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

(Why translucent?)

GUIs

Focus doesn't work in TDM: [6]

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`.)

$player1.replaceInvItem($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.

Gameplay notes

Things to be wary of:

  • Important items that are moveables and can get knocked behind furniture, etc.