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*/ | */ | ||
float m_MaxDamage; | float m_MaxDamage; | ||
== Textures == | |||
'D3's folder depth limitation for DDS files. You cannot have DDS files more than 5 folders deep (you're having 6 levels) - D3 just doesn't want that, only the id people know why this unfortunate limit is there in the first place.' [http://forums.thedarkmod.com/topic/8747-tweaks-to-frob-highlight/page-8#entry185663] (Does this limit remain?) | |||
== Material shaders == | == Material shaders == |
Revision as of 20:31, 5 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;
Textures
'D3's folder depth limitation for DDS files. You cannot have DDS files more than 5 folders deep (you're having 6 levels) - 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 -- 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.' -- [5]
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: [6]
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).' [7] See [8]
GUIs
Focus doesn't work in TDM: [9]
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.