Here is the DML code for Corsair's suggestions, although this is my implementation of them:
Code:
DML1
//Changes taken from here: https://www.ttlg.com/forums/showthread.php?t=98522
//Change colour and brighten to compensate
+ObjProp "firebolt" "lightcolor"
{
"hue" 0.1
"saturation" 0.75
}
ObjProp "firebolt" "selflit" = 70
+ObjProp "MagicMissile" "selflit" = 50
+ObjProp "MagicMissile" "lightcolor"
{
"hue" 0.8
"saturation" 1
}
+ObjProp "cannonball" "selflit" = 20
+ObjProp "GhostShot" "shadow" = 10
//Add MatCarpet to wires so solid versions are easier to handle
+MetaProp "Wires" "MatCarpet"
//Solid wires - child archetypes created
CreateArch "Wire8" "SolidWire8"
+ObjProp "SolidWire8" "phystype"
{
"Type" "OBB"
}
CreateArch "WireSnake8" "SolidWireSnake8"
+ObjProp "SolidWireSnake8" "phystype"
{
"Type" "OBB"
}

Originally Posted by john9818a
Removing the Joints and Jointstate properties from ElecWallLight -468 would be helpful, ... When I go into a FM that has the WallSpotLight, the bracket will be wagging back and forth like a dog's tail.
I don't see that myself. Perhaps you have a mod installed which includes a jointed version of that model. I have in the past seen a Transformer object wagging its antenna, but that may have been a deliberate experiment.
Here's the DML code for removing the joints properties:
Code:
DML1
-ObjProp "ElecWallLight" "cfgtweqjoints"
-ObjProp "ElecWallLight" "sttweqjoints"
To keep things one place, here's the first DML I posted with the above two added in, plus a thing to remove collisions from the will o'wisp:
Code:
DML1
//Changes taken from here: https://www.ttlg.com/forums/showthread.php?t=98522
////The first section is for things that each author will most likely
////want to review for gameplay reasons
//Throw jars like in Thief 1
+ObjProp "Jar" "FrobInfo"
{
"World Action" "Move"
"Inv Action" "Move"
}
+ObjProp "Jar" "physcontrol"
{
"Controls Active" ""
}
+ObjProp "Jar" "phystype"
{
"Type" "Sphere"
}
//AI
ObjProp "Creature" "scripts"
{
"Script 2" "NoticesPlayerBumps"
}
//Alarm sounds maintain full volume over a greater distance
+ObjProp "DEVICE_ALARM" "schattfac" = 3
//Immovable Barrel physics - easier to mantle, pysics don't get lost if too close to wall, barrels cannot be pushed
CreateArch "Barrel 0" "Barrel0_Solid"
+ObjProp "Barrel0_Solid" "physcontrol"
{
"Controls Active" "Location, Rotation"
}
ObjProp "Barrel0_Solid" "phystype"
{
"Type" "OBB"
}
//Cast a shadow. Runtime Object Shadow prop needed to affect the lightgem...
//but not used here - author should set it when appropriate
+ObjProp "Barrel0_Solid" "immobile" = TRUE
+ObjProp "Barrel0_Solid" "slayresult"
{
"Effect" "No Effect"
}
+ObjProp "Barrel0_Solid" "class tags"
{
"1: Tags" ""
}
+ObjProp "Barrel0_Solid" "ai_objavoid"
{
"Flags" "Block pathfind"
}
+ObjProp "Barrel0_Solid" "ai_objpathable" = TRUE
//Small solid barrel
CreateArch "Barrel0_Solid" "SmalBarrel0_Solid"
+ObjProp "SmalBarrel0_Solid" "modelname" = "barrela"
//Elemental arrows cause AI reaction but no damage, did not work consistently in testing
+StimSource "water" "BashStim"
{
"Intensity" 0
"Propagator" "Contact"
{
"Shape"
{
"Contact Types" "Collision"
"Velocity Coeff" 0.01 //copied this from noise arrow stim
}
}
}
+StimSource "EarthArrow" "BashStim"
{
"Intensity" 0
"Propagator" "Contact"
{
"Shape"
{
"Contact Types" "Collision"
"Velocity Coeff" 0.01 //copied this from noise arrow stim
}
}
}
+StimSource "GasArrow" "BashStim"
{
"Intensity" 0
"Propagator" "Contact"
{
"Shape"
{
"Contact Types" "Collision"
"Velocity Coeff" 0.01 //copied this from noise arrow stim
}
}
}
+StimSource "VineArrow" "BashStim"
{
"Intensity" 0
"Propagator" "Contact"
{
"Shape"
{
"Contact Types" "Collision"
"Velocity Coeff" 0.01 //copied this from noise arrow stim
}
}
}
//Vine Arrow should not inherit PokeStim. Move this from RopeyArrow to just the RopeArrow
-StimSource "RopeyArrow" "PokeStim"
+StimSource "RopeArrow" "PokeStim"
{
"Intensity" 1
"Propagator" "Contact"
{
"Shape"
{
"Contact Types" "Collision"
"Velocity Coeff" 0.08 //same value that was on RopeyArrow
}
}
}
//Vine arrows should attach to wood - credit to qolelis
ObjProp "MatWood" "canattach"
{
"Flags" "Rope, Vine"
}
//Same for these two:
ObjProp "MatCarpet" "canattach"
{
"Flags" "Rope, Vine"
}
ObjProp "MatVegetation" "canattach"
{
"Flags" "Rope, Vine"
}
//Widen the cone for spotlights (existing spotlights affected upon relighting the mission)
ObjProp "HangingSpot" "spotlight" = 15, 60, 0
ObjProp "HangSpotFlush" "spotlight" = 15, 60, 0
//Fire arrow colour explosion, thanks to NV
+ObjProp "expcorona" "lightcolor"
{
"hue" 0.1
"saturation" 0.75
}
//Also apply this to fire arrow itself
+ObjProp "firearr" "lightcolor"
{
"hue" 0.1
"saturation" 0.75
}
//Make them both brighter, also compensates for effect of colour change
ObjProp "expcorona" "selflit" = 220
ObjProp "firearr" "selflit" = 120
//Stop robot corpese being broken up by broadheads - credit to Stan_The_Thief
+Receptron "RobotCorpses" "PokeStim"
{
"Max" None
"Effect" "Abort"
}
////This sections is for bug fixing
//Skull throw correction - Eshaktaar
ObjProp "Skull" "FrobInfo"
{
"Tool Action" ""
}
//Helps when object texutres include transparency, may depend on image format
-ObjProp "Banner" "renderalpha"
+ObjProp "ExBanner" "renderalpha" = 1
-ObjProp "Fence" "renderalpha"
+ObjProp "Railing" "renderalpha" = 1
+ObjProp "VineRail" "renderalpha" = 1
+ObjProp "catwrail12x3" "renderalpha" = 1
+ObjProp "Catwpiece1" "renderalpha" = 1
+ObjProp "Catwpiece2" "renderalpha" = 1
+ObjProp "Catwpiece3" "renderalpha" = 1
+ObjProp "catwrail4x3" "renderalpha" = 1
+ObjProp "OfficeChair" "renderalpha" = 1
+ObjProp "CoveredChairs" "renderalpha" = 1
//Red warehouse door
+ObjProp "RedDoor" "rotdoor"
{
"Blocks Vision?" FALSE
}
-ObjProp "RedDoor" "renderalpha"
//Containers
ObjProp "Safe" "cfgtweqjoints"
{
"Joint1AnimC" "Sim"
}
ObjProp "VicHopeChest" "cfgtweqjoints"
{
"Joint1AnimC" "Sim"
}
ObjProp "LC_Chest" "cfgtweqjoints"
{
"Joint1AnimC" "Sim"
}
//MoneyBox sounds were doubling due to unnecessary script property
-ObjProp "MoneyBox" "scripts"
//Prevent undead from "drowning" (all values are 0 when added, no need for config)
+ObjProp "Undead" "breathconfig"
{
}
//AI have 'head' as vision joint - thanks to NV
//But not robots - thanks to Stan_The_Thief
+ObjProp "Undead" "ai_visjoint"
{
"joint" "Head"
}
+ObjProp "Beast" "ai_visjoint"
{
"joint" "Head"
}
+ObjProp "Animal" "ai_visjoint"
{
"joint" "Head"
}
//Chair materials
+MetaProp "RamSofaChair" "MatCarpet"
+MetaProp "CoveredChairs" "MatCarpet"
+MetaProp "MechCouch" "MatCarpet"
+MetaProp "VictorianChairs" "MatCarpet"
+MetaProp "VicSmallDeskChair" "MatWood" //exception to the rule
+MetaProp "RamSofa" "MatCarpet"
//Beds, most already carpet
+MetaProp "bedpostphys" "MatWood"
//LC bed is stone, looks like a pedestal for displaying bodies lying in state
+MetaProp "LC_Bed" "MatStone"
-MetaProp "LC_Headrest" "MatCarpet"
+MetaProp "LC_Headrest" "MatMetal"
//Kithen object materials
+MetaProp "Pan" "MatMetal"
+MetaProp "Knife" "MatMetal"
+MetaProp "Butcher Knife" "MatMetal"
+MetaProp "Jar" "MatCeramic"
//Objects blocking AI vision
+ObjProp "Drapes" "ai_blkvis" = TRUE
//All doors, with exceptions for doors with large windows
+ObjProp "Door" "ai_blkvis" = TRUE
+ObjProp "FrenchDoor" "ai_blkvis" = FALSE
+ObjProp "CemetaryGate" "ai_blkvis" = FALSE
+ObjProp "whd4x8-3" "ai_blkvis" = FALSE
+ObjProp "Portcullis" "ai_blkvis" = FALSE
+ObjProp "CloisterGate2" "ai_blkvis" = FALSE
//Gauges should not be fully lit
+ObjProp "Gauge" "selfillum" = 0
+ObjProp "Transformer02" "selfillum" = 0
+ObjProp "Transformer01" "selfillum" = 0
+ObjProp "coil02" "selfillum" = 0
+ObjProp "coil03" "selfillum" = 0
//Moss Arrow Fix (credit to Winter Cat)
ObjProp "Mosslauncher" "cfgtweqemit"
{
"Rate" 400
"CurveC" "JitterLow"
}
ObjProp "mosslump" "scale"
{
"" 1, 1, 1.5
}
-ObjProp "mosslump" "cfgtweqemit"
-ObjProp "mosslump" "sttweqemit"
ObjProp "mosspad" "sttweqemit"
{
"AnimS" "On"
"Cur Time" 0
}
ObjProp "mosspad" "cfgtweqemit"
{
"Halt" "Remove Prop"
"Rate" 200
"Velocity" 0, 0, 9
"CurveC" "JitterHi"
}
-ObjProp "moss0.5" "scale"
ObjProp "mossspore" "PhysInitVel" = 5, 0, 10
-ObjProp "lilmossspore" "PhysInitVel"
//Fix for fire arrow (3 sets of fletching feathers rather than 2)
//Note Winter Cat origainally had a fix for fire particles, but these seem okay in NewDark
ObjProp "firearr" "modelname" = "arrowfir"
//Vic light swtich fix - credit to Zontik
ObjProp "VicLightSwitch" "jointpos"
{
"Joint 1" -0.06
"Joint 2" -0.06
}
ObjProp "VicLightSwitch" "cfgtweqjoints"
{
" rate-low-high" 0.02, -0.065, 0
" rate-low-high2" 0.02, -0.065, 0
}
//Default light radius of 60 for everything
//Static light props
ObjProp "lanterns" "light"
{
"radius (0 for infinite)" 60
}
ObjProp "WallSpotLight" "light"
{
"radius (0 for infinite)" 60
}
ObjProp "MineLight" "light"
{
"radius (0 for infinite)" 60
}
ObjProp "OldElecWallLight" "light"
{
"radius (0 for infinite)" 60 //not sure if needed for brightness of 0 but does no harm
}
ObjProp "OldHangElecLight" "light"
{
"radius (0 for infinite)" 60 //not sure if needed for brightness of 0 but does no harm
}
ObjProp "HangSpotFlush" "light"
{
"radius (0 for infinite)" 60
}
ObjProp "HangingSpot" "light"
{
"radius (0 for infinite)" 60
}
ObjProp "MechHangLamp" "light"
{
"radius (0 for infinite)" 60
}
ObjProp "OldHangingShort" "light"
{
"radius (0 for infinite)" 60
}
ObjProp "Streetlamp2" "light"
{
"radius (0 for infinite)" 60
}
ObjProp "OldStreetlamp2" "light"
{
"radius (0 for infinite)" 60 //not sure if needed for brightness of 0 but does no harm
}
ObjProp "Streetlamp" "light"
{
"radius (0 for infinite)" 60
}
ObjProp "SpotStreetlamp" "light"
{
"radius (0 for infinite)" 60
}
ObjProp "OldSpotStreetlamp" "light"
{
"radius (0 for infinite)" 60 //not sure if needed for brightness of 0 but does no harm
}
ObjProp "TheatricalSpot" "light"
{
"radius (0 for infinite)" 60
}
ObjProp "SmallTabLamp" "light"
{
"radius (0 for infinite)" 30
}
ObjProp "MechFloorLamp" "light"
{
"radius (0 for infinite)" 60
}
ObjProp "MechSpotLight" "light"
{
"radius (0 for infinite)" 60
}
ObjProp "litemush_durabl" "light"
{
"radius (0 for infinite)" 40
}
ObjProp "VicGlowGas" "light"
{
"radius (0 for infinite)" 60
}
ObjProp "SpotLightPoint" "light"
{
"radius (0 for infinite)" 60
}
ObjProp "SpotLightPoint" "light"
{
"radius (0 for infinite)" 60
}
ObjProp "barberpole" "light"
{
"radius (0 for infinite)" 40
}
ObjProp "CollectorTower" "light"
{
"radius (0 for infinite)" 60
}
ObjProp "GlassChandelier" "light"
{
"radius (0 for infinite)" 60
}
ObjProp "PaganLight" "light"
{
"radius (0 for infinite)" 60
}
//Anim light props
ObjProp "litemush_fragil" "animlight"
{
"radius (0 for infinite)" 40
}
ObjProp "Flame" "animlight"
{
"radius (0 for infinite)" 60
}
ObjProp "DynFlame" "animlight"
{
"radius (0 for infinite)" 60
}
ObjProp "WindowShade" "animlight"
{
"radius (0 for infinite)" 60
}
ObjProp "Extinguishable" "animlight"
{
"radius (0 for infinite)" 60
}
ObjProp "MechTorch" "animlight"
{
"radius (0 for infinite)" 60
}
ObjProp "LCLite" "animlight"
{
"radius (0 for infinite)" 60
}
//Change colour and brighten to compensate
+ObjProp "firebolt" "lightcolor"
{
"hue" 0.1
"saturation" 0.75
}
ObjProp "firebolt" "selflit" = 70
+ObjProp "MagicMissile" "selflit" = 50
+ObjProp "MagicMissile" "lightcolor"
{
"hue" 0.8
"saturation" 1
}
+ObjProp "cannonball" "selflit" = 20
+ObjProp "GhostShot" "shadow" = 10
//Add MatCarpet to wires so solid versions are easier to handle
+MetaProp "Wires" "MatCarpet"
//Solid wires - child archetypes created
CreateArch "Wire8" "SolidWire8"
+ObjProp "SolidWire8" "phystype"
{
"Type" "OBB"
}
CreateArch "WireSnake8" "SolidWireSnake8"
+ObjProp "SolidWireSnake8" "phystype"
{
"Type" "OBB"
}
+ObjProp "PaganLight" "CollisionType" = "[None]"
ObjProp "Will O'Wisp" "CollisionType" = "[None]"
-ObjProp "ElecWallLight" "cfgtweqjoints"
-ObjProp "ElecWallLight" "sttweqjoints"
//Physics models
+ObjProp "BigTable" "PhysDims"
{
"Offset 1" 0, 0, 1.2
"Size" 12.2, 6, 0.57679
}