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  1. Today
  2. Many thanks for bringing this to TDM: it looks great!
  3. A House Of Locked Secrets: attached to this post are the Bow/Arrow, Blackjack and Shortsword scripts updated to 2.12. I didn't take any liberties. Blame snatcher if something isn't right. @Moonbo, @stgatilov z_ahouseoflockedsecrets_212_scripts.pk4
  4. As a player, one thing I'm also not too fond of is the lack of uniformity. I think mission authors should take into account that especially players new to the mod want to figure out how the weapons work, and, they will have a hard time doing so, if many missions tweak the weapons. Apart from the "WTF" moment, they will also not know what the default behavior of the weapon is. Also not a fan of some other things some missions introduce, like the different sounds for foot steps etc. Most of them don't improve anything over the default sounds, to be honest. They're rather worse, and irritate me every time I play a mission with custom sounds.
  5. Hey @stgatilov, sorry for the late reply. In looking at the tdm_weapon_arrow.script in A House of Locked Secrets, there is a comment line that says "Adjusted to stop the raising and lowering animations during a realm transition." From what I remember, when the player was switching between the physical and spiritual realms, if the player was holding a bow the lowering animation would play upon starting the switch and the raising would play after it. And so we modified the script to disable those animations during a realm switch. That was the only adjustment that should be present. I think if you look for the line "if($info_player_realm.getKey("transiting") == "0")" it should be quick to spot where those checks were made. Thanks! -Gelo
  6. Also, I've built another console app, "datBounds", to visualize the bounding box around each bitmap character. Starting from your choice of .dat, .fnt, or .ref file, it generates a set of .tga files, e.g., stone_0_24_bounds.tga & stone_1_24_bounds.tga. You can optionally include a 2-hex-digit label on each bounding box. More about that in May. I'm using the results of this to understand the current complex codepoint mapping of the Stone 24pt glyphs, and develop the workplan and grid layouts for upcoming work.
  7. Yeah, I can do that. Shouldn't be a problem, unless anyone has a particular objection to it being uploaded to the repo
  8. Some good news! Tels dug around further in his old computers and found some gold. Namely, a whole fonts directory that includes GIMP .xcf files. Tels says: "The XCF files esp. are what I used to manually draw the new characters (like adding dots to an u to convert it to ü etc.) They contain many layers with different characters, that are layout exactly in the place where they need to be for the patcher script." That is, for english stone 24 pt, one .xcf file contains two independent RGBA bitmap layers, that can be saved separately as two .dds files. A quick glance of that content appears to match the current distributed stone_0_24.dds and stone_1_24.dds. So I won't need to back-convert from DDS to TGA after all. @Amadeus, I think a copy of this should be added to the TDM assets repository. Could you do that? * http://bloodgate.com/mirrors/tdm/pub/scripts/tdm_font_source.7z
  9. Hello all. I use a laptop with a small screen -- 14 or 15 inches, I think. So, screen space is very important. I rely on keyboard shortcuts and undocked windows extensively. The only issue I have at the moment is the aggressive docking of window panels. So, hopefully this is a reasonable layout for a small screen.
  10. Do you disagree with the core defaults in general or is this a character-specific setup for your mission? Or is it a test or...? ---------------------------------------------- Sometimes we must take things to the extreme to see the whole picture. Let's pretend all these years mappers have been tweaking the player slightly and depending on the mission: You walk faster or slower. You jump very high or you barely get off the ground. You jump long or fall short. You can mantle high or low. You make more noise or less. The lightgem is more sensitive or less. You inflict or take more damage or less. ... Any thoughts from anyone about this scenario? I wonder how the playerbase would feel. My opinion is that the above tweaks are justified when a different universe is competently established. Or when a new, fully realized character is introduced. Otherwise we are tweaking simply because we can, nothing to do with the story.
  11. A somewhat goofy content pack, but coincidentally I was just thinking that I could use some more varied pipe models for my WIP FM. Thanks for releasing this!
  12. Woo! Happy to see this released! Can't wait for some plumber-based gameplay
  13. "May his iron mold the current as we were molded. May his instrument expel all obstruction as we are his instruments." - Collected Sermons of Master Plumber Roto Rooter Few would dare cross the Bridgeport Plumber's Guild. Fewer still could glimpse their secrets and live. CC0 POLYHAVEN PLUMBER PACK BETA Includes: Fully modular pipe kit with optimized shadow mesh, two skin variations and near perfect grid snapping at grid level 4 Moveable plunger prop which is fully compatible with the AI weapon system Worry free CC0 license All credit to the great polyhaven.com for the original mid poly meshes - consider supporting them on patreon. I just decimated and then rebaked the assets as well as converted the maps from pbr and made the additional model and material variations.
  14. Tweaking cvars in a mission.cfg file is certainly a lot easier and more mapper-friendly than tweaking core scripts and def files, so this definitely seems like a good starting point
  15. I used the mission.cfg feature in IRI2.pk4 and can confirm it works and they revert correctly after a mission change (at least for the cvars I edited)
  16. Yesterday
  17. 2.12 we introduced the mission.cfg We just need to ensure that the cvars revert when switching missions.
  18. Cvars aren't a bad starting place, especially for fine tuning some of our gameplay elements. However, we would want explicit control over them per pk4. Or put differently, we wouldn't want to loose control of them
  19. Another possible option is to use cvars for these constants. However, such an option would be available only when proper mission overrides for cvars are implemented.
  20. The idea is that mapper can set spawnargs on map entity to override defaults from entityDef. If some entityDef is used only to dynamically spawn entity without any map entity, then it does not fit. I guess this is the case with arrow weapons, sadly. UPDATE: At some moment we discussed an option to specify "patches" to core entityDefs, but the idea never got far.
  21. Are we switching 10 scripts for 10 defs? What if the core def changes sometime in the future and we then have not 10 but 15 or 20 missions from different authors with this def? What if, in the end, nobody is willing to change/enhance/improve the bow because of the trouble? This is the day people might look back to in the future, which reminds me:
  22. Thank you for saying as such and clarifying the path forward with regard to these missions, I do really appreciate it
  23. I created discussion here and mentioned authors (maybe I missed someone though). Unlike the previous thread about main menu GUI overrides, I think the new one does not look aggressive . The main question there is why this was done, and how to adapt to avoid this problem now and in the future. Indeed, all the missions will be fixed by 2.13 even if some authors don't respond. Dev builds regularly break something, although usually it is done unintentionally. I added "known issues" point on the dev build, which happens pretty rarely. I apologize for the negative emotions this change has caused. Sometimes I am too rough in communications. Moreover, I am not a creative kind of person, I'm more a technical type of person. Thus I believe in interface boundaries, so in my mind the blame for breakage is always on the side that violates these boundaries. Anyway, I know I'll have to fix the breakage, probably myself if necessary.
  24. To summarize bullet points: https://github.com/fholger/thedarkmodvr/wiki/Gamepad-support https://bugs.thedarkmod.com/view.php?id=5400
  25. Speaking of ARROW_ZOOMDELAY. Just changing it from 6 to 3 will not add any customization options. I think all the macro constants should be converted into spawnargs. Hopefully, we have a proper entityDef that can hold these spawnargs.
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