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Showing content with the highest reputation on 07/26/21 in all areas

  1. It seems this process is finally over. I have repacked 33 missions out of 147, which for some reason take 6.5 GB out of 8.8 GB If anyone has objections or comments about the result of repacking, better say now. Note that you can test all the updated FMs yourself: the first post in this thread describes which version of TDM to install, and how to connect in-game downloader to updated versions. Also you can download updated FMs by direct links in the second post of this thread. My plan is to give a week or two to this, then merge my SVN branch to trunk. It means that all the future dev builds will include my changes, and will be able to work with updated FMs properly. The FM database, however, will not receive updated versions of FMs until 2.10 is released, or at least until the late moments of 2.10 beta phase (i.e. till 2022).
    4 points
  2. Liking how this landscape turned out so far. Just one of the areas in my new FM, in between two of the city hubs it's gonna have available to explore and do missions in. Odd as it may seem this is one of the areas with the best performance.
    2 points
  3. Mission "Hidden Hands: Vitalic Fever" by @JackFarmer and @Amadeus. It overrides mainmenu_background.gui for main menu background and mainmenu_briefing_video.gui to skip empty briefing page. Removed both files, then added this to mainmenu_custom_defs.gui: //stgatilov #5323: skip briefing state #define ENABLE_MAINMENU_BRIEFING 0 //stgatilov #5323: change background in main menu #define MM_BACKGROUNDS_META_ALLSIMPLE BackgroundCustomVitalicFever Also added mainmenu_background_custom.gui: windowDef BackgroundCustomVitalicFever { rect 0, 0, 640, 480 background "guis/assets/custom_title" BACKGROUND_DEFAULT_BEHAVIOR(BackgroundCustomVitalicFever) } As usual, everything is OK in new TDM, but TDM 2.09 now shows default background and displays empty briefing page.
    2 points
  4. Mission "A good neighbor" by @Amadeus It overrides mainmenu_background.gui in order to set custom background. Removed this file. Then added lines to mainmenu_custom_defs.gui //stgatilov #5323: set custom background for main menu #define MM_BACKGROUNDS_META_ALLSIMPLE BackgroundCustomGoodNeighbor Added mainmenu_background_custom.gui with: windowDef BackgroundCustomGoodNeighbor { rect 0, 0, 640, 480 background "guis/assets/custom_title" BACKGROUND_DEFAULT_BEHAVIOR(BackgroundCustomGoodNeighbor) } The updated FM works properly in the new TDM, custom background is visible in main menu. TDM 2.09 shows default background, as expected.
    2 points
  5. @joebarnin Maybe you can spawn a new rope at the same location and rotation? Possibly a stuck rope arrow and/or the rope arrow result entity. Otherwise it'd have to be that the script waits for the player to get off the rope. For fixing this, it should be possible to either expose the detach functions to scripting or call them from teleportation functions. @MirceaKitsune The only thing I can suggest is to look at all the spawnargs, I have no experience making animals that are like humans. Search cooldown timers for a fact have a lot of spawnargs governing them. And maybe you need to set some kind of rank so other AIs know what to greet them as.
    1 point
  6. @joebarnin I think you'll need to clear immobilisation flags from the player - MirceaKitsune's recent arcade machine posted to the Art Assets thread has a script that works with these flags. scriptEvent void setImmobilization(string source, float type); Used to set immobilization from a source. Warning: Not a finalized version. It's subject to change, so use it at your own risk.) Spawnclasses responding to this event: idPlayer Btw, this is how the player is detached from a ladder in the engine (Physics_Player.cpp): Yeah I think it's a bug that teleportation doesn't automatically do this. It could be worth a ticket.
    1 point
  7. Note that I have made a couple of minor improvements to the GUI. There is no full-fledged management widget or anything, but you can quickly enable/disable the camera sync or move the DR camera to the current game position using buttons on the camera view toolbar. I also rationalised some of the menu options, so enable/disable is a single toggle rather than two separate menu entries.
    1 point
  8. Mission "Hidden Hands: The Anomaly" by @JackFarmer. It has exactly the same overrides as in hhtlc: mainmenu_background.gui for custom background mainmenu_briefing_video.gui to skip briefing state mainmenu_newgame.gui for a size tweak on mod selection page (not necessary here) Removed all the overrides. Added to mainmenu_custom_defs.gui: //stgatilov #5323: skip briefing state #define ENABLE_MAINMENU_BRIEFING 0 //stgatilov #5323: change background in main menu #define MM_BACKGROUNDS_META_ALLSIMPLE BackgroundCustomHHAnomaly Added mainmenu_background_custom.gui: windowDef BackgroundCustomHHAnomaly { rect 0, 0, 640, 480 background "guis/assets/custom_title" BACKGROUND_DEFAULT_BEHAVIOR(BackgroundCustomHHAnomaly) } In new TDM, the update FM looks good: custom background is displayed, briefing page is skipped. In TDM 2.09, default background is shown in main menu, and empty briefing page is displayed --- as expected.
    1 point
  9. Mission "Hidden Hands: The Lost Citadel" by @JackFarmer. This one overrides mainmenu_background.gui to set background, mainmenu_briefing_video.gui to avoid empty briefing page. Also, it overrides mainmenu_newgame.gui to slightly move the title of the mission on mod selection page. Removed all these files. Added to mainmenu_custom_defs.gui: //stgatilov #5323: skip briefing state #define ENABLE_MAINMENU_BRIEFING 0 //stgatilov #5323: change background in main menu #define MM_BACKGROUNDS_META_ALLSIMPLE BackgroundCustomLostCitadel Added mainmenu_background_custom.gui with: windowDef BackgroundCustomLostCitadel { rect 0, 0, 640, 480 background "custom_goldwell_animated_menu" BACKGROUND_DEFAULT_BEHAVIOR(BackgroundCustomLostCitadel) } The updated FM works fine in new TDM: animated background works, briefing page is skipped. However, the "Citadel" in the name of the FM is not visible in mod selection page. But given that this screen is defined by the currently installed mission, that dirty fix won't take effect most of the time anyway. In TDM 2.09, the FM works too, but with default background in the menu, and with empty parchment shown as briefing. Speaking of mod selection screen, there the complete name of the FM is displayed, but it does not fit the parchment it is displayed on... hmm
    1 point
  10. Mission "The Painter's Wife" by Fractured Glass Company (I guess @Bikerdude is corresponding author). It overrides mainmenu_background.gui for custom background, and mainmenu_briefing_video.gui to hide empty briefing page. I removed the custom .gui files. Then added the following to mainmenu_custom_defs.gui: //stgatilov #5323: skip briefing state #define ENABLE_MAINMENU_BRIEFING 0 //stgatilov #5323: change background in main menu #define MM_BACKGROUNDS_META_ALLSIMPLE BackgroundCustomPaintersWife Added mainmenu_background_custom.gui with: windowDef BackgroundCustomPaintersWife { rect 0, 0, 640, 480 background "guis/assets/mainmenu/pw_background" BACKGROUND_DEFAULT_BEHAVIOR(BackgroundCustomPaintersWife) } The update FM works properly in the new TDM: custom backgrouns is displayed, briefing is skipped. In TDM 2.09, main menu show default background, and the empty briefing page is shown.
    1 point
  11. Mission "The Hare in the Snare, Pt. 1" by @Frost_Salamander and @Kerry000. The authors decided to avoid "forbidden overrides" by using custom title to change background in main menu. Now custom title is deprecated, so it should be reworked using new features. So I commented out custom title and set background "the new way" in mainmenu_custom_defs.gui: //stgatilov #5323: custom title image is deprecated! //#define MM_SHOW_CUSTOM_MAINMENU_TITLE 1 //stgatilov #5323: use new way of setting background instead //since image has parchment imbued, override only main page background #define MM_BACKGROUNDS_MAINMENU_NOTINGAME BackgroundCustomHareSnare #define MM_BACKGROUNDS_EXTRAMENU_NOTINGAME BackgroundCustomHareSnare Note that the background image has parchment graphics in it (because otherwise custom title hack would hide parchment). For that reason: I cannot set it on briefing and difficulty selection pages. I cannot even set it for in-game menu, because objectives screen will look broken. This I had to retain custom background only on the out-of-game main menu. Added mainmenu_background_custom.gui with: windowDef BackgroundCustomHareSnare { rect 0, 0, 640, 480 background "guis/assets/hits1_menu" BACKGROUND_DEFAULT_BEHAVIOR(BackgroundCustomHareSnare) } With new TDM, the mission looks nice, custom background shows on the initial page + various settings/new game/load game pages. I clicked through various screens, and did not find anything looking bad. In TDM 2.09, default background in shows everywhere in the main menu.
    1 point
  12. dead space is getting a remake https://www.polygon.com/22587408/dead-space-remake-release-date-ea-play-trailer
    1 point
  13. dds is a standard format nowadays, and since those pesky patents on it expired it should be safe to use in FOSS projects. Gimp seems to work fine with it (importing and exporting) so it should be okay for artists editing the graphics. Especially if it's going to improve those huge loading times and RAM usage, it does feel worth considering to me.
    1 point
  14. Or drop something heavy on their heads EDIT: Honestly it's super easy, you just need a bit of practice.
    1 point
  15. Just one sneak peak from mine for the time being.
    1 point
  16. An encounter with some rather unsavoury types is taking shape...
    1 point
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