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Showing content with the highest reputation on 02/14/23 in all areas

  1. The subtitles for The Thug vocals have been posted to the bugtracker #6240 for review & eventual incorporation into 2.12dev. They are in FM form, embedded into QA-program testSubtitlesThug. The .pk4 is available here: https://drive.google.com/file/d/1VNP2fNge-2Ff3RkdUvCLagRENUESVW40/view?usp=sharing Easy instructions on using this FM can be found in both the Notes and Briefing. That info also sketches how the test program can be adapted by FM authors to present & test sets of their own custom subtitles. (I'm not claiming getting your data into this FM is real easy.) As I refined these subtitles, a particular style evolved, and particular tools/methods were used. I'm working on documenting this, but it won't be ready to release for a while. And things may mutate further as I tackle the next AI's subtitle. I'm thinking I need to do a character with longer speeches next, e.g., a noble.
    2 points
  2. I think I have the same issue with map icon on AT1: Lucy mission. Just took the map on the table in starting room, and its inventory icon is black. I have a feeling this is major breakage and we'll have to release a hotfix at some moment Anyway, I think @Dragofer should look into this, since he was the one to mess with these two files during 2.11 development, and then doing the last tweak to them during beta
    2 points
  3. For those wondering how to use the slow match to ignite something: Take the slow match out of your inventory using "Drop Inv. Item" key. That puts the slow match into your "hands". Physically touch the slow match to what you want to ignite, such as a candle. The "Parry/Manipulate" key can help. To put the slow match back into your inventory, use the "Use Inv. Item" key. Originally, I tried to use the slow match using the "Use Inv. Item" key while a candle was frob-highlighted, but it did nothing. I was confused, and my web searching found no info on how to use it properly. Also, the wiki doesn't have instructions yet: https://wiki.thedarkmod.com/index.php?title=Slow_match
    1 point
  4. It is a nice concept.... but then AI got equipped with fancier, cooler flints and the player is left with zero chances to upgrade. Was the idea to make players feel miserable or unworthy? I don't think so, but that's how I felt. Leave no trace. Lighting candles and oil flames back up once an area is clear is part of my job, and let me tell ya: IT IS FUN!
    1 point
  5. Currently I just write down the subtitles till 6 seconds length from the audio files in the subs file. For longer I use Kdenlive and check correctly formatting in that app. Interested in your workflow though. Edit: Actually this is really nice for testing out inline text, but I guess it should also work for srt... Interesting,this means I don't have to testplay the whole mission. This should be sufficient.
    1 point
  6. So a Ryzen 3 3200 is about 20% faster than that CPU. Anything reasonably inexpensive in the Ryzen 3xxx to 5xxx series would still be an upgrade for you.
    1 point
  7. I believe that it was decided that the slow match should showcase our object manipulation features and is also designed to increase tension because real world use of a slow-match is sort of clumsy. Not sure if anyone currently on the project really cares about preserving this behavior and whether any missions rely on it since I don't recall any missions where lighting a fireplace (etc) put the player at risk beyond the risk of being illuminated anyway. This fiddly way of doing slow-match is probably something mappers like @Melan might prefer ( given his preference for other "retro" manipulations... eg. the big auto-unlock discussion for "The Rat's Triumphant" )?
    1 point
  8. I wonder why it isn't implemented that way. That makes so much more sense.
    1 point
  9. Yeah, the slow match always was quite a weird item. This is why I replaced it with Kingsal's flints in my Unofficial Patch which are much easier to use and snatcher went even further and made lighting flames a default skill in his Modpack!
    1 point
  10. A FM has the "map_of_icon.tga" file, not core. If you look at the file contents of FM pk4 files, you'll see that some missions have several different "map_ofX" files. It looks like the default was "map_of_icon.tga" and if the FM author wanted to override that or have more maps, they would define it in their FM. For example, "Behind Closed Doors" uses a "map_of_icon.tga" file. However, it is not affected by this, because it defines the "atdm:map_of" "inv_icon" as "guis/assets/game_maps/map_of_icon.tga" in its "def/custom.def" file. TDM 2.10 defines "atdm:map_of" as: entityDef atdm:map_of { "inherit" "atdm:map_base" "editor_usage" "game map of terrain for player" // THIS ONLY SHOWS IN ENTITY INSPECTOR "inv_name" "#str_02203" // Map - SHOWS IN PLAYER'S INVENTORY. "inv_icon" "guis/assets/game_maps/map_of_icon.tga" "gui" "guis/map_of.gui" } TDM 2.11 defines "atdm:map_of" as: entityDef atdm:map_of { "inherit" "atdm:map_base" "editor_usage" "game map of terrain for player" // THIS ONLY SHOWS IN ENTITY INSPECTOR "inv_name" "#str_02203" // Map - SHOWS IN PLAYER'S INVENTORY. "inv_icon" "guis/assets/game_maps/map_of" "gui" "guis/map_of.gui" } As another example, Iris has two "map_of" maps that are not affected, because it overrode "atdm:map_of" and defined "atdm:map_ofhollowbrook". entityDef atdm:map_of { "inherit" "atdm:map_base" "editor_usage" "game map of terrain for player" // THIS ONLY SHOWS IN ENTITY INSPECTOR "inv_name" "Map" // SHOWS IN PLAYER'S INVENTORY. "inv_icon" "guis/assets/game_maps/map_of_icon.tga" "gui" "guis/map_of.gui" } entityDef atdm:map_ofhollowbrook { "inherit" "atdm:map_base" "editor_usage" "game map of terrain for player" // THIS ONLY SHOWS IN ENTITY INSPECTOR "inv_name" "Map" // SHOWS IN PLAYER'S INVENTORY. "inv_icon" "guis/assets/game_maps/map_ofhollowbrook_icon.tga" "gui" "guis/map_ofhollowbrook.gui" } So, it looks like any FM that has not overridden the default "atdm:map_of" will show a black square as its map when using TDM 2.11. Hope that helps with understanding this!
    1 point
  11. I changed over to finer-grained characters-per-second metric instead of words-per-minute. Using 20 cps, 3 of the above phrases could be left verbatim.
    1 point
  12. I remembered I tested this last year. But I think only the editing worked. Nothing could be generated.
    1 point
  13. I agree. It seems that artist control of specular has been removed for the sake of "cool HDR effects". If a mapper wants to make a texture with zero specular, it should have zero specular in the engine.
    1 point
  14. Thank you! The mission database has been updated with this fix.
    1 point
  15. Some people have been asking about my FM, so I wanted them to have access to a version without the glitch mentioned above (i.e., the pagan woman model that clipped so it looks like she's laying in the sky above Harlan's house). This and it's time that that glitch was fixed anyway. So I made a really quick fix. Basically I opened the .map file and just deleted the pagan woman reference directly. I renamed the file to end with "np" (for "no pagan"). Is it possible for someone to replace the previous version with this one on the download mirrors so it's available in the in-game downloader, etc.? Cheers. (I tested it to confirm the fix.) And this post can also be a general announcement that the glitch was fixed. Here's the link to the new file: https://drive.google.com/file/d/1-tgN1gyUoYd8qACZ61bd7qHcZAxpAwCN/view?usp=sharing
    1 point
  16. https://www.notebookcheck.net/AMD-s-flagship-RX-7900-XTX-GPUs-discovered-to-integrate-A0-silicon-revision-affected-by-serious-hardware-issues.674766.0.html https://wccftech.com/rumors-allege-amd-shipped-unfinished-rdna-3-navi-31-a0-gpu-silicon-in-radeon-rx-7900-series/ I recommend not buying the 7900 XTX or XT. There may be a flaw in the hardware or drivers that is shaving off 10-20% of the performance.
    1 point
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