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Showing content with the highest reputation on 02/12/24 in all areas

  1. New fresnel mod: https://www.moddb.com/mods/the-dark-mod/addons/fresnel-mod-212-beta-3 Probably not needed. I don't think anything in the previous base pk4 changed but I built it just in case.
    3 points
  2. I'm surprised to hear anyone is using Hungarian notation these days. It's one of the most derided, disliked, obsolete and useless naming conventions in programming. I don't think I've ever seen a modern programming guide or tutorial which advocates it (except perhaps in very limited situations like using "mSomething" to indicate a member variable).
    2 points
  3. I think this was fixed by @OrbWeaverin source, but that is after release 3.8 . So it will be fixed in 3.9 for sure.
    1 point
  4. Because the player didn't move/make noise, the code that AI uses to "listen" for the player wasn't triggered. Because the AI weren't on the same team, the alert level wasn't propagated to the other AI. There's so much that goes on to make AI SEEM like a facsimile to real people, but there's always going to be edge cases where's there's no code to handle it.
    1 point
  5. That's because all those guides apparently did not reach the age of web-page-based Code-Reviews via Github, Azure Devops, and the likes... All the people arguing against Hungarian say that you simply don't need it anymore, because your compiler / IDE will tell you what type a variable has (your Pull-Request web-gui will not show you that information) and that Hungarian only makes it harder to read variables (which is not really accurate, as our brain is perfectly capable to read any camel-case variable or function, so why shouldn't it be able to parse the prefix?).
    1 point
  6. You made new saves under the latest build right?
    1 point
  7. Is this really a problem? Maybe we can figure that out before reverting the "J", which previously was so badly spaced it looked like it had a space character after it. It would be helpful to identify which missions have such pseudographics. I suspect it's a small number. And those using Stone font smaller still. In that regard, I did some preliminary experiments, limited to a cohort of 46 FMs on my machine with expanded FM .pk4s, that I can do full-text searches across files on, with TextPad. (@stgatilov, I imagine you are in a position to similarly and more conclusively search the entire english FM collection.) I searched with characters (or short strings) that would be likely to be found in pseudographics. For untranslated FMs, I searched in filenames of form *.xd . For translated FMs (those that had string "#str_" in their *.xd; there were 8 such FMs in my cohort) I searched in file english.lang Results Many search strings were useless due to too many false hits: "_" Widely used as part of internal xd name. Used on separate line as heading underscore. "/" Widely used as part of internal xd name. "\" (except "\\") Widely used \n or \" escape character "--" (assuming single dash is everywhere) Several in a row to bracket a heading, or as part of a letter's signature. Used on separate line, as heading underscore or as border between paragraphs These search strings were moderately useful, showing up in just a few FMs (tho none were pseudographics on examination): "=" Used on separate line as heading underscore (in penny3's erasing.xd) "+" Used as bullet points, or (several in a row) to bracket a heading (in penny3's erasing.xd; in bcd's english.lang) These search strings were most promising: "|" Only 1 hit, but it's a table-form pseudographic! (northdale1's snowedinn.xd) "\\" (i.e., escaped \) No hits found in my cohort Inspection of snowedinn.xd showed this: Note that it uses book_calig_mac_humaine.gui; so this pseudographic was not in Stone font
    1 point
  8. Yes AI in combat or search alert other AI. Are these AI on the same "team"?
    1 point
  9. I've encountered this problem every now and then: https://streamable.com/gm74g1
    1 point
  10. I actually committed the relevant changes in source several months ago, but for some reason it looks like the generated HTML on the public user guide page hasn't update. I'll have to see if there is some problem with the CI script which is supposed to generate the web page from source control. I think the problem may be that the CI system is expecting the .html file to be included in source control directly (which it no longer is) rather than running AsciiDoctor itself.
    1 point
  11. I was wondering if it's possible to make a program that generates a subs file from a folder with a bunch of srt files. I know this is too much to ask for, but I just mention the idea.. The lines are usely: srt "sound/sub-path-to-sound-folder/sound-file-name.ogg" "subtitles/sound-file-name.srt" Edit: I think I already figured it out using Python code. Just putting it here quickly so I can reproduce it later. import os, sys path = "C:/Progs/tdm/fms/mandrasola/sound/sfx/mandrasola/" path_sounds = "sound/sfx/mandrasola/" path_subs = "subtitles/" listfiles = os.listdir(path) for x in listfiles: print("srt " + '"' + path_sounds + x + '"' + ' "' + path_subs + x.removesuffix('.ogg') + ".srt" + '"') Generates: srt "sound/sfx/mandrasola/mandrasola_guard1.ogg" "subtitles/mandrasola_guard1.srt" srt "sound/sfx/mandrasola/mandrasola_guard2.ogg" "subtitles/mandrasola_guard2.srt" srt "sound/sfx/mandrasola/mandrasola_lovell1.ogg" "subtitles/mandrasola_lovell1.srt" srt "sound/sfx/mandrasola/mandrasola_lovell2.ogg" "subtitles/mandrasola_lovell2.srt" srt "sound/sfx/mandrasola/mandrasola_lovell3.ogg" "subtitles/mandrasola_lovell3.srt" srt "sound/sfx/mandrasola/mandrasola_lovell4.ogg" "subtitles/mandrasola_lovell4.srt" srt "sound/sfx/mandrasola/mandrasola_lovell5.ogg" "subtitles/mandrasola_lovell5.srt" srt "sound/sfx/mandrasola/mandrasola_lovell6.ogg" "subtitles/mandrasola_lovell6.srt" srt "sound/sfx/mandrasola/mandrasola_ludmilla1.ogg" "subtitles/mandrasola_ludmilla1.srt" srt "sound/sfx/mandrasola/mandrasola_ludmilla2.ogg" "subtitles/mandrasola_ludmilla2.srt" srt "sound/sfx/mandrasola/mandrasola_ludmilla3.ogg" "subtitles/mandrasola_ludmilla3.srt" srt "sound/sfx/mandrasola/mandrasola_ludmilla4.ogg" "subtitles/mandrasola_ludmilla4.srt" srt "sound/sfx/mandrasola/mandrasola_ludmilla5.ogg" "subtitles/mandrasola_ludmilla5.srt" srt "sound/sfx/mandrasola/mandrasola_ludmilla6.ogg" "subtitles/mandrasola_ludmilla6.srt" srt "sound/sfx/mandrasola/mandrasola_ludmilla_iwarnyou.ogg" "subtitles/mandrasola_ludmilla_iwarnyou.srt" Man this would have saved me so much time yesterday..
    1 point
  12. Since briefing is completely redefined by you, you need to add subtitles GUI for them to show up. See stock mainmenu_briefing.gui.
    1 point
  13. I think it would be best if he returns, but as a regular forum user with a new account. A fresh new start.
    1 point
  14. He asked for this several times in the past but in the end he was banned by decision of the team members.
    1 point
  15. Both "A New Job" and "Tears of St Lucia" use non-video briefings and have working subtitles. Perhaps one of the GUI defs in the mission is overriding something that subtitles require.
    1 point
  16. I have added some notes to 6436 relating to the 'shot from afar' problem. For your main point (1 in your original report) I think that the main aspect of it is that you are (code-wise) literally invisible to the guards. It's as though if there was a real-life invisible man who whacks you on the shoulder from behind, you'd whirl round and there would be no-one there. What would you do?
    1 point
  17. No it's just a video showing how to setup that specific config that was asked for. I personally have 2 monitors. On the first monitor I have the 3d view + one of the 2d views and I can cycle through the 3 2d-views with a keypress. On the second window I have all the special windows, like entity, ai, etc. Which are tabbed into one window.
    1 point
  18. I've just been reading through some old forum posts about correcting fonts. One of the points Tels makes is that, if correcting a font used in readables, you need to avoiding changing any character's spacing (I read this as xSkip value), to prevent changes in existing FM readables with that font. I suspect this advice is too conservative. You want to avoid enlarging an xSkip, because the resulting changes to wordwraps could potentially lead to line or paragraph truncation. Making an xSkip smaller could lead to wordwrap changes, but these IMHO would be unlikely to be harmful. In that regard, here's the situation with my changes to english Stone fontimage_24.dat (see a few posts previous as File Update for Improved Subtitle Font). Only a few characters got altered xSkips. Of those, the angle brackets were unlikely to be used in an existing readable, because they showed garbage glyphs. The "|" was xSkip-shortened, but also unlikely in readables. Only the badly centered and so xSkip-shortened "J" is thought to have potential to affect existing wordwraps. I have argued here that xSkip shortening is OK. However, I'm willing to revert spacing changes for "|" and "J" if people feel strongly otherwise.
    1 point
  19. I like to imagine that Tasteless Bert is at least acquainted with the guy in The Black Mage with the ... unique... taste in cakes.
    1 point
  20. Anyone have a working link (or can create a link) to the modified version of ExportFontToDoom3 executable? This 2009 version was created by Crispy, to handle 256 chars instead of just 128. It was released in this forum post: the dark mode readables ttf fonts The following links to it are now dead: - crispy's original release: http://www.inventivedingo.com/stuff/exportfonttodoom3_modified.zip This is what's listed at the bottom of Font Conversion & Repair as as "Fixed version of ExportFontToDoom". - Hyeron's 2009 upload: http://www.4shared.com/file/151870191/d47d0e16/exportfonttodoom3_modified.html - tels 2011 mirror: http://bloodgate.com/mirrors/tdm/pub/exportfonttodoom3_modified.zip. No luck with wayback machine, github, sourceforge, either .exe or source. (Source & exe for unmodified version from Grant Davies is in hand.)
    1 point
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