Jump to content
The Dark Mod Forums

stgatilov

Active Developer
  • Posts

    6796
  • Joined

  • Last visited

  • Days Won

    234

Everything posted by stgatilov

  1. I have uploaded new version of installer, which writes all performed requests to logfile. Could you please retry installation once again? The installer will update itself automatically to version 1.07. After installation fails, find the latest logfile named like tdm_installer_1625538036.log and attach it here.
  2. Could you please do a small test using curl executable? You can download it here, unpack archive somewhere. Then find where curl.exe is located, and put the attached .cmd script into the same directory. Then run the .cmd file. After that, the files named curldata, curlerr, and curlout (no extension) should be created in the same directory. Send them back, i.e. attach to forum post. What kind of connection do you have? Is there some kind of limitations? I can provide raw files for download somewhere to help with initial install. But when you need to do update, the same issue will appear... tdm_curl_test.cmd
  3. Same for @kingsal's manbeasts, I suppose.
  4. The name refers to member @gleeful, maybe he knows where to get these files and what's their status. I see his name put as author in SVN assets. Two materials include "gleeful" in their name: models/gleeful/textures/winerack and models/gleeful/textures/winerack2, with a skin winerackSmooth turning one into another. These materials are referenced in models/darkmod/furniture/shelves/winerack.ase. There is also models/darkmod/architecture/fencing/justice_wall_fence2.ase, which uses materials textures/darkmod/gleeful/decals/fence and textures/darkmod/gleeful/stonewall_flat These materials are not present anywhere... Although I see textures/darkmod/stone/flat/stonewall_flat, which may cover the first one. I have checked TDM 2.00, it seems the situation is the same in it: the same model uses the same "gleeful" materials which don't exist. So this is a very old problem.
  5. "Crucible of Omens: Behind Closed Doors" by @Bikerdude and others. Again, one file mainmenu_briefing_video.gui overriden in order to hide empty briefing. Removed that file and added the line into mainmenu_custom_defs.gui: //stgatilov #5323: don't show briefing with empty parchment #define ENABLE_MAINMENU_BRIEFING 0 However, there are also two files tdm_objectives.gui and tdm_objectives_core.gui. It seems they were added in order to squeeze 8 objectives into the in-game objectives parchment instead of default 5 per page and up/down arrows. To me it sounds like a dirty hack for a minor difference. Given that now the failure screen is also part of the main menu, we will have to refactor objectives GUI in the nearest future, and I don't want this to be a problem. So I have renamed these two files to .gui_removed, so they will no longer have effect. With the updated FM, empty briefing is properly skipped in new TDM, and not skipped in 2.09. The in-game objectives show 5 points, with both brackets and mousewheel working to scroll through them.
  6. Now consider "Accountant 2" by @Goldwell. For some reason, I don't see custom background texture here... somehow I was expecting it to be present. Aside from that, it overrides mainmenu_briefing_video.gui and mainmenu_objectives.gui in order to skip the empty briefing screen. The second file also slightly adjusts size of difficulty names, which I have already seen somewhere, and which actually makes no visible difference. I removed the two overrided files and added the following lines to mainmenu_custom_defs.gui: //stgatilov #5323: don't show briefing with empty parchment #define ENABLE_MAINMENU_BRIEFING 0 The updated FM runs as before in the new TDM version. In TDM 2.09, it shows empty briefing after video, as expected.
  7. The next one: "Sneak & Destroy" by @SeriousToni. This one was also using debriefing video. I added the following definitions into mainmenu_custom_defs.gui: //stgatilov #5323: enable debriefing video state #define ENABLE_MAINMENU_DEBRIEFING_VIDEO 1 //stgatilov #5323: specify debriefing video the classic way #define MM_DEBRIEFING_VIDEO_MATERIAL_1 "video/pens_outro" #define MM_DEBRIEFING_VIDEO_LENGTH_1 14000 #define MM_DEBRIEFING_VIDEO_SOUND_CMD "music kneipe_ending;" The debriefing video plays nice with the new TDM version, including the sound. TDM 2.09 skips debriefing, as expected.
  8. Next is "Requiem" by @Moonbo. It used debriefing, which is "controlled by SDK". I removed weird letters "bri" at the beginning of mainmenu_custom_defs.gui. Then added the following lines: //stgatilov #5323: enable debriefing video page #define ENABLE_MAINMENU_DEBRIEFING_VIDEO 1 //stgatilov #5323: specify what video to play (same way as for briefing) #define MM_DEBRIEFING_VIDEO_MATERIAL_1 "Requiem_Credits" #define MM_DEBRIEFING_VIDEO_LENGTH_1 60000 #define MM_DEBRIEFING_VIDEO_SOUND_CMD "music Requiem_Credits;" Now debriefing video plays fine in the new version of TDM. TDM 2.09 silently skips it.
  9. Given that the engine works only with 8-bit encodings, it is almost certain that no matter what you do, some paths won't work.
  10. Also it is worth pinging @taaaki, maybe something bad has happened to the mirror.
  11. Which exact files are we talking about? Perhaps the following thing has happened: @MirceaKitsune had some unofficial assets in archive named tdm_{somethinghere}.pk4 in the root TDM directory. tdm_installer treats all pk4/zip files starting with "tdm_" as core TDM packages. tdm_installer has deleted this archive on update, since the target version does not have it.
  12. You can check "Custom version" on the first page, then select mission in dropdown box on the second page. The error 18 means: CURLE_PARTIAL_FILE (18) A file transfer was shorter or larger than expected. This happens when the server first reports an expected transfer size, and then delivers data that doesn't match the previously given size. Sounds like a server bug... I think we should watch over similar reports. If the same mirror gives the problem all the time, then perhaps disable it.
  13. I guess that's some problem of Chrome. For me clicking the link starts download in Firefox. In Chrome, just clicking it does not do anything, but right+click and copy URL then paste in new tab, and it downloads. Maybe someone with html knowledge can say why Chrome works like that?
  14. Those were interesting times indeed... A lot of stuff was added since then. For instance, TDM 2.0 and going standalone. To be honest, we were discussing this question some time ago. The problem is that I strongly favor the current system "everything in one directory", I think it must be preserved at all costs. And trying to support two different cases will simply lead to the secondary way being broken regularly. Instead of saying "yep, we support it, but yes, it's broken now, so please wait till next year", it's better to say "no, we don't support this, install into C:\games\tdm and be happy".
  15. You mean installer does not accept such directory name? Well, this installer check can be disabled in principle. Although we will probably get a bunch of bugs due to such installation path...
  16. The new version of tdm_installer is public. It includes the improvements by @duzenko: The window is centered on start. Progress is shown on taskbar icon. Regarding progress on taskbar, I think that's a good idea, especially given that installer is intentionally single-threaded, and it does not respond during some operations. On the other hand, the taskbar icon is always visible, even if you switch away. Also, I have applied the taskbar icon thing to four more operations --- basically, to all operations which can take serious time.
  17. Pretty sure you will meet more problems if you continue playing. If you want to have separate TDM installations for several users, then you can simply install it into individual users' home directories. That will fully comply with Windows location conventions. In fact, Python installer does exactly that, unless you choose system-wide installation.
  18. Both the in-game installer and the links on the website seem to work fine for me. Most likely it was some occasional downtime... Also, the GUI changes do not affect FM database in any way yet.
  19. The next one is "In The Black" by @VanishedOne. It overrides mainmenu_objectives.gui with the following patch: --- mainmenu_objectives.gui +++ mainmenu_objectives.gui @@ -6,0 +7,3 @@ + + 'I've modified a lot of such files containing that warning and hey, I'm still here.' -- Obsttorte, http://forums.thedarkmod.com/topic/18729-how-about-redesign-tdms-mainmenu/page-3#entry405730 + @@ -284 +287 @@ windowDef ObjectivesMenu - rect 12,80,123,62 + rect 12,80,128,32 @@ -287 +290 @@ windowDef ObjectivesMenu - textscale 0.36 + textscale 0.4 @@ -331 +334 @@ windowDef ObjectivesMenu - rect 12,208,123,62 + rect 12,208,128,32 @@ -334 +337 @@ windowDef ObjectivesMenu - textscale 0.36 + textscale 0.4 @@ -370 +373 @@ windowDef ObjectivesMenu - rect 12,336,123,62 + rect 12,336,128,64 @@ -373 +376 @@ windowDef ObjectivesMenu - textscale 0.36 + textscale 0.4 Basically, it makes difficulty titles slightly bigger. I have simply removed this file. I don't notice any difference, to be honest. Work perfectly well both in 2.09 and in new version.
  20. The next is "Now and Then" by @joebarnin. It was overriding GUIs to specify background (also to tweak title location?) I have removed gui files which should not be overriden. Added define for custom background in mainmenu_custom_defs.gui: //stgatilov #5323: override backgrounds in menu the proper way #define MM_BACKGROUNDS_META_ALLSIMPLE BackgroundCustomNowAndThen Also defined the window BackgroundCustomNowAndThen in mainmenu_background_custom.gui. The updated version shows fine in the new TDM. In 2.09, it plays fine but lacks custom background (as expected).
  21. Ok, repacked "Shadows of Northdale 1" by @Goldwell . I removed the illegal overrides, and added the following to mainmenu_custom_defs.gui: //stgatilov #5323: disable briefing state #define ENABLE_MAINMENU_BRIEFING 0 //stgatilov #5323: override background in all default menu states #define MM_BACKGROUNDS_META_ALLSIMPLE BackgroundCustomNorthdale1 Notice the usage of the new "meta" backgrounds define. Of course, I also added BackgroundCustomNorthdale1 window in mainmenu_background_custom.gui. It looks fine in 2.10. In 2.09, it works, but the main menu background is reset back to default, and empty briefing is displayed after video.
  22. Looking at "Shadows of Northdale 1" by @Goldwell. Here is the question: should background in the "success" screen be overriden too? It seems that now it displays the custom blue background instead of the default redish one with "Mission Success" text. On the other hand, the failure screen is not affected, I suppose... The more obvious thing would be to leave success screen with default graphics, but I can override it if needed. UPDATE: Rechecked it in 2.09: the success screen has default background instead of custom one. In fact, the same behavior applies to every FM with overriden mainmenu_background.gui.
  23. It displays its own GUI (completely unrelated to main menu) manually: You can implement whatever you want in this .gui file.
  24. Some more detail. There are two main SVN repos: source code and assets. Source code repo is open for reading to everyone. Assets SVN is only open to team members, i.e. it is not public. However, you can use TDM installation instead (which players use for playing). If you want to hack with the code, you should make sure you have source code and assets compatible with each other. The easiest approach is to download source code archive for the last official release (2.09a) from website, and use it with TDM installation of that version. When you get a hang of it, you can switch to more recent version (if you want) by taking the source code from public SVN and using latest dev build for assets. Some detail about SVN + dev builds here: In any case, you should start by reading compiling instructions, either on wiki or in source code SVN/archive. The build is kept very simple, so I don't think you'll have any problems with it.
×
×
  • Create New...