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Everything posted by kingsal
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Feedback on Favourites Management
kingsal replied to greebo's topic in DarkRadiant Feedback and Development
I personally don't mind the long lists. I don't love the idea of navigating through the folder structure again to find the favorites though. I don't know of a solution off the top of my head tbh. Unreal has something called "Collections" which are basically folders you can drop anything in and quickly access them. https://docs.unrealengine.com/en-US/Basics/ContentBrowser/UserGuide/Collections/index.html I almost want something like this where I can add a model, entity type, ect to a customizable menu that has everything in it. I know this is probably a design nightmare, but the benefit is a mapper doesn't have to constantly search through the folders to find stuff. For instance the favorites convention in the texture browser does this well- it doesn't say where specifically that texture is, it just shows a list of the ones I want to use. -
Feedback on Favourites Management
kingsal replied to greebo's topic in DarkRadiant Feedback and Development
So far this is great! My first bit of feedback: Is it possible to have an option maybe to pull the favorited objects out of the folder structure? Basically just showing a list of what you've favorited? My thinking here is the main use of a favorites menu is to avoid navigating the folders: Don't know if this is the best solution, but it would be very helpful to just get a list in addition to the folder structure. -
Feedback on Favourites Management
kingsal replied to greebo's topic in DarkRadiant Feedback and Development
Right on! Will have a look at this asap. This is exciting! -
Connection to TDM with automation
kingsal replied to stgatilov's topic in DarkRadiant Feedback and Development
Right so far this is what doesn't seem to be hotReloading correctly and requires respawning. I'll report more as I find them: Speakers are not updating "s_shader" and playing the newly selected sound. Func_emitters are not updating "_color" on particles. Func_statics are not updating "hide_distance" I've also noticed that occasionally the system isn't deleting the old entity. So in some cases its spawning a duplicate func_static or speaker when respawning the entity. -
Connection to TDM with automation
kingsal replied to stgatilov's topic in DarkRadiant Feedback and Development
I love this proposal if its feasible! -
Connection to TDM with automation
kingsal replied to stgatilov's topic in DarkRadiant Feedback and Development
@stgatilov @OrbWeaver @greebo Just a heads up, as I am working I am finding RESPAWN SELECTED ENTITY very useful. It seems on update / reload certain things like hide_distance and _color on func_emitters do not update, so I find myself respawning those manually. also @stgatilovIt seems TDM doesnt set noclip, god, ect on camera sync when you restart the map completely from TDM. I've killed myself a couple time after dmapping and then using the camera sync. My thinking is that whenever camera sync is active, even after reload these cheats should kick back on. (Maybe we can make this a settings option?) -
@jonri @peter_spy @stgatilov I could see auto updating models and textures, but I would be cautious about auto updating definition files and scripts without user confirmation. There might be cases where the author needs to touch a few different files before reloading the definition in game or simply wants to save their progress while writing a script. When hotReloading this stuff, the engine might grab incomplete data an cause errors while the user isnt looking. For instance you bind an object to an AI in a def file, but you havent created that object yet- the engine will try to grab a null entity and possibly crash in some cases.
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Connection to TDM with automation
kingsal replied to stgatilov's topic in DarkRadiant Feedback and Development
Yep, changing textures in DR. I would argue that yes monster clipping is incredibly tedious, but I do that less often than I texture. -
Connection to TDM with automation
kingsal replied to stgatilov's topic in DarkRadiant Feedback and Development
I can see cases where you might want RELOAD MAP. This is more just a convenience thing. Lets say I have a scripted sequence in my mission that only runs once that I am tweaking (something that doesnt work on update map). I can quickly save my map, hit the "reload map" and when I switch back to TDM, bam, the map has already started the reload process. This really is just saving a couple clicks but I think its worth it. -
Connection to TDM with automation
kingsal replied to stgatilov's topic in DarkRadiant Feedback and Development
Tweaking texture in DR. -
@stgatilovGood to know. We might want to look at FMs that include those files and double check to make sure their custom MM music plays. @MirceaKitsuneThats a classic TDM bug and as far as I can tell has something to do with door placement and giving the AI enough room to open doors, it could be other things though. It’s probably not a 2.9 bug but I’ll keep and eye out for it.
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Connection to TDM with automation
kingsal replied to stgatilov's topic in DarkRadiant Feedback and Development
@stgatilovYeah I was thinking maybe we could pop the dmap warnings into the DR console? That might be too much though and flood it. Maybe just a log file for now and then later we can do something fancier? It would be nice to get some kind of confirmation the dmap finished. I personally don’t use the DR console, but maybe this would get me into the habit of checking it as I’m sure there’s useful info there. Some of the reasons I find myself constantly dmapping: - Tweaking monster clip brushes to allow the AI to continue their patrols. - Tweaking textures! This is hands down the most tedious thing. Having to dmap and reload just to see texture changes is very time consuming. Workflow is typically: - Launch TDM and DR - Do a fresh dmap and move my cameras to where I want to work - Tweak texture in DR - Dmap, wait, load map, move back to troubled area in TDM - Do this over and over again... -
Connection to TDM with automation
kingsal replied to stgatilov's topic in DarkRadiant Feedback and Development
@jonri Good suggestions for condensing. However the camera syncs should be separate. We don’t always want to be moving around In the game and mess up what we were doing in DR and visa versa. -
Connection to TDM with automation
kingsal replied to stgatilov's topic in DarkRadiant Feedback and Development
@OrbWeaver@peter_spy the Dmap thing was intentional. I personally get tired of switching over to the game and typing dmap in the console. This way we could dmap from DR, continue to work while it maps and then switch back. That was kind of the idea. Also DMAP on save could be very handy for certain situations. -
Connection to TDM with automation
kingsal replied to stgatilov's topic in DarkRadiant Feedback and Development
One thing you might consider is the “link” analogy. So for the camera a “Link to Game” checkbox and “Load from Game” button makes sense to me. -
Connection to TDM with automation
kingsal replied to stgatilov's topic in DarkRadiant Feedback and Development
@OrbWeaverI like what you have there! That makes a lot of sense. So the checkboxes are basically options for the updates. I honestly think the wording is fine here- seems logical to what the function is. Does this seem like something feasible to build and we can start playing around with it? -
Fan Mission: Snowed Inn by Goldwell & Kingsal (2019/12/25)
kingsal replied to Goldwell's topic in Fan Missions
Hey all- I've updated this mission to version 1.2 Most of the fixes are under-the-hood stuff for 2.8 / 2.9 + minor visual tweaks and bug fixes: ============================================================= 1.2 Changelog ============================================================= - Fixed many broken visportals. (slightly better performance now in some areas). - Fixed a few broken readables. - Fixed most of those bad trees popping in and out. - Made a particular item easier to spot - Various minor bugs fixes and tweaks. -
Connection to TDM with automation
kingsal replied to stgatilov's topic in DarkRadiant Feedback and Development
I was just thinking, maybe ACTION buttons should always be clickable regardless if that link is connected or not? A couple other features off the top of my head. These could be in settings or as action buttons. - Read out that shows current map / fm - Reload TDM button - Keep on top (keeps the app on top of DR when working) - A settings feature that automatically turns NOCLIP and maybe NOTARGET on when camera link is activate. -
Connection to TDM with automation
kingsal replied to stgatilov's topic in DarkRadiant Feedback and Development
Its awesome to see progress on this being made! This is already a big help to mappers even at this stage. Right so I had a look at the proposal and here's a blue sky suggestion for the UX/ UI of this little app: Switchboard-like convention BUTTONS are solid white when clickable, 50% grey when not. LINK LIGHTS show connection status. "Do now" ACTION buttons. Ex. reload map. We can widen this column and add more if need be. AUTO / ON SAVE check boxes. Note: for some you might want BOTH. SETTINGS / HELP. Always good to have some kind of help - link to wiki. Im sure as this thing evolves we will have settings. Right so we can add more link types as we go along. I could see giving lights, sounds, and other things their own links. Maybe those even go under a drop down under "Update Map" and you can check on / off what things you want to update. Hope this is helpful. -
@stgatilov Main menu music in snowed inn is commented out? Its no longer player the custom music we put in there. I assume this was done while you were reworking the main menu stuff? What is the proper way for authors to play custom menu music now?
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Correction- the above does happen in 2.08 so this is a bug with these guis. Will investigate further.
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I noticed this in snowed inn. It looks like some readables, scroll_print_carleton.gui in this case, are cutting off the last line in the xdata string : I dont remember this happening before so I think this is a 2.09 bug. In game ("lord builder" is missing) :
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DarkRadiant 2.10.0 released
kingsal replied to greebo's topic in DarkRadiant Feedback and Development
Hey awesome! Thanks Greebo. I wasn't around much for 2.9, but I wanted to say these latest updates are huge improvements. -
Fan Mission: Volta II - Cauldron of the Gods by Kingsal (11/30/17) V2.3
kingsal replied to kingsal's topic in Fan Missions
@duzenko Thanks for the feedback. I recognize that both mission, especially Cauldron, are probably too big and lack a certain focus. This is something I'm working on for future missions. For the campaign Im reworking volta 1 and 2 to be leaner and hopefully meaner. Also I would recommend playing the missions without cheats on, they weren't really intended to be played that way . -
@duzenko @stgatilov Right so this is a bug with my package, not the mod. Long story short, before we got the updated briefing video stuff, we had to do some finnicky stuff with GUIs to get video to work right. This is related to the cinematic end bug that shows the blank parchment : 4535 In my current FM package (the one with the parchment bug from the mirrors), I have a custom mainmenu_briefing_video.gui "Xd" out so it doesnt load. However if I include it, I don't get the cinematic end bug. What do I need to do here? This is strange because the only difference between the two is in my custom gui DOES NOT include the onNamedEvent CinematicEnd lines.