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AlexDiru

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Posts posted by AlexDiru

  1. I thought you were calling me a sycophant...

     

    My logic to see where you were coming from: new guy comes along, attempts to change the fundamentals, polls community

     

    But I saw it listed on the tracker, I did it, then was told it was subjective and should ask people's opinions first by making a thread here. Hence here we are.

     

    Also your mention of flies made me shudder... A fly has laid maggots under my oven so I've been dealing with that tonight... 2 weeks until I move out!

  2. Yeah I thought it was the simplest one to start with!

     

    Do you have any resources which will give me an understanding of how idTech does graphics (never really done much low level graphics programming) and AI (again, never done low level AI)? Even if it's just generic resources not specifically idTech. (Extra points for books, I love books)

     

    Lots of the tickets are to do with graphics and AI; I wouldn't know where to begin!

    • Like 1
  3. I would still guess this will confuse new players until they notice that "a" and "the" is not used for sorting...

     

    It's pretty standard for text lists to be sorted without accounting for them though

     

    Edit: Hypothetical example: Say 80% of the missions started with "The", sorting by "The" would be quite pointless.

     

    If I could vaguely remember a mission and I want to find it, I wouldn't also want to have to factor in that it may be prefixed by "The" as then I have to search in two places on the mission list

    • Like 1
  4. Can your fix be added to TDM without a recompilation of the game?

     

    Needs a recompilation

     

     

    find missions when you don't know the exact name

     

    Makes no difference, for example you may be looking for "Bakery Job" but not find it as it is sorted under "The Bakery Job"

     

    Patch is here to anyone with commit access, downloads and missions are sorted without "The" and "A" but displayed with them on the left

     

    https://www.mediafire.com/?idaoe4yv513iyr7

    • Like 1
  5.  

    Ah, but the way things work at spawn time is that the def file is read and the spawnargs are put into a dictionary using key/value pairs.

     

    Then the spawnargs defined in the map file are added to the item's dictionary. If an item redefines a key/value pair, it gets changed.

     

    When the shop is built, it looks at the dictionary's key/value pairs, and shouldn't care whether a pair originated in a def file or a map file.

     

    Something weird is going on there, and it needs to be uncovered and fixed.

     

    So at the shop spawn the dictionary should contain pairs from both the def file and the map file (if the item is in both?)

     

     

    I know i'm late to the game (or maybe this thread is moving fast) but I just wanted to say welcome Alex and thanks for putting forward your talents toward bettering the mod :)

     

    Thank you :)

  6.  

    For example, CShop::AddItems() handles the reading of the shop entity, and checks droppability using this line:

     

    bool canDrop = mapDict.GetBool(itemPrefix + "_canDrop", "1"); // items can be dropped by default
    To me, that looks like a disparity between what items that aren't handled by the shop entity default to ("0") and what items that are handled by the shop entity default to ("1").
    But that might not be something that can be reconciled after 10 years, given the danger of making a change and unknowingly wrecking an existing map.

     

    I agree with that, I think there's a very high risk of breaking stuff for this minor change

     

     

     

    The droppability bug in the shop should deal with "when an item says it's not droppable (whether via the shop item or via a def file), why do we give it a Drop/Take button?". Once you take the button away, the "but the item I dropped in the shop is still in my inventory at map start" complaint goes away.

     

     

    Yep, the key is that it is not looking at the def file, only items in the map file. If the code was changed significantly to look at attributes in both the def and map files, I have a feeling it's going to break a lot of FMs - and this will be hard to test for.

     

    Cheers for the SVN link, I'll give it a read :)

  7. Ok that sounds good.

     

    But just to be awkward - what about when I remove code? Do the keep the removed code commented out, or just note I've removed code? This would be for the mission list name organisation.

     

    How do patch files work, is there a wiki guide, or is it as simple as uploading any changed code files?

  8. Okay, so wrt "inv_droppable", if it's set to NO ("0") in the map, then the Shop code already takes care of NOT displaying the Drop/Take button?

     

    If that's the case, then fixing the Volta map solve's Volta's problem, but it leaves the general case where un-droppable items like the Compass and lockpicks in other maps still get a Drop/Take button that lets the player drop the item but still have it when the mission starts.

     

    First sentence = Yes

     

    Second point, you are correct, I can't see a fix for the general case without a fundamental change of the behaviour of the reading of the files - I think it would be better just to hardcode the fixes, since they are in-built items and people can still control custom items.The hardcode fix will be something like:

    CanDrop?() {
       If Name In { "Compass", "Lockpick", "Blackjack", ... }
          Return False
       Behave As Normal From Here On
    }
    
  9. When you download missions they are listed such as:

     

    A House of Locked Secrets

    A Matter of Hours

    Requiem

    The Bakery Job

    The Rift

     

    When you view them in the browser they are listed like:

     

    Bakery Job, The

    House of Locked Secrets, A

    Matter of Hours, A

    Requiem

    Rift, The

     

    Vote Here: http://www.strawpoll.me/13575172

     

    I have a fix to make them appear in the mission browser, the same as they are in the mission downloader.

     

    But this is not a bug it's more of a preference, so I would like to gauge people's opinions on this. Below is a screenshot of the 'new' mission browser:

     

    http://i.imgur.com/sXMX0jH.png

     

    Personally I like it as it is more consistent and just looks nicer.

     

    (Concerning this bug report)

     

    Edit: I've created a Strawpoll http://www.strawpoll.me/13575172

     

    So we have four possible options on the poll:

     

    Sort by (Manor, A) display as (A Manor)

     

    This stops the problem of having a massive list of "A" names while making the final list look nicer (IMO). I prefer "A Dark Night" to "Dark Night, A"

     

    Sort by (A Manor) display as (A Manor) [current download list]

     

    Looks nice (IMO) but has the problem of a massive A list

     

    Sort by (Manor, A) display as (Manor, A) [current mission list]

     

    Avoids the list of A names but looks a bit worse (IMO)

     

    Sort by (A Manor) display as (Manor, A)

     

    Don't see any point to this one, just added it for completeness

    • Like 2
  10.  

    That's good. So what exactly did you do to make this happen?

     

    Initially the map file had the definition for the item you shouldn't be able to drop as:

    {
    "classname" "veil_stone"
    "name" "veil_stone_2"
    "inv_map_start" "1"
    "origin" "89 -94 86"
    "rotation" "1 0 0 0 1 0 0 0 1"
    }
    

    I noticed, that the code was looking at this, rather than the definition in the script .def file, so I copied the inv_droppable attribute to here:

    {
    "classname" "veil_stone"
    "name" "veil_stone_2"
    "inv_map_start" "1"
    "origin" "89 -94 86"
    "rotation" "1 0 0 0 1 0 0 0 1"
    "inv_droppable" "0"
    }
    

    And that made it work as desired on the bug report

     

    Edit: double post because I couldn't figure out how to quote two users in the same post

  11. The Shop Wiki page states, that the code checks the map file for items with the "inv_map_start" spawnarg and adds them to the shop.

     

    Which means the inv_droppable 0 should be defined in the map file?

  12. So based on your Edit 2, the item is "inv_map_start" "1", thus it should be modified in the .map rather than the .def file. Meaning that this isn't actually a bug?

     

    Also I'm unable to log into the bug tracker, something about my password being incorrect (which it's not) or my account being disabled :/

  13. I'm gonna play some missions and then look at another bug, because I think I've got as far as I can with this. Needs a better understanding of scripting etc to know where things are supposed to go (in def files or map files). But I've found a workaround and documented everything so hopefully it will help for a full fix if needed :)

     

    Found a fix for this (pretty simple, just removing a few blocks of code): http://bugs.thedarkmod.com/view.php?id=4499

     

    To me, it looks better once changed as it matches the download list, however, I guess this is all personal preference - are bugs reviewed once people submit them?

     

    Please could I have permissions added for the repo if you want me to commit this fix/preference?

    • Like 1
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