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Fidcal

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Everything posted by Fidcal

  1. I think I've worked out what the fault was. I previously had javascript set in Site Preferences but not globally. Natually, I checked previously that javascript was enabled for Youtube and, of course, it was - but in Site Preferences only. So clearly, these extensions in Opera, and likely in Firefox too, are not testing Site Prefs, they are just testing the javascript global setting (unless it's the browser make the mistake for all extensions?) So... I have javascript enabled for Youtube in Site Prefs but it doesn't work. I set it it the global prefs and the download button appears. Unset it and the button disappears.
  2. Thanks. I finally bit the bullet, uninstalled then totally wiped Opera (after saving what settings I could find) then reinstalled. So, for the first time I can see a button on a web page and downloaded a video! I used that download as MP4 one but later I might try some of the others again too. Still have to sort out Opera though... I put the profile folder back and I'm hopeful about importing my bookmarks but the config is messed up. I'll check what ini files I backed up. I don't want to copy back anything that might mess up extensions again. Thanks again for all support.
  3. Installed the 1-click one and it says there should be a red button somewhere - only there isn't. Clearly something broken or missing in both my Firefox and Opera... This kind of reminds me why I gave up on trying to download videos years ago...
  4. When I click on the ant downloader it jumps to another tab to download something different called package manager. No explanation. I'll search for Xarg's now... .
  5. First off I downloaded Downloadhelper. This installed okay in Firefox and there seemed to be good instructions and even a test video. The instructions say a new button is added to the bar - correct, I see a button with three circles feinted out - correct. It says run the test video and the button should become coloured and a drop down arrow should appear. I run the video (their own test video) button doesn't change. It's still feinted out. I click it anyway and get some kind of list but it doesn't match their tutorial - there's no video to select. I must be cursed I guess. I knew I shouldn't have insulted that witch. I've ran out of time for now. I'll try a different one later or tomorrow.
  6. Okay thanks but finding a link (where?) then finding a textbox(where?) I'd rather try some of the one-clicks first and if they all fail I'll come back to that.
  7. I've done plenty of searching on and off over the last couple of years. I've downloaded and tried three, one from this thread, and none of them could I get to work, hence this thread. I suspect there's a bit of information missing somewhere.
  8. Okay, thanks. I'll try some of those. But first the Opera one since that's my main browser. Jaxa: I installed that videos as mp4. The only instruction is it adds a button. But it doesn't. I see no button.
  9. I rarely watch vids on the net because of limited bandwidth but it occurred to me if I get a downloader then at least I need only download once. I got a plug in for Opera ages ago. It never worked. So, tried Firefox today and downloaded one called Easy. Yeah right. Stupid name. No instructions at all. Couldn't see any way to use it so googled. Found this... When you watch a video, you'll see the add-on has appeared on the information sheet in the top right hand corner of the video, beneath the embedding options. Information sheet? Embedding options? I know nothing about these nor can I see anything in the top right hand corner except 'share'. Any ideas how to use this (in simple English please.) Footnote: If I look in the add-ons I see the Easy downloader with buttons to disable and remove so I assume that means its installed and working?
  10. It's not at all clear what you are doing here. It sounds like the water entity is not one simple block. Try a single, simple brush not several and get that working as water first. What I'm saying is, you may need to make several different water entities, not just one that covers several brushes. It depends on the layout. If you create a single brush water entity and dmap and it's deep enough to wade or swim in and its properties fail then it sounds like a serious bug. But I'm not convinced that's what you are doing.
  11. Kvorning: 1. Is the water entity origin within the water brush(es)? For instance, you might have made a square donut shape of sewer tunnels consisting of 4 brushes then made it a water entity but the origin by default will be in the centre of the donut hole not within water. 2. Create a simple brush elsewhere in the map within a big clear area not overlapping any other brushes, patches, visportals, etc. and convert it to water and dmap. Does it work? If so, find out what is different between that situation and the situation where your other one doesn't. If nothing obvious then backup your map and start with a new copy. Reduce your troublesome water to a minimum so it's just one brush. Dmap. Does it work? Keep testing parts of it like that until you isolate what works and what doesn't. Ultimately you should discover the problem and can then fix it. You may be able to go to earlier backup and make one simple change or you might have to rebuild the water.
  12. Since you don't say if you tried the answers given, here they are again... dmap after changing the entity to water. Check there is no worldspawn within (origin?) the water entity.
  13. select all the cubes and convert to func_static.
  14. You must dmap after changing the entity to water. Another common cause for water properties failing is if there is solid worldspawn within it (not sure if that is only if it is over the water entity origin.) So if a single water entity extends through several sewers then likely it will fail. You will probably have to use separate water brush entities down each tunnel.
  15. Yes, you can mix text and graphics in a readable. It needs a custom gui file. One problem is the delay. Imagine a web page on a slow server where text shows then images pop up. Not so bad on an e-document but on an ancient parchment in a tomb it looks unnatural and breaks immersion. The best way is to define each page background with its own graphics. It uses a little more memory but it looks better. That means find the page background you want and making modified copies. The custom gui can nominate different page backgrounds for each page. You then need to space out your text manually to flow around using spaces and linefeeds. It's not easy though.
  16. check the wiki for frobbox_size. As I recall you don't want it too big. Look at virtually any of my maps in a plain text editor. It's also useful to help frob on small objects hanging on a thread or on a narrow pipe or even magically floating in middair so I use it quite a bit. The frob bias is probably called frob_bias I forget and as I recall it you set it plus or minus a fraction of 1 but I never had much luck with it. Another related property is frob_distance. You could try giving the object you want to be prominent a slightly bigger distance and the others reduced. Or a combination of that with frobbox_size.
  17. That was about the rogue light wasn't it?
  18. Erm... I just downloaded from the other thread.. So there's a more up to date one to come?
  19. Sorry, my subscription to this thread must have got broken over the years. I'll take a look at the xdata text. All the original readables were definitely faultless so that's a change. The wall light in Lord Eldridge's bedroom I'll look at. The phantom light I never heard of. I can't remember which, if any, of the AI carry lights but I'll keep a look out if I can.
  20. 6. The easiest way is probably to create a separate static loot object and change its model and other relevant properties such as loot value. You will also need an inventory icon. I think there is a default one though. 7. There is a frob bias property but I was never confident with it. I prefer to change frobbox_size to make an object more likely to frob.
  21. Vague guesses from memory... 3. The title screen needs to be the exact name as the default and in the right equivalent path OR you need to also make a custom loading gui (you don't say if you've done that. see startmap or startpack whatever I called it on the wiki.) 4. Look at the properties of any world spawn. Is there anything there setting the difficulty which is overriding any game save?
  22. I'm not certain but try starting your AI there at map start then teleport him away. When you teleport him back the pathing should work. On the other hand, it might possibly be that if there are no AI's in that section that pathing is just not made. So you might also try sticking in one of those path flood entities instead - I forget what they're called. They force pathing to be created even though there are no AI.
  23. It depends on size and detail. If you build even a moderately-large map and add patrolling AI, lights and lots of detail then the map will virtually grind to a halt without visportalling because the engine will try to process everything in the map at once even around corners where you can't see. In addition, if you are new to mapping and don't understand visportalling (sometimes even if you do!) then if you create all the visportals at the end and something goes wrong you may have a huge task to find out where it is wrong. But if you put in a few key visportals as you go along and test the map during development then any error that comes up is usually more easily fixed.
  24. It's best to design portalling sections from the start. It's a bit like building a submarine with separate sealed compartments. If one floods, the others are secure. If you first build the submarine then think to seal it after then it may get awkward. In addition, unless the map is tiny then you can't properly test as you develop when it is more obvious that any problems are local to the part you are working on. If you leave portalling to the end then you might get lots of errors all at once - some of which might not be fixable in a practical way and some may be difficult to track down. You don't necessarily need every single visportal in as you build but I recommend you put in key ones at an early stage while developing.
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