Jump to content
The Dark Mod Forums

snatcher

Member
  • Posts

    919
  • Joined

  • Last visited

  • Days Won

    15

Everything posted by snatcher

  1. I am bringing this here. From the instructions in ModDB: Rename tdm_base01.pk4 in your darkmod directory to tdm_base01.pk4.old Wouldn't it be better to offer this as a "z" (zzz or whatever) mod? It could have it's own z_fresnel_mod.pk4 name.
  2. I hope this gets resolved. If there is one case there can be another one or many more. By not fixing it mappers must update their best practices book and raise ceilings by a few units. Far from ideal.
  3. I just added (in-game) a background color to the rectangle of the "Acquired" message for better reference. I think you better let it be Some players might make the light-gem a little smaller or larger and these players have been serviced. Players with tiny or huge HUD elements are on their own (and they know it!)
  4. I made wrong assumptions in the previous attempt and I would say this is the right SUBTITLE_BASE_Y we want in [tdm_subtitles_message.gui]: #define SUBTITLE_BASE_Y (379 - (20*("gui::bigTextSize"-1) + 32*("gui::lightgemSize"-1) + 14*("gui::lightgemSize"*"gui::barSize"-1)) - 52*SUBTITLE_IDX) Some tests and examples for small HUD, default HUD, large HUD. The green rectangle is where the "acquired" messages are displayed. Subtitles are dynamically position right above them. I couldn't get all three blocks to show up at the same time but almost: This little change is good to go, imho.
  5. I just want you guys to happily keep working on this project, delivering subtitles @stgatilov has incorporated many changes already in his version. If we do something else that feels right, he might evaluate further changes. @Geep, do you feel comfortable on getting the dynamic positioning right? I am sure you do.
  6. It is not perfect, but it can be. The downsides are: New dependency with a different gui. If [tdm_inv.gui] changes in certain areas [tdm_subtitles_message.gui] should change accordingly. Players with a huge lightgem and/or "acquire" text might sometimes get subs above the middle of the screen. I say these players should expect that to happen and wouldn't worry about it.
  7. It isn't that difficult, but it looks a little ugly code-wise. In the latest version from @stgatilov found in this post just replace: #define SUBTITLE_BASE_Y (379 - 52 * SUBTITLE_IDX) with: EDIT - Removed because it was wrong. Check this post. Mind you! this again is a quick hack with no guarantees. Code must be properly assessed if we go for it.
  8. Is there anything in place or are there plans to technically support subtitles in languages other than English? A possible implementation could be similar to mission language packs, where packs are downloaded separately using the built-in downloaded.
  9. Today could very well be the birth of the "Run & Roll" mechanic (I am serious).
  10. Very interesting reading, Welli. Here is a different spin when it comes to new players. The number one selling point of TDM within its genre is content. Thanks to talented and dedicated artists such as yourself we now have around 175 self contained stories. I would say TDM crossed the barrier from medium to high selling point with the 100th release. From this point on it doesn't matter if the game offers a hundred or a thousand maps. A hundred maps is A LOT already. Want content? Look no further. Requisite fulfilled. The number two selling point is... you tell me. Free? Open Source? Multi OS? Map editor? Being maintained? Just like with any form of entertainment people will either love TDM at first sight, tolerate it and even get to like it, or simply dismiss it. No amount of small tweaks can fundamentally change TDM and certain changes may end up dividing the community. My ultimate goal here is to make this community aware of the potential of a healthy modding scene to attract artists and experts in all departments and feed hungry and demanding players. Mods can be the second selling point of TDM: thief it your way.
  11. We should look to have dynamic references based on HUD preferences. Boring stuff, I know.
  12. It may seem I am pushing for my solution and (despite having a preference and) considering this can be easily modded I won't be betting on one or the other (or another). Subs with a background have been put to the test for some time now and are reliable. The outline is new an untested. Regarding colors, from a small research of subs on TV I learned that, in the color era, yellow text apparently was once the standard since legibility was (and is) considered superior over any background color. Time went by and white became the standard since legibility is good but it isn't as jarring as yellow. I am not sure how well any of this translates to games.
  13. @Daft Mugi, Please spare us from this. You are entitled to your own opinion and vision but you aren't the voice of them players. You sound as if you felt compelled to do it. You decided to step forward now go and put yourself upfront, defend your position, address user concerns and acknowledge criticism. Be real, just like the old guard.
  14. Disclaimer. By voting in this pool: You legitimate the change in its entirety regardless of the setting being voted. You legitimate the result of the setting for 100% of the players regardless of the number of votes. We reserve the rights to implement whatever we think it's best for you regardless of the result.
  15. Realism is for simulators and even then, there must be compromises. Reasonable is the right word for TDM. Regarding player movement it really depends on the character and how you want players to feel in his shoes. Is this a vulnerable veteran thief or a sneaky young cat? In this regard the increased mantle speed and the (single) grunt sound convey opposite connotations, imho.
  16. Thank you. Here is an updated version of "Outlined Yellow" based in your latest code. The image of the ring is no longer fully transparent and it comes with an outline now for improved clarity. Base colors of the image are now shades of grey and the color of the widget is now changed by making use of the matcolor property so that colors of both the widget and the text could change simultaneously via user input. z_Subs_212_Outlined_Yellow_20240108.pk4
  17. @stgatilov, would you mind sharing your latest version of tdm_subtitles_message.gui?
  18. What I found is that changing the color of the text by using the escape character [^] is a feature of the Doom 3 engine and not something created for the subs in TDM. What is happening in your "extremely bolted" example is that when using a color other than the default we are also rendering all eight "shadows" in that other color, hence the bold appearance. The above solution doesn't solve a thing and I cannot think of anything other than having the source code deliver a copy of the subtitles stripped from color escape characters. In any case, imagine for a second you are watching a TV series and each episode comes with subs in different colors...
  19. Can you share a subtitle file with mixed regular, bold, italic, colors... such as the above example so that I can see what you can see in my PC? The ugliest the subs the merrier
  20. In your code you have a duplicated "visible" line. The last line needs to be removed. Excuse if I didn't make myself clear.
  21. Here you are, plus the Gimp template. Let me know if you need anything else. subtitle_location_ring.xcf subtitle_location_ring.tga
  22. Download the "White" or "Geep" version from this post. Latest code by Geep can be found in this post (the second "visible" parameter from SubtitlesLocationBacking must be removed). Unless we are talking different things text must be rendered with 8 shifts, otherwise it doesn't look as good: top-left, top, top-right, right, bottom-right, bottom, bottom-left, left.
  23. The Lord of the Rings, The Return of the King won an absurd amount of Oscars as a reward for a superb three-part movie ride. Thief: The Dark Project, The Black Parade deserves a similar treatment as the leading vehicle of 25 years worth of Fan Mission content.
  24. @Geep You must settle on something that is ready to be shipped and "submit" it to @stgatilov for review and approval asap. The next build might be around the corner and it may very well be your last chance. You have a whole year ahead to improve and innovate. Players will enjoy your work up until this day in the meantime. Cheers!
×
×
  • Create New...