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snatcher

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Posts posted by snatcher

  1. On 12/3/2023 at 3:34 PM, stgatilov said:

    * High mantle animation has become much faster (6343).

    On 12/18/2023 at 10:23 PM, snatcher said:

    Players can clip through ceilings in some situations

    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.

  2. 2 hours ago, Geep said:

    [...] I can't speak to the accuracy of the green bars in your screenshots [...]

    I just added (in-game) a background color to the rectangle of the "Acquired" message for better reference.

    1 hour ago, Geep said:

    [...] It would not avoid all potential overlaps with the resizable corner elements.

    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!)

  3. On 1/9/2024 at 11:19 PM, Geep said:

    I am willing to take a look at it, but not before sometime next week [...]

    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.

    dyn-sub-pos.jpg

     

    I couldn't get all three blocks to show up at the same time but almost:

    dyn-sub-pos2.jpg

    This little change is good to go, imho.

    • Like 1
  4. 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.
  5. On 1/9/2024 at 8:16 PM, Geep said:

    Sadly, I'm not optimistic about ever seeing subtitle accommodations based on HUD preferences [...]

    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.

    • Like 1
  6. 8 hours ago, datiswous said:

    Question: What are the requirements for adding subtitles to missions?

    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.

  7. 7 minutes ago, Daft Mugi said:

    Well, it looks quite funny. 😄 The view rolls more than 180 degrees, turning the player into some kind of unnatural monster of sorts.

    Today could very well be the birth of the "Run & Roll" mechanic (I am serious).

  8. 1 hour ago, Wellingtoncrab said:

    [...] but the trend for all of the games is decline.

    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.

    • Like 2
  9. 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.

  10. @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.

  11. 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.
  12. 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.

  13. 35 minutes ago, stgatilov said:

    Added near screenshot.

    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.

    subs-yellow.jpg

    z_Subs_212_Outlined_Yellow_20240108.pk4

  14. 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.

    3 hours ago, datiswous said:

    Changed the textalignx and textaligny from 0.5 and -0.5 to 0.3 and -0.3

    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...

  15. On 1/5/2024 at 6:30 PM, Geep said:

    I dunno, it seems to me that if you're not going to show the ring widget (because, say, it's the narrator talking, so second parameter SUBTITLE_SPATIALIZED is false), you shouldn't show the tab it sits on either.

    In your code you have a duplicated "visible" line. The last line needs to be removed. Excuse if I didn't make myself clear.

    Quote

    windowDef SUBTITLES_CONCAT3(SUBTITLES_NAMEPREFIX, SubtitlesLocationBacking, SUBTITLE_IDX)
    {
        rect        307, SUBTITLE_BASE_Y-12, 26, 12
        visible        SUBTITLE_NONEMPTY && SUBTITLE_SPATIALIZED
        backcolor    SUBTITLES_TEXT_BACKCOLOR
        bordercolor    SUBTITLES_TEXT_BORDERCOLOR
        visible        SUBTITLE_NONEMPTY
    }

    • Like 1
  16. 36 minutes ago, stgatilov said:

    @snatcher, could you please share it for download?

    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).

    39 minutes ago, stgatilov said:

    Rendering the text with 4 shifts sounds stupid but solves the problem in much better way.

    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.

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