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Status Updates posted by datiswous
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I tried to upscale the TDM logo video. First try:
You can test it ingame by making a copy of the core tdm_gui.mtr and place it in your-tdm-root/materials/ , then edit line 249 of that file into the location where you placed the new briefing.mp4 file.
What I did was I extracted all the image files, then used Upscayl to upscale the images using General photo (Real-Esrgan) upscale setting and then turn it back into a video.
I might have to crop it a bit, the logo looks smaller on screen (or maybe it's actually better this way?). My video editor turned it into a 16:9 video, which I think overal looks better than 1:1 video of original.
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Whenever I eat fried chicken these days I think of this scene in The Black Mage..
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Incidentally, it's not entirely mine, I spun it together from quotes from a movie and a book and then integrated it into a setting that fits the Dark Mod.
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Idea: Thief 3 style missions.
One of the great features of Thief 3 are missions defided in small segments with loading screens when you move from segment to segment. We all miss those right? I was thinking of mapping only horizontal, so not stacked. When you go up or down (stairs or elevator), you get a 20 seconds fake loading screen where you can play a minigame (The Builder's Blocks?). After that you get teleported to a different area that seems to be on top of the first, but actually isn't in the map file. It's much easier mapping, because you can see everything in one glance from above. This could also give more freedom building, because it doesn't have to fit. Everything is predictable because guards don't move to different sections.
This could be used for the Thief 3 contest possibly..
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Just use layers in Dark Radiant. Put everything on one floor in a single layer then hide it.
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Seems like the idea is doable, IDK about the fake loading screen though.
How well can TDM handle large, open areas? I know it was never a strong suit of the engine, but I'm thinking of the recent "A Bridge Too Far" and biiig T2 FMs like "Lord Alan's Factory".
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Quote
IDK about the fake loading screen though.
https://wiki.thedarkmod.com/index.php?title=Full-Screen_Video_Cutscenes#Movie_Theatre_Method
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Just found out by accident how to change the tittle of a topic you made. You long-click (2 seconds) on a topic tittle, then you get an edit dialog to change the topic title.
The other way I know of is to edit the first post.
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I always find it kind of strange that in DR you can't apply spawnargs on specific brushes (I think), but you can apply textures. But those are not listed as spawnargs, so they're difficult to see except if you select the brush and go into the Surface inspector.
Wouldn't it be easier if DR would list textures for every seperate brush in the entity view?
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There is no connection at all between spawnargs and textures. Spawnargs are key/value pairs set on entities, textures are material shaders applied to the faces of brushes and patches and baked into the compiled map. All brushes and patches are part of a single entity (the worldspawn) so you cannot set spawnargs on individual brushes unless you move those brushes into separate entities (e.g. func_static).
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Ok fair enough. I thought it's a matter of organizing. You have primitives (numbered) and you list the textures under them.
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Forum is kind of slow lately..
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I got a lot of 504s lately
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Just got a 504
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Yeah the occasional 504 here too.
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What I see a lot in made subtitles (except the ones I make), is that people make an fm_root.subs and then put the inline subtitles in a seperate file, instead of just putting everything in that fm_root.subs file and I wonder why.. It doesn't matter off course, but I wonder why people do that.
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It should be:
Quote* 2) All other subtitle decls start with "fm_" prefix and are located either inside the fm_root.subs. or in files starting with "fm_".
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Wait... but "fm_root.subs" also starts with "fm_", doesn't it?
I don't see how your wording is different...
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Ok maybe this is better?
Quote* 2) All other subtitle decls start with "fm_" prefix and are located either also inside the fm_root.subs. or in other files starting with "fm_".
QuoteWait... but "fm_root.subs" also starts with "fm_", doesn't it?
I don't see how your wording is different...
Technically there's no difference, but it seems to me people think they have to put the subtitles in another file. You see this in every other fm with subtitles.
Maybe peeps just want to put stuff in different files, but I don't see the point.
Edit: Ok yeah I earlier said the description is partly wrong, while actually it isn't. Sorry about that.
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Fm idea (braindump)
"Experience the life of a mission builder"
Esentially there are finnished elements placed somewhere in storage in the game and you have to place them in the correct places, build some walls here and there, add guard routes, give them their correct speech lines, etc. Decorate the places.. all in-game. lots of fun..
If you do it right in the end you can play the mission.
(would be even cooler if a thief-ai could play the mission, making it some kind of tower-defence game)
This first started as an idea for an aquarium builder mission where-in you have to fill an empty aquarium with sand, waterplants, castles water and swimming fish. But above idea is more fun.
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Excellent idea!
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It'd take some kind of genius scripting to make this, right?
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I thought about using:
Quote- location Object in location brush (using info_tdm_objective_location brush)
https://wiki.thedarkmod.com/index.php?title=Objectives#Non-AI_Components
It's probably not literally creating the whole mission, but more finishing it by adding doors, furniture, lights, ai, build (some) walls by stacking stones. You could have fake leaks that you have to repair.
This might just interest a whole new group of gamers.
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I just figured out how to make subtitles work in TDM (srt) for ingame cutscenes and how to automatically generate the srt file in Kdenlive's speech recognition (I just had to edit it a bit).
Kdenlive is a free and open source multiplatform pretty advanced video editor.
Test case is the first builder gost scene in Requiem saying:
1 00:00:00,180 --> 00:00:02,140 the builder be with you this night 2 00:00:02,600 --> 00:00:04,840 there will be secrets all around you 3 00:00:05,040 --> 00:00:06,439 so have a keen eye
The following page gives you the basic info:
https://wiki.thedarkmod.com/index.php?title=Subtitles
These 2 tutorials give you the info for creating the srt files:
If you run into the problem the Kdenlive cannot find your Python PATH, then here is a solution:
https://www.mail-archive.com/kde-bugs-dist@kde.org/msg672183.html
Edit: During the installation of Python, in the installer, if you select more options, you can specify to set the PATH. I tried this on another Windows computer and this fixed the issue. Much easier solution.
This is all the code for the testcase:
Spoilerfm_root.subs file in subtitles folder in fm's root:
// Requiem subtitles subtitles fm_root { verbosity story srt "sound/voices/Hanno1.ogg" "subtitles/hanno1.srt" }
hanno.srt file in same folder:
1 00:00:00,180 --> 00:00:02,140 the builder be with you this night 2 00:00:02,600 --> 00:00:04,840 there will be secrets all around you 3 00:00:05,040 --> 00:00:06,439 so have a keen eye
Maybe I will create a seperate (text,images based) tutorial on the wiki.
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I've tried "On" and have seen a guard bark with some subtitling in Away 0. In my newly-added intro to the stgatilov's Subtitles wiki page, I mention that a dozen barks for the Cynic voice are available so far to existing games.
@nbohr1more, @stgatilov, I've noted the following in the bugtracker but let me call this to your attention here: the standard overlay .gui for subtitles offers 3 non-overlapping fields in the lower screen for subtitles, but my copy of 2.11dev source code (not the latest) seems to provide 4. I think these numbers should agree. In my update to the Subtitle wiki article, I revised the number from 4 to 3.
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Obviously, you'll see the minimum of these two numbers on screen...
Otherwise, it's not a problem.
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OK. I was thinking that it's better for the code to correctly know it can't display a subtitle at the moment because of it's out of slots, rather than think the fourth slot is showing when its not. Because in the first case, maybe it can eventually/belatedly show the subtitle if/when a real slot becomes free. Unless the code's not meant to be that sophisticated.
Is there some special .gui (now or planned) that uses 4 slots?
@stgatilov, I can tweak the wiki page further based on your responses.
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Currently Profile Information has 3 fields, these are shown in forum posts under your avatar:
1. Gender
2. Location
3. Interests
I think that it could be useful to have an extra field called "Operating system" (under location). It can be useful for tech support and to see what people use.
Alternatively it could be a more general term, like PC system, so that you can for example state that you use an AMD gpu.
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Just found out piped.kavin.rocks has a build-in audio-only for video's (great for music video's). Never thought something like this (including browser extensions) excisted. This would have saved me a lot of money on vacation, where I was camping without wifi.
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Is piped.kavin.rocks broken? I think I've used it once before but now it seems to do nothing, even after I disabled all my blockers.
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Seems to work fine for me..
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I had another moment to look. Still seems broke AF, as described here:
https://www.reddit.com/r/NewPipe/comments/xe50uk/pipedkavinrocks_doesnt_work/
I checked out this list of Invidious instances and yewtu.be:
https://docs.invidious.io/instances/
The homepage appears to work but my search for the word "test" caused a bug page. Then it worked a few minutes later as I was writing this.
Basically, I think these YouTube frontends tend to break often. It's good that they exist though.
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This new Twitter block looks kinda bad on the Forum's dark theme. Also, why is this info shown here on the forum anyway?
I would like to see an option at least to disable it.
Although I guess I could use some css..
Edit: This seems to do it:
/* Remove Twitter timeline */ .twitter-timeline { display: none !important; }
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It seems it can only be set to either black or white, independent of users' theme.
It seems quite a few of us didnt know that the Twitter account was still in active use.
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You can't make it transparent?
But like I said, there's no point in having a twitter block on the forum. If you want to follow, use twitter, but it should not show here.
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When someone cries for help on the wiki instead of the forum (I wonder how many people have read it, but I found it funny that it's still there):
https://wiki.thedarkmod.com/index.php?title=Talk:Saint_Lucia
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Maybe the answer can be found on the wiki.
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There's now image gallery functionality on the wiki. I asked taaaki to enable this and he did.
See here for an example:
https://wiki.thedarkmod.com/index.php?title=The_Hare_in_the_Snare:_Part_1_(FM) (scroll down to the Gallery section and click on one image)
You can still have the old functionality by middle click on an image.
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Wow, that's cool!
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Hey @greebo
Curently in the wiki, the image viewing is suboptimal. Mediawiki has a feature, which is included in Mediawiki (1.31), for better image viewing. It just has to be enabled it seems:
https://www.mediawiki.org/wiki/Extension:MultimediaViewer
I thought it would be a good idea to enable it on our wiki.
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I've added the extension, but it is configured as a beta feature for now and isn't enabled by default. When logged into the wiki, go to preferences, then the "Appearance" tab. There should be a checkbox for "Enable Media Viewer".
Give that a spin and let me know if that works for you.
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Thanks. It works great. When you click on an image it loads faster, because not the whole image detail page gets loaded (I guess). The navigation is also nice on pages with multiple images in them like the entity database and the fms pages. It's especially useful if the images are thumbs which link to the bigger image, like here for example.
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I always feel a little connected, in the rare case when I'm spying on the Online users list and someone else is there as well..