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datiswous

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Posts posted by datiswous

  1. On 3/17/2023 at 5:06 AM, joebarnin said:

    Thanks for the subtitles. I'll add them to the mission, along with fixes for the issues you found.

    I was wondering when you plan to include these subtitles + the ones I made for The Heart of Saint Mattis .

     

    On 9/8/2020 at 6:23 PM, joebarnin said:

    Fun fact: I have released 3 missions, each almost exactly one year apart:

    • Mission of Mercy - September 14, 2018
    • The Heart of St. Mattis - September 10, 2019
    • Now and Then - September 8, 2020.
    Not by design, it just worked out that way. So I guess look for my next mission in early September next year!

    It didn't work out that way, but still impressive. 5 missions in 6 years.

  2. On 4/21/2024 at 8:30 PM, nbohr1more said:

    If all written strings were kept in XD files, the process would be easier.

    This might be frowned onto by tdm mappers/veterans, but I find it strange that it's considered ok to use text inside entities, which can then be found inside map files. That in general seems badly organised.

    Like for example with text decals: https://wiki.thedarkmod.com/index.php?title=Text_Decals_for_Signs_etc.#The_Decal

    Personally I think xdata could/should be used for all instances of text (except maybe darkmod.txt and subtitles), including readme files and GUI files.

    Or at least some kind of external text file. Could be something else, but the xdata format seems good and supported.

    So the sign text prefab could have a default xdata_contents spawnarg instead of gui_parm1 .

    Edit:

    Objective description text is also inside an entity inside the map file, but it could just as well be a reference to an xdata file.

    I posted about this before, here:

     

    • Like 1
  3. On 4/18/2024 at 5:50 PM, Demetrius said:

    The thing is tedious.

    We get it, you don't like the mission. No need to stamp it into the ground.

    On 4/18/2024 at 5:50 PM, Demetrius said:

    It's very obvious your focus was on telling a story. The issue is that's not my thing, and I also think this is not the right game for it. You're trying to make it do things it was never designed to, so it feels clunky. I think the game shines best in a smaller map with some backstory and little touches in the mission, like notes one character leaves for another.

    This is total nonsense. There are much larger missions than this with more story and they get good reviews.

  4. 20 hours ago, Geep said:

    Neither "converted" (i.e., #str using) FMs nor Language Packs are now being maintained and distributed by thedarkmod.com.

    I don't understand this. When I download a mission, I can still download and update the translation files for it using the build-in mission downloader.

    Also, the language packs are downloadable for the missions that have them.

    Nobody is making these language packs though. Not sure why. I heard the translation conversion script is hard to use. I only know 2 languages and there's no need for language packs in one of those (Dutch).

  5. Quote

    In post https://forums.thedarkmod.com/index.php?/profile/254-orbweaver/&status=3994&type=status @nbohr1more found out what the Fixup Map functionality is for.

    But what does it actually do? Does it search for def references (to core?) that don't excist anymore and then link them to defs with the same name elswhere?

     

    Also I would recommend to change the name into something better understood what it is for. Fixup map could mean anything.

    And it should be documented in the wiki.

     

    image.png.6244181b91465f60f9f7af55d21044df.png

     

     

  6. Ok, but you could also load all maps in your campaign, but in a different order.

    Or you could make a copy of the map and change some things. So it doesn't have to be an entirally different mission (which indeed might be too much work).

    So for example the first mission has an objective to place the plans to build a bridge over the river in a specific place. Then the next mission has that bridge (map1), or does not have that bridge (map2). Mapper only has to make a copy of the map and remove the bridge (and maybe a small amount of other things).

    I just think that having only one specific order is pretty restrictive. But if it's a lot of work to implement it might not be worth it.

  7. Another thing, not sure if it's entirally related:

    If you have a campaign, you might want to have different maps loaded depending what you do in the mission. Currently there's one specific order, but it would be cool if another map could be loaded. So you could get different debriefings, but also different followup missions based on that.

    I don't want to derail the topic, so if needed this could be split into a new feature request.

  8. You don't. That is one of the 3 xy views. So you have to remove one of the other ones.

     

    This is how you do it:

    First uncouple everything and make sure you have 2 (extra) xy-views.

    1. Move the camera-view to the side. It takes up the full height
    2. Move the first xy-view to the bottom. It takes up the full width.
    3. Move the second xy-view to the side inside the other xy-view

    xyz-view.thumb.jpg.fe4b5cae41feb7726e454e250e7c6997.jpg

    Now you get this and you can simply resize these windows.

    image.thumb.png.dd691f671fd29d398ace6e68cd19cc11.png

    Maybe something for in the wiki?

    • Like 1
  9. 21 hours ago, stgatilov said:

    For the nearest future, I'd like to support passing information from game script to GUI debriefing.
    So that you could show different things in debriefing depending on what player did in the mission.

    Is it already possible to pass information from the briefing to the mission? I don't think I ever saw this implemented apart from the starter-location selection.

     

    18 hours ago, MirceaKitsune said:

    Thank you for the lovely change! I wonder if anyone can let FM authors know about it: I think this is a great opportunity to update old FM's if their authors are still around and willing to... if anyone does maybe drop a mention here, I'll be happy to replay them for this addition alone.

    TDM is currelently in early dev, maybe a bit soon to start implementing in missions? I think it's better to wait for beta, so no changes will be done to the system.

  10. 3 hours ago, OrbWeaver said:

    However I have no idea if an unassociated skin can be used on a func_static. I suppose there's no reason why it couldn't work, but it's not something I've ever tested and I wouldn't be surprised if it fails to do anything (either in the editor or the game).

    Hm after testing:  This does actually work fine. Both in DR and in tdm.

     

    I guess there's no point in specifing the model path, because then it only works on one specific func_static.

  11. 21 hours ago, Skaruts said:

    I'm importing maps into Godot using a plugin. I've made some changes to it to accommodate for the differences in the map format and some editor specific stuff (e.g. DR uses "rotation" matrices instead of euler "angles").

    Could you store that somewhere? For example in Github. I'm learning Godot at the moment and might be interested in this in the future.

  12. Is it possble to make skins for brushes/patches by conferting them to func_static?

    Models are func_static when you add them in DR, but in the skin file you reference them with the model name instead of the entity name.

    When you convert a brush/patch though, it converts it uses a model with the same name as the entity name, so in this case func_static_1 for example. Would it be enough to use that in the skin file? Allthough the wiki article states it's important to add an extension.

  13. 13 hours ago, snatcher said:

    Set the language to Italian (ah!)

    Why would that work?

     

    14 hours ago, wesp5 said:

    copy the fms folder in the archive into your TDM directory

    What's in that directory to make it work? Modified missions.tdminfo ?

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