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datiswous

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Posts posted by datiswous

  1. On 7/14/2018 at 11:34 PM, nbohr1more said:

    Hmm.

     

    Here's another mission that seems perfectly functional in v2.06.

     

    No missing textures, scripted events working as expected, I am not seeing any Standalone issues here.

    So why is it not in the mission downloader? Just saw this on moddb.

     

    On 7/24/2011 at 11:33 AM, Shadowhide said:

    MISSION CURRENTLY UNAVAILABLE UNTIL IT IS MADE 2.0 COMPATIBLE

    This means that it should directly go in the mission database the moment it works.

     

    Also I was wondering if it's possible to also release version 1 somewhere.

  2. 7 hours ago, nbohr1more said:

    The current mission database must increment by 1 integer every time you want to notify players that the mission has been updated.

    Is it not possible to change this to a float number instead?

     

    7 hours ago, nbohr1more said:

    Do we really need to force mission authors to explain what they fixed or changed?

    It's a good thing if they do so but I'm not sure about making authors admit to embarrassing mistakes they made and then secretly fixed? The readme file is where that data should be added though.

    Players need to know what the update consists of before doing an 800mb update (missions getting quite large lately) just to add some tweaks. I mean I think it's nice that the mission gets such an update, but it should be clear what kind of update it is.

    If the author doesn't supply the info, the person that uploads the update to the database should add some info.

     

    What you could (at least) do is add generic (categorised) info on what kind of update it is. Like

    Update:

    • Added features (including subtitles)
    • Fixed game-breaking bugs
    • fixed small bugs

     

    Then author can still decide to add more info to the readme.

  3. What's the benefit over having multiple instances of DR active?

    I guess copy pasting stuff between maps if that's possible would be handy. Currently you have to have everything opened in the same map and then export to map or prefab.

    Edit: Actually you can already copy paste stuff from different opened windows of DR. Although not with shaders. For that you could open the surface inspector and copy the url.

  4. 9 hours ago, nbohr1more said:

    With this change, missions are now stored unpacked so we can update them in granular fashion.

    Rather than providing the full mission package, please provide only the changed files in a zip archive along with a list of any files you removed ( if any ). If you are unsure what you added or removed simply provide the full package and we will compare and update it.

    I have never seen this feature being used. For every update it's always the size of the full mission that I have to download afaik.

  5. 9 hours ago, nbohr1more said:

    2) Subtitles can be added to missions with cut-scenes or videos by the TDM Team

    I think you have to add that this needs the consent of the mission-author, except if it's impossible to give that consent (person not available) maybe then tdm team can give that consent instead.

     

    9 hours ago, nbohr1more said:

    In the past, it was mooted that the TDM Team would have the executive authority to add language translations to missions but that was met with understandable push-back. The main problem was that these translations required the map files and other assets in the mission to be altered rather than existing independently. The new "system" for language packs leaves the mission along and instead uses an override pk4 to display translations so users can always access the original un-translated mission. A secondary problem with the old system was that the translator may misinterpret the details of story and thus relay the wrong meaning to non-English speakers. Since the language pack is kept separate, any translation issues can be easily attributed to the translator rather than the mission author and the author can clearly state that they had no involvement with the translation so they bear no responsibility for it's shortcomings.

    I think depending on the type of translation the translation might still need specific consent from the mission-author. Some translations have for example changed images etc.

    Also having to change map files for translations is i.m.o. still kind of dubious. At least for the objectives that is still needed afaik.

    Also maybe there should be a standard of what minimally should be in a translation file to be an official translation?

     

    9 hours ago, nbohr1more said:

    The new mission database uses an SVN system so that we have the ability to do SVN rollback if anything gets broken during an update.

    To remove confusion, the mission update should have the same update number, or the svn update number should not be listed anywhere online or in the game and mission updates should require a version, otherwise get denied. Currently I think this is not the case, because tdm has it's own versioning, while the version of the mission info might not get updating. Also I think an update should require a description of what's get updated to inform players.

    Mission authors often don't care about such things while players do.

  6. Something I just figured out:

    How to move in tdm to a conversation:

    1. Open in DR the conversation editor (menu Map > Conversations...
    2. Note the conversation entity name
    3. Open TDM in mission and in console type teleport "conversation entity name"

    It might be good to type notarget before teleporting to the location.

    The conversation might not always start there, because maybe the trigger is elswhere. Also the entity doesn't strictly need to be near where the conversation takes place, but often is. Also, it seems that multiple conversations can be listed under such entity, while they are not all in specified location. So it might not always work.

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