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datiswous

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Posts posted by datiswous

  1. 8 minutes ago, Skaruts said:

    t's arguably quite a bit more work than just creating a layer and adding stuff to it. And then you'd have to also add it to a hotkey, to make it practical. Filters are good for things you want to keep as groups forever, not really for temporary or map-specific groups.

    I think that's just your specific assumption. You can use filters for very map specific things. It's not difficult or a lot of work to make them.

    4 minutes ago, Skaruts said:

    One other problem with filters is that you can only have so many hotkeys. Any filters that aren't attached to hotkeys aren't practical to turn on/off, because you need to access the menu. 

    So you're saying you use hotkeys for layers? I never use hotkeys for filters. Accessing them in the menu is just 2 clicks.

  2. 58 minutes ago, Skaruts said:

    Currently, objects are always visible if any of the layers that contain them is visible, so this kind of thing can't be done. (And to be honest, because of that, currently it seems to me that there's no point having objects in multiple layers.)

    Yeah this is something I wondered too. What is the point of having things in multiple layers?

     

    1 hour ago, Skaruts said:

    It would be nice to override the visibility of objects that are contained in multiple layers, by toggling one of those layers on/off.

    Instead maybe add a filtertype for layers, so you can filter everything that is part of that layer.

  3. Spoiler
    3 hours ago, Skaruts said:

    When the front door blows out, it's also not visible from up there, so that kind of didn't help with my confusion.

     

    Spoiler

    I agree this could have been done better, for example with a camera view pointed at the door.

    1. So you unlock the window,
    2. the view moves to a space in front of the door,
    3. the door blows out
    4. and the view goes back to the player.

     

    • Like 1
  4. On 1/27/2023 at 12:09 AM, Geep said:

    buildSubtitleShader.exe - Latest release of April 10, 2023. This program fabricates a TDM sound shader file specifically for the testSubtitles... series of FMs used here. It does so by wrapping each sound file name in a directory into a sound shader with uniform incremental naming. While limited to a single directory, the latest release simplifies merging runs from multiple directories.

    I was wondering if it's possible to make a program that generates a subs file from a folder with a bunch of srt files. I know this is too much to ask for, but I just mention the idea..

    The lines are usely:

    srt "sound/sub-path-to-sound-folder/sound-file-name.ogg" "subtitles/sound-file-name.srt"

     

    Edit: I think I already figured it out using Python code.

    Just putting it here quickly so I can reproduce it later.

    import os, sys
    
    path = "C:/Progs/tdm/fms/mandrasola/sound/sfx/mandrasola/"
    
    path_sounds = "sound/sfx/mandrasola/"
    
    path_subs = "subtitles/"
    
    listfiles = os.listdir(path)
    
    for x in listfiles:
        print("srt " + '"' + path_sounds + x + '"' + ' "' + path_subs + x.removesuffix('.ogg') + ".srt" + '"')

     

    Generates:

    srt "sound/sfx/mandrasola/mandrasola_guard1.ogg" "subtitles/mandrasola_guard1.srt"
    srt "sound/sfx/mandrasola/mandrasola_guard2.ogg" "subtitles/mandrasola_guard2.srt"
    srt "sound/sfx/mandrasola/mandrasola_lovell1.ogg" "subtitles/mandrasola_lovell1.srt"
    srt "sound/sfx/mandrasola/mandrasola_lovell2.ogg" "subtitles/mandrasola_lovell2.srt"
    srt "sound/sfx/mandrasola/mandrasola_lovell3.ogg" "subtitles/mandrasola_lovell3.srt"
    srt "sound/sfx/mandrasola/mandrasola_lovell4.ogg" "subtitles/mandrasola_lovell4.srt"
    srt "sound/sfx/mandrasola/mandrasola_lovell5.ogg" "subtitles/mandrasola_lovell5.srt"
    srt "sound/sfx/mandrasola/mandrasola_lovell6.ogg" "subtitles/mandrasola_lovell6.srt"
    srt "sound/sfx/mandrasola/mandrasola_ludmilla1.ogg" "subtitles/mandrasola_ludmilla1.srt"
    srt "sound/sfx/mandrasola/mandrasola_ludmilla2.ogg" "subtitles/mandrasola_ludmilla2.srt"
    srt "sound/sfx/mandrasola/mandrasola_ludmilla3.ogg" "subtitles/mandrasola_ludmilla3.srt"
    srt "sound/sfx/mandrasola/mandrasola_ludmilla4.ogg" "subtitles/mandrasola_ludmilla4.srt"
    srt "sound/sfx/mandrasola/mandrasola_ludmilla5.ogg" "subtitles/mandrasola_ludmilla5.srt"
    srt "sound/sfx/mandrasola/mandrasola_ludmilla6.ogg" "subtitles/mandrasola_ludmilla6.srt"
    srt "sound/sfx/mandrasola/mandrasola_ludmilla_iwarnyou.ogg" "subtitles/mandrasola_ludmilla_iwarnyou.srt"

     

    Man this would have saved me so much time yesterday..

    • Like 2
  5. I added this to the included mainmenu_briefing.gui :

    	//stgatilov #2454: display subtitles
    	#define SUBTITLES_NAMEPREFIX Briefing
    	#include "guis/tdm_subtitles_common.gui"

    I thought that would do it..

    Btw. this is for mission nhat. This section doesn't really need subtitles, because they are already included burned in the images, but I still want to figure out why it doesn't show up.

  6. 1 hour ago, AluminumHaste said:

    He was banned after what happened last time.

    I'm not sure if that's true. I think it's his own choice (at least that's what he said to me on discord). Although you're a teammember yourself, so maybe you know best what the status is. But when he's so involved with TDM it's a little strange. He's active on the wiki, he's active on the bugtracker, he has active contact with teammembers and mappers on discord, working on different missions.

     

  7. 21 hours ago, Geep said:

    Sorry, datiswous, your vid above is not it

    No it's just a video showing how to setup that specific config that was asked for.

     

    I personally have 2 monitors. On the first monitor I have the 3d view + one of the 2d views and I can cycle through the 3 2d-views with a keypress. On the second window I have all the special windows, like entity, ai, etc. Which are tabbed into one window.

    • Like 1
  8. https://postimages.org/

    • creates actual image urls to the file (a lot of image sharing sites share links to pages, but not to the actual file)
    • optional: resize on upload
    • optional: specify if you want them removed after a specific time.

    When you copy the url-list in a post and then after press enter, they get included as images into the post automatically.

    Example:
     

    Spoiler

    image.thumb.png.eaa593490fa75566da7899d3264b256f.png

    Copy paste it in the post like this:

    https://i.postimg.cc/0272M8nT/closemouthed-shadows.jpg
    https://i.postimg.cc/59h22HB5/closemouthed-shadows-2023-06-08-11-19-50-237-68-234-6-75.jpg
    https://i.postimg.cc/zDbfNwgX/mission1-2023-05-24-11-41-31-0-0-0.jpg

    Then put your cursor after the last image url and press Enter. All images are placed in the post as images.

     

  9. So I was reading the DarkRadiant Script Reference  and it gives an example to move the cameraview by setting coordinates:

    import darkradiant as dr
    
    camview = GlobalCameraManager.getActiveView()
    camview.setCameraOrigin(dr.Vector3(50,0,50))

    This works, but then I wanted to use the tdm position coordinates that you can get by doing getviewpos in the console in tdm. But these coordinates don´t give the same position in DR.

    Why is that? Is there an other way?

     

    Edit: WHOOPS it does actually work. (some layers in the testmap were disabled)

  10. 1 hour ago, freyk said:

    How about using TDM  automation framework (and maybe pcem/qemu)?

    Yeah I guess you could make a script that loads missions, then teleports to different area's and makes screenshots (actually I made a similar script for envshot a while back), but then you have to review all those screenshots?

    Maybe just a script that changes calc in something else and don't look back (maybe this is dumb)?

  11. On 1/29/2024 at 1:26 AM, revelator said:

    BSD does not have a lot of active desktop Operating Systems but NomadBSD is quite nice though minimalistic.

    So you moved from Solus to NomadBSD, or.. ?

     

    8 hours ago, revelator said:

    as for gaming the titles you can see in the screenshot all run quite fine with some performance deprecation due to being windows games but i have to say proton has come a long way allready.

    Do you also have the sound stuttering in System Shock? It's the only thing bothering me a bit.

  12. 5 hours ago, stgatilov said:

    Do you realize that the original code is wrong? 🤔

    What does the code fix actually fix? If fixing something breaks something else, it's i.m.o. not a (good) fix.

     

    Edit: I would agree that maybe it's better to fix the mission(s) instead.

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