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Posts posted by datiswous
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On 12/22/2022 at 11:28 AM, Baal said:
The way this player got the rope arrow is a pretty funny, 'immersive sim' way to do it.
I try to do this in a lot of missions, only finding out mission designers don't always make their mission immersive.
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I recently read about Delta timing . I wonder if this is related..
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It's actually quite easy to reproduce (2.11 beta, mission Requiem):
When you fail you see the skull animation with the 3 horizontal menu options apear. When you press the quickload at the moment the first (left) menu item apears, after quickloading pressing esc always gives the dead menu.
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On 6/5/2022 at 9:42 AM, Obsttorte said:
As per request of @Dragofer I've updated the shader work from this post.
The image manipulation takes place in the fragment shader gl_overlay.fs and can be tweaked as needed. I haven't found a way to pass arguments via the gui to the material to allow on the fly alterations, so the effect is static.
Would it for example be possible to make a camera view which shows black and white, but the rest of the world is in color? So you could for example make a window that looks out in a black and white world. Or a black and white picture on the wall that actually shows an ingame scene.
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Hi I got access, but I think it's good to post a new message here also when beta 4 starts.
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Hi, do you still need an extra beta tester? If not, np.
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13 hours ago, kingsal said:
I would suggest we don't change that rule as it could effect this mission, PD3 and who knows how many others
An alternative is to change the rule but disable the rule for specified missions.
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12 hours ago, peter_spy said:
I guess the body shouldn't take much more damage than player's fall damage?
Logically it should take more damage, because when you fall, you land on your feet. A falling body does not.
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5 hours ago, kingsal said:
Not being able to carry bodies up ropes and vines (ladders) will break the mission design
What missions are designed like that? It makes no sense.
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I tried ai-upscaling the end of mission credits video (just a test). Not sure what to think of it..
Maybe I used too much de-noising.
https://drive.google.com/file/d/1Vsk7ac1BpR-mn5_CqbkYdaXABRaC2n-M/view?usp=share_link (download for best quality view)
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Maybe what's possible is make it a campaign technically, but at the start of the mission end it immediately, but before that you can have a mission intro, which looks like an outro. Sounds hackish and there's a (very short) loading screen for the second map I assume.
I wonder if it's possible to skip the end of mission score screen.
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On 6/28/2021 at 9:34 AM, stgatilov said:On 6/28/2021 at 2:51 AM, MirceaKitsune said:
All missions have an intro, defined within fm/xdata/suffixed.xd file as maps/fm/mission_briefing. I would however also like to have an outro / mission_debriefing, same system / graphics / etc just shown after the mission is over just like the default is shown when it begins. The first question would be if there's any builtin system for such
There is no way to do it in main menu GUI. Playing a debriefing video is the only option.
Is this still the case? Seems kind of limiting. I see in multiple missions, outro video's that look like slideshows and could be done in a Timed Flowing Briefing and would probably look better.
Edit: I guess maybe I could use a full screen slide in mid game right before mission end. Seems really complicated though..
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12 hours ago, datiswous said:
The use case is The hare in the snare mission intro. I followed the info from the wiki page, but the subtitles don't show up in mission intro.
Actually, this could be because The hare in the snare uses it's own gui?
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I think it might be illigal to do that though except if you ask the person that created the original voice.
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On 1/25/2023 at 4:37 PM, Amadeus said:
Great question! I have no idea. I'll take a look this afternoon and fix it. Thanks for pointing this out
I just saw there's an update for this mission. Nice to see subtitles now work.
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13 hours ago, Famelesszero said:
Since I dont actually played the mod or have time to do so I could use some additional information for these 2 Missions.
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I had subtitles correctly set up for a mission (at least I think), but they don't show up in-game. Would be nice to some info in console.
The use case is The hare in the snare mission intro. I followed the info from the wiki page, but the subtitles don't show up in mission intro.
I also encountered previously with the mission intro from mission Written in stone that although there was something wrong with the srt file, the subtitles didn't show up without error.
There are a lot of things that could be wrong, so currently I have only trial and error in such situations.
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There's a missing material in core (the dds file and the editor image itself are present). If I include it in the materials folder of Requiem the 2 missing textures show up in game.
Material:
textures/darkmod/window/simple_square01_lit { glass noselfshadow qer_editorimage textures/darkmod/window/simple_square01_lit_ed diffusemap _black { blend add map textures/darkmod/window/simple_square01_lit rgb 1 } }
2 options:
- Include the material back in core
- Include the material in Requiem materials folder
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5 hours ago, Moonbo said:
but the two related to light textures are bugs that were introduced due to the game updating - you can see the proper textures on earlier let's plays.
So the game links to light textures that were previously in core, but were removed? In that case they could be preserved ( by loading a previous version) and then included in the mission.
I just played the mission under TDM 2.06 and indeed these 2 textures work fine.
In fact I also made this screenshot, that I didn't upload:
This seems a similar light to that is also used for the (not working) bottom lights in the temple.
I'll take a look and see if I can preserve the original look. Isn't there a cvar to see the texture url in 3d game view?
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On 3/19/2013 at 4:52 PM, Obsttorte said:
wiki article describing the note book scriptobject: http://wiki.thedarkm...matic_note_book
Sounds pretty neat. Has this ever been used in a mission?
Edit: I think it has been used in A house of locked secrets. Just started playing that one.
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Here some screenshots of "bugs" I encountered: https://drive.google.com/drive/folders/1hz-_xDTqusfE4_HJ4srrJzhFBEgPAFzf?usp=sharing (not much though)
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No not at all, the subtitles were generated from speech and corrected by Moonbo. Only when I was looking for a hint, because I was a bit stuck (I missed a staircase) I found your video and saw that it has subtitles.
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English Subtitles for AI Barks
in TDM Editors Guild
Posted
Do you have the text for all the speech? For example do you know if it's horse piss or whore's piss ?