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Posts posted by datiswous
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It seems from the topic description that he wanted it for one of his own missions, but I haven't found any of his mission briefings that have this..
I wonder if the modified mainmenu_briefing.gui could be recreated somehow from the info available.
Edit: I see now that DR allows you to create multiple info_player_start entities (just copy the main one), didn't know that. Maybe it isn't so difficult to implement..
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On 12/20/2011 at 12:58 AM, grayman said:
I'll be adding a section to the Briefing wiki page, and--following the precedent set in the "Button Controlled Animated Briefing" section--it will use a link to retrieve the updated gui file.
I can put the file up on mediafire, but should there also be a more official place to retrieve it from?
This is how things get lost...
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Thanks, but @DeTeEff's mission might not be based on this method. In the wiki article grayman writes about linked options in the briefing text that is not limited by the 3 difficulty levels, while Not an Ordinary Guest has the 3 player roles be based on the dificulty levels. You could start in a hotel and decide which of the 30 rooms you start in (just an example).
It would be weird if this is all implemented in core, but nobody has a clue how it works. It could also be that the wiki states enough info, but I don't get it yet.
Oh I see now there is also a topic:
In fact in the topic's first post grayman writes:
Quote(I'm not interested in changing the starting point using the Difficulty settings.)
So then this is indeed another method.
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Here is it posted in the bugtracker by grayman:
https://bugs.thedarkmod.com/view.php?id=2933
It has status resolved, so it should work. But I wonder if anybody knows how it works.
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23 hours ago, snatcher said:
Meanwhile, somewhere in the Bridgeport...
Is that a flashbomb mounted on an arrow, or is that a giant flashbomb in the distance?
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On 3/16/2023 at 8:35 PM, JackFarmer said:
I wouldn't demand that everyone writes long novels.
Man I really have to learn doing ingame cutscenes. Then I can let an ai walk through a mission talking about all the good and not as good parts with the camera showing some of these scenes. I don't even have to voice him, I just use subtitles..
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I have an Iiyama XB2483HSU (AMVA) as my main monitor and on the side I have an Eizo Flexscan S2231W (SPVA)
So 24" 16:9 main and 22" 16:10 on the side.
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37 minutes ago, Geep said:
you could try embedding a "\n" as a temporary workaround.
Doesn't work in srt. I try the other method.
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3 hours ago, chakkman said:
If you want a panel tech which is best suited for dark games, there is VA.
I already use VA. I'm fine with it.
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26 minutes ago, Geep said:
Neither of these explicitly have linebreaks set, so both rely on word-wrap to make use of the second line. This is not ideal.
How do you set line breaks in srt files?
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Hm yeah I see it now. Well thanks, maybe I can buy a crt somewhere to see if this could be worth it..
Or otherwise maybe opt for oled..
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This missing material I found in TDM 2.03:
Spoiler// Modified: AluminumHaste textures/darkmod/glass/stained_glass_hammers_one_sided { noshadows translucent glass forceoverlays sort decal sort nearest forceOpaque sort postProcess qer_editorimage textures/darkmod/window/ornate/round_hammer_orange_ed description "A highly ornate transluscent stained glass window of the Builder." { vertexProgram heatHaze.vfp vertexParm 0 0 , 0 // texture scrolling vertexParm 1 2 // magnitude of the distortion fragmentProgram heatHaze.vfp fragmentMap 0 _currentRender fragmentMap 1 textures/darkmod/glass/round_hammer_local } //-------------------------------------------------------------------------------------------------------- { blend gl_dst_alpha, gl_one maskalpha cubeMap env/gen1 // tone down the reflection a bit red Parm0 * 0.2 green Parm1 * 0.2 blue Parm2 * 0.2 texgen reflect } // add our texture on top { blend gl_dst_color, gl_one map textures/darkmod/glass/round_hammer_local red Parm0 green Parm1 blue Parm2 } { blend filter map textures/darkmod/window/ornate/round_hammer_orange } // This is the code required for frob highlighting this texture { if ( parm11 > 0 ) blend gl_dst_color, gl_one map _white rgb 0.40 * parm11 } { if ( parm11 > 0 ) blend add map textures/darkmod/window/ornate/round_hammer_orange rgb 0.15 * parm11 } bumpmap textures/darkmod/glass/round_hammer_local specularmap textures/darkmod/window/ornate/round_hammer_s // TDM Ambient Method Related { if (global5 == 1) blend add map _black scale 1, 1 red global2 green global3 blue global4 } { if (global5 == 2) blend add program ambientEnvironment.vfp vertexParm 0 1, 1, 1, 1 // UV Scales for Diffuse and Bump vertexParm 1 1, 1, 1, 1 // (X,Y) UV Scale for specular vertexParm 2 global2, global3, global4, 1 fragmentMap 0 cubeMap env/gen1 fragmentMap 1 textures/darkmod/glass/round_hammer_local // Bump fragmentMap 2 _black // Diffuse fragmentMap 3 textures/darkmod/window/ornate/round_hammer_s // Specular } }
This does have vertex program code (arb?) still in it, not sure if really needed.
This is how it looks ingame (when I add the material to the fms material folder):
Not sure if this is how it's supposed to look, but better than nothing.
This texture now shows up fine (previously I reported there was a black square on it). Maybe Dragofer fixed it for 2.11:
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This mission just got an update. See mission downloader. It adds subtitles and 2 small fixes.
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Well I do use a VA type screen, so good black level because of high contrast. Might be different when using ips. But I can't say how it compares to crt.
QuoteIn short, if you're often using your computer in a dark room, a VA panel is the way to go, as it's the only LCD panel type that can produce deep blacks in a dark room.
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Pretty decent first mission. I had to use more water arrows than usual missions and used 2 gass arrows, good to see they seem almost required. There was a sleeping guard that when knocked out dies, but other than that I didn't notice any gliches.
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1 hour ago, thebigh said:
That's "The Heart of St Mattis".
Without knowing this info I actually started playing this mission yesterday.. (currently playing all of his missions)
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https://wiki.thedarkmod.com/index.php?title=Briefing#Controlling_Where_the_Player_Starts
On the section about "Controlling Where the Player Starts" there is a download link, but it's a dead link. Does somebody have this altered mainmenu_briefing.gui ? Or otherwise, is there a mission where it's used?
I thought maybe it could be added to core, to the same file, but have that section editted out by default, or make a renamed version? Same for Button Controlled Animated Briefing and Timed Flowing Briefing (although maybe without the example images), I think they should be things in core. Doesn't take up much space and then they never get lost.
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Here are subtitles for Now and Then I just created, if interested. There are only 4 voice lines, so maybe not so important.
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17 hours ago, datiswous said:
Indeed it is. If I change the code in finale.gui Into:
SpoilerwindowDef Desktop { rect 0 ,0 ,640 ,480 // Standard element to define nominal grid, e.g., for placing and sizing buttons backcolor 1,1,1,0 matcolor 0, 0, 0, 1 nocursor 1 background "video/finale"; // mp4 shader defined in materials/cutscene_video.mtr file. onTime 0 { nocursor 1 // This work ONLY in this location, not in Desktop or after reset/matcolor here resetCinematics; // reset Video to start Desktop::matcolor 1,1,1,1; // show video // Doesn't work: localsound "video/cutscene_video"; // shader as defined in sound/cutscene_video.sndshd } }
And now the giant cursor doesn't show:
I made nocursor 1 toplevel as described here. It's probably ok to remove the other non-toplevel nocursor 1, but I couldn't, because otherwise the quicksave near the end doesn't load anymore.
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Well, I'm just against any change that makes text amount per message lower that current made subtitles maybe have to be modified. That's just too much work.
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Screenshots with stuff I encountered:
https://drive.google.com/drive/folders/1P0tYsA3khhL8A5Ov3dEt8ynhfa5a7BaC?usp=sharing
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39 minutes ago, AluminumHaste said:
Unfortunately Moobo retired from mission making. (AFAIK)
He's busy with creating his (stealth) game. Maybe after that?
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Fan Mission: Seeking Lady Leicester, by Grayman (3/21/2023)
in Fan Missions
Posted · Edited by datiswous
Hi Congratiolations on the release.
Can you change this line in:
The "On" setting shows the story subtitles together with the AI-barks. You make it sound like you specifically need the story setting to get the story subtitles.
What are the 2.11 specific features?