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datiswous

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Posts posted by datiswous

  1. Hi Congratiolations on the release.

    6 hours ago, Amadeus said:

    - "Story" subtitles are available for this FM. Simply go to Settings --> Audio and select "Story"  for the subtitles setting.

    Can you change this line in:

    Quote

    - "Story" subtitles are available for this FM. Simply go to Settings --> Audio and select "Story" or "On"  for the subtitles setting.

    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.

     

    6 hours ago, Amadeus said:

    - TDM 2.11 or later is REQUIRED to play this mission.

    What are the 2.11 specific features?

    • Thanks 1
  2. 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..

  3. 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... 😭

  4. 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.

  5. 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.

    • Thanks 1
  6. 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..

  7. ac2_2022-03-22_22_11_12.jpg.c2b8cf36bd99846dd2ebaff177bc1f09.jpg.34410d24aee1cdeb2de33d622d5450d8.jpg

    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):

    ac2(2023-03-1820-27-14)(154.831003.231358.59).thumb.jpg.6b502a8862b964d52c275ce103941d70.jpg

    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:

    Spoiler

    ac2(2023-03-1820-46-26)(667.36-369.151166.69).thumb.jpg.f805582b7d92357d518cd3093062cf66.jpg

     

    • Like 1
  8. 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.

    Quote

    In 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.

    Source

  9. 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)

  10. 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.

    • Sad 1
  11. 17 hours ago, datiswous said:

    I was wondering why during playback in the center you see a giant cursor:

      Reveal hidden contents

    nowandthen(2023-03-1621-38-43)(1072-32-571.75).thumb.jpg.1599e0be4feefd65fcc23660befb54e3.jpg

    Edit: I was looking at the original video file and it does not have the giant cursur in it. Maybe a gui or mtr related bug?

    Indeed it is. If I change the code in finale.gui Into:

    Spoiler
    windowDef 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:

    Spoiler

    nowandthen(2023-03-1622-05-58)(1072-32-605.52).thumb.jpg.d1661a830b16275c57845efcbf10a83b.jpg

    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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