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datiswous

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Everything posted by datiswous

  1. So I have now the following code in the mainmenu_briefing.gui : windowDef StartPointBox1 { rect 160,160,300,100 visible 0 forecolor 1, 1, 0.8, 0.7 font BRIEFING_TEXT_FONT textscale BRIEFING_TEXT_SCALE text "Scale the north wall" onAction { set "gui::startSelect" "startpos2"; } } And under //Stage 5. Things that need to be visible: text5, nextbutton5, PrevButton4 : set "StartPointBox1::visible" "1"; The text is visible and clickable. "startpos2" is the name of the second info_player_start entity If I click on the text. Nothing happens it seems. It seems this set command doesn't work this way?
  2. Well, I think that when the mission loads, only one info_player_start is selected and used. So it could still mean that the engine only supports one, although multiple can be in a map file.
  3. Well aperently it does, because this has been in core since TDM 1.08 Yeah, cool idea, I just think if somehow the original functionality added by Grayman is used, it's much easier to use.
  4. This seems to be the code in core: Game_local.h // grayman #2933 - store the start position selected during the mission briefing, if any const char * m_StartPosition; Game_local.cpp m_StartPosition = ""; // grayman #2933 /* =========== idGameLocal::SelectInitialSpawnPoint ============ */ idEntity *idGameLocal::SelectInitialSpawnPoint( idPlayer *player ) { spawnSpot_t spot; idVec3 pos; // grayman #2933 - Did the player specify // a starting point in the briefing? bool foundSpot = false; spot.ent = NULL; if ( m_StartPosition != NULL && m_StartPosition[0] != '\0' ) { spot.ent = FindEntity( m_StartPosition ); if ( spot.ent != NULL ) { foundSpot = true; } } if ( !foundSpot ) { spot.ent = FindEntityUsingDef( NULL, "info_player_start" ); if ( !spot.ent ) { Error( "No info_player_start on map.\n" ); } } return spot.ent; } ModMenu.cpp else if (cmd == "startSelect") // grayman #2933 - save mission start position { gameLocal.m_StartPosition = gui->GetStateString("startSelect", ""); } Issue #2933
  5. Hey @Geep I wondered, since you're the Gui expert around here (I think), can you give it a quick look if it's not too difficult to generate the gui code for the mainmenu_briefing.gui that's currently missing, or that we really need that file. I gathered it's just an example file and the gui code can be created from the info in the wiki. It's just still a bit difficult for me. I don't know if this currently still works though, I guess I could test it in TDM 1.08 as well (If I get it running). Edit: The same code for this at least seems presents in both TDM 1.08 and 2.11 See: https://wiki.thedarkmod.com/index.php?title=Briefing#Controlling_Where_the_Player_Starts Here is a testmap: https://drive.google.com/file/d/1YQQknGlVJE9TJyItE_H2KjggvrIAuhnf/view?usp=sharing
  6. Here some screenshots with comments: https://drive.google.com/drive/folders/1oUM0I1pux-Zd-Ywj4p7egwDB7hiSBX-e?usp=sharing
  7. Pretty good medium sized mission with interesting story. I found it too difficult though, so I got stuck. Good that you have a hints section. But maybe it's an idea to give more in-mission clues for lower difficulties (although I wasn't playing on easy)? I found some "issues" that I post in screenshots later, but I found especially that the Ambient light in full darkness seemed too bright? Btw. Maybe also there's a lack of specular in some of the textures? Also this still has ambiant light related code in the material, which is overriding what the engine currently does? Don't know if that would matter. Btw. There's lots of redundant and double files in the pk4. especially in the textures, dds, maps and guis folders. So if you would make an update in the future, you could look into this aswell.
  8. Well I finished the mission. @joebarnin Here's the subtitles. I only tested the intro at the beginning of guards talking (this contains both inline and an srt file), which worked. But the rest should also work, because it has the same formatting. subtitles_heartstmattis.7z
  9. Thanks, but the one feature I'm looking for is not based on difficulty level. I think I can cobble it together from info in the wiki page. It's next on my list of projects. If I can create a working mainmenu_briefing.gui file with an example how this works, I will add it to the wiki (as code, so I don't have to upload anything). Could be interesting for a contest. Mappers might be interested to use a never used feature included in core by Grayman, to a new mission, I would think..
  10. Oh so this is like a Doom 3 style lantern that you use instead of a weapon?
  11. Type in console r_volumetricSamples 0 to disable volumetric lights (not tested). Might change the looks too drastically.
  12. I remember I found it great that you implemented this, because personally I think the mechanic is not really needed in enough missions.
  13. I cannot get get further with the mission. I tried the hints, still didn't help me. I cannot see what the switch does. This is how far I got:
  14. Hmm, it almost sounds like I have to replay this mission..
  15. Maybe some mod can check in each forum section if certain topics can be unpinned. This topic is one of them I think.
  16. Nice to see that you're happy with that... Did you know you could save screenshots inside TDM? Press (default) F12 key. Screenshots can be found in the screenshots folder in the root directory of TDM.
  17. Is aspect ratio taken into account, or is it simply stretched? If it is currently stretched, is it technically possible to implement aspect ratio correction on subtitles based on screen aspect ratio / resolution set?
  18. I wondered if the new movie maker mode could be useful to make movies for TDM. Import assets in Godot Create movie Place movie in tdm This is just an idea I had, I'm not saying it is better than doing it TDM, but an interesting consideration.
  19. 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?
  20. 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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