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Posts posted by datiswous
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3 hours ago, stgatilov said:
It works.
Ok, but with which command?
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Maybe I have to look into the glfw code if I can find something. Where is that in the codebase?
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I wonder what the benefit is of a zone approach over a speaker approach.
QuoteFor that there are two different options, a speaker approach which builds off this tutorial (described at the bottom of this tutorial, Adding_ambient_Sounds_to_your_Map#Ambient_Sounds_in_one_Area), and a zone approach described at Ambient Sounds, a zone approach, with the zone approach being the most powerful way to do it
It does not say why it's more powerful though.
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12 minutes ago, MirceaKitsune said:
Something like modifying the frob helper crosshair when looking at a body could work though, eg: Empty circle when AI is dead or the normal white dot when alive.
Yeah, great idea. I guess it could read if it's a body or a ragdoll?
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4 minutes ago, MirceaKitsune said:
A solution might be the text appearing just by highlighting the body, still relies on the HUD confirming it but that would be like checking the AI's pulse so it works.
I thought there was actually a topic from @snatcherabout this.
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I would rather have an icon show the status of the body when it is frob-highlighted. So a skull icon or an healthy face with closed eyes icon, for example.
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51 minutes ago, cvlw said:
I want the player to select an item in the inventory (not drop to hands) and then USE (frob and then use key) on an object in the map. But, the frob should only happen when that object is selected in the inventory and not just general frob.
I thought @JackFarmer was doing something similar recently if I'm not mistaken. Maybe he knows.
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2 hours ago, Baal said:
Is it possible to override a single definition (from a .sndshd file for example) instead of whole files?
On 12/2/2022 at 8:23 PM, stgatilov said:* It is now legal to override a single decl of core game in your mission.
Recall that "decl" means a material, a skin, an entityDef, a particle, etc.
Note that overriding a whole file from core game always worked as expected, but overriding a single decl from a file did not work reliably before (despite the common belief that it should).This was a fix in 2.11 beta, so it's included.
I asume sound materials are included as well..
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I wonder if you could use a sandbox for 2 portable editions.
Edit: I tried this with sandboxie and that works. But I read below it isn't necessary.
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Yeah sure, count me in.
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51 minutes ago, Daft Mugi said:
tdm_show_viewpos 2; wait; screenshot; tdm_show_viewpos 0
I did a test by manually:
bind "KP_SLASH" "tdm_show_viewpos 2; wait; screenshot; tdm_show_viewpos 0"
This gives me no viewpos in the screenshot.
If I change it to this:
bind "KP_SLASH" "tdm_show_viewpos 2; wait; wait; screenshot; tdm_show_viewpos 0"
It does save the viewpos in the screenshot.
Maybe you can change the command into double wait; to make it more reliable? I think certain key input is quicker?
Or is it possible to give the full command including the gamma change, so I can test with that included as well?
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When you have no mission selected, it shows there are no missions installed.
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I've only tested F11 and KP_SLASH . A lot of keys are already bound to settings. I have to do further testing. Btw. during the screenshot I see it shortly displaying the viewpos, maybe this happens too fast or too slow for some reason.
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Yeah this isn't new. Or at least I have seen it in multiple missions also in 2.11 I think.
Btw. it can be useful to include your position in the screenshot. See:
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You steal a book from the library and go to an attic to read it (does this sound familiar?
). You read 2 books that tell stories in different times of the church. You play these stories as the character in the book. When you get back there's a cutscene of you presenting the information or something else happens.
You could do this via a campaign structure, or just teleport to different sections in the map. This does mean you have to make 2 copies with some changes in them.
It might for example be that in the first book (mission/story) you find info about a secret entrance, which you can look for in the original world.
Ironically A house of locked secrets has a nice example of this idea.
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15 hours ago, Dragofer said:
I wanted that component to stream audio from my laptop to my internet radio (Imperial Dabman i200)
I used to have a Squizebox Classic which played music stored on a netbook (MSI Wind) with Linux on it. Later I moved to using a tablet for that.
Now I have my whole music collection on my phone (Musicolet app) and play it back via a bluetooth DAC connected to the amp.
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I tested this on a Windows 10 pc and it both opens fine (with DR3.08). Which version of Foobar2000 are you using? Maybe it's a (Foobar2000) component that you use?
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No I just typed it wrong in the post. But in the game I did it correct.
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On 12/18/2023 at 7:13 PM, Daft Mugi said:
For example, I have the following bound:
This doesn't work with binding to certain keys. For example if I do:
bind "KP_SLASH" "screenshot viewpos 1.3"
It does create the screenshot with the gamma change, but there's no viewpos on the screenshot.
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47 minutes ago, stgatilov said:
I think it should be reloadDecls...
Rather logical since subtitles are decl files.This doesn't work. But reloadXData does work. This doesn't make sense to me though,
Tested with srt and inline.
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For gui's there is reloadGuis and for xdata there's reloadXData.
@stgatilov could something like this be added for subtitles as well? Or does it already exist?
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2 minutes ago, nbohr1more said:
Maybe this church is the emergence of an old sect of Builders who were thought to no longer practice / exist.
Maybe a dark ritual at the start of the mission would be nice.
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Spoiler
Instead of making a typical thief mission where you loot the place, the player could be a character living in the church, or be a friend of a priest who lives there. Somebody died recently and you doubt it was a natural dead, maybe because of something that occured to you recently. You overheard a conversation (cutscene?), or the dead person had sent you a letter earlier (befor they died) with hints that suspect something.
Or you come as an agent on a mission for the church to figure out why more and more people at the church are missing. You suspect the bishop turned into a vampire/werebeast/whatever and you have to find a proper cure...
Anyway, I think there are probably better storytellers around.
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Newbie DarkRadiant Questions
in TDM Editors Guild
Posted
I think a house of locked secrets has a teleport functionality with that. You use a specific object in inventory with an entity in the game and then you get teleported to another area.
The Accountant 2 (I think) you can use a shovel on some ground to make a hole.
Just some examples.