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datiswous

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Everything posted by datiswous

  1. If you give your blessing I can ask a team member to include it in the fm package as an update. I did that succesfully with some missions already.
  2. Btw. I see this fm still uses it's own secret system, instead of the build-in one from tdm 2.10+ ? //code that keeps track of secrets. From goldwell float secrets_count; void trigger_secrets() { secrets_count = secrets_count + 1; //Added a total number kept in $Secret_Message string secret_num = "You have found " + (secrets_count - 1) + " of " + ($Secret_Message.getFloatKey("secrets_total")) + " secrets !"; //Play secret sound kept in $Secret_Message string secret_sound = $Secret_Message.getKey("snd_secret"); $player1.cacheSoundShader(secret_sound); $player1.startSoundShader(secret_sound, SND_CHANNEL_VOICE ); //play secret sound //Display message $Secret_Message.setKey("text", secret_num); $Secret_Message.activate($player1); } https://wiki.thedarkmod.com/index.php?title=Secrets#Updating_your_mission_to_use_the_secrets_system
  3. Currently mappers can't edit the objective screen gui. 1. But let's say you create a mission where you don't want any difference in difficulty, or set it in a different way, then I think you should be able to remove the 3 difficulty selections from the objective/dificulty screen. (Edit: Not possible yet, but objectives could be set in mission briefing and then difficulty selection screen can be skipped, See below.) 2. Also, maybe you don't want to list the objectives on an objective screen before mission start. Maybe you want to have a mission briefing, start the mission and after that give the objectives somewhere during the mission. Or maybe you want players to select difficulty inside the mission in some way. In this case there's no need for the objectives screen and you might as well skip this screen. (Edit: Already possible with #define ENABLE_MAINMENU_DIFF_SELECT 0 in mainmenu_custom_defs.gui )
  4. A nice detail are the pipes and grills.
  5. What I see a lot in made subtitles (except the ones I make), is that people make an fm_root.subs and then put the inline subtitles in a seperate file, instead of just putting everything in that fm_root.subs file and I wonder why.. It doesn't matter off course, but I wonder why people do that.

    1. Show previous comments  1 more
    2. datiswous

      datiswous

      It should be:

      Quote

      *   2) All other subtitle decls start with "fm_" prefix and are located either inside the fm_root.subs. or in files starting with "fm_".

       

    3. stgatilov

      stgatilov

      Wait... but "fm_root.subs" also starts with "fm_", doesn't it?

      I don't see how your wording is different...

    4. datiswous

      datiswous

      Ok maybe this is better?

      Quote

      *   2) All other subtitle decls start with "fm_" prefix and are located either also inside the fm_root.subs. or in other files starting with "fm_".

      Quote

      Wait... but "fm_root.subs" also starts with "fm_", doesn't it?

      I don't see how your wording is different...

      Technically there's no difference, but it seems to me people think they have to put the subtitles in another file. You see this in every other fm with subtitles.

      Maybe peeps just want to put stuff in different files, but I don't see the point.

       

      Edit: Ok yeah I earlier said the description is partly wrong, while actually it isn't. Sorry about that.

  6. It looks very pretty, but (i.m.o.) I don't see anything in it that is not tdm-recognisable, apart from the daylight. I mean, I'm not surprised tdm can do this. What would happen if shadow maps were used. I guess the tree parts also need to be semi-transparent..
  7. This mission got an update, it adds subtitles. So check the mission downloader before playing.
  8. I tested and they show up fine in the debrief without any alteration.
  9. You guys are just going to ignore the topic move? No respect for mods?
  10. You can set FXAA in the nvidia linux driver settings. Then you have to disable AA in tdm settings. Since it's an nvidia tech, I understand you cannot set it in the amd driver settings.
  11. Maybe you can autogenerate text to speech and based on that display the subtitles.
  12. Would it be possible to use the subtitle system (or something similar) to display a translation for text you frob, and active gui pages (for example a page in a book)? (I guess this might give problems for pages with a lot of text) This way you can keep the game in it's original look, while still giving a translation.
  13. A while back I made subtitles for this mission. @SeriousToniwas going to include them I think, but I haven't heard from them since, so I upload it here. subtitles_sd_wav.zip
  14. A while ago I made the subtitles for the intro video, asked @Baalto proofread it, but he didn't do that upto now. So I post them here. subtitles_stc.zip
  15. Thanks. But the end briefing doesn't show with that cheat, probably because it uses an internal end mission gui that is part of the mission. I wonder if tdm_end_mission does not also skip regular debriefings.
  16. The debrief has it's own gui. Can the subtitles be included for that gui? For example by adding this? //stgatilov #2454: display subtitles #define SUBTITLES_NAMEPREFIX BriefingVideo #include "guis/tdm_subtitles_common.gui" Actually, maybe I should first test if the subtitles don't show up.. Is there a way to cheat a mission ending, so I don't have to play the whole mission?
  17. Anyway, I should go over the subtitle files and correctly outline and fix them. There aren't that much, so it shouldn't take much time. I think only the intro needs editing. @Cambridge SpyWhen do you want to do the recording?
  18. Ok I got it working. The reason is that it's explained wrong in the wiki. The wiki example says this: subtitles fm_briefing { verbosity story srt "fromVideo video/briefing/briefing.mp4" "video/briefing/briefing.srt" } and But it should actually state the video briefing material, instead of briefing video file. Correct? It must be, because now it works correctly, also in The hare in the snare.
  19. As a test I used this guide to make changes to mission Written in Stone so it uses the audio from the video file instead of the seperate audio file. (+ change to fm_root.subs) Before the change, the subtitles show up. When I do the edit, I still hear the audio, but the subtitles are gone. Either I'm doing something wrong, or this feature is currently broken.
  20. 256x256 seems a bit low resolution for a texture?
  21. I was wondering why you didn't just use an in-game scene as the mission ending instead of going for the video that was based on that seperate map file. Maybe it's technically easier?
  22. I don't think it's using it's own gui for the intro video and it works fine if an audio file is used instead of the audio from the video. I don't think there's another mission that uses fromVideo and has subtitles included. I don't actually know any other mission that uses fromVideo. So I was wondering what you tested it on.
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