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datiswous

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Posts posted by datiswous

  1. On 4/28/2025 at 8:18 PM, JackFarmer said:

    Thank you for the subtitles.

    I might still have to add one for radio_static.ogg (the numbers).

    Edit: Are these the correct numbers?

    Spoiler
    1
    00:00:03,800 --> 00:00:04,800
    Four
    
    2
    00:00:07,160 --> 00:00:08,160
    Eight
    
    3
    00:00:10,400 --> 00:00:11,400
    Fifteen
    
    4
    00:00:15,080 --> 00:00:16,079
    Sixteen
    
    5
    00:00:18,040 --> 00:00:19,040
    Twenty Three
    
    6
    00:00:22,080 --> 00:00:23,080
    Forty Two

     

    Edit 2: I think after finishing, this isn't important info for the mission, right?

     

    On 4/28/2025 at 8:18 PM, JackFarmer said:

    Could you point me to the bugs you have found? I then would fix them for the next update.

    I'm still playing the mission, so I will post them after.

     

    On 4/28/2025 at 8:18 PM, JackFarmer said:

    I have found the raw files of the videos used in the briefing. I will try merging these much better looking videos with the second part of the briefing for better quality.

    Nice!

  2. This mission skips the Difficulty selection screen, if you are watching the whole briefing video. If you skip it by clicking, it does show up. Same happens in Lord Edgar's Bathhouse (although that fm is using a ROQ file and this fm an mp4).

    (using tdm 2.13)

     

    Edit:

    The supplied file is a new version (from core 2.13) of the mainmenu_custom_defs.gui configured for this fm. This seems to fix the issue.

    mainmenu_custom_defs.gui

    • Thanks 1
  3. Here are subtitle files. I noticed that quite a lot of the audio files are in wav format. Not sure why. If you would change that in a future update, the subtitles fm_root.subs file need to be changed as well.

    @JackFarmer up to you when (you want) to include these. I think the intro movie (at least the first part) could have a bit of a graphical update. I also noticed some (lighting) bugs somewhere in the mission.

    hhtlc_subs.pk4

    • Like 1
    • Thanks 1
  4. On 4/24/2025 at 5:16 AM, nbohr1more said:

    reloadDecls should reload all def files.

    Thanks. It does work. I just had no proper way to test it. Are sndshd and material files both considered def files?

     

    I think more sound should probably have no_efx. For example the sound of stealing keys/items from ai, lockpicking.

    I think maybe more core sound defs should have no_efx applied by default.

  5. On 4/22/2025 at 8:06 PM, nbohr1more said:

    Just add noefx to the sound shader for that droplet sound

    This does not seem to have any effect.

    water_drips04_loop
    {
    	editor_displayFolder	ambient/environmental
    
    	description "Made by pakmannen"
    	looping
    
    	sound/ambient/environmental/water_drips04_loop.ogg
    	no_efx
    }
    
    water_drips01
    {
    	editor_displayFolder	ambient/environmental
    
    	description "Made by Saxmeister"
    	sound/ambient/environmental/water_drips01.ogg
    	no_efx
    }
    
    water_drips02
    {
    
    	editor_displayFolder	ambient/environmental
    
    	description "Made by Saxmeister"
    	sound/ambient/environmental/water_drips02.ogg
        no_efx
    }

     

    Edit: I found that reloadSounds command (contrary to what you would think) doesn't reload the sounds. It only reloads the efx. It should been named reloadEfx instead.

    Edit2: Use reloadDecls instead.

  6. Here is a first (complete) version of an efx file proposal. There are fortunately a good amount of info_locations.

    Spoiler
    Version 2
    
    eaxreverb "info_location_1" {
       preset CASTLE_SHORTPASSAGE
     }
    eaxreverb "info_location_2" {
       preset CASTLE_MEDIUMROOM
     }
    eaxreverb "info_location_3" {
       preset CASTLE_SHORTPASSAGE
     }
    eaxreverb "info_location_4" {
       preset CASTLE_SMALLROOM
     }
    eaxreverb "info_location_5" {
       preset CASTLE_LARGEROOM
     }
    eaxreverb "info_location_6" {
       preset WOODEN_SMALLROOM
     }
    eaxreverb "info_location_7" {
       preset CASTLE_SHORTPASSAGE
     }
    eaxreverb "info_location_8" {
       preset OUTDOORS_BACKYARD
     }
    eaxreverb "info_location_9" {
       preset WOODEN_MEDIUMROOM  
     }
    eaxreverb "info_location_10" {
       preset CASTLE_SMALLROOM
     }
    eaxreverb "info_location_11" {
       preset WOODEN_SHORTPASSAGE
     }
    eaxreverb "info_location_12" {
       preset CASTLE_SMALLROOM
     }
    eaxreverb "info_location_13" {
       preset WOODEN_MEDIUMROOM
     }

     

    To test you can use console command "teleport info_location-name"

    ulysses_genesis.efx

    ug_custom_overrides.sndshd

    • Like 1
  7. I think here is some info about flinders: https://wiki.thedarkmod.com/index.php?title=Breakable_objects#What_happens_when_an_entity_dies?

    So I think you replace the door model with different door pieces that fall to the ground. Maybe it's possible to make a custom one for wood pieces. Also maybe it's good to add a quick smoke particle or something that happens when it breaks so (maybe) you can hide the transition.

     

    I wonder if you could set:

    "def_flinder"               "models/darkmod/junk/door01_broken_piece.lwo"
    "flinder_offset"            "0 0 -5"
    "def_flinder1"              "models/darkmod/junk/door01_broken_piece1.lwo"
    "flinder_offset"            "0 0 5"
    "def_flinder2"              "models/darkmod/junk/door01_broken_piece2.lwo"
    "flinder_offset"            "0 5 -5"
    "def_flinder3"              "models/darkmod/junk/door01_broken_piece3.lwo"
    "flinder_offset"            "0 -5 0"

    Because I think"flinder_count1" probably makes copies and maybe you don't want same looking door pieces.

     

    At least that's my idea currently. But I never tried any of this.

  8. I think the lockpicks have to go inside the lock. Maybe that's impossible, but otherwise I don't like it much. I think probably for that to work the player has to be automatically moved in the correct position for that to work.

    Also, this looks like you use two lockpicks at the same time, which isn't the case in tdm (I think).

    It's still very cool what you did there.

  9. 16 hours ago, Sotha said:

    I agree that efx really brings missions to next level. If there is someone in the community who would like to contribute by creating an efx version for this mission, I would be totally fine with that: feel free to add yourself to the credits after doing this service. Thank you!

    Ok, I can give it a try. It does depend on enough info-locations available inside the map though. Sometimes there's not enough (I had this with Grayman's WS1).

    • Like 1
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