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Posts posted by datiswous
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9 hours ago, JackFarmer said:
Could you point me to the bugs you have found?
For now this is what I noticed:
Spoiler
A:
B:
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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?
Spoiler1 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!
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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.
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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.
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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.
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Subtitles (only intro video has voice), maybe needs checking for correct names, etc.
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Subtitles (all tested)
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I find it strange it does the wood decoration on the left wall differently.
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I don't understand where the graphics come from. It's not a strict conversion.
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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.
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On 4/22/2025 at 8:06 PM, nbohr1more said:
noefx
It's actually no_efx
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I think I remember someone used seta in a script in some fm and this created a problem elsewhere because the setting was changed globally.
Or maybe I'm confusing things.
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Btw. in the start section there is a sound of water drops hitting the floor which has echo applied to the sound (I think). This is increased by the efx referb. I wonder if there's a version without this strong echo and how that would sound in combination with efx referb.
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Here is a first (complete) version of an efx file proposal. There are fortunately a good amount of info_locations.
SpoilerVersion 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"
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On 2/20/2025 at 10:08 PM, stgatilov said:
Because non-archived cvar.
Moreover, I think you also need to write "set" instead of "seta".There doesn't seem to be a difference in writing set or seta in autoexec.cfg, they both work (there).
What is the difference between set and seta?
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Maybe better to ask on https://darkfate.org ?Edit: It already takes place
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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.
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4 hours ago, Wolfmond said:
I am your new member.
Finally! A new member. Welcome new member.
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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.
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Maybe this info helps, maybe not:
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@GeepI think you forgot to add a license. I think you should.
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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).
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Hidden Hands: The Lost Citadel (23/07/2020)
in Fan Missions
Posted
Not stuck anymore.