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Posts posted by datiswous
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so it's solved now?
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On 11/15/2023 at 6:33 PM, Geep said:
While Notepad++ does have a "Find in Files" feature, it's not well suited for this particular task (examining all the files of a particular type within a large directory tree).
It has a plugin system, but if you are happy with textpad, then no reason to switch I guess.
Actually it doesn't matter, you still would have to open 7zip and then probably open every file seperatly. This isn't worable in your case. But I think you should be able to open seperate files in Textpad this way, because 7zip unzips it temporarly and passes the file to the default external editor (I think), so the editor (Textpad) doesn't need to read inside the pk4 file.
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11 hours ago, Melchior said:
There is exactly one - quite overused Wall mounted Oil lamp (in bronze and Rusty bronze oooh). Its an indoor lamp fixture, used outdoors and as its a 'fancy' design - often in areas of lower-economic means too. It just looks 'wrong' in many outdoor places.
So you ask more lamps to be included in core assets and then hope mission authors will try to use them?
I would like to see multiple base models that can be coupled together to create different prefabs.
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file doesn't excist
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Have you tried to install it in a new empty directory?
Have you installed it with the installer that you downloaded recently?
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On 11/9/2023 at 4:38 AM, MirceaKitsune said:
Always love when I get around to designing a cozy looking tavern. What would I do without the AI table prefabs, much as food and cutlery starts flying around everywhere whenever they get alerted no matter how you try fixing them
I notice now that the sitting pose of ai is like they're leaning, but in this case there's no back to lean on.
I guess there's that shining mirror plate. If you don't want it to reflect, you could remove the reflection from the material?
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Thanks for the detailed answer @Geep. I thought I might ask too much, because it was getting a little over my head.
4 hours ago, Geep said:use TextPad to do this. In the case of (2), I have a local copy of the latest official TDM distribution (currently 2.11), where I have replaced every .pk4 with its unzipped equivalent. Because TextPad can't look inside .pk4 files.
Good idea, although I think if you use 7zip for example, you can select "open in external editor" or something, and it will open in the default external editor. When I'm on a Windows pc it opens it in Notepad ++ . Maybe I should check out TextPad.
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On 11/14/2023 at 5:37 AM, MirceaKitsune said:
Yesterday I played Chronicles of Skulduggery 0: To Catch a Thief. There's a door up on a terrace (I can reinstall it and go there to get a viewpos if anyone's interested) which upon picking and opening will cause the light on the back of the wall indoor to slightly shine on the floor outside through the entire wall.
I think I mentioned Bienie about this during beta testing and thought he fixed it.
Spoiler -
It seems placing a mirror in a room with another mirror gives issues. These plates are 2 mirrors.
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7 hours ago, Daft Mugi said:
Found these oddly rendered plates: rev 10484 vs 10495.
Shouldn't these (I cannot find them in DR) have a mirror effect applied, like models/darkmod/kitchen/tea_tray_silver2.ase ? I guess this is some brush with texture bc_teatray applied? Although this texture has the mirror effect applied.
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5 hours ago, MirceaKitsune said:
It doesn't seem like a clean solution to make the whole console appear anyway: I wonder if it's possible to make just the viewpos appear at the top of the render in a special display with this command.
You have not read what I posted (to you) before? I guess not.
bind "KP_SLASH" "con_noprint 0;wait;wait;wait;getviewpos;wait;wait;wait;screenshot;con_noprint 1"
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On 11/12/2023 at 9:17 PM, kingsal said:
Its a custom background. Its just a bug I never fixed and I don't plan on fixing.
One way to fix it, is to override the tdm_objectives.gui file (in mission folder) and change the code from windowDef ObjectivesHolder to this:
windowDef ObjectivesHolder { #define OBJ_FULL_WIDTH 500 #define OBJ_FULL_HEIGHT 370 #define OBJ_SCROLL_KEYBOARD 1 rect 30, 60, OBJ_FULL_WIDTH, OBJ_FULL_HEIGHT //backcolor 0.3,0.3,1,1 //for debugging #include "guis/tdm_objectives_core.gui" }
Objectiveholder is the objective text, so changing that you can specify how the objectives outline on the background.
It would be nice (in general) if there's a more elegant way than overriding this core file.
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On 11/12/2023 at 4:39 AM, MirceaKitsune said:
From those wonders that I did find...
SpoilerThe is a mission objective where you have to find someones petrat. But I think you have to find a letter or something and then the misson objective is added. I think it's somewhere in the streets.
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So how it works is not defined in a script, but in this case in the engine code? How can I know that a GUI::Parameter is pointing at engine code instead of a script?
Is this the same for "gui::ModNotesText" on line 593 of mainmenu_newgame.gui ?
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Source: https://wiki.thedarkmod.com/index.php?title=GUI_Scripting:_GUI::_Parameters
QuoteAnother string example, from the mainmenu_briefing.gui:
background "gui::BriefingVideoMaterial"
I think this should be:
QuoteAnother string example, from the mainmenu_briefing_video.gui:
background "gui::BriefingVideoMaterial"
I don't actually understand this. Where is it defined what BriefingVideoMaterial is?
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1 hour ago, kingsal said:
and I don't plan on fixing.
Why? It looks quite bad.
Btw. There is still the crash to desktop under Linux when using the special saveroom option. It does create the save, so after restart I can load from it.
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I did an update from an installation of Hazzard pay and it worked fine. Maybe @desinloaded a save made in the previous version?
Btw. I don't remember this new objective background paper last time I played. The font seems too large for this or something:
Original looks fine:
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10 minutes ago, MirceaKitsune said:
Actually there would be an even better solution, though I'm not sure if by default it would be acceptable: Turn small creatures into an item including living ones! Frob them to pick up then drop them like you would any dropable inventory item, dead or alive they would proceed from there
Only obvious problem I can see is if someone made a rat or small spider patrol using path_corner checkpoints, in which case dropping them far away would make them unable to find their patrol routes any longer... though in this case they'd just endlessly stand there and not upset anyone I guess?
It's interesting for a mission objective: Let the rat loose in the guards area to distract them so that you can sneak past.
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Thanks! Got it working.
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On 11/12/2022 at 5:13 PM, greebo said:
Feature: Selection Focus (Ctrl-F)
Using DarkRadiant 3.8.0
I don't know how to get this working. Ctrl-F does nothing and it's also not defined as a shortcut in Keyboard shortcuts. What is the name of the feature in the Keyboard shortcut edit screen so I can enable it?
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Oh it's one entity on left and right of the walkway? This wasn't clear to me at first. I don't know why you would have this water merged. Clearly, these are 2 areas.
Well I guess if the water goes around it behind the player.
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12 hours ago, MirceaKitsune said:
However I believe I also found a bug that was surely introduced by it: You can now pick up and mantle the bodies of dead mice.
In what mission is this? I've never encountered it, I know the spawnarg. I don't think that the ragdols have shoulderable set to 1 in the dev files. Otherwise I would've encountered it.
Edit: ok stupid to claim before checking I guess.
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Well the original reason I came up with it was to have the possibly of an alternative regular door. When the player opens it, they get teleported right behind the door, like as if they entered through it. This means the door never has to be auto-closed (for performance) and you don't bump into it when opening. But I guess ai will have an issue with teleportation so wouldn't be able to use that teledoor.
Btw. what happens if there's an ai patrol route in the location the player gets teleported to and the player ends in the place where the ai is at that moment?
More [Oil] Lamps & Lanterns
in The Dark Mod
Posted
I think they're all fancy though.