-
Posts
3224 -
Joined
-
Last visited
-
Days Won
54
Everything posted by datiswous
-
I still think this could be cool. Change the death gui a bit and whala.. I whould add a load button, so that makes: Restart, Objectives, End and Load. Edit: Probably when you die the game automatically ends..
-
Hmm, yes I see it now. Actually it doesn't actually change it, but it just looks slightly different in the editor. So if you resize, then export, then import, you see the same end time, but it is different from the srt. Very weird, I never noticed it. But I can understand this is an issue. Btw, although Kdenlive has built-in speech to text and I was initially excited about it, I now use Whisper for that, which is MUCH better at it.
-
Currently readme's are txt files, but when they're longer, they can't be displayed correctly in the Notes section of a mission listing. If they would be xData files, scroll-buttons can be added so that the whole file can be properly read. This is under the asumption that it cannot be done with unformatted txt files. My idea (if possible) is to support both formats, so readme's of current missions still work correctly. Otherwise I don't see it happening soon, because all the txt based readme's have to be converted, so a program has to be written to do that job in a non-painful way. I orinally posted this idea here:
-
I don't know what you mean by this. When you change the srt file inside kdenlive you have to export it (which is saving), or if you saved as a project before, you can just click save to (also) export the srt. Or do you mean this import window? I always ignore it, because I don't know what it means in relation to audio files and it didn't give me any problems: Where can I download the beta?
-
That's the first thing people think about when I tell them about tdm (or maybe modding in general).
-
Btw, I found that some subtitles still fit in inline subtitles although they're over 6 seconds because the speach is spread out. For example:
-
Interesting.. Looks more like a paprika.
-
-
I just tested Cadet because I wanted to know if it's good at something and I have to say, it seems very limited. I don't really understand why you need an editor for inline text though (maybe you told that already). Oh and I just used -c counter start value and it worked really well. Saved me a lot of time by creating one sndshd file for all sound files in different folders.
-
I think the reason you couldn't find it is that when files start with tdm_ they are considered core files, so during upgrade the files get removed by the upgrade system because it's not in the new version. Renaming it to z_tdm_loot_stealth_stats.pk4 will fix this. You probably never have to reinstall this mod after future updates.
-
Just learned about this potentionally pretty handy image tool: https://www.pureref.com/ https://www.gdquest.com/tutorial/krita/legacy/krita-from-zero/chapter-1/06-pureref/
-
Maybe I'm doing something wrong, but: #define ENABLE_MAINMENU_BRIEFING_VIDEO 0 in mainmenu_custom_devs.gui seems to break campaigns. If I set that, after the first mission, I'm getting directed back to the main menu, while if I disable it: //#define ENABLE_MAINMENU_BRIEFING_VIDEO 0 After mission 1 it goes to mission 2 as it should.
-
You're saying it's a bad time to decide to become a digital content creator (coder/ digital painter/ 3d artist) ?
-
File mainmenu_custom_devs.gui #define ENABLE_MAINMENU_SHOP 0 If you set this, the shop menu is skipped, but the button on the objective screen after briefing still excists:
-
@stgatilov Mission Thief's Den: When you start the mission, in the mission briefing, if you click on the "Back" button, you get to see the mission menu instead of the main menu. Wrong code for the back button in mainmenu_briefing.gui ? Btw. this mission has mainmenu_briefing.gui and mainmenu_briefing.old.gui which both are the same file.
-
Have you figured this out? Do you mean the 3d-view (so how it shows in the game world) or when you click on it and opens fulscreen? I ask this because I remember I stumbled onto something when doing fixes to StLucia (making the church book visible in color in the game-view).
-
Thanks @Frost_SalamanderI wanted to request this as well. Interesting idea. Should be possible. https://wiki.thedarkmod.com/index.php?title=A_Full-Screen_Slide_in_Mid-Game I have been thinking of making a campaign and then moving the finished objectives and loot etc. Over to the new map (if possible) and immediately end it. Between the 2 map files you can have a briefing, which would become sort of the debriefing.
-
I have now 2 possible screens in the briefing page: The Briefing text The Startlocation selection If I'm in the Startlocation screen, but click on Back and then in the mainmenu start the mission again, I see the Startlocation screen again, instead of the briefing text. How can I set it so that it will go back to the briefing text every time I start the mission in the main menu?
-
Controlling Where the Player Starts gui file
datiswous replied to datiswous's topic in TDM Editors Guild
I just accidentally found this does actually work under 2.11, but just not the first time you run the mission. So first start the location selection doesn't work. If I quit the mission and try again it works. Doesn't matter. -
Thanks, I thought I could add a mission ending without going over learning about the objectives system.. To add a mission ending you just have to make 1 objective. When that finishes, you immidiatelly get the mission succes screen.
-
Sorry, but I cannot find anywhere the info for adding a mission ending. I asumed it's somewhere in the tutorials on the wiki or in video's, but I cannot find it anywhere. Can somebody point me in the direction?
-
Thanks, this will help me a lot. I'm currently creating the subtitles for The Black Mage, which has sound files organized in different folders.
-
Nice to have such a girlfriend that also playes your games..
-
You are saying all skyportal brushes have to be connected to each other? Doing this gives me the same efect in-game, although the skyportal brush is not touched by the outer portal sky geometry anymore. I conclude that the brushes have to be connected, but they don't need to be all skyportal applied. Correct? Sorry, I highjack the question, but I had this earlier as well and didn't understand.