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datiswous

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Everything posted by datiswous

  1. It now looks like this and totally works:
  2. Thanks! This works.
  3. I modified the standard mainmenu_briefing.gui file to add an extra button in the center that directs to another page: Then If you click on button StartLocation, you get to another page, where I still have to add the starter locations and you have a Briefing button, to get back to the briefingtext: Code for only this part (might still have some unneeded code) : Question: How do I remove the up and down navigation-buttons that are still present on this page? I already tried: set "scrollDown::visible" "0"; set "scrollUp::visible" "0";
  4. Hi, I have a bug that is still from 2.10 (standard briefing menu related). I don't know if this is the correct place for this, but I post it anyway. If you start a mission with a standard text-based mission briefing, the clickable buttons on that screen make no hover sounds and don't glow when hovered. This was still the case in 2.09b. Affected buttons: Back Objectives Arrow up, arrow down - to go to previous, next text page On the Objectives screen the hover effect on buttons work normal again. Test case: Mission Deadeye I tested this on TDM 2.09b, 2.10, 2.11, 2.12 dev16789-10349
  5. Ok well, I was looking at the options for having a list of choices, but I decided to look for something else. Choicedef is also not useful in this case.
  6. I was looking into the documentation for creating a listdef, but there is not enough information in it. It shows how it is done for some sections of the main menu, but it doesn't show you how to list your own data. I don't see how this page is helpful apart from some sort of historical reference. Or for tdm devs.
  7. Yes @JackFarmer this has to be better than Seeking Lady Leicester. No pressure Have you figured out how to do the mission intro? I thought you said earlier the guy who did that (partly) for you isn't around anymore? Sorry if incorrect.
  8. I moved Seeking Lady Leicester to section Released https://wiki.thedarkmod.com/index.php?title=Abandoned_Works#Seeking_Lady_Leicester
  9. Are all the files and folders lowercase? Probably. I was wondering something. TDM's core skin files all have "" around file paths, but you don't see this in material files and on the skins wiki it is also not really mentioned as necessary. Whould it matter to include or not include them?
  10. I would build TDM levels that I let as much as possible people beta test (never finishing), but I change things per beta tester to confuse people and new versions add frustrating elements like traps and limited autosaves (an autosave every time you get damage or get spotted). Not because I am evil, but because of my braintransplantation I gathered a disconnect with pleasent social behaviour.. Your mission it is to end this by knocking out (there's a no kill requirement of course) the bad mission builder and throw him in the water (what happens after is not your fault). To do this you have to find the holy blackjack. It was lost though, so you have to get back in time somehow and steal this holy symbol (where have you heard this before?).
  11. Do you mean more text space per message block or larger size of text? If there's more useble text per block available, that's nice I guess as long as you don't have to use it, but can use it.
  12. Hi, I'm not completelly following everything what is being said in this thread, but I wonder if big changes are being applied that make it necessary to change subtitles later? I have been creating subtitles for existing missions lately. Is it possible that these files have to be modified later? If so, I stop now doing that until changes are made.
  13. Have you updated DR as well? There have been a lot of changes with new useful features.
  14. Free version of the game: https://github.com/CleverRaven/Cataclysm-DDA
  15. What was the fix? I mean can you quote the code change? I'll have to figure out how to make a better example gui, which can then be added to the wiki.
  16. It still worked on 2.10 dev16335-9550 It stopped working on 2.10 dev16342-9552 Not surprising maybe:
  17. Maybe you can open the map in a text editor and see if there are tiny differences in the code of the 2 objects.
  18. Yeah I think what you read should be close to where it is spoken. So shouldn't be able to read too much ahead in on subtitle block.
  19. Why is that a bug?
  20. That is the name I gave to the second info_player_start entity that I created in the testmap (located next to a bucket).
  21. Actually this is needed as well. Thanks for that, otherwise it still wouldn't have worked.
  22. I got it working in TDM 2.0 !!! Maybe the menu change in 2.10 broke it? Well I guess I can make a bug report, since it did work in TDM 2.0 (standalone) and I can reproduce the functionality. I will try to check on which version it got broken. Edit: It still worked in tdm 2.09, but stopped working in 2.10, so it must be related to the changes @stgatilov made to the main menu in TDM 2.10 .
  23. I haven't actually tried it with older tdm versions. Maybe I should do that too. Edit: does not work in tdm 2.0 I tried that also, but nothing happened. I wonder if when it works, I should see something in the console.
  24. You want precise throwing? The one reason I mostly don't use mines and bombs is that they're unreliable to throw to the right spot.
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