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Posts posted by datiswous
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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.
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On 3/31/2023 at 7:29 PM, nbohr1more said:
If you can please bisect down to which 2.10 dev build caused the breakage, it will be easier to fix things:
It still worked on 2.10 dev16335-9550
It stopped working on 2.10 dev16342-9552
Not surprising maybe:
Quotedev16342-9552
* Merged branch with major changes in main menu GUI (5323, thread).
Known problems: All the missions from the list do not work as expected in main menu: custom background is missing, empty briefing page is shown, in rare cases even briefing/debriefing video can disappear. This will be properly fixed only when 2.10 is released. Right now you can download fixed pk4 file by direct link from the same page --- fixed version should work as expected. -
Maybe you can open the map in a text editor and see if there are tiny differences in the code of the 2 objects.
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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.
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7 hours ago, Goldwell said:
Fixed a bug where the AI would sometimes try to speak in emojis.
Why is that a bug?
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17 hours ago, stgatilov said:
And startpos2 should be the name of some entity.
That is the name I gave to the second info_player_start entity that I created in the testmap (located next to a bucket).
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14 hours ago, Geep said:
set "cmd" "startSelect"; // line 161 of ModMenu.cpp
Actually this is needed as well. Thanks for that, otherwise it still wouldn't have worked.
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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 .
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I haven't actually tried it with older tdm versions. Maybe I should do that too.
Edit: does not work in tdm 2.0
12 hours ago, Geep said:onAction {
set "gui::startSelect" "startpos2";
set "cmd" "startSelect"; // line 161 of ModMenu.cpp
}
I tried that also, but nothing happened.
I wonder if when it works, I should see something in the console.
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On 3/21/2023 at 8:34 PM, snatcher said:
The question is, should we do it? I'd rather have Flashbombs revisited by the current devs.
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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So I have now the following code in the mainmenu_briefing.gui :
windowDef StartPointBox1 { rect 160,160,300,100 visible 0 forecolor 1, 1, 0.8, 0.7 font BRIEFING_TEXT_FONT textscale BRIEFING_TEXT_SCALE text "Scale the north wall" onAction { set "gui::startSelect" "startpos2"; } }
And under //Stage 5. Things that need to be visible: text5, nextbutton5, PrevButton4 :
set "StartPointBox1::visible" "1";
The text is visible and clickable.
"startpos2" is the name of the second info_player_start entity
If I click on the text. Nothing happens it seems. It seems this set command doesn't work this way?
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2 hours ago, HMart said:
The engine has multi spawn positions but only for multiplayer, the single player code does not handle that
Well, I think that when the mission loads, only one info_player_start is selected and used. So it could still mean that the engine only supports one, although multiple can be in a map file.
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1 minute ago, HMart said:
The engine has multi spawn positions but only for multiplayer, the single player code does not handle that
Well aperently it does, because this has been in core since TDM 1.08
2 minutes ago, HMart said:Something like this, In DR put special "go to" entities, just used as locations to transport too, then in the main menu GUI set which entity the player should jump too and then transport the player to it when he spawns, you can do a fade transition to hide the jump, for the player will be like he spawned there in the first place.
Yeah, cool idea, I just think if somehow the original functionality added by Grayman is used, it's much easier to use.
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This seems to be the code in core:
Game_local.h
// grayman #2933 - store the start position selected during the mission briefing, if any const char * m_StartPosition;
Game_local.cpp
m_StartPosition = ""; // grayman #2933
/* =========== idGameLocal::SelectInitialSpawnPoint ============ */ idEntity *idGameLocal::SelectInitialSpawnPoint( idPlayer *player ) { spawnSpot_t spot; idVec3 pos; // grayman #2933 - Did the player specify // a starting point in the briefing? bool foundSpot = false; spot.ent = NULL; if ( m_StartPosition != NULL && m_StartPosition[0] != '\0' ) { spot.ent = FindEntity( m_StartPosition ); if ( spot.ent != NULL ) { foundSpot = true; } } if ( !foundSpot ) { spot.ent = FindEntityUsingDef( NULL, "info_player_start" ); if ( !spot.ent ) { Error( "No info_player_start on map.\n" ); } } return spot.ent; }
ModMenu.cpp
else if (cmd == "startSelect") // grayman #2933 - save mission start position { gameLocal.m_StartPosition = gui->GetStateString("startSelect", ""); }
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Hey @Geep I wondered, since you're the Gui expert around here (I think), can you give it a quick look if it's not too difficult to generate the gui code for the mainmenu_briefing.gui that's currently missing, or that we really need that file. I gathered it's just an example file and the gui code can be created from the info in the wiki. It's just still a bit difficult for me. I don't know if this currently still works though, I guess I could test it in TDM 1.08 as well (If I get it running).
Edit: The same code for this at least seems presents in both TDM 1.08 and 2.11
See: https://wiki.thedarkmod.com/index.php?title=Briefing#Controlling_Where_the_Player_Starts
Here is a testmap: https://drive.google.com/file/d/1YQQknGlVJE9TJyItE_H2KjggvrIAuhnf/view?usp=sharing
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Here some screenshots with comments:
https://drive.google.com/drive/folders/1oUM0I1pux-Zd-Ywj4p7egwDB7hiSBX-e?usp=sharing
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Pretty good medium sized mission with interesting story. I found it too difficult though, so I got stuck. Good that you have a hints section. But maybe it's an idea to give more in-mission clues for lower difficulties (although I wasn't playing on easy)?
I found some "issues" that I post in screenshots later, but I found especially that the Ambient light in full darkness seemed too bright?
Btw.
SpoilerIs it normal that the ambient light is not in the middle of the map? Maybe that doesn't matter, but I found that a bit odd. If there's a good reason, then that's interesting.
Maybe also there's a lack of specular in some of the textures?
Btw. There's lots of redundant and double files in the pk4. especially in the textures, dds, maps and guis folders. So if you would make an update in the future, you could look into this aswell.
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Well I finished the mission.
@joebarnin Here's the subtitles. I only tested the intro at the beginning of guards talking (this contains both inline and an srt file), which worked. But the rest should also work, because it has the same formatting.
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On 3/25/2023 at 4:38 PM, joebarnin said:Spoiler
I figured it out. The secret door is not in a closet, but in a separate room connected to the dining room.
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On 3/25/2023 at 4:38 PM, joebarnin said:
Hi can you tell me:
SpoilerWhich of the 6 closets it is? I have activated the statue switch, but (afaik) it opens nothing in the 6 closets in the dining room. So I don't know what you mean..
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Thanks, but the one feature I'm looking for is not based on difficulty level. I think I can cobble it together from info in the wiki page. It's next on my list of projects. If I can create a working mainmenu_briefing.gui file with an example how this works, I will add it to the wiki (as code, so I don't have to upload anything). Could be interesting for a contest. Mappers might be interested to use a never used feature included in core by Grayman, to a new mission, I would think..
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Oh so this is like a Doom 3 style lantern that you use instead of a weapon?
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On 3/24/2023 at 11:38 AM, kin said:
volumetric lights (can not be deactivated in the menu with stencil in 2.11)
Type in console r_volumetricSamples 0 to disable volumetric lights (not tested). Might change the looks too drastically.
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14 hours ago, Amadeus said:
This is covered in the Training Mission, and a handful of other FMs utilize this mechanic as well
I remember I found it great that you implemented this, because personally I think the mechanic is not really needed in enough missions.
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So Cataclysm: Dark Days Ahead has been released on Steam.
in Off-Topic
Posted
Free version of the game:
https://github.com/CleverRaven/Cataclysm-DDA