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Posts posted by datiswous
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Thanks!
It would be nice to have a mod that takes a bunch of paintings and randomly applies some of these to missions at mission start. Although maybe this is a bad idea, because it might change the atmosphere in rooms.
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On 1/19/2024 at 3:33 AM, Daft Mugi said:
Sounds like a good idea to me. I'll test out that change.
See also this post from @jonri about the original command I used for screenshots and look at the amount of wait's:
bind "KP_SLASH" "con_noprint 0;wait;wait;wait;getviewpos;wait;wait;wait;screenshot;con_noprint 1"
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On 6/5/2023 at 8:17 AM, thebigh said:
What I'd like to see is being able to review the objectives when the mission is over, as extra pages on the Mission Statistics screen.
If someone would make a modification of the mission statistics screen gui, with an extra button for looking at the completed objectives, is there a chance that this gets included in core?
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On 1/20/2024 at 10:28 AM, stgatilov said:
I tested editing inline subtitle in tdm_stlucia.subs.
That's a core file and I test on SVN, so all core assets are unpacked.
It works. I edited it before triggering the sound, and then triggering it showed me the new subtitle text.Does that work with reloadXData as well?
I didn't test with core files. I tested with fm's subtitles.
I tested with a subtitle I made (and is now included in fm) for WS5. At the start of the mission you walk for a bit and you get a monologue of some drunk guy containing multiple (sound+)srt files. Later I tested inline on Braeden Church.
Btw. do you think these sound files might be used by other missions? Otherwise I would move them to the fm folder including the subtitles.
//Note: These sounds are mostly specific to Saint Lucia mission. //But for some reason, they are located in core, so better define their subtitles here. subtitles tdm_stlucia { verbosity story inline "sound/voices/builders/builder1/conversations/builder1_conv_4.ogg" "It is not for me to question Brother Renald, but it does seem that there is naught but rats and beggars to guard against." inline "sound/voices/builders/builder1/conversations/builder1_conv_3.ogg" "As you say. Though the Lord Builder is known to work in ways most mysterious." inline "sound/voices/builders/builder2/conversations/builder2_conv_3.ogg" "Indeed. It is not our place to question. Our obedience doth honor Him." inline "sound/voices/builders/builder1/conversations/builder1_conv_1.ogg" "How much longer must we guard this accursed place?" inline "sound/voices/builders/builder2/conversations/builder2_conv_1.ogg" "The archbishop doth come two days hence." inline "sound/voices/builders/builder1/conversations/builder1_conv_2.ogg" "I should be ashamed to have His Eminence in such a place as this." inline "sound/voices/builders/builder2/conversations/builder2_conv_2.ogg" "It is hard to imagine a true miracle doth take place here." }
Edit: I think it's simply possible to do a search in all fm's to see if these files are used outside of Saint Lucia.
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Actually my name and @JackFarmershould be also under aditional mapping.
Normally one would post in the topic of the fm and then hope that someone (the author) comes along to fix it. But this is one of the main 2 missions in tdm.
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TDM should contain 2 storages, one that is gpl (the engine) and one with another or more than one license (content), maybe that's already the case? Via the installer you should be able to only install the gpl content? I don't know if that's possible. Everything pure code is gpl, or not? I mean everything outside of media files (images, video's, sound files, etc.).
(edit: maybe also models?)
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20 hours ago, cvlw said:
Select item in inventory, then highlight the target entity and and USE item (enter key).
I think a house of locked secrets has a teleport functionality with that. You use a specific object in inventory with an entity in the game and then you get teleported to another area.
The Accountant 2 (I think) you can use a shovel on some ground to make a hole.
Just some examples.
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3 hours ago, stgatilov said:
It works.
Ok, but with which command?
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Maybe I have to look into the glfw code if I can find something. Where is that in the codebase?
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I wonder what the benefit is of a zone approach over a speaker approach.
QuoteFor that there are two different options, a speaker approach which builds off this tutorial (described at the bottom of this tutorial, Adding_ambient_Sounds_to_your_Map#Ambient_Sounds_in_one_Area), and a zone approach described at Ambient Sounds, a zone approach, with the zone approach being the most powerful way to do it
It does not say why it's more powerful though.
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12 minutes ago, MirceaKitsune said:
Something like modifying the frob helper crosshair when looking at a body could work though, eg: Empty circle when AI is dead or the normal white dot when alive.
Yeah, great idea. I guess it could read if it's a body or a ragdoll?
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4 minutes ago, MirceaKitsune said:
A solution might be the text appearing just by highlighting the body, still relies on the HUD confirming it but that would be like checking the AI's pulse so it works.
I thought there was actually a topic from @snatcherabout this.
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I would rather have an icon show the status of the body when it is frob-highlighted. So a skull icon or an healthy face with closed eyes icon, for example.
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51 minutes ago, cvlw said:
I want the player to select an item in the inventory (not drop to hands) and then USE (frob and then use key) on an object in the map. But, the frob should only happen when that object is selected in the inventory and not just general frob.
I thought @JackFarmer was doing something similar recently if I'm not mistaken. Maybe he knows.
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2 hours ago, Baal said:
Is it possible to override a single definition (from a .sndshd file for example) instead of whole files?
On 12/2/2022 at 8:23 PM, stgatilov said:* It is now legal to override a single decl of core game in your mission.
Recall that "decl" means a material, a skin, an entityDef, a particle, etc.
Note that overriding a whole file from core game always worked as expected, but overriding a single decl from a file did not work reliably before (despite the common belief that it should).This was a fix in 2.11 beta, so it's included.
I asume sound materials are included as well..
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I wonder if you could use a sandbox for 2 portable editions.
Edit: I tried this with sandboxie and that works. But I read below it isn't necessary.
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Yeah sure, count me in.
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51 minutes ago, Daft Mugi said:
tdm_show_viewpos 2; wait; screenshot; tdm_show_viewpos 0
I did a test by manually:
bind "KP_SLASH" "tdm_show_viewpos 2; wait; screenshot; tdm_show_viewpos 0"
This gives me no viewpos in the screenshot.
If I change it to this:
bind "KP_SLASH" "tdm_show_viewpos 2; wait; wait; screenshot; tdm_show_viewpos 0"
It does save the viewpos in the screenshot.
Maybe you can change the command into double wait; to make it more reliable? I think certain key input is quicker?
Or is it possible to give the full command including the gamma change, so I can test with that included as well?
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When you have no mission selected, it shows there are no missions installed.
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I've only tested F11 and KP_SLASH . A lot of keys are already bound to settings. I have to do further testing. Btw. during the screenshot I see it shortly displaying the viewpos, maybe this happens too fast or too slow for some reason.
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Yeah this isn't new. Or at least I have seen it in multiple missions also in 2.11 I think.
Btw. it can be useful to include your position in the screenshot. See:
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You steal a book from the library and go to an attic to read it (does this sound familiar?). You read 2 books that tell stories in different times of the church. You play these stories as the character in the book. When you get back there's a cutscene of you presenting the information or something else happens.
You could do this via a campaign structure, or just teleport to different sections in the map. This does mean you have to make 2 copies with some changes in them.
It might for example be that in the first book (mission/story) you find info about a secret entrance, which you can look for in the original world.
Ironically A house of locked secrets has a nice example of this idea.
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15 hours ago, Dragofer said:
I wanted that component to stream audio from my laptop to my internet radio (Imperial Dabman i200)
I used to have a Squizebox Classic which played music stored on a netbook (MSI Wind) with Linux on it. Later I moved to using a tablet for that.
Now I have my whole music collection on my phone (Musicolet app) and play it back via a bluetooth DAC connected to the amp.
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So, what are you working on right now?
in TDM Editors Guild
Posted
Why not? Seems this is not a feature but a bugfix.