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datiswous

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Everything posted by datiswous

  1. Having the website background as the forum background is also cool. A little busy, but I try it out anyway. Code:
  2. Look here: Scroll to the bottom of the screen and look for this pull-down menu in the middle.
  3. @taaakiBtw. the default theme is the light theme. From there everyone can select the dark theme from the pull-down menu at the bottom of the forum. Wouldn't it be better if the dark theme is the default one? This also has the banner.
  4. You have the light theme applied with some darkening browser plugin?
  5. Following will purely fix things, without really modifying existing dark theme: /* Better looking liked post icon */ .ipsReact_reactCount, .ipsReact_reactCount > a > span:last-child { background: none; border: none; } /* Readable code block when no syntax highlighting is aplied */ .ipsCode { color: black; } /* Fixes to the banner fiew */ #elLogo img { z-index: 1; } #ipsLayout_header nav { margin-top: 2px; } Code block without syntax highlighting applied.
  6. If possible, it would be helpful to include some (or all) of the gameplay info from the Dark Mod Wiki as a menu entry in the game. It could also be a book you will always carry with you in every mission.
  7. Btw. what I generally found strange is that in the main dark theme the left part of the banner goes behind the top forum section. To fix this z-index code can be added: #elLogo img { z-index: 1; } But then the logo moves over the top part of the forum, which is also not perfect (although I think it's ok). To fix this some space can be added: #ipsLayout_header nav { margin-top: 2px; } Edit: I just found out that the banner image is cut of at the top. To show it fully: /* Fixes to the banner fiew */ #elLogo img { z-index: 1; /* pull out banner image */ margin-top: auto; /* to show the full image */ } #elMobileNav { margin-top: 3%; /* banner doesn't overlap mobile menu */ } #ipsLayout_header nav { margin-top: 13px; /* banner doesn't overlap non-mobile menu */ }
  8. This might conflict with the idea to not necropost.
  9. The code blocks look kind of ugly, too bright. Problem is that if I want to darken that, I also have to change all the colors for the syntax highlighting. If I would darken the code block background, it would look ok, but other kind of code (css for example) becomes unreadable. Edit: This can be fixed with code: .ipsCode { filter: invert(1); } Thanks @Oktokolo for the code. As an example how a code block becomes unreadable sometimes, this post (activate forum dark theme to see): https://forums.thedarkmod.com/index.php?/topic/20363-external-monitor-mirroring-laptop-monitor-in-linux/&do=findComment&comment=446880 Edit: The reason for this (the last part) is that there is color css missing for the code block with non-formatted code. So if you would add: .ipsCode { color: black; } The non-formatted code in a code block becomes readable. Edit2: The reason for this, is that it previously was used as a way to hide text.
  10. There's no forum feedback section, so I post it here. So I think the Dark forum theme is not dark enough (for me) and some of the graphics are not good. So I did some css edits and implemented these on the forum via the Stylus plugin for Firefox (or Chrome). There are other solutions to directly alter forum css, but I will not go into that for now. To make it look properly you have to first activate the default dark theme of this forum (which is weird enough not the default theme), if you've not done that yet (scroll to the bottom middle part of the forum, where there's a pulldown menu called theme). Here is my current code: You can try it out and see how it looks. It also improves the looks of the like buttons on the side. I keep tweaking it and updating this post, so it might not completely look like in the supplied screenshots. Summery of extra custom edits that are more opinionated:
  11. I posted about this yesterday:
  12. Wow, this took me such a long time to figure out. Wiki and training mission are not helpful at all in this regard. The use key is in the menu Settings described as the inventory use key. Defaulted at ENTER, not U (although maybe I have set this myself in a previous installation, not sure). How could I ever figure out what the key is for dragging bodies and putting out candles? I wouldn't think these are related to inventory. I would rather think this is an action button. In the Actions settings there is the key setting for frob/interact which I had set to U, doesn't work off course. I would recommend to move the use key setting to the Actions setting category and rename it, so it better describes what it does (not only inventory activation) and you can find it easier. Well, I am glad at least I got it working at last. I first thought it was maybe a bug in my Linux version of TDM.
  13. Are there any plans on improving the mission launcher menu in the future? For example: Keyboard scrolling through the downloadable missions.Mouse scrolling.Ordering filter (name, date released, date updated, most downloaded, etc.)
  14. I thought it was going to be based on CryEngine. At least that's what I read in many news posts from end 2013..
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