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  1. @datiswous, just catching up on this thread. I've also not been able find a copy of grayman's modified main_briefing.gui HMart's concerns may be apt, but since this there is still related C++ code, it presumably was all working at one time, and may still be. In your proposed version, you might see if, for gui::startSelect, instead of specifying the names of info_player_start, you just specified more generic objects. It could be that info_player_start was introduced later than 1.08, and is incompatible with startSelect. EDIT: Ignore that last idea; clearly info_player_start was what grayman had in mind. I would think as the main menu state transitions from BRIEFING to DIFF that the value of that StartSelect string you specified would be picked up by the cpp code... unless that became broken into the main menu redo's between 1.08 and today. Probably needs someone with source set up in a debugger (not me) to resolve. If all else fails, some form of selection after map load is a workaround.
  2. Mission "Spring Cleaning" by @Goldwell. This one overrides mainmenu_briefing_video.gui in order to remove empty briefing page, and also overrides mainmenu_objectives.gui to remove empty briefing page on "back" click and to slightly change sizes of diffuculty text (same unnoticeable change as in many other FMs). I have removed both overridden files. Added the following to mainmenu_custom_defs.gui: //stgatilov #5323: skip empty briefing page #define ENABLE_MAINMENU_BRIEFING 0 In the new TDM, everything looks fine. In TDM 2.09, everything is OK except that empty briefing page is shown.
  3. Mission "Snowed Inn" by @Goldwell and @kingsal When I tried playing, I noticed custom background in menu, and skipped briefing state. The in-game list of objectives also looks different from normal. However, many files are overridden: mainmenu_background.gui (custom background in menu) mainmenu_briefing_video.gui (skip empty briefing parchment) mainmenu_main.gui (exactly equals to 2.09 version) mainmenu_objectives.gui (skip empty briefing + tiny change in difficulty labels) mainmenu_utils.gui (skip empty briefing on Escape during video) tdm_objectives.gui (6 objectives per page, size changes, don't hide on attack button) tdm_objectives_core.gui (6 objectives per page, size changes) tdm_objectives_defs.gui (6 objectives per page, size changes) Well... I wonder whether I should try to understand what was changed... UPDATE: Analyzed the changes. By the way, while this mission requires TDM 2.08, its overridden GUI files are taken from 2.05
  4. Mission "Shadows of Northdale ACT 2" by @Goldwell. As usual, it overrides mainmenu_briefing_video.gui to avoid empty briefing parchment and mainmenu_background.gui to set custom background in menu. Removed both files. Added mainmenu_background_custom.gui: windowDef BackgroundCustomNorthdale2 { rect 0, 0, 640, 480 background "snowedinn_foggynight" BACKGROUND_DEFAULT_BEHAVIOR(BackgroundCustomNorthdale2) } Then added to mainmenu_custom_defs.gui: //stgatilov #5323: disable briefing state #define ENABLE_MAINMENU_BRIEFING 0 //stgatilov #5323: set custom background to main menu: #define MM_BACKGROUNDS_META_ALLSIMPLE BackgroundCustomNorthdale2 Things work perfectly in new TDM: custom background works, empty briefing skipped. In 2.09, the default background is shown, and empty briefing page is displayed --- as expected.
  5. Mission "The Elixir" by @Bikerdude and @Obsttorte. This one overrides only mainmenu_briefing_video.gui to skip empty briefing page. Removed overridden file and added the following to mainmenu_custom_defs.gui: //stgatilov #5323: disable empty briefing page #define ENABLE_MAINMENU_BRIEFING 0 Now it works fine in the new TDM (briefing page is skipped). In TDM 2.09, everything looks fine, except that empty briefing page is shown after video.
  6. 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
  7. Okay, so I'm putting the last few touches on my first map (YAY) but I cannot get the briefing text and objectives to show up. How do I do it? According to the wiki, all I need to do for briefing text is to create a suitable xd file called briefing.xd in the xdata directory. In my case this would be \games\darkmod\fms\factory\xdata\briefing.xd since my actual map file is called \games\darkmod\fms\factory\maps\factory.map. The first line of the file is maps/factory/mission_briefing, and for now I just copied the rest of the stuff from Closemouthed Shadows since I know for sure that works. Unfortunately, all I get when I start a new mission is a blank sheet. When I go to the objectives screen Darkmod crashes to a black screen and I cannot bring up the console. From the blank sheet briefing, if I go to the console I get the error "WARNING:DisplayBriefingPage: Could not find briefing xdata: maps//mission_briefing" What am I doing wrong?
  8. Thanks, but @DeTeEff's mission might not be based on this method. In the wiki article grayman writes about linked options in the briefing text that is not limited by the 3 difficulty levels, while Not an Ordinary Guest has the 3 player roles be based on the dificulty levels. You could start in a hotel and decide which of the 30 rooms you start in (just an example). It would be weird if this is all implemented in core, but nobody has a clue how it works. It could also be that the wiki states enough info, but I don't get it yet. Oh I see now there is also a topic: In fact in the topic's first post grayman writes: So then this is indeed another method.
  9. I can see that also The Painter's Wife overrides 2 guis without permission: - mainmenu_background.gui: looks like this was only to point to a custom background image. Could've avoided this by overwriting the default image file. Doesn't look like there's any place in the customisable guis to change the menu background, only the title image (maybe that's the same thing?). - mainmenu_briefing_video.gui: this was taken from an existing mission that had a briefing video, so I don't know exactly what's going on here. It looks like a lot of missions that have briefing videos overwrite this file. IIRC it's something to enable skipping a briefing by pressing escape without seeing a blank briefing page. When you click to skip you still see that, though. Some things to note: mainmenu_custom_defs.gui says it's the only customisable file, but mainmenu_briefing.gui also gives permission I think a problem with the custom guis is how long and full of comments they are, making it difficult to find something specific. For example, it currently has blank definitions for 10 and sometimes even 60 briefing/debriefing videos. I think by default there should only be 1 definition and if the mapper has more he can copy paste them and increase the number. If necessary the excess definitions could be moved to mainmenu_custom_defaults.gui. The comments are informative but could be condensed, something I could do at some point. If the custom GUIs are going to be extended a lot it may be a good idea to split them up into i.e. briefing, main menu, loading screen etc.
  10. Congratulations on the release. Lovely mission very well made, nice and quick mission. Thank you. The only thing I didn't like was the briefing would've been better louder so you could hear it. I get it's supposed to be a dictaphone recording but if you can't really hear it, then it seems not to be much use. The text helped, but it would've been much more immersive to hear it. The text sort of broke the cool briefing video. Still very good, ghosted it. Never did find the key for the Teller room safe, or the secret people talk about. Still very fun and very well designed. Loved all the custom resources.
  11. Seems to confirm: https://bugs.thedarkmod.com/view.php?id=5718 does it happen in the latest dev build: https://forums.thedarkmod.com/index.php?/topic/20824-public-access-to-development-versions/
  12. Subtitles work during main menu cutscenes (video / briefing), where no HUD is available, that's why they have to exist as a separate entity. One reason why subtitles cannot be included into tdm_hud.gui is that they must be displayed during in-game cutscenes and any other cases when HUD is hidden. The game code maintains a set of overlays, every overlay is a separate UI with its own root "Desktop" window. If in-game subtitles become the part of HUD, then we would have to invent some custom code to not hide HUD but hide almost all the parts of it...
  13. TTLG? That's Through the Looking Glass Forums. A looking glass fan community. Has been around for a long, long time. https://www.ttlg.com/forums/
  14. I just read@motorsep Discovered that you are able to create a brush, then select it and right click "create light". Now you have a light that ha the radius of the former brush. Just read it on discord and thought it may be of use for some people in the forums here too.
  15. Perhaps on the difficulty selection screen during the mission briefing there could be a small button below the three main difficulty selections - “Advanced Difficulty Options” or something which just takes you to the screen to adjust the seeing/hearing/lock picking global options. Not sure if you’re at the point of the mission brief if you can even open the main menu without exiting the mission (so you might have to watch the briefing video again, etc) I still think even though there is a definite element of design and FM authors could do better here, for overall accessibility it would still be good to have additional layers to make the game easier. This might allow you to “flatten” the experience across FMs and better contend with all of the existing variance in legacy missions.
  16. https://github.com/HansKristian-Work/vkd3d-proton/tags <- directx 12 wrapper for dxvk https://github.com/doitsujin/dxvk/tags <- directx to vulkan wrappers D3D 9 to 11 eg. dxvk if you want to try it with horizon zero dawn you need to copy out dxcompiler.dll from Tools\ShaderCompiler\PC\1.0.2595\x64 and bink2w64.dll from Tools\bin and place them next to HorizonZeroDawn.exe. then copy over dxgi.dll from dxvk and d3d12.dll from vkd3d and place them next to it to. now fire up the game and let the shaders recompile -> profit.
  17. Did a great find today: Quake 4 mods for dummies. Now online readable. http://forums.thedarkmod.com/topic/5576-book-quake-4-mods-for-dummies/?p=412644

  18. I think the reason the dev forums exist is to provide a place where the implementation of features can be discussed without getting mixed up with other debates when someone believes what the devs are doing is wrong. We often post public discussion threads for features with subjective elements like the frob outline, because community feedback is very important. But there will always be vocal defenders with strong views for or against certain features, or how exactly it should be implemented in their opinion. At some point a decision has to be made and be carried through, which is what the dev forums are for. Almost all of the threads are very technical, basically explaining and discussing recent or potential code changes with other devs. Its hard to say. Its a hobby the devs do in their spare time, so people come and go when they're in the mood and when they have the time. The team page is mostly accurate except for some relatively newer additions like myself.
  19. Morning Is anyone available to create a briefing video? I also possibly need someone to do the vocals for said briefing. many thanks biker.
    1. Obsttorte
    2. Bikerdude

      Bikerdude

      He changed ita long while back, it was so he was using the same name as he uses on other forums.

  20. Derelict - A Thief's Origin. A 5-6 part mission series. BACKSTORY _________ Derelict is a story about Eric, some simple boy turned into a Thief, except this time not to survive but for fun. Eric was born a farmer, all his life a farmer, until at age 16 he escaped to The City, but returned at 17...Because the guards got him. At age 19, he's back out, but still acting like any other young adventerous 15 year old, so he is in no way a master thief. His first thievery was close to his 17th birthday, this is also the reason the guards got him. He simply was trying to steal from a market stand and didn't get away with it, but luckily his family was able to save him by paying the fine. Now, at age 19, he's out again, acting like he's the Master Thief. Let's see where he can get to. DETAILS ________ The actual idea of "Derelict" is, as the name should suggest, Eric is not exactly a thief, nor a master thief, but he wants to be and he is very enthusiastic about it. To add some sort of irony, and a direct reference to "Thief: The Dark Project" itself, Derelict will be all about exploring abandoned buildings, ruins and, of course, derelicts. Also, heavily influenced by...Condemned: Criminal Origins. The name itself should be a hint, and the missions too. FIRST MISSION _____________ "Condemned" The first mission will be called Condemned. It takes place in a large abandoned building, it can be a bank, police department, library...Maybe even a combination of all, since it's in ruins and surely some parts got open, allowing you to travel there. The mission MUST be as pretty as possible, so it's not recommended for people with low-end PCs, sorry. How pretty? It must look as ruined as possible, so if you can add "extra" garbage, that'd be great. Basically, you have to make it look like Condemned, specifically the first mission where the police enter a long-abandoned disgusting place. Now, you start in the middle of the building, easily being able to reach the rooftops through the stairs. The stairs have doors, but you cannot get inside them, you can use these as shortcuts or just leave them there to give players a nifty false sense of possible progress. The idea is for Eric to get down, way down, so he may reach what might have been a long abandoned underground tomb, but that is not the case. The area itself should be something else, now how you want to make it, well I do have my own ideas, but I also don't want to spoiler it to you. On this one, I give you "Artistic Freedom". But to give you a hint, let's just say that, there could have been an "old city", but not as old as you think, and for sure the place has to be a hospital, or maybe even just a huge basement. Oh also, it should have some basic undead, the good ol' zombies. In terms of enemies, there need to be thugs. Said thugs are "Bandits", they could be organized or individual. One idea I'd like to see, is...A group of 3 weak thugs, visibly so even, just give them that "beggar" model and it will look fine. These are the organized bandits. But on the other end, there is a Thug, big fat guy with a mean club. He is just strolling about finding stuff to scavenge. The weak thugs will have a conversation about how they should kill him, or leave him alone, or how they want to kill him but the other calms them down and so on, this should give the player an idea that he can send the Thug after these 3 and it is recommended because...The fat thug is very though, you have no blackjack and you don't really want to be spotted by him. In terms of difficulty, Eric is an amateur. He has no blackjack, at least not here, he doesn't even have a sword but he may acquire one. If so, make that sword a secret. On the hardest difficulty, add "Ghosting" BUT make sure it's optional. Also, add more "random" weak bandits and a big fat Thug or two. MISSION 1: BRIEFING _________ Dear diary, the only reason I write this is because I'm bored. I'm just, as everybody tells me, "young fool" and I suppose I am, but I am sick of it. Everytime, I need to pretend I'm like any other "young fool" who takes any insult for granted. Well enough of that. Pa and ma, if I die and you ever get this stupid diary...I miss you, even if I hate how pa gets all sad about my..."Upbringing", it's not your fault, old man! But you always make yourself look guilty! I want to do something other than plowing all day long, even sometimes at night! And for that, I will. My first Conquest shall not be, for once, a lady or even two, but this place I've heard that is haunted, some kind of derelict place. I heard many rumours; it's a bank, it's a police department, a library...Could be all at once, even, who knows! But what I know for sure, is that, there has to be a grave down there full of wonderful richies, just another rich dead idiot begging to be robbed...Although you can't be robbed when dead, so you know... Well, let's get to it... SECOND MISSION _____________ "A City of Beggears" In the second mission, Eric visits the same place where that "Abandoned Building" was at, but this time to visit The Hammerite Church of the Beggars. This one will be "special" since, we go from a short-medium sized mission to a large one, that can be fast or slow. Acting as a "Hub", the church itself will be Eric's place, it also has many neutral beggars. Two will be patrolling outside with basic clubs, three are inside, a "Heretical Priest" will be there as well and one "Former Guard" with rusty armour. There may or may not be interactivity, up to the mapper on that. Also, the church itself is the third biggest building, it has part of the roof broken so you can see the sky, but you can't see the outside or hear what's out there. If you want direct reference, in Condemned, this is the School and the City Streets after the Mall, in Thief, it's the good ol' Quarantined City. The idea is, you start on this Church, that has quite the visual appeal due to the "Urban Decay" effect that it has. You will then go outside and visit various little places, such as... * A small manor that used to belong to some high-class, said to be haunted. * Stores, at least 3, up to 6 or even 9. Most are small, one or two are "medium-sized". A store hides a terrible secret regarding it's meat, you can easily guess how that goes! * A bath house, this one had the roof completely destroyed but one part of the house seems to be intact. (Since this one is "open", you can avoid adding too much "garbage for appeal" inside) * A warehouse of produces, specifically meat, the mystery here is that the freezer works despite the rest of this abandoned quarter not having much electricity going on. * Finally, the second huge place, it is either a School or a University. The "Former Guard" told you a story about a misfortune that happened here and your curiosity just begs for it. You will find incriminating evidence that will make you a bit wary, keep your paranoia in check. In terms of enemies, I'd say...The classic bugs will always go well, but don't make it boring and abundant, some little bit of hostile organized bandits and lonesome thugs here and there would be fun too. Undead is okay, just make it shabby. The main objective here is for Eric to get more cash after his "success" in the first one, so he just has to explore this long-abandoned place until others do. MISSION 2: BRIEFING _________ Dear diary, I have found what I wanted and I am getting the hang of writing on you. That was some real fun! I mean, I had some issues and the smell is horrid, but I'm fine with that, I've smelled worse, honest. Now, there is one problem; it wasn't much, I am also somewhat liking the place, I got a feeling this will be a problem. I found me a nice Church here, it even had people, this time not taffy like those taffin' taffers, goddamn! One of them is a priest, I thought "former" but he talks about how he's a "Bad man with Good ambitions", whatever that means. We're all the same in the eyes of The Builder, says I. And then there's this guard, he says he used to be a captain, of this quarter even. He stayed, people thought he died, he tells me the story of how a great thing called "Magic Bane" happened, which caused something he likes to call "The Mage Wars". Heh! Cool story, gramps, good luck making anyone believe it, I know I don't. But anyway, I have nowhere to go but my old home, I don't want to, so I will stay here for a bit. I am thinking of taking a night stroll, if you know what I mean, my dear diary. Well, let's get to it... THIRD MISSION _____________ "Apples & Scroundrels" Eric goes farming! Although not exactly like in his old days, this time he farms for loot, in a recently (and yet looks like it's been long ago) abandoned manor-sized farmhouse. The story continues from Mission 2, where Eric finally has enough cash to, well, retire. Instead of having using it all for himself, he decides to be nice and help out his family, so he goes back to his home. However, more than two months have passed and his home was on the brink of collapse, so he returns to a place that has been hastily abandoned. Due to the humidity, and something...Strange going on, every house feels and looks incredibly old and derelict now. Eric decides to take shelter in his old house, still having his room intact, but he feels something strange. Either way, he is convinced to explore one place of interest; The Jameson's Farmhouse, which is pretty much a manor-sized farmhouse of a well-off family, well-off compared to the rest, so the neighbourhood had some hidden jealousy about it. However, things don't go as planned because, after Eric explores the basement or the attic and finds out a secret, that the Jameson's were Pagans and of the more dangerous type, the house gets invaded by thugs and bandits, some might fight eachother but all of them are on high-alert, this means that it's impossible to blackjack any of them, so Jack has to do Ghosting which by itself it will be very hard or fight his way back. (A "third option" is to figure out who is who and see who will fight who, this should reduce the number of thugs & bandits, hence making Ghosting or finishing them off easier) The many ways to get out, though, will be barricaded with wooden planks by the thugs, meanwhile the doors are locked, so Eric has to either find a crowbar, which means going back to the Basement, or the key to the doors, which is in the Attic. Going back to those places, both areas change to an even more eerie Pagan-type of, but if one goes to the other, the other is optional. The idea here is somewhat simple; heavily influenced by Condemned's "Apple Orchard" farm level, the whole place is virtually a hidden claustrophobic trap, since Eric is inside a very old, decrepit manor-sized farm, with the interior being very tightened especially thanks to all the new garbage litter and the like. By the way, important info, the level should take place during the day, or at least "dawn". The farm itself is not too much, just decrepit, but the basement and especially the attic are very eerie and somewhat creepy, mostly because this is where the light doesn't go through much. MISSION 3: STORY _________ Dear diary, I return home to find myself much richer than before and yet I am empty. My home is gone! My family has left, the farms are all abandoned and decrepit, what's weird is that I'm very sure it's only been some months and yet everything looks older than before? I got back to my own home, my room is still there, but it feels like nothing has changed, I even expected a note from my parents but there is nothing. I don't know what happened, but I miss my parents...But I don't think doing that is gonna bring them back. I'll try to find them out, I just don't know the lead, so I will go and try The Jameson's house. The Jameson's were a bunch of rich snobs, the residents here respect them but I think it was all false emotions, everyone is just jealous. Can't blame them, the Jameson's always had the best fruits and vegetables, even during Winter! So no doubt they have something worth to sell, which knowing even they are out, I bet they don't mind if I "borrow" some. I dunno why but my hungry gut is telling me that I shouldn't go there while also that I should go there, the whereabouts of my family is in that house... They say curiosity killed the cat, but then they always forget to mention that, satisfaction brought it back! I am sure that's what will happen, so...Let's get to it!
  21. I just found this thread on ttlg listing Immersive Sims: https://www.ttlg.com/forums/showthread.php?t=151176
  22. The subtitles for The Thug vocals have been posted to the bugtracker #6240 for review & eventual incorporation into 2.12dev. They are in FM form, embedded into QA-program testSubtitlesThug. The .pk4 is available here: https://drive.google.com/file/d/1VNP2fNge-2Ff3RkdUvCLagRENUESVW40/view?usp=sharing Easy instructions on using this FM can be found in both the Notes and Briefing. That info also sketches how the test program can be adapted by FM authors to present & test sets of their own custom subtitles. (I'm not claiming getting your data into this FM is real easy.) As I refined these subtitles, a particular style evolved, and particular tools/methods were used. I'm working on documenting this, but it won't be ready to release for a while. And things may mutate further as I tackle the next AI's subtitle. I'm thinking I need to do a character with longer speeches next, e.g., a noble.
  23. Recently revisiting the forums after a longer period of time I wanted to check the unread content. I don't know if I am doing this wrong since.. ever... but on mobile (visiting the unread content page on my smartphone) you have to click on that tiny speech bubble to go to the most recent post in a thread. If you don't click correctly you'll hit the headline and end up at post 1 in the beginning of the thread. It's terrible on mobile, since not only the speech bubble is really small and was to miss. But also the thread headline is just millimeters away from it so you go right to the first post that was ever made instead of the most recent ones. Am I doing it wrong? I just want to go through u read content a d the to the newest post from that topic.
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