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  1. Hm, looking at the mainmenu_briefing.gui file it might actually be possible to make a gui with navigation buttons, make the navigation buttons move to a new page with possible graphics, but also list the second page of the xdata file. Because it does this: windowDef scrollDown { rect 292,390,57,27 background "guis/assets/briefing/nextpage" visible ("gui::ScrollDownVisible" == 1) onMouseEnter { set "cmd" "play sound/meta/menu/mnu_hover;"; } onAction { // Send the request to the script set "cmd" "play sound/meta/menu/mnu_select; briefing_scroll_down_request"; } } So you remove the scrolldown button and when you do the next page action, you activate: set "cmd" "play sound/meta/menu/mnu_select; briefing_scroll_down_request"; Edit: Actually you can also keep the normal navigation but include graphics, etc. and when you do the scroll down action, you can change the page, add new graphics, etc. and also move to the next xdata page. I think. But it doesn't seem like you can specify a certain xdata page.
  2. A Problem Arises I've paused subtitling of the Lady02 vocal set, because of a problem with the voice clips described here: https://forums.thedarkmod.com/index.php?/topic/21741-subtitles-possibilities-beyond-211/&do=findComment&comment=490151 While a way forward is being determined, I'll work on a different vocal set. Maybe manbeast, for which Kingsal just provided me the voice script.
  3. Btw. the original training mission has a room you start in where you go to the different sections with tutorials. Instead what could be done (since 2.12) is implement a choice menu in the mission briefing where you choose what tutorial you do and then the mission starts in that part of the map. This can be done via the "Controlling Where the Player Starts" functionality introduced by Grayman. Just an idea.
  4. It might be possible, but the thing to realise is that for readables the text that is displayed in the readable's gui is set by the script tdm_readables.script. This, amongst other things. extracts each page from the xdata item and sets the corresponding items in the gui. The briefing text is similar but in this case the xdata item is read by the C++ code which then sets the BriefingText item. In other words, guis know nothing about xdata.
  5. Of course, it is one of the reasons for the decline of online forums, since the advent of mobile phones. Forums on a mobile are a pain in the ass, but on the other hand, for certain things there are no real alternatives to forums, social networks cannot be with their sequential threads, where it is almost impossible to retrieve answers to a question that is asked. has done days ago. For devs for internal communication, the only thing offered is a collaborative app, such as System D (not to be confused with systemd). FOSS, free and anonymous registration, access further members only by invitation, full encrypted and private. https://www.system-d.org
  6. Black Parade is released ! https://www.ttlg.com/forums/showthread.php?t=152429
  7. Body awareness please. https://forums.thedarkmod.com/index.php?/topic/20013-are-you-gonna-add-this/
  8. I loved it. Awesome game. I faceplanted at the people who asked for quest markers in the Steam forums there... Herr, lass Hirn regnen. The game is so great, and so true to the original, because it doesn't hold your hand. When is the new breed of gamers gonna learn.
  9. ============================================================== Title: Hidden Hands: The Anomaly Filename : hhta.pk4 Author: Jack Farmer Date of release: 01.05.2021 (version: 1) - 08.05.2021 (version 2) 16.03.2022 (version 3) EFX: Yes Version 2 available via the DM mission downloader (see subsequent post below for changes) Mission does not run under 2.08 due to missing new core assets - please update to 2.09 ============================================================== Hidden Hands series: I - Initiation II - Vitalic Fever III - The Lost Citadel IV - The Anomaly ============================================================== Jack Farmer: mapping & drafts Amadeus: revision/editing of all texts for readables, narration and dialogues, design consultation ("The walls are ugly!"...and your were right! ) Joebarnin: consultation for a custom script enabling a crucial in-game event Dragofer: consultation for custom scripts and S/R events, extraction & prefab packaging of Sotha's robots, bug fixes Destined: consultation for custom scripts and...fixing JacK's wrong custom scripts! Very special thanks go out to Geep for updating the Wiki helping me to solve several GUI problems within -literally - seconds! Beta testers: Joebarnin (lead) ate0ate Zerg Rush wesp5 datiswous Voice actors (in order of appearance): Malasdair The Thief AndrosTheOxen Jonus New Horizon Desmond Pilfered items: - portal sky with trees originally developed and arranged by Dragofer for "Down By The Riverside" - fireflies originally developed by Bikerdude for "Alberic's Curse" - floating boat set up (this time used for a different..."object") originally developed by Bikerdude for one of his missions - robots originally developed by Sotha for "Ulysses: Genesis" - new electric door move sound based on one of Sotha's robot sounds - selected cave architecture originally developed by Johannes Burock taken from the abandoned WIP thread - waterdrops sound taken from freesound.org produced by nicstage - custom machine sound taken from freesound.org produced by deleted-user4401185 - forest at night taken from freesound.org produced by felix-blume - machine3 sound taken from freesound.org produced by lupalenzuela - tape-deck-startup taken from freesound.org produced by soundjoao - electric-zap-electricity taken from freesound.org produced by wakerone - static_stylophone_a taken from freesound.org produced by inspectorj - steady-machine-with-hum taken from freesound.org produced by craigsmith - radio_noise taken from freesound.org produced by inspectorj - chain-rustling taken from freesound.org produced by nathanmanaker - wind_turbin taken from freesound.org produced by dommygee - selected guitar_feedback taken from freesound.org originally produced by oymaldonado - stream-water-c taken from freesound.org produced by inspectorj - mic-feedback-fx-short-mid-2 taken from freesound.org produced by chimerical - megaphone-feedback taken from freesound.org produced by deleted-user-2104797 All other new fx sound created by Jack Farmer using a Korg M1 synth, kitchen equipment and his weird voice All new ambient tracks produced and mixed by Jack Farmer sometimes with additional ambient sound samples originally produced by gigagooga Briefing video by SirSmokeALot --------------------------------------------------------------------------------------
  10. @datiswous, made that correction fm_test.subs --> fm_conversations.subs @stgatilov, about srt naming and file location, would you be OK with the following edit? New/changed stuff in italics: srt command is followed by paths to a sound sample and its .srt file, typically with matching filenames. An .srt file is usually placed either with its sound file or in a "subtitles" folder. The .srt file format is described e.g. [1]. The file must be in engine-native encoding (internationalization is not supported yet anyway) and have no BOM mark. It contains a sequence of text messages to show during the sound sample, each with start and end timestamps within the sample's timeline. It is recommended to use common software to create .srt files for sound samples, instead of writing them manually. This way is more flexible but more complicated, and it is only necessary for long sounds, for instance sound sample of a briefing video. It's a simple enough standard that it can be shown as an short example, demonstrating that subtitle segments can have time gaps between them. And the example can show correct TDM usage, without requiring a trip off-site and picking through features that TDM doesn't support. Specifically, the example shows how to define two lines by direct entry, rather than using unsupported message location tags (X1, Y1, etc.). And skips other unavailable SRT font markups like italics, mentioned in the wikipedia description. The example would also show the TDM-specific path treatment. The example could be inserted before the sentence "It is recommended to use common software...."
  11. Hello taffers! I'm looking for three or four people to help test my latest mission, a scary little (early) Halloween mission. Once I have a few volunteers I'll put up a thread in the beta testers' forum. Content warning: I'm also looking for a voice actor to do the thief's briefing info lines. (otherwise I'll have to do it and I'm rubbish!) Thanks everyone!
  12. So giving it none of those tags, but making the AI invisible, silent, non-solid, and on a team neutral to everyone would not work? Oh well, it was a horrible inelegant idea anyway.
  13. I'll be using OpenShot to make the briefing for my current mission. So far it seems slick and intuitive, which is good. I kind of want the creation of the sound and movie elements to be the trickier part, not splicing them together at the end.
  14. And this is what the Timed Flowing Briefing looks like after modification. You have to click the cross to skip the briefing, instead of click somewhere on the whole screen. For the rest it works the same.
  15. mainmenu_briefing.gui has a windowDef called 'scrollDown'. It contains the following line: visible ("gui::ScrollDownVisible" == 1) ScrollDownVisible is set in C++ code, based on whether the briefing has more pages. Maybe you need to change this logic to be TRUE only if the briefing text is also visible. Something like: visible ("gui::ScrollDownVisible" == 1 && "BriefingText::visible" == 1) That way when your start location page is up, the arrow won't display.
  16. 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
  17. 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", ""); } Issue #2933
  18. Horror themed fan mission - exploration of seemingly deserted keep in the middle of swamps. Spiders, undead, darkness. ----------------------------------------------------------------------------------------------------------------------------- This is the story about the fate of my family. My uncle, Ralph Mac Roberts, is the baron of a keep nestled deep within the Rahenaen marshes. It was once an important outpost tasked with guarding one of the few Builder roads that cross the marsh, but after the Inventor`s Guild built a system of nearby dams that flooded the whole land, the road closed and there was no longer anything to watch over anymore. The keep itself needed reinforcement against the raising water level and the trade routes become almost impassable, not only for the carriages but for lone couriers as well. There hadn`t been any messages coming from the keep for over a year and my father was about to assemble a caravan so he could go on an expedition to the keep himself. However, in the middle of the night before he was set to leave, a carrier pigeon landed on his windowsill. My father received the letter and read the apologies from my uncle and his family, excusing their long absence. As a way to make reparations for their extended silence, my uncle invited me to the keep to stay there for a fortnight or so. My uncle had instructed me to leave my horse three leagues away from the keep by the nearest charcoal burning hut and hike the remainder of the road on foot, as the trek through the marsh is treacherous for horses. The weather will be awful this time of year, but my father insists that I should go anyways to ensure that our relatives are okay. These plains become dreadfully deserted - to the point where you more expect to meet the dead than the living. And by the way - I think I`m lost. ----------------------------------------------------------------------------------------------------------------------------- Download link: https://1drv.ms/u/s!Aj1DVS465udZgVkXteBbr6cUxdPH Thanks: to the TDM team for great tools, and all the contributors for their assets, to betatesters: Amadeus, Bienie, Boiler's_hiss, Dragofer, Filizitas, Judith, nbohr1more, s.urfer, again to Amadeus for proofreading and text tweaks, and to all the players for their time! Few screenshots: http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/?p=434716 http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/?p=429558 http://forums.thedarkmod.com/topic/19886-fm-marsh-of-rahena-beta-testing/?p=434507 Enjoy! Walk-through !major spoilers! Finding a way across the marsh area: Getting inside: Bed objective: Light sources: Maps: Enemies: Room objective: Hut objective: Sealed objective: Gold: Key: Bodies:
  19. I've built another console utility program, "findTooLongSubtitles". This can be pointed at any directory with .subs or .srt files, and will find all lines within, that are longer than what you specify (default is 42 characters/line). I'll be using it for barks, but it relates to what we are discussing here more broadly. I pointed it at 2.11's newjob FM, and generated this results: The first thing to notice is that there are two files, dealing with "story" captions. The first covers the audio briefing, as a long series of phrases in a .srt file. The second has the inline subtitles. Neither of these explicitly have linebreaks set, so both rely on word-wrap to make use of the second line. This is not ideal. Even so, many, but not all, would still fit as-is into a half-screen-wide subtitle field; namely, those that are roughly under 84 characters (2 x 42). In the briefing, all would likely fit, except two (#18 & 22) would be marginal. For the inline, 13 would seem to fit, but 9 need to be converted from inline to srt. All subtitles would benefit (not just the ones in this printout) from explicit line breaks that would make intelligent use of sentence structure. BTW, this utility program will be released in a day or so.
  20. Has anyone tried using this kit, called Live2D? https://www.live2d.com/en/products/cubism3 Seems like it does 2.5D from morphing stuff in parallax slices - seen the effect used in games like Banner Saga. Think it's exported to unity, but probably can render a few scenes with it to make a movie that might add a bit of flair to a video briefing made from animated stills. Like the animated comics. But... the videos and docs are in Japanese... Looks as if the license is a subscription, also, although there's a free license for indie/non-commercial. Might be nice to take some screenshots of a scene, place a few models from the game over it and have a 2.5D briefing video to go with a voiceover or text. Not sure if it's cheaper to get it packaged with this other software called Visual Novel Maker, that is on Steam, in mid-range price bracket.
  21. Public release v1.7.6 (with Dark Mod support) is out. Improvements since the final beta 14 are: Fixed a few remaining bugs with zip/pk4 support. Game Versions window now properly displays TDM version. Import window no longer has a vestigial off-screen TDM field (because TDM doesn't need or support importing). Web search option is now disabled if an unknown/unsupported FM is selected. If an FM with an unknown or unsupported game type is selected, the messages in the tab area now no longer refer to Thief 3 ("Mod management is not supported for Thief: Deadly Shadows"). The full changelog can be viewed at the release link. The de facto official AngelLoader thread is here: https://www.ttlg.com/forums/showthread.php?t=149706 Bug reports, feature requests etc. are usually posted there. I'll continue following this thread though. Thanks everyone and enjoy!
  22. I have seen quite a few older games have their cinematics and textures upscaled to more modern resolutions using machine learning powered applications. I decided to give one of the Thief videos a shot and this was the result. Took just under 2 hours to process. https://www.youtube.com/watch?v=Zs4CYxB0PGI
  23. Thomas Porter is back in a TDM FM called... LQD is a medium sized FM, made for the TDM unusual contest 2013, where Thomas Porter sets out to get rid of the Lich Queen once and for all! Will he succeed, or will the evil Lich Queen get her sinister revenge on Thomas? The mission was created by me, Sotha. Betatesters: Bikerdude, nbohr1more and Obsttorte are thanked for their efforts on improving this work. Big thanks to TylerVocal for excellent voice acting. Thanks to freesound audio artists: Amliebsh (39222), Steveygos93 (80401), Jackie4ever (83095) and Klankbeeld (133100). Immense thanks for the developer team and everyone contributing to the mod. Release notes: *This mission has player character narration. There is no way to control the volume of the player lines in TDM 1.08 and they are at 100% volume at all times. For optimal experience, be sure to set SFX and ambient close to 100% volume in the in-game audio settings and fine tune the volume to nice levels from you operating system's mixer. That way the world sounds match the player voice in volume and your gameplay experience is not reduced by very loud player narrative. *This mission involves using objects with other objects. Normally objects are used like this: push R to drop the item into your hands, move the item where you want to place or use it. *This mission has a video briefing, so you have the habit of skipping the TDM logo which is visible before the briefing, do not skip it or you will miss the briefing. Download link: Use the ingame downloader to get it. As always, it is not recommended to read the thread further before you have completed the mission. Someone will fail to use spoiler tags. [spoiler] This will be hidden [/spoiler] Enjoy! Please remember to give comments and vote! -Sotha.
  24. Thanks for the replies, gonna try those spoiler Tags again now for my short review (oh well it inserted one above my text now and I can't seem to delete it on mobile - this text editor is strange)
  25. Just finished this mission and wow I gotta say in great honor to Grayman and of course the rest of the team picking it up, this was something I've never seen before in any other TDM mission, especially visually wise. I am so happy that grayson gave green light for other experienced mappers to finish his last mission. And what came out of this is really something special. I'll put my review in spoiler tags since I'm now referring to critical mission details. Edit - How do I put spoiler text here on mobile?? [spoiler] test [/spoiler][SPOILER] test [/SPOILER] [spoiler[spoiler [sfah
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