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  1. The target_null is a focus for a func_cameraview entity used in the cutscene (the latter immobilises the player when activated). Looking at idEntity::Event_SpawnBind in Entity.cpp, nothing happens with regards to binding if the bind entity can't be found. Target_null also works without being bound. In the original version the cutscene featured a platform (StormFadeMover) that moves the player down a very long corridor with the aim of fading out the cutscene's sound (my self-taught scripting was very rudimentary). In the updated version I do it properly by calling fadeSound on the relevant speakers.
  2. Is there something wrong with the forums lately, or is it my browser? I've been having trouble formatting posts, and just now I couldn't format anything at all.

    I'm using Vivaldi.

    Usually I have to: select text, click bold, nothing happens, select again, click bold, then it works. 

    Same for other stuff, like creating spoilers, bullet points, links. Nothing works the first time. 

    1. datiswous

      datiswous

      I have no problem. I use Firefox. @Zerg Rush also uses Vivaldi. Have you tried without extensions, or in another browser?

      (btw. bold, italic and underline have shortcut keys: Ctrl B, Ctrl I and Ctrl U, you could try that)

       

  3. revelator

    solus

    So heres is the beast up and running the app in the screen is KDE Connect SMS in case you were wondering. Only problem so far is one i had with several distros... the wifi driver for the broadcom BCM4360 is inherently unstable at times and does not even get close to the speeds it is capable of on windows 1.3gb vs 135mb yuck it also has a habit of random disconnects when moving a lot of data so not really a good wifi card to pair with it, sadly it is built in to my mainboard and i dont have a spare atm. as for gaming the titles you can see in the screenshot all run quite fine with some performance deprecation due to being windows games but i have to say proton has come a long way allready. older games are actually more irritating to get running sometimes, timeshift outright crashes and i have had no luck getting it to run yet, wheel of time runs but required some tinkering because the gog version uses a ddraw wrapper for the quicktime video codec so i had to make some alterations with lutris environment variables to get it running. eg. go into runner options DLL Overrides add a new key containing ddraw in field one and n,b in field two. this tell wine that the game uses its own ddraw.dll and to not touch. lutris strangely also set the game executable to the quicktime player so i had to correct that .
  4. I don't notice an issue with moving at map start. Do you mean you can't move at all? There are a few small furniture pieces around the player that might cause you to be unable to move further in certain directions. The only time I immobilise the player in that FM is when a cutscene camera is activated, long after map start. I didn't know about immobilisation flags back then. Thanks for the subtitles!
  5. This is a different issue than the click of sound at the start of every transition that I was talking about in earlier posts that you're referencing. This may be a problem that's always been there but nobody really noticed or commented on it, or maybe only for certain ambients? So the first problem is that the ambient starts abruptly at game start presumably because the sound system isn't online yet to process the fade in, and it just starts the ambient at full sound. So then you added a delay, but since you're not coming off of a previous fade out to sets the volume to zero, it plays the full volume ambient through that delay and then cuts to zero and fades in. My idea is that if you want a fade in from the start, don't start with that ambient as it is. Start with a .1 second of silence, and then fade in the ambient. There are two ways I can think to do that. (There might be other ways.) 1. Some ambient soundshaders start with a "leadin" spawnarg that starts it with a bit of silence, originally used to stop the click of sound (soundshaders ending in "_z", there were two versions, one with and one without the _z, unless that was later changed). You could confirm that the soundshader for that ambient uses a "leadin" arg, or if it does but it's not long enough, maybe use a custom soundshader to use a longer leadin blip of silence. (In that case you'd have to make the longer silence file yourself.) 2. Or another possibly easier way may be to start with an "override" sound, look at the Sound Override part of the tutorial with silence, and then after .1 second or whatever, transition that to the normal location-based ambient according to the instructions, and then the override sound will fade out and yours will fade in. I think you'd do that by setting the override arg to "1" from the start and then change it back to "0" after 0.1 seconds using Target_setKeyVal as the instructions say. Confirm that the "silence" sound is stereo. I noticed if you start it with a non-stereo sound, the system stays non-stereo. I think that was fixed, but good to double check. If it isn't, then you could do the same thing with a normal ambient that just starts off silent or very quiet for that first .1 second.
  6. Updated my previous post with youtube vids. Youtube is a lousy website for this kind of thing, though... If only imgur wasn't being a crap... Anyway, my system is old and slow, yea, but I'm not sure this has to do with that. This seems to never happen to me in other people's missions, and in my missions it's only the first time I enter a location. I've also had @Mat99reporting having this issue with my mission as well, but I don't know what kind of system he has.
  7. It's a bit off topic, but I post this here for now, maybe useful. To find all the places where conversations take place, to review subtitles, you can use the following procedure: Use console command listEntities Then search for atdm:conversation_info entities, check their names (actually, it's easier to just open the map file in a text editor and search for atdm_conversation_info and copy all the names of those entities) Then use command teleport [name of atdm:conversation_info entity] You might have to search the trigger that activates the conversation.
  8. Isn't that what I'm experiencing, though? You can hear it in JackFarmer's video (3rd post). It seems to fit the description.
  9. Oh boy. Thanks for investigating this, reading the issue description I suspected that the XPath queries might be failing, but I thought it was rather due to the libxml2 version used in newer Ubuntus. I recall now that the automated Ubuntu build on Github is not running the unit tests (couldn't get it to run and gave up at some point) - so I missed that this is breaking stuff. I searched around for existing code to find out what to pass for that encoding parameter in xmlReadFile, but I couldn't find anything useful, everybody seems to pass NULL as argument, which I ended up doing too. I'm all for that, I was that close of doing it when I upgraded libxml2 for Windows. As long as it's supporting XPath and XML Tree manipulations, I'd go for the most light-weight one, maybe even header-only. Our libxml2 usage is confined to xmlutil, so it should be possible to switch. edit: I'd vote for pugixml, it seems to be still alive and has XPath support. It's what I've been using in the TDM game code too. But still, if it's the tree manipulations that break the queries, we can either try to find out what we are doing wrong here, or move away from pushing the .game data into the registry trees - it might not be necessary after all, since most (if not all) code is relying on the GameManager interface to get do the queries. For the moment being, I can revert the change to xmlReadFile, so that my repo is functional again. Are you still investigating this? You seem to have gotten quite far already.
  10. Related to looking into the stray marks associated with Stone font characters... I've noticed that the nominal 12 pt DDS (which as discussed above only kicks in under 8 pt) has only ASCII glyphs... nothing with code points above 127. Maybe that's why the corresponding 12 pt DAT file was not distributed, as a workaround to force the engine to use 24pt instead, because tels never got around to finishing the low-priority aspects of the project. The 24 pt DDS does have the ANSI glyphs. At a glance, most are fine; a few are a bit ragged. I didn't check compliance and completeness with TDM's character map as given on the wiki. I don't feel ANSI improvement is a 2.12 item. I've got a test FM to show all the characters. At some point, after refinement, I'll post a link.
  11. For an as-yet unknown reason, this commit seems to break XML parsing on Linux: #6439: Use xmlReadFile instead of xmlParseFile which has been deprecated and removed. Privatise Document() constructor accepting an xmlDocPtr. As far as I can see, the commit is entirely correct. xmlParseFile is indeed deprecated, and the new usage of xmlReadFile matches what the libxml2 examples are suggesting. But the result is that although the xmlDoc* returned from the function is not NULL, nothing XML-related works, the entire registry system returns only empty values, and almost all of the tests are broken (because the main radiant core cannot be initialised without any registry values available). Changing back to xmlParseFile makes the problem go away but is an unsatisfactory solution because it specifically reintroduces a deprecated function call. I am not sure whether this is a bug in the specific version of libxml2 on my Ubuntu system, or something incorrect about how we are calling xmlReadFile (i.e. perhaps it requires an encoding or a particular non-default option to correctly process our XML files). Unfortunately like many of the core GNOME C libraries, the documentation is bare-bones and explains almost nothing (like what any of the parsing options actually mean), and I cannot see an obvious way to ask libxml2 to return meaningful errors, or to query exactly what might be wrong with a constructed xmlDoc* object. It makes me wonder if it would be better in the long term to ditch the reliance on libxml2 and instead use one of the light-weight C++ XML parsing libraries like RapidXml or pugixml instead. Not exactly a trivial change but might not be too cumbersome since the existing XML code is wrapped in our own xmlutil classes and not generally used directly by the rest of the codebase.
  12. Hm, I am not sure I follow. Shouldn't the behaviour of the Rim shader be independet of actual geometric complexity and normal map based complexity? If the answer is yes, then brushes should also look fine because the applied material provides geometric complexity. Reshade is awesome. I use it all the time to improve the visuals of old classics. The Post-Lightmaps-Era games just look so much better with some SSAO...
  13. OK. Thanks! In my case the issue is moot because I don't know how to do it. Hence my plea for help... If an FM author built their mission using assets that are licensed CC-BY-NC-SA (which I believe all do), if I understand correctly then that means they must license that mission under CC-BY-NC-SA too. Which in turn means anyone can build further on their work as long as they follow the conditions stipulated in the license. It seems odd to release a work under a certain license and then say "but I don't want you to do what the license explicitly grants you to do". "Applying a Creative Commons license to your material is a serious decision. When you apply a CC license, you give permission to anyone to use your material for the full duration of applicable copyright and similar rights." (https://creativecommons.org/faq/) If an author once benefited from the license when they created their mission, why would they not want others to benefit similarly from the same licenses? The license requires their name be mentioned in every remix that follows. At the same time I can understand that some creators more than anything want to create. The desire and drive to create may be so great that they accept conditions during the time of creation, to give them artistic freedom and to use the best available assets; contitions that they regret later when their work is finished and published, and they want to keep control over it. For the OMs I think the project as a whole would benefit from a relaxed and welcoming stance towards changes.
  14. At least for bark subtitles, fast readability is important, because they shouldn't be on the screen much beyond the vocalization time, and for fast talkers, that's not real long. Of the existing fonts available, Carleton and Stone are the easiest to read quickly at a glance. If you were going to allow a different font for story subs, assuming they are generally articulated at a more leisurely pace, then you could consider a more "themed" font. Still, a lot of TDM fonts are pretty slow to scan/parse.
  15. I understand, and I would distinguish between the two possible cases where * we make money from it, and * someone else can make money from it. As long as we don't make money from it, it should not get us into trouble, right? I also don't see further formalization as as a requirement, so both pillars can remain intact. If they licensed their assets under CC-BY-NC-SA then that licensing prevents their assets to be monetized without their consent. I don't see how a creator can object to which license other creators choose to use, or if others choose to monetize assets they create. Also, even if a creator once licensed their assets under CC-BY-NC-SA, it doesn't prevent themselves from monetizing it. It's their assets. (They can't revoke the CC-BY-NC-SA license, nor is that necessary.)
  16. We had extensive discussion of why our license is the way it is, especially when we were going standalone. There are reasons it's CC-NC-etc., and one of the big ones is that anything that tries to link the mod with money and formalization has been trouble for us, like team-breaking trouble. Well the asset license was settled long before that just in dealing with the contributors (and the engine came with GPL3 from the start of course). There would be asset creators that would (rightfully) riot if money were able to flow to some creators and not to them, because they didn't spend 1000s of hours on this mod for some knucklehead to spend 2 hours for some crap whatever and get paid for it. But the debates happening during the run up to 2.0 validated it. But even before that, we've talked a lot about the basic principles for how the team works, and avoiding entanglements with money and formalization are like two of the central pillars that most of us (I understand) wouldn't like to open back up to debate. What I see from this whole line of discussion is that you want to make a branch project with the engine. That's fair by itself. The engine license let's you do that. But it's something that should be a true branch, like you ought to make your own forum for it and develop it there. Then I think it's fair for you to let us know it's happening and even ask if anyone is interested in joining you there, and some people may want to do that. But I think it's best if you branch off and develop it separate from this forum and team if you're going to drop one of our central organizational pillars in what's gotten us this far.
  17. Now the subtitles use volume modifier, it's called "gain". This gain is passed to OpenAL along with .ogg file data to play. In order to determine how loud that would play, it is necessary to read the .ogg data, compute some kind of amplitude, then add gain to it. The amplitude should be computed with some pretty long time window, so it's better be accumulated continuously.
  18. To cater to both audiences. I mentioned LibreGameWiki as one example. nbohr1more mentioned other uses. Explicitly allowing reuse and spread will help TDM reach a wider audience and would hopefully attract more volunteers. More volunteers which can help improve both TDM versions. There are several benefits for a project of being in the Debian repo. One is that TDM Debian-users can report defects on any package directly to Debian (no need to register on separate forums). Debian may then fix the issue themselves (in their "TDM-libre" package) and will offer the patch upstream to TDM, who can then choose to accept or reject the patch. I envision "TDM-libre" to have the same capability of downloading any mission as regular TDM. The only difference is that "TDM-libre" would come packaged with the regular engine (which is GPL+BSD) and an included mission that has libre media/gamedata. When I play TDM by myself, I want the unlimited-play and can accept commercial restrictions. But if I were to promote it somewhere, or charge for a stream when playing online, or make a video, I would want a version without commercial restrictions (and can temporarily accept limited-play) to make sure I don't violate anyone's copyright. Perhaps. That's what I'm trying to find out.
  19. Time ago it was discussed here about Hearing Impaired and Hearing Unimpaired modes. Nothing was decided back then and now we have everything. This actually turned to be a good move because code-wise we now have lots of tools at our disposal but, in my opinion, by firing everything at all players we may end up alienating many / most. I want the average player - interested in subtitles - to keep subs enabled and have a good time enjoying the good work done here and elsewhere and I keep working on an alternative: Alt Subtitles for 2.12 v0.1 Background replaced with a (fake) font outline Widget removed (too many things to focus on) Text transparency based on distance (imperfect) Story subs can take up to three slots Barks limited to a single instance Yellow color for story subs (intensity reduced a little from previous attempts) Light grey color for barks It is far from perfect but it may lead to other ideas. Download the pk4 attached to this post and move it to your root folder. I suggest taking the Braeden Church mission for a spin. Delete the pk4 once testing is complete. z_alt_subtitles_v0.1.pk4
  20. I think this is probably "it depends". If a single AI is giving a story monologue, it may be implemented as a single .ogg file, just broken up into subtitles. So this would all be in the same slot. (Likewise, there are some long barks in a single .ogg file too). But the story could be in multiple .ogg files, delivered by one or several AI. Then, the slot could vary, if there also barks happening that scrambled things up. I could be wrong about this. I recall there was some chatter a long while ago about making what slot an particular AI uses somewhat sticky. That's interesting, about volume (or distance) threshold triggering of subtitle display. I'm guessing no threshold test is applied for story subs.
  21. I suggest you use the term "I", to make clear that it is something YOU want, and that you speak for yourself. But, as wesp5 mentioned, I don't really know what this is about, at all. And, I'm also wondering about all the newly registered people lately, who just arrived at this forum, and already want to revolutionize this mod. This is a thing I noticed 2 or 3 years ago, and which hasn't been present in the 15 years I play this mod and frequent these forums now. Really seems like a common thing these days, to not knock on the door, but kick it in, and stomp right in.
  22. Maybe start with finding who are these "we" people who want to change the license to assets?... As a programmer, I definitely do not want to maintain any additional packages. And I do not want to get entangled into any kind of licensing questions. Just that I understand: A license that forbids commercial usage is considered not free (CC-NC). A license that allows commercial usage but efficiently forbids making money from it is considered free (GPL and AGPL). Yes, this is a great distinction Now someone should come and say "but hey, you can sell your support for GPL product!" UPDATE: Well, I think there is also an approach when company provides reduced version under GPL and expanded version under commercial license (like Qt). As long as reduced version is reduced enough, it seems to work fine.
  23. When talking about a possible libre version of TDM (https://forums.thedarkmod.com/index.php?/topic/22346-libre-version-of-tdm/) it seems we believe all media/gamedata included in TDM is licensed CC-BY-NC-SA. I am not familiar with how the process of adding new media/gamedata works today; I have seen files uploaded to the bugtracker which developers then commit to SVN, but I don't know if there are other ways. It may be a good idea to implement a process that when new components (media/gamedata included in TDM) are added, the contributor is asked to be explicit about the license (a choice which may defaults to their previous preference, for usability). It won't fix the past, but it may help in the future. This will make it easy for contributors to add future data under a more permissive license if they choose. Libre media can be added and its license can be tracked, rather than assumed to be CC-BY-NC-SA. I suggest looking at how Wikimedia Commons has implemented this: the contributor state the source and license at the time the data is uploaded. This can be done either by providing urls or by saying "It's my work and I choose this licsense". The first step could be to add a way to keep track of each filepath in SVN, author, license, sources. Start by setting the value for each file's license to "(default/legacy CC-BY-NC-SA)". Possible implementations for a user interface for new additions are: * Use our own wiki, which runs Mediawiki (same as Wikimedia Commons). I see several benefits of this, but we also need a way to accept uploads of batches, not just single files. * Look at how other open source projects have solved this. There may be more appropriate solutions available. ... but I'll leave the implementation open. Suggestions are very welcome! If the author of each file already in SVN can be tracked, then it may be possible that the author is willing to give a blanket permission for all their past files in one statement, and all their files in SVN can be updated in one commit. A productive contributor willing to release some of their work under a more permissive license could make a big change. If Dark Radiant would support letting mappers search media/gamedata by license (does it already?), it would make it easier for mappers to create a completely libre mission, which would help facilitate a TDM-libre release. If I understand things correctly. This post does not address all details and it may contain misunderstandings or assumptions, but it's a start. Also relevant: * Is there a compiled and maintained list of recommended or deprecated resources for mappers to use? * https://forums.thedarkmod.com/index.php?/topic/20311-external-art-assets-licensing/
  24. I am less familiar with the MLA Handbook, so I don't know what (if anything) it says about how to account for definite and indefinite articles when sorting lists based on titles. I can't find anything about it online. Let's hope they don't come after us if they find out and disagree. Edit: According to the link I provided in my previous post, "MLA style follows the The Chicago Manual of Style", so there is no conflict between them.
  25. See this post: I wonder if it could be modified so that the set_frobable could be done when box is at a quarter of open animation. I think that this has to do with frob-distance and/or if the container where the item is in also has frob-higlight. It think that when the box is opened, frob-highlight for the box-body should be enabled. So the best would be probably: If box is closed, whole box should have frob-highlight enabled. When box is open, only lid should have frob-highlight enabled. This should be applied to all core prefabs. I also have this sometimes with messages sticking to doors, where it is very difficult to frob the message or door.
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