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  1. Yes, this is happening for me as well. @Dragofer perhaps the immobilization script is misbehaving in 2.12? Should this be added to the 2.12 beta thread?
  2. The King of Diamonds Info Summary: Your accomplice is in over their heads and needs your help. It's the end of winter and the streets are quiet. Taverns, city watch, graveyards and pipes... you might even encounter a diamond! Build time: about 6 months Type: City FM/Exploration Size: Medium Completion time: 30 mins - 3 hrs, depending on how much you're willing to explore! Download http://www77.zippyshare.com/v/Z1fZy41Q/file.html - Zippyshare https://www.dropbox.com/s/428jkpoi14544pd/kingofdiamonds.pk4?dl=1 - Dropbox Available via the In-Game Mission Downloader! Screenshots Notes This is my first TDM FM, it came about from me learning how to use the editor and all of its different features. No doubt, you may see the variance in quality between the FM's different sections. Have fun figuring out what I built first and last, hah. For the most part, I focused on exploration and interesting readables. You'll find that you can complete the main objective in about half an hour, if you know what you're doing and that's perfectly fine, but if you're not getting lost and exploring, you're missing out! Big thanks to Bikerdude for his help throughout the beta-testing phase of this FM - fixing a lot of performance hitches, putting some bells and whistles and introducing new spaces that allowed me to expand greatly on the FM's readables and objectives. Without those, and my beta testers' further suggestions, this FM would be decidedly more boring! Acknowledgements Mapping credits: Bikerdude - Re-visportalling half the map, SE Maketplace, Graveyard, Bell Tower, SW street, misc. Spooks - the rest. Readables: Spooks Voice work: Goldwell, Bikerdude, Spooks. Beta testing: Aosys, AluminumHaste, Goldwell, Oldjim, nbohr1more Lute songs from No Honor Among Thieves. Breath script from Business as Usual. Technical Info Version 1 Last Updated: 13/05/2016 This mission has a very open layout. Even though a lot of care was taken to ensure performance would be good, it's bound to fluctuate at long view-distances. If you have an average computer expect some dips to the 30s. You have my apologies for that.If you're having FPS troubles, try setting your LOD Detail menu setting to Low. Numerous objects will have their shadows disabled, which may improve performance somewhat. I also recommend typing tdm_lod_bias_changed in the console when you're in-game, just to make sure all LOD entities have been activated.This mission does not support localization out of the gate.This mission requires TDM version 2.0.3.FAQ Stuck somewhere? I've some hints for you in the FAQ section. Enjoy playing and remember to be kind to Birdie!
  3. I created the page: https://wiki.thedarkmod.com/index.php?title=Lightgem In the source I placed the following text: <!-- Page text made by forum user Fiver: https://forums.thedarkmod.com/index.php?/topic/22327-how-can-i-create-an-account-on-the-tdm-wiki/&do=findComment&comment=491145 --> Personally I think the page isn't really necessary because the info is already present under HUD.
  4. The Alchemist is a full-size city and mansion Dark Mod FM, the fourth in the Thief's Den series in which you play Farrell. It follows on from Heart of Lone Salvation so you should play that first. The main build of this FM was by Sotha who was unable to continue work on it. I (Fidcal) could see the potential so completed it, somewhat roughly and quickly, so it could be enjoyed rather than abandoned. Even so, it exceeded my original estimate! Read the notes below while you ... DOWNLOAD HERE. (27MB) Sam's death hit me hard and I've not been feeling so good. I'm worried I didn't get rid of the Heart of Lone Salvation quickly enough. I don't want to end my days like Martha Edridge. A health potion is too weak; I need something stronger. Only a holy healing potion will lift a curse so I need to find a good alchemist. But the city watch have been tipped off and the district is alive with guards searching for any intruder they find on the streets. I have no choice: I must get that potion... This FM needs Dark Mod Update 1.02 or later. TIP: You cannot drink the holy healing potion if you are perfectly fit! As said in the briefing, the city watch are already ALERT right from the start and much more likely to notice you in the dark. You'd better be ready to move! ALLOW 2 TO 4 HOURS PLAY FIRST TIME AROUND Players with low end machines will find this slow in some places especially when there is an alert. Hide. Let things calm down. Closing doors behind you may help. In Dark Mod some glass is breakable using any weapon. It may require several hits. But there is also toughened glass which cannot be broken. Only one way to find out which is which! Do not use Esc during the briefing or the cursor becomes invisible. (You can still select blind though looking for highlights.) You can skip the briefing with the left mouse button. If you miss anything you can use the back button to show it again. Above all, Enjoy! [EDIT] updated with debugged combination lock script 5 June 2010. If you had a previous version installed make sure it is totally removed first, ie, doom3/alchemist and darkmod/fms/alchemist. [EDIT] If you get strange crashes there is a known bug caused by the spiky balls. This is fixed in Dark Mod but I think not released until 1.03. Try my patch from http://www.fidcal.com/TEMP/alchemist_patch2.zip It makes the spiky balls passive - they don't do damage - but apart from that no difference. Close Dark Mod Unzip the patch into your game folder doom3\alchemist Start the FM afresh, don't use earlier gamesaves.
  5. As part of the 2.10 update, a long extinct engine feature was restored by duzenko that allowed the visual changes to happen. Meanwhile, when the item is used its custom scriptobject cycles through all entities on the map that have been marked with a custom spawnarg and updates their solidity. 2.10 was a very feature-heavy update so that became a theme in the contest and using this back-then experimental feature gave bonus points. Meanwhile it's become a core feature. @MirceaKitsuneas this FM is the first instance of the overhauled and quite complex multi-part version of this AI script, it'd probably be good to compile all known issues like yours so the script can be finetuned further. Could probably also do with a wiki page to describe how to use its features.
  6. I think the i18n system was written single-handled by Tels, who was a rather — shall we say — opinionated developer, with some strange ideas about how things should be done. He was a big fan of Perl for some reason, and even asked if we would add a parallel Perl-based scripting system into DarkRadiant, even though we already had Python and nobody except him actually wanted to write scripts in Perl. I'm sure there must be better ways of doing i18n, although how easy those other systems are for integrating into a game engine I wouldn't know.
  7. I've been wondering if it would be worth having a Python version of the Perl scripts used to support internationalisation: https://wiki.thedarkmod.com/index.php?title=I18N.pl#Requirements. I'm assuming Python is more popular than Perl these days? I tried to localise my first FM and gave up due to issues with that Perl file (or maybe it was a different one - can't remember now). Also, looking at recent FMs it looks like people aren't bothering with I18N anymore (myself included), which is a shame. I was poking around the darkfate.org site recently and people were struggling with FMs because they are all in English. Having said all this, I imagine there have been discussion about I18N and improving it, but I don't really know the current state of the whole thing. Does anyone know if anything is happening around this? Also the previous post from @MadMachine prompted me to think about this.
  8. Yeah, there's nothing in the syntax that tells you if the gui parameter is set in a gui script or the engine. Sometimes there's a comment in the script that helps out by saying, for instance, "// set by SDK". If you really need to know - say, you're writing a wiki article - then typically you'd do a full-text search for the parameter name within and across files. Namely, the search scope may include: FM-specific .gui files Core .gui (and sometimes .guicode) files Engine .cpp (and sometimes .h) files, of the source code retrieved from, for instance, github I use TextPad to do this. In the case of (2), I have a local copy of the latest official TDM distribution (currently 2.11), where I have replaced every .pk4 with its unzipped equivalent. Because TextPad can't look inside .pk4 files. In the case of "ModNotesText", method (2) found nothing except the line you indicated. Method (3) found this line in a version of the source code: \darkmod_src-trunk\darkmod_src-trunk\game\ModMenu.cpp(81): gui->SetStateString("ModNotesText", info != NULL ? info->GetModNotes() : ""); So, yes, it's set by the engine.
  9. So how it works is not defined in a script, but in this case in the engine code? How can I know that a GUI::Parameter is pointing at engine code instead of a script? Is this the same for "gui::ModNotesText" on line 593 of mainmenu_newgame.gui ?
  10. Anyone ever done this in their maps? It's easy to duplicate an entity, move it back on top of itself, and move on without even knowing it happened. You can't visually distinguish them in DR, but in-game models will appear to be lit twice, lights will be twice as bright, sounds twice as loud, etc. I created a script to scan your entire map for these duplicates: https://github.com/jonri/darkradiant-scripts/blob/main/find_duplicate_entities.py If you drop this into your DarkRadiant scripts/commands folder, you'll get a new menu option called "Find Duplicate Entities". This will select all entities that share the same origin, model, classname, and rotation. Once selected you can either delete them, isolate them with ctrl-shift-h for further inspection, or just hunt down the selections manually. I opened a handful of FMs in order to do performance testing on the script, and many of them have a few duplicated items. One FM had a duplicated clock sound, another recent one had a whole duplicated bedroom set. Others had non-visible items like location separators on top of each other. And of course my own had a whole bunch, which is what motivated me to write the script. So, I think this might be useful to others. If enough people think this is valuable I could have this script included with DR by default. I'd also welcome any suggestions for improvements, for example if this mis-detects any legitimate entities.
  11. I'd like to chip in and say I think basing the script name on the archive/file name is not a good idea. Filenames are extrinsic to the mod and something you have no direct control over. Someone may unwittingly change the filename and wonder why the mod stops working. You'd be better off having a fixed script name for all mods which is, I think, what dragofer says is being considered.
  12. Latest TDM updated version of Hasard Pay While loading anew saved game Error: FILE SCRIPT\TDM_STATISTIC_MESSAGE.SCRIPT, LINE 5: STATISTC_MESSAGE_INIT REDECLARED any ideas ?
  13. In the first post of the other topic Geep proposed: Then Stgatilov's answer: But I think applying subtitles in different languages shouldn't be too hard I would think, but I don't know how the current translation system works. The engine should apply the correct subtitles based on the applied language setting, this doesn't need a whole new language system I think. Not sure who's going to write those subtitles though. I can only do Dutch and English and nobody needs Dutch I think. I suggest further discussion of this to take place in topic https://forums.thedarkmod.com/index.php?/topic/21741-subtitles-possibilities-beyond-211/
  14. I really knew that & shouldn't have said it, but thank you for correcting that. Oh wow, how did I not hear about EV_GetLocation() before? That's great! As for the performance part, stgatilov makes a good point. If you want to keep running track of the AI's location, you have to keep the script running in a loop, which can really eat up up cycles. (Performance was one of our big concerns with the Location script itself because of that.) One thing I'd think about is having the script or EV_GetLocation function called only when an AI is ready to make a bark, and it quickly gets its location from there and makes the bark, and then it's done. Then it's only a one-shot script or function call, which is always better if you can do it. The catch there is I think that'd call for a custom AI script. The issue is if the a future version of the game ever updates that AI script, the custom scripts won't be updated in that version. But since AI scripts should be self-contained, I mean changes almost always take deprecated old stuff into account so it doesn't break old FMs, a custom AI script shouldn't break the FM with new versions of the game. Those AI just won't have any new bells or whistles, which may still be worth it. Or you just quickly add the new things in and kick out a new version if you need to. Of course another option is that new functionality is added to the core game itself with some new spawnargs added to AI, where barks can be made Location specific. For that matter, the AI scripts might be updated to be more friendly to adding barks to existing AI generally, now that we have a good text-to-voice app to make them. Then all mappers get the ability to do this. That might be nice, if it isn't a big performance hit or otherwise troublesome.
  15. Hello, i cant compile for some reasons i downloaded with github and had to add libeigen3-dev to the list from the instructionpage. Cmake misses test modules. In file included from /home/chris/DarkRadiant/include/iselectiongroup.h:4, from /home/chris/DarkRadiant/plugins/script/interfaces/SelectionGroupInterface.h:7, from /home/chris/DarkRadiant/plugins/script/interfaces/SelectionGroupInterface.cpp:1: /home/chris/DarkRadiant/include/iselectable.h: In function ‘void Node_setSelected(const INodePtr&, bool)’: /home/chris/DarkRadiant/include/iselectable.h:31:37: error: ‘node_cast’ is not a member of ‘scene’ ISelectablePtr selectable = scene::node_cast<ISelectable>(node); ^~~~~~~~~ /home/chris/DarkRadiant/include/iselectable.h:31:58: error: expected primary-expression before ‘>’ token ISelectablePtr selectable = scene::node_cast<ISelectable>(node); ^ /home/chris/DarkRadiant/include/iselectable.h: In function ‘bool Node_isSelected(const INodePtr&)’: /home/chris/DarkRadiant/include/iselectable.h:41:37: error: ‘node_cast’ is not a member of ‘scene’ ISelectablePtr selectable = scene::node_cast<ISelectable>(node); ^~~~~~~~~ /home/chris/DarkRadiant/include/iselectable.h:41:58: error: expected primary-expression before ‘>’ token ISelectablePtr selectable = scene::node_cast<ISelectable>(node); ^ make[2]: *** [plugins/script/CMakeFiles/script.dir/build.make:297: plugins/script/CMakeFiles/script.dir/interfaces/SelectionGroupInterface.cpp.o] Error 1 make[1]: *** [CMakeFiles/Makefile2:368: plugins/script/CMakeFiles/script.dir/all] Error 2 make: *** [Makefile:130: all] Error 2 i tried to make a log file make > make.log but that failed , although it gives the progress [ 1%] Built target math [ 2%] Built target xmlutil [ 4%] Built target scenegraph [ 10%] Built target wxutil [ 10%] Built target module [ 10%] Building CXX object plugins/script/CMakeFiles/script.dir/interfaces/SelectionGroupInterface.cpp.o is this missing libraries or wrong ones?
  16. Not with the current scripting, right now frobbing causes the door to open and close a little bit to simulate Skyrim-style opening of a closed door to another map section. This would conflict with the stock door opening effects. Apart from that I don't see a technical issue with adding new script effects to an existing door. Conceptually, the teledoor script is designed for permanently closed doors. If the door can be used normally by AI you might find it fully opened. It would be odd if AIs and the player can walk through at will but if the player frobs it he gets teleported somewhere else.
  17. I dare invoking @Dragofer to evaluate a "custom_script_ini()" on "script/tdm_custom_scripts.script".
  18. They don't work with stencil shadows. If a player has stencil shadows enabled, the volumetric lights have forced shadow maps enabled, while other lights have still stencil shadows. So it will just work. I think it will have a performance hit (also because the mentioned forced shadow maps I assume), but the mission overal is not very demanding? Afaik volumetric lights is enabled with a spawnarg. So via a trigger/script this setting can be changed? Not sure.
  19. Yeah I think that the /script folder is the way to go here. Create my_campaign.script in the /script folder and add it to tdm_custom_scripts.script (i.e., #include "script/my_campaign.script"). And if your script needs to know which campaign mission is being played, don't forgot https://wiki.thedarkmod.com/index.php?title=Setting_up_Campaigns#Scripting.
  20. It's not a question of overwriting. When the map loads, the #include lines are replaced with the contents of the specified .script files so that you get one giant merged script file in tdm_main.script. tdm_main.script includes tdm_custom_scripts.script, then tdm_user_addons.script, so the contained scripts will be added in that order. If you #include the same .script file multiple times from different files, like in your example, you risk getting multiple copies of the same script which causes map loading to fail - see one-definition rule. Inclusion guards (#ifndef, #endif etc.) stop more than one copy of the same script from being added. If you want your version of the script to take priority, you should give it the same file name and folder location as the base script, without using tdm_user_addons.script. It works the same as, for example, letting a custom model take priority over a base model.
  21. Hey thanks. I could look at a mission and attempt to decipher. If I can't handle it that way, I may ask for a test map. I might even request an example be put in the training mission. Or I put it there myself after my own mastery. I *can* script as I am a programmer by trade and understand the fundamentals. I am just pleasantly inexperienced so far!
  22. Creating a new thread for this as it was being discussed in an old beta-testing thread starting here: https://forums.thedarkmod.com/index.php?/topic/21822-beta-testing-high-expectations/&do=findComment&comment=490751 I suppose the main questions are: when should this spawnarg be used, if at all? why was it introduced in the first place? Can we get it documented properly on the Wiki so misuse isn't propagated? @stgatilov @Dragofer
  23. There's a little something I want to try for which I'll need another obscure trick, might share another mod if I can get it right: How do I attach a func_rotating propeller to an AI, but make it so that it stops rotating once the AI is dead? It must also loop a sound which stops once the AI is disabled. Ideally the rotator can fall off and become a moveable, I don't care if it stays attached as long as it stops spinning when the AI dies or goes unconscious... while attached it should have no collisions. I'd like to avoid a custom script for this one since I hate having to hijack tdm_custom_scripts.script every time: I know there are parameters for AI attachments and loot items to change state when taking down their wearer... like the mask of the manbeast which falls and can be looted once you defeat the owner, there was also a FM with a flaming skull that gets extinguished when the skeleton is killed. But I have no idea if there's any parameters to make an attachment rotate only while the AI is alive.
  24. I had to do a similar thing for the antivenom in The Spider and the Finch. I can get you half way there at least. For the inventory item use an atdm:moveable_custom_item. To use it only on certain objects is tricky. I couldn't figure out how to do that directly, so I used a script to check if you were within range of the object's location when you use the item. This would be pretty clunky for multiple objects though and maybe not precisely what you want. Hopefully someone will chime in with a better method.
  25. OK, I'm tearing my hair out over an end-mission conversation cutscene. I'm activating a script along these lines void gameover() { $badguy_atdm_teleport.activate($player1); sys.fadeTo('0 0 0', 1, 2); sys.wait(2); $gameover_cam.activate($player1); sys.fadeTo('0 0 0', 0, 2); sys.wait(2); $start_gloatconvo.activate($player1); sys.wait(7); $player1.missionFailed(); return; } Basically I teleport the badguy into position, fade to black, transfer the view to the camera, fade back in, and begin his conversation. Unfortunately, he just stands there and won't do his monologue. Sometimes he even freezes completely, not even doing his idle movements. If I comment out the $gameover_cam.activate and noclip there, the conversation does work correctly. What am I doing wrong? camera_suppress.mapcamera_suppress.script Here's a minimal example of the problem. Press the red button, the camera activates but the guy's conversation won't play. The green button triggers a script that's identical except that the camera is commented out- and his conversation does trigger.
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