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  1. Above 3 items are released now, on the "Barks" thread: https://forums.thedarkmod.com/index.php?/topic/21740-english-subtitles-for-ai-barks/&do=findComment&comment=483331
  2. Now available for QA & incorporation into TDM 2.12 - subtitles for The Lord Testing FM (now with instructions also in Objectives, as requested by @datiswous). Assumes TDM 2.11 testSubtitlesLord.pk4 Description of workflow, including use of Excel spreadsheet: SubtitlingWorkflow with Excel (for Lord, March, 2023).docx Excel spreadsheet used to develop subscripts. Calculates various metrics: TheLordSubtitles(v10, March 3).xlsx
  3. Instead of that, you could, in that time period, start learning your own missions and in doing so become more active on the forums, learning from others. It's also great to understand how things work in the engine, when you play. It might spoil some immersion though.. Or learn to build games with other engines, like Godot for example.
  4. Keep in mind also that mission size, and complexity have increased dramatically since the beginning. For a lot of veteran mappers, it can take over a year to get a map made and released. The last dozen missions have for the most part been pretty massive, with new textures, sounds, scripts, models etc. We seem to be long past the point of people loading up the tools, and banging out a mission in a few weeks that's very barebones. We still do see some of those, but I noticed in the beta mapper forums and on Discord, that mappers seem to make these maps, but don't release them, and instead use the knowledge gained to make something even better. Could just be bias on my part scrolling through the forums and discord server though.
  5. There is no SS3, how can they do a remake? And thank god they got rid of unity, that engine is total trash garbage on anything over 60 fps. Just spend 5 minutes on steam forums for Unity project games, and there's just thousands of people complaining about poor performance, stuttering etc.
  6. Yeah, I'm wrong, you're right, there are 3 script objects due to @Dragofer that are included in 2.11 tdm_base01.pk4/script/: - in tdm_safe.script, there's scriptobject tdm_safe, that is referenced from your safe's door - in tdm_safe_lock.script, there's these scriptobjects: tdm_safe_lock, referenced from the lock housing tdm_numberwheel, referenced from each of the 3 wheels Since the safe02 prefab elements seem to reference these, the problem probably lies elsewhere. Maybe Dragofer will shed light. Or you could temporarily try the wall safe prefab, that uses the same scriptobjects, and see if that works correctly or fails similarly. Otherwise, you might override these script files with your own copies and start debugging (i.e., print values to the console).
  7. Probably the .script file that's needed, but unfortunately can't be included with a prefab. Maybe there's a comment somewhere in the prefab (or in the wiki or forums) that says what script it needs and where to find it. (The similar combination setup I used earlier doesn't involve "slot", so clearly uses a different script that I what I have.)
  8. I just built a tiny command-line program, "buildSubtitleShaders.exe", to expedite creation of the specialized sound shaders needed by my testSubtitles.... You point the program at a directory of .oggs, and its spits out the completed .sndshd file. Basically, it does what datiswous (and similarly, me) did in Excel earlier, as shown above. I've used it to now generate The Lord sound shaders. Details - This was a rather trivial VS 2020/C++ 17 console program. The only minor complexity was in programmatically truncating the directory path down to what TDM wants, namely, a path starting with "sound/..." There's some sanity-checking to make sure the path provided (either implicitly or explicitly) is of TDM-compliant-form. This runs under Win11; because of file path issues, it might need to be tweaked to work right under Linux. To use with stock tdm-distributed sounds, you would point it at an unzipped .pk4 directory of interest, and generate the needed file. At run (i.e., testing) time, because of the truncated directory path, it works fine against the usual zipped .pk4, like every other sound shader. At some point I'll probably post source to github. Going on now to try to build a similar program to gather sound file durations, for import into Excel as a csv file. Will be trickier.
  9. Thank you for a great puzzle fm! I'm having real trouble with the TDM v 2.10-64bit on Linux Mint 21.1 Link to the guide supplied by V-Man339 https://forums.thedarkmod.com/index.php?/topic/15844-fan-mission-the-gatehouse-by-bikerdude-goldchocobo-updated-02112014/page/7/#comment-429405
  10. I agree. I'm copying this idea over to the https://forums.thedarkmod.com/index.php?/topic/21741-subtitles-possibilities-beyond-211/ thread. Related: I'll probably do some more experiments with the current TDM font & size, to understand max char count versus field width.
  11. 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.
  12. A FM has the "map_of_icon.tga" file, not core. If you look at the file contents of FM pk4 files, you'll see that some missions have several different "map_ofX" files. It looks like the default was "map_of_icon.tga" and if the FM author wanted to override that or have more maps, they would define it in their FM. For example, "Behind Closed Doors" uses a "map_of_icon.tga" file. However, it is not affected by this, because it defines the "atdm:map_of" "inv_icon" as "guis/assets/game_maps/map_of_icon.tga" in its "def/custom.def" file. TDM 2.10 defines "atdm:map_of" as: entityDef atdm:map_of { "inherit" "atdm:map_base" "editor_usage" "game map of terrain for player" // THIS ONLY SHOWS IN ENTITY INSPECTOR "inv_name" "#str_02203" // Map - SHOWS IN PLAYER'S INVENTORY. "inv_icon" "guis/assets/game_maps/map_of_icon.tga" "gui" "guis/map_of.gui" } TDM 2.11 defines "atdm:map_of" as: entityDef atdm:map_of { "inherit" "atdm:map_base" "editor_usage" "game map of terrain for player" // THIS ONLY SHOWS IN ENTITY INSPECTOR "inv_name" "#str_02203" // Map - SHOWS IN PLAYER'S INVENTORY. "inv_icon" "guis/assets/game_maps/map_of" "gui" "guis/map_of.gui" } As another example, Iris has two "map_of" maps that are not affected, because it overrode "atdm:map_of" and defined "atdm:map_ofhollowbrook". entityDef atdm:map_of { "inherit" "atdm:map_base" "editor_usage" "game map of terrain for player" // THIS ONLY SHOWS IN ENTITY INSPECTOR "inv_name" "Map" // SHOWS IN PLAYER'S INVENTORY. "inv_icon" "guis/assets/game_maps/map_of_icon.tga" "gui" "guis/map_of.gui" } entityDef atdm:map_ofhollowbrook { "inherit" "atdm:map_base" "editor_usage" "game map of terrain for player" // THIS ONLY SHOWS IN ENTITY INSPECTOR "inv_name" "Map" // SHOWS IN PLAYER'S INVENTORY. "inv_icon" "guis/assets/game_maps/map_ofhollowbrook_icon.tga" "gui" "guis/map_ofhollowbrook.gui" } So, it looks like any FM that has not overridden the default "atdm:map_of" will show a black square as its map when using TDM 2.11. Hope that helps with understanding this!
  13. Edit: This mission has been updated to fix this. Thanks @nbohr1more! Yes, see the following post. Use a ZIP utility to extract the def/tdm_shopitems.def file from tdm_defs01.pk4. Copy that file to darkmod/fms/fever_<verson>/def/tdm_shopitems.def. Edit that file. Replace this line: "inv_icon" "guis/assets/game_maps/map_of" With this line: "inv_icon" "guis/assets/game_maps/map_of_icon.tga" Note: Because this is a def file, you'll need to restart the mission to see the changes. A saved game will have the previous def values.
  14. Some years ago i succesfully downloaded the wiki with wget, for TDM dvd. I dont know if this method wikl work now. https://forums.thedarkmod.com/index.php?/topic/19998-tdm-collection-dvd/#comment-437887
  15. @Goldwell, may I suggest the removal of tdm_frobactions.script from the pk4? It doesn't serve any purpose as far as I can tell.
  16. @kingsal, may I suggest the removal of tdm_frobactions.script from the pk4? It doesn't serve any purpose as far as I can tell. EDIT - Also this:
  17. @marbleman Make sure to download the latest version at the following post. It's the z_tdm_loot_stealth_stats.pk4 download. No other files are necessary with TDM 2.11.
  18. @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...."
  19. I guess the best image-to-normal conversions I've seen here in the forums are via njob. I am curious about this AI thing though: https://github.com/HugoTini/DeepBump has to be installed into Blender as a plugin?
  20. This is a custom texture that was made by taking like 50 pictures with a DSLR of the tiled floor in my basement. The program then created bumpmap and specularmap along with the diffuse. I've since toned down the specmap and diffuse, but it's still really shiny in game. Here, try it out. Just drop the pk4 in your base TDM directory, should show up in darkradiant.
  21. Actually, I see the following list: cauldron_v2_2/cauldron_v2_2.pk4 -> def/tdm_weapon_blackjack.def nobleaffairs/nobleaffairs.pk4 -> def/tdm_weapon_blackjack.def northdale2/northdale2.pk4 -> def/tdm_weapon_blackjack.def volta1_3/volta1_3.pk4 -> def/tdm_weapon_blackjack.def snowed_inn/snowed_inn.pk4 -> def/tdm_weapon_blackjack.def northdale1/northdale1.pk4 -> def/tdm_weapon_blackjack.def hazard/hazard.pk4 -> def/tdm_weapon_blackjack.def iris/iris.pk4 -> def/tdm_weapon_blackjack.def And yeah, we can't do anything to it. The missions work properly, so I suppose we should just leave it as is. I wonder if we should have override-with-inheritance for def files, as well as a proper way to delete a spawnarg after inheritance?
  22. z_tdm_loot_stealth_stats.pk4 I tried disabling that, too.
  23. I'm not noticing the blackjack helper animation anymore. I tried using "tdm_blackjack_indicate 1" and didn't notice a difference. Is it working for anyone else? Also, the following is in the console log. WARNING:tdm_base01.pk4/script/tdm_weapon_blackjack.script(90): Thread 'thread_701': missing 'ready' animation on 'player1_weapon' (*unknown*) WARNING:tdm_base01.pk4/script/tdm_weapon_blackjack.script(104): Thread 'thread_701': missing 'unready' animation on 'player1_weapon' (*unknown*)
  24. DarkRadiant 3.8.0 is ready for download. What's new: Feature: Support new frob-related material keywords Improvement: Mission selection list in Game setup is not alphabetically sorted Improvement: Better distinction between inherited and regular spawnargs Improvement: Silence sound shader button Improvement: Add Reload Definitions button to Model Chooser Fixed: Model Selector widgets are cut off and flicker constantly on Linux Fixed: DarkRadiant will not start without Dark Mod plugins Fixed: GenericEntityNode not calculating the direction correctly with "editor_rotatable" Fixed: RenderableArrow not drawing the tip correctly for arbitrary rotations Fixed: Light Inspector crashes on Linux Fixed: Models glitch out when filtering then showing them Fixed: Skin Editor: models not centered well in preview Fixed: "Copy Resource Path" includes top level folders Fixed: Skin Editor: internal test skins are shown if Material Editor was open previously Fixed: Changing Game/Project doesn't update loaded assets correctly Fixed: Model Chooser: initially hidden materials aren't revealed when enabling them Fixed: Choosing AI entity class 'atdm:townsfolk_commoner_update' causes crash Fixed: Sporadic assertion failure on shutdown due to LocalBitmapArtProvider destruction Fixed: Prefab Selector spams infinite error dialogs on Linux Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.8.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. The list of changes can be found on the our bugtracker changelog. Keep on mapping!
  25. 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/
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