Jump to content
The Dark Mod Forums

Search the Community

Searched results for '/tags/forums/settings/' or tags 'forums/settings/q=/tags/forums/settings/&'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General Discussion
    • News & Announcements
    • The Dark Mod
    • Fan Missions
    • Off-Topic
  • Feedback and Support
    • TDM Tech Support
    • DarkRadiant Feedback and Development
    • I want to Help
  • Editing and Design
    • TDM Editors Guild
    • Art Assets
    • Music & SFX

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

  1. I've only tested F11 and KP_SLASH . A lot of keys are already bound to settings. I have to do further testing. Btw. during the screenshot I see it shortly displaying the viewpos, maybe this happens too fast or too slow for some reason.
  2. I've been on DR 3.8 for a while, but today it started giving me an error with the title "Real Hard DarkRadiant Failure" and message "Could not acquire frame buffer lock", "Break into the debugger?". Regardless of whether I press Yes or No, the next message is "Unhandled exception", "An unhandled exception occurred. Press Abort to terminate etc.". If I press Abort or Retry on this message the top row of buttons (File, Edit, View etc.) flash rapidly and then DR shuts down. If I press Ignore I can continue using the program, but as soon as I interact with the UI the error message comes up again. So far I already tried to wipe my user settings in AppData/Roaming, but it made no difference.
  3. Thanks! 1) Doing LONG_PRESS PAD_A (what I, for lack of knowledge, call "jump-mantle" or "_jumpmantle") differs from doing PRESS PAD_A ("_jump"). "_jumpmantle" differs from "_mantle", so they must be mapped to different button-calls. "_jumpmantle" differs from "_jump", so they must also be mapped to different button-calls. This appears to be the case, but it is not evident (or changeable) in DarkmodPadbinds.cfg. "_jumpmantle" seems to be hard coded to always connect to the same button as "_jump" but with a long press. It is as if bindPadButton PRESS PAD_A "_jump" is not actually just binding PRESS PAD_A to "_jump", but rather interpreted as "link PAD_A (regardless of button press time) to behave exactly like keyboard SPACE for short and long presses". I would have expected the default DarkmodPadbinds.cfg to explicitly read: bindPadButton PRESS PAD_A "_jump" bindPadButton LONG_PRESS PAD_A "_jumpmantle" bindPadButton PRESS PAD_B "_crouch" bindPadButton LONG_PRESS PAD_B "_mantle" ... but neither LONG_PRESS PAD_A or "_jumpmantle" is listed in the file. If there are actions "_jump" and "_mantle", I suppose there must also be an action "_jumpmantle" since it is possible for the player to do all those movements: * "_mantle" does the movements "crouch on the high surface, then stand up" * "_jumpmantle" idoes the movements "jump slightly forward, then land standing on the high surface" * "_jump" idoes the movements "jump up, then land exactly where you started" If the actions "_jump" and "_moveup" are not synonymous, then perhaps the action "_moveup" is what i call "_jumpmantle"? 2) Thanks for the link! It was useful in more than one way. I'll link to that page from https://wiki.thedarkmod.com/index.php?title=Bindings_and_User_Settings#Gamepad_Default_Bindings if I can get an account on the wiki, which proved more difficult than i thought (https://forums.thedarkmod.com/index.php?/topic/22327-how-can-i-create-an-account-on-the-tdm-wiki/). However, it does not answer my question how to find out the name ("<button>") used for a button on my gamepad. Basically, I would need to press the button on my gamepad and some program could tell me "That button is called 'PAD_A'". In my case, I have a gamepad "Logitech F310" (https://commons.wikimedia.org/wiki/File:Logitech_F310_Gamepad.jpg) which has a "Logitech button" (see image) that I want to use. I was hoping to find out the "button name" for that button and then edit DarkmodPadbinds.cfg to map it to a function. 3) ... but if that button has an "unusual name" that TDM does not recognize, then it may perhaps not work. E.g. if that button is called "PAD_LOGITECH" and TDM cannot recognize that name, then I cannot map anything to it via DarkmodPadbinds.cfg. Using QJoyPad I can map any keyboard key to it instead, as a workaround, but I cannot map MODIFIER to it (since MODIFIER cannot be set to a keyboard key). If current implementation is still called "experimental", then I must say it works very well; @cabalistic: kudos for that! I may not have continued playing TDM had it not worked with a gamepad.
  4. It is possible that this is a setting that needs to be activated to work: https://mantisbt.org/forums/viewtopic.php?t=23221
  5. Sure! My first draft for a wiki article "Lightgem" would look like this: " [[File:Hud.jpg|right|thumb|The lightgem is shown as part of the [[The_Dark_Mod_Gameplay#HUD_(Heads-Up_Display)|HUD]]:<br/>2. A breath indicator when underwater<br/>3. The lightgem itself<br/>4. A health indicator.<br/>Two wings flank the lightgem indicating if the player is crouching.]] The '''lightgem''' is a light indigator on the [[The_Dark_Mod_Gameplay#HUD_(Heads-Up_Display)|HUD]] and an important part of [[The Dark Mod Gameplay]]. The lightgem itself indicates how visible the player is. The visibility is based on how much light is hitting the player, but also depends on whether you are crouched, moving, have a weapon drawn, or being under water. The wings on either side of the gem indicates when the player is crouching. Below the lightgem is a health indicator. When the player is injured, a small red bar appears below the lightgem. The bar shows how much health you have left and decreases from right to left. Health potions and various types of food will replenish health. The bar remains visible until the health is fully restored. Above the lightgem is a breath indicator. When the player is under water, a small blue bar appears above the lightgem. The bar shows how much air you have left and decreases from right to left. When the bar runs out, you'll begin to take damage. Surfacing or using a Breath Potion will restore your air bar. The lightgem is an object that the player always carries and is not visible in the [[inventory]]. A user can disable the lightgem and the wings in Settings - Gameplay - General - Hide Lightgem. The health indicator and breath indicator will remain visible. [[Category:Equipment]] " (With the caveat that I would need to use the preview-functionality to fix any formatting errors I may have made before publishing it.) I would also * link "BREATH INDICATOR", "LIGHTGEM", and "HEALTH INDICATOR" from "The_Dark_Mod_Gameplay#HUD_(Heads-Up_Display)" to the new article "Lightgem". * create "health indicator" redirecting to "lightgem" ("#redirect[[lightgem]]") * create "breath indicator" redirecting to "lightgem" I registered on The Dark Mod Bugtracker on 29 December and I have since reported 68 issues from a personal log of issues that I had assembled during hours of testing TDM 2.11. The reports are not perfect, but I think they show my intentions are good. I understand the reluctance, especially if there have been incidents of spammers on the wiki, but as an open source project relying on volunteer work it is also important to keep a low threshold for contributing to the product. If I'm not up to par, you'll discover it quickly. Or, rather, you would have already discovered it in the Bugtracker.
  6. I dom't use it, i found it here with the filter set to OpenSource. the TOS and PP isn't excluding for an OpenSource app, if they use ads mean that they also need to pay an server for this online service. OpenSource is not synonymous with free either, perhaps after the beta phase it is no longer free, so perhaps you can take advantage of the fact that it is still free to create a series of textures that can be used or search another one in Futuretools. AI generated textures and assets, by definition, don't have any copyright, so you can use them as you want. https://www.futuretools.io/?pricing-model=free|open-source&tags-n5zn=gaming
  7. Thank you! I have linked this to 5282. Yes, I think doing this at the lower level of idDeviceContext (where virtual resolution scaling happens) is the better approach than trying to do it on the idWindow level. It seems that you assume current UIs were made for 16:9. I'm afraid the sad truth is that they were partly made for 16:9 (new ones) and partly made for 4:3 (old ones). And the old ones look stretched. I'm not even sure which kind of intended aspect ratio is more popular now. I guess I'll try to make the scaling configurable depending on settings in the root window (aka "Desktop") of the UI. Moreover, we already have some overlay images prepared for several aspect ratios (ultrawide not included). Ideally, I'd like to drop all the duplicates and have only one image with proper scaling/padding. A long story obviously. Yeah, the special handling of full-screen windows feels hacky. I guess I'll need to avoid it somehow.
  8. I am going to sort-of reveal that this is loosely like the nature of my upcoming mission. I noted it here when JackFarmer asked about things that are coming along in this post: https://forums.thedarkmod.com/index.php?/profile/37993-jackfarmer/&status=3943&type=status It too is a builder church. The player is requested by a hopefully famous character in another mission to handle some business that is affecting the congregation. I am looking to invoke some info and history laid down in other missions as a hook story.
  9. Wanted to start a discussion here before posting this on the tracker if necessary. We've been discussing LOD hiding for light entities recently, and one of the things I was thinking about is how setting up LOD on func_statics might be easier if DarkRadiant had a dedicated menu for LOD settings, just as it has one for configuring AI parameters for instance. There are quite a few different options to configure so it doesn't seem like a bad idea to have a tab for setting them up together in the GUI, where you have buttons and selectors for picking the different models and values... this would help with not having to remember each spawnarg or having to write some model paths by hand without a browser. What do you think? Looking at the LOD wiki page these are some of the spawnargs I'd propose having in such a tab with an entity selected: dist_check_period hide_distance lod_fadein_range lod_fadeout_range lod_#_distance model_lod_# skin_lod_# offset_lod_# noshadows_lod_# For lod_#_* type spawnargs I'd offer two sets in the menu: It's rare for any model to have more than two lod meshes provided, most usually have one if they have even that.
  10. Yes, naturally it demands more resources at higher settings, but due to its minimal requirements there should be no problem on current equipment even at the highest settings, at least not on my laptop, which isn't exactly a NASA PC either. The same thing happens with the Tomb Raider 2013 that I have, which runs smoothly on maximum settings, without my laptop exploding into spontaneous combustion. They are exquisitely optimized games with graphics that you would not expect with such low system requirements. I have tried games with much more rudimentary graphics that I was not able to put above 15 FPS, due to how poorly they were optimized.
  11. Well I finally got it and I think it'll rather swell. I've already gotten used to the higher frequency and fortunately I can throw the overdrive on the maximum without any noticeable over/undershoot. I do have a minor quandary and that is with gamma. The monitor comes with three gamma settings - the default appears to target the standard 2.2, while the other settings will set it a bit above and below this level. After a bit of experimentation I'm tempted to set it to a slightly higher gamma, because this brightens the blacks a little better which can be useful sometimes. It also makes the monitor match the gamma of my old monitor a bit closer which helps with familiarity, but I'm aware I'm deliberately messing with the colors compared to what's intended. I think I'm so used to the TN panel that on the standard gamma settings everything looks much darker now than before. I found I had to up the gamma/brightness in a lot of games manually when I didn't need to before, so I figured well if that's gonna be the case, why not just up the gamma in the monitor and save the trouble? But I don't know if I should just force myself to adapt to the 2.2 gamma instead like "normal" people. EDIT: Damnit now I'm not so sure. Night scenes look a lot better at the default gamma, but more importantly TDM looks better with the default gamma. With the brighter gamma like I tested, sure it looks more familiar to my previous monitor, but it's also a bit more washed out. Plus of course the desktop is affected by the higher gamma which also affects things like images and other content. Default gamma it is then, if games are too dark I use the in-game brightness/gamma options like most people do. Unless you're playing Starfield.
  12. 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.
  13. Don't see much in the dump, I'm afraid. I can see it's been running into a critical failure, but that's it. Can you have a look at your darkradiant.log file, or maybe send it to me? Maybe it tells me something. (You already tried to remove your settings XML files from C:\Users\greebo\AppData\Roaming\DarkRadiant\3.8, I take it? You can back them up if you need them around. Just move the whole contents of the C:\Users\greebo\AppData\Roaming\DarkRadiant\ folder to somewhere else and start DR. In case you didn't try that already.)
  14. Mandrasola is a small sized map in which aspiring thief Thomas Porter steals some herbal products from a smuggler. The mission was created by me, Sotha and I wish to thank Bikerdude, BrokenArts and Ocn for playtesting and voice acting. Thanks goes naturally to everyone contributing and making TDM possible. This mission occurs chronologically before the Knighton's Manor, making it the first mission in the Thomas Porter series. Events in chronological order are: Mandrasola, The Knighton's Manor, The Beleaguered Fence, The Glenham Tower and The Transaction. The winter came early and suddenly this year. Weeks of strong blizzards and extremely harsh cold weather hit Bridgeport hard. With the seas completely frozen, a rare occurence indeed, most of the City harbor commerce has stopped completely. Vessels are stuck in the ice and no ship can leave or enter the City, resulting in the availability imported goods declining and their prices skyrocketing. One of these imported items is Mandrasola, a rare herbal product, which is imported overseas from the far southern continents. Mandrasola has its uses in alchemical cures and poisons, but mostly this substance is used for its narcotic qualities by commoners and even the nobility. The problem with Mandrasola is that excessive use is extremely addicting and the withdrawal effects are most grievious. Many are utterly incapable of stopping using Mandrasola and are transformed into quivering human ruins if they do no get their daily dose. And now this expensive and rare substance is running out from the whole City. Me and my fence, Lark Butternose, would love to grab this monopoly to ourselves: selling the last few doses in the City would probably be worth a fortune. According to Lark's sources, there remains only one smuggling lord who still has Mandrasola in stock. The problem is that this individual maintains an exclusive clandestine operation and only supplies a few nobles. Despite our best information gathering efforts we couldn't learn who the smuggler is and where he or she operates. Luckily we have an alternate plan. While searching for Mandrasola related information, we learned that a noblewoman called Lady Ludmilla is addicted to the substance and has paid high prices for small amounts of it. We also know that she has visited frequently someone in the Tanner's Ward waterfront, and since she goes to the area personally we believe she is visiting the smuggler. The plan is simple: I must monitor Ludmilla's most likely entryway to the Waterfront and then follow her to the smugglers hideout. I'd better be very careful around Ludmilla. She must not realise I'm following her or she probably won't lead me to her dealer. Hurting her is also out of the question. After she leads me to the smuggler's hideout, I can take my time to break in carefully and steal all the Mandrasola I can find. While I'm there it wouldn't be a bad idea to grab some loose valuables as well. I've now waited in the blistering cold for a few hours already. Looks like there are a few city watch patrols in the area to complicate matters... I think I heard a womans voice beyond the north gate. That must be lady Ludmilla, I haven't seen many ladies in these parts. I'd better get ready.. Links: Use the ingame downloader to get it. WARNING! Someone always fails to use spoiler tags. I do not recommend reading any further until you've played the mission.
  15. Edit: in post 5 I discovered Whisper which does this task MUCH better. So don't use vosk. Some of the info till post 5 is still relevant for subtitle editing in Kdenlive in general. I previously posted about this in a status update. To make it a bit more in-view for the future I post the info also in this topic. I recently figured out how to make subtitles work for missions following this wiki guide: https://wiki.thedarkmod.com/index.php?title=Subtitles You can type in the subtitle-text manually either in the .subs or .srt files (in a text-editor) or use an video editor for that (recomended for .srt). What is also possible on some advanced editors including the free and open source multiplatform (Windows, Linux and Intel-Mac) Kdenlive editor is to auto generate the subtitle text for you from the audio or video file. You can then export to an .srt file that works directly in tdm. If you want to use the subs files for shorter sentences, you can just copy text from the .srt files. In Kdenlive you can install speech to text libraries from VOSK. For this to work you have to download and install Python. Info how to do the process of installation and usage can be seen in the following video (6.5 minutes): To sum it up: Configure first time: Install Python. (on Windows) During setup, you have to select Advanced Options and there mark Add Python to environment variables (super important!). In Kdenlive go to menu settings, click on configure Kdenlive. In that configure window, click in the left menu on Speech to text. There you click on the link to download speech models. On the website ( https://alphacephei.com/vosk/models ) you can click on a model download link, but keep the click pressed and move your mouse with the link to the configure Kdenlive window. Kdenlive then asks to install the model from url. vosk-model-en-us-0.22-lgraph is probably decent for most use cases. but you can install and test them all. To use it: First load an audio or video file into the view by dragging the file in one of the audio or video bars at the bottom (video: v1, v2 or audio: a1, a2). Click on menu Project > Subtitles > Edit Subtitle tool. You see an extra Subtitles bar on top. Now you select the audio or video file (it is sellected when it is outlined with an orange border) in the specific bar and then click on menu Project > Subtitles > Speech recognition. In the Speech recognition dialog, you select the correct language model and choose option Selected clip. After generation, you can preview the generated subtitles via the top right window. Make sure it is at starter position for playback. Using an audio file, you see a black background with the subtitles on top. Now you can tweek the position and edit the text directly in the Subtitles bar. This takes up the most time. Unfortunatelly the generation is not flawless, so you have to correct some words. Tweeking the subtitles for Requiem took me hours, becouse I wanted them to line up differently. Usually the subtitles are not generated as full senteces. This looks sloppy. If you want to add subtitles quickly without spending much time on it, it can be done this way. If you want to do it right, it still takes a lot of time in my experience. To export to .srt is shown in the following video: Although actually it's just one step: Click on menu Project > Subtitles > Export subtitle file. Alternativelly you can just save the kdenlive project and then the srt is exported as well. Every save will update the srt file. I might create a wiki article about it later. Kdenlive edit window:
  16. Subtitle Edit ( https://www.nikse.dk/subtitleedit ) now has support for subtitle extraction via Whisper. See https://www.nikse.dk/subtitleedit/help#audio_to_text . This works well on Windows. In the extraction window you can download all the needed extra dependencies the first time you use it. After the generation of the srt files, you can use the editor to tweak the files, or move to a seperate editor of your choice (including texteditors). Aperantly it also works under Linux: https://www.nikse.dk/subtitleedit/help#linux If it doesn't, see info above to use the commandline in Linux. Kdenlive ( https://kdenlive.org ) now also has Whisper subtitle extraction build in. This works well in Windows, but I couldn't get it working in Linux. You have to go to Settings > Configure Kdenlive. Then go to section Speech to text. On top of the window you select option Whisper. Then you have to install some stuff by clicking on an install button (this doesn't work in Linux currently). The extraction via cpu is considered slow, but I thought it's not so bad using an 8th generation i3 processor during a test with a large speech file. You can afaik only do this one by one, so it's not as fast.
  17. @stgatilov, thanks for sharing your thoughts about the original ideas behind the 3 levels, which I had not previously seen put so well. I was surprised that you considered that some of an individual AI's barks might go under "effects" instead of "speech". @snatcher likewise thought that, in effect, an AI's barks should be divided, though draws the dividing line elsewhere. I agree with you about the primary existing TDM audience for subtitles: those players appreciating help with spoken English, specially in dialects. I think partially-impaired-hearing individuals will also benefit. But, given subtitles in TDM and our newly prototyped method of indicating speaker sound source, I think we have an opportunity to enlarge the potential TDM community to include deaf players, or those who like to play games with sound off. This does involve sound categorization and visual cues, beyond just toggling story/speech/effects. Such cues could be universal (seen the same by everyone), or controlled by new options, to accommodate personal interest (or lack thereof). Let me be more specific. Consider the 2-level visual cues that snatcher preferred (while leaving open where to draw the line between the 2, or whether 2 is really too few). Examples of universal+fixed, which for barks could be done by me in the .subs file, are: bracketed vs unbracketed white vs yellow font, done by string markup. (This has significant drawback and limitations). Alternatively, there is categorization performed engine-side and passed to the GUI as one or more variables. The results could be universal, or the passed value(s) could be affected by additional optional settings. Displayed results could be, for instance: white vs yellow font, done by text font color choice Stone vs Carleton font wide vs narrow font wide vs narrow background field two different background tints or opacities colored border around backgrounds, with two different colors (Also, without involving new GUI variables, the engine could add brackets to selected strings) Turning to what additional optional settings might look like, at the basic level, you could just have an option that turns visual cues on or off. So, for example, if the visual cue was font choice, turning the visual cue option to off would cause all subtitles to use the same default font. More specificity is, of course, possible. (Maybe too, stgatilov, you could sneak in a related option to suppress "Just you wait!" audio and only play story clips!) If the barks were to be subdivided by the engine into (in this discussion) 2 categories, it could be done by a new per-line option in the .subs file, e.g, -cue 1. Or the categorization could be done entirely automatically on-the-fly by the engine, at the moment it's looking at the AI's current state & most recent state transition, in order to select a sound shader to play. It would probably use the standardized state-transition names as found in the AI .def files, e.g. "snd_foundDeadMale" rather than AI-specific sound shader names. So there would be a list of "snd_..." to determine when g_cue=1 instead of the default g_cue=0.
  18. Here's the latest beta. I feel like this is about ready for a public release at this point. If no one has any bug reports or anything, and if I don't find any issues in the next few days, I'll start preparing the first public release. Beta 14 Matching game behavior on a bunch of subtler points. None of the below scenarios are likely to occur, but it's best to be able to handle them. TDM auto-converts FM file names to a valid form (lowercase, replacing disallowed chars with underscores, etc.). AngelLoader is now able to match non-converted FM names to their converted counterparts, so it knows for example "BaKerY;job.pk4" is the FM "bakery_job". TDM doesn't care what the pk4 inside an fm's folder is called. So "C:\darkmod\fms\bakery_job\bakery_job.pk4" will load just as well as "C:\darkmod\fms\bakery_job\totally_different_name.pk4". AngelLoader is now aware of this during scans and will not require the in-fm-folder pk4's name to match the FM's. TDM supports compressed FMs with the .zip extension as well as .pk4 when the FM is in the base FMs dir (hasn't been moved yet). AngelLoader is now aware of this, and of the priority order of the two extensions, and will choose the correct file when scanning/loading. In Settings -> Paths, the Backup Path area has been polished a bit. In Settings -> Appearance -> Show or hide interface elements, the checkboxes are now "Show" instead of "Hide", to be more straightforward. When scanning, the progress box will now show a message that it's getting TDM FM data from the server if it's doing so, rather than the more generic "preparing scan" message.
  19. The point of VSync is to reduce visual tearing caused by updating the frame halfway through a screen refresh while something is moving on screen, as well as reducing wasted GPU cycles rendering more frames than can be shown on screen (although some people like extremely high framerates for various other reasons). However as far as I can recall, I've never seen the VSync settings in the game have any effect on Linux (and I use AMD cards, so I don't think this is specific to nVidia).
  20. 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/
  21. The newest version currently is 3.8.0. You could try previous versions (on Windows): https://www.darkradiant.net/download.html to see at which version you get the crash and to not miss too many features with your prehistorical old version 2.8. You can download a portable version of each, although the settings are shared, so it's not really portable.
  22. Yeah, a last completed date would be something the game would have to implement (and write it out to missions.tdminfo). Apart from that, there's no reliable way for AngelLoader to know it. Beta 12 Fixed: the first "refresh from disk" trigger from TDM would be ignored, due to spurious refreshes being queued on startup and then never run, thus not having the refresh level value reset. In the Settings window, if a setting was changed that required a view refresh (game paths etc.), the filters would lose their state after the refresh. Dark Mod FM scans now show a progress box with a cancel button, because it's theoretically possible for the server data download to take some unboundedly large amount of time (highly unlikely, but covering the edge cases). Title filter searches now also search TDM "archive" names, same as for the other games. The DarkLoader Import window will now disable the Import Saves checkbox if no backup path has been specified, and shows a link to go to the Settings window where you can specify a backup path.
  23. I could move the text down 1 pixel more, but then the text descenders don't have much to breathe. The overall problem is that the bottom-most subtitle slot, if moved further down, begins to conflict too much with other HUD items. For wider story subtitles, this is the corner inventory and weapon items. For all subtitle types, it is the lower informational messages that can appear above the breathe bar. Keep in mind that all these conflicting HUD elements can be enlarged at user discretion through Settings. One solution is to have the engine change the order in which it fills empty subtitle slots. Currently it is: 0 (lowest), 1, 2. If instead it did either of these policies: Fill order: 1, 2, 0 for all subtitle types; or Fill order: 1, 2, 0 for story subtitles. 0, 1, 2 for non-story subtitles Then the frequency of conflict would be significantly lessened - particularly with (1) - since having 3 subtitles shown at the same time is rare. With a revised policy, the backing fields could be made taller, allowing more widget room, with slot 0 (and slot 1 to a lesser extend) lowered
  24. Because that we would have to copy/paste all rain materials to introduce "deform particle" version. Note that we cannot delete "deform particle2" versions because they are already used, and they cannot be replaced that easily. Then we would have to copy everything again in order to add versions with collisions. But I'm sure mappers might want to create rain patches of different size, so we'll probably have to have versions with layout texture 1024 1024, layout texture 512 512, layout texture 256 256, etc. And then different mappers might have different feelings about the balance between quality and waiting time in case of layout linear, so we'll have many versions of snow too. All of this causes combinatorial explosion, and we'll get at least ten times more materials and particle decls than we have now, causing a lot of confusion. Perhaps combinatorial explosion can be avoided if these settings are specified in another file. I guess at that moment I was not brave enough to introduce a new type of decl files.
×
×
  • Create New...