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  1. Recently revisiting the forums after a longer period of time I wanted to check the unread content. I don't know if I am doing this wrong since.. ever... but on mobile (visiting the unread content page on my smartphone) you have to click on that tiny speech bubble to go to the most recent post in a thread. If you don't click correctly you'll hit the headline and end up at post 1 in the beginning of the thread. It's terrible on mobile, since not only the speech bubble is really small and was to miss. But also the thread headline is just millimeters away from it so you go right to the first post that was ever made instead of the most recent ones. Am I doing it wrong? I just want to go through u read content a d the to the newest post from that topic.
  2. That moment you log into TDM forums and suddenly feel nostalgic...

    1. Sotha

      Sotha

      Protip: if you never log off and stay for ever, there is no nostalgia when you visit.

    2. Melan

      Melan

      Welcome back!

    3. RPGista

      RPGista

      Haha yeah, I feel like that from time to time. Good to see you around.

  3. A@datiswous Ah yeah, well sorry, I was quiet busy and only visiting discord. First time here on the forums since months now I think.. Thank you for the subtitles. I encourage everyone who is interested in using them to download it from here as I'm not sure when I'll be able to implement them myself into the mission. Again, thank you for your work.
  4. I've got a dude sitting at a table in front of a plate of food. How do I make him take a bite and eat? I see nothing regarding eating on either of these wiki pages: https://wiki.thedarkmod.com/index.php?title=Path_Nodes https://wiki.thedarkmod.com/index.php?title=Animations,_Postures,_Controlling_AI_(for_Mappers) https://wiki.thedarkmod.com/index.php?title=Animation_List#Sitting_Animations Edit: I didn't want to double post but also wasn't sure if my other post really pertained to the new release of DR as it may be a folder structure issue I am having. I am having issues creating readables. When I use a prefab and the readable editor it complains about XData info being contained in a PK4 that cant be found and asks to rename it. In game the GUI does not display and is blank then freezes my inventory when frobbed. Here is the order of events: I had a bunch of good working readables, made with DR 2.6 months ago, upgraded to 2.8 last week and couldn't get new readables working. Downgraded back to 2.6 and got ONE MORE made and working but all others I try to create are janked. Same behavior when I tried using 2.8 again, and between TDM 2.07 and the 2.08beta(ver6) it is no different. What extra info would be helpful to investigate? Thanks a ton. Did a little more experimenting and backed up my xdata folder, deleted it from my mission folder, created a new one then tried to make a fresh readable entity from scratch and still to no avail. All the old readables still work just not the new one. In the new xdata file that was autogenerated in my new xdata folder, it has the text info for the new readable that will not work but none of the stuff for any of the old readables that DO still work. Curiouser and curiouser. What am I missing? I’d also like to add that since quarantine leaves me unable to record voices for conversations, I was hoping to fill in some lore with readables. It’s pretty much the last thing I have to work on before my next alpha run.
  5. I am having issues creating readables. When I use a prefab and the readable editor it complains about XData info being contained in a PK4 that cant be found and asks to rename it. In game the GUI does not display and is blank then freezes my inventory when frobbed. Here is the order of events: I had a bunch of good working readables, made with DR 2.6 months ago, upgraded to 2.8 last week and couldn't get new readables working. Downgraded back to 2.6 and got ONE MORE made and working but all others I try to create are janked. Same behavior when I tried using 2.8 again, and between TDM 2.07 and the 2.08beta(ver6) it is no different. What extra info would be helpful to investigate? Thanks a ton. Edit: Did a little more experimenting and backed up my xdata folder, deleted it from my mission folder, created a new one then tried to make a fresh readable entity from scratch and still to no avail. All the old readables still work just not the new one. In the new xdata file that was autogenerated in my new xdata folder, it has the text info for the new readable that will not work but none of the stuff for any of the old readables that DO still work. Curiouser and curiouser. What am I missing?
  6. I followed the Readable Editor tutorial, which seemed straight forward. And I checked the screenshot in the tutorial to see that I was doing it right. Basically I made a readable entity, opened the editor and gave it an XData name in the format 'readables/mapname/notice01'. I then selected a gui definition as shown in the tutorial, typed up the title and body and saved it. The .xd file was saved in /darkmod/xdata as expected and all seemed good. But when I ran my map, the readable was blank. I opened it in the readable editor and all looked good. However if I tried to save it again, I got this error: "You have imported an XData definition that is contained in a PK4, which can't be accessed for saving. Please rename your XData definition, so that it is stored under a different filename." I tried extracting the .gui from the pk4 file and putting that in the guis/readables directory, renaming it in the process. After reloading DR my renamed .gui was listed with the others in the editor. However I still get the XData definition error quoted above. Confused, PranQster
  7. I made a letter using a handwritten font but not quite enough room so I did a new gui so the body starts at the top and left the title blank. It occurred to me that this might be commonly needed but would double up every gui. Might there be value in doing all the readables guis like this by default? The title space and font still exists but unused. When a title is needed the mapper just puts \n\n\n at the start of his body text. Is it possible to have any font control from the xdata? I've searched the net before for xdata info but I think it is a common variable name in some languages so results get flooded with those. The wiki articles don't give a lot of info and I suspect there is more somewhere. I did find a colour control for about 16 colours but they are one line only and over bright, virtually luminous, for our needs. Wiki down at the moment so can't check what's there. No it's not - I left my firewall locked during an overnight virus scan. Line spacing distance seems to be built into the font unfortunately with a small font size yet wastes line space - almost looks double spaced. Can't recall if I'm using popsie or everett but I'm inclined to increase the font size. Trouble is, it looks so real, like when you try to read real handwriting. That might be good for special cases where you want the player to struggle a minute to make out the whereabouts of a secret crypt but probably not for general use. Can't recall if multi- page readables work yet - fairly sure they do but suit only books. Maybe we need a 'multi-sheets of parchment' model and inventory icon to represent several sheets. Not even tried mixing with graphics yet, would font position vary with screen res? - will be easier to do a custom background like a map and probably the way to go. It's probably not such a big deal to have a few like that in a map zip.
  8. DarkRadiant 3.7.0 is ready for download. What's new: Feature: Skin Editor Improvement: Script Window usability improvements Fixed: Hitting escape while autosaving crashes to desktop Fixed: Def parsing problem in tdm_playertools_lockpicks.def Fixed: DR hangs if selecting a lot of entities with entity list open Fixed: Float Property Editor's entry box is sticking around after selecting a float key Fixed: Spline entities without model spawnarg are unselectable Fixed: Entity window resets interior sizing forcing resize each time it is opened Fixed: Spline curves should not be created with a model spawnarg Fixed: Newly appended curve control vertices aren't shown at first Fixed: Light entities are zoomed out in preview window Fixed: Entity inspector spawnarg fields not always updated by UI windows such as Model Chooser Feature: Skin Editor (see video) Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.7.0 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!
    1. demagogue
    2. jaxa

      jaxa

      I've found it difficult to find where TDM is listed as #1 on Greenlight. This page ( https://steamcommunity.com/greenlight/ ) has no ranked listing. This one ( https://steamcommunity.com/sharedfiles/filedetails/?id=858048394 ) has no visible rank or stats page. Is it my script blocker?

  9. Yes, it does. Which makes it interesting that you yourself explicitly said that it's interesting nobody had complained here on the official forums: I did, which is why it stood out to me so much that even though you yourself had personally been involved you would reply claiming nobody had complained here on the official forums. I'm not colorblind at all. Does that make people pointing out that almost no modern games have proper colorblindness support hyperbole? Just because it doesn't affect you, or you choose not to pay attention to the discussion of something, doesn't make it hyperbole. Pick pretty much any modern FPS and you will find plenty of discussion about the near universal disregard for FOV and camera movement as accessibility issues. Denigrating those as hyperbole because you personally don't feel the affects is as bad of a look as demeaning people who bring up the importance of valid allergen warnings like gluten or colorblindness and deafness support.
  10. Ignoring is somewhat inadequate as you still see other members engaging in a discussion with the problematic user, and as Wellingtoncrab says such discussions displace all other content within that channel. Moderation is also imperfect as being unpleasant to engage with is not in itself banworthy, so there is nothing more to do if such people return to their old behaviour after a moderator had a talk with them, except live with it or move away. I'd be more willing to deal with it if it felt like there were more on-topic discussion, i.e. thoughts about recently played fan missions or mappers showcasing their progress, rather than a stream of consciousness about a meta topic that may or not have to do with TDM. I guess the forums already serve the desired purpose, or they just compartmentalise discussions better.
  11. I think it is a good idea! Our ingame mission downloader and mission view has long been subject of multiple improvement suggestions. Due to the sheer mass of missions that have been released in the last 15 years, things got really cluttered and especially newcomers will have a hard time finding what they want. However, improving the ingame guis is quite a task, so a web-based application might really suit this scenario well. Maybe we could even add a linke to it from our ingame menus, so user can access it quicker. Some more things to think about Would users be able to add custom tags and downvote / upvote certain tags, much like the system of Steam? This would also allow to add tags like "beautiful", or "difficult". Actually, the more users can contribute to this system, the better, because it will be automatically maintained then. The browser should also contain a flag for whether the FM belongs to a connected series of FMs or not and have the capability to go to the previous or next FM in that series. There should also be a flag for fully fledges campaigns. Some might like a flag whether or not an FM is "ghostable".
  12. Hey, Every time I've try to use the Full Editor when PM'ing someone, and every single time I get an error. Whoever is in charge of the forum, is it possible that this could be fixed? Thanks Neon
  13. I don't recall a system for noise masking. It sounds like it'd be a good idea, but when you get into the details you realize it'd be complicated to implement. It's not only noise that that goes into it, I think. E.g., a high register can cut through even a loud but low register rumble. And it's not like the .wav file even has data on the register of what it's playing. So either you have to add meta-data (which is insane), or you have to have a system to literally check pitch on the .wav data and paramaterize it in time to know when it's going to cut through what other parameters from other sounds. For that matter, it doesn't even have the data on the loudness either, so you'd have to get that off the file too and time the peaks with the "simultaneous" moment at arbitrary places in every other sound file correctly. And then position is going to matter independently for each AI. So it's not like you can have one computation that works the same for all AI. You'd have to compute the masking level for each one, and then you get into the expense you're mentioning. I know there was a long discussion about it in the internal forums, and probably on the public subforums too, but it's been so long ago now I can't even remember the gist of them. Anyway the main issue is I don't know if you'll find a champion that wants to work on it. But if you're really curious to see how it might work, you could always try your hand at coding & implementing it. Nothing beats a good demo to test an idea in action. And there's no better way to learn how to code than a little project like that. I always encourage people to try to implement an idea they have, whether or not it may be a good idea, just because it shows the power of an open source game. We fans can try anything we want and see if it works!
  14. No. The Aeden's staff optional objective is the hardest of the game. To point out directions here, though, is getting into an area of heavy-duty spoilers ... so I'm constrained in my response just as I was constrained in my responses to the "endless keyhunt" complaints because to show the rather simple direction would be a huge spoiler. So I had to bite my tongue and take it. Aeden's staff is different, though - harder. I've never tried a no-KO ghost playthrough. Because I'm clumsy and have slow reflexes. I think it might be possible to do a stealth no-alerts playthrough. Are you allowed to KO? I think I've gotten the staff a few times in my playthroughs without alerting the builders in that room. The only switchable lights in the FM are table lamps. The cylindrical style wall lamps aren't extinguishable. The other fire and gas wall lamps are extinguished by water. In the Ox all waiters and commoners in the common room and outside are friendlies - except for the waitress in the upper lounge which is filled with enemies. You need water arrows. Moss arrows. Rope arrows. I've never used a gas arrow in a playthrough of the FM but one would make things easier, for sure. I'm going to replay the area and check through the locations that you mentioned - the loop etc. - then if it's OK with you I'll PM you with some info, tho' I'll ask you if you want the info first. So's not to spoil it for others who get that far in the game (few and far between!). I find it almost impossible not to click the "reveal spoiler" tags and read the info ... and, y'know, spoilers do spoil the real deal.
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