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New to DR : Readables and xdata


kingsal

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Hello!

I am new to DR and I am trying to get some working readables in my map.

Currently, I have my xdata and strings files (copied from St Lucia) placed in my darkmod/fms/project folder under strings and xdata.

This works okay, but in order to see my edits to the strings I have to re-install my map.

 

- Is there a way to place an xdata folder in the darkmod/maps folder where I keep my other working map files? Rather than having to re-install my FMS every time?

- Where does the readable editor in DR place its xdata? Every time I open it is says failed to (Xdata Name)

 

 

 

Sorry for such a newbie question, but I appreciate the help. I can't seems to find this info in the tutorials.

Thanks!

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Sounds like a path issue. What do you have DR Game preferences set to? You need to type in your FM directory name for your FM in the "Mod Base" field so DR knows where to put stuff.

 

Xs8FXWU.jpg

Edited by Lux
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Awesome!

 

That did it. I checked to make sure my fms directory was correct in DR. I also I didn't realize you could just restart TDM to update the readables.

Thanks guys, much appreciated.

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reloadXdata works. It reloads the data stored in the xdata files.

 

There are a couple more, though:

  • reloadScript: reload custom scripts (except the one in the mapname.script, it's reloaded upon map start)
  • reloadEngine: reloads the engine, which is needed if you have changed a material or an entity definition or a particle for example

On another note: idTech4 console commands are not case-sensitive, so you can past them without having to care about that.

 

There is also a devmap command, which loads a map in developer mode. But I don't use it so I can't say what it is doing.

 

There are other useful things:

  • r_showPortals 1: shows visportals and whether they are open (green) or closed (red)
  • com_showFPS 1: shows FPS ingame
  • it is possible to bind a key to a command displaying the aas areas in game, which is used for ai navigation. this is extremely useful to solve ai navigational problems (like them walking in circels on one spot)
  • r_showLightCount 1: shows how much light falls onto each triangle, good for solving performance issues
  • r_showTris 1: displays all tris. this is good to find out where it makes sense to convert worldspawn into func_static to save performance
  • tdm_hud_hide_lightgem 1: (not completely sure whether it was called like that) disable showing the lightgem, which is good for taking screenies :)
  • there are a couple of commands for ai to check there alert state, and it is possible to show sound propagation in game, which together can be useful to tweak gameplay.
  • etc...

If you google cvar console commands you should find a complete list somewhere.

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FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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