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Posted
7 minutes ago, datiswous said:

Doesn't work. It just adds an "s" in the editor.

Is your keyboard querty? I don't know how Godot handles those things. I'll have to double-check the controls are set up correctly.

Do other hotkeys work? Like undo (ctrl+z), redo (ctrl+y / ctrl+shift-z)?

My FMs: By The Cookbook

My tools: FM Packer  |  TDM Packer 2

Posted (edited)

In that case, I'm a bit lost. It's the same as mine.

I exported two versions of the app with a different setting on the hotkey, just now. If you can try them out to see if they work. I uploaded them temporarily to the releases: 

https://github.com/Skaruts/tdm_packer_2/releases/tag/alpha_0.3

I would prioritize the one with the l suffix, and if that one still doesn't work try the one with the u suffix. 

I don't suppose this will fix it. I changed the input mode of the hotkey to unicode (u) and keycode (l, for "latin keycode") instead of the physical location of the key. Since your keyboard is querty, I'm not sure this will make any difference, but if you could try them out, we could know for sure.

All the default key bindings that godot ships with are using latin keycodes, and that includes undo/redo which work on your end, so I'm wondering....

(You can copy the data folder from your tdm packer folder into the new ones, so you don't have to set the paths again)

Edited by Skaruts

My FMs: By The Cookbook

My tools: FM Packer  |  TDM Packer 2

Posted
On 2/13/2025 at 1:37 AM, Skaruts said:

I exported two versions of the app with a different setting on the hotkey, just now. If you can try them out to see if they work. I uploaded them temporarily to the releases: 

https://github.com/Skaruts/tdm_packer_2/releases/tag/alpha_0.3

I would prioritize the one with the l suffix, and if that one still doesn't work try the one with the u suffix. 

I don't suppose this will fix it. I changed the input mode of the hotkey to unicode (u) and keycode (l, for "latin keycode") instead of the physical location of the key. Since your keyboard is querty, I'm not sure this will make any difference, but if you could try them out, we could know for sure.

No, it still doesn't work.

  • Sad 1
Posted

So maybe you could still add a save button or autosave (which you mentioned earlier) at some point, if it's not too much work. I think autosave is really good if you could still revert with ctrl-z

I just don't get why Ctrl-z would work, but Ctrl-s doesn't

Posted (edited)

Yea, I'm gonna go with autosave. Saving tiny files like these is quick enough that I think I can do it whenever you make changes, maybe with a couple seconds delay so that it only saves when you stop making changes. I think it should be fine. 

I can't think of a reason that hotkey wouldn't work either. Ctrl-z is one of Godot's default UI binds and the input is detected internally by the CodeEdit node itself (which is fully implemented by Godot), so it wasn't set up by me. But as far as I can tell I did set up ctrl-s the same way (in the l suffix one). And it works on windows, at least. 

 

Edited by Skaruts

My FMs: By The Cookbook

My tools: FM Packer  |  TDM Packer 2

  • 3 months later...
Posted

Hi @Skaruts.  I thought I would try this out for my next release.  It seems pretty cool and I'd be happy to use it, but I'm having some issues (maybe user error but let me know 🙂 )

  • The .pkignore editor in the 'Files' tab doesn't seem to work. It just shows a screen with 'TODO' on it.  It created the .pkignore file, but I can't edit it anywhere within TDM Packer 2.
  • The 'Test' functionality doesn't seem to do anything.  I packed my mission up OK, but when I pressed the 'Test' button it launched my Test TDM instance (a fresh install of TDM 2.13 in a different location), but it didn't copy the newly packed mission to it. (EDIT: this seems to be working now, not sure what happened before).

Feature requests:

  • I like to version my releases and note the release number and timestamp in darkmod.txt and readme.txt.  I was previously doing this with a tokenized search and replace in my build script.  Would you be able to add something like this?  Just some config where you could record a version number and it would insert it into any file with some sort of configurable token like [VERSION] or the build time with [TIMESTAMP]. Actually, this is also useful to name the .pk4 file after the release (e.g. lt4-0.2-beta.pk4).  This is especially useful during beta testing when there are loads of different versions of the file flying around.
  • Some sort of user feedback when you pack the file would be helpful, even if it's just a pop up that says 'Pack complete' or something. (EDIT: nevermind, I just noticed the console there.  I had it collapsed or something before I think)

This is all with version a0.3.2 on Windows.

  • Like 1

TDM Community Github: https://github.com/thedarkmodcommunity

My fan missions:

With Kerry000: The Hare in the Snare, Part 1

The Lieutenant Series: In Plain Sight  High Expectations Foreign Affairs A Reciprocal Gambit

  • 2 weeks later...
Posted (edited)

@Frost_Salamander 

Sorry for the delay. 

The .pkignore editor is in the Package -> Pack tab.

You can completely ignore the the Files tab as it currently serves no purpose. It was intended for editing other files (scripts, xdata, etc), but I couldn't get it to work properly so I left it for sometime in the future. 

(As it stands it's best to always confirm the list of files that are packaged, as the filtering may still not be 100% reliable.)

On 6/7/2025 at 7:20 PM, Frost_Salamander said:

I like to version my releases and note the release number and timestamp in darkmod.txt and readme.txt.

I like the idea of automating the versioning, especially naming the pk4 after it.

For the darkmod.txt side of it, it would require a different setup. Last time I worked on this, I tried to separate the darkmod.txt editing into separate UI fields, but it was being a huge pain to get them all working properly, so I left it on stand-by as well. 

I'm not sure about the readme, though. Could you show me an example of how it looks like?

On 6/7/2025 at 7:20 PM, Frost_Salamander said:
  • Some sort of user feedback when you pack the file would be helpful, even if it's just a pop up that says 'Pack complete' or something. (EDIT: nevermind, I just noticed the console there.  I had it collapsed or something before I think)

Yes, for now the console is the only way of providing feedback. I'd like to improve on this at some point. For packaging, I could get a progress bar going, with the pack listing next to it.

I'll see if I can get back to this project soon. I had to let it go for a while due to burnout.

Edited by Skaruts
  • Like 1

My FMs: By The Cookbook

My tools: FM Packer  |  TDM Packer 2

Posted
5 hours ago, Skaruts said:

@Frost_Salamander 

Sorry for the delay. 

The .pkignore editor is in the Package -> Pack tab.

You can completely ignore the the Files tab as it currently serves no purpose. It was intended for editing other files (scripts, xdata, etc), but I couldn't get it to work properly so I left it for sometime in the future. 

(As it stands it's best to always confirm the list of files that are packaged, as the filtering may still not be 100% reliable.)

I like the idea of automating the versioning, especially naming the pk4 after it.

For the darkmod.txt side of it, it would require a different setup. Last time I worked on this, I tried to separate the darkmod.txt editing into separate UI fields, but it was being a huge pain to get them all working properly, so I left it on stand-by as well. 

I'm not sure about the readme, though. Could you show me an example of how it looks like?

Yes, for now the console is the only way of providing feedback. I'd like to improve on this at some point. For packaging, I could get a progress bar going, with the pack listing next to it.

I'll see if I can get back to this project soon. I had to let it go for a while due to burnout.

So the readme is displayed when you click the 'notes' in the mission description while in-game.  All I meant was I usually have a token replace here as well with the build version and timestamp.  See here from Lieutenant 3: https://github.com/FrostSalamander/lt3/blob/5517148beab710eee054d4626d55deb74025a95d/readme.txt#L5

Any token replace shouldn't be file-specific though - maybe just confine the operation to certain folders (or just the root folder but not subfolders).

And yes, naming the .pk4 with the version number would be useful as well, especially when you have loads of beta versions flying around during testing (although I suspect the dev team would maybe rename it when putting it into SVN).

I hope you continue supporting this, as it's now my preferred way to pack the missions.  I love the 'test' functionality too - I did this manually with every build previously and it was tedious - this make it hassle-free!

  • Like 1

TDM Community Github: https://github.com/thedarkmodcommunity

My fan missions:

With Kerry000: The Hare in the Snare, Part 1

The Lieutenant Series: In Plain Sight  High Expectations Foreign Affairs A Reciprocal Gambit

Posted
21 minutes ago, Frost_Salamander said:

So the readme is displayed when you click the 'notes' in the mission description while in-game.  All I meant was I usually have a token replace here as well with the build version and timestamp.  See here from Lieutenant 3: https://github.com/FrostSalamander/lt3/blob/5517148beab710eee054d4626d55deb74025a95d/readme.txt#L5

I see.

I suppose I may be able to go even a bit further and support arbitrary variables, so you could do something like this and have less worries.

----------------------------------------------------------------------------------------------------
FM Title           : $title
Author             : $author
Build Date         : $pack_date
Version            : $version
----------------------------------------------------------------------------------------------------
  • Like 1

My FMs: By The Cookbook

My tools: FM Packer  |  TDM Packer 2

Posted (edited)

Just published a more juicy update than usual, which includes the latest suggestions.

Ended up getting back to this project way sooner than I expected. :) 

Alpha 0.4https://github.com/Skaruts/tdm_packer_2/releases/tag/alpha-0.4

 

Maybe I'll start bringing some of the features from the python version into this one, now. They're long overdue.

Edited by Skaruts
  • Like 1

My FMs: By The Cookbook

My tools: FM Packer  |  TDM Packer 2

Posted (edited)
On 2/8/2025 at 6:32 PM, nbohr1more said:

As for special characters?

( ) { } [ ] | ! @ # $ % ^ & * , + - " ' : ; ? < > ` ~ /

I just noticed you included a / in there, because Godot uses / for all paths, and all path validity checks just failed when I was testing the code.

I'm presuming I don't need to worry about it, as the zip file will probably always contain the compatible one, and it may be ok to not check for that character.

But I'm a bit confused at how / causes problems, though, so I'm not sure what to think.

The python version uses \ instead (I think), which may be why I never noticed this before, but maybe that's because I'm on windows. If that's the case, then it will misreport every path as invalid on linux.

Edited by Skaruts

My FMs: By The Cookbook

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  • 1 month later...
  • 2 months later...
Posted (edited)
6 hours ago, datiswous said:

because you couldn't get the manual save working (in Linux)

That was a problem with hotkeys, though, not with the actual data saving. The hotkey itself (ctrl+s) wasn't working on Linux, for some reason.

Thanks, anyway.

Edited by Skaruts

My FMs: By The Cookbook

My tools: FM Packer  |  TDM Packer 2

Posted (edited)
3 hours ago, Skaruts said:

That was a problem with hotkeys, though, not with the actual data saving. The hotkey itself (ctrl+s) wasn't working on Linux, for some reason.

Ah ok, right. Ok I remembered it incorrectly.

Btw, what version of Godot is it based on? It might be nice to be able to see this in the program also.

Edited by datiswous
  • 3 weeks later...
Posted (edited)
On 11/13/2025 at 8:52 PM, datiswous said:

Btw, what version of Godot is it based on? It might be nice to be able to see this in the program also.

Sorry, I hadn't noticed your reply before.

It's using Godot 4.4. (I think it should work fine with 4.4.1, too.)

Edited by Skaruts
  • Thanks 1

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