demagogue Posted February 23, 2020 Author Report Share Posted February 23, 2020 33 minutes ago, JackFarmer said: Thanks, will check and revert to you. This is completely aside, but I've always wondered why non-English speakers say they "will revert to you", since the word revert has nothing to do with replying. They do it here in Japan too. Literally it's saying that I will transform back into you, my original form. Oh well, I'm not going to change the usage of who knows how many 100s of millions of people and this is off topic, so carry on. XD Quote What do you see when you turn out the light? I can't tell you but I know that it's mine. Link to comment Share on other sites More sharing options...
Dragofer Posted February 23, 2020 Report Share Posted February 23, 2020 It might be a way of translating "Ich werde mich an Sie zurückwenden", which literally means "I'll turn back to you". In this context, "revert" would mean going back to the state of looking at & talking with me. In Danish something similar is going on with "jeg vil vende tilbage til dig med resultatet", meaning "I'll come back to you with the result". "Vende" means turn, while "vende tilbage" means return. 1 Quote FM: One Step Too Far | FM: Down by the Riverside | FM: Perilous Refuge Co-FM: The Painter's Wife | Co-FM: Written in Stone | Co-FM: Seeking Lady Leicester Dragofer's Stuff | Dragofer's Scripting | A to Z Scripting Guide | Dark Ambient Music & Sound Repository Link to comment Share on other sites More sharing options...
JackFarmer Posted February 23, 2020 Report Share Posted February 23, 2020 1 hour ago, demagogue said: This is completely aside, but I've always wondered why non-English speakers say they "will revert to you", since the word revert has nothing to do with replying. They do it here in Japan too. Literally it's saying that I will transform back into you, my original form. Oh well, I'm not going to change the usage of who knows how many 100s of millions of people and this is off topic, so carry on. XD That's not correct English? Oh lord, how embarrassing. I have been using this phrase for years now. I do not recall precisely, but I think I adopted this "saying" during my work stays in Singapore and KL ca. ten years ago.... Quote Link to comment Share on other sites More sharing options...
Destined Posted February 23, 2020 Report Share Posted February 23, 2020 I would have said "I will come back to you." I have not heard revert in this context either, so far. But mayeb it is something that you pick up from other people. Quote Link to comment Share on other sites More sharing options...
Geep Posted February 23, 2020 Report Share Posted February 23, 2020 "I'll get back to you" is what I say. And sometimes I even mean it. Anyhow, just an update on my problem, about the video cutscene use-case. Good news: I've got to where I can play video+audio in the darkened room, and associate the player with a camera looking at the screen therein (called video_wall). Bad news: Where I still need ideas is how to delay the start of playback until I trigger it with a script call to sys.trigger($video_wall). Some context - I have a onTrigger() block within my custom GUI that the screen refers to. But no indication it's ever being called. Instead the video (which is set to the background before/outside the block, and seemingly can't be set inside the block syntax-wise) runs immediately. The screen is on a func_static. Maybe it needs to some other class, that has some sort of waitfortrigger spawnarg, in order to catch a trigger and relay it to the onTrigger() block. Thoughts? Quote Link to comment Share on other sites More sharing options...
Dragofer Posted February 23, 2020 Report Share Posted February 23, 2020 @Geepyou could try triggering an atdm:gui_message entity that calls your new video GUI Quote FM: One Step Too Far | FM: Down by the Riverside | FM: Perilous Refuge Co-FM: The Painter's Wife | Co-FM: Written in Stone | Co-FM: Seeking Lady Leicester Dragofer's Stuff | Dragofer's Scripting | A to Z Scripting Guide | Dark Ambient Music & Sound Repository Link to comment Share on other sites More sharing options...
Geep Posted February 23, 2020 Report Share Posted February 23, 2020 OK, that's another approach that doesn't use the darkened room method. Too brain dead now, so later for trying that. Thanks Quote Link to comment Share on other sites More sharing options...
demagogue Posted February 24, 2020 Author Report Share Posted February 24, 2020 11 hours ago, JackFarmer said: That's not correct English? Oh lord, how embarrassing. I have been using this phrase for years now. I do not recall precisely, but I think I adopted this "saying" during my work stays in Singapore and KL ca. ten years ago.... The way you used it is so used that way, especially in Asia, that it's been added to the Oxford dictionary with that meaning (as "South and Southeast Asian variant"). I'd say it's correct if you're talking to anyone from an Asian country, but not great to use with people from Anglophone countries. But no worries. Sorry for the off topic blurb, I'll shut up about it now. XD I'd give my input on the GUI question in return, but I never really figured out how in-world GUI works. Quote What do you see when you turn out the light? I can't tell you but I know that it's mine. Link to comment Share on other sites More sharing options...
peter_spy Posted February 24, 2020 Report Share Posted February 24, 2020 That reminds me of "that's all from my side" (meaning "that's all I have to say"). A loan phrase / translation, I hear it at work very often. Quote Misc. assets for TDM | Artstation stuff Link to comment Share on other sites More sharing options...
Geep Posted February 24, 2020 Report Share Posted February 24, 2020 (edited) Tried @Dragofer's suggestion for showing video using an atdm:gui_message object with custom gui. This solves the "wait until triggered" problem, but still some tough nuts to crack: 1) While the video plays, there's the large TDM main menu cursor clock-hand atop it in screen center. Tried adding code to the GUI to hide it, but no luck with: showCursor 0 showCursor "0" menugui 0 menugui "0" I could try to hide the cursor clock-hand from triggering script instead, if I could find a command that would do that. 2) There's no way (yet) to skip the video. Maybe I can wire up an onAction block for that, to respond to LMB. Or less likely, a custom GUI button atop the video? 3) ESC throws you back to the main menu, but resume only works for the video, not the audio (when using GUI localsound with a separate sound file). Might be workarounds. Edited February 24, 2020 by Geep typo Quote Link to comment Share on other sites More sharing options...
Geep Posted February 24, 2020 Report Share Posted February 24, 2020 BTW, here's what the intentionally minimal GUI looks like: windowDef Desktop { rect 0 ,0 ,640 ,480 backcolor 1,1,1,0 background "video/cutscene_video"; // mp4 shader defined in materials/cutscene_video.mtr file. ..." onTime 0 { resetCinematics; // reset Video to start Desktop::matcolor 1,1,1,1; // show video localsound "video/cutscene_video"; // sound shader (logical name, not file name) } } Quote Link to comment Share on other sites More sharing options...
Dragofer Posted February 24, 2020 Report Share Posted February 24, 2020 Could clone & modify the scriptobject of the atdm:gui_message to create your overlay on a higher layer number and see if it overrides the cursor then. But the default 10 is already very high, so I think the chance of success is low. You can have interactive elements on an ingame GUI. Probably can look at briefings of the type used by my missions to find a functioning skip button. Quote FM: One Step Too Far | FM: Down by the Riverside | FM: Perilous Refuge Co-FM: The Painter's Wife | Co-FM: Written in Stone | Co-FM: Seeking Lady Leicester Dragofer's Stuff | Dragofer's Scripting | A to Z Scripting Guide | Dark Ambient Music & Sound Repository Link to comment Share on other sites More sharing options...
stumpy Posted February 24, 2020 Report Share Posted February 24, 2020 (edited) to hide cursor in gui its nocursor 1 as in 1 = true. use in windowDef Desktop{ } here's one I did ages ago windowDef Desktop { rect 0, 0, 640, 480 nocursor 1 backcolor 0, 0, 0, 1 matcolor 0, 0, 0, 1 background "guis/assets/drayspinetomb/circuitopen.tga" windowDef VidFrame { rect 0, 0, 640, 480 visible 1 backcolor 1, 1, 1, 0 windowDef RoqFile { rect 0, 0, 640, 480 visible 1 background "video/testme" matcolor 1, 1, 1, 1 onTime 8000 { resetCinematics; resetTime "Anim" "0"; } nocursor 0 } } } when you could only use roq files. Edited February 24, 2020 by stumpy Quote Link to comment Share on other sites More sharing options...
Geep Posted February 25, 2020 Report Share Posted February 25, 2020 No luck with nocursor 0, either at the Desktop or within the onTime block. I'll play around some more, but am lacking much insight into GUI structuring. Stumpy, do the windowDef names "VidFrame" and "RoqFile" have special meanings regarding processing? Should I use "RoqFile" even if its an mp4? Dragofer, I'll try boosting the overlay level. Quote Link to comment Share on other sites More sharing options...
Geep Posted February 25, 2020 Report Share Posted February 25, 2020 I meant "No luck with nocursor 1..." Quote Link to comment Share on other sites More sharing options...
Geep Posted February 25, 2020 Report Share Posted February 25, 2020 ...or with a custom scriptobject with overlay levels of 100 or 200 instead of 10. My forehead's flat from banging it against wall. Quote Link to comment Share on other sites More sharing options...
Geep Posted February 25, 2020 Report Share Posted February 25, 2020 Hoo ha, got it working! Change GUI to... onTime 0 { nocursor 1 // This work ONLY in this location, not in Desktop or after reset/matcolor here ... 2 2 Quote Link to comment Share on other sites More sharing options...
peter_spy Posted February 25, 2020 Report Share Posted February 25, 2020 Update the wiki when you have the chance. You'll save others hours of frustration. Quote Misc. assets for TDM | Artstation stuff Link to comment Share on other sites More sharing options...
Geep Posted February 25, 2020 Report Share Posted February 25, 2020 Got some content ready to go, just been waiting for @Springheel to see my request to add me to editors. Quote Link to comment Share on other sites More sharing options...
Springheel Posted February 25, 2020 Report Share Posted February 25, 2020 2 hours ago, Geep said: Got some content ready to go, just been waiting for @Springheel to see my request to add me to editors. I used to be able to do that, but either something has changed or I can no longer find the option to create new accounts since the wiki was moved. Quote TDM Missions: A Score to Settle * A Reputation to Uphold * A New Job * A Matter of Hours Video Series: Springheel's Modules * Speedbuild Challenge * New Mappers Workshop * Building Traps Link to comment Share on other sites More sharing options...
Geep Posted February 26, 2020 Report Share Posted February 26, 2020 Hope there's a solution Quote Link to comment Share on other sites More sharing options...
Geep Posted February 26, 2020 Report Share Posted February 26, 2020 (edited) On another topic, I was looking at a video gui tutorial that referred to ipn.gui in a Doom3 context. Anyone, please PM me if you have that file. Edited February 26, 2020 by Geep Quote Link to comment Share on other sites More sharing options...
Geep Posted February 26, 2020 Report Share Posted February 26, 2020 RE the wiki, I'm guessing there was might have been some custom settings to restrict normal user registration, and custom code (probably php and/or MySQL proc) to do the managed registrations, and that it has been lost. Do we have any contacts with MediaWiki gurus that might help with this? I guess I could take over some existing user account of a user who is long gone (assuming the password could be reset), but (unless the username could also be changed, which I doubt) that would mis-attribute my contributions. So not a great solution. Quote Link to comment Share on other sites More sharing options...
VanishedOne Posted February 29, 2020 Report Share Posted February 29, 2020 Suppose I want to have a nonsolid entity (specifically, one with a particle model) react to being caught in explosions. The explosion might not have a stim associated with it. Is there a way? Quote Some things I'm repeatedly thinking about... - louder scream when you're dying Link to comment Share on other sites More sharing options...
JackFarmer Posted March 1, 2020 Report Share Posted March 1, 2020 I have a mechanical "bookshelf rotator" (or whatever you call that) using Strunk's STAR prefab: https://www.vidlii.com/watch?v=8w9UQSFUaMy I want to put a book into one of the shelves that the player can pick up and read. Movables books and scrolls do not move with the bookshelf and if I bind one of them to the bookshelf, they become non-frobable. How can I do that? Quote Link to comment Share on other sites More sharing options...
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