Search the Community
Searched results for '/tags/forums/character' or tags 'forums/characterq=/tags/forums/character&'.
-
For the people eager to play with the latest state of development, two things are provided: regular dev builds source code SVN repository Development builds are created once per a few weeks from the current trunk. They can be obtained via tdm_installer. Just run the installer, check "Get Custom Version" on the first page, then select proper version in "dev" folder on the second page. Name of any dev version looks like devXXXXX-YYYY, where XXXXX and YYYY are SVN revision numbers from which the build was created. The topmost version in the list is usually the most recent one. Note: unless otherwise specified, savegames are incompatible between any two versions of TDM! Programmers can obtain source code from SVN repository. Trunk can be checked out from here: https://svn.thedarkmod.com/publicsvn/darkmod_src/trunk/ SVN root is: https://svn.thedarkmod.com/publicsvn/darkmod_src Build instructions are provided inside repository. Note that while you can build executable from the SVN repository, TDM installation of compatible version is required to run it. Official TDM releases are compatible with source code archives provided on the website, and also with corresponding release tags in SVN. A dev build is compatible with SVN trunk of revision YYYY, where YYYY is the second number in its version (as described above). If you only want to experiment with the latest trunk, using the latest dev build gives you the maximum chance of success. P.S. Needless to say, all of this comes with no support. Although we would be glad if you catch and report bugs before the next beta phase starts
- 28 replies
-
- 15
-
-
-
I got stuck on these two: "#str_02480" "Sloven®ina" // Slovak (® in ISO-8859-1 is č in our font) "#str_02481" "Sloven¨®ina" // Slovenian (southern slovenia) (¨ => š) I believe Slovenia and Slovakia are two different countries, so the comments here are confusing. I see that #str_02481 is not used anywhere. In the code #str_2480 is used, and all the variable/filenames and comments call it "slovak". The specific trouble for me is that this special doublequote symbol (code 168) is mapped to ? (question mark) in French, and the normal ? is also mapped to ?. So I get as situation that two UTF-8 characters are both mapped to question mark in French. I think I can just delete #str_2481. But I'm now worried about general confusion. Should we rename "slovak" to "slovenian" in the code and filenames? I don't see any "slovak.lang" files in existing missions, so it should not break anything. UPDATE: Here is the full list of UTF-8 characters which are mapped to the same character: Lang "hungarian" key "#str_01050": char "63" obtained from both "{'õ'}" and "û" Lang "hungarian" key "#str_02010": char "63" obtained from both "{'û', 'õ'}" and "?" Lang "hungarian" key "#str_02462": char "63" obtained from both "{'?', 'û', 'õ'}" and "ñ" Lang "hungarian" key "#str_02464": char "63" obtained from both "{'?', 'û', 'ñ', 'õ'}" and "ê" Lang "hungarian" key "#str_02467": char "63" obtained from both "{'?', 'ê', 'ñ', 'û', 'õ'}" and "¬" Lang "hungarian" key "#str_02469": char "63" obtained from both "{'?', 'ê', 'ñ', 'û', 'õ', '¬'}" and "à" Lang "hungarian" key "#str_02480": char "63" obtained from both "{'à', '?', 'ê', 'ñ', 'û', 'õ', '¬'}" and "®" Lang "hungarian" key "#str_08326": char "63" obtained from both "{'à', '?', '®', 'ê', 'ñ', 'û', 'õ', '¬'}" and "Õ" Lang "slovak" key "#str_02462": char "63" obtained from both "{'?'}" and "ñ" Lang "slovak" key "#str_02464": char "63" obtained from both "{'?', 'ñ'}" and "ê" Lang "slovak" key "#str_02467": char "63" obtained from both "{'?', 'ñ', 'ê'}" and "¬" Lang "slovak" key "#str_02469": char "63" obtained from both "{'?', 'ñ', '¬', 'ê'}" and "à" Lang "slovak" key "#str_02480": char "63" obtained from both "{'à', '?', 'ñ', 'ê', '¬'}" and "®" Lang "swedish" key "#str_02467": char "63" obtained from both "{'˝'}" and "Č" Lang "swedish" key "#str_02480": char "63" obtained from both "{'˝', 'Č'}" and "č" So I guess the script just replaces chars that it does not knowing specific language with question mark. Maybe simply allow it? I think the general practice of trying to display the language names in its native language regardless of which language is active is bad, especially given that engine is not capable of displaying all the characters with each language. We should localize language names, i.e. display Russian as "русский" only when Russian is active, but "Russian" when English is active, "Rússo" in Portuguese, "Ruski" in Serbian, etc. The user has to know a bit of English anyway in order to navigate through settings, and I believe everyone capable of downloading TDM already knows the name of his language in English.
-
I see we have independently noticed this problem. I have proposed named strings for these instead of numbered strings in https://forums.thedarkmod.com/index.php?/topic/23204-proposed-i18n-improvements-for-tdm-215/ Would you be willing to change your patch to use those names? I'm translating those strings into the 16 languages now. I'll look to your translations for the German versions.
-
Looking at the hard-coded strings for which I offered new #str_id's, I decided to generate language strings for just this item first: // In mainmenu_settings_controls.gui; appears as Settings/Controls/General/row 2 "#str_menu_toggle_creep" "Toggle Creep" // Controls/General // "Disabled;Enabled" The setting means (briefly) "change the Creep key from hold-to-use mode to press-to-toggle mode". Creep itself means move slowly (and steathly). A challenge is that there are already translations for the "Creep" keybind setting, which it would be good to be consistent with to the extent possible: Glossary for "#str_02422" "Creep" [English]: "Schleichen" [German] "Avancer lentement" [French] "Skradanie" [Polish] "Arrampicati" [Italian] "Sigiloso" [Spanish] "Mover-se sorrateiramente" [Portuguese] "Красться" [Russian] "Plížení" [Czech] "Araszolás" [Hungarian] "Plížiť sa" [Slovak] "Kryb" [Danish] "Furisarea" [Romanian] "Sürünme" [Turkish] "Sigilós" [Catalan] For the "Toggle..." aspect, there are similar reference lists, e.g. "Toggle Crouch" vs "Crouch". A constraint is that "Toggle Creep" is a Setting prompt, so the space for any translation is delimited. I estimated that generally for Setting prompts, an appropriate string length upper limit would be 22 characters (including space & punctuation). I prompted ChatGPT with the foregoing information (and general context about this being for a PC game platform). Several iterations were involved. Because of the character limit, some other synonyms were used in some cases, e.g.: "switch" or "alternate" for "toggle"; "move furtively" for "move slowly". To have consistency, the "Creep" string itself would need to change for several languages. Overall results: For "Toggle Creep"... German: Schleichen umschalten French: Basculer marche lente Polish: Przełącz skradanie Italian: Alterna furtività Spanish: Alternar sigiloso Portuguese: Alternar furtividade Russian: Переключить 'Красться' (here, single quotes replace the angle quotes that are not in TDM's char set.) Czech: Přepnout plížení Hungarian: Araszolás ki/be Slovak: Prepínanie plíženia Danish: Kryb til/fra Romanian: Comută Furisarea Turkish: Sürünmeyi aç/kapat Catalan: Alternar Sigilós Dutch: Sluipen schakelen Swedish: Växla smygning Translation adds for "#str_02422" "Creep" Swedish: Smyga Dutch: Sluipen Translation changes for "#str_02422" "Creep" (to better match Toggle Creep, and so allow latter to be 22 chars max) French: Avancer lentement -> Marche lente Italian*: Arrampicati -> Furtività Portuguese: Mover-se sorrateiramente -> Furtividade * The word Arrampicati means "climb!", and seems wrong. Maybe this was supposed to be applied to the "Mantle" keybind setting So, this is a slow process so far.
-
yeah lovecraft can be a bit hard to adapt in a game but can be really good if you capture the elements correctly. intro starts of as more of a sneaking and gathering information sequence, then things heat up in attack of the fishmen with a lot of running and gunning. at the marsh plant it becomes a mix between action sneaking and puzzle solving as well as survival untill you nail the younger marsh brother. at the esoteric order it goes into more sneaking puzzle solving and occasional action while gathering more information. this is where you get the knife which might actually be the most effective weapon in the game, but it requires stealth. you also team tag with another game character. and yeah the game can be pretty brutal to survive in, maybe something to look into in a remake. game saves are dependent on signs which are used as save points. while the idea is cool (bit like the save gems in daikatana or the consoles in dead space) it does ruin things a bit cause there arent many of them and autosaves only work by chapter. if you struggle in some parts, use dcotepatch to enable developer mode and use noclip or yuck god mode. the game was rushed due to the developer going bankrupt (one guy had to finish it up) so it is pretty unpolished gameplay wise.
-
How you can help depends a lot on what skills you have. I can Record Video Recording "Let's Play" videos or simple walkthroughs of existing missions and posting them to Youtube is great exposure for the mod (see example .) Be sure to let us know so we can link to them. If you have some editing ability, Video tutorials, where you explain how the mod works, or how to use specific tools, would also be great. Video trailers, showcasing interesting places and features, are also great for publicity. An example is . I can Write Writing reviews for missions are always nice, especially if they include good screenshots. Not only does it give us something to post on other forums, but it makes mappers feel good when their mission gets attention (especially if it's positive). We have a collective thread to post reviews in: http://forums.thedar...s-walkthroughs/ Writing reviews of the mod as a whole, targetted an an audience that doesn't know much about TDM, is also very useful. You could also try offering your services to mappers to create interesting readables, or to proofread for their mission. I can Act and Record Audio We are always on the lookout for good quality audio recordings for vocal sets. If interested, you can pick a few different lines from this script: http://wiki.thedarkm...t:_Average_Jack and send the recordings to Springheel, who then writes a script based on the type of voice you have. I can Translate We could always use translations of our menu/hud into more languages. Also, only a few FMs are aavailable in more than one language, so there is a lot of work there, see the I18N Translator's Guide in the Wiki. I can Model Great! Take a look at the model request thread:http://forums.thedar...-requests-here/ and pick something that interests you. Or just post a, "Hey, anybody want a model?" thread in this forum and I'm sure mappers will get back to you. I can Animate Fantastic. We can always use more good animations. Our current character rigs use a Maya skeleton. PM Springheel for more info. I know C++ Have a look at our coding section in the wiki, pick an issue or feature from the bugtracker of the mod or the leveleditor, download the recent sourcecode release (or better ask for an SVN checkout) and get cracking. Make sure nobody is already working on that specific issue and feel free to ask questions. I can Edit Images We can always use completely new textures and/or improved versions of older textures. How to get started and how to import them into the mod. I can Take Photos Good quality photos of useful textures (medieval-ish building facades, dirt, rocks, wood, etc) are always welcome. The fewer directional shadows and higher resolution, the better. I don't have any skills Even if you can't do any of the above, you can still help out. Talk about TDM in other forums; share your (preferably positive) experiences with other gamers you know. Last, but not least, compliment people when you like their work. Saying "thanks", to a developer or, "I really enjoyed your mission" to a mapper will make their day. -------------------- I'll update this further as more things occur to me.
-
@Geep, doing massive restructure on old state is not a good idea. Since you are marked as Contributor, don't you have direct SVN access to the assets repo? If no, we should simply give you the access. I can't say I see anything still used in your list to be deleted. Usually the best way to check is to search over guis/ + scripts/ + maybe C++ code. Feel free to delete unused and reorder the lines in the strings file. I don't really like the yaml idea, because you are basically trying to extend the already overly massive strings framework. Now we have tons of old Perl code that nobody wants to mess with, and you'll add some more code which nobody will want to mess with a few years later? And what will yaml give you, really? If you reorder the lines in the existing format, you will get the grouping you want. The current order is messy simply because everyone is lazy to search for similar / related strings every time they want to add a new menu settings. And I'm afraid things will stay this way. Even if you make perfect order, it will slowly rot over time. Finally, here are some of my thoughts regarding strings framework: I would be happy to make all.lang the only file with strings, encoded in UTF-8. The engine should read it directly and use per-language table to convert permitted UTF-8 characters into its weird 8-bit encoding which is uses now (without generic UTF-8 decoding). This way we can finally get rid of the old Perl stuff. The strings file should support full-text replacements in addition to placeholder replacements we have now. That would allow translators to translate a mission without forcing the author to turn it into a total mess which is harder to work with. The full-text replacements should be used for missions, placeholders should be used for core. The p.1 idea will require changes in the engine, but I think they are quite lightweight. Reading UTF8->8-bit character table per language, and convert UTF-8 into native format when strings are loaded. What scares me more is trying to understand how it works now and constructing these new tables.
-
Yes, instead of starting with the English text in the prompt, it is better to point it to a file instead, when the amount of text is voluminous (as it will be in my upcoming Group 3 work in https://forums.thedarkmod.com/index.php?/topic/23204-proposed-i18n-improvements-for-tdm-215/ ). Good to know Google Translate supports URL file access. So does ChatGPT (even the basic version without login).
-
Here's a .blend file with a Darkmod NPC rig: https://drive.google.com/file/d/1-odjc8A54ED5qgO7pA01Nr59U2_2jFmL/view?usp=sharing set up to be used with this motion capture animation pack https://www.rokoko.com/mocap/free-mocap-assets It's a stripped down version of this Blender rig. Exporting works the same way. For retargeting you'll need to install this addon: https://github.com/Mwni/blender-animation-retargeting It works in Blender 3.6 as well as 4.5. Animation playback of longer files is waaay faster in 4.5 but the drawback is that md5 file exporter won't work with anything newer than 3.6. This pack contains different skeleton standards. This setup was made for Mixamo which seems to be majority of files. Import .fbx file with scale 48, manual orientation: x forward to match the Darkmod skeleton. When selected, keyframes of the imported animation will be displayed. Select armature_control. In the retargeting addon tab (in right panel), in 'Source' box choose the imported skeleton name. Load config file: Darkmod_male_NPC_mocap_Mixamo.blend-retarget This should pair up both skeletons. First frame in animations is a t-pose. Proper animation starts at frame 2. Typically animations start offset from the center. You can move the character to the center at the start of the animation simply by dragging armature_control object. Similarly, character model may be slightly below ground level. Move armature_control up to adjust. Origin bone in tdm_ai_proguard has constraints to follow the pelvis. Otherwise it would stay in center. Here's what happens when origin bone stays in the same place. This is idle animation playing: And here's what happens when origin bone follows the character: I found that in order to match imported skeletons I had to bend darkmod skeleton forward a little bit. That pose is saved as "tpose_mixamo" single frame animation. I don't guarantee that this is the best way you can do it. Perhaps skeletons could be matched in a more ideal way. Remember that there are bones for clothing in Darkmod, that aren't in the motion capture files and need to be animated by hand :)
- 17 replies
-
- 4
-
-
-
- motion capture
- blender
-
(and 4 more)
Tagged with:
-
Hello and thanks for checking out this post. I'm delighted to announce that version 1.1 of my fan mission "Cole Hurst 1: Eaton" is now available to download and play. This post is spoiler free, so please don't avoid digging into the details below if you are interested. I'm just using the spoiler tags to organize this post a bit. Let me start by saying "thank you" to anyone who has either previously played - or is considering playing this mission. It really means a lot to me. I have been away for a while, but following a round of beta testing that took place some time last year, I've only just recently managed to finish this update. I'm slightly embarrassed by how long it has taken me to complete, but I wanted to make sure that the valuable feedback I received was all properly addressed. Mission description "Tonight, Eaton's wealthiest citizens will gather at Lord Mayor Zelmer's estate to celebrate the city's founding. Nobles, dignitaries, a famed musician, and even the Queen will pass through its gates. While the guests celebrate Eaton's future, Cole Hurst is looking for a way out." For those new to and/or curious about this mission: I guess I would describe it as a traditional heist-style mission - although with a couple of major plot twist along the way. It's a very large map and I think it should take most players at least a few hours to complete. Screenshots Changes in version 1.1 Countless additions and a large amount of smaller tweaks and changes have all made it into this release. I may have already forgot a few things, but here are what I consider to be the main highlights: * New secrets & optional side quests * Story tweaks and reworked readables * Subtitles * Difficulty tweaks and related changes * Stability fixes * Various cosmetic changes * Audio tweaks * TDM version 2.13 now required Contributions and acknowledgments A special thanks to all of those listed below. I'm sincerely grateful for all your contributions! Mission testers and technical support @nbohr1more, @stgatilov, @duzenko, @Acolytesix, @Dragofer, @JackFarmer, @Shadow, @Cambridge Spy, @wesp5, @madtaffer, @prjames, @suzy8track, @datiswous, @boissiere and @Bergante Story Kelly Hrupa Voice actors twhalen2600 (AKA @Benny_the_guard) and Kelly Hrupa
- 13 replies
-
- 14
-
-
-
There's now an editable fan mission list on the wiki, for the sake of tracking missions made for The Dark Mod. Please read and follow the guidelines, and help keep the list up to date! Direct link, but also accessible from the wiki title page: http://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod Discussion of changes (format, policies, entries, etc.) can take place in this thread. --------------------------------------- There is also now a wiki page to track upcoming fan missions: http://wiki.thedarkmod.com/index.php?title=Upcoming_Fan_Missions Submissions, progress, and any discussion for missions under construction can take place here: http://forums.thedarkmod.com/topic/11639-upcoming-fan-missions/
-
Of interest to translators, new wiki page https://wiki.thedarkmod.com/index.php?title=Multilanguage_Display That page ends with a big fat color-coded table, per Unicode character, comparing TDM and supported five ISO-8859 encodings. It should help guide a translator trying to show a desired character, even if that character is not native to the current language.
-
Sounds like at least some of the sound and particle effects are from the store: https://www.ttlg.com/forums/showthread.php?t=153298&p=2537323&viewfull=1#post2537323 I wonder why the guy is so obsessed with Steffi Graf, by the way.
-
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.
-
Hello! Tracking down information on software and plug-ins that work with D3 / TDM can be a tough. So I have created a thread here where people can post what software/ plug-ins/ tutorials or other references they've had success or failure with in TDM. 3DS MAX 2013 64bit .ase - Default .ASE model exporter works. However you have to open the .ase file in text edit and manual change the *BITMAP line on each material to read something like: "//base/textures/common/collision" which allows the engine to read the correct material path. md5.mesh / animation - Beserker's md5 exporter/importers for 3dsmax. http://www.katsbits.com/tools, Importing and exporting works. The model must be textured, UV'd, with a skin modifier attached to the bones to export. PM me (Kingsal) for help with this. Imported models using the script will not be weighted appropriately, so this is not recommended if you are simply trying to edit existing tdm content. (Use blender instead) MAYA 2011 32bit md5.mesh - So far I've not had any luck with Maya 2011. I am using Greebo's MayaImportx86 for Maya 2011. I've got the importer working however I get a "Unexpected Internal Failure(kFailure)" and the import fails. This could be due to something finicky in Maya that I am not doing correctly. Will keep trying.. Blender 2.7 about - Blender is commonly used and pretty well supported on the forums/ wiki. Various versions may work as well - https://www.blender.org/download/ md5.mesh / animation Blender MD5 importer/exporter (io_scene_md5.zip): https://sourceforge.net/projects/blenderbitsbobs/files/ Sotha's guide Blender Male/ Female rigs by Arcturus - Here Edit by Dragofer: more links found in this post.
-
Jerkiness in game can be mitigated by smoothing up animation curves in Blender before exporting. There's one potential obstacle if we're to replace current idle animations. All idle animations, and by extension some other too, start and end with the same pose. It's especially important that feet are in the same position. There is quick 3 frame transition (interpolation), but if poses aren't matching it looks bad. The thing is, I don't like current default idle pose. It's supposed to be relaxed, with one leg back, but in my opinion it's imbalanced and unnatural. Left upper leg is twisted too much. I think it should be neutral, symmetrical and short. Then you can easily make longer animations where character shifts weight to one leg or the other, like in the video above. Symmetrical pose makes mirrored animations easier, such as turn left/right could simply be flipped. Other, bigger issue is the fact that first frame of the idle animation is used as a default pose in Dark Radiant. To me t-pose would make more sense. If mapper attached something to an NPC using bindtojoint and the animation changes, that means that such object will be misaligned now. That misalignment wouldn't be game breaking, but may look bad. A compromise would be to leave upper body as is, change only legs and hope that mappers didn't attach anything to leg joints using 'bindtojoint'. Cause as I understand this is not an issue with the Def_Attach method? https://wiki.thedarkmod.com/index.php?title=Attaching_Props_to_AI Edit: feet should be slightly rotated, this is just a quick example, not final.
-
To summarize the various findings regarding character-level problems and their workarounds - Recommended Platform The 2024 improvements in character coverage of Stone 24pt were not distributed with TDM 2.13, but now in TDM 2.14. So the Air Pocket update's i18n will work best wtih 2.14. Mapping Error Fixed [Romanian] Due to an old romanian.map error, the Romanian character ș was rendered as Ș. Reported & fixed in bugtracker 6661, committed to dev 2.14 Rev 17437 build. Special (hacked) handling of readables in Air Pocket, to ovecome the shortcomings of mainly-ASCII fonts A system has been proposed to show the text first in English (where font is fine) and then (when current language is not English) switch over to the current language, but in the Stone font, which [at least for 24pt body font] has all 256 characters. This would require new C++functionality, not yet developed. In the meantime, the workaround implementation is to embed a copy of the English text (without #str_) within custom readable sheet GUIs. Specifically for Air Pocket, the fonts and scalings used are as follows. For pg1... Mac Humaine [with English title and body textscales of 0.40 and .31, both invoking 48pt]. Stone [with non-English title and body textscales of 0.30 and 0.23, respectively invoking 48pt and 24pt]. For pg2... Shoppinglist [with English title and body textscales of 1.0 and 0.5, both invoking 48pt]. Stone [with non-English title and body textscales of 0.52 and 0.26, respectively invoking 48pt and 24pt]. For more about this, besides earlier in this topic, see bugtracker proposal "0006638: Feature request: Provide Minimal Engine Support for Fade-In Translations in Readables". For planned improvements to Stone 48pt (as well as Carleton 24pt), see bugtracter 6656, 6657. Changes to English mission_briefing.xd Some pg_1 and pg_2 sentences are slightly altered from airpocket 1.0, to generate more-valid translations. And pg_3 is introduced, to handle language overflows. Unsupported characters in the TDM Char Map [Spanish] Can't do leading "¡", so drop it and replace trailing "!" with "." Missing characters in the Font used for Briefing & Objectives, Carleton 24pt The correct full translation is retained in all.lang as a comment, but the real text has the missing character substituted by its base character without accent. Specifically: [Polish] character ń (0x9c in TDM charmap) --> n [Danish] charactera å (0xe5 in TDM charmap) --> a [Romanian] characters ș and ț (0x9d & 0x9e in TMD charmap; and probably not upper case versions either) --> s and t, S and T. Wrong-sized character in the the Font used for Briefing & Objectives, Carleton 24pt [German] lower-case "ß" (Eszett) is shown with upper case height. Left as is in Air Pocket (although replacement with "ss" would also be OK). Needs a system-level font fix, e.g., down-scaling in the DAT file. Missing characters in the Font used for Messages (tdm_message_no_art), Stone 48pt [Polish] character ń (0x9c in TDM charmap) --> n Missing characters in the Font used for Title of Stone Readables, Stone 48pt Because under TDM 2.13/2.14, Romanian character ț is not available in Stone 48pt, (used in title), only Stone 24pt (used in body) , we do a work-around, namely, suppress use of title. (Other chars also missing from Stone 48pt: ș, Ș, T+hook.
-
Ah, sorry. Let me copy the content here... All - Recall that the Carleton 24pt font is widely used throughout the main menu. In some cases, a particular text string is indicated as selected (or being moused-over), by showing each character in white with a red background "glow", offset to the right (and often below). I'm wrapping up a revision cycle for Carleton 24pt, and now have to deal with the corresponding carleton_glow bitmaps. It would save me considerable time if I could just use a dup of (revised) carleton 24pt itself to do this, instead of creating custom bitmaps and DAT files. Using a dup for carleton_glow would simply rely on existing GUI offsets to show a red drop-shadow. That is how the /russian/ version of carleton 24pt implements red glow. Visual Examples We'll start with existing TDM 2.14, looking at the main menu's Settings/Video/Language page. (You can run TDM to see this comparison live.) Two screen shot snippets are shown, from page top and (with mouse-over) bottom. Here's English, which uses custom bitmaps with "blurred/feathered" glow: Then here's the same page after Russian is selected as the language and TDM restarted: There's not a lot of difference. The white part of English is a little crisper, but may be attributable to... English carleton 24pt has 512x512 bitmaps, while Russian has the traditional 256x256. English carleton 24pt glyphs have edge-darkenting (i.e., thin black border), which was not done for Russian. Thus, I think the difference is not due to the different red glow treatments. The English glow has hints of red to the left of some characters, and more feathered red glow in character interiors, e.g., within the arms of the E, or extending further down from the top stroke of G. But it also shows some artifacting, where the feathering would like to extend further but is cut off by the character's bounding box. See the lower right corner of D and O in "Video", where the red is somewhat squared off due to this clipping. Now here are similar shots from an experimental FM with my revised carleton 24pt font, and also using the revised DAT and DDS files dup'd for carteton_glow: As with 2.14 carleton, the revised carleton retains glyph edge-darkening for definition. This edge-darkening didn't seem to hurt anything when carleton bitmaps was dup'd to carleton_glow. So, I'm proposing to use this "dup" approach, using red drop shadows, going forward. This would save me a bunch of time and effort (which I can expand on if necessary), and simplify the system. Thoughts?
-
I think they're both very good. And, I say that even though I'm not into shooters too much. But, especially Quake 2 is a fantastic game. I know that some people complained about Quake 2 remaster, for whatever reason. There are the occasional post or two on the Steam forums as well, made by single people. Everyone else seems to thoroughly enjoy the game.
-
This pinned thread's purpose is to collect links to all the discussion threads for new features to be added in 2.14: https://forums.thedarkmod.com/index.php?/topic/23080-214-new-and-updated-assets/ https://forums.thedarkmod.com/index.php?/topic/23072-214-mirrors-and-remotes-resolution-and-optimizations/ https://forums.thedarkmod.com/index.php?/topic/23070-214-tdm-version-macros-and-x-ray-breaking-change/ https://forums.thedarkmod.com/index.php?/topic/23071-214-in-game-screenshot-as-menu-background/ https://forums.thedarkmod.com/index.php?/topic/23073-214-interactible-projected-decals/ https://forums.thedarkmod.com/index.php?/topic/23074-214-new-smoke-generation-system/ https://forums.thedarkmod.com/index.php?/topic/23088-214-beta-ko-non-elite-ai-after-flash/ https://forums.thedarkmod.com/index.php?/topic/22736-font-localization/page/2/#findComment-503417 As well as older Feature Collection Threads: [2.13] Feature Discussion Threads [2.12] Feature discussion threads [2.11] Feature discussion threads [2.10] Feature discussion threads
-
- 6
-
-
-
Hello again TDM Forums. I'm close to finishing a new FM, "The Maybury Idol, Part 1: A Trip to the Museum", and I'd like to request help with beta testing. Any assistance is appreciated, thanks.
-
Unreal engine now has a tool for single-camera, markerless motion capture. Supposedly based on this tech: https://meshcapade.com/ It’s far from perfect, but definitely usable. It’s free and offline. https://dev.epicgames.com/documentation/metahuman/getting-started-with-metahuman-animator https://forums.unrealengine.com/t/epic-games-metahuman-animator-markerless-motion-capture-plugin/2729293/6 Position of hands and feet can be adjusted manually to some extend using retargeting tools.
- 17 replies
-
- 1
-
-
- motion capture
- blender
-
(and 4 more)
Tagged with:
-
Ideally there should be entirely new player character model made for this.