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Thread: DromEd Basic Toolkit 1.13

  1. #26
    Member
    Registered: Sep 2002
    Location: College Place, WA
    Well, you either have to deal with the mess of having the max texture families loaded, or just load a few at a time, compress them when you're done and move on.

    I guess I'm not understanding how his customizations are supposed to manage having to load texture families, and deal with the mess after maxing them out.

    In other news, I've been working on making suggested changes. So far I have...
    Added "Open Template" menu option that opens template.mis in .\levels\
    "Set GameSys..." now properly shows a file browser, instead of a dialog box
    "Drop Script..." now properly shows the drop script box instead of a dialog box
    Added disabled menu options for loading NVScript, VK's Script, and tnhscript
    Added disabled menu options for loading NVDebug, and playtesting difficulty
    Add disabled option in startup.cmd to load levels\template.mis on start
    Improved several dialog box defaults
    Removed some newdark features accidentally included in OldDark ShockEd
    General nitpicking

    I appreciate the feedback I've been getting so far. Thank you!
    Last edited by AntiMatter_16; 10th Jun 2013 at 03:16.

  2. #27
    Member
    Registered: Nov 2003
    Location: Thief fan since ca. 1999
    Having textures families that you can choose from in a drop down is easier than having to manually type in the name of a texture family or having to load all in one go. If Larry can load one texture family at a time through a list in the menus rather than load them all at once, then that's good. I agree with that as well.

    As far as dealing with a mess once you have one, well, just drop some families, right?

  3. #28
    Member
    Registered: Sep 2002
    Location: College Place, WA
    Updated to 1.10. I've added some of the suggested changes, fixed a few things, added a utility by R Soul, and updated a couple others. Changelog is in the OP.
    Hopefully, this suits some of you a little better. I've done a basic run through of all the versions of DromEd and everything seems to be working fine. It should be pretty rock solid, but please let me know if you find anything that isn't working, or if you have any further requests or suggestions.
    Happy editing!

  4. #29
    Member
    Registered: Oct 2003
    Location: Eagle, Idaho
    HOSTED

    I named it New Dark DromEd Toolkit.

    Edit: Updated link.
    Last edited by Ricebug; 12th Aug 2014 at 11:13.

  5. #30
    Member
    Registered: Mar 2001
    Location: Ireland
    Quote Originally Posted by LarryG View Post
    This is the File section of my menus:

    Code:
    menu_file   &New:new_world | Open T&emplate:load_file fms\Template.mis
    Strange, that's non-standard. The path that is used in the DromEd Toolkit is Levels\Start.mis.

  6. #31
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    That's me. Non-standard.

  7. #32
    Member
    Registered: Nov 2003
    Location: Thief fan since ca. 1999
    Lol. Actually, AntiMatter changed it to template.mis in the toolkit anyway.

  8. #33
    Member
    Registered: Sep 2002
    Location: College Place, WA
    I changed it to "load_file levels\template.mis". I felt that template was a better name than "start", and since no one objected about the change when I suggested it, I put it in. If there's some outcry, I can still change it back, or anything else that breaks your workflow.

  9. #34
    ZylonBane
    Registered: Sep 2000
    Location: ZylonBane
    I've been tweaking this, and have encountered something odd-- in my submenus, I'll sometimes get a "ball" graphic to the left of items. I'm guessing it has something to do with the menu_checkmark_cfg line near the top, but I can find no documentation of this. So it's annoying, but so far doesn't seem to have any actual function.

  10. #35
    Member
    Registered: Jan 2001
    Location: 24463 Cells
    The blobs are for things that are set exclusively (only one brush shape, only one lighting mode etc).

    1.18 had blobs by the menu items too, but the their locations in the menus must have been hardcoded to specific item numbers. So if you moved the brush shapes, the blobs would not move with them.

    The NewDark menu has four blob groups (brush shape, alignment mode, lighting mode and lighting depth), and four pairs of numbers.

    9 0 (menu 9, item 0)
    It seems to count each menu as it's typed in the file. It starts with menu_edit when counting. When counting the sub menus (e.g. menu_layout), menu_prim (shapes) is 9, and 0 is the first item. There's nothing to state the length so I reckon it goes down to the first 'sep'.

    The last one 9 9 is for the alignment. It includes the 'sep' items.

    The other pairs are for the Tools menu.

  11. #36
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    Huh? Pictures please.

  12. #37
    ZylonBane
    Registered: Sep 2000
    Location: ZylonBane
    Thanks, makes sense now.

  13. #38
    Member
    Registered: Nov 2001
    Location: Melbourne, Australia

    What's the latest DromEd tutorials / walkthrough resource?

    Hi everyone!

    Awesome to see ongoing updates of DromEd and Thief 2! Magical.

    I'm wondering, what is the latest go-to place for a DromEd Tutorial / Walkthrough of how it all works?

    I built and shared a completed FanMission in around 2001, called "Lord Lomat's Flute", which I always meant to go back to, and fix/tweak/improve.

    I'm doing that now! I've got DromEd installed and working with Thief 2 v1.21. But I want a good refresher on how it all works, and also any of the latest tips and tricks for getting it all working optimally.

    Currently, when I run my mission using Alt-G, I can only get a sort of full-bright version of the level running, even after I've done the "Complete Processing" using Objcast Lighting.

    Just trying to get back up to speed. Any help would be appreciated. Thanks!

    - Murray

  14. #39
    Member
    Registered: Oct 2003
    Location: Eagle, Idaho
    Did you install everything via TafferPatcher? If not, you definitely should. It adds an improved menu that toggles light on/off, among other things. Ctrl-Shift-O (View menu)

  15. #40
    Member
    Registered: Nov 2001
    Location: Melbourne, Australia

    Thanks!

    Thanks Ricebug!

    I actually just figured it out. Although I'd updated Thief2 to version 1.21, I noticed DromEd was still saying 1.18 at the top. So that got me thinking I had to make sure DromEd was updated properly somehow.

    I'd followed the instructions laid out in the New Dark readme file when setting up 1.21, but it didn't make any mention of unzipping editor.zip, so I'd ignored it! It had just said to unzip new_dark.zip and contrib.zip, so I'd just ignored all the other files in there (I hadn't even noticed one called editor.zip).

    There probably should be mention inside the main New Dark readme file, that if you're planning to use DromEd to make Fan Missions, also do X,Y,Z (eg: unzip editor.zip into the Thief2 folder).

    Should I be unzipping any of the other ones in there as well? (contrib_editor_demos.zip, or contrib_src.zip)?


    The new 1.21 DromEd looks awesome!


    Now I'm going to watch this video which looks like a great refresher course for someone like me who's forgotten almost everything! It also explains in the description how to make DromEd run in a larger window, which is nice.
    http://youtu.be/C0dHgEaUCEQ


    It's so good to see everyone on TTLG still at it! Awesome. Best game ever...

    - Murray

  16. #41
    Member
    Registered: Nov 2001
    Location: Melbourne, Australia
    Quote Originally Posted by Ricebug View Post
    Did you install everything via TafferPatcher? If not, you definitely should. It adds an improved menu that toggles light on/off, among other things. Ctrl-Shift-O (View menu)
    Some other awesome resources on your page there, too, Ricebug! Thanks.

  17. #42
    Member
    Registered: Nov 2001
    Location: Melbourne, Australia
    Quick question...

    If I use DromEd 1.21 to make a new mission (or to update an old one), will it still work fine for someone who is using Thief 1.18?

    - Murray

  18. #43
    Member
    Registered: Jan 2012
    Location: Gèrmany
    Quote Originally Posted by muzboz View Post
    If I use DromEd 1.21 to make a new mission (or to update an old one), will it still work fine for someone who is using Thief 1.18?
    No
    or to be more precise the chance is very high that not everything will work like it worked for you or the level won't start. So no.

  19. #44
    Member
    Registered: Jan 2001
    Location: 24463 Cells
    Actually, 'no' was the more precise answer. A NewDark mission just will not load.

  20. #45
    Member
    Registered: Nov 2001
    Location: Melbourne, Australia

    Struggling

    I'm all set up but I can't get Darkloader to load my missions into Thief 1.21.

    It just starts a normal Thief original game, even though I've selected my own Fan Mission level.

    Is this a compatibility thing?

    Should I be using something other than DarkLoader, once upgrading to New Dark? I used to use Darkloader 4.1, and it had been working fine until I started using DromEd 1.21. I tried installed Darkloader 4.3, but it didn't seem to help. Same problem. Is there another loader I should be using instead?

    I like the new DromEd (1.21), and the latest Thief 1.21 looks and runs great, but I can't get my own Fan Mission to load...

    I can play right through my mission directly in DromEd (using Alt-G), although it doesn't seem to find the book text files when I read a book in the game). Do I need to change the folder structure inside my Fan Mission, or add/remove some of the files, or something?

    All I've done so far is resave over the old missionX.mis file, and hoped it'd work by just zipping up the same old Fan Mission package, but I'm not having much luck.

    Any help would be awesome!
    Last edited by muzboz; 13th Sep 2013 at 13:56.

  21. #46
    Island of Sorrow 2013
    Registered: Jan 2013
    Location: In a Dark Place
    Quote Originally Posted by muzboz View Post
    I'm all set up but I can't get Darkloader to load my missions into Thief 1.21.

    It just starts a normal Thief original game, even though I've selected my own Fan Mission level.

    Is this a compatibility thing?

    Should I be using something other than DarkLoader, once upgrading to New Dark?

    I like the new DromEd (1.21), and the latest Thief 1.21 looks and runs great, but I can't get my own Fan Mission to load...
    fm selector

  22. #47
    Member
    Registered: Oct 2003
    Location: Eagle, Idaho
    DL 4.3 works fine for me. You may have to re-install it from the ground up, however.

  23. #48
    Member
    Registered: Nov 2001
    Location: Melbourne, Australia

    I am a moron

    Thanks heaps guys for your help. After a night's sleep, and trying your advice, it dawned on me that I was zipping my mission from one folder down, so the .mis file was not at the root.

    It was like...

    LordLomat'sFlute/miss24.mis
    LordLomat'sFlute/etc

    I zipped it properly and now it works. Derrr!

    It works fine with the older Darkloader 4.1, as well, out of interest.

  24. #49
    Member
    Registered: Mar 2004
    Location: Marlborough,England.
    I had serious problems with the "alt-e" function to leave an in-game play test not working, but seeing the basic toolkit 1.1 linked to newdark I decided to overwrite my 1.0 versin and bingo the old combination of "alt-g and alt-e" work properly and my newdark version is still showing up as v2.0...great.
    Now all I have to do is sort out why I can't re-texture secret doors like the 4x4 slid secret door with the irograte texture using shape/txtrepl r0...as it stands at the moment it doesn't work.
    But great to get the thing to work at last...thanks for the hard work.
    Last edited by Ravenhook; 17th Sep 2013 at 12:44.

  25. #50
    Member
    Registered: Nov 2001
    Location: Melbourne, Australia

    Custom short-cut keys?

    This is awesome, I'm loving the updated DromEd.

    I'm wondering, is there a way to specify your own shortcut keys to the DromEd menus.cfg?

    I really want to make a shortcut key for Play Scheme and Stop Schema.

    I'd like to make it F9 and F10.

    What would be awesome amazing, would be to have a Play Schema button in the Object Hierarchy that simply gives a preview of the schema that's highlighted! But I guess that's beyond what's possible with the modifications that can be done to DromEd at this point.

    Is there any other tool or way to easily and quickly browse schemas and hear them previewed?

    Thanks!

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