The scripts aren't working. When loading the mission, Mono says failed to load script module "kdscript", even though the osm is present. I tried again with it in the root T2 folder, but the result was the same.
(version 1.21, Windows XP)
KDScript
KDScript is a custom script module, currently in a public beta testing phase. For more information, see the online documentation (now with "quick start" tutorials!) or try the demo mission (load the whole ZIP file as an FM).
Please provide any feedback or bug reports you may have! Once an FM using this module has made it through its own beta testing, I'll be ready to release the module as non-beta.
This module owes its existence to Telliamed's robust base libraries and to our NewDark benefactor Le Corbeau. Thank you!
Download the current version: KDScript-0.7.0.zip (4.1 MB).
Current features
- custom HUD elements: quest arrows, statistic meters, and tool sights
- automatic subtitling of AI speech and Garrett voiceovers
- changeable weather, fog, and environment maps
- nonlinear campaigns (change next mission)
- optional reverse objectives
- other possibly useful stuff
Upcoming features
- replacement for LoudspeakerRelay
- "snuffable" script for candles
- alter Design Note parameters during the mission (for KDScript scripts only, at the moment)
- show any image on screen (as a HUD overlay or in a book-like mode)
Last edited by kdau; 1st Sep 2013 at 03:17. Reason: release version 0.7.0
The scripts aren't working. When loading the mission, Mono says failed to load script module "kdscript", even though the osm is present. I tried again with it in the root T2 folder, but the result was the same.
(version 1.21, Windows XP)
Last edited by R Soul; 7th Jul 2013 at 09:51.
It could also be some setting in your IDE/build environment.
The environment is identical to what I used for the scripts in Nice Game of Chess, so it should have been okay. But I've checked the import table now, and there's nothing problematic. I think I'll just finally set up a build environment on the Windows machine instead of cross-compiling. New version to come in a few hours...
I was able to get kdscript.osm to work on my machine, but it had to be in thief 2's root folder. I'm using dromed 2 v1.20, windows 7 pro x64.
I've just released version 0.1.0.1 (see first post), recompiled natively on Windows with debug disabled. That ought to work on WinXP now, as it's very close to Telliamed's build environment.
Strange. I assume you're using FMSel (since otherwise it would be in the root folder anyway). Have you made any changes to script_module_path in your darkinst.cfg?
I'm not using FMSel at all... what I did for a quick test was I extracted your demo into a subfolder in thief 2 and then tried loading the demo mission. It couldn't find kdscript.osm, so I moved it to the root directory.
I just don't understand why it didn't work for R Soul if it worked for me. Why would it matter that he's on WinXP?
Ah. The engine only ever looks in the Thief root or the FM root for OSMs. I'll clarify in the first post that the demo should be loaded like an FM.
OSMs are just renamed DLLs that have been specially coded to be used by the Dark Engine. As such, anything that can go wrong with an EXE/DLL, including version incompatibility, can go wrong with an OSM as well. It's less likely, since OSMs use mostly Dark Engine interfaces (instead of Windows ones), but it can happen.
KDScript 0.1.0.1 Monolog says: Failed to load script module kdscript. Darkloader doesn't care about kdscript, it's not in the T2-folder. Same message if I put kdscript in the T2 direction manually. I'm on XP.
BTW, where's the book folder? Don't you want the testers to read the signs?
Hmm, so the XP issue still exists. I know you didn't have trouble with my OSM from A Nice Game of Chess, so there must be some specific problem with this one. I'll work on it more, then.
Odd that DarkLoader isn't installing the OSM for you, though! I'll look into that too.
There's not supposed to be a books folder. The signs are actually done with one of my scripts, KDShortText, which lets you keep all the short bits of on-screen text in a single file (strings\short.str). It's meant to be easier than the default one-string-per-file method, while still allowing translation unlike the Design Note method with e.g. IntrinsicText. Since the OSM isn't working for you, of course, there's no text either.
Here's hoping you get it working for XP. . . if not, I'll have to upgrade Windows. . . . cause I need these. Each of those scipts is going to be invaluable to me.
Very much appreciated Kdau!
Good news! After more digging, I discovered a call to one minor function that wasn't created until 2005. (Sidenote: Microsoft's developer documentation for backwards compatibility issues has apparently gone from bad to nonexistent in recent years. Ugh.) I have replaced that call and uploaded version 0.1.1, which should now have no issues on WinXP or later. R Soul, fibanocci, and Sliptip, could you please test again at your convenience? Thanks!
I'll test it, but I don't have a laptop, and it would be difficult to set up my PC in the bathroom.
edit: you seem to have forgotten to put the new osm in the zip
Last edited by R Soul; 8th Jul 2013 at 19:17.
Yes, looks like it's still the old osm.
Please upload the demo somewhere else. I can't use that google drive.
Thanks. Looks like, it's working now. I can read the signs. Got a crash when I used the switch under the effects (weather) sign. Everything else seems to work properly.
I got the same crash with the new Version. With the old Version everthing works fine for me
Hmm. Unfortunately, there are about 20 things that happen when that switch is frobbed, and it could be any of them. Was there anything interesting written to the monolog right before the crash? Or any backtrace/other crash info in the Windows crash dialog?
On the other hand, if the crash wasn't happening with 0.1.0.1, it's probably because I went back to cross-compiling for 0.1.1. If that's the problem, I'll have to go borrow the Windows computer and compile it there every time I need to release this thing.![]()
I guess, the crash didn't happen before, since kdscript wasn't loaded at all?
Windows tells me about a problem in ntdll.dll
offset 00029f07
Pure vital function call R6025
Monologs last words before crashing:
KDCarrier [138]: attaching SmokingPipe (-6785) to joint 2
Failed to load palette intrface\synch
Last edited by fibanocci; 9th Jul 2013 at 07:16.
I'm getting the crash with the 'effects' switch too. It's caused by KDTrapWeather. The Fog and EnvMap scripts work fine.
The other scripts in the demo work as described.
Last edited by R Soul; 9th Jul 2013 at 09:45.
Congratulation, this is a really nice demo, the possibilities seem awesome !
It works for me at first attempt : windows 7, NewDark 1.21
Just tried the latest version (version 0.1.1) and found the same as the other WinXp users. Everything works great except for a crash with the effects switch.
I really look forward to experimenting with these!![]()