Daraan on 5/8/2014 at 16:15
Menu.cfg & cmds
cmds are great and having them in an extra folder even more.
PortLite, Portalize, Portalise and DoPort all do the same, same for opti. 4 cdms for the same action. Well I kept 2 of them Portalise for fast port via hotkey and DoPort as stronger alternative in the menu because it does all the necessary side stuff. I'm just not sure if force changing the light mode is a good idead and maybe change/remove the sound.
I can't give an answer to this one, is complete processing still necessary/good when we have the Build Dialog?
StartUp.cmd
maybe use toggle_lightning here as well instead of the two light commands.
Loading the basics scripts by default is never a fault :)
script_load gen.osm
script_load convict.osm
NewDark can reload books/.str-files everytime the book is frobed. With old dark a editor restart was necessary.
The command is toggle_book_autoreload. Think it must be included here to work.
So I think that was enough of my opinion for the moment :cheeky:
AntiMatter_16 on 5/8/2014 at 21:38
@Daraan,
Convict:
As far as I know, there are two versions of convict, one which is for Thief1, and one which is for Thief Gold. In the root directory of DromEd Basic, the default Thief1 Convict is included. In ".\Tools\Thief Gold 1.37 Dromed" and ".\Tools\Thief Gold Newdark DromEd" the Thief Gold Convict is included. With different language distributions, it's possible that Convict has different versions and timestamps, but that doesn't necessarily mean an older timestamp is out of date. I haven't had any problems with convict so far. My current Thief Gold convict matches the convict included in the Thief Gold DromEd package on the install CD.
The Portlite, Portalize, Portalise and DoPort *.cmds are similar, but are kept for compatibility reasons. Portalise is a misspelling, but at one point certain bindings and menu options utilized it. As far as I know, the current version doesn't use them, but if someone wanted to revert to an older bindings file or menu, they could simply move/copy the *.cmds to the root directory to use the older menus and bindings.
Complete Processing saves mission backups in case of crashes, or in case the Complete Processing takes like an hour and you want it to automatically save afterwards to done.mis. I believe it also automatically sets the lighting mode to objcast, whereas the build dialog uses whatever settings were used last.
Startup.cmd uses light_bright and lit_obj_toggle for compatibility with olddark.
Loading the basic scripts is even easier via menu, and I don't want to mess with different startup scripts much with the different versions of DromEd, and ShockEd. It could also mess up script priority order on existing missions.
I'll added toggle_book_autoreload to startup.cmd, though.
Dark.cfg
I'm not sure I understand what you're saying is happening with rect_newgame. If it looks fine on english, but not german, then it's some strange localization difference. The file is necessary to include for other settings.
DromEd.cfg
I can't find anything on "obj_tree_as_room_create" what is it?
I've lowered the gfh_coord_decimals to '3'.
User.cfg
I believe the safe_texture_manager is enabled for olddark compatibility reasons. I'm not sure it even has an effect in newdark.
I've removed "edit_screen_depth 16" and put it in DromEd.cfg. Since it's required for olddark, it isn't exactly user optional. Historically, it's been placed just about everywhere, but Newdark puts it in DromEd.cfg, which is good enough for me.
Since the toolkit spans 4 games, I don't want to include game specific mission comments, but I did add:
;Set starting mission
;starting_mission <#>
I find F3 or simply selecting "Find Object" under the Edit menu easy enough to find the starting point. The startingpoint isn't always named correctly, either, meaning a specific command to find it wouldn't work.
I don't want to include scripts which may be outdated or incorrect. That's up to the mission author to find and use appropriate scripts. I also don't want menu options that don't work out of the box.
Daraan on 5/8/2014 at 22:50
Convict.
Didn't want to say that it is out of date. I was just irritated that the newer file is very much smaller. With a bit research during my edits I found the reason that the modules were combined into one for T1.
Here is a quote from Teliamed about the history, just when you are interested ;)
Quote:
There are four significantly different versions of the basic scripts. The original "convict" in Thief: The Dark Project (I describe this as "Thief 1"), the second-generation "convict" from Thief Gold, the first set of scripts from Thief 2: The Metal Age, and the version 1.18 scripts of Thief 2. "Thief 2" in this document refers only to the version 1.18 scripts. The names "convict" and "gen" refer to the modules that the scripts are usually seperated into. For historical reasons, the two modules were combined in Thief 1 and Thief Gold; the combined module being named "convict". Many of the mission-specific modules (all of them in Thief 1/G) also contain duplicates of the standard scripts. This is primarily done for technical reasons, and most duplicated scripts are not any different. This is an issue for Thief 1, however, where it is possible to use the "convict" module from Thief Gold. But they may be overridden if a mission-specific script is used. With the latest versions of DromEd, it is possible to load multiple script modules. When doing so, a script will be used from the first module it is found in, where modules are searched in the reverse order that they are entered in DromEd. (You can see the actual order by typing script_dump_files.) So when using mission-specific scripts from Thief 1/G, you should also load "convict", and be sure that it is searched first.
In the past, designers had to consider the minimum version of the game that their missions would function on, partly because of the scripts used. The most common concern being the TrapTimedRelay script of Thief 2. The consensus now is that it is reasonably acceptable to distribute copies of the original script modules for the sake of compatibility. I have seen no reports of technical problems caused by using a more recent script module with an earlier game executable. For this purpose, I collected what I believe are the most recent up-to-date copies of these scripts and have made them available for download[He's referring to the version at the bottom of the (
http://www.darkloader.net/) DarkLoader site]. If you use a script that may not be available in all versions of the game, then you should include the appropriate script module with the mission.
Source: (
http://www.thiefmissions.com/telliamed/scripts.html)
dark.cfgI was trying to point out that in both of my original versions there is no 7 in that line. And changing it messes it the menu. In the english version your settings worked up until the moment I began changing them. Even if I unzip your files again it looks like this:
Inline Image:
http://cloud-4.steampowered.com/ugc/563266737944915162/78C4820DC25F4556129523308935A3EBAC059AC0/I don't understand why but it seems to work as long as you don't change that line :weird::confused: It seems to work for the normal user but maybe you want check your original file how it is in there.
dromed.cfgI think you used an old version of it. This is extracted from the Dromed.cfg shipped with NewDark 1.22. With bold I marked the new available options.
Code:
...line 42
;edit_color_grid 57, 57, 57
;edit_color_grid_lim 255, 32, 32 [EDIT: Well just some color option.]
...line 140
; show world limit (i.e. +/- 1000) grid lines in 2D viewports
show_world_limits [EDIT: Not necessary but helps staying in the 2000^3 cube.]
vm_rot_speedfactor -2
;selection_pixel_margin 8
;precision_select_default
;dragedit_move_threshold 16
...line 161
; scroll speed factor for "vm_win_mode 1" mouse scrolling
;vm_win_mscroll_speed 0.2[EDIT by myself, don't know what this is doing and where you can set vm_win_mode 1]
;brush_centers
...line 167
; default brush texture scale (default is 16)
;default_tx_scale 15...line 198 last before D3D9
; when using the "obj_tree" command without arguments (i.e. pressing F5) and a room brush is currently
; selected it will normally open the normal object hierarchy dialog, when "obj_tree_as_room_create" is
; enabled it will instead open the special variant that is opened when pressing the "Create" button for
; the room brush in the DromeEd interface (thus also allowing the room type to be changed for the selected
; room brush)
;obj_tree_as_room_createEDIT: Long text, it just opens a different menu when a room brush is selected and F5 pressed.
User.cfgYah I think thats a good way to solve it.
For SS it is first_level name.mis
AntiMatter_16 on 6/8/2014 at 00:56
By default, DromEd Basic is setup to work with Thief1 DromEd with Newdark. You need to extract ".\Tools\Thief2 Newdark Dromed" to your root Thief2 directory when using DromEd basic with Thief2. To install for other versions, view the readme. =)
[Edit]
I've updated DromEd.Cfg to reflect changes/additions in the 1.22 version of newdark.
Yankee Clipper on 6/8/2014 at 21:59
I installed the latest version of NewDark to my SS2 installation. I have also installed Beta 2 of ShockEd 1.11. I noticed that my screen size was no longer what it was before - it became very small. It looks like my previous installation looked at the user.cfg file for the screen size, but this latest is looking at dromed.cfg. I have updated dromed.cfg, and it is now giving me the right screen size. Is this expected behavior? I did not see it in the readme that users would need to change which configuration file was used to specify screen size, so I thought I would bring it to your attention.
AntiMatter_16 on 6/8/2014 at 22:41
By default, DromEd/ShockEd Basic defaults to 800x600, as specified in the user.cfg file. For user's convenience, I have also listed common resolution modes there, which you can easily uncomment, and comment out the old mode with a semicolon (;). You can place "edit_screen_size" to change resolutions in either the user.cfg, or dromed.cfg file.
Yankee Clipper on 6/8/2014 at 23:04
That's what I'm getting at. I had the screen size in user.cfg in the past. But, when I updated, it no longer mattered what was in user.cfg, I only got the small screen. I also tried every screen configuration in user.cfg, but no change. Once I did a copy & paste into dromed.cfg, my selected screen size took effect. And I did use copy / paste, so it wasn't a typo or anything.
This is the non-functioning section from user.cfg:
Code:
;Dromed window size
;edit_screen_size 800,600 ; Olddark Compatible
;edit_screen_size 1024,768 ; Olddark Compatible
;edit_screen_size 1152,864
;edit_screen_size 1280,720
;edit_screen_size 1280,768
;edit_screen_size 1280,960
;edit_screen_size 1280,1024
edit_screen_size 1360,768
;edit_screen_size 1440,900
Putting the screen size in dromed.cfg fixed the problem, but if it is supposed to work in user.cfg, then something is off.
AntiMatter_16 on 7/8/2014 at 02:52
Check your cam.cfg file. Does the following appear in it?
Code:
; general configs
include_user_cfg user.cfg
editor_include_dromed_cfg dromed.cfg
Yankee Clipper on 7/8/2014 at 03:18
Yes to both lines.
AntiMatter_16 on 7/8/2014 at 03:23
I have no idea what could be going on then... The only other possibility I can think of is that there's another "edit_screen_size" line tucked away somewhere that's either invalid, or set to a low resolution. Could you look in the other *.cfg files?
Would you mind trying a clean install? SS2+Newdark+ShockEd Basic?