vfig on 17/9/2018 at 17:20
There's a bug with sending messages from squirrel scripts in NewDark 1.26 (I think I encountered it previously in 1.25 also, but I didn't stop to investigate it at the time). The five-parameter (three data) version of the function messes up the data arguments. Specifically, the received message's data 1 property is fine; its data2 property is what was send as data3; and its data3 property is null.
Putting the following script on an object, and linking a button to it with ControlDevice:
Code:
class SendMessageTest extends SqRootScript
{
function OnTurnOn()
{
SendMessage(self, "Foo");
SendMessage(self, "Foo", 1);
SendMessage(self, "Foo", 1, 2);
SendMessage(self, "Foo", 1, 2, 3);
}
function OnFoo() {
print("Foo! data is: " + message().data + ", " + message().data2 + ", " + message().data3);
}
}
The output printed to the monolog is:
Code:
SQUIRREL> Foo! data is: (null : 0x00000000), (null : 0x00000000), (null : 0x00000000)
SQUIRREL> Foo! data is: 1, (null : 0x00000000), (null : 0x00000000)
SQUIRREL> Foo! data is: 1, 2, (null : 0x00000000)
SQUIRREL> Foo! data is: 1, 3, (null : 0x00000000)
leconbras on 16/10/2018 at 15:48
Font randomly does not load especial characters.
In portuguese, we use the character "ã". For no apparent reason, it sometimes does not appear in the name of the objects in the inventory. Other times it appears normally. This happens during the game, inclusive.
Ex: "Sótão" sometimes becomes "Sóto", for exemple.
The problem is specifically with "ã"....
ZylonBane on 16/10/2018 at 16:04
Define "randomly". You mean sometimes the exact same object, in the exact same UI widget, sometimes displays "ã" and sometimes does not?
leconbras on 16/10/2018 at 16:21
Exactly. Same object. I say randomly because I could not realize a pattern.
For exemple: I picked up the object without the character.... and after... during the mission, the character appears on the same object.
Generally, it does not apper at first.... but after some time, all the objects are fixed with the missing character.
But sometimes, it just normal since the beginning.
EDIT1: In GameMode, It tends to load correctly 99% of times. In EDITOR, 99% the "ã" is missing.
vfig on 21/10/2018 at 19:37
Running TDP or TG in NewDark, the game options menu shows the "auto-search bodies" option. However, it doesn't actually function in the game.
Looks to me like this is because the actual auto-search behaviour is implemented by T2's CorpseFrobHack script, and running TDP or TG still uses their script which is blissfully unaware of the config option. I suggest the option should be hidden from the menu when running in TDP/TG mode.
Edit:Well, as long as the "auto-search bodies" option is actually being shown, I figured (
http://www.ttlg.com/forums/showthread.php?t=148482&p=2404660&viewfull=1#post2404660) I might as well make it work. I guess maybe the option should stay after all?
zappenduster on 7/2/2021 at 10:42
Co-working for a FM author I tried to replace an AI texture by using the function
Add>Renderer>Mesh Textures (as described on (
https://thief.fandom.com/wiki/DromEd/Properties/Renderer/Mesh_Textures)) yesterday.
No effect. I already used this function successfully under OldDark, but under NewDark even that old mission doesn't show the replaced texture anymore. :erg:
Has anybody experienced the same? Any suggestions to avoid creating an alternative 3d model? :confused:
R Soul on 7/2/2021 at 13:22
It's working fine for me in a test mission:
sword guard with property added:
1st two lines of mesh textures:
swgard01.gif
karrasa.gif
Also the library apparition looks correct (grey texture).
Note the meshes have to be in the "version 2" format, brought in for T2.
zappenduster on 13/2/2021 at 10:58
Thanx for the quick answer, but that's ecactly what I did and how it once worked fine in my OD mission. The only conclusion is that my ND installation must be corrupt ...
Problem identified and solved:
The author needlessly put some textures in the mesh folder which are standard textures in the mesh.crf. After deleting all those textures and leaving only the additional custom textures there all mesh textures have been replaced in game as desired. The described effect was visible in my OD mission, too, because I loaded it in the same test environment. :rolleyes: