View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0005227 | DarkRadiant | GUI | public | 25.04.2020 14:55 | 08.11.2020 18:34 |
Reporter | Dragofer | Assigned To | greebo | ||
Priority | normal | Severity | normal | Reproducibility | N/A |
Status | closed | Resolution | fixed | ||
Product Version | 2.7.0 | ||||
Target Version | 2.8.0 | Fixed in Version | 2.8.0 | ||
Summary | 0005227: Automatically recognise more spawnarg types | ||||
Description | I've noticed that when spawnargs start with certain words, they automatically get recognised as a certain type of spawnarg and get assigned a 'Choose...' button or other relevant items. One example is snd_. It'd be nice if that behaviour were expanded to more common spawnarg types, for example in these situations: - 2.08 comes with a new skin_xray spawnarg that changes the skins of entities when seen through an xray surface. - I've made new entities with custom scriptobjects recently, such as a Precursor-style lamp that reads _color and _color_unlit spawnargs both on itself and its associated custom light entity. It can also be used with other light entities, but their entity defs won't include _color_unlit so they won't offer a button to change the color of that spawnarg. So far, these spawnargs have come to mind: model skin _color | ||||
Tags | No tags attached. | ||||
This is fairly easy to do by editing the darkmod.game file. Maybe you can try this yourself by editing the darkmod.game file in the games/ folder in DR's installation path. Starting with line 162 there's a couple of spawnarg types, classified by regular expressions. You can try adding these lines somwhere in that collection: <property match="_color_.+" category="Basic" type="colour" hidden="1" /> <property match="model_.+" category="Model" type="model" hidden="1"> <property match="skin_.+" category="Model" type="skin" hidden="1" /> Save that file and restart DR to activate the changes. Does this do the trick for you? |
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That seems to break DR: when I try to select a model in the Model Chooser this gives me the error message "Unable to setup the preview, could not find the entity class func_static" and then DR hangs - tried various places within that collection. I've attached my darkmod.game file. Regardless, I think this would be a good thing to have enabled by default. The new skin_xray is intended to be a spawnarg applicable to pretty much all entities with models, and I intend to share my custom scriptobjects with the community / make them core assets. I could ofc write these new spawnarg variants into the base entity .defs within SVN (and skin_xray probably should, in order to give usage instructions), but this automatic recognition is a neat feature in its own right. darkmod.game (14,894 bytes)
<?xml version="1.0"?> <game type="doom3" index="10" name="The Dark Mod 2.0 (Standalone)" enginepath_win32="C:/games/darkmod/" enginepath_linux="/usr/local/games/darkmod/" enginepath_macos="/usr/local/games/darkmod/" engine_win32="^TheDarkMod(x64|){1}\.exe$" engine_linux="^thedarkmod.(x64|x86){1}$" engine_macos="^thedarkmod.app$" prefix="" basegame="" archivetypes="pk4" modeltypes="lwo ase md5mesh md3" maptypes="mapdoom3" shaders="doom3" entityclass="doom3" entities="doom3" brushtypes="doom3" patchtypes="doom3 def2doom3" registryKey="SOFTWARE\id\Doom 3" registryValue="InstallPath" > <!-- Settings used by the Game Setup Dialog --> <gameSetup> <dialog type="TDM" /><!-- Indicates the TDM-style setup dialog showing options for engine path and mission --> <missionFolder value="fms/" /> </gameSetup> <!-- Types of resource files which are used by this game --> <filetypes> <texture> <extension>tga</extension> <extension>jpg</extension> <extension>dds</extension> </texture> </filetypes> <!-- Filters to use for the filter system --> <filtersystem> <filter name="World geometry"> <filterCriterion type="entityclass" match="worldspawn" action="hide" /> </filter> <filter name="Caulk"> <filterCriterion type="texture" match="textures/common/caulk" action="hide" /> </filter> <filter name="Collision surfaces"> <filterCriterion type="texture" match="textures/common/collision" action="hide" /> <filterCriterion type="texture" match="tdm_collision_.*" action="hide" /> </filter> <filter name="Lights"> <filterCriterion type="entityclass" match="light" action="hide" /> <filterCriterion type="entityclass" match="light_.*" action="hide" /> </filter> <filter name="Func_static Entities"> <filterCriterion type="entityclass" match="func_static" action="hide" /> </filter> <filter name="All entities"> <filterCriterion type="entityclass" match=".*" action="hide" /> <filterCriterion type="entityclass" match="worldspawn" action="show" /> </filter> <filter name="Visportals"> <filterCriterion type="texture" match="textures/editor/visportal" action="hide" /> <filterCriterion type="texture" match="textures/common/nodraw" action="hide" /> </filter> <filter name="Decals"> <filterCriterion type="texture" match="textures(.*)decals(.*)" action="hide" /> </filter> <filter name="Clip Textures"> <filterCriterion type="texture" match="textures/common/(.*)_clip$" action="hide" /> <filterCriterion type="texture" match="textures/common/clip(_plusmovables)*$" action="hide" /> <filterCriterion type="texture" match="textures/common/moveableclipmodel" action="hide" /> </filter> <filter name="Trigger Textures"> <filterCriterion type="texture" match="textures/common/trig(.*)" action="hide" /> </filter> <filter name="Nodraw Textures"> <filterCriterion type="texture" match="textures/common/nodraw(.*)" action="hide" /> <filterCriterion type="texture" match="textures/common/tdm_nodraw(.*)" action="hide" /> </filter> <filter name="Shadow Textures"> <filterCriterion type="texture" match="textures/common/shadow(.*)" action="hide" /> </filter> <filter name="Patches"> <filterCriterion type="object" match="patch" action="hide" /> </filter> <filter name="Brushes"> <filterCriterion type="object" match="brush" action="hide" /> </filter> <filter name="Weather Textures"> <filterCriterion type="texture" match="textures/darkmod/weather/.*" action="hide" /> </filter> <filter name="Paths"> <filterCriterion type="entityclass" match="path_.*" action="hide" /> </filter> </filtersystem> <filesystem> <shaders> <basepath>materials</basepath> <extension>mtr</extension> </shaders> <fonts> <basepath>fonts</basepath> <extension>dat</extension> </fonts> </filesystem> <defaults> <lightShader value="lights/defaultPointLight" /> <lightScale>2</lightScale> <lightRadius value="320 320 320" /> <maxWorldCoord value="65536" /> <minWorldCoord value="-65536" /> <defaultTexture value="_default" /> <collisionTexture value="textures/common/collision" /> <monsterClipShader value="textures/common/monster_clip" /> <visportalShader value="textures/editor/visportal" /> <nodrawShader value="textures/common/nodraw" /> <collisionModelExt value="cm" /> <defaultCurveEntity value="func_splinemover" /> <curveNurbsKey value="curve_Nurbs" /> <curveCatmullRomKey value="curve_CatmullRomSpline" /> <bindKey value="bind" /> <playerHeight value="64" /> <nameKey value="name" /> <speakerMinRadius value="24" /> <speakerMaxRadius value="32" /> <guiSmallFontLimit value="0.15" /> <guiMediumFontLimit value="0.30" /> </defaults> <entityChooser> <displayFolderKey value="editor_displayFolder" /> </entityChooser> <entityInspector> <property match="origin" category="Basic" type="vector3">The origin of this object in 3D space</property> <property match="classname" category="Basic" type="classname">The classname of this entity. This must be a recognised class defined in one of the DEF files, and governs the overall behaviour of the entity</property> <property match="name" category="Basic" type="text">The displayed name of this entity. This can be arbitrary, but must be unique across the entire map</property> <property match="rotation" category="Basic" type="text" /> <property match="_color" category="Basic" type="colour" /> <property match="angle" category="Basic" type="angle" options="0,360">The direction this entity initially faces. Generally applied to AI or player_start entities.</property> <property match="falloff" category="Light" type="text" /> <property match="light_radius" category="Light" type="vector3" /> <property match="light_rotation" category="Light" type="text" /> <property match="light_center" category="Light" type="vector3" /> <property match="light_target" category="Light" type="vector3" /> <property match="light_up" category="Light" type="vector3" /> <property match="light_right" category="Light" type="vector3" /> <property match="light_start" category="Light" type="vector3" /> <property match="light_end" category="Light" type="vector3" /> <property match="parallel" category="Light" type="bool" /> <property match="nodiffuse" category="Light" type="bool" /> <property match="noshadows" category="Light" type="bool" /> <property match="nospecular" category="Light" type="bool" /> <property match="texture" category="Light" type="texture" options="lights,fogs" /> <property match="extinguished" category="Light" type="bool" /> <property match="model" category="Model" type="model">The displayed model or particle system for this entity. For a func_static or other entity type which can have brushes as children, this key must be set to the same value as "name" if brushes are used</property> <property match="model_lit" category="Model" type="model">The model or particle system to be used when this entity is lit (i.e. for torches).</property> <property match="model_extinguished" category="Model" type="model">The model or particle system to be used when this torch entity is extinguished.</property> <property match="skin" category="Model" type="skin" /> <property match="noshadows" category="Model" type="bool" /> <property match="solid" category="Model" type="bool" /> <property match="target" category="Links" type="entity" /> <property match="target0" category="Links" type="entity" /> <property match="target1" category="Links" type="entity" /> <property match="target2" category="Links" type="entity" /> <property match="target3" category="Links" type="entity" /> <property match="target4" category="Links" type="entity" /> <property match="target5" category="Links" type="entity" /> <property match="target6" category="Links" type="entity" /> <property match="target7" category="Links" type="entity" /> <property match="target8" category="Links" type="entity" /> <property match="target9" category="Links" type="entity" /> <property match="target10" category="Links" type="entity" /> <property match="bind" category="Links" type="entity" /> <property match="bindToJoint" category="Links" type="text" /> <property match="s_shader" category="Sound" type="sound" /> <property match="snd_.*" category="Sound" type="sound" hidden="1" /> <property match="s_mindistance" category="Sound" type="text" /> <property match="s_maxdistance" category="Sound" type="text" /> <property match="s_looping" category="Sound" type="bool" /> <property match="s_waitfortrigger" category="Sound" type="bool" /> <property match="s_occlusion" category="Sound" type="bool" /> <property match="s_omni" category="Sound" type="bool" /> <property match="s_volume" category="Sound" type="text" /> <property match="s_global" category="Sound" type="bool" /> <property match="_color_.+" category="Basic" type="colour" hidden="1" /> <property match="model_.+" category="Model" type="model" hidden="1"> <property match="skin_.+" category="Model" type="skin" hidden="1" /> </entityInspector> <!-- Game-specific values for light entities --> <light> <!-- List of prefixes that may be used to represent light shaders --> <texture> <prefix>lights</prefix> <prefix>fogs</prefix> </texture> </light> <!-- Information about the map format, for loading and saving --> <mapFormat> <floatPrecision value="16" /> <fileExtension value="map" /> <mapFolder value="maps/" /> <prefabFolder value="prefabs/" /> <!-- Compatibility options --> <compatibility> <addDummyBrushes value="false" /> </compatibility> <lastCameraPositionKey value="editor_drLastCameraPos" /> <lastCameraAngleKey value="editor_drLastCameraAngle" /> <!-- The root key names of the map positions (e.g. editor_drMapPos1) --> <mapPositionPosKey value="editor_drMapPos" /> <mapPositionAngleKey value="editor_drMapAngle" /> <playerStartPoint value="info_player_start" /> <infoFileExtension value=".darkradiant" /> </mapFormat> <stimResponseSystem> <stims> <stim id="0" name="STIM_FROB" caption="Frob" icon="sr_icon_frob.png" /> <stim id="1" name="STIM_FIRE" caption="Fire" icon="sr_icon_fire.png" /> <stim id="2" name="STIM_WATER" caption="Water" icon="sr_icon_water.png" /> <stim id="3" name="STIM_DAMAGE" caption="Damage" icon="sr_icon_damage.png" /> <stim id="4" name="STIM_SHIELD" caption="Shield" icon="sr_icon_shield.png" /> <stim id="5" name="STIM_HEALING" caption="Healing" icon="sr_icon_healing.png" /> <stim id="6" name="STIM_HOLY" caption="Holy" icon="sr_icon_holy.png" /> <stim id="7" name="STIM_MAGIC" caption="Magic" icon="sr_icon_magic.png" /> <stim id="8" name="STIM_TOUCH" caption="Touch" icon="sr_icon_touch.png" /> <stim id="9" name="STIM_KNOCKOUT" caption="Knockout" icon="sr_icon_knockout.png" /> <stim id="10" name="STIM_KILL" caption="Kill" icon="sr_icon_kill.png" /> <stim id="11" name="STIM_RESTORE" caption="Restore" icon="sr_icon_restore.png" /> <stim id="12" name="STIM_LIGHT" caption="Light" icon="sr_icon_light.png" /> <stim id="13" name="STIM_SOUND" caption="Sound" icon="sr_icon_sound.png" /> <stim id="14" name="STIM_VISUAL" caption="Visual" icon="sr_icon_visual.png" /> <stim id="15" name="STIM_INVITE" caption="Invitation" icon="sr_icon_invite.png" /> <stim id="16" name="STIM_READ" caption="Readable" icon="sr_icon_readable.png" /> <stim id="17" name="STIM_RANDOM" caption="Random" icon="sr_icon_random.png" /> <stim id="18" name="STIM_TIMER" caption="Timer" icon="sr_icon_timer.png" /> <stim id="19" name="STIM_COMMUNICATION" caption="Communication" icon="sr_icon_communication.png" /> <stim id="20" name="STIM_GAS" caption="Gas" icon="sr_icon_gas.png" /> <stim id="21" name="STIM_TRIGGER" caption="Trigger" icon="sr_icon_trigger.png" /> <stim id="22" name="STIM_TARGET_REACHED" caption="Target Reached" icon="sr_icon_target_reached.png" /> <stim id="23" name="STIM_PLAYER" caption="Player" icon="sr_icon_thief.png" /> <stim id="24" name="STIM_FLASH" caption="Flash" icon="sr_icon_flash.png" /> <stim id="25" name="STIM_BLIND" caption="Blind" icon="sr_icon_flash.png" /> <stim id="26" name="STIM_MOSS" caption="Moss" icon="sr_icon_gas.png" /> </stims> <properties> <!-- The key root names "class" refers to "sr_class_N" --> <property name="class" classes="SR" /> <property name="use_bounds" classes="S" /> <property name="magnitude" classes="S" /> <property name="falloffexponent" classes="S" /> <property name="time_interval" classes="S" /> <property name="type" classes="SR" /> <property name="state" classes="SR" /> <property name="radius" classes="S" /> <property name="radius_final" classes="S" /> <property name="duration" classes="S" /> <property name="timer_type" classes="S" /> <property name="timer_reload" classes="S" /> <property name="timer_time" classes="S" /> <property name="timer_waitforstart" classes="S" /> <property name="chance" classes="SR" /> <property name="random_effects" classes="R" /> <property name="max_fire_count" classes="S" /> <property name="bounds_mins" classes="S" /> <property name="bounds_maxs" classes="S" /> <property name="velocity" classes="S" /> </properties> <customStimStorageEClass value="worldspawn" /> <customStimKeyPrefix value="editor_dr_stim_" /> <stimResponsePrefix value="sr_" /> <lowestCustomStimId value="1000" /> <responseEffectPrefix value="effect_" /> <selfEntity value="_SELF" /> </stimResponseSystem> <objectivesEditor> <objectivesEClass name="atdm:target_addobjectives" /> <objectivesEClass name="target_tdm_addobjectives" /> </objectivesEditor> <conversationSystem> <conversationCommandPrefix value="atdm:conversation_command_" /> </conversationSystem> <difficulty> <numLevels value="3" /> <defaultSettingsEclass value="atdm:difficulty_settings_default" /> <mapSettingsEclass value="atdm:difficulty_settings" /> <appTypeIgnore value="_IGNORE" /> <difficultyMenuEclass value="difficultyMenu"> <string id="#str_03000">Easy</string> <string id="#str_03004">Medium</string> <string id="#str_03011">Difficult</string> </difficultyMenuEclass> </difficulty> </game> |
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Found a few potential typos: _snd uses an * instead of a + the model line is missing a forward slash type="colour" is written in the British way Fixing them didn't change the crash though. |
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match="snd_.*" => it's just a difference in the regex syntax. * means "0 or more", whereas + means "1 or more". It should not crash with either version, but I'd also vote for + in this case. The <model> tag is closed after its contents. An opening-and-closing <tag /> is just a shortcut XML syntax for <tag></tag> colour vs. color: well, yes, some of us or British. Anyway, it refers to an internal type identifier, and "colour" is how it is spelled internally. I will take a look at your .game file and see if it crashes for me too. |
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You had a syntax error in line 222, the <property> tag was not closed. When adding the forward slash, the game's loading fine. edit: beware, the bugtracker renamed my file automatically to darkmod-2.game. Remove the -2 part and overwrite your darkmod.game file with it. darkmod-2.game (14,896 bytes)
<?xml version="1.0"?> <game type="doom3" index="10" name="The Dark Mod 2.0 (Standalone)" enginepath_win32="C:/games/darkmod/" enginepath_linux="/usr/local/games/darkmod/" enginepath_macos="/usr/local/games/darkmod/" engine_win32="^TheDarkMod(x64|){1}\.exe$" engine_linux="^thedarkmod.(x64|x86){1}$" engine_macos="^thedarkmod.app$" prefix="" basegame="" archivetypes="pk4" modeltypes="lwo ase md5mesh md3" maptypes="mapdoom3" shaders="doom3" entityclass="doom3" entities="doom3" brushtypes="doom3" patchtypes="doom3 def2doom3" registryKey="SOFTWARE\id\Doom 3" registryValue="InstallPath" > <!-- Settings used by the Game Setup Dialog --> <gameSetup> <dialog type="TDM" /><!-- Indicates the TDM-style setup dialog showing options for engine path and mission --> <missionFolder value="fms/" /> </gameSetup> <!-- Types of resource files which are used by this game --> <filetypes> <texture> <extension>tga</extension> <extension>jpg</extension> <extension>dds</extension> </texture> </filetypes> <!-- Filters to use for the filter system --> <filtersystem> <filter name="World geometry"> <filterCriterion type="entityclass" match="worldspawn" action="hide" /> </filter> <filter name="Caulk"> <filterCriterion type="texture" match="textures/common/caulk" action="hide" /> </filter> <filter name="Collision surfaces"> <filterCriterion type="texture" match="textures/common/collision" action="hide" /> <filterCriterion type="texture" match="tdm_collision_.*" action="hide" /> </filter> <filter name="Lights"> <filterCriterion type="entityclass" match="light" action="hide" /> <filterCriterion type="entityclass" match="light_.*" action="hide" /> </filter> <filter name="Func_static Entities"> <filterCriterion type="entityclass" match="func_static" action="hide" /> </filter> <filter name="All entities"> <filterCriterion type="entityclass" match=".*" action="hide" /> <filterCriterion type="entityclass" match="worldspawn" action="show" /> </filter> <filter name="Visportals"> <filterCriterion type="texture" match="textures/editor/visportal" action="hide" /> <filterCriterion type="texture" match="textures/common/nodraw" action="hide" /> </filter> <filter name="Decals"> <filterCriterion type="texture" match="textures(.*)decals(.*)" action="hide" /> </filter> <filter name="Clip Textures"> <filterCriterion type="texture" match="textures/common/(.*)_clip$" action="hide" /> <filterCriterion type="texture" match="textures/common/clip(_plusmovables)*$" action="hide" /> <filterCriterion type="texture" match="textures/common/moveableclipmodel" action="hide" /> </filter> <filter name="Trigger Textures"> <filterCriterion type="texture" match="textures/common/trig(.*)" action="hide" /> </filter> <filter name="Nodraw Textures"> <filterCriterion type="texture" match="textures/common/nodraw(.*)" action="hide" /> <filterCriterion type="texture" match="textures/common/tdm_nodraw(.*)" action="hide" /> </filter> <filter name="Shadow Textures"> <filterCriterion type="texture" match="textures/common/shadow(.*)" action="hide" /> </filter> <filter name="Patches"> <filterCriterion type="object" match="patch" action="hide" /> </filter> <filter name="Brushes"> <filterCriterion type="object" match="brush" action="hide" /> </filter> <filter name="Weather Textures"> <filterCriterion type="texture" match="textures/darkmod/weather/.*" action="hide" /> </filter> <filter name="Paths"> <filterCriterion type="entityclass" match="path_.*" action="hide" /> </filter> </filtersystem> <filesystem> <shaders> <basepath>materials</basepath> <extension>mtr</extension> </shaders> <fonts> <basepath>fonts</basepath> <extension>dat</extension> </fonts> </filesystem> <defaults> <lightShader value="lights/defaultPointLight" /> <lightScale>2</lightScale> <lightRadius value="320 320 320" /> <maxWorldCoord value="65536" /> <minWorldCoord value="-65536" /> <defaultTexture value="_default" /> <collisionTexture value="textures/common/collision" /> <monsterClipShader value="textures/common/monster_clip" /> <visportalShader value="textures/editor/visportal" /> <nodrawShader value="textures/common/nodraw" /> <collisionModelExt value="cm" /> <defaultCurveEntity value="func_splinemover" /> <curveNurbsKey value="curve_Nurbs" /> <curveCatmullRomKey value="curve_CatmullRomSpline" /> <bindKey value="bind" /> <playerHeight value="64" /> <nameKey value="name" /> <speakerMinRadius value="24" /> <speakerMaxRadius value="32" /> <guiSmallFontLimit value="0.15" /> <guiMediumFontLimit value="0.30" /> </defaults> <entityChooser> <displayFolderKey value="editor_displayFolder" /> </entityChooser> <entityInspector> <property match="origin" category="Basic" type="vector3">The origin of this object in 3D space</property> <property match="classname" category="Basic" type="classname">The classname of this entity. This must be a recognised class defined in one of the DEF files, and governs the overall behaviour of the entity</property> <property match="name" category="Basic" type="text">The displayed name of this entity. This can be arbitrary, but must be unique across the entire map</property> <property match="rotation" category="Basic" type="text" /> <property match="_color" category="Basic" type="colour" /> <property match="angle" category="Basic" type="angle" options="0,360">The direction this entity initially faces. Generally applied to AI or player_start entities.</property> <property match="falloff" category="Light" type="text" /> <property match="light_radius" category="Light" type="vector3" /> <property match="light_rotation" category="Light" type="text" /> <property match="light_center" category="Light" type="vector3" /> <property match="light_target" category="Light" type="vector3" /> <property match="light_up" category="Light" type="vector3" /> <property match="light_right" category="Light" type="vector3" /> <property match="light_start" category="Light" type="vector3" /> <property match="light_end" category="Light" type="vector3" /> <property match="parallel" category="Light" type="bool" /> <property match="nodiffuse" category="Light" type="bool" /> <property match="noshadows" category="Light" type="bool" /> <property match="nospecular" category="Light" type="bool" /> <property match="texture" category="Light" type="texture" options="lights,fogs" /> <property match="extinguished" category="Light" type="bool" /> <property match="model" category="Model" type="model">The displayed model or particle system for this entity. For a func_static or other entity type which can have brushes as children, this key must be set to the same value as "name" if brushes are used</property> <property match="model_lit" category="Model" type="model">The model or particle system to be used when this entity is lit (i.e. for torches).</property> <property match="model_extinguished" category="Model" type="model">The model or particle system to be used when this torch entity is extinguished.</property> <property match="skin" category="Model" type="skin" /> <property match="noshadows" category="Model" type="bool" /> <property match="solid" category="Model" type="bool" /> <property match="target" category="Links" type="entity" /> <property match="target0" category="Links" type="entity" /> <property match="target1" category="Links" type="entity" /> <property match="target2" category="Links" type="entity" /> <property match="target3" category="Links" type="entity" /> <property match="target4" category="Links" type="entity" /> <property match="target5" category="Links" type="entity" /> <property match="target6" category="Links" type="entity" /> <property match="target7" category="Links" type="entity" /> <property match="target8" category="Links" type="entity" /> <property match="target9" category="Links" type="entity" /> <property match="target10" category="Links" type="entity" /> <property match="bind" category="Links" type="entity" /> <property match="bindToJoint" category="Links" type="text" /> <property match="s_shader" category="Sound" type="sound" /> <property match="snd_.*" category="Sound" type="sound" hidden="1" /> <property match="s_mindistance" category="Sound" type="text" /> <property match="s_maxdistance" category="Sound" type="text" /> <property match="s_looping" category="Sound" type="bool" /> <property match="s_waitfortrigger" category="Sound" type="bool" /> <property match="s_occlusion" category="Sound" type="bool" /> <property match="s_omni" category="Sound" type="bool" /> <property match="s_volume" category="Sound" type="text" /> <property match="s_global" category="Sound" type="bool" /> <property match="_color_.+" category="Basic" type="colour" hidden="1" /> <property match="model_.+" category="Model" type="model" hidden="1" /> <property match="skin_.+" category="Model" type="skin" hidden="1" /> </entityInspector> <!-- Game-specific values for light entities --> <light> <!-- List of prefixes that may be used to represent light shaders --> <texture> <prefix>lights</prefix> <prefix>fogs</prefix> </texture> </light> <!-- Information about the map format, for loading and saving --> <mapFormat> <floatPrecision value="16" /> <fileExtension value="map" /> <mapFolder value="maps/" /> <prefabFolder value="prefabs/" /> <!-- Compatibility options --> <compatibility> <addDummyBrushes value="false" /> </compatibility> <lastCameraPositionKey value="editor_drLastCameraPos" /> <lastCameraAngleKey value="editor_drLastCameraAngle" /> <!-- The root key names of the map positions (e.g. editor_drMapPos1) --> <mapPositionPosKey value="editor_drMapPos" /> <mapPositionAngleKey value="editor_drMapAngle" /> <playerStartPoint value="info_player_start" /> <infoFileExtension value=".darkradiant" /> </mapFormat> <stimResponseSystem> <stims> <stim id="0" name="STIM_FROB" caption="Frob" icon="sr_icon_frob.png" /> <stim id="1" name="STIM_FIRE" caption="Fire" icon="sr_icon_fire.png" /> <stim id="2" name="STIM_WATER" caption="Water" icon="sr_icon_water.png" /> <stim id="3" name="STIM_DAMAGE" caption="Damage" icon="sr_icon_damage.png" /> <stim id="4" name="STIM_SHIELD" caption="Shield" icon="sr_icon_shield.png" /> <stim id="5" name="STIM_HEALING" caption="Healing" icon="sr_icon_healing.png" /> <stim id="6" name="STIM_HOLY" caption="Holy" icon="sr_icon_holy.png" /> <stim id="7" name="STIM_MAGIC" caption="Magic" icon="sr_icon_magic.png" /> <stim id="8" name="STIM_TOUCH" caption="Touch" icon="sr_icon_touch.png" /> <stim id="9" name="STIM_KNOCKOUT" caption="Knockout" icon="sr_icon_knockout.png" /> <stim id="10" name="STIM_KILL" caption="Kill" icon="sr_icon_kill.png" /> <stim id="11" name="STIM_RESTORE" caption="Restore" icon="sr_icon_restore.png" /> <stim id="12" name="STIM_LIGHT" caption="Light" icon="sr_icon_light.png" /> <stim id="13" name="STIM_SOUND" caption="Sound" icon="sr_icon_sound.png" /> <stim id="14" name="STIM_VISUAL" caption="Visual" icon="sr_icon_visual.png" /> <stim id="15" name="STIM_INVITE" caption="Invitation" icon="sr_icon_invite.png" /> <stim id="16" name="STIM_READ" caption="Readable" icon="sr_icon_readable.png" /> <stim id="17" name="STIM_RANDOM" caption="Random" icon="sr_icon_random.png" /> <stim id="18" name="STIM_TIMER" caption="Timer" icon="sr_icon_timer.png" /> <stim id="19" name="STIM_COMMUNICATION" caption="Communication" icon="sr_icon_communication.png" /> <stim id="20" name="STIM_GAS" caption="Gas" icon="sr_icon_gas.png" /> <stim id="21" name="STIM_TRIGGER" caption="Trigger" icon="sr_icon_trigger.png" /> <stim id="22" name="STIM_TARGET_REACHED" caption="Target Reached" icon="sr_icon_target_reached.png" /> <stim id="23" name="STIM_PLAYER" caption="Player" icon="sr_icon_thief.png" /> <stim id="24" name="STIM_FLASH" caption="Flash" icon="sr_icon_flash.png" /> <stim id="25" name="STIM_BLIND" caption="Blind" icon="sr_icon_flash.png" /> <stim id="26" name="STIM_MOSS" caption="Moss" icon="sr_icon_gas.png" /> </stims> <properties> <!-- The key root names "class" refers to "sr_class_N" --> <property name="class" classes="SR" /> <property name="use_bounds" classes="S" /> <property name="magnitude" classes="S" /> <property name="falloffexponent" classes="S" /> <property name="time_interval" classes="S" /> <property name="type" classes="SR" /> <property name="state" classes="SR" /> <property name="radius" classes="S" /> <property name="radius_final" classes="S" /> <property name="duration" classes="S" /> <property name="timer_type" classes="S" /> <property name="timer_reload" classes="S" /> <property name="timer_time" classes="S" /> <property name="timer_waitforstart" classes="S" /> <property name="chance" classes="SR" /> <property name="random_effects" classes="R" /> <property name="max_fire_count" classes="S" /> <property name="bounds_mins" classes="S" /> <property name="bounds_maxs" classes="S" /> <property name="velocity" classes="S" /> </properties> <customStimStorageEClass value="worldspawn" /> <customStimKeyPrefix value="editor_dr_stim_" /> <stimResponsePrefix value="sr_" /> <lowestCustomStimId value="1000" /> <responseEffectPrefix value="effect_" /> <selfEntity value="_SELF" /> </stimResponseSystem> <objectivesEditor> <objectivesEClass name="atdm:target_addobjectives" /> <objectivesEClass name="target_tdm_addobjectives" /> </objectivesEditor> <conversationSystem> <conversationCommandPrefix value="atdm:conversation_command_" /> </conversationSystem> <difficulty> <numLevels value="3" /> <defaultSettingsEclass value="atdm:difficulty_settings_default" /> <mapSettingsEclass value="atdm:difficulty_settings" /> <appTypeIgnore value="_IGNORE" /> <difficultyMenuEclass value="difficultyMenu"> <string id="#str_03000">Easy</string> <string id="#str_03004">Medium</string> <string id="#str_03011">Difficult</string> </difficultyMenuEclass> </difficulty> </game> |
|
Thanks, that's done it. Only at my end though - do you see downsides in making this the default? | |
No, fine by me, of course. | |
Date Modified | Username | Field | Change |
---|---|---|---|
25.04.2020 14:55 | Dragofer | New Issue | |
25.04.2020 17:26 | greebo | Status | new => feedback |
25.04.2020 17:26 | greebo | Note Added: 0012408 | |
26.04.2020 05:42 | Dragofer | Note Added: 0012410 | |
26.04.2020 05:42 | Dragofer | File Added: darkmod.game | |
26.04.2020 05:42 | Dragofer | Status | feedback => new |
26.04.2020 05:46 | Dragofer | Note Added: 0012411 | |
26.04.2020 05:46 | Dragofer | Note Edited: 0012410 | |
26.04.2020 05:46 | Dragofer | Note Edited: 0012411 | |
26.04.2020 06:01 | greebo | Note Added: 0012412 | |
26.04.2020 06:02 | greebo | Note Edited: 0012412 | |
26.04.2020 06:12 | greebo | Note Added: 0012413 | |
26.04.2020 06:12 | greebo | File Added: darkmod-2.game | |
26.04.2020 06:13 | greebo | Note Edited: 0012413 | |
26.04.2020 06:13 | greebo | Status | new => feedback |
26.04.2020 20:36 | Dragofer | Note Added: 0012428 | |
26.04.2020 20:36 | Dragofer | Status | feedback => new |
26.04.2020 20:37 | Dragofer | Status | new => feedback |
27.04.2020 04:29 | greebo | Note Added: 0012429 | |
27.04.2020 04:29 | greebo | Assigned To | => greebo |
27.04.2020 04:29 | greebo | Status | feedback => assigned |
27.04.2020 04:29 | greebo | Target Version | => 2.8.0 |
27.04.2020 04:31 | greebo | Changeset attached | => DarkRadiant master 8537babb |
27.04.2020 04:31 | greebo | Status | assigned => resolved |
27.04.2020 04:31 | greebo | Resolution | open => fixed |
27.04.2020 04:31 | greebo | Fixed in Version | => 2.8.0 |
08.11.2020 18:34 | greebo | Status | resolved => closed |