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  1. Btw, obj import is not possible yet? Because it is now supported by tdm. Edit: I think it's possible to add support.
  2. We are proud to announce the release of: The Dark Mod 2.11 ! The Dark Mod 2.11 is primarily a bug-fix release. The majority of development time was dedicated to fixing or improving long-standing bugs or problem areas with the project rather than focusing on new features. That said, some of the improvements that were introduced to address these issues could very well be classified as new features in terms of the amount of changes required to bring them to life. A full changelog can be viewed here, but some highlights include: Major gameplay improvements! For players, Stealth Score and AI alert behavior has been improved to better detect tactile contact with AI and proximity. An older TDM release introduced a grace period feature that was overly broad and made some AI ignore players that were right in front of them. This has been substantially improved so stealth scoring and AI reactions should be a lot more consistent and logical. Players will also have a new Blackjack experience with better cues about whether a blackjack attack will succeed and improvements to the way that the blackjack attack is executed. Players can more smoothly transition from climbing as the player is now permitted to be crouched during the climb. There is a new multi-loot feature which allows you to pickup multiple loot pieces by holding down the frob button! Performance Improvements! The new volumetric light feature has been improved via a new blur phase. This means that you no longer need to increase the samples to reduce or remove banding and performance should be substantially improved. Before 2.10 ( dithering and low sample count): After 2.11 ( blurred and higher default sample count ) : Soft Shadows now utilize scissors and tile-based evaluation in stencil mode so that Anti-Aliasing no longer need be applied to the entire shadow buffer. Shadow Maps have improved mipmap, LOD and texel utilization. There should be fewer artifacts and better performance. Large models are now evaluated via a BVH structure so that they can be split for lighting and culling optimizations. AI think cycles have been optimized and perform less work per-frame. GLSL programs have been rewritten to have better performance on AMD graphic cards. Included mission improvements! Mission 1: A New Job now features subtitles! Mission 2: Tears of Saint Lucia has been improved with EFX reverb and a few bug fixes! Asset fixes and additions! Dragofer has fixed hundreds of assets that were missing setup definitions or other components that would cause the console to flood with errors on TDM launch or on the launch of missions. In addition, he has added hundreds of new and old assets from both TDM team members and members of the TDM community. Improvements for Mappers! The Engine now supports Obj model format Material Shaders no longer require you to add frob stages. Frob is now auto-generated. You can still add custom frob effects to materials if preferred Missions can now include decls that override those in the core TDM without using an override file to replace the entire core file. GUI scripting has been overhauled with better syntax and error reporting Dmap precision has been increased and Dmap T-junction performance has been optimized Please see our Moddb article for the full developer blog entry: https://www.moddb.com/mods/the-dark-mod/news/the-dark-mod-211-is-here To update, simply run the tdm_installer.exe file in your darkmod folder. Note that tdm_update.exe is no longer supported, but you can download the new installer from the Downloads page if you don't have it yet. Please be aware that old saved games will not be compatible with 2.11, so finish any missions you might be in the middle of first!
  3. How you can help depends a lot on what skills you have. I can Record Video Recording "Let's Play" videos or simple walkthroughs of existing missions and posting them to Youtube is great exposure for the mod (see example .) Be sure to let us know so we can link to them. If you have some editing ability, Video tutorials, where you explain how the mod works, or how to use specific tools, would also be great. Video trailers, showcasing interesting places and features, are also great for publicity. An example is . I can Write Writing reviews for missions are always nice, especially if they include good screenshots. Not only does it give us something to post on other forums, but it makes mappers feel good when their mission gets attention (especially if it's positive). We have a collective thread to post reviews in: http://forums.thedar...s-walkthroughs/ Writing reviews of the mod as a whole, targetted an an audience that doesn't know much about TDM, is also very useful. You could also try offering your services to mappers to create interesting readables, or to proofread for their mission. I can Act and Record Audio We are always on the lookout for good quality audio recordings for vocal sets. If interested, you can pick a few different lines from this script: http://wiki.thedarkm...t:_Average_Jack and send the recordings to Springheel, who then writes a script based on the type of voice you have. I can Translate We could always use translations of our menu/hud into more languages. Also, only a few FMs are aavailable in more than one language, so there is a lot of work there, see the I18N Translator's Guide in the Wiki. I can Model Great! Take a look at the model request thread:http://forums.thedar...-requests-here/ and pick something that interests you. Or just post a, "Hey, anybody want a model?" thread in this forum and I'm sure mappers will get back to you. I can Animate Fantastic. We can always use more good animations. Our current character rigs use a Maya skeleton. PM Springheel for more info. I know C++ Have a look at our coding section in the wiki, pick an issue or feature from the bugtracker of the mod or the leveleditor, download the recent sourcecode release (or better ask for an SVN checkout) and get cracking. Make sure nobody is already working on that specific issue and feel free to ask questions. I can Edit Images We can always use completely new textures and/or improved versions of older textures. How to get started and how to import them into the mod. I can Take Photos Good quality photos of useful textures (medieval-ish building facades, dirt, rocks, wood, etc) are always welcome. The fewer directional shadows and higher resolution, the better. I don't have any skills Even if you can't do any of the above, you can still help out. Talk about TDM in other forums; share your (preferably positive) experiences with other gamers you know. Last, but not least, compliment people when you like their work. Saying "thanks", to a developer or, "I really enjoyed your mission" to a mapper will make their day. -------------------- I'll update this further as more things occur to me.
  4. I know DR can export into OBJ, but I recall it exports brushes as split planes. Is it possible to add option to export brushes as convex manifold meshes (so that level in OBJ ends up being made of multitextured cubes/parallelepipeds) ? Is it also possible to export patches as meshes (or as patches, if OBJ supports them) ? Is it possible to export lights, entities, etc. as dummy/empty objects (or cubes of a small size) with specific name conventions ? (it would be easier to find them in 3D app) Thanks!
  5. There is no such model format as "CM". A CM is either an OBJ, ASE, or LWO with a collision texture. The cm data in the map compile cannot be natively manipulated, it is the result of a dmap operation.
  6. Ah yes, that section would have been better... too late to move the thread now though. Anyway I managed to find a supposed md5 exporter for MakeHuman on Github. I haven't tested it so no idea if it still works with the latest version of the program. Someone would also need to patch it so that it generates the low-poly shadow mesh we're using, otherwise you still have to edit the output in Blender which defeats the purpose. On the bright side, the code is rather short and simple! https://github.com/duststorm/makehuman/blob/master/trunk/makehuman/apps/mh2/mh2md5.py #!/usr/bin/python # -*- coding: utf-8 -*- """ Export to id Software's MD5 format. **Project Name:** MakeHuman **Product Home Page:** http://www.makehuman.org/ **Code Home Page:** http://code.google.com/p/makehuman/ **Authors:** Marc Flerackers **Copyright(c):** MakeHuman Team 2001-2013 **Licensing:** AGPL3 (see also http://www.makehuman.org/node/318) **Coding Standards:** See http://www.makehuman.org/node/165 Abstract -------- This module implements a plugin to export MakeHuman mesh and skeleton data to id Software's MD5 format. See http://www.modwiki.net/wiki/MD5MESH_(file_format) for information on the format. Requires: - base modules """ __docformat__ = 'restructuredtext' from os.path import basename from skeleton import Skeleton groupWeights = ( ('head-back-skull', 'joint-head', 1.0), ('head-brow', 'joint-head', 1.0), ('head-tongue', 'joint-head', 1.0), ('head-upper-skull', 'joint-head', 1.0), ('hip-navel', 'joint-spine2', 1.0), ('inner-mouth', 'joint-mouth', 1.0), ('jaw-chin', 'joint-head', 1.0), ('jaw-lower-chin', 'joint-head', 1.0), ('l-ear-helix', 'joint-head', 1.0), ('l-ear-inner', 'joint-head', 1.0), ('l-ear-lobe', 'joint-head', 1.0), ('l-ear-tubercle', 'joint-head', 1.0), ('l-eye-ball', 'joint-l-eye', 1.0), ('l-eye-inner-brow-ridge', 'joint-head', 1.0), ('l-eye-lower-inner-lid', 'joint-head', 1.0), ('l-eye-lower-middle-lid', 'joint-head', 1.0), ('l-eye-lower-middle-orbital', 'joint-head', 1.0), ('l-eye-lower-outer-lid', 'joint-head', 1.0), ('l-eye-lower-outer-orbital', 'joint-head', 1.0), ('l-eye-middle-brow-ridge', 'joint-head', 1.0), ('l-eye-outer-brow-ridge', 'joint-head', 1.0), ('l-eye-upper-inner-lid', 'joint-head', 1.0), ('l-eye-upper-inner-orbital', 'joint-head', 1.0), ('l-eye-upper-middle-lid', 'joint-head', 1.0), ('l-eye-upper-middle-orbital', 'joint-head', 1.0), ('l-eye-upper-outer-lid', 'joint-head', 1.0), ('l-eye-upper-outer-orbital', 'joint-head', 1.0), ('l-foot-ankle', 'joint-l-ankle', 1.0), ('l-foot-core', 'joint-l-ankle', 1.0), ('l-foot-heel', 'joint-l-ankle', 1.0), ('l-foot-nail1', 'joint-l-toe-1-2', 1.0), ('l-foot-nail2', 'joint-l-toe-2-3', 1.0), ('l-foot-nail3', 'joint-l-toe-3-3', 1.0), ('l-foot-nail4', 'joint-l-toe-4-3', 1.0), ('l-foot-nail5', 'joint-l-toe-5-3', 1.0), ('l-foot-toe-1-1', 'joint-l-toe-1-1', 1.0), ('l-foot-toe-1-2', 'joint-l-toe-1-2', 1.0), ('l-foot-toe-2-1', 'joint-l-toe-2-1', 1.0), ('l-foot-toe-2-2', 'joint-l-toe-2-2', 1.0), ('l-foot-toe-2-3', 'joint-l-toe-2-3', 1.0), ('l-foot-toe-3-1', 'joint-l-toe-3-1', 1.0), ('l-foot-toe-3-2', 'joint-l-toe-3-2', 1.0), ('l-foot-toe-3-3', 'joint-l-toe-3-3', 1.0), ('l-foot-toe-4-1', 'joint-l-toe-4-1', 1.0), ('l-foot-toe-4-2', 'joint-l-toe-4-2', 1.0), ('l-foot-toe-4-3', 'joint-l-toe-4-3', 1.0), ('l-foot-toe-5-1', 'joint-l-toe-5-1', 1.0), ('l-foot-toe-5-2', 'joint-l-toe-5-2', 1.0), ('l-foot-toe-5-3', 'joint-l-toe-5-3', 1.0), ('l-hand-finger-1-1', 'joint-l-finger-1-1', 1.0), ('l-hand-finger-1-2', 'joint-l-finger-1-2', 1.0), ('l-hand-finger-1-3', 'joint-l-finger-1-3', 1.0), ('l-hand-finger-2-1', 'joint-l-finger-2-1', 1.0), ('l-hand-finger-2-2', 'joint-l-finger-2-2', 1.0), ('l-hand-finger-2-3', 'joint-l-finger-2-3', 1.0), ('l-hand-finger-3-1', 'joint-l-finger-3-1', 1.0), ('l-hand-finger-3-2', 'joint-l-finger-3-2', 1.0), ('l-hand-finger-3-3', 'joint-l-finger-3-3', 1.0), ('l-hand-finger-4-1', 'joint-l-finger-4-1', 1.0), ('l-hand-finger-4-2', 'joint-l-finger-4-2', 1.0), ('l-hand-finger-4-3', 'joint-l-finger-4-3', 1.0), ('l-hand-finger-5-1', 'joint-l-finger-5-1', 1.0), ('l-hand-finger-5-2', 'joint-l-finger-5-2', 1.0), ('l-hand-finger-5-3', 'joint-l-finger-5-3', 1.0), ('l-hand-nail1', 'joint-l-finger-1-3', 1.0), ('l-hand-nail2', 'joint-l-finger-2-3', 1.0), ('l-hand-nail3', 'joint-l-finger-3-3', 1.0), ('l-hand-nail4', 'joint-l-finger-4-3', 1.0), ('l-hand-nail5', 'joint-l-finger-5-3', 1.0), ('l-hand-palm', 'joint-r-hand', 1.0), ('l-head-cheek', 'joint-head', 1.0), ('l-head-cheek-arc', 'joint-head', 1.0), ('l-head-lower-inner-orbital', 'joint-head', 1.0), ('l-head-maxilla', 'joint-head', 1.0), ('l-head-outer-chin', 'joint-head', 1.0), ('l-head-temple', 'joint-head', 1.0), ('l-head-zygoma', 'joint-head', 1.0), ('l-hip', '', 1.0), ('l-hip-lower-abdomen', '', 1.0), ('l-hip-middle-abdomen', '', 1.0), ('l-hip-upper-abdomen', '', 1.0), ('l-jaw', 'joint-head', 1.0), ('l-lowerarm', 'joint-l-elbow', 1.0), ('l-lowerleg', 'joint-l-knee', 1.0), ('l-lowerleg-calf', 'joint-l-knee', 1.0), ('l-mouth-lower', 'joint-mouth', 1.0), ('l-mouth-lower-lip', 'joint-mouth', 1.0), ('l-mouth-upper-lip', 'joint-mouth', 1.0), ('l-nose-nostril', 'joint-head', 1.0), ('l-pelvis-gluteus', '', 1.0), ('l-teeth-low-cent-incisor', 'joint-head', 1.0), ('l-teeth-low-cuspid', 'joint-head', 1.0), ('l-teeth-low-first-bicuspid', 'joint-head', 1.0), ('l-teeth-low-first-molar', 'joint-head', 1.0), ('l-teeth-low-lat-incisor', 'joint-head', 1.0), ('l-teeth-low-sec-bicuspid', 'joint-head', 1.0), ('l-teeth-low-sec-molar', 'joint-head', 1.0), ('l-teeth-low-third-molar', 'joint-head', 1.0), ('l-teeth-up-cent-incisor', 'joint-head', 1.0), ('l-teeth-up-cuspid', 'joint-head', 1.0), ('l-teeth-up-first-bicuspid', 'joint-head', 1.0), ('l-teeth-up-first-molar', 'joint-head', 1.0), ('l-teeth-up-lat-incisor', 'joint-head', 1.0), ('l-teeth-up-sec-bicuspid', 'joint-head', 1.0), ('l-teeth-up-sec-molar', 'joint-head', 1.0), ('l-teeth-up-third-molar', 'joint-head', 1.0), ('l-torso-axilla', '', 1.0), ('l-torso-back-scapula', '', 1.0), ('l-torso-back-shoulder', '', 1.0), ('l-torso-clavicle', '', 1.0), ('l-torso-front-shoulder', '', 1.0), ('l-torso-inner-pectoralis', '', 1.0), ('l-torso-lower-back', '', 1.0), ('l-torso-lower-pectoralis', '', 1.0), ('l-torso-middle-pectoralis', '', 1.0), ('l-torso-nipple', '', 1.0), ('l-torso-outer-pectoralis', '', 1.0), ('l-torso-ribs', '', 1.0), ('l-torso-trapezius', '', 1.0), ('l-torso-upper-middle-back', '', 1.0), ('l-torso-upper-pectoralis', '', 1.0), ('l-torso-upper-shoulder', '', 1.0), ('l-upperarm-biceps', 'joint-l-shoulder', 1.0), ('l-upperarm-triceps', 'joint-l-shoulder', 1.0), ('l-upperleg-frontal-thigh', 'joint-l-upper-leg', 1.0), ('l-upperleg-knee', 'joint-l-upper-leg', 1.0), ('l-upperleg-thigh-back', 'joint-l-upper-leg', 1.0), ('mouth-lower-middle-lip', 'joint-mouth', 1.0), ('mouth-upper-middle-lip', 'joint-mouth', 1.0), ('neck', 'joint-neck', 1.0), ('neck-adam-apple', 'joint-neck', 1.0), ('neck-upper', 'joint-neck', 1.0), ('nose-bridge', 'joint-head', 1.0), ('nose-glabella', 'joint-head', 1.0), ('nose-philtrum', 'joint-head', 1.0), ('nose-sellion', 'joint-head', 1.0), ('nose-tip', 'joint-head', 1.0), ('pelvis-genital-area', '', 1.0), ('r-ear-helix', 'joint-head', 1.0), ('r-ear-inner', 'joint-head', 1.0), ('r-ear-lobe', 'joint-head', 1.0), ('r-ear-tubercle', 'joint-head', 1.0), ('r-eye-ball', 'joint-head', 1.0), ('r-eye-inner-brow-ridge', 'joint-head', 1.0), ('r-eye-lower-inner-lid', 'joint-head', 1.0), ('r-eye-lower-middle-lid', 'joint-head', 1.0), ('r-eye-lower-middle-orbital', 'joint-head', 1.0), ('r-eye-lower-outer-lid', 'joint-head', 1.0), ('r-eye-lower-outer-orbital', 'joint-head', 1.0), ('r-eye-middle-brow-ridge', 'joint-head', 1.0), ('r-eye-outer-brow-ridge', 'joint-head', 1.0), ('r-eye-upper-inner-lid', 'joint-head', 1.0), ('r-eye-upper-inner-orbital', 'joint-head', 1.0), ('r-eye-upper-middle-lid', 'joint-head', 1.0), ('r-eye-upper-middle-orbital', 'joint-head', 1.0), ('r-eye-upper-outer-lid', 'joint-head', 1.0), ('r-eye-upper-outer-orbital', 'joint-head', 1.0), ('r-foot-ankle', 'joint-r-ankle', 1.0), ('r-foot-core', 'joint-r-ankle', 1.0), ('r-foot-heel', 'joint-r-ankle', 1.0), ('r-foot-nail1', 'joint-r-toe-1-2', 1.0), ('r-foot-nail2', 'joint-r-toe-2-3', 1.0), ('r-foot-nail3', 'joint-r-toe-3-3', 1.0), ('r-foot-nail4', 'joint-r-toe-4-3', 1.0), ('r-foot-nail5', 'joint-r-toe-5-3', 1.0), ('r-foot-toe-1-1', 'joint-r-toe-1-1', 1.0), ('r-foot-toe-1-2', 'joint-r-toe-1-2', 1.0), ('r-foot-toe-2-1', 'joint-r-toe-2-1', 1.0), ('r-foot-toe-2-2', 'joint-r-toe-2-2', 1.0), ('r-foot-toe-2-3', 'joint-r-toe-2-3', 1.0), ('r-foot-toe-3-1', 'joint-r-toe-3-1', 1.0), ('r-foot-toe-3-2', 'joint-r-toe-3-2', 1.0), ('r-foot-toe-3-3', 'joint-r-toe-3-3', 1.0), ('r-foot-toe-4-1', 'joint-r-toe-4-1', 1.0), ('r-foot-toe-4-2', 'joint-r-toe-4-2', 1.0), ('r-foot-toe-4-3', 'joint-r-toe-4-3', 1.0), ('r-foot-toe-5-1', 'joint-r-toe-5-1', 1.0), ('r-foot-toe-5-2', 'joint-r-toe-5-2', 1.0), ('r-foot-toe-5-3', 'joint-r-toe-5-3', 1.0), ('r-hand-finger-1-1', 'joint-r-finger-1-1', 1.0), ('r-hand-finger-1-2', 'joint-r-finger-1-2', 1.0), ('r-hand-finger-1-3', 'joint-r-finger-1-3', 1.0), ('r-hand-finger-2-1', 'joint-r-finger-2-1', 1.0), ('r-hand-finger-2-2', 'joint-r-finger-2-2', 1.0), ('r-hand-finger-2-3', 'joint-r-finger-2-3', 1.0), ('r-hand-finger-3-1', 'joint-r-finger-3-1', 1.0), ('r-hand-finger-3-2', 'joint-r-finger-3-2', 1.0), ('r-hand-finger-3-3', 'joint-r-finger-3-3', 1.0), ('r-hand-finger-4-1', 'joint-r-finger-4-1', 1.0), ('r-hand-finger-4-2', 'joint-r-finger-4-2', 1.0), ('r-hand-finger-4-3', 'joint-r-finger-4-3', 1.0), ('r-hand-finger-5-1', 'joint-r-finger-5-1', 1.0), ('r-hand-finger-5-2', 'joint-r-finger-5-2', 1.0), ('r-hand-finger-5-3', 'joint-r-finger-5-3', 1.0), ('r-hand-nail1', 'joint-r-finger-1-3', 1.0), ('r-hand-nail2', 'joint-r-finger-2-3', 1.0), ('r-hand-nail3', 'joint-r-finger-3-3', 1.0), ('r-hand-nail4', 'joint-r-finger-4-3', 1.0), ('r-hand-nail5', 'joint-r-finger-5-3', 1.0), ('r-hand-palm', 'joint-r-hand', 1.0), ('r-head-cheek', 'joint-head', 1.0), ('r-head-cheek-arc', 'joint-head', 1.0), ('r-head-lower-inner-orbital', '', 1.0), ('r-head-maxilla', 'joint-head', 1.0), ('r-head-outer-chin', 'joint-head', 1.0), ('r-head-temple', 'joint-head', 1.0), ('r-head-zygoma', 'joint-head', 1.0), ('r-hip', '', 1.0), ('r-hip-lower-abdomen', '', 1.0), ('r-hip-middle-abdomen', '', 1.0), ('r-hip-upper-abdomen', '', 1.0), ('r-jaw', 'joint-head', 1.0), ('r-lowerarm', 'joint-r-elbow', 1.0), ('r-lowerleg', 'joint-l-knee', 1.0), ('r-lowerleg-calf', 'joint-l-knee', 1.0), ('r-mouth-lower', 'joint-mouth', 1.0), ('r-mouth-lower-lip', 'joint-mouth', 1.0), ('r-mouth-upper-lip', 'joint-mouth', 1.0), ('r-nose-nostril', 'joint-head', 1.0), ('r-pelvis-gluteus', '', 1.0), ('r-teeth-low-cent-incisor', 'joint-head', 1.0), ('r-teeth-low-cuspid', 'joint-head', 1.0), ('r-teeth-low-first-bicuspid', 'joint-head', 1.0), ('r-teeth-low-first-molar', 'joint-head', 1.0), ('r-teeth-low-lat-incisor', 'joint-head', 1.0), ('r-teeth-low-sec-bicuspid', 'joint-head', 1.0), ('r-teeth-low-sec-molar', 'joint-head', 1.0), ('r-teeth-low-third-molar', 'joint-head', 1.0), ('r-teeth-up-cent-incisor', 'joint-head', 1.0), ('r-teeth-up-cuspid', 'joint-head', 1.0), ('r-teeth-up-first-bicuspid', 'joint-head', 1.0), ('r-teeth-up-first-molar', 'joint-head', 1.0), ('r-teeth-up-lat-incisor', 'joint-head', 1.0), ('r-teeth-up-sec-bicuspid', 'joint-head', 1.0), ('r-teeth-up-sec-molar', 'joint-head', 1.0), ('r-teeth-up-third-molar', 'joint-head', 1.0), ('r-torso-axilla', '', 1.0), ('r-torso-back-scapula', '', 1.0), ('r-torso-back-shoulder', '', 1.0), ('r-torso-clavicle', '', 1.0), ('r-torso-front-shoulder', '', 1.0), ('r-torso-inner-pectoralis', '', 1.0), ('r-torso-lower-back', '', 1.0), ('r-torso-lower-pectoralis', '', 1.0), ('r-torso-middle-pectoralis', '', 1.0), ('r-torso-nipple', '', 1.0), ('r-torso-outer-pectoralis', '', 1.0), ('r-torso-ribs', '', 1.0), ('r-torso-trapezius', '', 1.0), ('r-torso-upper-middle-back', '', 1.0), ('r-torso-upper-pectoralis', '', 1.0), ('r-torso-upper-shoulder', '', 1.0), ('r-upperarm-biceps', 'joint-r-shoulder', 1.0), ('r-upperarm-triceps', 'joint-r-shoulder', 1.0), ('r-upperleg-frontal-thigh', 'joint-l-upper-leg', 1.0), ('r-upperleg-knee', 'joint-l-upper-leg', 1.0), ('r-upperleg-thigh-back', 'joint-l-upper-leg', 1.0), ('torso-spine', '', 1.0), ('l-eye-cornea', 'joint-head', 1.0), ('r-eye-cornea', 'joint-head', 1.0), ('r-eye-eyebrown', 'joint-head', 1.0), ('l-eye-eyebrown', 'joint-head', 1.0), ('l-eye-lower-lash', 'joint-head', 1.0), ('l-eye-upper-lash', 'joint-head', 1.0), ('r-eye-lower-lash', 'joint-head', 1.0), ('r-eye-upper-lash', 'joint-head', 1.0)) def exportMd5(obj, filename): """ This function exports MakeHuman mesh and skeleton data to id Software's MD5 format. Parameters ---------- obj: *Object3D*. The object whose information is to be used for the export. filename: *string*. The filename of the file to export the object to. """ skeleton = Skeleton() skeleton.update(obj) f = open(filename, 'w') f.write('MD5Version 10\n') f.write('commandline ""\n\n') f.write('numJoints %d\n' % (skeleton.joints+1)) # Amount of joints + the hardcoded origin below f.write('numMeshes %d\n\n' % (1)) # TODO: 2 in case of hair f.write('joints {\n') f.write('\t"%s" %d ( %f %f %f ) ( %f %f %f )\n' % ('origin', -1, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0)) writeJoint(f, skeleton.root) f.write('}\n\n') f.write('mesh {\n') f.write('\tshader "%s"\n' % (basename(obj.texture))) # TODO: create the shader file f.write('\n\tnumverts %d\n' % (len(obj.verts))) for vert in obj.verts: if obj.has_uv: face = vert.sharedFaces[0] u, v = obj.texco[face.uv[face.verts.index(vert)]] else: u, v = 0, 0 # vert [vertIndex] ( [texU] [texV] ) [weightIndex] [weightElem] f.write('\tvert %d ( %f %f ) %d %d\n' % (vert.idx, u, 1.0-v, vert.idx, 1)) f.write('\n\tnumtris %d\n' % (len(obj.faces) * 2)) for face in obj.faces: # tri [triIndex] [vertIndex1] [vertIndex2] [vertIndex3] f.write('\ttri %d %d %d %d\n' % (face.idx*2, face.verts[2].idx, face.verts[1].idx, face.verts[0].idx)) f.write('\ttri %d %d %d %d\n' % (face.idx*2+1, face.verts[0].idx, face.verts[3].idx, face.verts[2].idx)) f.write('\n\tnumweights %d\n' % (len(obj.verts))) for vert in obj.verts: # TODO: We attach all vertices to the root with weight 1.0, this should become # real weights to the correct bones # weight [weightIndex] [jointIndex] [weightValue] ( [xPos] [yPos] [zPos] ) f.write('\tweight %d %d %f ( %f %f %f )\n' % (vert.idx, 0, 1.0, vert.co[0], -vert.co[2], vert.co[1])) f.write('}\n\n') f.close() def writeJoint(f, joint): """ This function writes out information describing one joint in MD5 format. Parameters ---------- f: *file handle*. The handle of the file being written to. joint: *Joint object*. The joint object to be processed by this function call. ident: *integer*. The joint identifier. """ if joint.parent: parentIndex = joint.parent.index else: parentIndex = 0 # "[boneName]" [parentIndex] ( [xPos] [yPos] [zPos] ) ( [xOrient] [yOrient] [zOrient] ) f.write('\t"%s" %d ( %f %f %f ) ( %f %f %f )\n' % (joint.name, parentIndex, joint.position[0], joint.position[1], joint.position[2], joint.direction[0], joint.direction[1], joint.direction[2])) for joint in joint.children: writeJoint(f, joint)
  7. The *DOOM3* shaders are ARB2 ('cause of old GeForce support) carmack plan + arb2 - OpenGL / OpenGL: Advanced Coding - Khronos Forums
    1. Tarhiel

      Tarhiel

      Awesome, congratulations!!! :o

    2. Bikerdude

      Bikerdude

      Yup, all the remianing bugs were ironed out, so it nigh on perfect now.

    3. AluminumHaste

      AluminumHaste

      version 2.1 is now uploaded to mirrors ready to download.

  8. I've opened a ticket to ask for .obj model render support to be added to DR so this can catch on better. Support for a universal model format is very significant when obtaining models from online repositories. I'm not sure - the ideal would be if models automatically switched to LOD versions if any are available, and if the stages are in the same file this would be easier to achieve. But I think it's still going to require entityDefs with hand-calibrated distance values. Could still be convenient, the same way how having the shadowmesh and collisionmesh in the same model file is more convenient than having a _cm file somewhere nearby.
  9. Hi guys, through the "cheats" topic I got the idea, that it would be quite useful, if there were tags for missions (the post was about removing the killing restriction in some missions to suit the prefered play style). I don't know how easy or difficult this is, but with them, it would be quite convenient to pick missions with playstyles, environment, etc one does want to use. This could also be expanded to other mission properties. I remember a discussion about climbable drains, handles on doors, that cannot be picked and other things the map author chooses for himself. That way these things would be clearer and as I said before, it is easier to choose missions with playstyles that suit oneself. What do think?
  10. id Studio did a poor job in defining its categorization of variable nomenclature, so in subsequent documentation and discussions there are divergent views (or just slop). In my series, I had to choose something, and went with what I thought would be clearest for the GUI programmer: Properties, which are either Registers (like true variables) Non-registers (like tags) User Variables (also true variables) I see that your view is more along these lines (which perhaps reflects C++ internals?): Flags (like my non-registers) Properties, which are either Built-in (like my registers) Custom (like user Variables) Also, elsewhere, you refer to "registers" as temporaries. I am willing to consider that there could be temporary registers during expression evaluation, but by my interpretation those would be in addition to named property registers. I'm not sure where to go next with this particular aspect, but at least can state it.
  11. can somebody fix the mainpage of our site? http://forums.thedarkmod.com/topic/19469-new-layout-error/

    1. nbohr1more
    2. Springheel

      Springheel

      It's under construction at the moment.

       

  12. Changelog of 2.11 development: beta211-08 (rev 16770-10264) * Fixed crash when minimizing TDM on Windows (post). * Added HD carpets (thread). * Fixed player getting delayed and lower damage on high fall ending with mantle (6231). * Removed wrong LOD stage in atdm:env_ragdoll_commoner_female. * Reverted addition of default "map of" inventory item. * Made it easier for modders to substitute invgrid parchment background (6241). beta211-07 (rev 16758-10258) * Fixed extinguished candles stim-lighting each other on game start (6223). * Added menu settings for sheathe toggle, and changed default (6232 thread). * Saint Lucia mission improvements (thread). * Fixed GUI warnings in New Job. * Renamed "New Missions" to "Missions List" in main menu (6230). * Fixed initial difficulty highlight on Objectives screen (6229). * Fixed Objectives title slightly cut off on low text scale (6234). * Added mansion01 window assets (6235). * Fixed normal map of turquoise_uneven (6222). * Allow user to tweak pm_noclipspeed (6237). beta211-06 (rev 16739-10248) * Saint Lucia mission improvements (thread). * Fixed rare crash during melee combat (6225). * Fixed func_peek crash on Linux (5553). * Fixed bottle crash in "Pearls and Swine" (6227). * Fixed textures of cheapbeermug (post). * Fixed warnings in book_ornate_gothic readables (post). * Fixed minor issue in broad phase of collision detection. beta211-05 (rev 16727-10239) * Fixed rare NaN blocks from volumetric lights on AMD driver (post). * Fixed rare thin holes in geometry on low "render scale". * Fixed major performance regression in "r_shadowMapSinglePass 1" mode. * Added subtitles to New Job mission (5914). * Fixed subtitles hidden during CameraView type of cutscene (6197). * Fixed last character of subtitles occasionally clipped away (5914). * Fixed missed alert count if player hides into darkness during guard's combat startup (6211). * Added blueprint assets by Dram. * Fixed UV map in bwindow01_frame model (6217). * Allow female guards to sleep on floor (6208). * Dmap messages about PlanarGraph and EarCut now include 3D world position. * Some minor rounding changes in text placement in GUI. * Restored value of pm_bobup from 2.10. beta211-04 (rev 16714-10226) * Fixed wrong lightgem values briefly after game load/start (6088). * Fixed alert counter for civilians immediate alert (5286). * Some main menu text made translatable (2960). * New assets: Precursor "ancient" loot by Kingsal, galleon wreck, gothic cabinet, grandfather clock with new clock scriptobject, pagan menir (standing stone statue), pair of large marble lion statues, feather duster prop * Make sure all newly created door entities have the right rotate value set (5051) * Fix missing normalmap for audiograph, fixed shadowmesh for armchair_victorian_02.ase * Various small asset fixes (missing faces in LOD stage of boiler02_med.lwo, mangled stairs in galleon.lwo, gaps in spade models, normals on desk2 and desk3 models, UV issues on various other models) (3771). * Improved resolution for shield_goldarms texture (4894). * Added "looping" keyword to looping clock ticking sounds. * Exclude female pagan materials from release builds. beta211-03 (rev 16689-10219) * Avoid copying of large array on AMD, fixing a terrible performance regression (thread). * Enabled Frontend Acceleration = r_useParallelAddModels by default. * Fixed error when same decl file exists packed and unpacked with different case (post). * Don't crash TDM if automation port is occupied: warn, retry, and disable instead (thread). * New Job: the mission is no longer unfinishable if you guess the safe combination without visiting the Lord's room + visportal fixes. * Ambient world prefab: expanded light radius from 1K to 10K. * Added currency pack, cobblestone pack, furniture pack and tiling treasure hoard texture * Added wall mounted locks, improved sofa and leather ottoman * Added star wallpaper * Block CMake build without setting build type (post), fixed CMake + MSVC build. beta211-02 (rev 16670-10208) * Fixed bugs with counting number of alerts (5286, 6186). * Fixed bugs in in-game and savegame screenshots (link). * Disable GL debug groups to fix performance on some AMD drivers. * Added a lot of new assets from Epifire's missions (6188). * Added and refactored locks/safes by Obsttorte, Epifire, Dragofer. * Added book skins by Wellingtoncrab. * Fixed missing wastebasket material in Hazard Pay (link). * Support r_skipAmbient and r_skipInteractions in new backend. * Added spawnarg call_used_action_script on frobable movers. * Fixed definitions of ambient lights with normal-dependent color (6090). * Fixed KOBoxSize not being restored for the sake of blackjack. beta211-01 (rev 16656-10189) * Many improvements in new volumetric lights implementation + added cvars (5850, thread). * r_softShadowsMipmaps: fixed render scale, fixed screenshots. * Faster shadow volume generation with BVH, more cvars and tweaking (5886). * Optimized stencil shadows: turbo shadow vertices are static on GPU. * Improved solidness / visibility logic on models (6175). * Added spawnargs allow_idle_anims and allow_random_headturning. * Avoid sound amplification due to negative sound loss spawnarg (5913). * Fixed weird glitch on game load (6149). * Removed one frame of latency from "com_smp 0" mode (5875). dev16650-10157 * Volumetric lights reimplemented: dither pattern removed, performance improved (5850). * Added audiograph entity and assets. * Fixed shader compilation with r_softShadowsMipmaps on some Linux AMD GPUs (post). * Fixed bug in new frobstage_xxx material macros (5427). * Massive frobstages refactoring in materials: new macros are used now (5427). * Trace model: limits increased and refactoring (5887). * Massive cleaning of prefabs, automaton station script fix (6013). * Fixed rotten_paper_nancy_hand GUI in world view. * Perfume bottle model uses smooth shading, lampion skin fixes. * Some cleanup: idRenderMatrix memory alignment, face planes in SEED model clone, Elbrus FFmpeg compile fix, old shaders disabled. dev16629-10139 * Added implicit generation of frobstages and simple customization macros (5427, thread). * Added support for OBJ models (thread). * Fixed chandelier_gas4 model (6125), improved wooden chest prefab sounds (4206). * Optimized silhouette preprocessing during model loading. dev16625-10132 * "Light from above" behavior applies only to lights of ambient_world type (6090). * Major changes in normal-dependent ambient shading (6090). * Optimized FixGlobalTJunctions in dmap, restored vertex grid snapping (6085). * Updated "Tears of Saint Lucia" mission with EFX and other fixes (thread). * Replaced algorithm for assigning shadow maps resolution. * Fixed a brief wrong frame with X-ray (6109). * Added getCurInvItemCount script function (6096). * Fixed old rendering backend. * Slightly better culling due to fixed depth bounds computation. * Added textures/darkmod/window/metal_irregularpanes_moonlit_bright (6119). dev16617-10107 * Major changes in ambient/interaction shaders for more consistency (5828, thread). * Major changes in blackjack knockout behavior (4289 thread). * Optimized stencil shadows with antialiasing by using scissors (5851). * Stencil shadow shadows tile-based culling optimization (6076 thread). * Added wiki article (link) about Tracy timeline profiler; thread names fix, print version. * More asset changes to fix warnings, added "load all assets" test maps (6019). * Added teleportArea command, which allows to find area by number (6083). * Refactored ambient interaction shader, deleted unused ambientRimColor (5828). * Fixed overflow crash in idAASBuild::GetFaceForPortal. * Enabled GL debug groups by default, fixed borderless FBO mismatch warnings. * Added transparent grate textures (6089). * Fixed textures/common/mirror. Known issues: * ambientCubicMap broken yet, will be restored in future (6090). * Visual look has changed, mostly with stronger specular. dev16599-10071 * Fixed startup error on: Night to Remember, Cole Hurst 1 Eaton (5845). * Shadow maps refactoring: now volumetrics work if stencil shadows are selected (5880, post). * Fixed SSAO on new AMD driver (post). * Ensured that mission decls silently override same-named core decls (5766). * Fixed order of operations in expressions in materials and GUI scripts (6026). * GUI scripts: do not block autoupdate for window registers referenced in scripts; fixed vector component indexing, allow expressions on the right side of Set command (6028, thread). * Major refactor of objectives GUI: checkboxes no longer empty on failure screen (5852). * Added pm_mantle_tilt_mod cvar to tone down mantle movements. * Fixed noclip while shouldering a body (5244). * Fixed textures/skies/cubeSky material (5218). * Fixed items frobability in cabinet prefabs (6025). * Hundreds of fixes for core asset issues that were detected by a new systematic procedure. There should be far fewer broken assets and console warnings. Ongoing process (6019). * testmap command no longer sets developer mode, saving us from some warnings. * Started refactoring of interaction shaders (5828). dev16574-10036 * Add Dragofer's fully mapped ship prefabs, vintage lamps set, barouche carriage and camgoyle sentry turret with power source (4687) * Added BVH-based interaction culling for large meshes (5886, thread). * Added warnings for wrong GUI code, fixed them in core GUI (5869, thread). * Fixed leaning against non-axis-aligned door (5899). * Fixed skin of non-rotating security camera (6004). * Tweaked inlining and optimization, new debug builds Fast/Editable. * Disabled multiple rendercopies for warping materials (post). * Created materials for previously unreferenced textures, now available for use (5563, 5178) * Fixed 50 skin-related, auto-detected bugs that were generating console warnings (6019) * Female mage legs are now textured (5994) * Adjusted LOD offsets for atdm:nature_pine to avoid popping (3987) * Wooden torches now have burning/burnt tops (1293) * tdm_grass_clump and tdm_wildgrass particles no longer render fullbright (5689) * Added inclusion guards to all core script files (4427) * small_round_furnace_openable.pfb fixed with regards to model gaps and door origin (6018) * Fixed underwater_bubblesbubbles particle (5198) * Fixed burnt log end cap texture alignment (4896) * Added unlit and moonlit versions of textures/darkmod/window/ornate/round_spokes01 (5857) * Added specularmap to rivet_strip01 textures (5999) * Restored plain_robes skin for mages, pagan_orb_effect particle, fix windows in tudor building4 etc. (5690) * Fixed models that made use of missing materials (4390) * Diffusemap for wallpaper_ornamental_01_red now matches its normalmap (4798) * Hardwood materials now use wooden footstep sounds (4988) * Fixed skins for 6-candle chandeliers and nails (5900, 5217) * All fence_spike_01_tall models are now solid (6010) * Fixed typo in shouldered manbeast name (5877) dev16519-9985 * Now AIs think once per frame on low FPS when several game tics are modelled (5992). * More responsive crouch toggle (5973, thread). * Added "absence_alert_increase" as correct implementation of "absence_alert" (5987). * Allow drawing up to 4 postprocessing surfaces, as long as draw order is right (thread). * Missions can be sorted by date in in-game mission downloader. * Added getAnimRate/setAnimRate script events (540). * Fixed lean-peeking sound not always stopping when player goes away from door (5899). * Fixed wrong sounds of func_fracture after save/load (5363). * Fixed scorch and smear01 decals (5970). * Fixed fx/sparks effect, set "triggered 1" for newly added effects (5034). * Fixed startup image/sound warnings on some AIs (5993). * Fixed joints warnings on zombies (5466). * Fixed "screw" skin not showing in DR on appropriate models (5217). * Fixed for frobability in kitchen_cupboard_openable.pfb (5989). * Added editor images for panel_halfcircle_walnut and panel_vase_polished_walnut. * Bumped maximum number of edges to 1 million for stencil shadows, added overflow warning. * Fixed debug cvars tdm_ai_opt_forceopt and tdm_ai_opt_forcedormant 5992). * Tiny optimization: memcpy is now using streaming stores only at vertex cache. * Removed support of bindless textures (5891). * Extracted tdm_package and removed tdm_update source code (5076). dev16498-9944 * Updated Tracy library, hopefully fixed running on Windows 7 (post). * Fixed crash on loading save done while elemental is dying (5845). * Implemented multiloot on holding frob button (5984). * Crouched state does not affect player speed on ladder/rope (5961). * Crouch-toggle takes effect on keydown rather than release (5973). * Added setviewpos to screenshot filename (5819). * Show estimate for total number of pickpockets on end-mission screen (5678). * In-game downloader: show asterisk/sharp at the beginning (5842). * Trigger entities now work on AI which stands still (5319). * Added setObjectiveNotification, which allows to change objective silently (5967). * Added script functions to add/remove frob peers (5976). * AIs notice destroyed fracture entities (5978). * Enabled frobhelper by default (post). * Fixed some architecture skins by Nort. * Fix graffiti materials (5930). * Now default quicksave/quickload are F5/F9 (post). * Minor optimizations: SSE in idRenderMatrix, cache "drunk" spawnarg. * Looped bind does not cause crash, although behavior is undefined (post). Known problems: * Night to Remember, Cole Hurst 1 Eaton: cannot start missions due to hard error. * Painter's Wife: killing elemental should cause hard error (mission fixed). dev16487-9919 * Fixed saving/loading JPEG crash on Linux (5881). * Fixed wrong sound on strafe right (5554). * Major refactoring and optimization on LOD system, LOD entities no longer "think" (5944). * Improved time distribution of stims and LOD checks for more solid performance. * Optimized creation/destruction of script threads. * Optimized idClip = broad phase collision detection (5954). * Reduced size of Linux executable back from 24 MB to 18 MB by removing globals. * Now in-game downloader prints URL of download to game console. Known problems: * Won't boot on Windows 7 dev16485-9903 * Optimized iteration over active entities by switching from linked list to array. * Fixed bow sometimes not working on savegame load (5928). * Allow headbob cvar changes to persist between sessions (post). * Player speed modifiers (like pm_runmod) are no longer archived (post). * Applied Clang build fixes by @Partmedia (post). * Fixed "testVideo withAudio" command. * Fixed unbounded brush AAS warning by trying to process each edge of brush once (5648). * Use double precision for winding splits in dmap and collision. * Reworked FFmpeg player to not use deprecated functions, fixed protocol warning (5881). * Fixed 2GB overflow in printMemInfo. Known problems: * Won't boot on Windows 7 * JPEG saving and loading crashes on Linux. Setting r_screenshot_format to "png" may help... dev16481-9881 * Updated Visual C++ from 2017 to 2022, build game and idlib as on VC project (5820). * Updated all third-party libraries (5881). * Render scale does not affect main menu GUI. * Optimized compass rendering: don't copy depth buffer. * Fixed debug polygons not showing up. * Don't draw debug lines in subviews. * Don't open game console by tilde if com_allowConsole is 0 on Linux (post). * Moving GUI slider with mouse now results in discrete increments. * Restored code for 16-bit colors (via r_fboColorBits cvar only). * Game console bottom line gets thinner on smaller console font. * Added tuneDown command to quickly ender very low graphics mode. * Added r_fboScaling cvar which allows to change Render scale filtering to nearest. * Avoid purging/reloading all images on Alt+Tabbing in Windows. Known problems: * Won't boot on Windows 7 Changelog of earlier versions can be found here.
  13. Experimenting with TDM on Steam Link on Android. see topic http://forums.thedarkmod.com/topic/19432-tdm-on-steam-link-for-android/

    1. freyk

      freyk

      Did the TDM team removed D3's internal Joypad feature? (tdm works only with systemkey binders for joysicks)

    2. freyk

      freyk

      Thanks to shadrach, i got my joypad working in TDM on steam link!

  14. Changelog of 2.11 development: beta211-08 (rev 16770-10264) * Fixed crash when minimizing TDM on Windows (post). * Added HD carpets (thread). * Fixed player getting delayed and lower damage on high fall ending with mantle (6231). * Removed wrong LOD stage in atdm:env_ragdoll_commoner_female. * Reverted addition of default "map of" inventory item. * Made it easier for modders to substitute invgrid parchment background (6241). beta211-07 (rev 16758-10258) * Fixed extinguished candles stim-lighting each other on game start (6223). * Added menu settings for sheathe toggle, and changed default (6232 thread). * Saint Lucia mission improvements (thread). * Fixed GUI warnings in New Job. * Renamed "New Missions" to "Missions List" in main menu (6230). * Fixed initial difficulty highlight on Objectives screen (6229). * Fixed Objectives title slightly cut off on low text scale (6234). * Added mansion01 window assets (6235). * Fixed normal map of turquoise_uneven (6222). * Allow user to tweak pm_noclipspeed (6237). beta211-06 (rev 16739-10248) * Saint Lucia mission improvements (thread). * Fixed rare crash during melee combat (6225). * Fixed func_peek crash on Linux (5553). * Fixed bottle crash in "Pearls and Swine" (6227). * Fixed textures of cheapbeermug (post). * Fixed warnings in book_ornate_gothic readables (post). * Fixed minor issue in broad phase of collision detection. beta211-05 (rev 16727-10239) * Fixed rare NaN blocks from volumetric lights on AMD driver (post). * Fixed rare thin holes in geometry on low "render scale". * Fixed major performance regression in "r_shadowMapSinglePass 1" mode. * Added subtitles to New Job mission (5914). * Fixed subtitles hidden during CameraView type of cutscene (6197). * Fixed last character of subtitles occasionally clipped away (5914). * Fixed missed alert count if player hides into darkness during guard's combat startup (6211). * Added blueprint assets by Dram. * Fixed UV map in bwindow01_frame model (6217). * Allow female guards to sleep on floor (6208). * Dmap messages about PlanarGraph and EarCut now include 3D world position. * Some minor rounding changes in text placement in GUI. * Restored value of pm_bobup from 2.10. beta211-04 (rev 16714-10226) * Fixed wrong lightgem values briefly after game load/start (6088). * Fixed alert counter for civilians immediate alert (5286). * Some main menu text made translatable (2960). * New assets: Precursor "ancient" loot by Kingsal, galleon wreck, gothic cabinet, grandfather clock with new clock scriptobject, pagan menir (standing stone statue), pair of large marble lion statues, feather duster prop * Make sure all newly created door entities have the right rotate value set (5051) * Fix missing normalmap for audiograph, fixed shadowmesh for armchair_victorian_02.ase * Various small asset fixes (missing faces in LOD stage of boiler02_med.lwo, mangled stairs in galleon.lwo, gaps in spade models, normals on desk2 and desk3 models, UV issues on various other models) (3771). * Improved resolution for shield_goldarms texture (4894). * Added "looping" keyword to looping clock ticking sounds. * Exclude female pagan materials from release builds. beta211-03 (rev 16689-10219) * Avoid copying of large array on AMD, fixing a terrible performance regression (thread). * Enabled Frontend Acceleration = r_useParallelAddModels by default. * Fixed error when same decl file exists packed and unpacked with different case (post). * Don't crash TDM if automation port is occupied: warn, retry, and disable instead (thread). * New Job: the mission is no longer unfinishable if you guess the safe combination without visiting the Lord's room + visportal fixes. * Ambient world prefab: expanded light radius from 1K to 10K. * Added currency pack, cobblestone pack, furniture pack and tiling treasure hoard texture * Added wall mounted locks, improved sofa and leather ottoman * Added star wallpaper * Block CMake build without setting build type (post), fixed CMake + MSVC build. beta211-02 (rev 16670-10208) * Fixed bugs with counting number of alerts (5286, 6186). * Fixed bugs in in-game and savegame screenshots (link). * Disable GL debug groups to fix performance on some AMD drivers. * Added a lot of new assets from Epifire's missions (6188). * Added and refactored locks/safes by Obsttorte, Epifire, Dragofer. * Added book skins by Wellingtoncrab. * Fixed missing wastebasket material in Hazard Pay (link). * Support r_skipAmbient and r_skipInteractions in new backend. * Added spawnarg call_used_action_script on frobable movers. * Fixed definitions of ambient lights with normal-dependent color (6090). * Fixed KOBoxSize not being restored for the sake of blackjack. beta211-01 (rev 16656-10189) * Many improvements in new volumetric lights implementation + added cvars (5850, thread). * r_softShadowsMipmaps: fixed render scale, fixed screenshots. * Faster shadow volume generation with BVH, more cvars and tweaking (5886). * Optimized stencil shadows: turbo shadow vertices are static on GPU. * Improved solidness / visibility logic on models (6175). * Added spawnargs allow_idle_anims and allow_random_headturning. * Avoid sound amplification due to negative sound loss spawnarg (5913). * Fixed weird glitch on game load (6149). * Removed one frame of latency from "com_smp 0" mode (5875). dev16650-10157 * Volumetric lights reimplemented: dither pattern removed, performance improved (5850). * Added audiograph entity and assets. * Fixed shader compilation with r_softShadowsMipmaps on some Linux AMD GPUs (post). * Fixed bug in new frobstage_xxx material macros (5427). * Massive frobstages refactoring in materials: new macros are used now (5427). * Trace model: limits increased and refactoring (5887). * Massive cleaning of prefabs, automaton station script fix (6013). * Fixed rotten_paper_nancy_hand GUI in world view. * Perfume bottle model uses smooth shading, lampion skin fixes. * Some cleanup: idRenderMatrix memory alignment, face planes in SEED model clone, Elbrus FFmpeg compile fix, old shaders disabled. dev16629-10139 * Added implicit generation of frobstages and simple customization macros (5427, thread). * Added support for OBJ models (thread). * Fixed chandelier_gas4 model (6125), improved wooden chest prefab sounds (4206). * Optimized silhouette preprocessing during model loading. dev16625-10132 * "Light from above" behavior applies only to lights of ambient_world type (6090). * Major changes in normal-dependent ambient shading (6090). * Optimized FixGlobalTJunctions in dmap, restored vertex grid snapping (6085). * Updated "Tears of Saint Lucia" mission with EFX and other fixes (thread). * Replaced algorithm for assigning shadow maps resolution. * Fixed a brief wrong frame with X-ray (6109). * Added getCurInvItemCount script function (6096). * Fixed old rendering backend. * Slightly better culling due to fixed depth bounds computation. * Added textures/darkmod/window/metal_irregularpanes_moonlit_bright (6119). dev16617-10107 * Major changes in ambient/interaction shaders for more consistency (5828, thread). * Major changes in blackjack knockout behavior (4289 thread). * Optimized stencil shadows with antialiasing by using scissors (5851). * Stencil shadow shadows tile-based culling optimization (6076 thread). * Added wiki article (link) about Tracy timeline profiler; thread names fix, print version. * More asset changes to fix warnings, added "load all assets" test maps (6019). * Added teleportArea command, which allows to find area by number (6083). * Refactored ambient interaction shader, deleted unused ambientRimColor (5828). * Fixed overflow crash in idAASBuild::GetFaceForPortal. * Enabled GL debug groups by default, fixed borderless FBO mismatch warnings. * Added transparent grate textures (6089). * Fixed textures/common/mirror. Known issues: * ambientCubicMap broken yet, will be restored in future (6090). * Visual look has changed, mostly with stronger specular. dev16599-10071 * Fixed startup error on: Night to Remember, Cole Hurst 1 Eaton (5845). * Shadow maps refactoring: now volumetrics work if stencil shadows are selected (5880, post). * Fixed SSAO on new AMD driver (post). * Ensured that mission decls silently override same-named core decls (5766). * Fixed order of operations in expressions in materials and GUI scripts (6026). * GUI scripts: do not block autoupdate for window registers referenced in scripts; fixed vector component indexing, allow expressions on the right side of Set command (6028, thread). * Major refactor of objectives GUI: checkboxes no longer empty on failure screen (5852). * Added pm_mantle_tilt_mod cvar to tone down mantle movements. * Fixed noclip while shouldering a body (5244). * Fixed textures/skies/cubeSky material (5218). * Fixed items frobability in cabinet prefabs (6025). * Hundreds of fixes for core asset issues that were detected by a new systematic procedure. There should be far fewer broken assets and console warnings. Ongoing process (6019). * testmap command no longer sets developer mode, saving us from some warnings. * Started refactoring of interaction shaders (5828). dev16574-10036 * Add Dragofer's fully mapped ship prefabs, vintage lamps set, barouche carriage and camgoyle sentry turret with power source (4687) * Added BVH-based interaction culling for large meshes (5886, thread). * Added warnings for wrong GUI code, fixed them in core GUI (5869, thread). * Fixed leaning against non-axis-aligned door (5899). * Fixed skin of non-rotating security camera (6004). * Tweaked inlining and optimization, new debug builds Fast/Editable. * Disabled multiple rendercopies for warping materials (post). * Created materials for previously unreferenced textures, now available for use (5563, 5178) * Fixed 50 skin-related, auto-detected bugs that were generating console warnings (6019) * Female mage legs are now textured (5994) * Adjusted LOD offsets for atdm:nature_pine to avoid popping (3987) * Wooden torches now have burning/burnt tops (1293) * tdm_grass_clump and tdm_wildgrass particles no longer render fullbright (5689) * Added inclusion guards to all core script files (4427) * small_round_furnace_openable.pfb fixed with regards to model gaps and door origin (6018) * Fixed underwater_bubblesbubbles particle (5198) * Fixed burnt log end cap texture alignment (4896) * Added unlit and moonlit versions of textures/darkmod/window/ornate/round_spokes01 (5857) * Added specularmap to rivet_strip01 textures (5999) * Restored plain_robes skin for mages, pagan_orb_effect particle, fix windows in tudor building4 etc. (5690) * Fixed models that made use of missing materials (4390) * Diffusemap for wallpaper_ornamental_01_red now matches its normalmap (4798) * Hardwood materials now use wooden footstep sounds (4988) * Fixed skins for 6-candle chandeliers and nails (5900, 5217) * All fence_spike_01_tall models are now solid (6010) * Fixed typo in shouldered manbeast name (5877) dev16519-9985 * Now AIs think once per frame on low FPS when several game tics are modelled (5992). * More responsive crouch toggle (5973, thread). * Added "absence_alert_increase" as correct implementation of "absence_alert" (5987). * Allow drawing up to 4 postprocessing surfaces, as long as draw order is right (thread). * Missions can be sorted by date in in-game mission downloader. * Added getAnimRate/setAnimRate script events (540). * Fixed lean-peeking sound not always stopping when player goes away from door (5899). * Fixed wrong sounds of func_fracture after save/load (5363). * Fixed scorch and smear01 decals (5970). * Fixed fx/sparks effect, set "triggered 1" for newly added effects (5034). * Fixed startup image/sound warnings on some AIs (5993). * Fixed joints warnings on zombies (5466). * Fixed "screw" skin not showing in DR on appropriate models (5217). * Fixed for frobability in kitchen_cupboard_openable.pfb (5989). * Added editor images for panel_halfcircle_walnut and panel_vase_polished_walnut. * Bumped maximum number of edges to 1 million for stencil shadows, added overflow warning. * Fixed debug cvars tdm_ai_opt_forceopt and tdm_ai_opt_forcedormant 5992). * Tiny optimization: memcpy is now using streaming stores only at vertex cache. * Removed support of bindless textures (5891). * Extracted tdm_package and removed tdm_update source code (5076). dev16498-9944 * Updated Tracy library, hopefully fixed running on Windows 7 (post). * Fixed crash on loading save done while elemental is dying (5845). * Implemented multiloot on holding frob button (5984). * Crouched state does not affect player speed on ladder/rope (5961). * Crouch-toggle takes effect on keydown rather than release (5973). * Added setviewpos to screenshot filename (5819). * Show estimate for total number of pickpockets on end-mission screen (5678). * In-game downloader: show asterisk/sharp at the beginning (5842). * Trigger entities now work on AI which stands still (5319). * Added setObjectiveNotification, which allows to change objective silently (5967). * Added script functions to add/remove frob peers (5976). * AIs notice destroyed fracture entities (5978). * Enabled frobhelper by default (post). * Fixed some architecture skins by Nort. * Fix graffiti materials (5930). * Now default quicksave/quickload are F5/F9 (post). * Minor optimizations: SSE in idRenderMatrix, cache "drunk" spawnarg. * Looped bind does not cause crash, although behavior is undefined (post). Known problems: * Night to Remember, Cole Hurst 1 Eaton: cannot start missions due to hard error. * Painter's Wife: killing elemental should cause hard error (mission fixed). dev16487-9919 * Fixed saving/loading JPEG crash on Linux (5881). * Fixed wrong sound on strafe right (5554). * Major refactoring and optimization on LOD system, LOD entities no longer "think" (5944). * Improved time distribution of stims and LOD checks for more solid performance. * Optimized creation/destruction of script threads. * Optimized idClip = broad phase collision detection (5954). * Reduced size of Linux executable back from 24 MB to 18 MB by removing globals. * Now in-game downloader prints URL of download to game console. Known problems: * Won't boot on Windows 7 dev16485-9903 * Optimized iteration over active entities by switching from linked list to array. * Fixed bow sometimes not working on savegame load (5928). * Allow headbob cvar changes to persist between sessions (post). * Player speed modifiers (like pm_runmod) are no longer archived (post). * Applied Clang build fixes by @Partmedia (post). * Fixed "testVideo withAudio" command. * Fixed unbounded brush AAS warning by trying to process each edge of brush once (5648). * Use double precision for winding splits in dmap and collision. * Reworked FFmpeg player to not use deprecated functions, fixed protocol warning (5881). * Fixed 2GB overflow in printMemInfo. Known problems: * Won't boot on Windows 7 * JPEG saving and loading crashes on Linux. Setting r_screenshot_format to "png" may help... dev16481-9881 * Updated Visual C++ from 2017 to 2022, build game and idlib as on VC project (5820). * Updated all third-party libraries (5881). * Render scale does not affect main menu GUI. * Optimized compass rendering: don't copy depth buffer. * Fixed debug polygons not showing up. * Don't draw debug lines in subviews. * Don't open game console by tilde if com_allowConsole is 0 on Linux (post). * Moving GUI slider with mouse now results in discrete increments. * Restored code for 16-bit colors (via r_fboColorBits cvar only). * Game console bottom line gets thinner on smaller console font. * Added tuneDown command to quickly ender very low graphics mode. * Added r_fboScaling cvar which allows to change Render scale filtering to nearest. * Avoid purging/reloading all images on Alt+Tabbing in Windows. Known problems: * Won't boot on Windows 7 Changelog of earlier versions can be found here.
  15. Keep in mind also that mission size, and complexity have increased dramatically since the beginning. For a lot of veteran mappers, it can take over a year to get a map made and released. The last dozen missions have for the most part been pretty massive, with new textures, sounds, scripts, models etc. We seem to be long past the point of people loading up the tools, and banging out a mission in a few weeks that's very barebones. We still do see some of those, but I noticed in the beta mapper forums and on Discord, that mappers seem to make these maps, but don't release them, and instead use the knowledge gained to make something even better. Could just be bias on my part scrolling through the forums and discord server though.
  16. Thanks, I can also recommend gog galaxy. The idea of the custom tags is really nice, I'll have to try this out too!
  17. Seems to confirm: https://bugs.thedarkmod.com/view.php?id=5718 does it happen in the latest dev build: https://forums.thedarkmod.com/index.php?/topic/20824-public-access-to-development-versions/
  18. YOU TAFFERS! Happy new year! Deadeye is a small/tiny assassination mission recommended for TDM newcomers and veterans alike. Briefing: Download link: https://drive.google.com/file/d/1JWslTAC3Ai9kkl1VCvJb14ZlVxWMmkUj/view?usp=sharing Enjoy! EDIT: I promised to someone to write something about the design of the map. This is in spoiler tags below. Possibly useful to new mappers or players interested in developer commentary.
  19. Okay so VS2010 Release x64 build, over 940 Errors before build auto stopped. VS2010 Release Win32 build, 1129 errors, 18 succeeded, 23 failed. VS2012 Release x64 build, 7 errors, 41 succeeded, 1 failed Error 494 error LNK2038: mismatch detected for '_MSC_VER': value '1700' doesn't match value '1600' in MathTest.obj E:\DarkRadiantSRC\DarkRadiant\test\mathlib.lib(Matrix4.obj) Error 495 error LNK2001: unresolved external symbol "__declspec(dllimport) void __cdecl std::_Xbad_alloc(void)" (__imp_?_Xbad_alloc@std@@YAXXZ) E:\DarkRadiantSRC\DarkRadiant\test\mathlib.lib(Matrix4.obj) Error 496 error LNK2001: unresolved external symbol "__declspec(dllimport) char const * __cdecl std::_Syserror_map(int)" (__imp_?_Syserror_map@std@@YAPEBDH@Z) E:\DarkRadiantSRC\DarkRadiant\test\mathlib.lib(Matrix4.obj) Error 497 error LNK2001: unresolved external symbol "__declspec(dllimport) char const * __cdecl std::_Winerror_map(int)" (__imp_?_Winerror_map@std@@YAPEBDH@Z) E:\DarkRadiantSRC\DarkRadiant\test\mathlib.lib(Matrix4.obj) Error 498 error LNK2001: unresolved external symbol "__declspec(dllimport) public: virtual void __cdecl std::basic_ostream<char,struct std::char_traits<char> >::_Add_vtordisp2(void)" (__imp_?_Add_vtordisp2@?$basic_ostream@DU?$char_traits@D@std@@@std@@UEAAXXZ) E:\DarkRadiantSRC\DarkRadiant\test\mathlib.lib(Matrix4.obj) Error 499 error LNK2001: unresolved external symbol "__declspec(dllimport) public: virtual void __cdecl std::basic_istream<char,struct std::char_traits<char> >::_Add_vtordisp1(void)" (__imp_?_Add_vtordisp1@?$basic_istream@DU?$char_traits@D@std@@@std@@UEAAXXZ) E:\DarkRadiantSRC\DarkRadiant\test\mathlib.lib(Matrix4.obj) Error 500 error LNK1120: 5 unresolved externals E:\DarkRadiantSRC\DarkRadiant\tools\test\testsuite.exe VS2012 Release x64 build, 11 errors, 41 succeeded, 1 failed Error 455 error LNK2038: mismatch detected for '_MSC_VER': value '1700' doesn't match value '1600' in MathTest.obj E:\DarkRadiantSRC\DarkRadiant\test\mathlib.lib(Matrix4.obj) Error 456 error LNK2001: unresolved external symbol "__declspec(dllimport) void __cdecl std::_Xbad_alloc(void)" (__imp_?_Xbad_alloc@std@@YAXXZ) E:\DarkRadiantSRC\DarkRadiant\test\mathlib.lib(Matrix4.obj) Error 457 error LNK2001: unresolved external symbol "__declspec(dllimport) char const * __cdecl std::_Syserror_map(int)" (__imp_?_Syserror_map@std@@YAPBDH@Z) E:\DarkRadiantSRC\DarkRadiant\test\mathlib.lib(Matrix4.obj) Error 458 error LNK2001: unresolved external symbol "__declspec(dllimport) char const * __cdecl std::_Winerror_map(int)" (__imp_?_Winerror_map@std@@YAPBDH@Z) E:\DarkRadiantSRC\DarkRadiant\test\mathlib.lib(Matrix4.obj) Error 459 error LNK2001: unresolved external symbol "__declspec(dllimport) public: virtual void __thiscall std::basic_ostream<char,struct std::char_traits<char> >::_Add_vtordisp2(void)" (__imp_?_Add_vtordisp2@?$basic_ostream@DU?$char_traits@D@std@@@std@@UAEXXZ) E:\DarkRadiantSRC\DarkRadiant\test\mathlib.lib(Matrix4.obj) Error 460 error LNK2001: unresolved external symbol "__declspec(dllimport) public: virtual void __thiscall std::basic_istream<char,struct std::char_traits<char> >::_Add_vtordisp1(void)" (__imp_?_Add_vtordisp1@?$basic_istream@DU?$char_traits@D@std@@@std@@UAEXXZ) E:\DarkRadiantSRC\DarkRadiant\test\mathlib.lib(Matrix4.obj) Error 461 error LNK2001: unresolved external symbol __libm_sse2_acos_precise E:\DarkRadiantSRC\DarkRadiant\test\mathlib.lib(Matrix4.obj) Error 462 error LNK2001: unresolved external symbol __libm_sse2_cos_precise E:\DarkRadiantSRC\DarkRadiant\test\mathlib.lib(Matrix4.obj) Error 463 error LNK2001: unresolved external symbol __libm_sse2_sin_precise E:\DarkRadiantSRC\DarkRadiant\test\mathlib.lib(Matrix4.obj) Error 464 error LNK2001: unresolved external symbol __libm_sse2_sqrt_precise E:\DarkRadiantSRC\DarkRadiant\test\mathlib.lib(Matrix4.obj) Error 465 error LNK1120: 9 unresolved externals E:\DarkRadiantSRC\DarkRadiant\tools\test\testsuite.exe
  20. I just read@motorsep Discovered that you are able to create a brush, then select it and right click "create light". Now you have a light that ha the radius of the former brush. Just read it on discord and thought it may be of use for some people in the forums here too.
  21. Of course. I forgot about these. Here. Calling stod() with "TextureTool" throws an exception. #0 0x00007ffff66a5f91 in __cxxabiv1::__cxa_throw(void*, std::type_info*, void (*)(void*)) (obj=0x55555aedcef0, tinfo=0x7ffff6829198 <typeinfo for std::invalid_argument>, dest=0x7ffff66bd690 <std::invalid_argument::~invalid_argument()>) at /usr/src/debug/gcc/libstdc++-v3/libsupc++/eh_throw.cc:81 #1 0x00007ffff669c471 in std::__throw_invalid_argument(char const*) (__s=__s@entry=0x7fffebd70578 "stod") at /usr/src/debug/gcc/libstdc++-v3/src/c++11/functexcept.cc:78 #2 0x000055555571a247 in __gnu_cxx::__stoa<double, double, char>(double (*)(char const*, char**), char const*, char const*, unsigned long*) (__convf=0x7ffff6459470 <strtof64>, __name=0x7fffebd70578 "stod", __str=0x7fffffffc5c0 "TextureTool", __idx=0x0) at /usr/include/c++/12.2.0/ext/string_conversions.h:83 #3 0x00007fffeb917bee in std::__cxx11::stod(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, unsigned long*) (__idx=0x0, __str=<optimized out>) at /usr/include/c++/12.2.0/bits/basic_string.h:4002 #4 string::convert<double, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > >(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, double) (str="TextureTool", defaultVal=0) at /home/sebastian/.packages/darkradiant-debug-git/src/DarkRadiant/libs/string/convert.h:36 #5 cmd::Argument::Argument(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&) (this=0x7fffffffc610, str="TextureTool") at /home/sebastian/.packages/darkradiant-debug-git/src/DarkRadiant/include/icommandsystem.h:58 #6 0x00007fffeb915a37 in cmd::parseCommandString(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&) (input=<optimized out>) at /home/sebastian/.packages/darkradiant-debug-git/src/DarkRadiant/radiantcore/commandsystem/CommandSystem.cpp:322 #7 0x00007fffeb915dcd in cmd::CommandSystem::execute(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&) (this=0x555556394990, input=<optimized out>) at /home/sebastian/.packages/darkradiant-debug-git/src/DarkRadiant/radiantcore/commandsystem/CommandSystem.cpp:360 #8 0x00007fffeb9125cb in cmd::CommandSystem::executeCommand(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, std::vector<cmd::Argument, std::allocator<cmd::Argument> > const&) (this=0x555556394990, name="ToggleTextureTool", args=std::vector of length 0, capacity 0) at /home/sebastian/.packages/darkradiant-debug-git/src/DarkRadiant/radiantcore/commandsystem/CommandSystem.cpp:382 #9 0x00007fffeb915df3 in cmd::CommandSystem::execute(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&) (this=0x555556394990, input=<optimized out>) at /home/sebastian/.packages/darkradiant-debug-git/src/DarkRadiant/radiantcore/commandsystem/CommandSystem.cpp:365 #10 0x00005555556e7d62 in ui::EventManager::handleKeyEvent(wxKeyEvent&) (this=<optimized out>, keyEvent=...) at /home/sebastian/.packages/darkradiant-debug-git/src/DarkRadiant/radiant/eventmanager/EventManager.cpp:683 #11 0x000055555570615e in ui::GlobalKeyEventFilter::handleAccelerator(wxKeyEvent&) (this=this@entry=0x555556c194a0, keyEvent=...) at /home/sebastian/.packages/darkradiant-debug-git/src/DarkRadiant/radiant/eventmanager/GlobalKeyEventFilter.cpp:166 #12 0x00005555557061c2 in ui::GlobalKeyEventFilter::FilterEvent(wxEvent&) (event=..., this=0x555556c194a0) at /home/sebastian/.packages/darkradiant-debug-git/src/DarkRadiant/radiant/eventmanager/GlobalKeyEventFilter.cpp:85 #13 ui::GlobalKeyEventFilter::FilterEvent(wxEvent&) (this=0x555556c194a0, event=...) at /home/sebastian/.packages/darkradiant-debug-git/src/DarkRadiant/radiant/eventmanager/GlobalKeyEventFilter.cpp:66 #14 0x00007ffff79862ad in wxEvtHandler::ProcessEvent(wxEvent&) () at /usr/lib/libwx_baseu-3.2.so.0 #15 0x00007ffff7986cdb in wxEvtHandler::SafelyProcessEvent(wxEvent&) () at /usr/lib/libwx_baseu-3.2.so.0
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