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Wishlist For Darkradiant


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#601 Bikerdude

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Posted 24 August 2015 - 11:52 AM

I have a prefab map I made of Ai in the tavern in Business as usual that should help mappers get thier Ai to sit where the maps want - would you guys like a copy..?



#602 Dunedain19

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Posted 24 August 2015 - 12:02 PM

@Bikerdude,

 

That would be very helpful, please PM it to me.

 

@Moonbo,

 

That's a very good suggestion. I will definitely consider using that process when I get around to AI testing.



#603 HMart

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Posted 05 November 2015 - 07:25 PM

I know you guys already know this but right now that i'm playing with DR after coming from Unity i really miss this two things,  I wished DR add a scale option for .lwo and .ase based models and a group function so you could rotate multi func statics (made from .lwo and .ase) as a single object, right now is really time consuming and really wasteful (making a bunch of redundant models) to import the model or models to Modo (in my case) scale or group them then reimport them to DR (as a totally different model), and imo one of the single reasons kitbashing or even Modular building design is really not fun imo on DR.     


Edited by HMart, 05 November 2015 - 07:29 PM.


#604 demagogue

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Posted 18 January 2016 - 06:38 AM

After learning that cntl-number makes an n-sided cylinder, I notice 0,1,2 are left out. My idea is to make them make a 10,11,12 sided cylinder respectively. Mappers will figure it out fast enough.

Also worth mentioning every once in a while you want a 20 sided cylinder just because. It'd be nice if there were a way to input sides within some reasonable range. But this is less important than my proposal above.
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#605 VanishedOne

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Posted 18 January 2016 - 10:51 AM

Also worth mentioning every once in a while you want a 20 sided cylinder just because. It'd be nice if there were a way to input sides within some reasonable range. But this is less important than my proposal above.

Brush->Prism can give more than nine faces, though I'm not sure quite what the cap is.


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#606 ERH+

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Posted 20 June 2016 - 12:54 PM

What is it with vertices editor that circles / cylinders are not round -so you need to move corner vertices for about 1/32 to make i.e. rotating gear not look silly. Couldn't be implemented an option "adjust curves for perfect circle" to automate it?


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#607 demagogue

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Posted 26 June 2016 - 05:51 AM

When you select an object, is there an option to put a little arrow in the windows pointing the direction to turn/go to put the object into view? Or I suppose it'd be origin and center in the case if multiple objects are selected.
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#608 teh_saccade

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Posted 21 September 2016 - 12:41 PM

Persistent "groups/layers" between sessions.

eg, all seeds, all "floor mesh", all "whatever".

Also, "night mode" where all the bright, head-ache inducing whiteness can be toned down a tad to a nice Adobe CC (this forum's colour) grey, not only for mapping area and grids.

eg, like this:


Edited by teh_saccade, 21 September 2016 - 12:47 PM.


#609 ERH+

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Posted 07 November 2016 - 02:57 AM

Doors (and other movers) could have "trigger_on_close", "trigger_on_open", "trigger_when_opened" AND "trigger_when_closed" - so actions triggered by doors may be symmetrical and repeatable.


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#610 Fieldmedic

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Posted 29 November 2016 - 04:51 AM

Don't know if it's my wobbly fingers or anything but sometimes it's so frustrating to open the popup menu with the right mouse button; the work area just slides around like a scared rat with oily feet...

 

A shortcut for 'Convert to func_static' would be much appreciated. Maybe it already exists??



#611 kingsal

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Posted 01 December 2016 - 03:53 AM

The ability to save out your hotkeys from the editor and a hotkey to edit your hotkeys would both be nice to haves. As a rather time consuming bonus, it would be awesome to have help buttons on what all of those hotkeys do.



#612 Bikerdude

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Posted 17 January 2017 - 06:26 PM

Moved Judith's post as the topic prolly needs it own thread -

 

- http://forums.thedar...ession-for-tdm/



#613 NeonsStyle

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Posted 22 January 2017 - 12:08 AM

I'd love for snapping to grid to always snap to grid, and never move off it even if the grid size is changed. Often

when working on a brush, I need to change the grid size, and add a new brush, and often the verts doesn't

snap to the new grid size. Be great if it did. :)

 

Also, an ability to have some new things added to the pre-built stuff. Like a set of stairs, or curved stairs 

that could be resized. This would save a lot of time. Same with arches, would be nice to have a prebuilt

arch that can be resized.

 

Oh and lastly an option to choose a Dark background to the editor. I get sore eyes easily

and this would be great.

 

Oh and my number 1 peeve in all games, the player is always chest height to the AI. Be great if that could change,

but I think that's an engine thing. 


Edited by NeonsStyle, 03 March 2017 - 06:24 AM.

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#614 Judith

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Posted 22 January 2017 - 09:15 AM

One minor thing that came to my mind yesterday while adding properties and links to entities: when you add those, you always have to click the OK button. It would be faster, if we could also double-click them.


Edited by Judith, 22 January 2017 - 09:16 AM.


#615 stumpy

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Posted 22 January 2017 - 08:56 PM

maximum sides to a cylinder not counting top and bottom is 128 (32 * 4), use shift + s to get patch inspector, in patch tesselation, click on fixed subdivisions, and alter horizontal or vertical, depends on the orientation of the cylinder


Edited by stumpy, 22 January 2017 - 08:58 PM.


#616 Goldwell

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Posted 10 February 2017 - 06:47 AM

I would love to have a timer of how long we have spent in the map open.

 

Skacky posted on twitter a screenshot from one of his missions and I thought something similar would be cool to have in DR

 

C4ShrJcWEAE4nsC.jpg


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#617 level

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Posted 17 February 2017 - 08:28 AM

5- A tool that might be similar to Cordon Bounds in Source SDK. This tool is very handy in many situations. Most noticeably you can use it to select a portion of a map, and then toggle whatever is outside the selection to be hidden or shown. This helps minimize clutter in the 2D views, for example. But no only that, it actually works as a map sealing boundary, meaning you can compile a map that is surrounded by the cordon and it won't ever leak because the cordon acts as a sky brush and effectively surrounds everything that's visible. This also makes it very handy for quick mock ups, quick test maps, etc. (EDIT: The make room button already kind of makes up for the inexistence of such a tool as this one, in regards to making quick tests and mock ups, but has the downside that you can't intersect the already existing geometry when using it to quickly enclose the map - see note below)

(Note: Hammer doesn't compile whatever is hidden, which makes this tool pretty safe to use (you never get leaks). Dmap however, compiles hidden stuff, as well as hidden layers. This difference in behavior would have to be taken into consideration).

 

I'd be interested in this too



#618 Obsttorte

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Posted 18 February 2017 - 03:20 PM

One minor thing that came to my mind yesterday while adding properties and links to entities: when you add those, you always have to click the OK button. It would be faster, if we could also double-click them.

You can press enter instead of clicking the button.

 

Regarding links: If you select the entity that you want to link to first and then the entity that should get linked, and than press ctrl+k, a link will be added. That's the way I do it most of the time and it is pretty fast.


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#619 Destined

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Posted 19 February 2017 - 08:06 AM

Regarding links: If you select the entity that you want to link to first and then the entity that should get linked, and than press ctrl+k, a link will be added. That's the way I do it most of the time and it is pretty fast.

This is very good to know; especially for setting up patrols.



#620 NeonsStyle

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Posted 03 March 2017 - 06:23 AM

delete me


Edited by NeonsStyle, 03 March 2017 - 06:32 AM.


#621 Judith

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Posted 03 March 2017 - 06:35 AM

You can press enter instead of clicking the button.

 

That never worked in my case. Ctrl+K is very useful though, I remapped this to just K to make it faster. Also, on various lists, you can start typing name of an item (command, property etc.) and use up/down arrows to move between matching items.



#622 NeonsStyle

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Posted 01 April 2017 - 01:47 PM

I still would like to see the scale system of GTK Radiant implemented. In GTK Radiant, you can rescale an

entire map to any fraction in about 15 seconds, and the result is always perfect.

 

The difference is very simple, GTK let's the user enter the X,Y & Z before any scaling is done, in DR

we scale X, then Y then Z so scaling ends up a mess. It's such a small change, but makes scaling in DR perfectly

usable. Especially on complex patches. 


Edited by NeonsStyle, 01 April 2017 - 01:48 PM.


#623 teh_saccade

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Posted 30 April 2017 - 11:07 AM

The ability to see mesh/patches from the "other side" in camera view, perhaps as outline.

Doesn't have to be selectable. Just to know they are there still when everything can get cluttered and there's an accidental drag-select which includes it and it is deleted, without knowing until there's a glaring massive hole in the floor, much later.



#624 Destined

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Posted 05 May 2017 - 05:56 AM

It would be nice, if the "anim" spawnarg had a button that opens the md5viewer and lets you choose the animation you want to use. Something similar already exists for sounds, models, skins and even heads in the AI section of the entity inspector and the md5viewer is also already implemented. Thus, I thought it might not be too much effort and it would make it much easier to choose animations you want to use.


Edited by Destined, 05 May 2017 - 06:02 AM.





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