<?xml version="1.0"?>
<rss version="2.0"><channel><title>DarkRadiant Feedback and Development Latest Topics</title><link>https://forums.thedarkmod.com/index.php?/forum/51-darkradiant-feedback-and-development/</link><description>DarkRadiant Feedback and Development Latest Topics</description><language>en</language><item><title>Greebo still fixing DR in absentia: Well his code is :-)</title><link>https://forums.thedarkmod.com/index.php?/topic/23237-greebo-still-fixing-dr-in-absentia-well-his-code-is/</link><description><![CDATA[<p>
	Hey Greebo<br />
	<br />
	Thought you might appreciate this -
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="25746" href="https://forums.thedarkmod.com/uploads/monthly_2026_08/image.png.06a48c7dfe106f9f7ac675d3662e5aa7.png" rel=""><img alt="image.png" class="ipsImage ipsImage_thumbnailed" data-fileid="25746" data-ratio="38.68" width="636" src="https://forums.thedarkmod.com/uploads/monthly_2026_08/image.png.06a48c7dfe106f9f7ac675d3662e5aa7.png" /></a>
</p>
]]></description><guid isPermaLink="false">23237</guid><pubDate>Mon, 31 Aug 2026 22:15:47 +0000</pubDate></item><item><title>Wishlist For Darkradiant</title><link>https://forums.thedarkmod.com/index.php?/topic/3499-wishlist-for-darkradiant/</link><description><![CDATA[<p>I think we should create a thread where you can put requests and suggestions for Orbweaver. This thread should be NOT a discussion thread. If you want to discuss a proposal, create a specific thread for it. I want it to be only for collecting proposals, so we have an overview of what people might want to have. I guess this might also help Orb to decide what he should focus on once he gets productive.</p><p> </p><p>BTW: I really appreciate your effort, because we can really use this. <img alt=":)" src="https://forums.thedarkmod.com/uploads/emoticons/default_smilie.png" /></p><p> </p><p>So my personal wishlist proposal is that I would like to see a group handler. Similar like in Blender, where you can select several objects and put it in a group. When you select one or more of these groups, the objects are visible. If the group is not selected, it's invisible.</p><p> </p><p>In Blender and other 3D apps this is called layers (forgot the name before so I had to look it up).</p>]]></description><guid isPermaLink="false">3499</guid><pubDate>Fri, 24 Mar 2006 22:09:36 +0000</pubDate></item><item><title>pointfile only shows up when I give the WIP a new name</title><link>https://forums.thedarkmod.com/index.php?/topic/23028-pointfile-only-shows-up-when-i-give-the-wip-a-new-name/</link><description><![CDATA[<p>
	This is a problem that started out of the blue ca. two (or three?) years ago. At first I thought, there was maybe something broken with my Windows install, but after migrating to Linux, I see the same problem:
</p>

<ol>
	<li>
		 I create a map with a leak (or defective portal) and save it  (name, for example: m1)
	</li>
	<li>
		 dmap ,  console shows leak
	</li>
	<li>
		when going back to DR for the pointfile, a message appears stating that there is no pointfile for this map
	</li>
	<li>
		then I save the map with a new name (m2)
	</li>
	<li>
		dmap again
	</li>
	<li>
		back to DR: then there is a pointfile
	</li>
</ol>

<p>
	Anyone has seen this problem as well and if so, is there a fix?
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">23028</guid><pubDate>Fri, 28 Nov 2025 06:07:24 +0000</pubDate></item><item><title>DR Not Working</title><link>https://forums.thedarkmod.com/index.php?/topic/23159-dr-not-working/</link><description><![CDATA[<p>
	Looks like my DR editing days have stopped before they even began. As soon as I click inside the main window, the program shuts down. One click... done. Windows 11. It's a heavy-duty computer, running a Ryzen 5800x, 64 GB ram, RTX 2080ti.
</p>
]]></description><guid isPermaLink="false">23159</guid><pubDate>Sun, 03 May 2026 22:36:36 +0000</pubDate></item><item><title>Unable to rotate models?</title><link>https://forums.thedarkmod.com/index.php?/topic/23059-unable-to-rotate-models/</link><description><![CDATA[<p>
	<s>If I try to rotate a model, only the Rotation option is available in the transformation window. No option to scale:<br />
	<br />
	<br />
	Is this normal? Also not able to do so in NetRadiant-custom.</s><br />
	<br />
	Found a solution: <a href="https://wiki.thedarkmod.com/index.php?title=Model_Scaling" rel="external nofollow">https://wiki.thedarkmod.com/index.php?title=Model_Scaling</a><br />
	<br />
	Mods, please delete. Sorry about being dumb.
</p>
]]></description><guid isPermaLink="false">23059</guid><pubDate>Mon, 12 Jan 2026 14:09:36 +0000</pubDate></item><item><title>Add button "Make efx file from info_locations"</title><link>https://forums.thedarkmod.com/index.php?/topic/23038-add-button-make-efx-file-from-info_locations/</link><description><![CDATA[<p>
	Darkradiant feature request (or idea):
</p>

<p>
	 
</p>

<p>
	Add a button "Make efx file from info_locations".
</p>

<p>
	When you click it, it creates an efx formatted file with all the in the map existing info_locations and safes it automatically in an efxs folder in your fm folder. So then you only have to add the relevant presets for all the info locations.
</p>

<p>
	 
</p>

<p>
	Maybe something for a Python script?
</p>
]]></description><guid isPermaLink="false">23038</guid><pubDate>Tue, 09 Dec 2025 23:39:42 +0000</pubDate></item><item><title>Eigen</title><link>https://forums.thedarkmod.com/index.php?/topic/20870-eigen/</link><description><![CDATA[<p>
	I have switched our <strong>Matrix4</strong> class to use the <a href="https://eigen.tuxfamily.org/index.php?title=Main_Page" rel="external nofollow">Eigen</a> library internally (more specifically, an <strong>Eigen::Transform</strong> which can represent geometric transformations which decompose to a 4x4 Matrix). The advantages of Eigen are:
</p>

<ol>
	<li>
		It's a well-tested and respected linear algebra library, which means we don't need to maintain our own code to perform already-solved problems like matrix multiplication.
	</li>
	<li>
		It can potentially use SIMD instructions (SSE, AVX etc) to improve performance. I haven't yet looked into whether this happens automatically or whether we have to explicitly enable these optimisations.
	</li>
	<li>
		It is header-only, so should not present any build issues on the various platforms.
	</li>
</ol>

<p>
	Our <strong>Matrix4</strong> class still exists but it is now just a syntactic wrapper around the Eigen implementation, and several methods which performed matrix maths manually have now been changed to forward directly to Eigen methods like <strong>inverse()</strong>, <strong>transpose()</strong> etc. Since Matrix4 is now well covered by unit tests, I am pretty confident that nothing is broken because of this change, although it's still possible of course.
</p>

<p>
	<a contenteditable="false" data-ipshover="" data-ipshover-target="https://forums.thedarkmod.com/index.php?/profile/406-greebo/&amp;do=hovercard" data-mentionid="406" href="https://forums.thedarkmod.com/index.php?/profile/406-greebo/" rel="">@greebo</a> Next time you pull from my master branch, you will need to do two things:
</p>

<ol>
	<li>
		Issue the <strong>git submodule update -i</strong> command (or GUI equivalent, if you're using one) to populate the <strong>external/eigen</strong> directory with the Eigen git repository.
	</li>
	<li>
		Update include paths in the VS project so that <strong>external/eigen</strong> is added to the header file search paths.
	</li>
</ol>

<p>
	Since it's already cross-platform and header-only, and the only current usage is with an existing class wrapper, I hope no other changes should be required on Windows.
</p>
]]></description><guid isPermaLink="false">20870</guid><pubDate>Tue, 30 Mar 2021 09:52:36 +0000</pubDate></item><item><title>Grouping issue</title><link>https://forums.thedarkmod.com/index.php?/topic/23036-grouping-issue/</link><description><![CDATA[<p>
	Hi,
</p>

<p>
	I'm mainly using dark radiant for Doom 3 mapping, and it's working great, however sometimes just at random it would seem like the DR-feature for grouping adds (right click group) another brush or entity into the group. Not sure what triggers it, but I can come back to something, and the origin is suddenly half across the map because something else is included. So I'm running the risk of mistakenly removing or moving something without even noticing it, making me stare more at the origin than before as soon as I select something. At first, I was just sure I was the cause of it, like forgetting to unselect something, but it happens occasionally and now when I moved to a new computer it seems like the grouping is completely messed up. I made sure to move the entire dir of files where the .map file is, but I don't know, most groupings now are half done or include things half across the map.
</p>

<p>
	I'm just curious if anyone else uses this feature extensively and have encountered or experienced anything similar? Just an observation.
</p>
]]></description><guid isPermaLink="false">23036</guid><pubDate>Sat, 06 Dec 2025 16:02:07 +0000</pubDate></item><item><title>Strange Behaviour in DarkRadiant: Certain Map Objects Untethered from Vertex Origin</title><link>https://forums.thedarkmod.com/index.php?/topic/23024-strange-behaviour-in-darkradiant-certain-map-objects-untethered-from-vertex-origin/</link><description><![CDATA[<p>
	I have a strange situation in DarkRadiant where several map objects (mainly <em>func_static </em>and <em>atdm:</em> entities) have become untethered from their vertex origins.  The objects themselves have all clustered around the center point of the map (0, 0, 0) but their vertex origin is still in its original spot. When I look at the entity properties window (screenshot included), the <em><strong>origin</strong></em> property still shows the correct position, but for some reason the entire distance between the proper origin position and the current position of the object is treated as the entire object.
</p>

<p>
	This has wreaked havoc on my map (and I foolishly did not keep an emergency backup) so I'll have to reposition them manually unless I can figure out how to undo this. To make matters worse, it happened suddenly while I was saving some other changes and I didn't notice until later, and now I can't simply Ctrl+Z undo it.
</p>

<p>
	I still have the <strong><em>origin</em></strong> data in the object properties, but I'm not sure why this happened, or how to revert it. Has this ever happened to anyone, and how badly screwed am I?
</p>

<p><a href="https://forums.thedarkmod.com/uploads/monthly_2025_11/Screenshotfrom2025-11-2313-11-36.png.f233a675ae802e4c7082ea54fbe373b6.png" class="ipsAttachLink ipsAttachLink_image" ><img data-fileid="24866" src="https://forums.thedarkmod.com/uploads/monthly_2025_11/Screenshotfrom2025-11-2313-11-36.thumb.png.96d284c99fbb029eee17049a07013fc5.png" data-ratio="52" width="1000" class="ipsImage ipsImage_thumbnailed" alt="Screenshot from 2025-11-23 13-11-36.png"></a></p>]]></description><guid isPermaLink="false">23024</guid><pubDate>Sun, 23 Nov 2025 04:17:18 +0000</pubDate></item><item><title>3.9.0 Crashes on Fedora Linux</title><link>https://forums.thedarkmod.com/index.php?/topic/23022-390-crashes-on-fedora-linux/</link><description><![CDATA[<p>
	Hi!
</p>

<p>
	Whenever I click to 'View/New XY view' DR crashes. Same thing happens when I press L to set light properties. Just started using this editor, so far these are the only crashes I found. Anyone has the same issue and maybe a solution? I'm using Fedora 41, DR 3.9.0 Flatpak version. I've tried both Wayland and XORG
</p>
]]></description><guid isPermaLink="false">23022</guid><pubDate>Tue, 18 Nov 2025 21:18:38 +0000</pubDate></item><item><title><![CDATA[DR 3.8.0 crashes on Linux when clicking View -> New XY]]></title><link>https://forums.thedarkmod.com/index.php?/topic/21801-dr-380-crashes-on-linux-when-clicking-view-new-xy/</link><description><![CDATA[<p>
	I'm running a fresh install of Fedora 37, and installed DarkRadiant 3.8.0 via the Flatpak installer.  Trying to create a new XY view crashes DarkRadiant every time.  I checked in Windows 10 and the same behavior doesn't occur.  Are there any log files or other info I can present that might help?
</p>
]]></description><guid isPermaLink="false">21801</guid><pubDate>Sat, 25 Mar 2023 19:59:30 +0000</pubDate></item><item><title>DarkRadiant package for Alpine Linux (MUSL libc)</title><link>https://forums.thedarkmod.com/index.php?/topic/23004-darkradiant-package-for-alpine-linux-musl-libc/</link><description><![CDATA[<p>
	I have build and am packaging DarkRadiant v3.9.0 for Alpine Linux via APKBUILD.
</p>

<p>
	The package and build process was pretty straight-forward, minus MUSL libc not having an implementation of execinfo.h (nor a stub), so I needed to patch that out as well as most of the SegFaultHandler logic.
</p>

<p>
	Otherwise, it runs and seems to work fine locally, which is exciting.
</p>

<p>
	 
</p>

<p>
	An issue I was not able to resolve, however, was getting all the tests in the testsuite to behave in our headless CI runners.
</p>

<p>
	Here is the linked APKBUILD:  <br />
	<a href="https://gitlab.alpinelinux.org/alpine/aports/-/merge_requests/90369/diffs" rel="external nofollow">https://gitlab.alpinelinux.org/alpine/aports/-/merge_requests/90369/diffs</a>
</p>

<p>
	 
</p>

<p>
	I am unsure if there needs to be any packages defined in the checkdepends that are runtime dependencies for the checks, and I am unsure if wrapping the check in xvfb-run and vglrun is supported/tested against, or if there is a better way the team knows to test in headless.
</p>

<p>
	 
</p>

<p>
	Once I get this merged, I plan on building and packaging TheDarkMod itself, which I will likely seek guidance with.
</p>

<p>
	Thanks!
</p>
]]></description><guid isPermaLink="false">23004</guid><pubDate>Mon, 22 Sep 2025 18:06:49 +0000</pubDate></item><item><title>Mouse freezing in DR:</title><link>https://forums.thedarkmod.com/index.php?/topic/22993-mouse-freezing-in-dr/</link><description><![CDATA[<p>
	Before I nuke the DR appdata files, can I ask if anyone else had the mouse freezing in DR..?
</p>
]]></description><guid isPermaLink="false">22993</guid><pubDate>Sun, 07 Sep 2025 00:19:36 +0000</pubDate></item><item><title>Brand new laptop, when I open DR I get this: "Unhandled unknown exception; terminating the application"</title><link>https://forums.thedarkmod.com/index.php?/topic/22726-brand-new-laptop-when-i-open-dr-i-get-this-unhandled-unknown-exception-terminating-the-application/</link><description><![CDATA[<p>
	Anyone know what it might be?
</p>

<p>
	 
</p>

<p>
	I just setup a fresh out of the box, Windows 11 64bit laptop. I have downloaded all of the windows updates, installed TDM (which works) but when I downloaded DR 3.9.0 and ran it... I got the below error.
</p>

<p>
	 
</p>

<p>
	I tried uninstalling it, and tried the portable version with the same result. I couldn't see any .log files in the DR directory either. There's no error code, and Google doesn't help too much.
</p>

<p>
	 
</p>

<p>
	Greebo-wan-kenobi, you're my only hope!
</p>

<p>
	 
</p>

<p>
	<img alt="image.png.9bc8ff44ecb6eae69f810035e5a72e83.png" class="ipsImage ipsImage_thumbnailed" data-fileid="24359" data-ratio="41.25" width="674" src="https://forums.thedarkmod.com/uploads/monthly_2025_05/image.png.9bc8ff44ecb6eae69f810035e5a72e83.png" />
</p>
]]></description><guid isPermaLink="false">22726</guid><pubDate>Sun, 18 May 2025 07:44:39 +0000</pubDate></item><item><title>(Default) cameraview doesn't update correctly</title><link>https://forums.thedarkmod.com/index.php?/topic/22730-default-cameraview-doesnt-update-correctly/</link><description><![CDATA[<p>
	I encountered this weird bug where the default camera view is not directly updated when doing things (usually selecting/unselecting) in the 2D view. An extra added Camera updates fine.
</p>

<p>
	(this is on a <strong>Win11</strong> pc, although I usually work on Linux)
</p>

<p>
	Also look at the greyed-out buttons. Is that normal?
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="24361" href="https://forums.thedarkmod.com/uploads/monthly_2025_05/image.png.62d8fc6a5f35c6cee895ca0fa0527508.png" rel=""><img alt="image.thumb.png.bef862316d3b7e969b13999bc8dcb396.png" class="ipsImage ipsImage_thumbnailed" data-fileid="24361" data-ratio="75.08" width="999" src="https://forums.thedarkmod.com/uploads/monthly_2025_05/image.thumb.png.bef862316d3b7e969b13999bc8dcb396.png" /></a>
</p>
]]></description><guid isPermaLink="false">22730</guid><pubDate>Mon, 19 May 2025 07:45:41 +0000</pubDate></item><item><title>Question about models for light entities</title><link>https://forums.thedarkmod.com/index.php?/topic/22711-question-about-models-for-light-entities/</link><description><![CDATA[<p>
	Hi,
</p>

<p>
	This is just me being a bit curious. I've grown quite fond of DarkRadiant, so I tend to use it over the built-in d3-editor when mapping for Doom as well. However, there is one thing that doesn't work well, and It's when you have a specified model for the lights. So if you open up any map, you'll see the box with a question-mark instead. This is usually when there is special things going on like breakable lights etc. Is that just functionality that was never needed for the Darkmod/DarkRadiant or is there something else going on ? I tend to use d3-editor just for those special cases.
</p>

<p>
	 
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">22711</guid><pubDate>Tue, 13 May 2025 09:44:16 +0000</pubDate></item><item><title>Issue: Entity box no longer visible for entities without models</title><link>https://forums.thedarkmod.com/index.php?/topic/22706-issue-entity-box-no-longer-visible-for-entities-without-models/</link><description><![CDATA[<p>
	Given the slow updates I switched my DarkRadiant Git clone from Codereader to the Orbweaver origin. Everything seems to be working well except for an immediate breaking issue: In the 3D viewport entities without models no longer display the little box you click on to select them, just the arrows showing their angle. Meanwhile in the 2D viewport, I'm seeing lines that seem to stretch infinitely to the right. Here's a shot of the issue on a FM I'm trying to finish, letting <a contenteditable="false" data-ipshover="" data-ipshover-target="https://forums.thedarkmod.com/index.php?/profile/254-orbweaver/&amp;do=hovercard" data-mentionid="254" href="https://forums.thedarkmod.com/index.php?/profile/254-orbweaver/" rel="">@OrbWeaver</a> know hoping the issue is easy to replicate and fix (Linux / KDE / Wayland).
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="https://forums.thedarkmod.com/uploads/monthly_2025_05/Screenshot_20250509_013446.gif.d4948fd063c51ecc893187f9387eaa4e.gif" data-fileid="24339" data-fileext="gif" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="24339" data-ratio="56.30" width="1000" alt="Screenshot_20250509_013446.thumb.gif.5953661bbf84dc675c1f0c7928a2dbbe.gif" src="https://forums.thedarkmod.com/uploads/monthly_2025_05/Screenshot_20250509_013446.thumb.gif.5953661bbf84dc675c1f0c7928a2dbbe.gif" /></a>
</p>
]]></description><guid isPermaLink="false">22706</guid><pubDate>Fri, 09 May 2025 16:00:08 +0000</pubDate></item><item><title>Can DR be used with engines like Godot?</title><link>https://forums.thedarkmod.com/index.php?/topic/22245-can-dr-be-used-with-engines-like-godot/</link><description><![CDATA[<p>
	I'm trying to get DR to work with my Godot projects, to replace TrenchBroom, but my first attempts haven't been fruitful. <span>I need DR to see my project's textures, 3D models and entity definitions. I told DR where to find my game in the Game Setup window, but I'm having some issues.</span>
</p>

<p>
	As far as entities go, I think I'm probably fine. I unpacked a few of TDM's .pk4 files and found the folder <strong>def</strong> with many <strong>.def</strong> files. I tried placing <strong>misc.def</strong> and <strong>tdm_base.def</strong> in there, to see if DR would load those entities after restarting, and it does but only if the game type is TDM. I'm probably fine with that, as it makes no difference, as far as I can tell. The Godot importer only cares about the contents of the .map file, which I know I can export in a few formats, so that should be fine (Q3 at least should work fine).
</p>

<p>
	However, DR is not seeing my project's textures. I don't know if DR can work with <strong>.png</strong> files, but I brought in some <strong>.tga</strong> files from TDM for testing and DR doesn't see them either. So something is missing, but I don't know what it is.
</p>

<p>
	I tried placing the textures in a <strong>textures </strong>folder at the project's root, but nothing happened. Although ideally I'd like to have the textures in <strong>root/assets/textures</strong>.
</p>

<p>
	I haven't tried to use 3D models at all yet, so I'm in complete darkness about that. I wonder what formats DR supports, though. I usually work with <strong>.obj</strong>, which bypasses Godot's import weirdness.
</p>
]]></description><guid isPermaLink="false">22245</guid><pubDate>Mon, 16 Oct 2023 18:06:16 +0000</pubDate></item><item><title>Assembling several .map files into one - possible ?</title><link>https://forums.thedarkmod.com/index.php?/topic/21718-assembling-several-map-files-into-one-possible/</link><description><![CDATA[<p>
	Is it possible somehow to work on individual parts of the game world in separate .map files and then have a master .map file where all other scenes are merged together ?
</p>
]]></description><guid isPermaLink="false">21718</guid><pubDate>Tue, 10 Jan 2023 03:17:38 +0000</pubDate></item><item><title>Support opening and switching multiple maps with tabs</title><link>https://forums.thedarkmod.com/index.php?/topic/22614-support-opening-and-switching-multiple-maps-with-tabs/</link><description><![CDATA[<p>
	I'd like to suggest a feature that's common in most map editors such as Tiled: The ability to have multiple maps open at once as tabs. Just like browser tabs, you have a bar with several maps and can click on them to select which one you want to work on, all maps are loaded in memory at once so the transition should be seamless. This would especially help with campaigns as you jump between maps, copy-pasting groups between multiple FM's you're working on, etc.
</p>

<p>
	Only downside I see is persisting too many open maps, in which case DarkRadiant may be slow when it starts up and use more resources, but since DR loads all assets in memory once I don't foresee this being slower than just opening one huge map that loads a ton of models and textures. I imagine standardizing undo / redo / autosave / other systems to recognize the map that's currently selected and be unique to it may be a little tricky but hopefully it's doable.
</p>
]]></description><guid isPermaLink="false">22614</guid><pubDate>Tue, 03 Dec 2024 05:23:33 +0000</pubDate></item><item><title>DR issue - readable editor, shader not found</title><link>https://forums.thedarkmod.com/index.php?/topic/21599-dr-issue-readable-editor-shader-not-found/</link><description><![CDATA[<p>
	The readable editor in my DarkRadiant seems to be broken on my installation. When I bring it up I get this ("Shader Not Found"):
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="jpeg" data-fileid="20985" href="https://forums.thedarkmod.com/uploads/monthly_2022_09/image.jpeg.098bb63d1736cf5f96c56f47100556d0.jpeg" rel=""><img alt="image.thumb.jpeg.af41143c8ee5610be95175cef03c674e.jpeg" class="ipsImage ipsImage_thumbnailed" data-fileid="20985" data-ratio="56.30" width="1000" src="https://forums.thedarkmod.com/uploads/monthly_2022_09/image.thumb.jpeg.af41143c8ee5610be95175cef03c674e.jpeg" /></a>
</p>

<p>
	When I select the GUI Definition browser, I get a bunch of errors in the DarkRadiant log:
</p>

<p>
	2022-09-26 12:22:04 (57608) Unknown token encountered in GUI: rect-100<br />
	2022-09-26 12:22:04 (57608) Unknown token encountered in GUI: ,<br />
	2022-09-26 12:22:04 (57608) Unknown token encountered in GUI: -10<br />
	2022-09-26 12:22:04 (57608) Unknown token encountered in GUI: ,<br />
	2022-09-26 12:22:04 (57608) Unknown token encountered in GUI: 500<br />
	2022-09-26 12:22:04 (57608) Unknown token encountered in GUI: ,<br />
	2022-09-26 12:22:04 (57608) Unknown token encountered in GUI: 400<br />
	2022-09-26 12:22:04 (57608) Unknown token encountered in GUI: rect-100<br />
	2022-09-26 12:22:04 (57608) Unknown token encountered in GUI: ,<br />
	2022-09-26 12:22:04 (57608) Unknown token encountered in GUI: -10<br />
	2022-09-26 12:22:04 (57608) Unknown token encountered in GUI: ,<br />
	2022-09-26 12:22:04 (57608) Unknown token encountered in GUI: 500<br />
	2022-09-26 12:22:04 (57608) Unknown token encountered in GUI: ,<br />
	2022-09-26 12:22:04 (57608) Unknown token encountered in GUI: 400<br />
	2022-09-26 12:22:04 (57608) Unknown token encountered in GUI: rect-100<br />
	...
</p>

<p>
	I searched for "rect-100" and found several in *.gui files. For example, book_bamberg_gothic_both_curl.gui has:
</p>

<p>
	    windowDef rightPageBackground {<br />
	        WORLD_SCALE<br />
	        rect-100, -10, 500, 400<br />
	        background "guis/assets/readables/books/book_rightpage_curled_01"<br />
	        matcolor 1, 1, 1, 0<br />
	    }
</p>

<p>
	Note, no space after "rect" and before the "-100"
</p>

<p>
	I haven't been editing readables for a while, so I don't know when this started happening. I uninstalled and reinstalled DR 3.3.0; still have the problem. I ran tdm_installer to ensure my DM install was up to date (2.10). 
</p>

<p>
	It must be something local to my configuration, because if this was happening to everyone we'd have heard about it by now. Does anyone have any ideas what is going on here?
</p>
]]></description><guid isPermaLink="false">21599</guid><pubDate>Mon, 26 Sep 2022 19:48:50 +0000</pubDate></item><item><title>Vertex blending not working with bump maps</title><link>https://forums.thedarkmod.com/index.php?/topic/22179-vertex-blending-not-working-with-bump-maps/</link><description><![CDATA[<p>
	The diffuse maps works as expected, but the shader just ignores <em>vertexColor </em>(and <em>inverseVertexColor</em>)<em> </em>for the bump maps and they still get applied across the whole model.
</p>

<p>
	For example: in this material, the grass bump appears everywhere so my dirt path has a grass bump pattern visible in it, which does not look good.
</p>

<pre class="ipsCode prettyprint lang-html prettyprinted"><span class="pln">textures/darkmod/map_specific/grass4_dirt_01_blend
{
	qer_editorimage textures/darkmod/nature/grass/grass4_ed
	surftype15
	description "grass"

	{
		blend diffusemap
		map textures/darkmod/nature/grass/grass4
		vertexColor
	}
	{
		blend bumpmap
		map textures/darkmod/nature/grass/grass4_local
		vertexColor
	}
	{
		blend diffusemap
		map textures/darkmod/nature/dirt/dry_earth_muddy
		inverseVertexColor
	}
	{
		blend bumpmap
		map textures/darkmod/nature/dirt/dry_earth_muddy_local
		inverseVertexColor
	}
}</span></pre>

<p>
	I've tried other textures with the same result. Note that this shader was made using the built in material editor in DR 3.8.
</p>
]]></description><guid isPermaLink="false">22179</guid><pubDate>Fri, 28 Jul 2023 20:12:51 +0000</pubDate></item><item><title>No grid visible in DR in 2d view</title><link>https://forums.thedarkmod.com/index.php?/topic/22578-no-grid-visible-in-dr-in-2d-view/</link><description><![CDATA[<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="jpg" data-fileid="23876" href="https://forums.thedarkmod.com/uploads/monthly_2024_10/ksnip_20241027-195404.jpg.0d374e4c9bdc6463285cd0e839ef25df.jpg" rel=""><img alt="ksnip_20241027-195404.thumb.jpg.524cbb1f802a32cfa558c541488d572f.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="23876" data-ratio="56.50" title="" width="1000" src="https://forums.thedarkmod.com/uploads/monthly_2024_10/ksnip_20241027-195404.thumb.jpg.524cbb1f802a32cfa558c541488d572f.jpg" /></a>
</p>

<p>
	As you can see the grid in the 2d view is not visible and I have no idea how to present it. I've had previously DR installed where it did show.
</p>

<p>
	os: Manjaro Linux xfce
</p>

<p>
	Flatpack install
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">22578</guid><pubDate>Sun, 27 Oct 2024 18:58:07 +0000</pubDate></item><item><title>keyboard shortcut for size info</title><link>https://forums.thedarkmod.com/index.php?/topic/22514-keyboard-shortcut-for-size-info/</link><description><![CDATA[<p>
	I wish you could set a keyboard shortcut for "show size info". I toggle it on and off pretty often and it's pretty slow to go through the menus to get to it.  
</p>

<p>
	Have a pleasant mapping day.
</p>
]]></description><guid isPermaLink="false">22514</guid><pubDate>Thu, 08 Aug 2024 17:45:45 +0000</pubDate></item><item><title>DarkRadiant crashes when trying to change the name of a newly created skin in the skin editor</title><link>https://forums.thedarkmod.com/index.php?/topic/21717-darkradiant-crashes-when-trying-to-change-the-name-of-a-newly-created-skin-in-the-skin-editor/</link><description><![CDATA[<p>
	If I create a new skin in the skin editor it creates a new skin with name new_skin . When I try to edit the name DR immediately crashes.
</p>

<p>
	Maybe I'm doing something wrong? But it should not crash at least.
</p>

<p>
	Using DR 3.7.0 under Linux
</p>
]]></description><guid isPermaLink="false">21717</guid><pubDate>Mon, 09 Jan 2023 22:47:10 +0000</pubDate></item></channel></rss>
