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Showing content with the highest reputation on 09/13/21 in all areas

  1. DarkRadiant 2.13.0 is ready for download. A lot of fixes and improvements made it into this release. Several point files can be selected for display now. DarkRadiant is now capable of comparing maps, both in differential A vs. B comparisons as well as three-way merge scenarios (when both maps share the same ancestor). Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/2.13.0 and of course linked from the website https://www.darkradiant.net Thanks go out to all who helped testing this release! Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. Changes since 2.12.0 Feature: Ability to choose from several different pointfiles Feature: Aspect ratio preserving Fit Texture option Feature: ModelSelector: add ability to rescan folders without having to reload all models Feature: Add "Show Material Definition" to ShaderSelector tree views Feature: Paste material-header to surface from clipboard with hotkey. Feature: A way to display editor_usage in the Entity Inspector window Feature: Selection by coords Feature: Three-Way and Differential Map Merge Feature: Map Comparison/Diffing Feature: Git Version Control Integration Plugin Improvement: Show axis when 'R'otating entities Improvement: Improve workflow for adjusting light brightnesses Improvement: Map Loading Performance Improvements Improvement: Refresh entity inspector when reloading defs Improvement: Increase maximum zoom level of 2D views Improvement: "Choose entity..." button for all def_ spawnargs Improvement: CTRL + MMB in orthoview: place camera at height of most recent selection Improvement: Added Documentation for Layer Script Interface Improvement: "Shift textures randomly" shifts all selected faces by the same amount Fixed: Problems with particle preview obstructing the view Fixed: Cannot view or copy from built-in Filters Fixed: Auto-save is slow when animation or particle viewer is playing Fixed: Non uniform light volume scaling not working Fixed: BC5 normal maps cannot be loaded Fixed: Copying a particle in the Particle Editor creates an ___editor list entry which can lead to crashes Fixed: Create Entity window no longer remembers the previous item Fixed: Model exporter: no model is exported if folder path doesn't exist yet Fixed: Non power of 2 textures show up black in Fixed: 'Change game/project' fails to save if a decent-sized .map was loaded Fixed: Reload Defs is messing up the entityDefs Fixed: Crash when using Reloading Defs after placing an Entity Fixed: Entity & Speaker windows don't remember their size Fixed: Restore non-uniform scaling for texture browser. Fixed: Some ASE models do not load Fixed: Prefabs importing miles away Fixed: Path entites rotate 15 degrees, each time when dragged. Fixed: Crash when activating GameConnection Feature "update entities on every change" Fixed: Model previewer not displaying ASE or LWO models Fixed: Crash when selecting an MD5 model in "Create Model..." menu Fixed: Crash when activating the Material Editor in Doom3 game config The list of changes can be found on the our bugtracker changelog. Have fun mapping!
    3 points
  2. Yes, tracking all the things you work on into online forms is a tedious task that nobody likes, if not outright hates, myself included. Feels like needless bureaucracy invented by control freaks, and as such it feels like my natural enemy... but the only thing more tedious is to skim through dozens or hundreds of git commit messages to gather everything that's been changed in between releases, that's why I do it. And it's admittedly a nice feeling when you get to scratch something off a list when you're done.
    3 points
  3. A great time to switch to Linux. Just play games that work with Linux or Valve/Steam's Proton. Which should be many more of them in the near future if Valve is serious about the Steam Deck.
    2 points
  4. Ahhhhh, I didn't know you could do that OK, installed gdb Opened a terminal & cd'd to the darkmod folder ulimit -S -c unlimited gdb ./thedarkmod.x64 run Picked 4 random missions for download & let rip Didn't crash to desktop but TDM stopped so I alt tabbed to the terminal window & found a gdb prompt waiting for me did a generate-core-file & hallelujah we have a bouncing baby 1.3Gb core file core.6200 (1.3Gb) I've downloaded & compared the files with no differences reported, md5sum for both files is "fcda3699c4a0b00f981018c2f407fd7d" I really hope this helps
    1 point
  5. This band is like Jim Morrison, The Doors, Velvet Underground, Jefferson Airplane and Hendrix. Really underrated:
    1 point
  6. That's a very good start. One thing I would suggest paying attention to is the alignment between textures and brush edges. Having a thin sliver of bricks along the top of a wall or above a door is quite unrealistic, because walls are not generally built like that — the builders would need to cut loads of bricks to the right height to fit them in, which would be extremely time-consuming. Instead, you could use the "fit texture" controls in the Surface Inspector to ensure that an exact number of brick rows is fitted to the wall height, which is how it is typically done in real life.
    1 point
  7. Well, I don't have exactly a NASA computer either, but a € 350 laptop. Between pressing the power button and trolling in this forum, about 45 seconds pass and the responses from the system are practically instantaneous. Ok, the SSD also contributes. The system must already be really old, so that Win10 does not work (in this case it is better to go directly to Linux anyway.), if even tablets work well with it. Regarding Linux, there is a difference between installing the distro on Windows, with Windows still running in the background or installing it independently on a separate partition, both things are possible, in the second case each OS is independent of the other. It is also the case of using Linux from a Life CD / Pendrive. But yes, Windows 10, especially on computers with limited resources, requires a previous configuration, throwing out all the crap that it brings by default, so that it works fluently as it should.
    1 point
  8. Well I'm sure Norway is as full of stinky-mouthed empty promises just as much as Australia is, but I think you're bringing politics into the wrong thread. You're looking for one of Kurshok's gems. I posted the video for all that wholesome Chuck Norris goodness.
    1 point
  9. not every aspect, true it should be more secure but faster than 7 ?!? not really, it all depends on what hardware you have ofc. And the only reason some hardware runs 10 faster than 7 was that 7 had a rather immature version of the new uefi bootloader, install the bootloader from win8 (yes it does work with 7) and watch 10 get its ass handed to it. The addition of wsl and the ability to run distros directly from within the OS was a major win for win10 though, but you can only run the console applications by default because windows 10 lacks the X11 window manager. You can install this yourself (vcxsrv) and a few of the gui elements do indeed run but dont expect the linux desktop to suddenly appear .
    1 point
  10. Amusing, but carbon capture is a gimmick. Same in Australia:
    1 point
  11. More bragging! This is the entry hall to the mansion. I'm pretty pleased with how it's turned out so far. Even on my potato computer and with multiple light sources the frame rate is still acceptable. Now I've just got to build the second storey and then I can populate the level with people, and get the objectives done. With luck I might have something beta testable in a month or so. Maybe I'll get that 2021 release done after all!
    1 point
  12. I think this is the right place. The other discussions should probably be moved here.
    1 point
  13. Fixed in rev 16360 The strange particle sprite used in the training mission collides with the flame material. Fortunately the material used here is not used in other scenarios that are fixed by sort last. That said, someday we need to make the heat haze in torch flames work better with water or glass materials ( known limitation ).
    1 point
  14. Thanks guys I am glad you like them! The plan is to do a campaign of about 6 or 7 missions. I have 1 more “big spawler” in the works, but generally Im trying to keep them a little smaller but more polished. My only real goal is to just not make the same mission twice, so probably wont do any more giant cave systems 3 and 4 are pretty close to being done and Ilm going to release them together, hopefully end of this year beginning of next year depending on my work schedule.
    1 point
  15. Alright - this script rolls a random int between 0 and 4, then assigns one of 5 pairs of open and close sounds to doors that have been identified as chest lids on the basis of the frob_master being an atdm:froblock. It needs to be called once at map start, and you could change the names of the soundshaders ("door_open_02" etc.) to ones that you think go well together. Btw, scripting in TDM is now more thoroughly documented on the Wiki, so it'd be worth familiarising with for doing tasks like this. In this particular case, this page would've been useful for identifying all entities of a certain type in the map. It'd also identify all horizontal doors as chest lids. My approach with looking for frob_masters might not cover 100% of cases, but I don't think it'll yield false positives.
    1 point
  16. https://wiki.thedarkmod.com/index.php?title=Sound_File_Formats Getting the recorded sound into the game is a different story. Best way is to look at the existing sounds and how they're done. Sounds are called from a shader file, like textures.
    1 point
  17. I think I can show off a little bit. One of the hallways in the mansion I'm working on. The panel textures at the bottom of the walls need to be aligned and there's still another door to go in, but this has been looking awful in DarkRadiant for so long that I'm feeling pretty pleased at how it's turning out. This level is (tentatively) called "A House Call", and is about breaking into the mansion of a famous but corrupt physician in search of the recipe to an antidote he's hoarding and selling for exorbitant prices.
    1 point
  18. It's not about making the footsteps and lockpicking inaudible, but it might be enough to reduce the sound that it is audible enough for the player. Many times also the sound of opening or closing a door is so loud that it almost echoes in the building.
    1 point
  19. Yeah, when I'm wearing sneakers tile floors are actually the quietest. Then carpeted floors, and wood is the loudest. I'm not sure why Garrett and Corbin and all the other master thieves insist on wearing tapdancing shoes wherever they go.
    1 point
  20. I don't think anybody would be able to hear a lock being picked unless they would be very close standing still and listening, which the guards rarely do.
    1 point
  21. A little "No Honor Among Thieves" v4 preview. Not too revealing. See if you can spot the new texture I created...
    1 point
  22. Liking how this landscape turned out so far. Just one of the areas in my new FM, in between two of the city hubs it's gonna have available to explore and do missions in. Odd as it may seem this is one of the areas with the best performance.
    1 point
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