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Showing content with the highest reputation on 11/01/21 in all areas

  1. Here's the DR 2.14.0pre2 build for every interested mapper to test. This release focused on DarkRadiant's texturing abilities, the Texture Tool and some of the Surface Inspector algorithms have been completely rewritten. A new model importer UI has been added with the ability to convert FBX models into a format compatible to the game (it can also convert LWO, ASE and OBJ models). The EntityInspector can now deal with more than one selected entities, showing the shared key values in the list. Copy/Paste Textures across angled faces: Texture Tool Rotate Tool (use "R" hotkey to switch) Surface Inspector Harmonise Scale / Linked Scaling Surface Inspector Normalise EntityInspector Multi-Selection Support For more things that have changed or fixed, see the list below. Download Windows Portable x64: https://drive.google.com/file/d/1-wqcqnlz8KOYpts-ap8x313yVaiQm87l/view?usp=sharing Download Windows Installer x64: https://drive.google.com/file/d/1-pSE-517B7Y-T3-VonNv4zLzUMgr-fXt/view?usp=sharing Linux folks need to compile this stuff from source, instructions for various distributions are on the wiki. If you happen to run into a crash, please record a crashdump: How to record a crashdump Changes since 2.13.0 can be seen on the Bugtracker changelog, here's the summary: #5746: Feature: Texture Tool Improvements #5776: Feature: Texture Tool: Add Manipulation Panel to shift/scale/rotate selection #5613: Feature: Show shared keyvalues when multiple entities are selected #5738: Feature: Texture Browser Filter: match multiple words (using 'AND' logic) #5728: Feature: Skin Chooser shows materials of the model #5774: Feature: Surface Inspector: Add buttons to harmonise Horizontal and Vertical scale values #5771: Feature: Improved pasting textures to angled faces sharing an edge #5753: Feature: XY view zoom is centered at cursor #5748: Feature: Texture Tool: Constrain operations to axes by holding down Shift #5128: Feature: Texture Tools: rotate function #5731: Feature: Texture Tool: UI contrast #5721: Feature: Model Conversion UI #5722: Feature: Add FBX model importer #5712: Feature: add IQM format support into lib/picomodel #5705: Improvement: "Replace Selection with exported Model" preserves spawnargs #5659: Improvement: automatically reload exported models #5745: Improvement: Search function: don't start searching while still typing #5791: Improvement: MediaBrowser toolbar: clear filter text when texture is selected through MMB or Texture Browser #5788: Improvement: Merge "Create player start" and "Move player start" options #5785: Improvement: Patch Texture Rotation should take aspect ratio into account #5733: Improvement: Texture Tool: use aspect ratio of material #5740: Improvement: Step-rotating textures through the Surface Inspector should be using the center as pivot #5775: Improvement: Surface Inspector: Option to change horizontal and vertical scale values proportionally #5633: Improvement: Apply textures to surfaces using "normalized" scaling. #5547: Improvement: Normalise button brings texture coordinates closer to 0,0 #2272: Improvement: Prevent Texture Tool "face jump" on rescaling textures #5735: Improvement: Move modifier hints out of the status bar #5767: Improvement: Flip Texture: Prevent huge face UV coordinate translations #5752: Improvement: Double click on list elements should auto-close dialogs #5749: Improvement: Texture Tool: Select items by clicking the UV space they cover #5750: Improvement: Texture Tool: Grid lines are getting too dense when zooming out a lot #5732: Improvement: Texture Tool: intercept keystrokes for grid resizing & snap to grid #5734: Tweak: Surface Inspector vertical shift / vertical scale arrows #5706: Tweak: Surface Inspector's minimum width is too large #5741: Improvement: Model Exporter: warn if Output Format and extension in File Path don't match #5711: Improvement: Change Quake3 map exporter to write "legacy" brush syntax #5710: Fixed: Q3 Legacy BrushDef parser sometime produce some wrong texture rotation #5687: Fixed: "Replace Selection with exported Model" assigns result to Default layer #5408: Fixed: All scene graphs connect to the same undo system, causing interference #5790: Fixed: Remove Floating Layout #5783: Fixed: EntityInspector allows to set an entity's name to an empty value #5723: Fixed: modelDefs folder starts expanded after changing selection #5736: Fixed: Particle Editor: wireframe does not render #4584: Fixed: Drag-select while in texture tool window gets stuck. #5770: Fixed: Some brushes change shape or disappear when rotated or duplicated #5747: Fixed: Texture Tool: drag operation doesn't capture the mouse #5754: Fixed: Ctrl-S does not work when focus is on inputs #5729: Fixed: Autosave filename unhelpfully overwrites 'save copy as' filename #5725: Fixed: Merge Maps: can't hide changed entities/primitives #5708: Fixed: Merge Maps: can't center orthoview/camera on changed entities #5709: Fixed: Merge Maps UI remains if DR is closed while a merge is in progress #5707: Fixed: Merge Maps: "Details" text doesn't use full width of window #5704: Fixed: Brushes colour schemes not saving #5702: Fixed: Fit Texture fields do not allow values below 1.0 #5713: Fixed: PatchDefExporter: do not write trailing white space after shader name #5717: Fixed: LWO2 Model Exporter doesn't write vertex colours #5588: Coding: Separate UI-related and core module interface headers #5780: Coding: Remove IDialogManager references from Map module #5778: Coding: Solution / Build Dependencies Update Changes since 2.14.0pre1 #5810: Fixed: Objective components not correctly renumbered after removing a component #5801: Fixed: Applying a skin to a model entity no longer works under 2.14pre1 #5813: Fixed: Spawnarg types and tooltips not reliably inherited in entityDefs #5814: Feature: Spawnarg type icon not shown for inherited properties #5808: Fixed: Crash when saving map or prefab without a file extension #5807: Fixed: Texture Tool crashes when creating a new brush #5797: Fixed: "Texture tool" grid cannot decrease under 1 #5799: Fixed: Texture Tool: dragged vertices snap to grid even though it's switched off #5800: Fixed: Sound chooser not pre-selecting the inherited value of snd_* keys of an entity #5794: Fixed: User Guide (Local) doesn't work #5792: XY View zooming behaviour improved (if not fixed) Refresh icons for axis flip buttons Separate SurfaceInspector scale rows from other property rows Restore GL_LINEAR_MIPMAP_LINEAR texture filtering Thanks for testing, as always!
    3 points
  2. I wonder if I've missed some other small Halloween mission somewhere? Missing that competition this year Guess I'll finish watching the latest Halloween. I think the one from 1981 (the one with the computerized pumpkin masks & peoples heads turning into bugs or something) That was My 1st one. I was like 10 & lived in the boonies. That one was filmed creepy. The ones that follow after 4 usually lose their momementum & make me laugh instead.
    2 points
  3. 2 points
  4. Steam: 100% off on Drones, The Human Condition https://store.steampowered.com/app/556130/Drones_The_Human_Condition/
    2 points
  5. I finally got around to play Prey and I truly loved it. It is an incredible homage to System Shock and Deus Ex. While the gameplay is not en par with those two titles, the game makes up for that with its well written lore and story. The whole "world" just feells so authentic and it features a ton of really god environmental story-telling. Recommended for every immersive sim fan, i.e., everyone on this forum.
    1 point
  6. You can easily take the reflection texture (rfl) and drain the luminance out of it to create an alpha channel for the diffuse, if you want a simple transparent blend. If you mean 'casting filtered light through the glass' in a literal way - not in these engines. However, you can fake that by using a lightshader with the luminance (lmn) texture casting through it. There are a few approaches one could take to cheat this effect. A more sophisticated engine is required to literally do what I think you have in mind, though. I forgot to mention - everything in that ZIP retains the CC0 license, so anyone can use it for any project they wish. Thanks goes to Paul Wellauer for the original photos and they are the one who should rightfully be credited.
    1 point
  7. I've added some logging in a special build, which is currently compiled at: https://github.com/codereader/DarkRadiant/actions/runs/1406515381 You'll need a Github account to see it, I think. It will write the scroll events to the darkradiant.log file in c:\users\<user>\appdata\roaming\DarkRadiant @DeepWhen the build's done, please download the portable package and do some scrolling tests. Try to do a single scroll step, and pause a bit between the steps, so I can distinguish them by the timestamps in the log file. Then please send me the log, or post it here.
    1 point
  8. 1 point
  9. Not that I can think of — assuming no unexpected bugs of course. All my recent work has been minor tweaks which stand on their own, plus internal refactoring (covered by unit tests so hopefully not breaking anything) and adding a few new tests for the projected light calculations.
    1 point
  10. Hi, I would like to write an article about TDM for a small German game blog and also use some technical details. How can I contact the correct staff member for information about the game? I would like to inform you about the history of TDM, the programming languages used or technical details about 3D modeling, shading or sound integration. Whatever you want to tell me. The project is too interesting to just write about the gameplay with a few screenshots. I would like to give our readers some correct information - and it's best to ask the experts here! Thanks very much, Harald
    1 point
  11. You can try greebo or STiFu or nbohr1more greebo and StiFu have been with the mod pretty much from the start and they are German native speakers, but I do not know whether they have time for you. Nbohr1more (from the US) has been doing most of the PR work the past years so he might be an option as well. STifU is on vacation this week.
    1 point
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