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Showing content with the highest reputation on 04/09/22 in all areas

  1. Here's the pre-release build 3.0.0pre8, we're getting closer to the finish line. It's about time for a new major release - not just because of the changes of this build, but for all the improvements made over the last few releases. I'm going to need your help stabilising this release, with all the renderer changes things are bound to require a few tweaks. Most time since 2.14 has been spent on the renderer, which should now be faster in regular (non-lit) render mode. Lit render mode is probably not going to be faster, but at least more accurate. You can activate Shadow Mapping, and the interaction shader code has been ported over from TDM to produce the same look as the game. Starting with this release, the user settings will be saved separately for each DR version, meaning that this release won't mess with the settings of the previous versions, including keyboard shortcuts, colours, last used maps, etc. DR will try to import and use any settings of previous releases, but it won't change them. For more things that have changed or fixed, see the list below. Download Windows Portable x64: https://drive.google.com/file/d/121ibqqYMKqRqjcQ1zS0HtM4JO0ADrgRo/view?usp=sharing Download Windows Installer x64: https://drive.google.com/file/d/1209hG92chVzqOc-iaFDzJ0cBfQucDad8/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 2.14.0 can be seen on the Bugtracker changelog, here's the summary: #5787: Feature: Add "Create Particle" to right-click orthoview drop-down menu #219: Feature: Shadow mapping support #5761: Feature: Cut functionality to complement copy and paste #5757: Feature: Ability to center 3D camera on selected entity #5927: Feature: Save user settings by application version #5848: Feature: MD5 Animation Viewer: show current frame & total frames #5849: Feature: MD5 Animation Viewer: jump to frame #5905: Improvement: Safeguard warning against Loss of Layering #5872: Improvement: Option to filter skins out of search results in the Choose Model dialogue #5909: Improvement: Revisit Interaction Shader to get closer to the TDM looks #5822: Improvement: UI tweaks for worldspawn-to-entity conversion #5873: Improvement: Entity inspector should recognise spawnargs beginning with "sprS_" as def spawnargs #5825: Improvement: Allow absolute paths for snapshots #5910: Improvement: Entity Inspector: classname field should always be read-only, to force use of the "Choose entity class" button #5925: Fixed: Objective GUI doesn't display properly in some places #5919: Fixed: Crash on loading certain maps #5829: Fixed: Entity inspector shows inherited spawnargs of previous selection #5853: Fixed: DR overwrite order for defs is different from TDM's #5897: Fixed: X/Y and Camera View bindings don't save properly #5858: Fixed: "Replace Selection with exported Model" sets classname to "func_static". #5864: Fixed: Map -> Edit Package Info (darkmod.txt)... crashes DarkRadiant #5846: Fixed: Rotating a func_static result to random stretch textures #5840: Fixed: DR crashes when syncing with remote Git repository #5847: Fixed: Switching visibility of Github repo from public to private causes crash #5841: Fixed: Dockable window layout doesn't save new floating XY views #5844: Fixed: "Choose skin..." button on custom model spawnargs shows skins for main model spawnarg #5826: Fixed: Entity inspector considers inherited colors black #5885: Fixed: ReloadDefs moves def_attached light crystals to entity origin #5901: Fixed: .lin files can't be opened if different case than .map name #5884: Fixed: Model chooser radio box selection issue #5836: Fixed: Changing multiple lights between omni/projected resets colours to black Changes since 3.0.0pre1 #5934: Selection overlay is z-fighting on patches #5932: ForceShadows materials are not casting shadows #5933: Moving brushes doesn't update the scene in lit render mode Changes since 3.0.0pre2 #5941: Selected Skin not showing in ModelSelector #5935: Defs takes longer every time #5939: Texture tool Free rotation not showing anymore #5940: Light diamond frequently disappears on colour change until it's moved again #5938: Additive blend stages over black diffusemap are z-fighting #5936: Ambient lights don't render properly in lighting preview mode Changes since 3.0.0pre3 #5949: Fixed: DR crash with combination of mouse buttons pressed #5948: Fixed: Manipulation Vertex Dots are hard to see #5947: Fixed: Git Sync Exception: too many redirects or authentication replays #5907: Feature: Allow way to hide some entities in Create Entity list #5946: Improvement: Speaker radii should be transparent #5945: Improvement: Light diamonds should be transparent again #5937: Fixed: Sound radius spheres don't always update #5943: Fixed: Brush manipulation is laggy in huge maps #5942: Fixed: Missing brushes when opening alphalabs1 from vanilla Doom 3 PK4s Changes since 3.0.0pre4 Reduced Frame Buffer Count from 3 to 1, this should reduce RAM consumption a lot #5953: Wireframe object drawing order is changing between sessions #5951: "Hide Deselected" is slowed when there's a lot of patches present in the scene #5950: Visibility checks are slowing down front-end render pass Changes since 3.0.0pre5 #5955 + #5956: Fixed: Player start entity is invisible in 3.0.0pre5 #5959: Geometry Corruption / weird diagonal lines messing up the view Changes since 3.0.0pre6 #5966: Light entity radious colour changes as you pan the camera around. #5964: Cannot manipulate func_emitter after creation #5965: Resizing light entites via light_radius in property inspector broken #5963: More Geometry Corruption in Camera View (Lighting Mode) #5960: Crash in MD5 model viewer Changes since 3.0.0pre7 #5968: origin of player start entity misaligned #5969: Cannot snap selected patch vertices to grid Thanks for testing, as always!
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  2. Thomas Porter is back in a TDM FM called... LQD is a medium sized FM, made for the TDM unusual contest 2013, where Thomas Porter sets out to get rid of the Lich Queen once and for all! Will he succeed, or will the evil Lich Queen get her sinister revenge on Thomas? The mission was created by me, Sotha. Betatesters: Bikerdude, nbohr1more and Obsttorte are thanked for their efforts on improving this work. Big thanks to TylerVocal for excellent voice acting. Thanks to freesound audio artists: Amliebsh (39222), Steveygos93 (80401), Jackie4ever (83095) and Klankbeeld (133100). Immense thanks for the developer team and everyone contributing to the mod. Release notes: *This mission has player character narration. There is no way to control the volume of the player lines in TDM 1.08 and they are at 100% volume at all times. For optimal experience, be sure to set SFX and ambient close to 100% volume in the in-game audio settings and fine tune the volume to nice levels from you operating system's mixer. That way the world sounds match the player voice in volume and your gameplay experience is not reduced by very loud player narrative. *This mission involves using objects with other objects. Normally objects are used like this: push R to drop the item into your hands, move the item where you want to place or use it. *This mission has a video briefing, so you have the habit of skipping the TDM logo which is visible before the briefing, do not skip it or you will miss the briefing. Download link: Use the ingame downloader to get it. As always, it is not recommended to read the thread further before you have completed the mission. Someone will fail to use spoiler tags. [spoiler] This will be hidden [/spoiler] Enjoy! Please remember to give comments and vote! -Sotha.
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  3. New 3.0.0pre2 build is available in the first post.
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  4. It's sometimes not enough to set the alpha value on the vertices, the shader used to render them needs to support it. The SpeakerNode is using the default EntityNode::_fillShader to render its geometry, but the fill shader is not supporting alpha. The fill shader is requested in EntityNode.cpp:448: _fillShader = renderSystem->capture(ColourShaderType::CameraSolid, colour); The CameraSolid type is not supporting alpha. You can try to use the EntityNode::getColourShader() in SpeakerNode::onPreRender instead of getFillShader(), maybe the alpha values will be respected then.
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  5. I found light/Renderables.cpp and was able to hard-code in an alpha value, I mostly like it: The intersection with another translucent material got a bit wonky, but that's not totally unexpected. I tried to set the alpha on the colour variable in RenderableSpeakerRadiiFill::generateSphereVertices but it didn't seem to have any effect. @greeboany idea why that one would be different? At a first glance, the rendering code looked very similar for the light and speaker gizmos.
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  6. Maybe there could be a FAQ somewhere of frequent suggestions and answers why they are not considered? Also I noticed that even if the code is provided, like I sometimes did with stuff from my patch, changes to the core game are rare, and I think I found another reason for this: Many e. g. of the changes in my patch need editing of the strings file, which I do for the English part as the patch is in English only. Anything that would go into the core game would need editing of all the languages provided there, and I have the feeling this might be a reason why gameplay modifications are done so seldom.
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  7. I'm strugling to notice what I'm suposed to see. Is this about the reflection of the scene what is seen on the wooden wall?
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  8. I've noticed that light and sound markers are now opaque, is this a bug or a feature?
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  9. I think you're saying is, with Groups, the rotation point (origin) is automatically determined and can't be changed, but with func_group, it can be. My chief concern about func_group is that you would move a func_group around loosey-goosey as an entity, but then it would end up off-grid when auto-converted to worldspawn, causing headaches. Unless you can snap a func_group to a grid? Otherwise, limits use in, say, modular building. Thanks for the feedback. I can add something about the custom filter, too. I'm not going to over-sell func_group
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  10. Congratulations on the release! I had a lot of fun playing this mission!
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  11. That is the strangest pronunciation of gems I've ever heard. EDIT: This is freaking amazing though!
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  12. Congrats!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! The mission is up at Moddb: https://www.moddb.com/mods/the-dark-mod/addons/written-in-stone-210-beta-required
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  13. Congrats guys! This mission absolutely rocks!
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  14. 1 point
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