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Showing content with the highest reputation on 11/13/22 in all areas

  1. DarkRadiant 3.6.0 is ready for download. What's new: Feature: Selection Focus (Ctrl-F) Feature: Add Radiant.findEntityByName script method Feature: Media Browser shows a thumbnail preview when selecting folders Feature: Map is remembering layer visibilities between loads Fixed: ModelDefs are shown in T-pose Fixed: Patch vertices are the wrong colour Fixed: Shader Clipboard source gets cleared on 'copy shader' operation Fixed: Nodes of hidden layers are still visible after loading the map Fixed: Can't close properties window Fixed: Merge Action rendering is broken Fixed: After using ToggleMainControl_Camera, the center panel is grey after restart Fixed: When using ToggleMainControl_Camera, arrow keys cannot be used to move the viewer Fixed: Property Panel not remembering undocked/closed tabs Fixed: Texture Tool not updating during manipulation Fixed: Orthoview ignores filters for surfaces in models Fixed: Blue dot when selecting one face removed Tweak: Conversation Editor: double-click opens selected conversation Tweak: Preference option to disable drag select in camera view Tweak: ESC key should clear the resource tree view filter text Tweak: New layers function: tooltip popup getting in the way Feature: Selection Focus (see video) Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.6.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. 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. The list of changes can be found on the our bugtracker changelog. Have fun mapping!
    4 points
  2. The volumetrics code is vastly expanded in the latest dev build. They are blurred, and rendered on half resolution. As the result, the annoying pattern is not visible anymore, and the effect is cheaper in terms of GPU work. Enjoy
    3 points
  3. dev16650-10157 is available. P.S. Clipmodel bug is fixed in it too.
    2 points
  4. For the people eager to play with the latest state of development, two things are provided: regular dev builds source code SVN repository Development builds are created once per a few weeks from the current trunk. They can be obtained via tdm_installer. Just run the installer, check "Get Custom Version" on the first page, then select proper version in "dev" folder on the second page. Name of any dev version looks like devXXXXX-YYYY, where XXXXX and YYYY are SVN revision numbers from which the build was created. The topmost version in the list is usually the most recent one. Note: unless otherwise specified, savegames are incompatible between any two versions of TDM! Programmers can obtain source code from SVN repository. Trunk can be checked out from here: https://svn.thedarkmod.com/publicsvn/darkmod_src/trunk/ SVN root is: https://svn.thedarkmod.com/publicsvn/darkmod_src Build instructions are provided inside repository. Note that while you can build executable from the SVN repository, TDM installation of compatible version is required to run it. Official TDM releases are compatible with source code archives provided on the website, and also with corresponding release tags in SVN. A dev build is compatible with SVN trunk of revision YYYY, where YYYY is the second number in its version (as described above). If you only want to experiment with the latest trunk, using the latest dev build gives you the maximum chance of success. P.S. Needless to say, all of this comes with no support. Although we would be glad if you catch and report bugs before the next beta phase starts
    1 point
  5. I still don't understand where is the problem. What else you can try: r_softShadowsMipmaps 0: the new optimization for soft stencil shadows uses more memory, and in some cases might even be slower. r_volumetricForceShadowMaps 0: this flag is for the change where lights with volumetrics are switched to shadow maps even if you have stencil shadows selected. r_shadowMapSize 512: this means using 2x lower resolution for shadow maps. Shadow maps take quite a lot of memory (144 MB at defaults) and fillrate, so lowering it down might help.
    1 point
  6. Quickly done a test as the curiosity was too much. New volumetric lights work great on Linux / amdgpu, both with stencil shadows and shadow maps. It's noticeably a little faster and indeed there's no more dithering. Stencil shadows still appear to be a few FPS faster. Screenshot bug with stencil shadows remains, everything's dark in the screenshot with stencil but with maps they're saved fine. New shots of the bug and how volumes look for me:
    1 point
  7. No idea. There is some difference between window properties, but I don't think I fully understand the whole picture. I think there are three types: "nocursor", "font", "forceaspectwidth", etc. --- these are not properties at all. They are like flags: they are applied immediately at the moment of reading, and their parameters must be literal constants, no links/referenced from them and to them are allowed, so no auto-update, no possibility of changing them with Set, Transition. Some specific window types have specific flags, e.g. "stepsize"/"step" in SliderWindow. "backcolor", "rect", "notime", "visible", etc. --- these are builtin properties. They are hardcoded in Window code, and may probably have different behavior. Some specific types of windows have specific flags, like e.g. "cvar" in SliderWindow. Custom window properties, defined with "definefloat", "definevec4", "float". In my understanding, 2 and 3 work the same way and can be assigned expressions or constants. Maybe there is some difference which breaks initialization of one of these, I did not hit any myself. So I don't know. In the original engine, every property must be assigned some value/expression. Writing something like "float myvar;" was illegal by how the code was implemented, because it tried to read a value from semicolon. And since it could not find a variable/property with name ";", it introduced a new variable with such name and zero value, and you got zero initialization. Maybe I am wrong in some detail, but this zero-initialization feature was a lucky side effect from parsing unknown tokens. I legalized this practice: now you can add semicolon instead of value, and parser will just replace it with zero value. Otherwise you'd get a lot of warnings about it now. I don't understand why two keywords "float" and "definefloat" exist. In the code, there are two identical pieces of code for handling them. I found a commit where I changed one for the other, but it seems I did so merely because "float" was used in at least one more case, while "definefloat" was not used anywhere else. Revision: 16558 #5869. Use "float" keyword instead of "definefloat" for compass noshadows register. Note: I have no idea what's the difference. Looking at C++ code, both cases are the same... Yes, it should look like this, but semicolon here is illegal. Script command must end with semicolon, property definition must not end with semicolon. Except for the zero-initialization case noted above (which I'd be happy to not introduce, but too much existing code). Sorry, I did not notice the left side of Set. No, it is not possible to Set only one component of a vector variable.
    1 point
  8. Updated the download link with an update for the audiograph: Added custom sounds for switching on/off, loading/unloading and generic background noise for when a recording is playing, provided by Goldwell. More control over when playing a recording will trigger targets. The trigger_max spawnarg allows to limit how often targets can be triggered, while the trigger_from spawnarg(s) allows to restrict triggering to only when the spindle is played from a specific audiograph(s). More flexible support for scripting. Scripts can load any spindle regardless of whether the player has it in his inventory. Spindles can be returned either to the player's inventory or to the place they were loaded or picked up from. This allows the audiograph to be fully operated from scripts. Thanks! I actually needed an audiograph for my map, but figured I'd do it "properly" so that we have an easily reusable audiograph entity for the core mod. If you need help with implementing a crematory I can advise. S/R is fine for making stuff happen by bringing 2 entities close to each other (i.e. furnace and body), but it gets messy if you want a sequence of events to happen and more detailed stuff like placing particle emitters at specific joints. That can be done as a custom addon, just need to add a frob response to the audiograph that calls up a script which makes a video patch and a light appear until the sound is no longer playing (is_playing is 0).
    1 point
  9. About creatings logs, condumps, etc, please read and follow the TDM wiki artikel: "Report a problem" https://wiki.thedarkmod.com/index.php?title=Reporting_Problem And edit darkmod.cfg with a text editor, like notepad (or wordpad).
    1 point
  10. Assuming you're using the location system to play ambients, it should be possible to change the "ambient" spawnarg on that location's info_location entity. The next time you enter the location it should play the new ambient. There should be a setkeyval entity that you can trigger to change the spawnargs of its targets. If the new sound has to start playing while the player is still in the location then datiswous' override may be the way to go. If you're playing your ambient music from plain old speakers then a different approach will be needed.
    1 point
  11. Maybe sound override? https://wiki.thedarkmod.com/index.php?title=Location_Settings#Sound_Override Edit: I tried to get this working myself, but couldn't with the supplied info. The console says the sound override is active, but the regular sound is still playing and the new one is not. I'm probably missing something.. Btw. when the override would work it can also work with speakers:
    1 point
  12. The next new entity type for TDM: the audiograph. The model has been made by Epifire and was first seen in use in Goldwell's FMs, but with the new dedicated entity definition and scriptobject it's now easy to use and supports various new features. Introduction from the new wiki article It will be released with TDM 2.11 (rev 16646), but it will also work on earlier versions and can be downloaded here: Google Drive.
    1 point
  13. Well as long as a person supports all women's rights everywhere to be equal to men's, including in supposedly enlightened western countries where women make less than men, are objectified based on looks alone, and are getting their choices lawfully stripped away by men, Iranian women fall under the same general umbrella: Oppression.
    1 point
  14. Here's the camgoyle sentient turret that I originally made for the FM Written in Stone. It's based on the new security camera entity and augmented with scripting to allow it to fire magical projectiles at the enemies it detects. People are more than welcome to use it and to convert it into something else, such as a mechanical turret. Features Predicts the target's position based on its current velocity to fire more accurately. This can be disabled, i.e. on certain difficulties. Also traces towards the target before shooting to ensure the projectile has an unobstructed flight path. Uses a custom, purplish magical projectile with new sfx as a new alternative to fireballs. Comes with a scripted power source pedestal that can be placed anywhere in the map and be disabled by a special inventoryable staff, "atdm:mage_hand_staff". See prefabs/ai/machines for a prefab. Can be destroyed by fire arrows, causing it to break apart into pieces that fly about the room. Smoke will billow forth from the husk that still remains in place. The spotlight is set to be volumetric. You can use your own spotlight with the "spotlight_custom" spawnarg (see also: Security Camera wiki for other common functionality). By default the camgoyle is on the undead team, #8, so it'll only shoot at living targets such as the player. Google Drive
    1 point
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