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Showing content with the highest reputation on 11/26/22 in all areas

  1. DarkRadiant 3.7.0 is ready for download. What's new: Feature: Skin Editor Improvement: Script Window usability improvements Fixed: Hitting escape while autosaving crashes to desktop Fixed: Def parsing problem in tdm_playertools_lockpicks.def Fixed: DR hangs if selecting a lot of entities with entity list open Fixed: Float Property Editor's entry box is sticking around after selecting a float key Fixed: Spline entities without model spawnarg are unselectable Fixed: Entity window resets interior sizing forcing resize each time it is opened Fixed: Spline curves should not be created with a model spawnarg Fixed: Newly appended curve control vertices aren't shown at first Fixed: Light entities are zoomed out in preview window Fixed: Entity inspector spawnarg fields not always updated by UI windows such as Model Chooser Feature: Skin Editor (see video) Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.7.0 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. Keep on mapping!
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  2. The 'Natural' button is there for me (on 3.7.0). You sure it's missing? You can map camera movements to WASD. Look for the 'CameraMove' and 'CameraStrafe' key bindings.
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  3. The clipper tool supports using caulk (or some other shader) to apply to clipped surfaces. Is it possible to do the same for CSG subtract? It just seems to use the shader of the object doing the clipping (which I pretty much never want and always have to change it after), and I can't find a setting to change it. Even better would be for the clipped surfaces to retain their material, because that's usually what I want to happen. Although if the target brush has more than one I'm not sure how that would be worked out. I suppose the workaround is to make sure the object doing the clipping has the shader you want applied to the clipped surfaces, but then you have to remember that
    1 point
  4. @stgatilov I tried out r10174 and tested that scene, and it's now a steady 60 fps with Frontend Acceleration disabled. Great job! I read through your code changes, and my jaw dropped. It's really impressive work! When I originally posted about the drop in FPS, I thought maybe a few basic tweaks could be made. You went above and beyond that. I appreciate that you used several different techniques to improve performance.
    1 point
  5. I added cvars for tuning BVH code in runtime: modelBvhShadowsGranularity modelBvhLightTrisGranularity Meshes with size less than X are now processed using the old non-BVH algorithm, so if you set it to huge value, you'll get non-BVH performance (well, almost). Also it limits how much BVH traversal recurses into its subnodes. However, I did not get much difference from tuning them. Also, I have optimized the shadow volume generation algorithm with BVH. Now it should be somewhat faster than before. However, don't expect it to reach full non-BVH speed. The non-BVH algorithm is much simpler (thus less overhead) than BVH-using algorithm, and also it can avoid computing some quantities several times thanks to the fact it always processes all triangles + vertices. So, some slowdown here is the price to pay.
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  7. Some screenshots from my upcoming "horror for Christmas" contest mission. It's set in one of the abandoned districts of Northdale. If those screenshots are too dark, here are some brightened versions
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  8. Just some mood shots from a forgotten island
    1 point
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