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Showing content with the highest reputation since 11/23/21 in Posts

  1. DarkRadiant 2.14.0 is ready for download. 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. Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/2.14.0 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 2.13.0 Feature: Texture Tool Improvements Feature: Texture Tool: Add Manipulation Panel to shift/scale/rotate selection Feature: Show shared keyvalues when multiple entities are selected Feature: Texture Browser Filter: match multiple words (using 'AND' logic) Feature: Skin Chooser shows materials of the model Feature: Surface Inspector: Add buttons to harmonise Horizontal and Vertical scale values Feature: Improved pasting textures to angled faces sharing an edge Feature: XY view zoom is centered at cursor Feature: Texture Tool: Constrain operations to axes by holding down Shift Feature: Texture Tools: rotate function Feature: Texture Tool: UI contrast Feature: Model Conversion UI Feature: Add FBX model importer Feature: add IQM format support into lib/picomodel Feature: Spawnarg type icon not shown for inherited properties Improvement: New Game Connection GUI Improvement: "Replace Selection with exported Model" preserves spawnargs Improvement: automatically reload exported models Improvement: Search function: don't start searching while still typing Improvement: MediaBrowser toolbar: clear filter text when texture is selected through MMB or Texture Browser Improvement: Merge "Create player start" and "Move player start" options Improvement: Patch Texture Rotation should take aspect ratio into account Improvement: Texture Tool: use aspect ratio of material Improvement: Step-rotating textures through the Surface Inspector should be using the center as pivot Improvement: Surface Inspector: Option to change horizontal and vertical scale values proportionally Improvement: Apply textures to surfaces using "normalized" scaling. Improvement: Normalise button brings texture coordinates closer to 0,0 Improvement: Prevent Texture Tool "face jump" on rescaling textures Improvement: Move modifier hints out of the status bar Improvement: Flip Texture: Prevent huge face UV coordinate translations Improvement: Double click on list elements should auto-close dialogs Improvement: Texture Tool: Select items by clicking the UV space they cover Improvement: Texture Tool: Grid lines are getting too dense when zooming out a lot Improvement: Texture Tool: intercept keystrokes for grid resizing & snap to grid Improvement: Model Exporter: warn if Output Format and extension in File Path don't match Improvement: Change Quake3 map exporter to write "legacy" brush syntax Fixed: Q3 Legacy BrushDef parser sometime produce some wrong texture rotation Fixed: "Replace Selection with exported Model" assigns result to Default layer Fixed: All scene graphs connect to the same undo system, causing interference Fixed: Remove Floating Layout Fixed: EntityInspector allows to set an entity's name to an empty value Fixed: modelDefs folder starts expanded after changing selection Fixed: Particle Editor: wireframe does not render Fixed: Drag-select while in texture tool window gets stuck. Fixed: Some brushes change shape or disappear when rotated or duplicated Fixed: Texture Tool: drag operation doesn't capture the mouse Fixed: Ctrl-S does not work when focus is on inputs Fixed: Autosave filename unhelpfully overwrites 'save copy as' filename Fixed: Merge Maps: can't hide changed entities/primitives Fixed: Merge Maps: can't center orthoview/camera on changed entities Fixed: Merge Maps UI remains if DR is closed while a merge is in progress Fixed: Merge Maps: "Details" text doesn't use full width of window Fixed: Brushes colour schemes not saving Fixed: Fit Texture fields do not allow values below 1.0 Fixed: PatchDefExporter: do not write trailing white space after shader name Fixed: LWO2 Model Exporter doesn't write vertex colours Fixed: Objective components not correctly renumbered after removing a component Fixed: Applying a skin to a model entity no longer works under 2.14pre1 Fixed: Spawnarg types and tooltips not reliably inherited in entityDefs Fixed: Crash when saving map or prefab without a file extension Fixed: Texture Tool crashes when creating a new brush Fixed: "Texture tool" grid cannot decrease under 1 Fixed: Texture Tool: dragged vertices snap to grid even though it's switched off Fixed: Sound chooser not pre-selecting the inherited value of snd_* keys of an entity Fixed: User Guide (Local) doesn't work Fixed: Restore GL_LINEAR_MIPMAP_LINEAR texture filtering Fixed: Objective components not correctly renumbered after removing a component Tweak: Surface Inspector vertical shift / vertical scale arrows Tweak: Surface Inspector's minimum width is too large The list of changes can be found on the our bugtracker changelog. Have fun mapping!
    12 points
  2. And here is a shot from the mission proper:
    10 points
  3. I'm really digging the cabinet1 extension pack, the new pieces really tie the room together! With one month left in the challenge, I'm not sure I'll get everything the way I want it, but I'm aiming for at least beta quality with the primary objectives.
    9 points
  4. Yet another wiki page added: https://wiki.thedarkmod.com/index.php?title=Force_Fields
    8 points
  5. It is of course impossible not to appreciate your appreciation of cabinet1! So exclusively for fellow travelers in the connection contest attached is "bench_wooden03" - now even the smallest Mirkway hovel can flaunt that cabinet1 style. Since this is also technically a WIP thread just to stay on topic figured I would throw in a shot public domain sourced book_sp1 skins I am working on for my contest mission : "The Collected Works of Volta", "There is Death in the Pot" and the "The Golden Order of the Sanguine Dawn". Unfortunate byproducts of spending time trawling publicdomainreview.org when I should be building. bench_wooden03.lwo
    7 points
  6. Added a new wiki page "Video Cutscene Creation", as well as a section "Patches and Terrain" to the end of the "Patches" page. The latter is short, mainly organized pointers to useful content.
    7 points
  7. That's because rats carry diseases, so even after one touch of dead rat you become too weak to lift it Seriously, this is known issue that will not happen in 2.10, one way or another.
    4 points
  8. I tried quite a few times to make a sequel but kept running into technical issues. The mission started you on a moving train which was traveling through the snowy mountains. But there were lots of logistical and technical issues I ran into with the train. And because the train was such a big part of what I had planned I didn’t want to just throw that away and do something else. I had tried reaching out to Grayman who worked quite tirelessly to try and fix the issues I was encountering but ultimately he couldn’t get it working so I just gave up on that version of accountant 3. After this I tried to make a mission which was quite different but nothing felt right to me and I couldn’t settle on anything I liked so I moved on to other projects. I know it sucks to leave something on a cliffhanger. But I tried my best to make it happen and it just didn’t work out. Sorry!
    3 points
  9. Thanks @Amadeus ! As I have mentioned A Good Neighbor is one of my favorite missions and I look forward to follow up when it comes! Here are those book skins ready to drop in to a mission directory if you'd like to use them. All the material is sourced from the public domain or touched up by my meager photoshop skills - so need to worry about any licensing issues. book_sp1skins.zip
    3 points
  10. @Goldwell@thebigh @jonri@DeTeEffare further confirmed/possible contest participants I'm aware of - what's your stance on a deadline extension past the original Christmas deadline? Personally I think the most sense would be if the deadline were aimed at the 2.10 release date since part of the contest idea is to reward use of 2.10 features. But this is 1 1/2 months later (middle of Feb) than the original deadline, so it might be unfair if some of the entrants designed their mission on a small scale to be sure to meet the original deadline.
    3 points
  11. *****UPDATE***** cabinet1 fans! Version 2 of the cabinet1 extension pack is here with a new desk and bench model as well 5 unique hutch and curio cabinet prefabs! Big thanks to cabinet1 expert @Dragofer who generously polished the models and prefabs and fixed up the naming/pathing/definitions to be core mod compliant. God speed! cabinet1_xtended.zip *****Original Post***** Jumping over from the Discord where you should definitely join us if you aren't there already. No modelling skill here what so ever, but I have long found myself hopelessly addicted to cabinet1. Now it has gotten even worse with desk02 and desk03 being such great new assets. I just wanted/needed a little more matching furniture for my map so I put these together in DR. To be clear these are very basic but along the way I thought they might be of utility to anyone else who just needs more of that cabinet1 magic and can't wait for the pros to deliver the next dose. Of course just like cabinet1, desk02 and 03 they all have the "desk_old" skin variant and there is a prefab for the curio cabinet with working doors. God speed.
    3 points
  12. This monster is completly custom made by me. It got big inspiration from this short film. Video
    2 points
  13. This might be related:
    2 points
  14. Recently "discovered" that streaming YouTube URL's is more reasonable than having that YT tab hang around all the time. Better for RAM usage at least. I use Media Player Classic Black Edition. Although there is a workaround for the plain version as well. But the Black Edition has all the filters built in to make it work without any additional tweaking. Far too often binge watching becomes procrastination and this loop never stops during work.
    2 points
  15. Oh, thanks! It work perfectly now! I have committed all my changes to SVN (revs 9657 - 9662). First of all, I have implemented different code for constructing the light polytope (R_PolytopeSurfaceFrustumLike). That's what @duzenko was complaining about long time ago (4888), but I could not understand what's the deal. I have attached a patch which removes the "frustumTrisExact" hack. @duzenko, could you please check how volumetric lights are doing with it and commit it if everything is OK? To be honest, I'm not sure that I set proper orientation to windings/faces in R_PolytopeSurfaceFrustumLike. Maybe normals look inside, and everything is broken now... need to test more Second, I have committed the code which reproduces Doom 3 light projection/falloff behavior. It needs setting "r_spotlightBehavior 0" before starting a map. Since I cannot imagine how we tell all the mappers who tweaked spotlights in 2.05-2.09 that we decided to break their maps, I suppose we will do some behavior switch depending on e.g. "__spotlightBehavior__" spawnarg of worldspawn. That would allow both to save recent maps and to restore the old ones. Speaking of r_showLights, I have added bit 8 which renders BFG-style light frustum. I have verified that it properly bounds the light volume rendered by Doom 3. P.S. Here you can see both frustums at the same time (I have underlined BFG frustum manually to make it more visible): FrustumExact_removed.patch
    2 points
  16. No. 2.08 and 2.09 are not savegame compatible.
    2 points
  17. Yet another (and the final) hotfix release for 2.09 is available. You can obtain it with tdm_installer. Make sure you check "Get custom version" on the first page, then choose release209b on the second page. If you need 32-bit binary, you can download it as additional archive here. After a very short testing, this hotfix will become the new "default" in tdm_installer, unless any serious issues are detected. Contrary to the usual case, savegames are fully compatible all ways between original 2.09 release and 2.09a and 2.09b hotfix releases. You don't need to finish playing current mission in order to update and even rollback in case of any issues. Here is the list of changes compared to the 2.09a (mainly GL issues on AMD): * Fixed a bug causing black screen instead of main menu with music playing (thread). This problem happened on AMD GPUs and was previously circumvented by setting "r_glCoreProfile 0" in config file. This workaround is no longer necessary. * Fixed crash when new shader is loaded during gameplay (5012). This problem happened on AMD GPUs and could be previously circumvented by setting "com_smp 0", although I'm not sure it ever happened in the wild. Anyway, the workaround is no longer necessary. * Use windowed 800x600 mode as "safe mode" for renderer. It can help avoid initialization error in the rare case the game cannot do ChangeDisplaySettings (related thread). * Removed [cleanup] button from the main menu (thread). Remaining known problems: * The game does not start on old AMD GPUs (TeraScale 1) despite them supporting GL 3.3 (thread). No workaround known. * The game looks corrupted starting at the main menu on some Linux AMD drivers (thread). Workaround: set Color Precision to 32 bits.
    2 points
  18. I know that you can view age-restricted videos with an incomplete YouTube account, i.e. use YouTube while logged into a Google (Gmail) account but do not take any of the steps that would force you to create a full YouTube account (you can like/dislike videos and subscribe to channels, but you cannot make comments). Fake birthday and other details attached to the Google account or whatever is fine. I've also made a Google/YouTube account for commenting that never required any personal information, and can be used while using a VPN. There are some scary prompts that prod you to add a phone number, but they can be skipped. I think the account needs to be automatically flagged as suspicious somehow before it will lock you out forever for not providing a phone number, and I have had good luck with that so far. Previously you could use sites like ListenOnRepeat to bypass YouTube age restrictions, but that stopped working a while ago.
    2 points
  19. Here's another new wiki page: https://wiki.thedarkmod.com/index.php?title=A_Full-Screen_Slide_in_Mid-Game As you can see, I'm cleaning out my "attic" of a number of draft wiki articles from the last year or 2. At least the ones that just need to be finalized. This one shows some GUI examples and related scripting. Can just barely write this post... still in a food coma from Thanksgiving dinner.
    2 points
  20. Warhammer: The End Times Vermintide is free on Fanatical.com theHunter: Call of the Wild base game is free in the Epic Store
    2 points
  21. It's only one more trick to spy the user, because the EU say nothing to the system of confirm the identity with ID or Credit card, which is illegal, because it violate the right of privacy in the European Norm. Apart it's absurd, if there is a vid with NSFW content, it's enough to blur some sontent, but not to block the vid por complete. This is also very bad for some authors and artists. I have an Google account since the beginning of the 2000 in GMail in which I have put muy Birthdate and I don't have to prove my age this way also in YT, less with private documents. I tried other methods with userscripts to bypass the age restriction, using frontends, like NSFWYouTube, Freetube, Jewtube, Cloudtube, Proxies, VPN and others, nothing of this works I think my account with Google is going to be terminated, before it completely ends the freedom in the network, making it their property for their personal needs. Enough already.
    2 points
  22. @datiswous, about the figure in the box office/giftshop you found "creepy"... You clearly haven't spent enough time in women's clothing stores. I suggest image-Googling "headless mannequins with hands" to see her tribe.
    2 points
  23. Hello again TDM crew. I am running TDM 2.10 beta / 64 #9627 and the map is Chronicles of Skullduggery 3 (COS3) Sacricide. When I do the rats extermination side mission, I can kill the rats, but, I cannot frob and lift the bodies up into the drop bucket. I can frob and slide the bodies around the floor, but, they just seem to stay at floor level no matter what I do. This is not an issue in 2.09 release. I played both versions to verify the bug as it is easy to recreate. To quickly recreate: 1) start the mission standing in your "delivery" box. 2) immediately go North from spawn point into the alley to the side-job notes on the wall and read the one about the rats to gain the objective. 3) go south back to your start point. 4) go east in the to the opening in the ground leading to the rats in the basement. 5) shoot a rat with an arrow. 6) attempt to frob and lift it to the drop bucket but the rat stays at the floor. I could create a vid if requested. CVLW
    2 points
  24. Its getting quite serious for demo2 now. https://twitter.com/yrdenwatch/status/1462748300873027592?s=20
    2 points
  25. @AmadeusYes these are the openable doors which came originally with desk03! There is a prefab in the pk4 with the openable doors all setup to just drop into your map
    2 points
  26. The black mirror happens to me as well in svn. Will look into it.
    1 point
  27. D'oh, I should have looked more carefully at the commit history. I'll make a branch off the 2.14.0 tag for the Linux DEB release, then resume debugging in master.
    1 point
  28. Dev builds are snapshots of development taken at intervals, rather than with every single revision. In this case I'd suggest trying the dev builds before and after code rev 9232, so dev16215-9224 and dev16225-9284
    1 point
  29. @Anderson, yes, there are a extensions which can help WhatCampaign swap out Google Analytics parameters with invalid data https://git.hackers.town/ONI/WhatCampaign Google hate it and removed it from the store, you have to install manually if you use a Chromium Browser Apart of this, I use uBlock Origin (essential and best adblocker) Trace (anti fingerprints, header spoofer and more) LocalCDN (it emulates Content Delivery Networks to improve your online privacy. It intercepts traffic, finds supported resources locally, and injects them into the environment. I Don't Care About Cookies (Blocks the annoying cookie advice pop-ups) Site Bleacher (Remove automatically cookies, local storages, IndexedDBs, service workers, cache storages, filesystems and webSQLs, except from the whitlisted sites) These you'll find in the stores All of them lightwight and FOSS
    1 point
  30. How a building is made for a desktop:
    1 point
  31. Made 2.09b the default version. I hope at least a few people have installed and played it I'll finish the release process tomorrow (tags, source, pdb, etc.)
    1 point
  32. I am a blackjack first, ask questions later kind of player. I found the same bug as Hanmin: Thanks for the mission series. These, and many more, are good-looking environments that I hope to draw from when I create my own missions.
    1 point
  33. Hi, I added your mission to the mission database wiki page: https://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod And the Fan Mission Series wiki page: https://wiki.thedarkmod.com/index.php?title=Fan_Mission_Series#Chronicles_of_Skulduggery_series If you don't want it listed, I can remove it off course
    1 point
  34. In the rear, between the kennel and Four Flags buildings, there's now a door...
    1 point
  35. Awesome. A new mission. Congrats on the release and a big Thank you
    1 point
  36. This player winds up rage-quitting one of my favorite wads! The visuals are simple and strictly 1990s (because that's when it was made), but the gameplay is varied, fun with the occasional nasty surprise thrown in (like teleporting you right into the middle of a room full of monsters), and it has a kick-ass soundtrack. That part with the Cyberdemon at the end of the video is especially tough. You have two choices, fight him down below, suicide because there's no cover (never succeeded at that one myself, or weave in and out in front of the window up top and take pot-shots at him whilst trying not to get pasted by his rockets. This is Doom, after all, so move, move, move! Running away is not an option, because he blocks the teleporter to exit the level, and even if his rockets don't get you while you're navigating the glorified tightrope that leads to the teleporter, he's not likely to let you in.
    1 point
  37. Kind of hilarious that the rat dragging is such a thing in your missions.
    1 point
  38. mea culpa, I typed almost the right number for the outright spoiler, sorry guys
    1 point
  39. Just finished this gem of a mission! I know I'm late to the party. Congrats on a fantastic achievement Fidcal, Baddcog and Bikerdude. This was massive, well-balanced, challenging, good story (but twisted), with lots of secrets and places to search. It's gonna be a tough cookie to ghost this one, let alone supreme it.
    1 point
  40. I quite like this mission. Great detail of the libraries with the Grayman missions. It was not very difficult to find the secret hidden place there as well.
    1 point
  41. A small bug crept into the last build. Here is a new one. The latest one is as trim as I think I can get without utterly replacing all original specular code. Enjoy! tdm_base01.pk4
    1 point
  42. New version is available: dev16390-9648
    1 point
  43. Yes, a very nice mision. Not very difficult puzzles, only the light puzzle took a bit more time to solve. The only really difficult for me the lava sea to the exit, there are a fried Zerg several times. Important to save before crossing.
    1 point
  44. Bikerdude intends to join! He is planning a story addition to "The Elixir".
    1 point
  45. @Dragoferattached is the original brushwork if that is helpful. When your local version is done I will put together some prefab variants for the hutch and the curio cabinet. Edit: also there was a texturing issue with the feet on the filing cabinet which I have correct in the main post WelliFurniturePackBrushes.pfbx
    1 point
  46. Just playing this for the first time, cool so far. I'm playing on hardest difficulty but
    1 point
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