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LDAsh last won the day on December 25 2020

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  1. Awesome! The 3 new features I've requested work excellently and I hope other mappers see the benefit in these as well. Being able to zoom right into the smallest crumbs and work comfortably is a huge improvement, and the "border measurements" are even updated. Pasting material headers is also a huge improvement because some of our folders were taking literally 15 minutes to load. I don't think the built-in texture browser is useful for entire collections, only what the map is actually using. We use a HTML texture browser that copies the header into the clipboard when clicking on an image,
  2. I'm going to politely disagree with these assumptions. We're talking about "scripts" as content, not source code. If we don't make a discernment here, things become too abstract. Therefore, without a clear answer, I feel that the undertaking is just too overwhelming. One could easily use data management to tweak all of these files about to make them unique from a technical point of view, but legally and ethically it doesn't sit well with me. Also, to put it simply, trying to turn an arrow into a (delayed) hit-scan bullet doesn't sound like a good idea to me. That's the only ap
  3. I don't mean to sound frustrated at all. It's whole reason I made a HTML-based texture browser. The first 2 have been brought up before, the 3rd relates to that (loading some 1000s of textures takes a long time for us), and hopefully all of these would be fairly easy to implement.
  4. I decided to try, one last time, to bring up some long-standing issues I've personally had with DarkRadiant, and I have just added these to the bugtracker. Some of these things, I have no idea why they were ever changed, or at least made optional. Others, I hope some can appreciate how handy they might be as we move into the future... ____________________________________________________ - Restore non-uniform scaling for texture browser. DarkRadiant used to display textures in the texture browser with relative scaling, based on the size of the actual texture. This is important for m
  5. I'd still be interested in at least screwing around with this same concept. I had a look into what freyk/MirceaKitsune were working on, but I never was able to make much sense of it. All I got working was a fairly nightmarishly tacked-together Blade Runner-themed map and never got any enemies or weapons working, like they had in some screenshots. If they had any updated packages, I can't find them, but here are the links anyway:- https://drive.google.com/drive/folders/0B4ms8lQXkym7YThOQnpiTEZSeTg https://gitlab.com/darkmodule/darkmodule Admittedly, I didn't spend a whole lot of time t
  6. I wasn't trying to suggest anything too fishy... I guess all it would really do is refactor some vital content (mainly scripts and assets) to actually launch an otherwise functional bare-bones engine, that otherwise wouldn't without some validation first, such as an e-mail address or serial. In reality, it's nothing a half-witted computer-competent person couldn't do themselves anyway, if they knew what was going on = not to interfere with the terms of the license, since it doesn't cover those assets. I guess the whole reason for bringing that up is to fortify the monetisation of the PK4s a
  7. So it seems like the best approach would be, to strip as much of TDM right down to the bare bones, definitely removing all images, geometry and audio, except for the basic crumbs used for technical reasons to get the engine actually loading up, and distributing that freely and openly in accordance with the license - and then trying to figure a way to monetise the additional PK4s? Would that work? It might even be possible to code a custom launcher and also monetise that, and rig that up so that the engine only really even functions when launched from that, just so you might be able to do thi
  8. I was under the impression that MD5/PROC/etc file formats are proprietary and belong(ed) to Activision>Zenimax>Bethesda>Microsoft, whoever... Unlike MAP files, those are specific to idTech4 and compiled to binaries. I would also assume "art assets" would expand to cover script files like .DEF/etc? Because of the nature of TDM, if there are modded files like this, no harm no foul, but to do the same commercially might be risky. But please don't get me wrong, I wish it were all straight-forward and possible.
  9. I figured I'd post this, since nobody else seems to have mentioned it. D3W (ex)regular Kristus (and associates) bring more Quake-style arena-DM action to the world:- https://www.doombringer.eu/ https://www.indiedb.com/games/doombringer I personally think this is very worthy of checking out for the old Q3A fans among us.
  10. I agree and I think it's the right way to go. It is a complex tool so I don't see the need to dumb it down for newcomers. If they feel overwhelmed and just quit, well maybe they do that a lot in their life? Having all of the buttons and fields and checkboxes right in front of you means you can sit back and just look it all over, and feel more encouraged to just toy with something to see if you can figure out what it actually does.
  11. Ah, it was missing a material for the defaultPointLight, so the projection was essentially black and so maybe the lights were working all along. Thanks!
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