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About lincore

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  1. Hey guys. I recently felt the urge to get back into DR, but have since built a new pc and migrated to windows 10. With the wx widgets versions of dark radiant I am experiencing a strange rendering glitch resulting in edges being distorted in a seesaw like pattern, among other things (see attachment). This bug does not occur on the GTK+ versions (tested with 1.8.1). I dug through the forum and bug tracker without results, but I am hesitant to file a bug report as I tend to overlook things and development has been on the back-burner anyway. Also the error may be caused by a myriad of other things, like wxwidgets' opengl render context, my gpu, windows 10, etc. (If you think it's a good idea I'll create a bug report.) So I was wondering if you guys have experienced similar issues and thus have any idea what causes this behaviour and/or know a fix (apart from using DR 1.8.1, obviously ;~). Relevant specs: OS: Windows 10 Pro GPU: Radeon R270 w/ 4GB VRAM Thanks in advance! PS: The render distance is also quite low, is that normal? PPS: tdm itself looks just fine, in case that matters.
  2. Thanks for your advice guys. I know about bsp trees but in my naivety I was hoping the editor/dmap could auto-magically handle this for me and just treat the two resulting brushes as one in the editor. But hey, I guess that's what the clipper is there for. Yes, that'd be swell.
  3. Hey guys, I have two questions. I built a cellar with a groin vault ceiling made of patches (four per arch) but the textures are stretched and misaligned (see attachment). When I try to fix it (i.e. randomly click buttons) it only gets worse. Is it simply impossible to have good uv mapping with (curved) patches or am I doing something wrong? Not related to that is it possible to insert/remove vertices from a brush / subdivide faces/edges? I think I did this accidentally but I could not find the key that did it. Thanks! PS: I'm new to DR but could it be related to the GUI framework transition from Gtk to wxWidgets? I think Gtk has it's own color dialog while wxWidgets' is known for using native resources whenever possible. On windows I get the os' standard color dialog with byte ranges (0 - 255) for hue/saturation/value. All Gtk applications I use range from 0-360 for hue and 0-100 for everything else. I'm sure dark mod uses it's own color format internally.
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