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Everything posted by Nightcrawler

  1. Thanks for pointing me to the new beta. I completely forgot about it. I did some testing in the tutorial map and I'm really glad that I can use the system keys and also switch back to desktop now. However I already found a bunch of new bugs: Some keys (i.e the arrow keys and mouse button 4 and 5) still cannot be assigned properly.The dark Mod crashes as soon as you enter the game if "Maps" was chosen as shadow implementation. I created a bug for this on the tracker.Lightning does not work for me at all on the new version. Everything seems to be displayed in the same brightness. I also create
  2. That bug has been around since ages for TDM on linux It didn't bother me that much in the past as I quickly adapted to use the numblock keys. It's a bit annoying that I cannot acess system functions while I'm running TDM though - e.g. swich off sound, or minimize TDM and switch back to the desktop. That's what I miss most
  3. I think it worth for future cases to define what is "beeing a dick" to the context of using shared work. Whould I consider it a dick move if parts of my mission are blatantly copied by another author into his/her mssion even without asking me for permission? No, not necessarily! As long as the author credited me as the original author of the copied sections I would be fine. However if the way the author presents his mission suggestes that he created the copied mission parts in the first place I do consider it a dick move. Would I consider it a dick move to see my mission bug fixed and
  4. I did not want to offend you. But you do seem to be unhappy about the way . That's what I meant.
  5. I followed this discussion carefully and I don't want to open wounds begining to heal, but as Judith encouraged all parts of the community to participate in this discussion I wanted to give my two cents. The mere thing I am concerned is what message should we as mappers, modelers and creative folk take from this discussion when it comes to building upon other people's work? As I understand some of you (mainly Spring and Judith) are not very happy to share their work if others can then re-adapt re-use and alter the work. However if I understand the terms of the CC-BY-NC-SA 3.0 l
  6. Most newer missions are hosted at http://www.southquarter.com/fms/missions_view.php Or you could check out https://darkfate.org/news/index (Beware that it's in Russian though)
  7. That link seems broken. Says "You do not have permission to view this forum." when I click on it - Or shouldn't it be viewable to everyone?
  8. You should make a well-founded decision about where to place the legal entity. Why is that? Well, in the last few days I got interested in how Creative Common licenses work and I did some research on the Internet. I would not call me an expert on CC licenses but there is one thing I found that might cause trouble to tdm: Namely the fact that The Dark Mod uses the CC-BY-NC-SA for the main part of their assets. Things you have to bear in mind are: 1) This license does not allow commercial use. The main problem is the lack of clarity what commercial use actually is. Now no matter what you pe
  9. I added a request for this to the bugtracker: http://bugs.thedarkmod.com/view.php?id=4582
  10. I did change the colour of "selected items" and "selected items (camera)", restarted DR but the selected entities and models were still invisible in 2D grid. You can see my colour scheme preferences here, but I doubt that this is a problem of prefereces.
  11. 3) The MD5 animation viewer doesn't work as I hoped. Here is what I mean: 1. I open the MD5 animation viewer and choose e.g. "tdm_ai_builderguard" from the list. Nothing appears in the 3D view window. 2. Only when I click on the "Pause render time" or "Stop render time" button, the model appears. 3. When I then choose an animation - let's say "bottle_idle01" again nothing happens, the model won't move/animate. 4. However when I then press the "Pause render time" button, the model changes its state (as if it just carried out the animation). Well that is complicated to explain. I
  12. 2) The readable editor seems broken. At least I can't choose a GUI definition for two-sided books. This is what I did: 1. Create Entity -> readables -> atdm:readable_mobile_book01 2. Open the readable editor. Give the book an inventory name and an XData name. 3 .Click on the button right of the GUI Definitiion field. 4. Choose let's say readables -> books -> book_calig_summertime The Layout switches to One-sided and the GUI Definition switches to guis/readables/sheets/sheet_paper_hand_nancy.gui, no matter what I select.
  13. I'm happy to confirm that the crash when importing prefabs is finally gone Unfortunately there are a few more things in DR that I'm not happy with: 1) Selected models and entities become invisible in the 2D grid. To illustrate this: Here nothing is selected: Here only a entity is selected (and it is invisible in the 2D grid!): When entities/models are selected together with a worldspawn brush however they stay visible in the 2D grid That's a quite old bug (also had this in 2.2. and 2.1) but I was too lazy to find out how to upload images of DR and report it until
  14. Greebo, I need some help obtaining the newest code from your git repository. I try to follow the instructions here: http://bugs.thedarkmod.com/view.php?id=4490#c8999 But when I enter git pull, the following error message appears: remote: Counting objects: 5, done. remote: Total 5 (delta 4), reused 5 (delta 4), pack-reused 0 Unpacking Objects: 100% (5/5), ready. From git://github.com/codereader/DarkRadiant 510c6da00..cc51a0158 2.3 -> origin/2.3 Actualizing 929f4307c..2f8a5732e error: Your local changes in the following files would be overwritten when merging: ltmain.sh Pleas
  15. Thanks for the tip greebo! I didn't know there were keyboard shortcuts to change the window layout. I also assigned a hotkey to the readable editor, whose menu entry is also missing.
  16. Hey Spring, which version of DR you are using? I'm using DR 2.2.1 on Linux and there is no "Window Layout" entry in the view menu. It should be there, shouldn't it?
  17. When does that flickering occur in the main menu or in-game? What kind of flickering? If it's in-game maybe you can try to type this in the console: seta r_offsetunits "-0.1" seta r_offsetfactor "-2" I had some flickering problem a while ago and this solved it for me
  18. I'm still struggling with defining the levels main goal. Should it be - To steal an object? - To assassinate someone? - To hijack somebody? - ..... So many options to choose from. The main thing that ceeps me occupied is how to later develop a neat and interesting story around it. About the basic shape: I think I'll stick with the majority and aim for a mason mission. Nothing too fancy or extraordinary. I plan roughly 4 regions:
  19. In my opinion that video series is one of the best currently available resources - if not THE BEST - for new mappers to start. It's such a pity that it now got buried on site 2 of the Editors Guild Forum. I think it should be pinned on the top of this forum instead, so that people inclined to start mapping can easily find it. Shouldn't it?
  20. That comment made me think that Sotha's video series should already be pinned.
  21. Most of my time in July will be filled with university stuff unfortunately. But I think I can still save enough time for this and participate. So sign me up
  22. Hey Mircea, I'm running DR 2.2.1 on Ubuntu MATE 16.10. I've built it from source about a month ago. From the issues you mention I can only confirm that Panel sizes are not persisted between startups. About the issue that Various windows won't open: I'm quite sure this is not a bug, but the way DR is supposed to behave. You already realized that only some menu entries will open as windows (surface Inspector, Patch Inspector,...). However the media browser and texture browser don't open in separate windows, but are displayed in the lower right corner in different tabs by default. Selecting the
  23. I don't feel bothered a lot by such minor bugs like floating brushes, bad texturing, etc... as long as the overall design and the story is good. So when I play FMs I not only look for texturing, visuals,...but also try to focus on whether the story is feasible and captivating and whether I can detect some overused cliché "concepts". For example you often stumble upon somebody writing "I've lost my ring while swimming in the pool." or "I have put something valuable in my secret compartment. I better write it down in my diary for the player to know." But one really can't complain about this wh
  24. I really enjoyed watching Sotha's and Spring's video tutorial series. For me they were way more entertaining and comfortable to watch than working through the A-Z-guide. And I learned a lot of amazing stuff watching them! The thing is with two tutorial series about how to build a tiny mission from scratch I'd say the basics are completely covered and I don't see much sense of repeating the whole procedure another time. For me as a newbie it would be more beneficial to watch you using some more "advanced" techniques that have not been covered in Sotha's nor Spring's Speedbuilt tutorial so far
  25. Belchers? I think they are still WIP.
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