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Posts posted by datiswous
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Just want to mention that there is a bat asset:
I think horror is a nice theme to try them.
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This is now part of the current dev, but I think it's not working that well and needs more testing and possibly fixes (visportals?).
Edit: I was wrong
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8 hours ago, Baal said:
This is very much work in progress but it's starting to take shape.
Is this for the 2022 "Horror for Christmas" Contest?
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It's the atdm:gui_message entity with gui tdm_message.gui . The strange thing in the training mission is that the issue doesn't happen with the messages in the starter room. Only the later ones. It also doesn't happen in the archery range. At least in my tests.
Could also have something to do with the trigger maybe?
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What is the file / where are the files where this is configured in the source code? I would like to take a look.
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Could the Layers window be made dockable or being placed inside the Properties-dock?
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5 hours ago, Obsttorte said:
One big advantage of combined entities, for example torch models with a light def_attached to them, is, that you can alter the appearence of ALL those entities by making one adjustment in the respective definition file. If you use your approach and notice later on that something with the torches isn't quiet right (let's say, they are a bit too bright, making the mission too hard), you would have to go through all said torch lights to change that.
Afaik you could create a seperate definition for the model and a definition for the light (in one def file), then you can change that def file.
5 hours ago, Obsttorte said:You can edit combined entities as easy as non combined ones. And electric lights are one entity either way, so it really makes no difference there.
Some of these combined entities don't have a viewable and changeble light radious it seems and you can't change the position of the light itself (I couldn't find a way).
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Curently I can't add spawnargs to grouped entities. I first have to ungroup them. I don't know if this is possible, but maybe there is a way to list all the entities within grouped entities, so that you can add spwanargs to them.
I guess there should be 2 ways:
- Add spawnarg to group of entities of same type (so there should be a hierarchy)
- Add spawnarg to seperate entities of grouped entities
I don't know if there's real need for it, from mappers perspective but I think it could be useful.
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On 10/8/2022 at 2:28 PM, Obsttorte said:
There is no need to create light source and model seperately. You can easely tweak the light on combined entities, and having two seperate entities serving one purpose is a guarantee for additional work and errors. If you shift the light, you have to shift both entities, if you want to create a copy of the light, you have to copy both etc...
You should really not get used to this kind of workflow. Create lights via the create entity menu.
There is this video from Sotha, where he advices the oposite (if I understand correctly):
On 10/8/2022 at 2:28 PM, Obsttorte said:If you shift the light, you have to shift both entities, if you want to create a copy of the light, you have to copy both etc...
You can just group them and then they move and copy together. With the (possible) benifit that you can always ungroup them and alter them independedly, if needed.
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Just found some of the logo's here:
https://www.darkfate.org/view/details/files/projects/darkmod/gallery
Not sure how useful this still is.
Edit: Sorry, these are the same files. This post can be deleted
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On 10/2/2022 at 10:46 PM, datiswous said:
Alternatively having a shortcut key for adding a layer of selected stuff could be useful?
Whoops, they already exist for layers 1 to 10.
Whould be better though if the hide and show layer shortcut-keys were toggles I think. Currently I have to set 1 shortcut-key to hide layer 1 and another shortcut-key to show layer 1.
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On 9/26/2022 at 5:25 AM, AluminumHaste said:
But that was an older build, the AI in combat are much more dangerous these days.
They changed it after your example?
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41 minutes ago, CrisiusXIII said:
sudo add-apt-repository ppa:alexlarsson/flatpak
Is this to install Flatpak?
To install Flatpak follow this guide:
https://www.flatpak.org/setup/Debian
See also: https://wiki.thedarkmod.com/index.php?title=DarkRadiant_-_Flatpak_Installation_Guide
Sorry if this is redundent info. I wasn't sure if you do it right.
Sorry for derailing the topic.
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Btw. why are you using Debian 10 instead of the current stable Debian 11? Somebody on the forum had succes with Debian 11.
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2 minutes ago, CrisiusXIII said:
the strength off linux is the same as its weakness, its the enormous amount off variations and possibilities... its a chuwinggum stretched in impossible forms.
You could also use the Flatpak version instead.
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On 8/20/2022 at 1:31 AM, Kukutoo said:
Alberics Curse
I actually don't like the mission much. I had a hard time finding certain spaces and the map didn't help, so it took me a long time searching through the same spaces, because the mission is a bit maze like.
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An idea for a submission requirement (I mean something that gives a mapper more points if they include it):
Missions which are designed so that the vine-arrow, moss-arrow, mines and flashbombs are more useful than in most other missions. These tools are universal, but often aren't so necessary to use and the vine arrow is often not included at all.
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Interestingly the reviewer actually played TDM first and then found out about Thief.
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There is a metal door in the basement next to some wine barrels. How do I open it?
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3 hours ago, Deep said:
My second idea was to have H (hide) with 2 buttons ... 1 and 2
Alternatively having a shortcut key for adding a layer of selected stuff could be useful?
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Where do I place the manifest.iniz file? In the TDM root folder there already is a manifest.iniz . Am I supposed to override that?
Edit: I see now that I have to point to the url in the installer. How am I suposed to know that? I didn't read all the posts in the topic, maybe I should have. Could you put that info in the first post?
Remove Overlay/Background Image Feature?
in DarkRadiant Feedback and Development
Posted · Edited by datiswous
I never used it, but I think it could be useful. I think nobody made a good example video or other tutorial (I think) and so nobody seen it being a useful feature for.
Thanks for reminding me about this feature.
Could it be a plugin? So it is an optional feature that doesn't clutter the ui when not activated.
Edit: I thought it could be useful in 3d view, but it's in 2d view on all xyz views, which I personally don't find so useful.