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datiswous

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Everything posted by datiswous

  1. 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.
  2. Just want to mention that there is a bat asset: I think horror is a nice theme to try them.
  3. There's now image gallery functionality on the wiki. I asked taaaki to enable this and he did.

    See here for an example:

    https://wiki.thedarkmod.com/index.php?title=The_Hare_in_the_Snare:_Part_1_(FM)  (scroll down to the Gallery section and click on one image)

    You can still have the old functionality by middle click on an image.

    1. stgatilov

      stgatilov

      Wow, that's cool!

  4. 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
  5. Is this for the 2022 "Horror for Christmas" Contest?
  6. 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?
  7. What is the file / where are the files where this is configured in the source code? I would like to take a look.
  8. Could the Layers window be made dockable or being placed inside the Properties-dock?
  9. 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. 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).
  10. 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.
  11. There is this video from Sotha, where he advices the oposite (if I understand correctly): 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.
  12. 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
  13. Could the Keyboard shortcut settings have tabs for different sections like how it is done with the mouse binding settings? Or, they could be placed both inside the preferences screen to unclutter the edit menu? Example:
  14. 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.
  15. 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.
  16. Btw. why are you using Debian 10 instead of the current stable Debian 11? Somebody on the forum had succes with Debian 11.
  17. 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.
  18. 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.
  19. Interestingly the reviewer actually played TDM first and then found out about Thief.
  20. There is a metal door in the basement next to some wine barrels. How do I open it?
  21. Alternatively having a shortcut key for adding a layer of selected stuff could be useful?
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