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  1. The gamepad implementation allows for a great degree of flexibility to personalize settings, aside from a few minor issues that I mentioned here: https://forums.thedarkmod.com/index.php?/topic/22337-gamepad-bindings/ I would say that playing TDM with a gamepad works very well, especially considering that it was implemented as experimental and hasn't been changed since then. If I could, I'd go back to 2021-you and congratulate you on buying that gamepad. I notice that your DarkmodPadbinds.cfg looks very different from mine...
  2. It seems like more and more "thief" and "thief players" is becoming a short hand to dismiss community members earnest desire to improve the game - which happens to be a barely legally distinct "thief style" game which was made by thief fans for thief fans and is "designed to simulate the stealth gameplay of Thief". Who is the predominant player base of the game supposed to be beyond fans of the thief games? Is there some better avenue to find feedback for the game beyond this forum? FOSS and linux forums? I have seen maybe half a dozen posts from that segment. I am a thief fan, I play thief fms, my association with those games is what drives me to play and make things for this game. Are we supposed to pretend the original games are not a huge reason why most of us are here at all? TL;DR version:
  3. Thanks! 1) Doing LONG_PRESS PAD_A (what I, for lack of knowledge, call "jump-mantle" or "_jumpmantle") differs from doing PRESS PAD_A ("_jump"). "_jumpmantle" differs from "_mantle", so they must be mapped to different button-calls. "_jumpmantle" differs from "_jump", so they must also be mapped to different button-calls. This appears to be the case, but it is not evident (or changeable) in DarkmodPadbinds.cfg. "_jumpmantle" seems to be hard coded to always connect to the same button as "_jump" but with a long press. It is as if bindPadButton PRESS PAD_A "_jump" is not actually just binding PRESS PAD_A to "_jump", but rather interpreted as "link PAD_A (regardless of button press time) to behave exactly like keyboard SPACE for short and long presses". I would have expected the default DarkmodPadbinds.cfg to explicitly read: bindPadButton PRESS PAD_A "_jump" bindPadButton LONG_PRESS PAD_A "_jumpmantle" bindPadButton PRESS PAD_B "_crouch" bindPadButton LONG_PRESS PAD_B "_mantle" ... but neither LONG_PRESS PAD_A or "_jumpmantle" is listed in the file. If there are actions "_jump" and "_mantle", I suppose there must also be an action "_jumpmantle" since it is possible for the player to do all those movements: * "_mantle" does the movements "crouch on the high surface, then stand up" * "_jumpmantle" idoes the movements "jump slightly forward, then land standing on the high surface" * "_jump" idoes the movements "jump up, then land exactly where you started" If the actions "_jump" and "_moveup" are not synonymous, then perhaps the action "_moveup" is what i call "_jumpmantle"? 2) Thanks for the link! It was useful in more than one way. I'll link to that page from https://wiki.thedarkmod.com/index.php?title=Bindings_and_User_Settings#Gamepad_Default_Bindings if I can get an account on the wiki, which proved more difficult than i thought (https://forums.thedarkmod.com/index.php?/topic/22327-how-can-i-create-an-account-on-the-tdm-wiki/). However, it does not answer my question how to find out the name ("<button>") used for a button on my gamepad. Basically, I would need to press the button on my gamepad and some program could tell me "That button is called 'PAD_A'". In my case, I have a gamepad "Logitech F310" (https://commons.wikimedia.org/wiki/File:Logitech_F310_Gamepad.jpg) which has a "Logitech button" (see image) that I want to use. I was hoping to find out the "button name" for that button and then edit DarkmodPadbinds.cfg to map it to a function. 3) ... but if that button has an "unusual name" that TDM does not recognize, then it may perhaps not work. E.g. if that button is called "PAD_LOGITECH" and TDM cannot recognize that name, then I cannot map anything to it via DarkmodPadbinds.cfg. Using QJoyPad I can map any keyboard key to it instead, as a workaround, but I cannot map MODIFIER to it (since MODIFIER cannot be set to a keyboard key). If current implementation is still called "experimental", then I must say it works very well; @cabalistic: kudos for that! I may not have continued playing TDM had it not worked with a gamepad.
  4. It is possible that this is a setting that needs to be activated to work: https://mantisbt.org/forums/viewtopic.php?t=23221
  5. I am going to sort-of reveal that this is loosely like the nature of my upcoming mission. I noted it here when JackFarmer asked about things that are coming along in this post: https://forums.thedarkmod.com/index.php?/profile/37993-jackfarmer/&status=3943&type=status It too is a builder church. The player is requested by a hopefully famous character in another mission to handle some business that is affecting the congregation. I am looking to invoke some info and history laid down in other missions as a hook story.
  6. I dom't use it, i found it here with the filter set to OpenSource. the TOS and PP isn't excluding for an OpenSource app, if they use ads mean that they also need to pay an server for this online service. OpenSource is not synonymous with free either, perhaps after the beta phase it is no longer free, so perhaps you can take advantage of the fact that it is still free to create a series of textures that can be used or search another one in Futuretools. AI generated textures and assets, by definition, don't have any copyright, so you can use them as you want. https://www.futuretools.io/?pricing-model=free|open-source&tags-n5zn=gaming
  7. I created the page: https://wiki.thedarkmod.com/index.php?title=Lightgem In the source I placed the following text: <!-- Page text made by forum user Fiver: https://forums.thedarkmod.com/index.php?/topic/22327-how-can-i-create-an-account-on-the-tdm-wiki/&do=findComment&comment=491145 --> Personally I think the page isn't really necessary because the info is already present under HUD.
  8. In the first post of the other topic Geep proposed: Then Stgatilov's answer: But I think applying subtitles in different languages shouldn't be too hard I would think, but I don't know how the current translation system works. The engine should apply the correct subtitles based on the applied language setting, this doesn't need a whole new language system I think. Not sure who's going to write those subtitles though. I can only do Dutch and English and nobody needs Dutch I think. I suggest further discussion of this to take place in topic https://forums.thedarkmod.com/index.php?/topic/21741-subtitles-possibilities-beyond-211/
  9. In a private message on Monday (2022-01-16), I asked about some patches. Then, I was asked why I waited until the second half of beta testing. My reply was "(1) I recently shared some config with Thief players and some expressed interest in TDM. So, I decided to write a guide. (2) I've been beta testing a mission, so I've uncovered these recently. (3) I don't know the beta release schedule, so I don't know where we are in the process." In a private message on Tuesday (2022-01-24), I was asked when I would be done with my patches for 2.11. I gave a list, and there was no definitive communication from the dev team that they would not be considered for 2.11. Just that patches would need to stop soon, because the dev team was deciding when to end beta testing. It seemed that I was given the go ahead. I didn't want to hold up the beta's (unknown) schedule anymore, so I put in extra time and effort to get all of my patches in no later than the next day (Wednesday) to give the dev team time. In a private message on Wednesday (2022-01-25), I told a developer, "I've submitted all the patches that I've planned: 6241, 6231, 5892. I'm ready for feedback and fixing any issues with those patches. That'll be it from me for 2.11." I was given some feedback about (5892), and there was no mention that my patches would be excluded from 2.11. This week's work getting into the next beta was going to be my personal triumph and moment to be proud of, because my hard work was going to be done for 2.11. My patches were already submitted, after all. Now, it's ending in a bust. After my post yesterday, I found out that one of my patches that had already been accepted in SVN for both code and assets will be reverted and postponed until 2.12. No reason given. I had checked SVN to make sure it was applied correctly and made sure the core assets were correct. I've been playing with the latest SVN code and haven't encountered any issues with that patch. Now, I don't know the state of that code. (As an aside, I don't have read access to the assets SVN, so I had to request the changed files from a dev.) The patch is for (6242). That patch fixes a bug that can be read about on (thread). Does the dev team think those players are going to be happy that this patch was reverted and won't be available for an entire year? I fixed that for the players, not myself. For (5892), a feature requested by Bikerdude. This was a reason given for not allowing mantle while carrying a body: On Saturday (2022-01-21), the "tdm_mantle_while_shouldering" cvar was accepted and merged into SVN. Bikerdude replied: Now, if I'm understanding right, that cvar will be removed and not included in 2.11. Bikerdude is one of the most prominent mission authors, is he not? Now, Bikerdude's feature is being taken away. A less prominent contributor, myself, is getting his contributions reverted. It's a shame, because my fixes and suggestions mostly come from listening to the community and dev feedback. Submitting patches is a lot of effort, and I could keep those changes to myself instead. My work is for the players, not myself. Usually, I don't propose something or act on something unless I see other players having the same issue as I've experienced. I think TDM is mostly fine as is. It's not like I'm suggesting new arrows, how doors work, rewriting AI, or something like that. I'm at a tipping point of losing trust in this project, because this situation is fixable. Miscommunication happens. How it's handled matters. I did my best to communicate and hold true to no more patches after this week. Also, the dev team could have told me something like "any patches submitted after X date will not be considered until after the beta cycle." From my point of view, the dev team suddenly changed course from Tuesday's "deciding when to end beta testing" to Thursday's "still unknown but sooner than before, I guess?", and the proposed solution from the dev team is "Tough. Deal with it." or "Don't like it? Fork it." instead of "Let's do one additional beta release" to get everything worked out (whether or not patches get included). I think one more beta release to get these completed or decided on is fair, because that's what the agreement seemed to be, as vague as it was. I'm doing this for free as well, and it sure doesn't feel good to see my work handled in this manner.
  10. Creating a new thread for this as it was being discussed in an old beta-testing thread starting here: https://forums.thedarkmod.com/index.php?/topic/21822-beta-testing-high-expectations/&do=findComment&comment=490751 I suppose the main questions are: when should this spawnarg be used, if at all? why was it introduced in the first place? Can we get it documented properly on the Wiki so misuse isn't propagated? @stgatilov @Dragofer
  11. Announcing the release of Sir Taffsalot's Sword. Summary This is my tribute to Sir Taffsalot (Gary Pugh), whom we recently lost. He was a valuable contributor in mission creation, beta testing, and idea contribution. You are tasked with recovering Sir Taffsalot's ceremonial sword, which has been stolen from him and spirited away to the mansion of one Lord Asher. While dealing with (or avoiding) Asher's guards, you need to find the sword and a couple special objects related to Sir Taffsalot. Since Asher isn't a nice fellow, there is (of course) the need to also find evidence he is up to no good. Download You can obtain a copy through the in-game downloader. It requires 2.05 or later. Build Time Roughly three weeks to build and three weeks to beta test. Thanks to my testers Amadeus, Bikerdude, and Epifire. I18N Initially, this mission is not ready for translation. As soon as I'm certain there are no killer problems, I'll produce an I18N-ready version. Enjoy!
  12. Hello! Tracking down information on software and plug-ins that work with D3 / TDM can be a tough. So I have created a thread here where people can post what software/ plug-ins/ tutorials or other references they've had success or failure with in TDM. 3DS MAX 2013 64bit .ase - Default .ASE model exporter works. However you have to open the .ase file in text edit and manual change the *BITMAP line on each material to read something like: "//base/textures/common/collision" which allows the engine to read the correct material path. md5.mesh / animation - Beserker's md5 exporter/importers for 3dsmax. http://www.katsbits.com/tools, Importing and exporting works. The model must be textured, UV'd, with a skin modifier attached to the bones to export. PM me (Kingsal) for help with this. Imported models using the script will not be weighted appropriately, so this is not recommended if you are simply trying to edit existing tdm content. (Use blender instead) MAYA 2011 32bit md5.mesh - So far I've not had any luck with Maya 2011. I am using Greebo's MayaImportx86 for Maya 2011. I've got the importer working however I get a "Unexpected Internal Failure(kFailure)" and the import fails. This could be due to something finicky in Maya that I am not doing correctly. Will keep trying.. Blender 2.7 about - Blender is commonly used and pretty well supported on the forums/ wiki. Various versions may work as well - https://www.blender.org/download/ md5.mesh / animation Blender MD5 importer/exporter (io_scene_md5.zip): https://sourceforge.net/projects/blenderbitsbobs/files/ Sotha's guide Blender Male/ Female rigs by Arcturus - Here Edit by Dragofer: more links found in this post.
  13. The nights are getting colder and you need to pay your rent on time before you get tossed out into the winter air. Luckily, your neighbor told you about a mysterious merchant from faraway shores who has come to the small hamlet of Wilford's Hollow, and he's staying at the inn next door. What's more, he's brought something with him... Gameplay Notes: 1) This is a fairly small map, but I did intend for this map to be a bit harder than normal Dark Mod missions, even on the lowest difficulty setting. But there will certainly be plenty of rewards for the careful thief... 2) This map implements the func_peek mechanic by allowing players to peek through any door that has a keyhole by leaning forward. PLEASE NOTE: This function has been known to cause crashes for players using the 32-bit version of the Dark Mod 2.07 (should be fine for those running the 64-bit version). While this function has worked painlessly for some, please be aware that crashing may occur. At no point in this mission is it required to use the func_peek mechanic, it is purely optional, so feel free to not use it. Download: This FM is available via the in-game downloader FM: https://drive.google.com/file/d/1ghZ2tTf7IoRQiyWtz96pUNajPNPZb6UI/view?usp=sharing Promotional Screenshots: https://drive.google.com/drive/folders/1bwuy0QPhaGpV32CgEdXhBIA5KgvcRueN?usp=sharing Credits: A HUGE thanks goes out to JackFarmer, Dragofer, and Bikerdude for scripting, EFX, custom ambient tracks, assets, answering a billion of my questions and doing so, so, so much more to make this mission something special. Thank you! Another GIANT thank you to my beta testers: Jedi_Wannabe, Bienie, Filizitas, joebarnin, bikerdude, Cambridge Spy, STRUNK, Lonewanderer, Rezar. Thank you all very much for your wonderful work and eye for detail! And another thank you goes out to Goldwell, Kingsal, and Grayman for scripting help and patient guidance. Assets are from: Springheel's Superb Modules Refl3ks' Rad Artwork Kingsal's Killer Assets Dragofer's Delightful Assets Epifire's Expert Models dmw's Dazzling Textures Spooks' Spectacular Painting for the Loading Screen R Soul's Fantabulous Assets JackFarmer's Miraculous Machines and Sounds Bikerdude's Bountiful Assets Hugo Lobo's Luxurious Textures ***PLAYER BEWARE*** SPOILERS lie in the depths below. I strongly suggest playing it first so you don't spoil the fun for yourself *** Version 2 Changelog: - Fixed several broken visportals - Fixed reflections in flooded basement, improved performance - New particles, models, and textures - Fixed broken AI pathing - Fixed fireplace glitch in the Inn - Fixed several texture issues - Added new secret objective - Lighting and fog changes - Implemented fade lights - Implemented Kingsal's inventory icons - Replaced slow match with flint - Increased bow draw speed using modified settings from Kingsal
  14. Looking at the code, the originals were "pm_mantle_pull 750" and "pm_mantle_pullFast 450". The new "pm_mantle_pull" value is "400". A "pm_mantle_pullFast" value of "450" would be slower than regular pull, not faster. With both being set to "400", they are at least similar. Other than that, it's subjective and the feedback from playtesters was positive. Also, referenced internally here: https://forums.thedarkmod.com/index.php?/topic/22256-movementcontrols-settings-in-main-menu/&do=findComment&comment=489158
  15. Just to clarify Bikerdude did not make the video - it is the same asset as it was abandoned 12 years ago. I know this as he has asked me about attempting to upscale the original video (which I could not do) as he is not in possession of dram’s source project. Here is the asset as it was originally published: I understand the sensitivity around the issue, but if there is some missing attribution it originates from the original author/work, and was an oversight from 10+ years ago. Speaking to Bikerdude now that he is aware of it he will endeavor to remove your work @Springheel from the video as soon as he can. Edit: While it was never specifically confirmed, the asset in the briefing that could be attributed to springheel should be removed
  16. That sort of tone doesn't fly in our forums.
  17. There's a group of players who have meticulously tested and adjusted ghosting rules for The Dark Mod. Please see: Official Ghosting Rules: https://www.ttlg.com/forums/showthread.php?t=148523 Ghost Rules Discussion: https://www.ttlg.com/forums/showthread.php?t=148487 Why alienate an established group of dedicated players?
  18. Announcing the release of the first William Steele mission! Summary In the North is a mansion heist that takes place outside the town of Braedon, north of Bridgeport. William Steele is an adventurer from Bridgeport who has been away several years, working as a soldier/guard for one Lord Bascombe at his castle in Braedon. Lord Harckoff, a nasty fellow who lives in a renovated Builder church nearby, sees Bascombe as a threat to his shady business, and has put a price on Bascombe's head. Steele decides to visit Harckoff one night to see what he can do to prevent Bascombe's death. The William Steele Missions In the North is the first of several Steele missions. Altogether they'll tell a story of corruption, greed, and revenge. At some point, I'll start packaging them as a campaign, in addition to the single missions. Download This Mission can be obtained using the in-game loader. Look for WS1: In the North. Mission Details and Download: http://www.thedarkmo...ndetails/?id=65 Build Time About one year. Thanks Thanks to the TDM team for creating a terrific platform for storytelling and stealth gaming. Thanks to Bikerdude, Springheel, and AluminumHaste for beta testing, especially at a time when we were all busy dealing with the final phase of TDM 1.08. The Translators (Smallman, Overmann, and Sengu) are hard at work on translations for various languages, so thanks go out to them as well. Localized versions will be available after they're completed and tested. And thanks to YOU for playing! Known Issues This is a large non-linear mission. To ease the burden on slower systems, consider shutting doors behind you as you go. If you experience low frame rates, please consult the Performance Tweaks page on the Wiki. Performance Tweaks For very low end PCs I recommend the following settings: V-sync is offAA is offAniso is 4x or lowerAdvanced settings are simple/defaultPost processing is disabledAnyone having performance issues with TDM missions can put the following cvars into their Darkmod.cfg file. This will improve the framerate and stutter/chop when in-game, but may increase loading times a little. image_usePrecompressedTextures "1" image_useNormalCompression "2" image_useAllFormats "1" image_useCompression "1" image_preload "1" Important This mission requires TDM 1.08 or later. Repeat after me: "Read and explore, Read and explore". Most Importantly, Enjoy! Screenshots WS2: Home Again Steele's story continues with Home Again, which you can find here.
  19. I would use this massive list for any fan missions, it includes campaigns too: https://www.ttlg.com/forums/showthread.php?t=148090 There are a lot of Fan Missions for the picking, I myself go for the lesser known ones and the short variety, because sometimes they hide a gem or two. Just like jaxa, I'm a bit outdated after the temporal retirement, but I do remember some amazing campaigns like "The Black Frog". If you intend to play The Black Frog, you should play the first two of the L'Arsene series missions, it's how I did it myself. Also, yes, L'Arsene are a fantastic series. The first mission of L'Arsene is a "rough draft", author was a bit new to Thief level making, but still great either way, after the 3rd you will see how his skill increased by a massive amount.
  20. Allowing mantle while carrying a body was originally proposed by Bikerdude one year ago (January 2022). https://bugs.thedarkmod.com/view.php?id=5892 I agreed with him, since that is how Thief 1 & 2 work. I've submitted patches, and due to feedback, I've submitted three patches each with a different behavior, starting in August 2022 (5892) : (Patch v1) Always enable mantling while carrying a body. (Patch v2) Only enable mantling while carrying a body if "pm_mantle_while_shouldering" cvar is set. This is already available in 2.11 beta 7. (Patch v3) Restrict mantling at the waist. There is no agreement about how this should work yet. I've spent over 12 hours of work and testing on (v3) so far, so it would be incredibly discouraging if a final decision is not made between versions (v1), (v2), or (v3) for 2.11. Personally, I think patch (v1) always enable mantling while carry a body is best. This matches Thief 1 & 2 and does not require a cvar. If (v3) is chosen, the rules need to be decided. Could you all please answer the following questions? (Please copy and paste the questions below when answering.) Do we really need to restrict mantling while shouldering at all? Is there a mission with a mantle trap? If so, which mission? If we restrict the player while shouldering, what should the rules be? While shouldering, what's the tallest object that can be mantled? While shouldering, should there be different object height requirements between crouched and standing? While shouldering, can the player mantle during a fall or jump across to another ledge? While shouldering, what mantle types are allowed out of: push, pushNonCrouch, pull, pullFast, hang? (Are there other rules to consider?) Resolved Patch v3 is included in 2.12 dev builds, starting with dev16778-10275, which is open to feedback during the dev release cycle. pm_mantle_while_shouldering cvar. pm_mantle_while_shouldering, default: 1 Which restriction for mantle while shouldering? 0 --- no mantling while shouldering a body (TDM original) 1 --- restricted mantling while shouldering a body 2 --- unrestricted mantling while shouldering a body (Cheat Mode) pm_mantle_maxShoulderingObstacleHeight cvar. pm_mantle_maxShoulderingObstacleHeight, default: 41 The maximum height of obstacles allowed for a shouldering body mantle Note that mantling above eye level is disabled regardless of this value
  21. Ambient atmospheres are in my opinion one of the best parts of the Dark Mod experience, not just for getting a mission to have the right feel but also for inspiration and to have them playing in the background when creating maps. The more the merrier, so here's a thread to collect all the links to ambient music and environmental sounds that could have a spot in TDM's setting. Ambients from the TDM forums Gast's Eerie Lullabies Magnanimous Merry's Miscellanea Orbweaver's Dark Ambients Spadey's Ambients Radioteque's Ambients Kyyrma's Composing Ambient Tracks for Dummies - Kyyrma shows how ambient soundtracks can be made from a set of sounds. Also contains some of his finished ambients. Request for more interior sounds - this thread is a very productive community session where members came up with a large and good selection of new ambients. Uncle Peti's Sound Den Dragofer's Ambients - post #6 in this thread SeriousToni's Ambients - posts #8, 12, 15 and 19 in this thread Ambients from the TTLG forums Custom resources list Gigagooga's Ambients 1 - possibly the largest pack of ambient musics and nature sounds, all of them high quality. Gigagooga's Ambients 2 - this pack puts more weight on shorter swells/hits/pads to be layered on top of a subtle ambient. Gigagooga's Ambients 3 Yandros' ambient loop Sephy's Ambients - a large collection of ambient pieces, including many shorter ones which will be valuable for anyone wanting to try a layered ambience approach like in the Thief OMs and Full Moon Fever. Internet databases www.freesound.org - some of the better composers in my opinion are ERH and BrandonNyte. www.purple-planet.com - a large selection of all kinds of ambient and musical soundtracks to be used freely. www.darkwinter.com - an internet label that publishes a lot of dark ambient music under a Creative Commons license. www.endlessascent.com - sister website of Darkwinter for non-dark ambients. Youtube Asatru Dark - also has very nice reference images for outdoor stone memorials, statue arrangements etc. #4 Void by Raffaele du Marteau & #6 Dreaming of Nowhere by Raffaele du Marteau - possibly the most forlorn pieces I've found on the internet. Alacazam - a prolific Creative Commons ambients composer . Cryo Chamber - for-profit label for dark ambient music with a large selection on offer. Going by their Youtube comments they're fine with people using their soundtracks for games etc., although you'd probably need to buy the soundtracks first. Dark Ambient Mixed Session - as much ambient as something to have in the background while mapping.
  22. Unfortunately, TDM forum deletes the separator between the numbers. So I have to guess where one number ends and the next starts Also, user can rename screenshot manually, or push it through something that would rename it automatically. Thenwe won't see coordinates on screenshot address on forums.
  23. tdm_show_viewpos cvar and screenshot_viewpos command: https://forums.thedarkmod.com/index.php?/topic/22310-212-viewpos-on-player-hud-and-screenshots/
  24. DarkRadiant 3.8.0 is ready for download. What's new: Feature: Support new frob-related material keywords Improvement: Mission selection list in Game setup is not alphabetically sorted Improvement: Better distinction between inherited and regular spawnargs Improvement: Silence sound shader button Improvement: Add Reload Definitions button to Model Chooser Fixed: Model Selector widgets are cut off and flicker constantly on Linux Fixed: DarkRadiant will not start without Dark Mod plugins Fixed: GenericEntityNode not calculating the direction correctly with "editor_rotatable" Fixed: RenderableArrow not drawing the tip correctly for arbitrary rotations Fixed: Light Inspector crashes on Linux Fixed: Models glitch out when filtering then showing them Fixed: Skin Editor: models not centered well in preview Fixed: "Copy Resource Path" includes top level folders Fixed: Skin Editor: internal test skins are shown if Material Editor was open previously Fixed: Changing Game/Project doesn't update loaded assets correctly Fixed: Model Chooser: initially hidden materials aren't revealed when enabling them Fixed: Choosing AI entity class 'atdm:townsfolk_commoner_update' causes crash Fixed: Sporadic assertion failure on shutdown due to LocalBitmapArtProvider destruction Fixed: Prefab Selector spams infinite error dialogs on Linux Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.8.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. The list of changes can be found on the our bugtracker changelog. Keep on mapping!
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