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  1. DarkRadiant 3.2.0 is ready for download. What's new: Feature: Show entityDefs related to selected models in Model Chooser Feature: Support for rendering blend lights Feature: Implement sorting of Interaction Stages Feature: Recognise type of "set x on y" spawnargs Feature: OBJ files: loader supports usemtl keywords directly referencing material names (without .mtl file) Fixed: Material editor: additional preview object in textures/glass/ materials Fixed: Every attempt to load a texture will trigger a SIGSEGV signal caught: 11 Improvement: Update to wxWidgets 3.2.0 Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.2.0 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. Have fun mapping!
  2. Am still at the very beginning of using Dark Radiant. Somehow I cannot seem to select a single surface of a brush, so that I can change the texture only for that surface (or manipulate it individually in any other way). I can only select the whole brush in 3D view. I tried it some months ago and iirc, I didn't have problems then. Today I downloaded version 1.8 of DR and now I can't figure out how to do it. If you need more information to help me out, please tell me.
  3. Is not being able to create new brushes from hiding all layers known? Repeatedly now I've found I've been unable to create new brushes by dragging. Hitting ESC doesn't change the behavior (confirming I don't have something random selected). Quitting DR and rerunning resolved it. But I believe I've found the cause, I was hitting Hide All layers, then turning on the layer I wanted--no new brush. Instead, if I unchecked other layers I was still able to build. Similarly, if you uncheck all layers (it's not just the Hide All button) so no layer is showing, then turn a layer on, no dragging out new brushes. So something about the condition of having no active layers seems to bork the new brush creation process it seems.
  4. Also, if I select something (like a brush) in the 3D view, the graphical Media texture preview in the Properties view, freezes too. To get it unstuck, it's the same solution as it is with the freezes of the other views: I just click in another view, move the mouse cursor about a little, and then click back in the Properties/Media view and click the texture, and it updates like normal again, until I of course select another brush in the 3D view. This type of freeze is only partial: A thin border at the bottom of the preview, never freezes, and continues to update as normal. It is the rest of the preview which is frozen. (I am using Dark Radiant 3.0.0.)
  5. I see this now and then. It's been happening for a couple months now. But after a half-dozen instances in the past hour, I thought I'd post something. I'm working with brushes, creating and dragging and moving ... ... and all of a sudden I left-click and drag to create a new brush, and nothing happens. It's not a case of drawing in a hidden layer, or drawing with a texture that's filtered out. The brush . simply . isn't . there. The only recourse I have is to restart DR, after which brush creation is back to normal. Anyone else seeing this behavior?
  6. DarkRadiant 3.0.0 is ready for download. It took a while, but DarkRadiant 3.0.0 is finally available. Most of the time has been spent on improving DarkRadiant's renderer, which now features shadow mapping support of up to 6 lights. It's still not matching the engine's output (especially in terms of performance), but it should be faster and much more helpful than it was before. The effort that has been put into the renderer rewrite plus the bigger changes in the previous few releases make the jump to the next major version feel more than justified. Besides of that, a lot of non-renderer issues have been resolved in this release too, next to some fine usability improvements. For more things that have changed or fixed, see the list below. Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.0.0 and of course linked from the website https://www.darkradiant.net Thanks go out to all who helped testing this release! And I'll gladly repeat myself, by thanking 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. Changes since 2.14.0 Feature: Realtime shadow mode Feature: Allow way to hide some entities in Create Entity list Feature: MD5 Animation Viewer: show current frame & total frames Feature: MD5 Animation Viewer: jump to frame Feature: DarkRadiant warns about missing .darkradiant file on load Feature: Ability to center 3D camera on selected entity Feature: Cut functionality to complement copy and paste Feature: Save user settings by application version Fixed: Free Rotation not working anymore, can only rotate along 3 axes Fixed: DR crash with combination of mouse buttons pressed Fixed: Git Sync Exception: too many redirects or authentication replays Fixed: Missing brushes when opening alphalabs1 from vanilla Doom 3 PK4s Fixed: Selected Skin not showing in ModelSelector Fixed: Reload Defs takes longer every time Fixed: ForceShadows materials are not casting shadows Fixed: Objective GUI doesn't display properly in some places Fixed: Crash on loading certain maps Fixed: Vertex colours do not show on models in lighting mode Fixed: Entity inspector shows inherited spawnargs of previous selection Fixed: DR overwrite order for defs is different from TDM's Fixed: X/Y and Camera View bindings don't save properly Fixed: Material Preview rendering Fixed: "Replace Selection with exported Model" sets classname to "func_static". Fixed: Map -> Edit Package Info (darkmod.txt)... crashes DarkRadiant Fixed: Rotating a func_static result to random stretch textures Fixed: DR crashes when syncing with remote Git repository Fixed: Switching visibility of Github repo from public to private causes crash Fixed: Dockable window layout doesn't save new floating XY views Fixed: "Choose skin..." button on custom model spawnargs shows skins for main model spawnarg Fixed: Entity inspector considers inherited colors black Fixed: ReloadDefs moves def_attached light crystals to entity origin Fixed: Option to filter skins out of search results in the Choose Model dialogue Fixed: .lin files can't be opened if different case than .map name Fixed: Model chooser radio box selection issue Fixed: Changing multiple lights between omni/projected resets colours to black Improvement: Allow absolute paths for snapshots Improvement: Light diamonds and Speaker radii are transparent Improvement: Unify Declaration Parsers Improvement: Add "Create Particle" to right-click orthoview drop-down menu Improvement: Revisit Interaction Shader to get closer to the TDM looks Improvement: Entity inspector should recognise spawnargs beginning with "sprS_" as def spawnargs Improvement: UI for worldspawn-to-entity conversion Improvement: classname field should always be read-only, to force use of the "Choose entity class" button Coding: Update solution and build dependencies to Visual Studio 2022 The list of changes can be found on the our bugtracker changelog. Have fun mapping!
  7. The problem with a "theme" system (I think) is that it's forcing the assets into categories they may not fit well into or that don't make sense; or I mean it's forcing the mapper to think in terms of discrete "categories" at all, when that may not be most effective. Whereas a tagging system doesn't impose any "system"... Tags are completely open-ended, and could be at any level of scale or heirarchy -- you could have: bathroom-furniture, made-of-wood, Victorian, X-author's set, good for triggers, items for a bookshelf, architectural, magic, etc, etc... as tags, but not all of those categories make sense as discrete themes with other co-themes at the same level. I guess this is a longwinded say tagging more intuitively lets you target what you want without imposing a structure you have to wedge it into ... just a totally open field of tags from any walk of life. Edit: This is not to say tags should be arbitrarily specific. There should be tags of general categories too of course; even these will be the backbone of the system. But the whole point is tagging allows multiple layers, so you can use the general category tags to start your search, then ween it down with increasingly specific tag sets, whatever is best for the asset set. Some asset sets, or especially combinations, will categorize differently than others, and tagging is ok with that. Edit2: The image I have in my mind anyway is like a photo-collection tagged collection. There's an opening page with a tag cloud with the most common basic tags (general category) the largest in size and minor ones smaller, which you click on and then you get a browser with that set of textures. Then on the left hand bar will be all the tag-combinations within that set (other tags textures in the set are carrying; then in parentheses maybe the number of AND-textures it'd filter down to / OR-new textures they'd bring in), the major tags again larger or highlighted somehow, which if you click one of those new tags, it'd filter the browser to show the AND set. And maybe there's also an option so you could have an OR set and get both (or even select a new OR set from the full tag cloud), which adds new textures into the browser window, and also new sets of tags in the left-bar (the new tags carried by one or more textures in the new set). Also there's a place you could back out of a tag to cut that subset out. So you could open up & winnow down the set as you desire. It ends up a kind of way to browse through the whole collection by navigating through tag AND/OR combinations. Also there's a search bar where you could type in a tag at any time also.
  8. DarkRadiant 3.1.0 is ready for download. What's new: The Texture Tool got its Free Scale operator now, allowing you to fit the texture with the mouse instead of having to type in the percentages. A lot of work went into the Declaration handling (EntityDef, Skins, Materials, Particles, etc.), which is now much more robust and more conformant to how the game is doing things (at least until TDM 2.10). The Material Editor got a plethora of issues resolved Improved the Model Export dialog and options For more things that have changed or fixed, see the list below. Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.1.0 and of course linked from the website https://www.darkradiant.net Thanks go out to all who helped testing this release! And I'll gladly repeat myself, by thanking 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. Changes since 3.0.0 Feature: DR doesn't consider wildcards in skins Feature: Reload Images eature: Texture Tool free scale Feature: Add "Show Definition" to all ResourceTreeView instances Fixed: "Reload Defs" doesn't remove entities that have been commented out Fixed: 'Reload Sounds' doesn't load new FM sound shader definitions Fixed: Reload Defs is not sufficient for reloading modelDefs Fixed: Models are reset to origin after reloadDecls Fixed: Skin Chooser doesn't preselect non-matching skins Fixed: Moving speakers deletes distance spawnargs if they're the same as in shader Fixed: Unable to select func_emitter with particle attached Fixed: Particle Editor Preview lacks vertex colours in lighting mode Fixed: Particle effects still visible when hidden via layers or filter Fixed: Entities referring to modelDefs should use the "idle" pose where possible Fixed: DR does not parse materials in def files Fixed: Modifier Hint Popup can crash when hitting Ctrl/Alt/Shift keys during shutdown Fixed: Insignificant digits displayed in Surface Inspector shift/scale/rotate values Improvement: Skin Chooser: show in which .skin file the skin is defined Improvement: Declaration Block Parsing overhauled Improvement: Python Interface for IDeclarationManagerImprovement: leave player start entity selected after placemen Improvement: Let Map Info show materials used by models Improvement: Renaming Declarations causes problems when saving it later Improvement: Light Texture Preview should display editor images if present Improvement: Remove comments about particle generator in .prt files Material Editor: New Material is locked if the default unnamed name is already in use Material Editor: allow to delete materials Material Editor: image browser's "cancel" button rewrites the material source text Material Editor: does not save manual edits to source text Material Editor: should show .mtr the material is defined in Material Editor: after "Reload Images", image previews are only updated when selecting a different material Material Editor: suboptimal preview for cubeMap materials Material Editor: preview object doesn't have smooth shading Material Editor: preview doesn't take "scale" into account in Textured Mode Material Editor: blend add stages are rendered separately in preview in lighting mode Material Editor: test frob highlight button not working Material Editor: doesn't remember settings from previous session Material Editor: image thumbnails use "scale" keyword from previously selected material Material Editor: frob highlight stage not updated correctly when changing diffusemap Material Editor: using Escape to close ignores unsaved changes Material Editor: Global Settings should be preselected Material Editor: some declaration text is lost while editing#6047: Material Editor: clicking "cancel" when selecting a light classname clears the classname field Material Editor: new materials always sorted last Material Editor: filter for image browser Material Editor: can't unlock editing on materials in "Other Materials" folder Material Editor: tries to save materials in DarkRadiant folder if no FM is installed Material Editor: allow to change preview backgroun Material Editor: preview renders shadows for noshadows materials 'Export selected as Collision Model' doesn't auto-create path folder and throws error Model exporter: manually enter export origin Model exporter: export origin choice should use a radio button Model exporter: only 1 entity's model is reloaded Model exporter: "Use entity origin as export origin" still uses map origin Model exporter: rename "Center Objects around Origin" The list of changes can be found on the our bugtracker changelog. Have fun mapping!
  9. Now I'll admit: I could word things I bring up in a less hasty or panicked matter. I'll admit, I get anxious when I read about the various terrible things reality serves up like a heaping platter of "nope" almost daily. I'm a bit coarse in my language. But one of the things that attracted me to this forum is that not only does it focus on The Dark Mod, which is inspired by the original Thief Trilogy, which I adored growing up but could never get because I was too young at the time, and also because Springheel is rather pro-free-speech, something many forums don't allow or severely limit nowadays in fear of being "CANCELLED". I'll admit I used to be far left, and pro-cancelling whatever offended me. But over the years my literally autistic self matured (mostly) and learned that screeching at people to shut up because you don't like their opinion on how to stop legitimately bad things in the world when ssometimes, freedom does, indeed, need to be defended with force. And, as such, I gradually became more center left. I still consider myself a liberal in the classic sense, a strong supporter of secularism, and a violent opposed of authoritarianism and theocracy and the normalization of ties with theocracies and authoritarian states. I'm very thankful that Springheel allows for his platform to allow us to discuss and theorize about the news of the world, withoutbeing moderated by ban-happy mods. So, when you come here and start acting shifty and saying basically either I go and the forums start shutting up about what you don't like, or else you, as a Fan Mission creator (something I wish I could do but for multiple reasons can't) will leave the forums, especially when you could just ignore any threads I start, makes me dislike you as being a childish, weaselly suckup who takes advantage of The Dark Mod's low amount of developers to try and unspokenly blackmail the forums into censoring itself when you could just not participate in my threads.
  10. I will update this list as we go, re-arranging info based on severity - Ongoing privacy concerns The trade-offs between privacy and features is not a simple black-and-white decision, even Windows 8 has an “Advertising ID” that follows you around. Ars Technica revealed that, even with all of the Win10 security settings on Off, Win10 still sends some data to the Micro$oft Mothership. The simple fact is that Microsoft hasn’t told us what data it’s collecting. With the release of Windows 10, Micro$oft have stepped up there 'illegal' data capture of private user data - http://forums.thedarkmod.com/topic/17379-microoft-data-slurp-now-not-just-limited-to-win10/?hl=windows M$ is now via the latest update, monitoring how long your Win10 session's are and how long you use various apps - http://betanews.com/2016/01/04/why-is-microsoft-monitoring-how-long-you-use-windows-10. At release ALL Win10 (home-to-enterprise) users could not disable telemetry, but as of the latest update now enterprise user's only now have that option - http://www.zdnet.com/article/windows-10-telemetry-time-for-level-playing-field/ But it seems some enterprising user has created a tool for home/pro users - http://winaero.com/blog/how-to-disable-telemetry-and-data-collection-in-windows-10/. But the article points out that tere is some telemetry being sent back to M$ in Win7/8 - http://forums.thedarkmod.com/topic/17379-microoft-data-slurp-now-not-just-limited-to-win10/?hl=windows Another renamed service that needs to be disabled - http://www.forbes.com/sites/gordonkelly/2015/11/24/windows-10-automatic-spying-begins-again/ Another example of fresh install, on a PC that wasn't used for 8hrs - http://betanews.com/2016/02/06/windows-10-phones-home-a-lot-even-with-all-reporting-and-telemetry-disabled/ More and more tools are coming out for Win 10 to try and block all or most of the telemetry traffic, here one I have come across - DisableWinTracking Advertising it wasn't in at launch but there are reports of 'recommended' apps appearing in the start menu, WTF! -http://www.digitaltrends.com/computing/windows-10-start-menu-advert/ Stability and Compatibility I tested the retail version, its IMHO its still not stable enough to considered a daily OS. I tested on release and wasn't impressed. I found if I enabled (fairly modest) whitelist outbound blocking on my internet router, Win10's internet responsiveness would fall through the floor. All browsers would takes ages to resolve sites and the OS itself would actually become lumpy/laggy. Broken Video drivers, its so widespread that even a few on here have been affected - http://forums.thedarkmod.com/topic/17665-windows-10-why-you-shouldnt-upgrade/?p=384905 The Graphical user interface M$ white-washing of the interface in Win8 and office 2013 and have refused to learn from user feedback. Forced updates Not being able to control what gets installed on "MY PC", is a massive NO! NO! Patching remains Windows 10’s Achilles’ heel, all Windows 10 Home machines, and Windows 10 Pro machines that aren’t hiding behind an update server (such as WSUS or WUB) will get all patches applied according to Microsoft’s time scale. All three of the first Cumulative Update patches have had problems with reboot cycles. KB3081424 on Aug. 5, KB3081436 on Aug. 12, and KB3081438 on Aug. 14 all crashed a bunch of Windows 10 systems. The installer stops mid-installation, flashes an error message, rolls back, and reboots. Then you guessed it -- the forced installer kicks in and crashes Windows again. Rinse, lather, repeat. Getting out of the mess involves editing the registry. We haven’t yet seen how Micro$oft will recover from a really bad update, the experience to date with the three Cumulative Updates does not instil confidence. We don’t know if Microsoft will start documenting its patches again. We don’t know if much effort will be directed at fixing and improving the Microsoft-supplied Universal apps. Windows 10 installer takes a look at your system and based on the hardware and software it finds, assigns your request to a bucket of similar upgrade requests. The guys running the upgrade system, prioritize your request based on their assessment of how likely your system is to bomb out on an upgrade. Key apps, such as Mail and Edge, STILL aren’t ready yet Some of Windows 10’s key apps simply half baked. Mail has a nasty habit of putting notifications in the upper-left corner and leaving them hanging forever. There’s no combined Inbox, so if you have multiple accounts you have to jump from Inbox to Inbox. And it crashes hard -- for a lot of people. Edge, the new browser, similarly has all sorts of rough "edges". There are no extensions yet, thus no AdBlocker. Changing the search engine is tortuous, moving tabs onto the desktop and back again doesn’t work and you can’t pin tabs. In short use what ever mail/browser you wrere using on previous OS. Not much in the way of Universal apps Don't believe the marketing bollox about all of those wonderful Universal apps in Windows 10, whether it’s on a desktop, notebook, phone, Raspberry Pi, it ain't happening. The Windows Store is still by and large a wasteland, with crap apps galore. Win10’s Tablet Mode broken First, there’s the menu on the left that tucks away the entries on the left side of the Start menu. It collapses fine, but when it’s collapsed it rarely shows any more tiles than when it’s not collapsed. What’s the point, eh? Universal app windows have that pesky taskbar permanently tacked on the bottom, while the window bar at the top auto-hides. Edge, when running full screen, doesn’t support any of the old Metro IE swipe commands. You can’t swipe through running apps. The apps themselves? The irony is M$ Office on the iPad is better than M$ Office on Windows 10. OneDrive regression This concern applies only if you use OneDrive in Windows 8.1, and if you put a lot of stuff in OneDrive. For those of you using OneDrive in Windows 7 (and Windows 8), there’s no change in behavior with Win10. But if you’re accustomed to seeing all of your OneDrive files in Windows 8.1’s File Explorer, you’ll be in for a bit of a shock. Windows 10 makes you choose which OneDrive folders you want to be able to see in File Explorer. Once you’ve made that choice, the other folders aren’t accessible in File Explorer. The only way to see what files you have in OneDrive is by venturing to the OneDrive website. Missing Media Center and DVD player For those people that run Windows Media Center, its gone in Windows 10 PC. Instead Micro$oft wants you to use/buy an Xbox. Ain’t broke, don’t fix it The old adage comes from experience and it’s as applicable now as it ever was. If you’re using Windows 7/8/8.1, and it’s properly patched up and working for you, and you’ve stopped using Internet Explorer, you really have to consider whether it’s worth the effort to upgrade to Windows 10. Carefully consider whether the warning signs listed here. Still to many questions For example, when you upgrade a “genuine” Win7, Win8 or Win8.1 machine to Win10 and run the upgrade in place, Micro$oft records a hardware ID that says, “this machine has valid license” At that point, you can install either Win7 or Win10 on that machine, and your license will be validated. Its believed that the only version of Win10 that you can disable ALL telemetry and fully control Windows update in, is the enterprise version. Smells like Teen Spirit desperation Microsoft Marketing chief Chris Capossela explained that users who choose Windows 7 do so “at your own risk, at your own peril.” It is particularly myopic to rubbish one of your own products that way. Put simply Capossela is a complete cock, Windows 7 is no less secure than Windows 10 (it will be supported until 2020 and Windows 8.1 2023) and is no less compatible with new hardware and software. Also at the moment Win7 has a bigger market share, so easier work for developers. Micro$oft has bad been caught forcing the upgrade on some users, http://www.theregister.co.uk/2015/10/15/pushy_windows_10/ and http://www.fudzilla.com/news/39479-microsoft-raises-the-upgrade-pressure As this is a very bad and its only getting worse, another link to the forced upgrade/update issue - http://forums.thedarkmod.com/topic/17665-windows-10-why-you-shouldnt-upgrade/?p=385115 Nagware being rolled out the business machine - http://www.theregister.co.uk/2016/01/14/get_windows_10_business_pcs/ Now blocking support for the latest CPU in windows 7/8 - http://www.techpowerup.com/219316/no-enterprise-support-for-older-windows-versions-on-the-latest-processors-microsoft.html More marketing desperation Malware - KB3035583 http://news.softpedia.com/news/microsoft-updates-infamous-get-windows-10-patch-kb3035583-502117.shtml Compatibility issues If you have any old games that use really old forms of DRM or SafeDISC your fresh out of luck - http://www.geek.com/games/windows-10-doesnt-run-games-with-securom-and-safedisc-drm-1631383/ Various apps and games (even The Darkmod) has had issue's running on Windows 10, see - http://forums.thedarkmod.com/topic/17310-windows-10-support-thread/?hl=win10 and http://forums.thedarkmod.com/topic/17551-gamma-broken-in-windows-10/?hl=win10&do=findComment&comment=381800 Upgrade NagwareMicrosoft is still coming up with way to try and force users to upgrade from 7/8/8.1 - if you like me want to block 7 prevent this crap checkout GWX control panel or Never10 16. M$ deliberatly blocking the installation of some applications http://news.softpedia.com/news/Microsoft-Blocks-Classic-Shell-in-Windows-10-Build-9879-465429.shtml 17. Windows 10 installing UNWANTED Windows Store apps without user consent https://www.ghacks.net/2018/07/02/windows-10-installing-unwanted-store-apps/
  11. Part of the location system is a script hook, where you can trigger a script based on location. But of course it's geared to the player's location. But it itself is just a script, so it's easy to just make a new copy, keep just what you need, change the variable names, and instead of a player location check at the top, you make an AI location check. And then you can have that new location script trigger a AI-location-script to keep track of the AI's location. (I tend to use the spawn args of dummy objects to hold data like this, but however you want to do it.) Then have it or another script trigger the barks based on that location value. And because it's all being done by script, you can package it with your FM to work. No sourcecode change necessary. The catch is, I don't know if id4's location system even recognizes AI. I think it may only be able to send back the player's location. If that's so, either you have to then change the source code for it to track AI location (which might give a performance hit?). Or another way is what I originally did for the location system, which was to use trigger brushes (the "object inside boundary" trigger brush type) at the entrances of locations and let those trigger the script that does the work. That should work but is more fiddly since you have to make sure the AI can't break its logic going back and forth many times. It's definitely possible. (Anything is technically possible. It's an open source game.) It might take some work to make it robust and not fiddly. Edit: A thing to keep in mind is that most AI are mostly frozen when you're not near them anyway. If I were trying something like this, I'd just use the location system for the player as usual, so it's the AI barking differently based on the player's location, not the AI's location, and then just design the level so that works out properly. (Most AI that the player will ever hear will be in the same location as the player. So the player location is a fine proxy.) Then you can just use the current Location system script as I mentioned at the top.
  12. I ran into an odd issue today. I have a wall which appears in the editor window, but in the game it's invisible (or missing). What would cause that? I'm not getting any dmap errors. (edit) I fixed it. I had used the "Hollow" button instead of "Make Room" on the brush. I just moved the vertices around so there is no overlap and now it's working fine.
  13. You can try my alternative footstep sounds package which addressed the things you described together with a lot of other footstep sounds both for player and AI if you want to. https://forums.thedarkmod.com/index.php?/topic/17631-new-footstep-sounds/
  14. DR just made a prism that is the entire map. (That is 131 074 units long.) I made it from a brush block that was 1x1x0.375 units big, and was using the smallest grid size. The prism was going to have three sides, because I was going to make it a small gauge needle. ...and then I just pressed the button to create the prism, and suddenly I get a huge line going through the entire map. I don't know what more information I can provide, and I don't want to mess around with it, so I'm just going to undo now and try to make the prism from a bigger brush. Hopefully that will help.
  15. Mods can this moved again? @Acolytesix- can you make sure you post in the beta thread instead of this one please (this one is public, the beta thread is only for logged-in forum members): https://forums.thedarkmod.com/index.php?/topic/21822-beta-testing-high-expectations/
  16. sure - I would only ask that you follow the thread to make sure you don't report stuff that has already been mentioned: https://forums.thedarkmod.com/index.php?/topic/21822-beta-testing-high-expectations/
    1. nbohr1more

      nbohr1more

      I've got a little drool thing going on now... Sperry is one of those authors.

    2. Bikerdude

      Bikerdude

      Exactly..!! He is the one who inspired the Like's of Melan and Skacky!

  17. nbohr1more already said most of it but if I can add anything, is that the AI traversal system called AAS (Area Awareness system) also requires brush's to work.
  18. What version are you using? I just tried this with DR3.0B6, and I get the same behaviour. However, there's not a brush created, if you look in the console: Warning: removed degenerate brush! Warning: removing empty parent entity. Don't use grid sizes that small, if you need something that small it should be made in a modelling program.
  19. Greetings, after completing nearly all the FMs, I finally started building my own. Fidcal's mapping tutorials and others have been really useful (thank you), but I have my first question (probably of many). I have a some bushes that I don't want the player to be able to climb on top of. I added the property "is_mantleable 0", but this made no difference. I also tried "allowStep 0", but no dice. I guess I could put a clip brush around it, just wondering if there was another way.
  20. heh i was thinking the same though it might just have been a glitch when writing the names are pretty similar. But for correctness it is called the dark engine and the newer version that allows us to run these beauties on win10/11 is called newdark. newdark is kinda interresting as it just suddenly popped up on a french forum some time ago by an anonymous developer with the alias le corbeau who allegedly got his hands on the original source code and started updating it for modern OS. this was the original thread i believe -> https://www.ttlg.com/forums/showthread.php?t=140085 bikerdude was on that forum to when the patch hit i noticed hehe.
  21. The spoiler tags aren't for you, it's for the rest of us reading this thread so WE don't get spoiled. Thanks for spoiling the frobbable book on a shelf for the rest of us. EDIT: I'll be unsubscribing to this thread to avoid further spoilers. Maybe I'll check back after I've finished the mission Amadeus
  22. According to this link - https://wiki.thedarkmod.com/index.php/Visportals#Multiple_Joined_Visportals - you can make multiple brush visportals. ...and so in that case, this location overlap might be caused by some sort of invalidation of the shorter of the two visportals, because its nodraw volume - which shouldn't matter - is occupying the same space (as seen to the left in the image) at a 90 degree angle with a third visportal. If that's the case, can I rotate a visportal brush 180 degrees, without it breaking?
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