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  1. 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!
  2. Have you tried this? https://forums.thedarkmod.com/index.php?/topic/14126-ftpthedarkmodcom/&do=findComment&comment=333594
  3. Nice effect, but not for me. Found a topic about it: https://forums.thedarkmod.com/index.php?/topic/17426-stereoscopic-rendering-red-cyan-anaglyph/
  4. Interesting that they would complain but not here, on the official forums. If enough people bring it up, it's always looked at, even if there's no one who can actively work on it.
  5. Shadow maps could be applied to vegetation, we just need to decide how to handle the special cases and not break the appearance of existing missions. Relevant discussion: https://forums.thedarkmod.com/index.php?/topic/19659-feature-request-emissive-materialsvolumetric-lights
  6. I enjoyed this mission, but fell at the last hurdle: I can't figure out how to "Leave with the loot"! I tried going back to the starting point, but nothing happened. All of the windows have bars, and I can't find any doors out of the bank. I also had to consult the forums to find out how to empty the teller safe. That key hiding place is very non-obvious (at least from a Thief perspective — I guess it makes perfect sense in real life).
  7. Obsttorte wrote a trigger_look script which should be available as an entity in the base assets. Otherwise you could try looking it up on the forums.
  8. Sorry finally got around to trying this - it still looks like this: https://forums.thedarkmod.com/index.php?/topic/21477-water-effects-not-rendered-through-warp-glass/&do=findComment&comment=475732
  9. The most critical stuff has already been deleted, as we don't want to foster a harmful environment in these forums. We want to be as welcoming to newcomers as possible.
  10. To be very specific, the source of the memes (make sure to click Read more): https://forums.thedarkmod.com/index.php?/profile/47453-nort/content/&type=core_statuses_status&change_section=1
  11. I was in contact with a fella I think "agent smith" on skype and these forums. He had a very basic working multiplayer back in May 2014. I don't know what happened him or his code, I don't see him on skype anymore. I found it hard to work with the engine because I'm a newb so even just doing things like adding this option text button in the main menu https://gyazo.com/47813b5be21df0beef86de1db1614a36 was really hard for some reason. I don't even think it was clickable either heh. Also experimented with trying to add an invisibility potion but could not figure out where or how items were defined in the code but I had a good go at trying to help.
  12. When I tried your .exe, I got this: https://forums.thedarkmod.com/index.php?/topic/21477-water-effects-not-rendered-through-warp-glass/&do=findComment&comment=475732 You also suggested trying the 'latest development build'. I asked if that can be obtained using tdm_installer, and you said 'yes'. That's what I reported here: https://forums.thedarkmod.com/index.php?/topic/21477-water-effects-not-rendered-through-warp-glass/&do=findComment&comment=475856 So - I am probably doing something wrong but not sure what
  13. A sad and heartwarming topic... ...but I have to just take a moment and appreciate, that these quotes are probably gonna turn into a running gag on these forums.
  14. No. The Aeden's staff optional objective is the hardest of the game. To point out directions here, though, is getting into an area of heavy-duty spoilers ... so I'm constrained in my response just as I was constrained in my responses to the "endless keyhunt" complaints because to show the rather simple direction would be a huge spoiler. So I had to bite my tongue and take it. Aeden's staff is different, though - harder. I've never tried a no-KO ghost playthrough. Because I'm clumsy and have slow reflexes. I think it might be possible to do a stealth no-alerts playthrough. Are you allowed to KO? I think I've gotten the staff a few times in my playthroughs without alerting the builders in that room. The only switchable lights in the FM are table lamps. The cylindrical style wall lamps aren't extinguishable. The other fire and gas wall lamps are extinguished by water. In the Ox all waiters and commoners in the common room and outside are friendlies - except for the waitress in the upper lounge which is filled with enemies. You need water arrows. Moss arrows. Rope arrows. I've never used a gas arrow in a playthrough of the FM but one would make things easier, for sure. I'm going to replay the area and check through the locations that you mentioned - the loop etc. - then if it's OK with you I'll PM you with some info, tho' I'll ask you if you want the info first. So's not to spoil it for others who get that far in the game (few and far between!). I find it almost impossible not to click the "reveal spoiler" tags and read the info ... and, y'know, spoilers do spoil the real deal.
  15. Thanks for the direction. I looked and then discovered how to search a specific topic in the forums, something I hadn't known prior to this.
  16. One of the things I really need to understand about myself is that, at the moment I desire to ask the forums about something, I am really only an hour away from solving it for myself.
  17. I don't know that specific game but it doesn't seem to obvious to me. It is also a possibility that the developer wanted the player to decide for one approach and then life with it. This is something I found tedious about the deus ex games, for example. There are alternative endings, but which one you get to see is decided within the last hour or two of the game. So you basically save there and once you get to see one ending you can reload that save and see the next ending and so on. This way on one hand you get to see all endings pretty easely, one the other hand this makes the whole decision absolutely pointless. It is a simple gotta catch 'em all approach with no deeper meaning. It is the modern way of gaming, with the completionist, steam achievement, explore everything, find every piece of loot approach to gaming which bores the hell out of me. An occupational therapy for an adhd generation of gamers. Developers seem to think that their customers play games because they don't know how else to spend their time. And from the post I have read here and in other forums, I tend to assume they are right.
  18. I'm beginning to understand why people who aren't into social clubbing "don't last long" on this project, and why it's so full of holes. When moderators are siding with bullies, by closing down threads that they derail, then I start to wonder if I should support the platform to begin with.

    I'm sure that the core development is solid, but when you're constantly tone policed and bullied, and moderators are playing into it too, then the project will just drive away talent, and replace it with socialites instead. ...and without talent, you only end up with a small skeleton crew trying to do everything themselves.

    ...so Dragofer and Airship Ballet, and all you other socialites, you win. From now on I'll just keep to myself. You'll never be able to do my work, but at least you'll be happy together, and that's what matters to you.

     

    Update

    Actually, I have to revise my statement:
    I actually messaged greebo - the top dog, I gather - about nbohr1more's outburst of insanity below, and since I haven't even heard back from him, I just have to assume that there's not a single core programmer here, who's not backing nbohr's threats. ...and that's bad.

    ...so if you're a newbie reading this, or an honest soul like ZergRush, then just slowly back out of these forums, run, and don't look back. This is nothing more than a cult posing as a game development project, using Thief and IDTech4 to sucker hopefuls in, to do work for them, while trying to cajole them into something going on behind the scenes, which apparently - according to nbohr - is something that should be hidden from the state. These people aren't programmers - they don't even understand things like how to fix the simplest bugs. All they have, is an engine, and an IP, and some sort of fascist social cult. There was some other project I saw being made in the Unreal Engine. Try joining that project. ...or start a project of your own. Anything but this asylum.

    Hopefully that was "divisive" enough for a final post, because at this point I really want people to leave this place. This project is, on a management level, just awful garbage, run by garbage people, apparently from the top down, and I'm just glad that they have a garbage place to stay, together, and hopefully forever.

    Nort

    1. Show previous comments  13 more
    2. STiFU

      STiFU

      The amount of insults towards the team members and this community contained in Nort's updated status is a pretty strong indicator that something is maybe not right in Nort's head, don't you think? Also, I said "like Nort here maybe has".

      Anyway, the core message was that we accept everyone as long as they behave. Let's not get lost in the details.

    3. datiswous

      datiswous

      In general I just find this not the right thing to do, if you don't know the diagnoses, don't say it. If you have a psychological disorder, doesn't mean you would act like Nort, or maybe you do, but it's not clear. People with actual psychological disorders might be offended.

      What I also hear often is people call someone "a bit autistic", while we know some characteristics of people with autistic syndrome, it's not like we can judge who is and who is not.

      Quote

      "...so if you're a newbie reading this", please know that we will accept you and value your contributions, as long as you don't talk down on others and don't spread hatred towards other persons or communities.

      This is the proper message (I don't ask you to change yours, I just wanted to make my point).

    4. duzenko
  19. posted: https://forums.thedarkmod.com/index.php?/topic/21477-water-effects-not-rendered-through-warp-glass/
  20. As requested, a test map to illustrate the issue of water effects not rendering through warp glass. Original thread starts here: https://forums.thedarkmod.com/index.php?/topic/9082-newbie-darkradiant-questions/page/437/#comment-475239 tagging @duzenko In the attached map, there are 3 glass windows looking out over 3 different types of water. There is a rain weather patch above it, and a rainsplash patch directly above the water. The middle window is clear glass, and the outer ones are clear warp. You can see that the water isn't visible through the warp glass, nor is the rainsplash. The rain itself is visible through all of them though. render.map
  21. Since Aluminum directed me here ( https://forums.thedarkmod.com/index.php?/topic/9082-newbie-darkradiant-questions/page/437/#comment-475263 ) can we have unlimited renderer effects? Well, maybe not unlimited, by maybe 3-5? Thanks.

     

    1. Show previous comments  1 more
    2. Nort

      Nort

      Since I wasn't the one mainly asking, I'll just cite you in the original thread instead.

    3. AluminumHaste

      AluminumHaste

      There already is a kind of sorting, sort nearest, sort decal, sort <n>. For things like windows and such, sort nearest should probably have the desirable affect, though looking through multiple translucent shaders might kill performance.

    4. Nort

      Nort

      Is having multiple render effects really killing performance that badly? I don't understand. You're saying that if I have two transparent objects side-by-side, then they'll just count as two render effects, but when combined, they somehow become something much more difficult to render?

      Never-the-less, unless we're talking some kind of infinite portal problem, why not let the mapper choose how much he wants to kill performance? Just warn him against putting too many effects close together.

  22. 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!
  23. Just released my hotfix pack (that I have been working on for these past weeks).
    Download here:

    https://forums.thedarkmod.com/index.php?/topic/21440-inofficial-hotfix-patches/

     

    1. snatcher

      snatcher

      Thanks, Nort. I will check it out.

       

       

  24. Be honest, did you just post dogshit artifacted images so that somebody would say "yo those are dogshit artifacted images" and you could bust out this whole spiel about your 100% organic non-GMO 0% body fat computer, and how unlike the other girls you are? Because I can just press print screen and ctrl+v without leaving this page and hey presto a full-res screenshot that's small enough to fit in the forums. But hey now we have a whole thread about it, so that's cool.
  25. Speaking of preordering: I remember buying the alpha version of Minecraft, thinking it would be a brutal and mature dwarf mining experience, which would separate the men from the children. I never upgraded it to its release version, and now I can't even play it anymore, because it ran on Javascript. Minecraft really made me hate children forever, along with child supporters like Cursed who ran the Minecraft forums. Children should stay away from my internet.
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