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  1. If I really don't want to touch Blender?:- http://forums.thedarkmod.com/index.php?/topic/20008-brushwork-generators-mapgen/&do=findComment&comment=438388 I already agreed with you, batching and atlasing is important. Where I disagree is the implication that it's something that suddenly became an issue within this thread, because of this technique. You could still LOD these chunks of details like anything else, but it comes down to TDM not having a very good LOD implementation (from the HDD with limited stages VS from within vertex-buffer using more stages) and/or smooth distance-culling. You're actually pointing out issues with the engine itself rather than issues with any editing approaches or tricks. Takes much much longer, it's not very noob-friendly, and you end up with something that can't be edited in Radiant afterward, which is actually the whooole point of this (and my other terrain thread) in the first place. To do as much as possible in Radiant. Anyway, use it or don't, whatever, I just posted it here because somebody else might find it nifty. Sorry to be a nuisance. . . .
  2. I had this same issue, but, fortunately, saw what was going on and manually created a "prefabs" folder, then dragged/dropped all the prefab-related folders from the '..\Dark Mod\' top-level folder to the newly created '..\Dark Mod\prefabs\' folder (like what SH said). Just adding a bit more detail in case anyone has troubles in the future. Springheel, the prefabs.zip file doesn't have a "prefabs" top-level folder in it, so it doesn't auto-create it. The models.zip file worked like a charm because it does have a top-level "models" folder in it. See screenshot showing both .ZIP files when they initially open in WinRAR. As you see, prefabs.zip doesn't have a "prefabs" folder; and contrast that with the models.zip. (That's my experience, anyways) Image in spoiler tags: Also, I saw you have a 'shapes' folder in your prefabs folder, SH, which isn't in the download. Did you mean to exclude that, or is it okay that we don't have it? Thanks! Just going through the video now and following along; sorry for the delay. Been a hectic week. Will post more if I have any questions as I continue to watch the vid. EDIT 1: After making the first brush (because Dark Mod likes it on a new map), do you Undo that action so it disappears, Delete it, or? (i.e., what is proper the way to remove it, since your map had a clean slate) EDIT 2: My prefabs have a blue generic texture on them that says, "Shader not found"; unlike yours which show actual wood textures and such. Something I can fix? (I'm not sure if this would cause the issue, but I did have to enter a custom path to see the prefabs, even though I'm pretty sure I have everything where you said they should be. The custom path I entered is: "C:\Program Files (x86)\Dark Mod\prefabs". Otherwise, if I use the "Browse mod resources" selection like you it doesn't show me the prefabs). See right-side of screenshot: Images in spoiler tags:
  3. If you need functional props (models mapped to entity defs), this is probably the best section: http://forums.thedarkmod.com/index.php?/forum/4-art-assets/
  4. I was one of the people that supported the kickstarter but funny enough i have still to play the full game has time has not allowed for it.
  5. What is done is done. I'm sure Bikerdude will move on to other things and I'm also certain that this community will continue thrive. There's been a lot of talk about Bikerdude creating a lot of unnecessary drama in these forums but I've also noticed something else. In the process of calling him out on his infractions, members of this community resorted to name calling, profanity, personal attacks etc... This type of behavior is a toxic cancer. It not only reflects poorly on the author(s) of these comments but it also reflects very poorly on TDM as well so I was surprised that it wasn't addressed as it goes directly against the Forum Rules posted by Springheel. To quote The Social Network movie, "The Internet's not written in pencil, it's written in ink." Aside from all of that, I can't help but wonder if all of this could have been avoided. At some point, Bikerdude asked to be banned but for whatever reason his request was denied. Fine, that was a decent gesture of goodwill on your part but knowing what you already knew, it would have been wise to setup some simple conditions to his membership chiefly, he could no longer work on anyone else's maps (no exceptions) but he could continue to post suggestions in these forums and he could make his own maps (no collaborations). If there were any further transgressions he would be immediately and permanently banned. Maybe it would have worked, maybe it wouldn't have worked but I can assure you that the final results would have been far less messy. With all that being said, I agree with Dragofer & nbohr1more and what they said in their posts. How does someone ask for help for a particular problem but instead they get a very different result (map redesign) but they still go ahead and publish their map and then at some later point, they cry foul? That just doesn't add up. Edit: I mistakenly forgot to mention Dragofer when I originally posted this so I corrected this oversight.
  6. Hello NeonStyle, I took an extended Internet hiatus between ca. 2009 and 2014 and then did not post on a public forums before I showed up here roundabout 2017 (I think). And I have never heard from someting like "Live for Speed".
  7. Welcome to the forums. We have many beta testers and beta phases usually take up quite a bit of time. Occasionally, a bug may slip through. Often, you'll find information about bugs in these forums or our bugtracker. If you get stuck in the level geometry, instead of reloading you can also enter "noclip" into the console to move without colliding with geometry. Most of the time you can still move out there by mantling. Note, that there is not only the jump-and-hold mantle, but also a pure mantle. Check the keybindings. I don't know what you mean by "putting in save file" though. Savedgames are only ever generated by you.
  8. I've really been biting my tongue in this thread, since I wasn't even involved in the most recent incident. But since my name keeps coming up anyway, I might as well put a few things on the table. In general, the development team tries to keep heated arguments out of the public forums. Given that the team is made up of passionate people communicating over the internet, disagreements and conflicts are inevitable. Tempers occasionally flare, arguments are had, apologies are made. For the most part we deal with it behind the scenes like adults. Keeping disagreements out of the public forums can be a double-edge sword, however. When conflicts DO spill over into public, people can get a very distorted view of what the problem is and how long it has been going on. There have been plenty of posts in this thread from people who are well-meaning but not entirely informed, describing the issue as a "personal thing" or "petty argument". While this might seem like a reasonable assumption, it has the unintended consequence of trivializing what has been a genuine problem for years. Think what you like of me, but Melan is one of the most level-headed and even-tempered mappers around. He is not the kind of person to explode over a "simple misunderstanding". Anyone tempted to judge the situation that way should, at a minimum, read what actually happened. It's certainly not an example of something "being misread". And it is far from an isolated incident. Bikerdude's own account of the problem (which should be read by anyone wanting to make informed comments, even though I would argue it has multiple, rather self-serving inaccuracies) lists five different people who have been pushed to either angry reactions or leaving the community entirely by interactions with Bikerdude--within just the last two years. That's a startling number, and there are other instances of people leaving for the same reason not even mentioned in that account. That is a significant problem far beyond the occasional squabble between team members (the loss of SteveL, one of our top level coders, is especially bitter). To characterize it as "language differences" is just unhelpful. Multiple people have spoken directly to Bikerdude for years now, both in private and in public, trying to communicate a simple message--don't change other people's work without their permission--yet it continues to happen. That's the message Airship Ballet tried to send three years ago. It's the message I tried to send more times than I can count. Several other team members have tried. There were entire threads devoted to this in the development forums. And yet the message just doesn't get through. Each time it happens again the frustration grows. Melan is just the most recent in a long line of people getting angry about this same behaviour. What happens next time? No one asked Bikerdude to leave--not over this recent incident and not the other times in the past year where he claimed he was leaving. No one--least of all Melan, who regularly collaborated with him--is trying to "push him away". But there are a lot of people who want him to, as Bikerdude himself put it, "stop making what are clearly avoidable mistakes". Only he knows how to make that happen.
  9. This is something I used for a custom AI script in an early alternate version of Down by the Riverside (Tales of the Riverside), which you can find [url=http://forums.thedarkmod.com/index.php?/topic/18402-fan-mission-down-by-the-riverside-by-dragofer-20160925/&do=findComment&comment=407828]here[/url]. The script is able to make an AI stop patrolling upon reaching its next path node. If you want the AI to stop immediately it would involve teleporting the path_corner to an inaccessible location, as I recall it. (I was aware of the StopMove event but in my experience it only caused the AI to twitch while carrying on with its patrol. Might be good for a free-roaming AI like a zombie though?)
  10. Bikerdude

    Forums down

    So... What was up with the forums all day yesterday..?
  11. What has my promotion to do with kickstarter? It is about getting attention for the promoted games not getting attention for a platform (kickstarter) which is used to raise funds for the said games. Do you even know what it is all about with kickstarter? I only promoted 3 projects so far. Ground Branch has been my dream project for the years that it is in development (it is to original Ghost Recon like Dark Mod to original Thief) and I've been trying to promote it on all forums that I am registered at. Aside this I promoted a point and click game which I played a demo of and liked very much (they made a first level, but need the money that they want to raise from the kickstarter to complete the whole game). This game was successfully funded already. The next one is a game that is going to fail in the next hours, but they say they will continue, only much slower. They also have a demo (based on UDK), which I didn't play yet. I mentioned a space flight game also, which leans to the old freespace games, but I did not pledge for it, nor do I follow, I just mentioned it to other who might be intersted. They also have a demo with 2 levels which I played. They likely are going to be successful with their kickstarter, but that game didn't interest me that much. All these are independant developers, who make their games without funds, for the love of good games and use kickstarter to raise funds so they can work faster and make the game better (because they work part time for this, or quit job temporarily). You really should get your damn facts straight.
  12. Just finished with that one and now I’m about halfway through Springheel’s video series. The hard part I would say is simply restraining yourself until the learning curve is behind you. They literally break it down Barney style 101 and make it so easy. And never be afraid to ask for help. Being afraid to ask for help had me stuck on my first room for six months and the fix was a mere matter of folder structure, talk about dumb. Someone, somewhere has had the problem before and usually already has a solution. And time is never on our side; many of us have kids and full time jobs. I can only invest a couple hours of free time a week sitting in front of my computer and I’m always faced with the predicament: do I play a level, do I learn more about mapping, do I catch up on sleep? So just give it a try and mess around for fun, you might get hooked. Nevertheless, welcome to the forums I hope you have fun streaming!
  13. OK here are some threads: http://forums.thedarkmod.com/topic/15815-tdm-internal-achievement-system/?do=findComment&comment=332046 http://forums.thedarkmod.com/topic/14617-stealthscores-and-ranks/ It looks like VanishedOne was working on a prototype at one point: http://forums.thedarkmod.com/topic/17596-rankings-and-persistent-mission-statics/
  14. Glad to see the forums and wiki back up and running! Good work Taaaki, sounds like it's been quite a headache.
  15. http://forums.thedarkmod.com/topic/12713-abandoned-works/page-1 http://forums.thedarkmod.com/topic/10403-tdm-fan-mission-lists-released-and-upcoming/page__view__findpost__p__255748
  16. I saw that Twitch streamer playing A Score to Settle. He tells me he couldn’t find the link to register a new user on the forums. I tried looking too and logged out thinking it’d be in the top right by sign-in, so we are blind or it’s gone.
  17. You're right. Just like it's common sense and common courtesy that you don't modify someone's map without their permission. Unfortunately that hasn't been enough to keep it from happening. In fact, this issue with Bikerdude taking liberties with other people’s work has been going on for so long now that we could pretty much just have this this whole conversation by quoting what has already been said in previous threads: demagogue, on 20 Jul 2018 - 05:13 AM, said: We have a generally laid back and collegial culture that's great and all, but it's good to push some clear rules in the sharing of maps learned by long experience Judith, on 20 Jul 2018 - 04:45 AM, said: Obviously, the community wouldn't tolerate maps being stolen. The real problem is people leaving the mod without making all the things they could have made, or stuff they had in progress. Bikerdude, on 13 Jun 2017 - 4:10 PM, said: The end result was both SirTaff and SteveL pretty much stopped posting in the forums, so as a result of me not learning from my mistakes the community lost a mapper and coder. Springheel, on 17 Jul 2018 - 7:29 PM, said: Multiple people have spoken directly to Bikerdude for years now, both in private and in public, trying to communicate a simple message--don't change other people's work without their permission--yet it continues to happen. Each time it happens again the frustration grows. What happens next time? Amadeus, on 30 Nov 2018 - 9:11 PM, said: I found that I had walked into a shitstorm of drama. Melan was pissed, and rightfully so of course, and he spoke his piece. But I felt fucking awful, I felt like an accessory to a crime because I had unknowingly volunteered to beta test corrupted fruit. Goldwell, on 01 Dec 2018 - 10:38 AM, said: It's quite interesting having spent some time away from the forums (due to his bullshit) and coming back seeing the same situation. STiFU, on 02 Dec 2018 - 6:55 PM, said: I have become almost inactive around here, because everytime I log in, it's the same $%!§. brethren, on 03 Dec 2018 - 02:23 AM, said: I do believe his intentions were good, and I think sometimes he just doesn't think of the ramifications of what he's doing Bikerdude, on 04 May 2018 - 1:30 PM, said: this is the third time I have fucked up and it not fair on the rest of the team to say " he only meant well". And here we are again. I'm sick of hearing about people going inactive over these occurrences. Since "common sense and common courtesy" aren't doing the job, let's establish some rules. Does anyone disagree with either of these, for starters? 1. No one shall make modifications to someone's released map unless one of the following conditions are met: 1.1 The original author grants permission for the modifications. 1.2 The mission readme specifically grants permission for the type of modifications 1.3 The TDM team, in lieu of an author who cannot be reached, grants permission for modifications that are required to keep the map working as originally intended. 2. No one shall copy and paste someone's released map unless one of the following conditions are met. In all cases, credit should be given to the original author in the mission Notes section. 2.1 The original author grants permission for the copy/paste. 2.2 The mission readme specifically grants permission for copying/pasting 2.3 The copy/pasted section is modified to the point that it does not resemble the original--this can be judged by before and after screenshots posted during beta-testing. 2.4 The section is too small to be recognized, such as a single archway, a patch, or a collection of crates. 2.5 The action is for learning purposes only, and not to be released publicly.
  18. We've talked about these types of issues repeatedly. In fact, I found a post back in May that was referring to exactly the same issue that started off this discussion. http://forums.thedarkmod.com/topic/19415-mission-modding-topics/ http://forums.thedarkmod.com/topic/18924-securing-assets/ The overall conclusion has always been that we're a community of mature individuals who behave like adults, so we don't need to make hard and fast rules. But that's clearly not working anymore. There is no team member who is "in charge" and never has been. Decisions are typically made by team consensus behind the scenes, with admins/department leads having slightly more say. However, there are precious few of those still active and even fewer who want to get involved with more Bikerdude drama again. We have always relied on the community act in an adult manner, and in general they come through. But if we can't even agree on whether blatant copying and pasting map sections without any attempt to get permission is a "bad thing", then maybe clear rules are needed. I'm just sorry that a brand-new mapper's mission has been tainted by behaviour they had nothing to do with.
  19. While Taaaki has mentioned he is looking into a dark theme. In the meantime I would recommend a chrome addon that Epifire turned me onto called "Darkreader". It turns light pages darker, so currently my forums look like this:
  20. The forum theme change wasn't intentional. It's an unfortunate byproduct of a forum software update (see here: http://forums.thedarkmod.com/index.php?/topic/20010-it39s-alive33/&do=findComment&comment=438046). I'll have a look at installing a generic dark theme as an option while I work on importing and updating the old TDM theme to be compatible with the new forum version.
  21. I'd say TDM Wiki is as important as TDM forums, at least to mappers. I don't mind different forum layout or functions. Some dark theme would be nice, as this one is pure white.
  22. Thanks to ToKu over at Q3W forums who posted a 'stairwell generator' - That actually really did help a lot, because I threw the filename into Google and hoping to find some old lost FTP folders, and sure enough:- http://urtmaps.prkl.org/tools/ SurfaceGenerator is something that does pretty much what I was remembering. I read it even was based on the previous 'Mapgen' so I think it does everything. There are also a couple of terrain tools I was looking for, something called FATE. Sounds like it might be marginally better than EasyGen or GenSurf, but I'm not sure because I can't find it anywhere. (edit: a treasure-trove of Quake-mapping tools here:- https://www.quaddicted.com/files/tools/ ----------------------------- (edit: all I can find of FATE is this screenshot, but anyone who knows anything should instantly see why this tool would have been great to preserve! But I think it really is gone...)
  23. DarkRadiant 2.6.0 is ready for download. This feature release is further improving on the Model Exporting capabilities and introduces smaller features like a mapping time stopwatch and the ability to define favourites in the Media Browser, making it more convenient to work with a large number of materials. On top of that, this build offers a number of fixes and improvement for various parts of the editor. It's recommended to prefer this version over any previous release. Windows and Mac Downloads are available on github: https://github.com/codereader/DarkRadiant/releases/tag/2.6.0 and of course linked from the website https://www.darkradiant.net Thanks go out to all who helped testing this release! 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 InstructionsFeature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker.Changes since 2.5.0 Add a stopwatch tracking your mapping timeMake The Model Exporter Respect The "skin" Spawnarg On ExportExport patches and lights/func_statics to OBJFixed: Particle Editor Doesn't Save Colour/Fade ColourFixed DR not remembering location of child windows when placed on any non-primary monitorFixed: Re-exporting .ase models screws up their normalsFixed: Export Selected as .LWO Model: Exported models loose smooth shading after export.Fixed: DR shouldn't write *.darkradiant files when creating a prefabFixed: CSG Make Room operator does not fill the room on 3-edge prism caseFixed: DR doesn't show readable background image changesFixed syntax error in OBJ export scriptFixed: Grid size number format in status bar is showing unnecessary post-comma zerosFixed: Undo after changing func_static entity classname results in lost child primitivesFixed: Changing entity class from the spawnargs moves it to the Active LayerThe list of changes can be found on the our bugtracker changelog. Have fun mapping!
  24. Best wishes for the replacement, taaaki. Having read this post and your other announcement on the forums, it seems you've gone about the backups methodically. I'd rather wait than have maintenance jump the gun on necessary replacements, so good luck with all the work this evening ! Hopefully we'll be back soon enough, once you finish all the necessary maintenance.
  25. Almost a whole week, end on end. I don't know the details about hosting provider, but if that's a professional hosting company, the response and resolution time is just downright terrible On our local Thief forum, we have like 1% users in comparison to what you see here, and we have a yearly fundraiser for hosting. We always get the required amount, usually with some surplus for next year or two. We did have a downtime once or twice, but never for such a long time. Maybe it's time to talk about new hosting provider? I'd be happy to contribute those few bucks a year to have a peace of mind and stable access to all the knowledge we have here, both on forums and wiki.
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