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  1. DarkRadiant 2.14.0 is ready for download. This release focused on DarkRadiant's texturing abilities, the Texture Tool and some of the Surface Inspector algorithms have been completely rewritten. A new model importer UI has been added with the ability to convert FBX models into a format compatible to the game (it can also convert LWO, ASE and OBJ models). The EntityInspector can now deal with more than one selected entities, showing the shared key values in the list. Copy/Paste Textures across angled faces: Texture Tool Rotate Tool (use "R" hotkey to switch) Surface Inspector Harmonise Scale / Linked Scaling Surface Inspector Normalise EntityInspector Multi-Selection Support 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/2.14.0 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 Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. Changes since 2.13.0 Feature: Texture Tool Improvements Feature: Texture Tool: Add Manipulation Panel to shift/scale/rotate selection Feature: Show shared keyvalues when multiple entities are selected Feature: Texture Browser Filter: match multiple words (using 'AND' logic) Feature: Skin Chooser shows materials of the model Feature: Surface Inspector: Add buttons to harmonise Horizontal and Vertical scale values Feature: Improved pasting textures to angled faces sharing an edge Feature: XY view zoom is centered at cursor Feature: Texture Tool: Constrain operations to axes by holding down Shift Feature: Texture Tools: rotate function Feature: Texture Tool: UI contrast Feature: Model Conversion UI Feature: Add FBX model importer Feature: add IQM format support into lib/picomodel Feature: Spawnarg type icon not shown for inherited properties Improvement: New Game Connection GUI Improvement: "Replace Selection with exported Model" preserves spawnargs Improvement: automatically reload exported models Improvement: Search function: don't start searching while still typing Improvement: MediaBrowser toolbar: clear filter text when texture is selected through MMB or Texture Browser Improvement: Merge "Create player start" and "Move player start" options Improvement: Patch Texture Rotation should take aspect ratio into account Improvement: Texture Tool: use aspect ratio of material Improvement: Step-rotating textures through the Surface Inspector should be using the center as pivot Improvement: Surface Inspector: Option to change horizontal and vertical scale values proportionally Improvement: Apply textures to surfaces using "normalized" scaling. Improvement: Normalise button brings texture coordinates closer to 0,0 Improvement: Prevent Texture Tool "face jump" on rescaling textures Improvement: Move modifier hints out of the status bar Improvement: Flip Texture: Prevent huge face UV coordinate translations Improvement: Double click on list elements should auto-close dialogs Improvement: Texture Tool: Select items by clicking the UV space they cover Improvement: Texture Tool: Grid lines are getting too dense when zooming out a lot Improvement: Texture Tool: intercept keystrokes for grid resizing & snap to grid Improvement: Model Exporter: warn if Output Format and extension in File Path don't match Improvement: Change Quake3 map exporter to write "legacy" brush syntax Fixed: Q3 Legacy BrushDef parser sometime produce some wrong texture rotation Fixed: "Replace Selection with exported Model" assigns result to Default layer Fixed: All scene graphs connect to the same undo system, causing interference Fixed: Remove Floating Layout Fixed: EntityInspector allows to set an entity's name to an empty value Fixed: modelDefs folder starts expanded after changing selection Fixed: Particle Editor: wireframe does not render Fixed: Drag-select while in texture tool window gets stuck. Fixed: Some brushes change shape or disappear when rotated or duplicated Fixed: Texture Tool: drag operation doesn't capture the mouse Fixed: Ctrl-S does not work when focus is on inputs Fixed: Autosave filename unhelpfully overwrites 'save copy as' filename Fixed: Merge Maps: can't hide changed entities/primitives Fixed: Merge Maps: can't center orthoview/camera on changed entities Fixed: Merge Maps UI remains if DR is closed while a merge is in progress Fixed: Merge Maps: "Details" text doesn't use full width of window Fixed: Brushes colour schemes not saving Fixed: Fit Texture fields do not allow values below 1.0 Fixed: PatchDefExporter: do not write trailing white space after shader name Fixed: LWO2 Model Exporter doesn't write vertex colours Fixed: Objective components not correctly renumbered after removing a component Fixed: Applying a skin to a model entity no longer works under 2.14pre1 Fixed: Spawnarg types and tooltips not reliably inherited in entityDefs Fixed: Crash when saving map or prefab without a file extension Fixed: Texture Tool crashes when creating a new brush Fixed: "Texture tool" grid cannot decrease under 1 Fixed: Texture Tool: dragged vertices snap to grid even though it's switched off Fixed: Sound chooser not pre-selecting the inherited value of snd_* keys of an entity Fixed: User Guide (Local) doesn't work Fixed: Restore GL_LINEAR_MIPMAP_LINEAR texture filtering Fixed: Objective components not correctly renumbered after removing a component Tweak: Surface Inspector vertical shift / vertical scale arrows Tweak: Surface Inspector's minimum width is too large The list of changes can be found on the our bugtracker changelog. Have fun mapping!
  2. The metal on the priest would have to be dimmer to match the rest of the model. Cubemap with cobblestones may not be the best choice for loot, something less busy would have been better. And depending on the size of the object, higher resolution.
  3. Anyway, you have an interesting development there, because my cubemap setup glows in the dark, and I have a shaderParm3 set up in the model to tone it down:
  4. Google translated: https://rutracker-org.translate.goog/forum/viewtopic.php?t=6419292&_x_tr_sl=ru&_x_tr_tl=en&_x_tr_hl=nl&_x_tr_pto=wapp === There are lots of topics about black screens during the main menu. https://forums.thedarkmod.com/index.php?/search/&q=Black screen&type=forums_topic&nodes=58&search_and_or=and
  5. So I have been going through my city WIP converting FuncStatics into .LWO models using the new export menu Greebo added - Main Menu>File>Export Selected as Model - But then I discovered I could select normal FS and .LWO models and export them all as a single model So it them occurred to me I should be able to do the same thing with existing core mod models - https://www.youtube.com/watch?v=Ar5jP3XqOwM&
  6. On the wiki, I'm working on a set of pages with the title-preface and broad theme "The Parts and Whole". This looks at the hows and whys of map objects being formed into collections. The hub of this is The Parts and Whole: Overview Within the hub, so far, the section "Techniques that Affect DR Only" is built out with comparison tables and child pages. This covers these techniques: Hide/Show, Region, Layer, Filter, Group, Selection Set. I'd appreciate any eyeballs on the work so far. Please suggest or edit-in improvements. In particular, are there links to videos or other wiki or forum pages that you think most apt and should be added, e.g., to the "See Also" section? "The Parts and Whole" effort is mostly intended for newbies and so is not afraid to state the obvious at times. In some cases, it covers ground also handled by the necessarily-concise DarkRadiant User Guide, but with more depth and context. In other cases, the info was only found buried in forums. Because I'm trying to cover a fair amount of ground, the pages are text-only. Some of the child pages could benefit from screenshots some day.
  7. Did a great find today: Quake 4 mods for dummies. Now online readable. http://forums.thedarkmod.com/topic/5576-book-quake-4-mods-for-dummies/?p=412644

  8. Okay. I got it this far: I'll write a list so another noobs, like myself, can follow: 1. Create a custom.def in your def folder 2. insert this model CUSTOMNAME_tdm_ai_priest { inherit tdm_ai_proguard mesh models/md5/chars/builders/priest/builderpriestmesh.md5mesh channel torso ( *Spine_Dummy) channel legs ( origin Pelvis Pelvis2 *Hips) anim idle_eat_muffin models/md5/chars/guards/proguard/idle_eat02.md5anim //reaches out to table and eats food { no_random_headturning frame 1 object_call syncLegsWithTorso frame 21 attach atdm:moveable_food_muffin muffin hand_r frame 48 sound_voice tdm_crunch frame 125 sound_voice tdm_crunch frame 130 destroy muffin } } 3. Then add the spawnarg 'model' 'CUSTOMNAME_tdm_ai_priest' to your muffin eating man. 4. Target him to a path_anim with the spawnarg 'anim' 'idle_eat_muffin' You may need to restart DR/The game to make it reload definitions and god knows what...
  9. I lied. Actually parallax mapping works fine with animated .md5 models. There must be something else going on with the builder model, and now I wonder if it has something to do with this situation: With lower specularmap values looks like it's a bit rougher. Continued in this thread.
  10. Here's textures/darkmod/plaster/panel_decorative_white texture, current normalmap only: Current normalmap plus heightmap generated in Stable Diffusion (with a bit of wavelet decompose + highpass filter in GIMP): And this one is using only the heightmap. Normalmap is generated from it using the blend bumpmap command in the material. textures/darkmod/plaster/panel_decorative_white { surftype15 description "tile" qer_editorimage textures/darkmod/plaster/panel_decorative_white_ed diffusemap textures/darkmod/plaster/panel_decorative_white { blend bumpmap map heightmap (textures/darkmod/plaster/panel_decorative_white_height , 10) } { blend parallaxmap map textures/darkmod/plaster/panel_decorative_white_height min -0.03 max 0.03 } } I used the Depth Anything v2 Large model using this addon I mentioned before and I think it did a great job. https://drive.google.com/file/d/1cf1V861gnc0aPs8rn2BGcQuO0PYhIuLG/view?usp=drive_link
    1. Obsttorte
    2. Bikerdude

      Bikerdude

      He changed ita long while back, it was so he was using the same name as he uses on other forums.

  11. Currently the components that make up a LOD-enabled model are usually stored in various different places. Taking the aphrodite statue as an example: - The most detailed model stage is found in darkmod/decorative/statues. - All the other stages are found in darkmod/misc/lod, probably so that the decorative statues folder is less cluttered. - The LOD entity that makes use of all these stages is in a different menu altogether, Create Entity > LOD/decorative/statues. I've seen that a lot of the times, even though a LOD entity is available for a particular model, mappers just use the most detailed stage in a simple func_static, missing out completely on the LOD optimisation. I suppose this is because mappers mainly use the Model Chooser instead of the Entity Chooser for decorating the map and don't realise how the LOD system works/forget to check every time whether a LOD entity exists for any of the models they create. Some possible ways to address this: - Let the Model Chooser check whether there's a LOD entity that makes use of a model the mapper is about to create. If yes, it could create that entity instead of a func_static. - Wellingtoncrab suggested an overhaul by combining the Entity Chooser and Model Chooser into an integrated asset chooser which could show flags for certain models, i.e. LOD. This would also make it easier at a glance to see what's available.
  12. Yes the results can vary a lot but this F5 model is so fast I think it might still be a lot faster to generate the same thing a lot of times and finaly pick one that is good enough, then training voice models in tortoise-TTS and still have to generate multiple times to get a good result. After what I have been trying for almost a week now, TTS AI could be fun to use in some cases, preferably with background audio in the scene, to have NPC's react to specific situation, but not for real dialogue or cutscenes (yet).
  13. F5-TTS is a different, non autoregressive model. The moor voice was done with tortoise-TTS.
  14. Hey all! I haven't properly played the Dark Mod since 2.05 or maybe even 2.04 until now and I've noticed that whatever I do in game the center and LFE channels of my 5.1 sound system remain silent. In other words, the output is actually 4.0 (2 front + 2 rear speakers) rather than 5.1. Now, I am not sure exactly but I recall no problems previously - until the EFX update 2.06, I think. I even found my older post about extremely loud LFE channel here: http://forums.thedarkmod.com/index.php?/topic/18741-really-loud-music/&tab=comments#comment-405277 As I understand, it is often made that the center and LFE channels are reserved for special sounds and not used often as the front speakers. For example, in Witcher3 center is mostly used for voices in the dialogs and the best way to check LFE is to use the aard sign magic. Or, in Skyrim it is known that LFE plays only when the dragon hits the ground. The first question is: do I have an issue with sound or not? Because maybe the sound output is ok and I've simply met no specific conditions utilizing the center and LFE channels? Minding my previous paragraph, I don't think it's EFX related but maybe the sound shaders simply changed since 2.05? This all brings me to another question: is there a way to check somehow in the Dark Mod wether the game outputs the sound correctly? About my setup now. I output sound via HDMI to Pioneer receiver with 5.1 setup. Everything works fine in modern games that provide 5.1 output support like the Witcher3 or Mortal Kombat 10 and 11. The windows sound configuration in control panel allows me to check all the speakers and it's fine. I have win 7 64 bit, OpenAl installed. The Dark Mod allows me to set 5.1 sound in options with no warning (I know that in other cases it gives a message like "your system does not support this sound configuration"). Please, help me to find out if anything's wrong with my setup and why my center and LFE channels are silent. Hate to start new threads but I didn't find anything related to my problem. Moreover, I feel the lack of sound-related discussions considering our community's interests.
  15. Yeah it would be cool to see some more detailed statistics and it’s a shame they aren’t really captured. Since we are talking about fan mission platforms, where players also make the content for the game, I feel like the best thing we’ve got is you can look at the number of content releases for the games. Keep in mind the graph counts campaigns as single missions - so for example NHAT and TBP both count as 1 mission. A good year for TDM has has approaching maybe 50% - mostly we’re 25-30%. https://www.ttlg.com/forums/showthread.php?t=152494 You could also look at the number of ratings thief missions get on https://www.thiefguild.com/ vs TDM ones, but that is pretty iffy in that you could chalk that up to more awareness of the site in the thief community than TDM Out of curiosity is there a reason a thief player can’t be a new player? I kind of think a player is a player and new players would be ones who are playing the dark mod who weren't? Is there disagreement the base of players most likely to pick up the game are fans of the thief games? They are certainly the most fruitful place to find feedback on the game beyond the sphere of this forum that I have seen. When we were trying to finish up SLL there was a lot of discussion on the forums about how long it had been since there was a release for the game. I am thankful that the stats show at least some stability over the years in terms of releases for TDM, but the trend for all of the games is decline. Not doing anything is a valid response if that’s what the devs want to do - it is not possible to provide evidence that any effort will slow that inertia. As a player and content maker I would just prefer trying to find feedback where it is offered from players who were willing to try the game but ultimately could not engage with it and see if there is anything that can be done within reason to ease them into the game. The game has a lot to offer imo. All those players are potential contributors - contributions in turn attract players - it’d be nice to see the cycle go on as long as it can.
  16. I'm new to modeling in Dark Radiant (using Blender), and having some noob issues. I've exported the model as .ase, model appears as it should but has no texture present. I modified the BITMAP margin in the .ase to the path of the texture (ie: //base\models\darkmod\props\textures\*texture name*). I've browsed countless times through the wiki re-reading everything concerning this general issue with no luck. What other steps am I missing for the texture to show up in the model? Any help will be greatly appreciated!
  17. I created two walls: both have a base brush that is 128 x 128, and 4 units thick. One of the brushes, however, has a little bit of decor that sticks out another 4 units. Later on when I was working on my map, I cloned a model, moved it 128 units, and then changed it's model. However, when changing it from the wall with decor to the wall with no decor, it proceeded to shift itself 2 units forward. I thought maybe it had to do with what grid size I had saved/exported the model as, but adjusting that did nothing. And the models are both aligned together. This is the only model I've had do this. What is causing this?
  18. I also feel you. I used to be a regular here in the forums, but since my son was born in 2022, it basically grunded to halt, although I still get the mails on threads that I wrote in. Ironically, your post in June about not having time got me back here and got me motivated to try and use some of my precious spare time to get some progress on the map I started years ago. I still have not been able to finish a map and want to change that, as long long as the community here is still active
  19. That moment you log into TDM forums and suddenly feel nostalgic...

    1. Sotha

      Sotha

      Protip: if you never log off and stay for ever, there is no nostalgia when you visit.

    2. Melan

      Melan

      Welcome back!

    3. RPGista

      RPGista

      Haha yeah, I feel like that from time to time. Good to see you around.

  20. We didn't have enough time to add npcs like we had planned. There was so much more I wish I could have done, but that just gives me more material for new maps! Thank you! As a fellow jumping/mantling enthusiast, I wanted to make sure I had some vertical elements! Thank you for the kind words ^-^ So I have one skin file with multiple lines, each line referencing a different model and texture to replace? Am I understanding correctly?
  21. Changelog of 2.11 development: beta211-08 (rev 16770-10264) * Fixed crash when minimizing TDM on Windows (post). * Added HD carpets (thread). * Fixed player getting delayed and lower damage on high fall ending with mantle (6231). * Removed wrong LOD stage in atdm:env_ragdoll_commoner_female. * Reverted addition of default "map of" inventory item. * Made it easier for modders to substitute invgrid parchment background (6241). beta211-07 (rev 16758-10258) * Fixed extinguished candles stim-lighting each other on game start (6223). * Added menu settings for sheathe toggle, and changed default (6232 thread). * Saint Lucia mission improvements (thread). * Fixed GUI warnings in New Job. * Renamed "New Missions" to "Missions List" in main menu (6230). * Fixed initial difficulty highlight on Objectives screen (6229). * Fixed Objectives title slightly cut off on low text scale (6234). * Added mansion01 window assets (6235). * Fixed normal map of turquoise_uneven (6222). * Allow user to tweak pm_noclipspeed (6237). beta211-06 (rev 16739-10248) * Saint Lucia mission improvements (thread). * Fixed rare crash during melee combat (6225). * Fixed func_peek crash on Linux (5553). * Fixed bottle crash in "Pearls and Swine" (6227). * Fixed textures of cheapbeermug (post). * Fixed warnings in book_ornate_gothic readables (post). * Fixed minor issue in broad phase of collision detection. beta211-05 (rev 16727-10239) * Fixed rare NaN blocks from volumetric lights on AMD driver (post). * Fixed rare thin holes in geometry on low "render scale". * Fixed major performance regression in "r_shadowMapSinglePass 1" mode. * Added subtitles to New Job mission (5914). * Fixed subtitles hidden during CameraView type of cutscene (6197). * Fixed last character of subtitles occasionally clipped away (5914). * Fixed missed alert count if player hides into darkness during guard's combat startup (6211). * Added blueprint assets by Dram. * Fixed UV map in bwindow01_frame model (6217). * Allow female guards to sleep on floor (6208). * Dmap messages about PlanarGraph and EarCut now include 3D world position. * Some minor rounding changes in text placement in GUI. * Restored value of pm_bobup from 2.10. beta211-04 (rev 16714-10226) * Fixed wrong lightgem values briefly after game load/start (6088). * Fixed alert counter for civilians immediate alert (5286). * Some main menu text made translatable (2960). * New assets: Precursor "ancient" loot by Kingsal, galleon wreck, gothic cabinet, grandfather clock with new clock scriptobject, pagan menir (standing stone statue), pair of large marble lion statues, feather duster prop * Make sure all newly created door entities have the right rotate value set (5051) * Fix missing normalmap for audiograph, fixed shadowmesh for armchair_victorian_02.ase * Various small asset fixes (missing faces in LOD stage of boiler02_med.lwo, mangled stairs in galleon.lwo, gaps in spade models, normals on desk2 and desk3 models, UV issues on various other models) (3771). * Improved resolution for shield_goldarms texture (4894). * Added "looping" keyword to looping clock ticking sounds. * Exclude female pagan materials from release builds. beta211-03 (rev 16689-10219) * Avoid copying of large array on AMD, fixing a terrible performance regression (thread). * Enabled Frontend Acceleration = r_useParallelAddModels by default. * Fixed error when same decl file exists packed and unpacked with different case (post). * Don't crash TDM if automation port is occupied: warn, retry, and disable instead (thread). * New Job: the mission is no longer unfinishable if you guess the safe combination without visiting the Lord's room + visportal fixes. * Ambient world prefab: expanded light radius from 1K to 10K. * Added currency pack, cobblestone pack, furniture pack and tiling treasure hoard texture * Added wall mounted locks, improved sofa and leather ottoman * Added star wallpaper * Block CMake build without setting build type (post), fixed CMake + MSVC build. beta211-02 (rev 16670-10208) * Fixed bugs with counting number of alerts (5286, 6186). * Fixed bugs in in-game and savegame screenshots (link). * Disable GL debug groups to fix performance on some AMD drivers. * Added a lot of new assets from Epifire's missions (6188). * Added and refactored locks/safes by Obsttorte, Epifire, Dragofer. * Added book skins by Wellingtoncrab. * Fixed missing wastebasket material in Hazard Pay (link). * Support r_skipAmbient and r_skipInteractions in new backend. * Added spawnarg call_used_action_script on frobable movers. * Fixed definitions of ambient lights with normal-dependent color (6090). * Fixed KOBoxSize not being restored for the sake of blackjack. beta211-01 (rev 16656-10189) * Many improvements in new volumetric lights implementation + added cvars (5850, thread). * r_softShadowsMipmaps: fixed render scale, fixed screenshots. * Faster shadow volume generation with BVH, more cvars and tweaking (5886). * Optimized stencil shadows: turbo shadow vertices are static on GPU. * Improved solidness / visibility logic on models (6175). * Added spawnargs allow_idle_anims and allow_random_headturning. * Avoid sound amplification due to negative sound loss spawnarg (5913). * Fixed weird glitch on game load (6149). * Removed one frame of latency from "com_smp 0" mode (5875). dev16650-10157 * Volumetric lights reimplemented: dither pattern removed, performance improved (5850). * Added audiograph entity and assets. * Fixed shader compilation with r_softShadowsMipmaps on some Linux AMD GPUs (post). * Fixed bug in new frobstage_xxx material macros (5427). * Massive frobstages refactoring in materials: new macros are used now (5427). * Trace model: limits increased and refactoring (5887). * Massive cleaning of prefabs, automaton station script fix (6013). * Fixed rotten_paper_nancy_hand GUI in world view. * Perfume bottle model uses smooth shading, lampion skin fixes. * Some cleanup: idRenderMatrix memory alignment, face planes in SEED model clone, Elbrus FFmpeg compile fix, old shaders disabled. dev16629-10139 * Added implicit generation of frobstages and simple customization macros (5427, thread). * Added support for OBJ models (thread). * Fixed chandelier_gas4 model (6125), improved wooden chest prefab sounds (4206). * Optimized silhouette preprocessing during model loading. dev16625-10132 * "Light from above" behavior applies only to lights of ambient_world type (6090). * Major changes in normal-dependent ambient shading (6090). * Optimized FixGlobalTJunctions in dmap, restored vertex grid snapping (6085). * Updated "Tears of Saint Lucia" mission with EFX and other fixes (thread). * Replaced algorithm for assigning shadow maps resolution. * Fixed a brief wrong frame with X-ray (6109). * Added getCurInvItemCount script function (6096). * Fixed old rendering backend. * Slightly better culling due to fixed depth bounds computation. * Added textures/darkmod/window/metal_irregularpanes_moonlit_bright (6119). dev16617-10107 * Major changes in ambient/interaction shaders for more consistency (5828, thread). * Major changes in blackjack knockout behavior (4289 thread). * Optimized stencil shadows with antialiasing by using scissors (5851). * Stencil shadow shadows tile-based culling optimization (6076 thread). * Added wiki article (link) about Tracy timeline profiler; thread names fix, print version. * More asset changes to fix warnings, added "load all assets" test maps (6019). * Added teleportArea command, which allows to find area by number (6083). * Refactored ambient interaction shader, deleted unused ambientRimColor (5828). * Fixed overflow crash in idAASBuild::GetFaceForPortal. * Enabled GL debug groups by default, fixed borderless FBO mismatch warnings. * Added transparent grate textures (6089). * Fixed textures/common/mirror. Known issues: * ambientCubicMap broken yet, will be restored in future (6090). * Visual look has changed, mostly with stronger specular. dev16599-10071 * Fixed startup error on: Night to Remember, Cole Hurst 1 Eaton (5845). * Shadow maps refactoring: now volumetrics work if stencil shadows are selected (5880, post). * Fixed SSAO on new AMD driver (post). * Ensured that mission decls silently override same-named core decls (5766). * Fixed order of operations in expressions in materials and GUI scripts (6026). * GUI scripts: do not block autoupdate for window registers referenced in scripts; fixed vector component indexing, allow expressions on the right side of Set command (6028, thread). * Major refactor of objectives GUI: checkboxes no longer empty on failure screen (5852). * Added pm_mantle_tilt_mod cvar to tone down mantle movements. * Fixed noclip while shouldering a body (5244). * Fixed textures/skies/cubeSky material (5218). * Fixed items frobability in cabinet prefabs (6025). * Hundreds of fixes for core asset issues that were detected by a new systematic procedure. There should be far fewer broken assets and console warnings. Ongoing process (6019). * testmap command no longer sets developer mode, saving us from some warnings. * Started refactoring of interaction shaders (5828). dev16574-10036 * Add Dragofer's fully mapped ship prefabs, vintage lamps set, barouche carriage and camgoyle sentry turret with power source (4687) * Added BVH-based interaction culling for large meshes (5886, thread). * Added warnings for wrong GUI code, fixed them in core GUI (5869, thread). * Fixed leaning against non-axis-aligned door (5899). * Fixed skin of non-rotating security camera (6004). * Tweaked inlining and optimization, new debug builds Fast/Editable. * Disabled multiple rendercopies for warping materials (post). * Created materials for previously unreferenced textures, now available for use (5563, 5178) * Fixed 50 skin-related, auto-detected bugs that were generating console warnings (6019) * Female mage legs are now textured (5994) * Adjusted LOD offsets for atdm:nature_pine to avoid popping (3987) * Wooden torches now have burning/burnt tops (1293) * tdm_grass_clump and tdm_wildgrass particles no longer render fullbright (5689) * Added inclusion guards to all core script files (4427) * small_round_furnace_openable.pfb fixed with regards to model gaps and door origin (6018) * Fixed underwater_bubblesbubbles particle (5198) * Fixed burnt log end cap texture alignment (4896) * Added unlit and moonlit versions of textures/darkmod/window/ornate/round_spokes01 (5857) * Added specularmap to rivet_strip01 textures (5999) * Restored plain_robes skin for mages, pagan_orb_effect particle, fix windows in tudor building4 etc. (5690) * Fixed models that made use of missing materials (4390) * Diffusemap for wallpaper_ornamental_01_red now matches its normalmap (4798) * Hardwood materials now use wooden footstep sounds (4988) * Fixed skins for 6-candle chandeliers and nails (5900, 5217) * All fence_spike_01_tall models are now solid (6010) * Fixed typo in shouldered manbeast name (5877) dev16519-9985 * Now AIs think once per frame on low FPS when several game tics are modelled (5992). * More responsive crouch toggle (5973, thread). * Added "absence_alert_increase" as correct implementation of "absence_alert" (5987). * Allow drawing up to 4 postprocessing surfaces, as long as draw order is right (thread). * Missions can be sorted by date in in-game mission downloader. * Added getAnimRate/setAnimRate script events (540). * Fixed lean-peeking sound not always stopping when player goes away from door (5899). * Fixed wrong sounds of func_fracture after save/load (5363). * Fixed scorch and smear01 decals (5970). * Fixed fx/sparks effect, set "triggered 1" for newly added effects (5034). * Fixed startup image/sound warnings on some AIs (5993). * Fixed joints warnings on zombies (5466). * Fixed "screw" skin not showing in DR on appropriate models (5217). * Fixed for frobability in kitchen_cupboard_openable.pfb (5989). * Added editor images for panel_halfcircle_walnut and panel_vase_polished_walnut. * Bumped maximum number of edges to 1 million for stencil shadows, added overflow warning. * Fixed debug cvars tdm_ai_opt_forceopt and tdm_ai_opt_forcedormant 5992). * Tiny optimization: memcpy is now using streaming stores only at vertex cache. * Removed support of bindless textures (5891). * Extracted tdm_package and removed tdm_update source code (5076). dev16498-9944 * Updated Tracy library, hopefully fixed running on Windows 7 (post). * Fixed crash on loading save done while elemental is dying (5845). * Implemented multiloot on holding frob button (5984). * Crouched state does not affect player speed on ladder/rope (5961). * Crouch-toggle takes effect on keydown rather than release (5973). * Added setviewpos to screenshot filename (5819). * Show estimate for total number of pickpockets on end-mission screen (5678). * In-game downloader: show asterisk/sharp at the beginning (5842). * Trigger entities now work on AI which stands still (5319). * Added setObjectiveNotification, which allows to change objective silently (5967). * Added script functions to add/remove frob peers (5976). * AIs notice destroyed fracture entities (5978). * Enabled frobhelper by default (post). * Fixed some architecture skins by Nort. * Fix graffiti materials (5930). * Now default quicksave/quickload are F5/F9 (post). * Minor optimizations: SSE in idRenderMatrix, cache "drunk" spawnarg. * Looped bind does not cause crash, although behavior is undefined (post). Known problems: * Night to Remember, Cole Hurst 1 Eaton: cannot start missions due to hard error. * Painter's Wife: killing elemental should cause hard error (mission fixed). dev16487-9919 * Fixed saving/loading JPEG crash on Linux (5881). * Fixed wrong sound on strafe right (5554). * Major refactoring and optimization on LOD system, LOD entities no longer "think" (5944). * Improved time distribution of stims and LOD checks for more solid performance. * Optimized creation/destruction of script threads. * Optimized idClip = broad phase collision detection (5954). * Reduced size of Linux executable back from 24 MB to 18 MB by removing globals. * Now in-game downloader prints URL of download to game console. Known problems: * Won't boot on Windows 7 dev16485-9903 * Optimized iteration over active entities by switching from linked list to array. * Fixed bow sometimes not working on savegame load (5928). * Allow headbob cvar changes to persist between sessions (post). * Player speed modifiers (like pm_runmod) are no longer archived (post). * Applied Clang build fixes by @Partmedia (post). * Fixed "testVideo withAudio" command. * Fixed unbounded brush AAS warning by trying to process each edge of brush once (5648). * Use double precision for winding splits in dmap and collision. * Reworked FFmpeg player to not use deprecated functions, fixed protocol warning (5881). * Fixed 2GB overflow in printMemInfo. Known problems: * Won't boot on Windows 7 * JPEG saving and loading crashes on Linux. Setting r_screenshot_format to "png" may help... dev16481-9881 * Updated Visual C++ from 2017 to 2022, build game and idlib as on VC project (5820). * Updated all third-party libraries (5881). * Render scale does not affect main menu GUI. * Optimized compass rendering: don't copy depth buffer. * Fixed debug polygons not showing up. * Don't draw debug lines in subviews. * Don't open game console by tilde if com_allowConsole is 0 on Linux (post). * Moving GUI slider with mouse now results in discrete increments. * Restored code for 16-bit colors (via r_fboColorBits cvar only). * Game console bottom line gets thinner on smaller console font. * Added tuneDown command to quickly ender very low graphics mode. * Added r_fboScaling cvar which allows to change Render scale filtering to nearest. * Avoid purging/reloading all images on Alt+Tabbing in Windows. Known problems: * Won't boot on Windows 7 Changelog of earlier versions can be found here.
  22. I'd like to know what's currently the best way to make animated grass on a windy map. Since it's better looking than particle grass and I'm placing a lot of them using seed entities, I plan on sticking with the default grass model set. Should I just make them custom entities using a func_pendulum? Or is it currently possible to add a sine to the vertex shader of the material for a better result?
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