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  1. Instead of that try this to see if it works, it does on my end skins/bathroom/Tube01a_waterclean { model "models/mapobjects/washroom/bathtub_oldA.lwo" "textures/common/nodraw" "textures/water_source/Water_clear" } change the stuff for your own model/materials of course
  2. Are you sure that's the materials' names? Usually materials that use textures from the props folder dont have paths in their names. You can look them up in the DR media browser or in the model chooser for that model.
  3. Right. And if the pointer reaches a screen edge or corner and can't go any further, the view wouldn't be able to keep moving / turning and get stuck... you'd need to disengage then click again to grab it which would be very annoying. I'm well out of ideas. If only the "export GDK_BACKEND=x11" hack wasn't partial: It fixes it for the main views only leaving the model viewer broken, but for some reason activating the clipper to cut brushes breaks that as well and I need to restart DR every time after using it. Maybe we can see what the clipper does to trigger it and patch at least that bit out? One last thing comes to mind: Is there a build flag to force DR to compile without Wayland support? Maybe I can try that to force the whole software to be x11 exclusive which should resolve this, granted wxWidgets allows it.
  4. Sign out of TDM forums, close browser, re-open later, "Huh...I'm still signed in?"

    1. Show previous comments  1 more
    2. Bikerdude

      Bikerdude

      Its a cookie thats keeping you logged in.

    3. Sotha

      Sotha

      Another visitor! Stay a while; stay forever!

    4. Tarhiel

      Tarhiel

      We´re like a Shalebridge Cradle: what comes in must never leave :)

  5. DarkRadiant 3.6.0 is ready for download. What's new: Feature: Selection Focus (Ctrl-F) Feature: Add Radiant.findEntityByName script method Feature: Media Browser shows a thumbnail preview when selecting folders Feature: Map is remembering layer visibilities between loads Fixed: ModelDefs are shown in T-pose Fixed: Patch vertices are the wrong colour Fixed: Shader Clipboard source gets cleared on 'copy shader' operation Fixed: Nodes of hidden layers are still visible after loading the map Fixed: Can't close properties window Fixed: Merge Action rendering is broken Fixed: After using ToggleMainControl_Camera, the center panel is grey after restart Fixed: When using ToggleMainControl_Camera, arrow keys cannot be used to move the viewer Fixed: Property Panel not remembering undocked/closed tabs Fixed: Texture Tool not updating during manipulation Fixed: Orthoview ignores filters for surfaces in models Fixed: Blue dot when selecting one face removed Tweak: Conversation Editor: double-click opens selected conversation Tweak: Preference option to disable drag select in camera view Tweak: ESC key should clear the resource tree view filter text Tweak: New layers function: tooltip popup getting in the way Feature: Selection Focus (see video) Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.6.0 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!
  6. I'm using the version from kcghost. I just tested and I can't see any difference inside the inventory. On the stats itself it doesn't show the different loot types (still seen in the inventory), but instead gives more info on stealth score. Edit: I see Dragofer made an updated version of his script. I have to check that out. Edit2: That version works: https://forums.thedarkmod.com/applications/core/interface/file/attachment.php?id=21272&key=02755164a3bed10498683771fe9a0453
  7. DarkRadiant 3.4.0 is ready for download. What's new: Feature: Allow Layers to be arranged into a Tree Fixed: Readable Editor displays "shader not found" in view Fixed: Undoing snap to grid with prefabs causes crash Fixed: Include doc in building instructions Fixed: Decal textures causes DR to crash - (textures/darkmod/decals/dirt/long_drip_pattern01) Fixed: Skin chooser: double click on materials list closes window Fixed: Selecting and deselecting a filtered child brush through layers leaves the brush selected Fixed: Material editor re-sorts stages on pasting image map resulting in wrong material stages list and wrong selected stage Fixed: Crash on start if engine path is choosen (Doom 3) Feature: Layers can now be arranged to form a hierarchy Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.4.0 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!
  8. I looked but didn't see this video posted in these forums. It's pretty cool.
  9. I couldn't load the mission. I got the "malloc" error: loaded collision model models/darkmod/architecture/windows/frame_stone_doublearch01.lwo loaded collision model models/darkmod/furniture/tables/pedestal_square01.lwo loaded collision model models/darkmod/dungeon/chain_highpoly_short.lwo loaded collision model models/darkmod/dungeon/chain_highpoly_long.lwo loaded collision model models/darkmod/dungeon/chain_highpoly_single.lwo loaded collision model models/darkmod/furniture/shelves/bookshelf_wide01.lwo loaded collision model models/darkmod/decorative/statues/statue_lion_mini.ase loaded collision model models/darkmod/decorative/statues/statue_stlucia.lwo loaded collision model models/darkmod/fireplace/burntlog.lwo loaded collision model models/darkmod/decorative/statues/the_hammer_small1.lwo loaded collision model models/darkmod/readables/book_tome.lwo loaded collision model models/darkmod/furniture/scribe_desk.lwo loaded collision model models/darkmod/readables/book_open1.lwo loaded collision model models/darkmod/misc/clipmodels/barrel01_cm.lwo loaded collision model models/darkmod/junk/pile_bricks01.lwo loaded collision model models/darkmod/kitchen/food/hanging_goose.ase loaded collision model models/darkmod/lights/extinguishable/torch_metal_wall.ase loaded collision model models/darkmod/decorative/statues/statue_torch_left.ase loaded collision model models/darkmod/lights/extinguishable/torch_metal.ase loaded collision model models/darkmod/furniture/beds/singlebed1_mattress.lwo loaded collision model models/darkmod/furniture/tables/dining_table_small01.lwo loaded collision model models/darkmod/furniture/seating/vic_diningchair1.lwo loaded collision model models/mapobjects/caves/caves1_7.ASE loaded collision model models/darkmod/nature/rocks/crystals4.ase removed 16 degenerate triangles removed 10 degenerate triangles loaded collision model models/darkmod/loot/ruby.lwo loaded collision model models/darkmod/nature/rocks/geode_base.ase loaded collision model models/mapobjects/caves/caverock6.ASE loaded collision model models/mapobjects/caves/caverock5.ASE loaded collision model models/darkmod/architecture/pier_platform02.lwo loaded collision model models/darkmod/architecture/pier_pole5.lwo loaded collision model models/darkmod/architecture/pier_pole1.lwo loaded collision model models/darkmod/architecture/pier_pole3.lwo loaded collision model models/mapobjects/caves/caves2_5c.ASE loaded collision model models/darkmod/containers/barrell_large_closed.lwo loaded collision model models/darkmod/nautical/oar.lwo loaded collision model models/darkmod/lights/extinguishable/torch_gothic_mounted.lwo loaded collision model models/darkmod/decorative/games/cards_stack01.lwo loaded collision model models/darkmod/misc/clipmodels/beer_stein02_open_cm.lwo loaded collision model models/darkmod/kitchen/gen_goblet1.lwo loaded collision model models/darkmod/misc/clipmodels/goblet2_cm.lwo loaded collision model models/darkmod/lights/extinguishable/brazier.lwo loaded collision model models/darkmod/loot/opal_teardrop.ase loaded collision model models/darkmod/nautical/boat2.lwo loaded collision model models/darkmod/nautical/boat_wrecked.lwo loaded collision model models/darkmod/misc/straw_pile01.lwo loaded collision model models/darkmod/misc/strawbale_small01.lwo loaded collision model models/darkmod/tools/spade.lwo loaded collision model models/darkmod/junk/plank_short.lwo loaded collision model models/darkmod/wearables/armour/bg_pauldron_r_wearable.lwo loaded collision model models/darkmod/wearables/armour/bg_pauldron_l_wearable.lwo loaded collision model models/darkmod/wearables/headgear/citywatch_helmet_wearable.lwo loaded collision model models/darkmod/door_related/key_fancy01.ase loaded collision model models/darkmod/door_related/key_simple_01.ase loaded collision model models/darkmod/graveyard/sarcophagus_open.lwo loaded collision model models/darkmod/graveyard/sarcophagus_lid.lwo loaded collision model models/darkmod/graveyard/urn.ase loaded collision model models/darkmod/loot/diamond_large_2.ase loaded collision model models/darkmod/mechanical/switches/switch_rotate_lever.ase WARNING: file <implicit file>, line 2: unknown token '-' loaded collision model models/darkmod/junk/vase_broken.lwo loaded collision model models/darkmod/furniture/commode.lwo loaded collision model models/darkmod/kitchen/food/garlic.lwo loaded collision model models/darkmod/containers/barrell_med.lwo loaded collision model models/darkmod/furniture/tables/endtable_round01.lwo loaded collision model models/darkmod/door_related/key_ornate.lwo WARNING: idAFBody::SetDensity: center of mass (0.000000, 0.000000, 0.000000) not at origin (-0.000001, 0.018725, -0.000060) for body 'CMeleeWeapon_atdm:moveable_dagger_46060' loaded collision model models/darkmod/wearables/headgear/inventor_goggles.lwo loaded collision model models/darkmod/laboratory/flask1.ase loaded collision model models/darkmod/laboratory/flask2.ase loaded collision model models/darkmod/wearables/headgear/woolen_cap.lwo loaded collision model models/darkmod/containers/openable/footlocker_wood_lid.ase loaded collision model models/darkmod/containers/openable/footlocker_wood.ase loaded collision model models/darkmod/decorative/vases/vase1.lwo loaded collision model models/darkmod/decorative/wall/banner1.lwo loaded collision model models/darkmod/mechanical/pipes/valve2_small.ase loaded collision model models/darkmod/decorative/signs/gui_sign_squarish01.lwo loaded collision model models/darkmod/misc/clipmodels/bones_arm_left_cm.ase loaded collision model models/darkmod/misc/clipmodels/bones_arm_right_cm.ase loaded collision model models/darkmod/misc/clipmodels/bones_leg_right_cm.ase loaded collision model models/darkmod/misc/clipmodels/bones_leg_left_cm.ase loaded collision model models/darkmod/misc/clipmodels/bones_spine_cm.ase loaded collision model models/darkmod/loot/jewellery/ring_gem_bc01.ase loaded collision model models/darkmod/wearables/headgear/hat_priest_wearable.lwo loaded collision model models/darkmod/loot/coins/gold_coin.lwo loaded collision model models/darkmod/readables/book_t1.lwo ...4670 entities spawned, 10 inhibited ==== Processing events ==== Objective 1: Parsing success and failure logic Objective 2: Parsing success and failure logic Objective 3: Parsing success and failure logic Objective 4: Parsing success and failure logic Objective 5: Parsing success and failure logic Objective 6: Parsing success and failure logic Objective 7: Parsing success and failure logic [aas32]: Assigned 5 multistatemover positions to AAS areas and ignored 1. -------------------------------------- SpawnPlayer: 0 glprogs/cookMath_pass1.vfp glprogs/cookMath_pass1.vfp glprogs/cookMath_pass2.vfp glprogs/cookMath_pass2.vfp glprogs/brightPass_opt.vfp glprogs/brightPass_opt.vfp glprogs/blurx.vfp glprogs/blurx.vfp glprogs/blury.vfp glprogs/blury.vfp glprogs/finalScenePass_opt.vfp glprogs/finalScenePass_opt.vfp ----- idRenderModelManagerLocal::EndLevelLoad ----- 0 models purged from previous level, 1546 models kept. --------------------------------------------------- ----- idImageManager::EndLevelLoad ----- WARNING: Couldn't load image: textures/darkmod/glass/lion_glass_local WARNING: Couldn't load image: textures/darkmod/stone/brick/blocks_darksheen_smooth WARNING: Couldn't load image: textures/darkmod/stone/brick/blocks_darksheen_smooth_local WARNING: Couldn't load image: textures/darkmod/stone/brick/blocks_darksheen_smooth_s WARNING: Couldn't load image: models/md5/props/gfclock/gfclock_local WARNING: Couldn't load image: - WARNING: Couldn't load image: extinguishable/wallight1 WARNING: Couldn't load image: extinguishable/electric_wall_fancy_up WARNING: Couldn't load image: extinguishable/lamp_desk_01 WARNING: Couldn't load image: extinguishable/lamp_wall_electric_01 WARNING: Couldn't load image: extinguishable/streetlamps/roundstreetlamp WARNING: Couldn't load image: extinguishable/streetlamps/roundstreetlamp_02 WARNING: Couldn't load image: extinguishable/round_lantern_sitting WARNING: Couldn't load image: extinguishable/round_lantern_unattached WARNING: Couldn't load image: extinguishable/simple_square1_hanging WARNING: Couldn't load image: extinguishable/grill_light WARNING: Couldn't load image: models/darkmod/props/textures/pagepost Cooked Data will be updated after 1 frames immediately after r_postprocess is enabled. 0 0 1280 1024 Regenerated world, staticAllocCount = 0. --------- Game Map Shutdown ---------- WARNING: Door door_96x48x3hinge_2 is not within a valid AAS area WARNING: Door garden_door_house2 is not within a valid AAS area WARNING: Door door_96x48x2hinge_1 is not within a valid AAS area WARNING: Door door_96x48x2hinge_2 is not within a valid AAS area WARNING: Door door_96x48x2hinge_3 is not within a valid AAS area WARNING: Door door_96x48x3hinge_6 is not within a valid AAS area WARNING: Door door_96x48x2hinge_4 is not within a valid AAS area WARNING: Door door_96x48x3hinge_7 is not within a valid AAS area WARNING: Door door_96x48x3hinge_8 is not within a valid AAS area WARNING: Door door_96x48x3hinge_9 is not within a valid AAS area WARNING: Door door_96x48x3hinge_10 is not within a valid AAS area WARNING: Door door_96x48x2hinge_6 is not within a valid AAS area WARNING: Door atdm_mover_door_1 is not within a valid AAS area WARNING: Door atdm_mover_door_2 is not within a valid AAS area WARNING: Door atdm_mover_door_3 is not within a valid AAS area WARNING: Door door_96x48x2hinge_7 is not within a valid AAS area WARNING: Door door_96x48x2hinge_8 is not within a valid AAS area WARNING: Door door_96x48x2hinge_9 is not within a valid AAS area WARNING: Door door_96x48x2hinge_10 is not within a valid AAS area WARNING: Door door_96x48x2hinge_11 is not within a valid AAS area WARNING: Door door_96x48x2hinge_12 is not within a valid AAS area WARNING: Door door_96x48x2hinge_13 is not within a valid AAS area WARNING: Door atdm_mover_door_5 is not within a valid AAS area WARNING: Door atdm_mover_door_6 is not within a valid AAS area WARNING: Door atdm_mover_door_7 is not within a valid AAS area WARNING: Door atdm_mover_door_9 is not within a valid AAS area WARNING: Door door_96x48x3hinge_13 is not within a valid AAS area WARNING: Door door_basement_house2 is not within a valid AAS area WARNING: Door door_96x48x2hinge_14 is not within a valid AAS area WARNING: Door door_96x48x2hinge_15 is not within a valid AAS area WARNING: Door door_96x48x2hinge_16 is not within a valid AAS area WARNING: Door atdm_mover_door_11 is not within a valid AAS area WARNING: Door atdm_mover_door_12 is not within a valid AAS area WARNING: Door atdm_mover_door_13 is not within a valid AAS area WARNING: Door atdm_mover_door_14 is not within a valid AAS area WARNING: Door atdm_mover_door_15 is not within a valid AAS area WARNING: Door door_104x56x2hinge_1 is not within a valid AAS area WARNING: Door door_96x48x2hinge_17 is not within a valid AAS area WARNING: Door door_96x48x2hinge_18 is not within a valid AAS area WARNING: Door ung2door2 is not within a valid AAS area WARNING: Door ung1door2 is not within a valid AAS area WARNING: Door atdm_mover_door_16 is not within a valid AAS area WARNING: Door door_96x48x3hinge_15 is not within a valid AAS area WARNING: Door atdm_mover_door_18 is not within a valid AAS area WARNING: Door atdm_mover_door_19 is not within a valid AAS area WARNING: Door CashboxLid_3 is not within a valid AAS area WARNING: Door door_96x48x3hinge_1 is not within a valid AAS area WARNING: Door PadlockHasp2 is not within a valid AAS area WARNING: Door Padlock2 is not within a valid AAS area WARNING: Door door_104x56x3hinge_2 is not within a valid AAS area WARNING: Door ung5door2 is not within a valid AAS area WARNING: Door door_96x48x3hinge_11 is not within a valid AAS area WARNING: Door door_96x48x3hinge_14 is not within a valid AAS area WARNING: Door door_96x48x3hinge_12 is not within a valid AAS area WARNING: Door CashboxLid_2 is not within a valid AAS area WARNING: Door JewelleryBoxLid_1 is not within a valid AAS area WARNING: Door atdm_mover_door_20 is not within a valid AAS area WARNING: Door atdm_mover_door_21 is not within a valid AAS area WARNING: Door atdm_mover_door_22 is not within a valid AAS area WARNING: Door atdm_mover_door_24 is not within a valid AAS area WARNING: Door door_96x48x3hinge_18 is not within a valid AAS area WARNING: Door atdm_mover_door_27 is not within a valid AAS area WARNING: Door atdm_mover_door_28 is not within a valid AAS area WARNING: Door door_stop2 is not within a valid AAS area WARNING: Door door_house2 is not within a valid AAS area WARNING: Door DoorWardrobeA2 is not within a valid AAS area WARNING: Door DoorWardrobeB2 is not within a valid AAS area WARNING: Door VaultDoor2 is not within a valid AAS area WARNING: Door VaultDoor1 is not within a valid AAS area WARNING: Door VaultDoor3 is not within a valid AAS area WARNING: Door atdm_mover_door_30 is not within a valid AAS area WARNING: Door vault_door2 is not within a valid AAS area WARNING: Door door_96x48x2hinge_20 is not within a valid AAS area WARNING: Door atdm_mover_door_31 is not within a valid AAS area WARNING: Door atdm_mover_door_23 is not within a valid AAS area WARNING: Door atdm_mover_door_32 is not within a valid AAS area WARNING: Door atdm_mover_door_33 is not within a valid AAS area WARNING: Door atdm_mover_door_34 is not within a valid AAS area WARNING: Door ung1door1 is not within a valid AAS area WARNING: Door atdm_mover_door_37 is not within a valid AAS area WARNING: Door atdm_mover_door_36 is not within a valid AAS area WARNING: Door door_96x48x3hinge_21 is not within a valid AAS area WARNING: Door door_96x48x3hinge_25 is not within a valid AAS area WARNING: Door door_96x48x3hinge_23 is not within a valid AAS area WARNING: Door door_96x48x3hinge_26 is not within a valid AAS area WARNING: Door door_96x48x3hinge_22 is not within a valid AAS area WARNING: Door door_96x48x3hinge_27 is not within a valid AAS area WARNING: Door door_96x48x3hinge_28 is not within a valid AAS area WARNING: Door door_96x48x3hinge_24 is not within a valid AAS area WARNING: Door door_96x48x3hinge_29 is not within a valid AAS area WARNING: Door door_96x48x3hinge_19 is not within a valid AAS area WARNING: Door door_96x48x3hinge_20 is not within a valid AAS area WARNING: Door door_96x48x3hinge_30 is not within a valid AAS area WARNING: Door door_96x48x3hinge_32 is not within a valid AAS area WARNING: Door door_96x48x3hinge_33 is not within a valid AAS area WARNING: Door door_96x48x3hinge_34 is not within a valid AAS area WARNING: Door door_96x48x3hinge_35 is not within a valid AAS area WARNING: Door door_96x48x3hinge_37 is not within a valid AAS area WARNING: Door door_96x48x3hinge_38 is not within a valid AAS area WARNING: Door door_96x48x3hinge_39 is not within a valid AAS area WARNING: Door door_96x48x3hinge_40 is not within a valid AAS area WARNING: Door atdm_mover_door_38 is not within a valid AAS area WARNING: Door atdm_mover_door_39 is not within a valid AAS area WARNING: Door atdm_mover_door_41 is not within a valid AAS area WARNING: Door door_96x48x3hinge_42 is not within a valid AAS area WARNING: Door atdm_mover_door_40 is not within a valid AAS area WARNING: Door door_96x48x3hinge_41 is not within a valid AAS area WARNING: Door door_96x48x3hinge_43 is not within a valid AAS area WARNING: Door door_96x48x3hinge_46 is not within a valid AAS area WARNING: Door door_96x48x3hinge_47 is not within a valid AAS area WARNING: Door door_96x48x3hinge_48 is not within a valid AAS area WARNING: Door door_96x48x3hinge_49 is not within a valid AAS area WARNING: Door door_96x48x3hinge_50 is not within a valid AAS area WARNING: Door door_96x48x3hinge_45 is not within a valid AAS area WARNING: Door door_96x48x3hinge_52 is not within a valid AAS area WARNING: Door door_96x48x3hinge_55 is not within a valid AAS area WARNING: Door door_96x48x3hinge_56 is not within a valid AAS area WARNING: Door door_96x48x3hinge_54 is not within a valid AAS area WARNING: Door VaultDoor4 is not within a valid AAS area WARNING: Door VaultDoor6 is not within a valid AAS area WARNING: Door VaultDoor7 is not within a valid AAS area WARNING: Door VaultDoor8 is not within a valid AAS area WARNING: Door VaultDoor9 is not within a valid AAS area WARNING: Door VaultDoor10 is not within a valid AAS area WARNING: Door VaultDoor11 is not within a valid AAS area WARNING: Door VaultDoor12 is not within a valid AAS area WARNING: Door crypt_door_1 is not within a valid AAS area WARNING: Door crypt_door_2 is not within a valid AAS area WARNING: Door secret_sarcophagus_door is not within a valid AAS area WARNING: Door door_96x48x3hinge_58 is not within a valid AAS area WARNING: Door FootlockerLid_10 is not within a valid AAS area WARNING: Door FootlockerLid_11 is not within a valid AAS area WARNING: Door FootlockerLid_5 is not within a valid AAS area WARNING: Door FootlockerLid_4 is not within a valid AAS area WARNING: Door MetalChestLid_2 is not within a valid AAS area WARNING: Door MetalChestLid_4 is not within a valid AAS area WARNING: Door atdm_mover_door_10 is not within a valid AAS area WARNING: Door door_house3 is not within a valid AAS area -------------------------------------- Shutting down sound hardware idRenderSystem::Shutdown() Shutting down OpenGL subsystem ...wglMakeCurrent( NULL, NULL ): success ...deleting GL context: success ...releasing DC: success ...destroying window ...shutting down QGL ...unloading OpenGL DLL ------------ Game Shutdown ----------- --------- Game Map Shutdown ---------- -------------------------------------- Shutdown event system -------------------------------------- malloc failure for 3145781 I set in DoomConfig.cfg: seta image_downSizeBumpLimit "512" seta image_downSizeBump "1" And it loaded fine. There were some bugs concerning AI behaviour. This guy doesn't need chair to sit:
  10. DarkRadiant 3.5.0 is ready for download. What's new: Feature: More customisable layout, all windows and panes can be dragged and arranged Layouts like Embedded, Regular and Splitpane are superseded and have been removed Tweak: The LayerControlPanel's tooltip popup is now less annoying Tweak: Clarify distinction between Shadow render mode and other render modes Fixed: Show/hide Light Volumes for combined entities inconsistent Fixed: Currently applied particleDef not selected in Particle Selector Fixed: Layer visibility checkbox not reacting to double-clicks Fixed: Cannot toggle visibility of layers in Linux Fixed: Drag-and-dropping layers is not working in Linux Feature: Customisable Layout (click to see the videos) Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.5.0 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!
  11. Announcing the Release of 'Requiem' for The Dark Mod! Download Download the latest version of the Dark Mod here: http://www.thedarkmo...wnload-the-mod/ Download the mission here: Mediafire: http://www.mediafire...u89/requiem.pk4 Southquarter: http://www.southquar...ons/requiem.pk4 Fidcal.com: http://www.fidcal.co...ons/requiem.pk4 Create a folder in your Dark Mod install with the path "darkmod/fms/requiem" and place the downloaded .pk4 file inside. When you load up The Dark Mod, the mission will appear on the "New Mission" page. Requiem can also be found directly using the in-game loader. Gameplay Notes While this mission is playable in TDM 1.8, for an optimal experience please download and play in TDM 2.0 (or higher). Most inventory items in the game can be dropped, so no need to carry them around after they are no longer of any use. Note that If you use noclip or other console commands while playing, there is a good chance that you will break the intended flow of gameplay. Credits Mapping and Readables: Gelo R. Fleisher Voice Acting: Goldwell Additional scripting: Obsttorte Additional textures and assets: Flanders, Sotha, Grayman, Springheel, Bikerdude, Obsttorte Additional map optimizations: Bikerdude Testers: Bikerdude, Obsttorte, Gnartsch, AluminumHaste, Baal, nbohr1more, PPoe Custom Soundtrack: Leonardo Badinella - http://leonardobadinella.com/ Additional Music: Lee Rosevere - http://freemusicarch...c/Lee_Rosevere/ Marianne Lihannah - http://www.funeralsinger.net/ Vox Vulgaris - http://www.last.fm/music/Vox+Vulgaris/ A note from the author Hi all. While I've been involved in indie game development for a while now, I'm first and foremost a writer. My most recent project has been a novella that tries to capture the visual feel and tone of the Thief series (you can find the link below). As I was writing, I found myself playing a lot of Thief and Dark Mod fan missions, and got to thinking that maybe I wanted to make one myself, as a companion piece to the book. When I finished up writing, I had a bit of down time and decided to take the plunge. Having never done any serious mapping before, my plan was to make a small mission that I could bang out in a month or two and call it a day. Well, as sometimes happens, the project got a little bit bigger than I had planned. Ten months, and lots of elbow grease later, Requiem is finally ready for you to play. I'd like to thank everyone who helped pitch in to help make Requiem come alive, from those who took the time to answer my many questions on the forums to those who actively contributed to the FM. I especially want to thank Bikerdude who served as my mapping mentor, and Obsttorte whose clever scripts really turned what was in my head into the game that you are playing. Above all, I want to thank you for downloading and playing Requiem; I hope you enjoy it. Links of Interest Author's Blog: http://gfleisher.blogspot.com/ Companion Novella (Amazon): http://www.amazon.co...k/dp/B00BYEW02M Companion Novella (Smashwords): http://www.smashword...oks/view/298956
  12. It wasn't a "sacrifice", it was a deliberate decision. People wanted the game to be as close as possible to the original, including pixelated graphics. If you ask me, the former version based on the Unity engine looked and felt better. But, hey... I guess I'm not the right person to judge that, as I never played the original, and always found that the art style of System Shock 2 is much better anyway. This also illustrates the issue with community funded games: Too many cooks spoil the broth. In game design, you need freedom, not thousands of people who want you to do this and this and that. Just take a look at the Steam forums and see how all those wimps complain again about everything. Hopeless.
  13. @stgatilov, you said, RE string comparisons: I'm unclear if you are referring just to changes you made in 2.11. I think equality testing of two strings (one of which is "text") was working and is a good and expected capability, and should be supported. Including against an empty string. I noticed in your bug activities that you did remove some comparisons with ... == "". I see you also removed string concatenation with "\". No problem, but does that mean multiline macros are no longer a thing? (If so, I'll need to change some examples) BTW, the series so far hasn't really tried to cover the 2.11 changes, since I figured it's a work in progress. But since you did a great deal of GUI work in July, perhaps it's stable enough to try to consider it. I see the logs listed in bugtracker, but don't have access to the private forum threads mentioned there: https://forums.thedarkmod.com/index.php?/topic/20526-gui-refactoring/&do=findComment&comment=477179 https://forums.thedarkmod.com/index.php?/topic/21535-order-of-evaluation-in-expressions-materials-and-gui/ (Nor do I have SVN currently set up on my newer machine, for changelogs from there.) Any place else I should look?
  14. Since it only affects the Model Selector window, I might have fixed that a few commits back. The Model Selector didn't have a parent window set (since it is initialised very early during startup), that's why it had also been possible to focus on the main window even with the Model Selector open.
  15. I created a simple test with 3 objects. A stackable arrowhead: "classname" "atdm:moveable_loot_ancient_arrowhead" "name" "atdm_moveable_loot_ancient_arrowhead_1" "origin" "64 104 -40" "rotation" "1 0 0 0 1 0 0 0 1" "inv_category" "Special" "inv_loot_type" "0" "inv_loot_value" "0" "inv_stackable" "1" A frobable bowl: "classname" "atdm:frobable_base" "name" "func_static_1" "origin" "112 104 -61.9901" "model" "models/darkmod/kitchen/bowl01.lwo" "rotation" "1 0 0 0 1 0 0 0 1" "target" "atdm_target_itemremove_1" And an itemremove target: "classname" "atdm:target_itemremove" "name" "atdm_target_itemremove_1" "origin" "120 104 -16" "ammo_count" "0" "ammo_type" "-" "drop_in_world" "0" "stackable_class" "Arrowhead" "stackable_count" "1" "unique_item" "-" When you frob the bowl, the arrowhead count in your inventory drops by 1. If you want to do additional processing when the bowl is frobbed, have it target a atdm:target_callscriptfunction, which can do whatever you like (including activating the atdm:target_itemremove).
  16. https://www.ttlg.com/forums/showthread.php?t=152224 There is a new mapping contest over on TTLG for the Thief: Deadly Shadows 20th Anniversary and the organizers were kind enough to include The Dark Mod along with all of the Thief games as an options for making a mission to submit as an entry. The deadline is a year from yesterday and the rules are pretty open. I recommend going to the original thread for the details but I will summarize here: Rules: - The mission(s) can be for Thief 1, Thief 2, Deadly Shadows or The Dark Mod. - Collaborations are allowed. - Contestants can use any custom resource they want, though TDM cannot use the Deadly Shadows resource pack. - Contestants can submit more than one mission. - Contestants can enter anonymously. - The mission(s) can be of any size. Using prefabs is allowed but the idea is this is a new mission and starting from an abandoned map or importing large areas from other maps is not allowed. Naturally this is on the honor system as we have no way of validating. Mission themes and contents: There is no requirement from a theme or story viewpoint, however contestants might consider that many players may expect or prefer missions to be celebratory of Thief: Deadly Shadows in this respect: castles, manors, museums, ruins inhabited by Pagans and the like, with a balance of magic versus technology. This is entirely up to the authors, though, to follow or not - it is just mentioned here as an FYI and, while individual voters may of course choose to vote higher or lower based on this on their own, it will not be a criteria used explicitly in voting or scoring. Deadline: May 25th, 2024 at 23:59 Pacific Time. See the TTLG thread for details on submissions and the voting process. Provided I can make the deadline I hope to participate. It would be nice to see the entire community do something together, and expressing our complicated relationship with this divisive game seems as good a pretext as any.
  17. What I understood is that the idea of TDM was born from that it was unclear if T3 would get a level editor at the time. Source: https://web.archive.org/web/20050218173856/http://evilavatar.com/forums/showthread.php?t=268
  18. Strange, it shouldn't be doing that. That question mark box typically appears when a model definition can't be found. Can you see and add the keypad or buttons as a func_static from the model browser? EDIT: I see the problem. The def defines the path as "models/darkmod/electronic/keypad.lwo" but I included it in "models/electronic/keypad.lwo" when packing. Sorry about that! Just change the directory structure for now. I should re-pack the pk4 but wanted to wait in case I'll update anything else.
  19. This one is really essential: https://www.ttlg.com/forums/showthread.php?t=138607 Should work fine with the GOG version.
  20. I'm opening this topic to summarise the technical changes that have been made to DR's renderer and get some feedback from my fellow coders. I'd love to get a peer review on the code changes, but going through that by looking at a pull request of that renderer branch would be a terrible experience, I assume, so instead I'd like to give an overview over what is done differently now. General things to know about DR's renderer DarkRadiant needs to support three different render views or modes: orthographic view, editor preview (fullbright) and lighting preview. Each of them has very different needs, but the lit preview is the most complex one, since it ideally should resemble what the TDM engine is producing. Apart from the obvious things like brush faces and model geometry, it needs to support drawing editor-specific things like path connection lines, light volumes, manipulators (like the rotation widget) or patch vertices. Nodes can be selected, which makes them appear highlighted: they display a red overlay and a white outline in the camera preview, whereas the orthoview shows selected item using a thicker red dashed line to outline selected items. DarkRadiant cannot specialise its renderer on displaying triangles only. Path lines for instance are using GL_LINE_STRIPs, Single brush faces (windings) are using GL_POLYGON for their outline (triangulation of brush faces in the ortho view or the camera (when selected) introduce a lot of visual noise, we just want the outline), patches want to have their control mesh rendered using GL_QUADS. Model surfaces (like .ASE and .LWO models) on the other hand are using GL_TRIANGLES all the way. Almost every object in DarkRadiant is mutable and can change its appearance as authors are manipulating the scene. CPU-intensive optimisations like generating visportal areas is not a likely option for DR, the scene can fundamentally change between operations. The Renderer before the changes DR's rendering used to work like this: all the visible scene nodes (brushes, patches, entities, models, etc.) were collected. They have been visited and were asked to forward any Renderable object they'd like to display to a provided RenderableCollector. The collector class (as part of the frontend render pass) sorted these renderables into their shaders (materials). So at the end of the front end pass, every shader held a list of objects it needed to display. The back end renderer sorted all the material stages by priority and asked each of them to render the objects that have been collected, by calling their OpenGLRenderable::render() method. After all objects rendered their stuff, the shader objects were emptied for the next frame. Culling of invisible objects has been happening by sorting objects into an Octree (which is a good choice for ortho view culling), some culling has been done in the render methods themselves (both frontend and backend calls). The problems at hand Doing the same work over and over again: it's rare that all the objects in the scene change at once. Usually prefabs are moved around, faces are textured, brushes are clipped. When flying through a map using the camera view, or by shifting the ortho view around, the scene objects are unchanged for quite a number of frames. Separation of concerns: every renderable object in the scene has been implementing its own render() method that invoked the corresponding openGL calls. There were legacy-style glBegin/glEnd rendering (used for path nodes), glDrawElements, glCallList, including state changes like enabling arrays, setting up blend modes or colours. These are render calls that should rather be performed by the back end renderer, and should not be the responsibility of, let's say, a BrushNode. Draw Calls: Since every object has been submitting its own geometry, there has been no way to group the calls. A moderately sized map features more than 50k brush faces, and about half as many patch surfaces. Rendering the whole map can easily add up to about 100k draw calls, with each draw call submitting 4 vertices (using GL_POLYGON). Inconsistent Vertex Data: since each object was doing the rendering on its own, it has been free to choose what format to save its data in. Some stored just the vertex' 3D coordinate, some had been adding colour information, some were using full featured vertices including normal and tangents. State Changes: since every object was handled individually, the openGL state could change back and forth in between a few brush windings. The entity can be influencing the shader passes by altering e.g. the texture matrix, so each renderable of the same material triggered a re-evaluation of the material stage, leading to a massive amount of openGL state changes. Then again, a lot of brushes and patches are worldspawn, which never does anything like this, but optimisation was not possible since the backend knew nothing about that. Lighting mode rendering: Lighting mode had a hard time figuring out which object was actually hit by a single light entity. Also, the object-to-entity relationship was tough to handle by the back end. Seeing how idTech4 or the TDM engine is handling things, DR has been doing it reversed. Lighting mode rendering has been part of the "solid render" mode, which caused quite a few if/else branches in the back end render methods. Lighting mode and fullbright mode are fundamentally different, yet they're using the same frontend and backend methods. The Goals openGL calls moved to the backend: no (frontend) scene object should be bothered with how the object is going to be rendered. Everything in terms of openGL is handled by the back end. Reduced amount of draw calls: so many objects are using the same render setup, they're using the same material, are child of the same parent entity, are even in almost the same 3D location. Windings need to be grouped and submitted in a single draw call wherever possible. Same goes for other geometry. Vertex Data stored in a central memory chunk: provide an infrastructure to store all the objects in a single chunk of memory. This will enable us to transition to store all the render data in one or two large VBOs. Support Object Changes: if everything should be stored in a continuous memory block, how do we go about changing, adding and removing vertex data? Changes to geometry (and also material changes like when texturing brushes) is a common use-case and it must happen fast. Support Oriented Model Surfaces: many map objects are influenced by their parent node's orientation, like a torch model surface that is rotated by the "rotation" spawnarg of its parent entity. A map can feature a lot of instances of the same model, the renderer needs to support that use-case. On the other hand, brush windings and patches are never oriented, they are always using world coordinates. Unified vertex data format: everything that is submitted as renderable geometry to the back end must define its vertex data in the same format. The natural choice would be the ArbitraryMeshVertex type that has been around for a while. All in all, get closer to what the TDM engine is doing: by doing all of the above, we put ourselves in the position to port more engine render features over to DR, maybe even add a shadow implementation at some point.
  21. So I created a Persian wall, but the poly/tris count is insane, despite making the majority of it out of patches and reducing the tessellation to as low as possible. Before I ask someone to look at this for me, if there any way (other then the can-o-worms that is Blender) that I can use to said amounts. The poly/tris count atm is 15/21k, prefabs - mega Just an fyi - I only had 3 instances of this model and a cut down prfab and it caused the the to crash with a malloc error
  22. I think @Dragofer is talking about existing LOD models/entityDefs, while @HMart is talking about adding new LOD entityDefs. Regarding the original question. I think Entity Browser allows to choose entityDef to spawn, while Model Browser allows to choose model to add as func_static entity. I'd expect that merging browsers can lead to confusion in future, because conceptually they do very different things. There is also more general case: when you choose entityDef different from func_static, but want to also select model for this entity. For instance, when you add func_rotate entity with some model. What is the typical workflow for it? Add model, then change its classname, or add entityDef, then select model? As for creating new LOD models easier. If DarkRadiant has FBX import, than it can in principle import LOD models from FBX, i.e. export several model files plus auto-generated entityDef.
  23. I have returned to TheDarkMod after a few years (I played it a lot around 2015-16, even tried making a map, it did not go anywhere so I donated those few assets). The missions are great. In this one in particular, the navigation is awesome. The city is very good. I have noticed a trend though: the puzzles are more complicated; a lever may open something *somewhere*. Do you think that large TDM missions are suffering from "puzzle creep", that the veteran and in-community players do not notice? [/spoiler] So you have to go *all the way back* to use the crystal key on the teleporter thingy? And I don't know how to deal with the burning crystals either. I ended up killing nearly all enemies in the mages' place, with sword and holy water, because, yeah, I need to figure things out and I can't be bothered to stealth from one place to another anymore, lol. I will try checking the readables and environment with a bit more patience and see. [spoiler] The old format for spoiler tags does not work, not does changing the '/'. Wow, what a way to advertise "I am dumb" XD IMO the best way is to place gradual spoilers in the forum thread. I know it's a bit of a burden on the authors but answering 20 questions disjointly from different users is one as well.
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