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  1. Hello, i have a very lazy question, is it possible to import an existing cq official blueprint cq house plan from a building as a start? eg https://stadsarchief.rotterdam.nl/apps/stadsarchief.nl/_services/ajax-proxy/index.xml?mivast=184&mizig=449&miadt=184&miaet=918&micode=396-01-02-8243&minr=55786036&milang=nl&misort=dat|asc&mip2=hugo de grootstraat&miview=viewer2
  2. Is there something wrong with the forums lately, or is it my browser? I've been having trouble formatting posts, and just now I couldn't format anything at all.

    I'm using Vivaldi.

    Usually I have to: select text, click bold, nothing happens, select again, click bold, then it works. 

    Same for other stuff, like creating spoilers, bullet points, links. Nothing works the first time. 

    1. datiswous

      datiswous

      I have no problem. I use Firefox. @Zerg Rush also uses Vivaldi. Have you tried without extensions, or in another browser?

      (btw. bold, italic and underline have shortcut keys: Ctrl B, Ctrl I and Ctrl U, you could try that)

       

  3. "The Rats Triumphant", By MELAN. (The sign is on 'shop door - building next to church)

  4. Please help to build the game from source in linux distribution (Nixos).
  5. I'm trying to compile TDM from source, to explore the engine for total conversion projects. But my hardware is a bit old, and the versions 2.08+ run into this black-menu issue (my gfx card is an ATI Radeon HD 4870, and the proposed solutions don't work), so I have to stick with older versions. So I tried compiling version 2.07, but it failed to compile. I'm not experienced with Visual Studio, so I'm not sure what to do. I get errors like this one: I tried right-clicking the solution and selecting "retarget solution", but it didn't fix it. I'm still getting the same errors. I'm not sure how to install the build tools says it requires. I'm on Windows 7 (x64), using VS 2017, so I'm not even sure I could use these build tools. Version 2.10 compiles fine, though, but I don't suppose there's something in the code I could easily switch off to make it run on my hardware.
  6. Since Aluminum directed me here ( https://forums.thedarkmod.com/index.php?/topic/9082-newbie-darkradiant-questions/page/437/#comment-475263 ) can we have unlimited renderer effects? Well, maybe not unlimited, by maybe 3-5? Thanks.

     

    1. Show previous comments  1 more
    2. Nort

      Nort

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

    3. AluminumHaste

      AluminumHaste

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

    4. Nort

      Nort

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

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

  7. Woo!! 2.10 Beta "Release Candidate" ( 210-07 ) is out:

    https://forums.thedarkmod.com/index.php?/topic/21198-beta-testing-210/

    It wont be long now :) ...

  8. I don't think there's a link to thedarkmod.com on forums.thedarkmod.com ...

    1. datiswous

      datiswous

      Yeah and the wiki and moddb. It should have those links in the footer I think. Probably easy to add by an admin.

      Edit: And a link to the bugtracker. I'm always searching for a post in the forum that links to that because I can't remember the url.

    2. Petike the Taffer

      Petike the Taffer

      I drew attention to this several times in the last few years. No one payed it any attention, so I just gave up.

    3. duzenko

      duzenko

      Reluctance to improve the forums is matched by reluctance to allow more people to work on it. Talk about trust and power.

  9. It's occurred to me that it has been quite a long time since I released anything. Meanwhile I've started and abandoned three largeish, ambitious missions because I got stuck, or I made something that I just couldn't get looking good, or whatever, and just gave up on it. But not everything has to be a big, sprawling epic. There's lots of smaller missions that remain fun to play despite their modest size: Thief's Den 1, for example. Even Closemouthed Shadows is still enjoyable. So... I am going to challenge myself to create a small mission in under 24 hours. Maybe I'll fail, but why set yourself a challenge you're sure to achieve? Where is the ambition in that? Whatever happens, at the end I will have at least a few serviceable areas done and that's better than the pointless fussing I've been doing lately. MY RULES: From the moment I post this thread I have 24 hours real time to produce a mission from scratch, playable from briefing to finale Implement three difficulty levels Include a small tribute to Grayman Include at least one secret The 24 hour limit does not include beta testing, a title screen, or producing cool promotional screenshots. I just need a mission to show after 24 hours The level will feature zombies, which is no doubt how I will feel this time tomorrow. Good thing I had a nap this afternoon. Well, here I go. Wish me luck.
  10. So here's a neat trick I would really like to be able to take advantage of in my Venice map. Take a look at the first part of this video by SimCity, then if you want to learn how it's done, check the 2nd link, where the scientist who invented the idea explains how to do it, and links you to his paper on the top to show you how to do it. [forgot how to embed video in here lmao] hint please https://youtu.be/_x88tvkAGuo?t=64 https://80.lv/articles/interior-mapping-rendering-real-rooms-without-geometry/ Here is the PDF of his Scientific Paper he wrote explaining in detail how to do this. http://www.proun-game.com/Oogst3D/CODING/InteriorMapping/InteriorMapping.pdf
  11. Not so long ago I found what could make a pretty good profile picture and decided to try it out on these new forums. But I couldn't find a button anywhere that would let me change it. I asked on Discord and it seems Spooks also couldn't find anything anywhere. So I logged into an old alternative account and, lo and behold, that account has a button. This is on the first screen I get when I: 1) click on my account name in the top-right of the browser -> 2) click on 'profile'. Compared to my actual account: Are you also missing this button on your account? It'd be very much appreciated if that functionality could be restored to any of the affected accounts.
  12. Still spreading the word about TDM on forums to new peops... Funny to see people say "Awesome, I loved playing Thief back in the day!"

    1. Show previous comments  2 more
    2. kano

      kano

      Yes it was in a discussion where someone was saying how unhappy they are with the way game companies grant themselves permission to do whatever they like to your PC and personal info today. I pointed out that giving up games completely is an unnecessarily overkill solution when there are free games like TDM to play.

    3. Epifire

      Epifire

      Honestly the mod/Indie genre is still really booming right now. And they aint got no reason to do shady invasive privacy bs.

    4. Petike the Taffer

      Petike the Taffer

      What Epifire said. :-)

  13. I really need to get something better than this craptop and now with that crappy job I got I might even be able to afford it in a few months maybe. Don't need any deals I can look for them myself just tell me what it is I need to buy, I know about mother boards, CPUs, graphic cards and RAMs because that's what everyone's talking about everywhere but what other components do I need to have full a working pc. Just give me a full list of things I need to buy and maybe a short description of their purpose. That's all I know, buying a bunch of hardwares and putting them together, anything else I need to know?
    1. Tarhiel

      Tarhiel

      Awesome, congratulations!!! :o

    2. Bikerdude

      Bikerdude

      Yup, all the remianing bugs were ironed out, so it nigh on perfect now.

    3. AluminumHaste

      AluminumHaste

      version 2.1 is now uploaded to mirrors ready to download.

  14. Manjaro Linux gcc 8.1.1+20180531-1 scons 3.0.1-1 m4 1.4.18-1 subversion 1.10.0-2 mesa 18.1.1-1 libxxf86vm 1.1.4-2 openal 1.18.2-2 libxext 1.3.3-2 scons BUILD="release" TARGET_ARCH="x64": idlib/math/Simd_SSE2.cpp: In member function ‘virtual void idSIMD_SSE2::NormalizeTangents(idDrawVert*, int)’: idlib/math/Simd_SSE2.cpp:897:70: error: non-constant condition for static assertion static_assert(OFFSETOF(idDrawVert, normal) + sizeof(vertex.normal) == OFFSETOF(idDrawVert, tangents), "Bad members offsets"); ^ idlib/math/Simd_SSE2.cpp:897:70: error: dereferencing a null pointer in ‘*0’ idlib/math/Simd_SSE2.cpp:897:70: error: dereferencing a null pointer in ‘*0’ idlib/math/Simd_SSE2.cpp:897:70: error: ‘((((long unsigned int)((int)((uintptr_t)(&0->idDrawVert::normal)))) + 12) == ((long unsigned int)((int)((uintptr_t)(&0->idDrawVert::tangents)))))’ is not a constant expression idlib/math/Simd_SSE2.cpp: In member function ‘virtual void idSIMD_SSE2::DeriveTangents(idPlane*, idDrawVert*, int, const int*, int)’: idlib/math/Simd_SSE2.cpp:1010:69: error: non-constant condition for static assertion static_assert(OFFSETOF(idDrawVert, normal) + sizeof(verts->normal) == OFFSETOF(idDrawVert, tangents), "Bad members offsets"); ^ idlib/math/Simd_SSE2.cpp:1010:69: error: dereferencing a null pointer in ‘*0’ idlib/math/Simd_SSE2.cpp:1010:69: error: dereferencing a null pointer in ‘*0’ idlib/math/Simd_SSE2.cpp:1010:69: error: ‘((((long unsigned int)((int)((uintptr_t)(&0->idDrawVert::normal)))) + 12) == ((long unsigned int)((int)((uintptr_t)(&0->idDrawVert::tangents)))))’ is not a constant expression scons: *** [build/scons_x64/release/core/idlib/math/Simd_SSE2.o] Error 1 scons: building terminated because of errors. ==> ERROR: A failure occurred in package(). Aborting...
  15. can somebody fix the mainpage of our site? http://forums.thedarkmod.com/topic/19469-new-layout-error/

    1. nbohr1more
    2. Springheel

      Springheel

      It's under construction at the moment.

       

  16. Experimenting with TDM on Steam Link on Android. see topic http://forums.thedarkmod.com/topic/19432-tdm-on-steam-link-for-android/

    1. freyk

      freyk

      Did the TDM team removed D3's internal Joypad feature? (tdm works only with systemkey binders for joysicks)

    2. freyk

      freyk

      Thanks to shadrach, i got my joypad working in TDM on steam link!

  17. Perhaps a silly question, but how do you do custom model importing into DR ? I've found loads of documentation on things like WIP model import/export for various 3D modelling software, or what formats models should be saved in, etc., etc. But I basically couldn't find anything on how to import a finished, working custom model into DR. Sharing custom models made by our members is awesome, but it's hardly of any use if one isn't even sure on how to import them into the level they're building. I couldn't find a thread or a wiki article that could answer this. So, any up-to-date advice on how to do this for the current version of DarkRadiant ? I'll take whatever good advice I can get, and rest assured, I'll also write down some documentation based on it. Just so the info could be shared with other newbs who are still learning the ropes in DR. On a final note: Yes, I mean custom models. Not prefabs or maps. I know how to import those, it's easy. And those are already part of the base game at this point. But custom models made by others, that's a whole other kettle of fish for me. I'd like to try something simple for a start, e.g. importing a custom chair, etc., just to test the model importing process. Thanks in advance for any and all advice, I appreciate it immensely.
  18. Hi all. I've had a few goes at building (mainly streets) but after coming up with very basic and small sections, I find myself reluctant to go further in case I've made some fundamental design error that's going to make things very hard later on. E.g. I know that visportals are essential, and that we can seal outside areas using PortalSky brushes, but do I really understand them? With previous building attempts, I've used one huge set of PotalSky brushes to allow me to make brush changes without the hassle of inadvertently creating leaks, but it's occurred to me that I may then end up with architecture that makes it very hard to create more localised sealing and good visportals. For my current attempt I've tried to keep things tighter - sealing areas locally and making visportals rather than just thinking about adding them later. Adding a new street is more of a hassle because keep creating leaks, but I'd be interested to know if that's preferable, for a noob, to leaving it to the end when it may prove impossible. Please see this attachment for my very small set of streets: tut.txt I've be interested to know if it seems like I have the right idea with visportals and PoralSky brushes. To me the latter look a bit messy, but it might be the only way when there are buildings with multiple heights (and I'd like to add pointed rooftops eventually). I'd also be interested to know if the street layout looks okay to work with, e.g. do you see any problems with adding more detail, and interiors for some buildings?
  19. 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

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