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  1. Heyo, I was asked if I would do a familiariisation of Dark Radiant for new mappers, so they can quickly learn what's what in DR and how to use it. It's not a mapping tutorial, but more just a get familiar with DR. It'd be good if this is useful, if it would be stickied so it's always available for new mappers. Springheels,Sothas, and Fidcals tutorials are all in the description of the video.
  2. Hi guys, through the "cheats" topic I got the idea, that it would be quite useful, if there were tags for missions (the post was about removing the killing restriction in some missions to suit the prefered play style). I don't know how easy or difficult this is, but with them, it would be quite convenient to pick missions with playstyles, environment, etc one does want to use. This could also be expanded to other mission properties. I remember a discussion about climbable drains, handles on doors, that cannot be picked and other things the map author chooses for himself. That way these things would be clearer and as I said before, it is easier to choose missions with playstyles that suit oneself. What do think?
  3. It would be nice to have sub-titles displayed on the screen for the spoken dialogue in the missions. The man who narrates the first "Training" mission speaks pretty softly, iirc. Or, it's just because the air conditioner next to my room makes a lot of noise. So, to make it easier to know what's going on in certain environments (noisy ones) or where a person has to keep the volume down low for a sleeping spouse (or whatever reason) subtitles for the narration and spoken dialogue in missions would be a nice feature update. Thanks for reading!
  4. 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.

       

  5. Would it possible to tweak or add to the model (.LWO and .ASE) export function the ability to reduce the amount of textures, or better still to export a single custom texture for the exported model..? For example atm if we take a bunch of Springheel's modular models, or just random models and brushwork and export that collection to a single model there is X number of textures which as I understand it increases the draw call count by the number of textures used. With Springheels modular models the texture count is lower due to the way he created them, due to the small amount of and similar textures used. But for maps like the one Im working on, I'm taking .ASE, .LWO and exiting brush/patch work and exporting to a single model.
  6. 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!

  7. Did you know all new Radeon cards now require at least an 8-pin power supply line?

    I was looking for a replacement for my desktop RX 570 and originally wanted an AMD card to test TDM on.

    Now I have to resort to buying an Nvidia because none of my 3 PSU's has an 8 pin output.

    I'm full Nvidia now.

  8. EDIT: Trailer is up Interview with the team: --- original post belo Rumors say March 2020 release. I'm both excited and terrified. It's really difficult to make a good VR game. On one hand the Kerry Davis VR game development presentation shows they're trying to tackle the nuances of VR interaction that really bring virtual worlds to life. But on the other hand Valve has been very cautious about inducing sim sickness in the past. The limitations imposed on the player to prevent sim sickness are in conflict with player agency and interaction is (IMO) VR's strongest value proposition. One gets accustomed to the spectacle of the VR perspective and the visuals in today's headsets have just as many downsides as upsides, so you really have to do something more to take advantage of VR. Really curious about what they're going to do.
  9. I find navigating through to commonly used folders in the media tab to be quite tedious at times, if I for example want coblestones and search for coblestones it brings up many other results before bringing me to the coblestone folder. It would be very handy to be able to right click on any texture folder and add it to a new tab called "Favorites" or "Shortcuts" and basically that acts as either a shortcut to that folder or maybe it lists all of the textures under that tab. This way we can isolate the main folders we use to a certain tab and can search through them without getting a lot of irrelevant results. It would help to streamline the mapping process a lot. The tab could be added alongside the other ones in the bar here That way I can keep my most commonly used folders in my favorites tab which is usually wood, stone and nature and if I need any other folders I could just go to the main media tab.
  10. I was looking to see if there was any new Thief news, and didn't find any. But I saw this documentary on Eidos Montréal getting a new studio. Didn't find it being posted here before so thought I'd share, in case anyone was curious to see. Seeing a lot of Deus Ex influence
  11. In Heart of Lone Salvation there's an optional objective that only fails if you trigger a level 1 alert, from what I can tell. Is there a possibility to make this a permanent option of some kind? It would be incredibly helpful for trial and error perfectionists like me.
  12. Government is allowed to switch this feature off, but as consumers, we're not. Nothing suspitious about that, no sir-eee. https://www.theregister.co.uk/2017/10/21/purism_cleanses_laptops_of_intel_management_engine/

    1. Epifire

      Epifire

      If it receives a hard enough backlash (which it sounds it is for Intel) it's likely to assume it wont be in newer CPUs down the road. Also seems a bit dirty of Purism to use it for their own marketing endeavor at the same time.

    2. Bikerdude

      Bikerdude

      nFor now we just need to find the ports it uses and what IPs its talks back to and block them.

  13. 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

  14. I am trying to port a Quake 4 map over to UT2k4(Unreal Tounament 2004) and I tried out Dark Radiant which turned out to be the right program for the job! The Q4 map is q4xdm10.map called Central Processing and when exported as a .obj file the texture mapping is for some reason messed up completely. I tried the export the map as a .ase file and that worked a lot better which I then saved as an .obj file but unfortunately the map is saved as individual objects and not grouped according to texture\shader used.Is that possible to have the map exported as as .ase file but instead of tons of groups the faces\surfaces are grouped and named according to the shader used with each face which not only brings the number of groups down from about 4000 to about 30\40 and I can then fix the map in milkshape 3D which I have a licence for and then export it into a format I can use as either a brush\static mesh into UnrealEd? I can then import the textures as I have already imported most of the static meshes from the map and I will import the pick-up meshes to be used as proper pick-ups with their Q4 sounds. Is is possible to do that for Dark Radiant as this is kinda urgent? Thanks.
  15. 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.

  16. With the 2.0.5pre4 build I linked in the other post, DR got support for what I call the Grouping feature. Since grouping can mean a slightly different thing in every other app, I'll outline the feature by describing the behaviour: - The feature can be accessed through the Edit Menu, the Orthoview-RMB Menu and the Toolbar, as well as keyboard shortcuts - Default keyboard shortcut binding: Ctrl-Shift-G for Group Selection, Ctrl-Shift-U for UNgroup Selection - To group items, select more than one element in the map and hit the Group Selection command - To ungroup items, select one or more groups and hit Ungroup Selection - Grouped items will get rendered as blue in the orthoview (instead of the default red colour) - All other elements that are not part of a group keep rendering as red - When clicking the group, it's not possible to select a single item out of it, everything gets selected and can be manipulated right away. - You can still edit vertices, edges or faces that are part of a group element - You can create groups on top of other groups, just select everything you want to be part of it and hit Ctrl-Shift-G. This will create a new "outer group", packing any selected group(s) into it - The contained group is not removed by this operation, when ungrouping the outer group the contained group is still there - When parts of a group is filtered out through the Filter System or other means it will be hidden from the views, UNLESS you select the group, in which case the hidden parts will become visible: in the screenie the one brush is filtered out by the visportal filter before and after the selection operation: - When importing prefabs, there's an option to automatically group the prefab items (defaults to "yes") - Cloning preserves group info: when duplicating grouped items, the cloned counter-parts will form a new group - Grouping information is preserved in the map's .darkradiant file, you won't see the groups in the actual .map file - You won't see the groups in the Entity List either - The grouping information will be lost as soon as you save the .darkradiant file in any version prior to 2.0.5pre4 (these versions will ignore and strip this information) - The Selection Set feature is still there, and remains independent from grouping - Same holds for the Layer system I'd like people to check it out and give feedback, and I do hope that I didn't mess up completely by implementing something that nobody wanted anyway. I need feedback on whether this is an actual help during mapping. Feedback about bugs or misbehaviour, like undoing or redoing stuff, weird behaviour, group parts getting un-grouped on their own, something along these lines.
  17. A woman from Straight Up Films told me that they are no longer. asking the Thief film, and another company is now making it. They didn't say who, though, and I lost the message amongst my many in my emails and messages in my job search.
  18. Right now, our fog uses light to define its area in the map, we also have "fog end" parameter (shaderparm3), so we can extend the fog range beyond the light area. This very useful, if yo want to use subtle fog to show depth in your map or simulate a little haze in the air, that is always present to some extent in the real world. There are a few problems here though. You need a gradient image to simulate fog, and by limits of 8 bits per channel in images, we can only have 256 steps in any gradient, which causes banding. To simulate haze, you need to use high values for shaderparm, and that increases banding even more. It's less obvious when you have many objects in your scene, but you can easily see this with caulk: My question is: can we have additional "fog start" parameter, so the fog would start further away from the player? Is it possible to decrease banding this way, by having shorter distance between fog start and fog end?
    1. demagogue
    2. jaxa

      jaxa

      I've found it difficult to find where TDM is listed as #1 on Greenlight. This page ( https://steamcommunity.com/greenlight/ ) has no ranked listing. This one ( https://steamcommunity.com/sharedfiles/filedetails/?id=858048394 ) has no visible rank or stats page. Is it my script blocker?

  19. Really don't like it, as I prefer dark themes, as white tends to hurt my eyes. Any chance of an option to choose a dark theme?
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