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  1. YOU TAFFERS! Happy new year! Deadeye is a small/tiny assassination mission recommended for TDM newcomers and veterans alike. Briefing: Download link: https://drive.google.com/file/d/1JWslTAC3Ai9kkl1VCvJb14ZlVxWMmkUj/view?usp=sharing Enjoy! EDIT: I promised to someone to write something about the design of the map. This is in spoiler tags below. Possibly useful to new mappers or players interested in developer commentary.
  2. Seems to confirm: https://bugs.thedarkmod.com/view.php?id=5718 does it happen in the latest dev build: https://forums.thedarkmod.com/index.php?/topic/20824-public-access-to-development-versions/
  3. Of course. I forgot about these. Here. Calling stod() with "TextureTool" throws an exception. #0 0x00007ffff66a5f91 in __cxxabiv1::__cxa_throw(void*, std::type_info*, void (*)(void*)) (obj=0x55555aedcef0, tinfo=0x7ffff6829198 <typeinfo for std::invalid_argument>, dest=0x7ffff66bd690 <std::invalid_argument::~invalid_argument()>) at /usr/src/debug/gcc/libstdc++-v3/libsupc++/eh_throw.cc:81 #1 0x00007ffff669c471 in std::__throw_invalid_argument(char const*) (__s=__s@entry=0x7fffebd70578 "stod") at /usr/src/debug/gcc/libstdc++-v3/src/c++11/functexcept.cc:78 #2 0x000055555571a247 in __gnu_cxx::__stoa<double, double, char>(double (*)(char const*, char**), char const*, char const*, unsigned long*) (__convf=0x7ffff6459470 <strtof64>, __name=0x7fffebd70578 "stod", __str=0x7fffffffc5c0 "TextureTool", __idx=0x0) at /usr/include/c++/12.2.0/ext/string_conversions.h:83 #3 0x00007fffeb917bee in std::__cxx11::stod(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, unsigned long*) (__idx=0x0, __str=<optimized out>) at /usr/include/c++/12.2.0/bits/basic_string.h:4002 #4 string::convert<double, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > >(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, double) (str="TextureTool", defaultVal=0) at /home/sebastian/.packages/darkradiant-debug-git/src/DarkRadiant/libs/string/convert.h:36 #5 cmd::Argument::Argument(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&) (this=0x7fffffffc610, str="TextureTool") at /home/sebastian/.packages/darkradiant-debug-git/src/DarkRadiant/include/icommandsystem.h:58 #6 0x00007fffeb915a37 in cmd::parseCommandString(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&) (input=<optimized out>) at /home/sebastian/.packages/darkradiant-debug-git/src/DarkRadiant/radiantcore/commandsystem/CommandSystem.cpp:322 #7 0x00007fffeb915dcd in cmd::CommandSystem::execute(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&) (this=0x555556394990, input=<optimized out>) at /home/sebastian/.packages/darkradiant-debug-git/src/DarkRadiant/radiantcore/commandsystem/CommandSystem.cpp:360 #8 0x00007fffeb9125cb in cmd::CommandSystem::executeCommand(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, std::vector<cmd::Argument, std::allocator<cmd::Argument> > const&) (this=0x555556394990, name="ToggleTextureTool", args=std::vector of length 0, capacity 0) at /home/sebastian/.packages/darkradiant-debug-git/src/DarkRadiant/radiantcore/commandsystem/CommandSystem.cpp:382 #9 0x00007fffeb915df3 in cmd::CommandSystem::execute(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&) (this=0x555556394990, input=<optimized out>) at /home/sebastian/.packages/darkradiant-debug-git/src/DarkRadiant/radiantcore/commandsystem/CommandSystem.cpp:365 #10 0x00005555556e7d62 in ui::EventManager::handleKeyEvent(wxKeyEvent&) (this=<optimized out>, keyEvent=...) at /home/sebastian/.packages/darkradiant-debug-git/src/DarkRadiant/radiant/eventmanager/EventManager.cpp:683 #11 0x000055555570615e in ui::GlobalKeyEventFilter::handleAccelerator(wxKeyEvent&) (this=this@entry=0x555556c194a0, keyEvent=...) at /home/sebastian/.packages/darkradiant-debug-git/src/DarkRadiant/radiant/eventmanager/GlobalKeyEventFilter.cpp:166 #12 0x00005555557061c2 in ui::GlobalKeyEventFilter::FilterEvent(wxEvent&) (event=..., this=0x555556c194a0) at /home/sebastian/.packages/darkradiant-debug-git/src/DarkRadiant/radiant/eventmanager/GlobalKeyEventFilter.cpp:85 #13 ui::GlobalKeyEventFilter::FilterEvent(wxEvent&) (this=0x555556c194a0, event=...) at /home/sebastian/.packages/darkradiant-debug-git/src/DarkRadiant/radiant/eventmanager/GlobalKeyEventFilter.cpp:66 #14 0x00007ffff79862ad in wxEvtHandler::ProcessEvent(wxEvent&) () at /usr/lib/libwx_baseu-3.2.so.0 #15 0x00007ffff7986cdb in wxEvtHandler::SafelyProcessEvent(wxEvent&) () at /usr/lib/libwx_baseu-3.2.so.0
  4. 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

  5. https://github.com/HansKristian-Work/vkd3d-proton/tags <- directx 12 wrapper for dxvk https://github.com/doitsujin/dxvk/tags <- directx to vulkan wrappers D3D 9 to 11 eg. dxvk if you want to try it with horizon zero dawn you need to copy out dxcompiler.dll from Tools\ShaderCompiler\PC\1.0.2595\x64 and bink2w64.dll from Tools\bin and place them next to HorizonZeroDawn.exe. then copy over dxgi.dll from dxvk and d3d12.dll from vkd3d and place them next to it to. now fire up the game and let the shaders recompile -> profit.
  6. TTLG? That's Through the Looking Glass Forums. A looking glass fan community. Has been around for a long, long time. https://www.ttlg.com/forums/
    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.

  7. I think the reason the dev forums exist is to provide a place where the implementation of features can be discussed without getting mixed up with other debates when someone believes what the devs are doing is wrong. We often post public discussion threads for features with subjective elements like the frob outline, because community feedback is very important. But there will always be vocal defenders with strong views for or against certain features, or how exactly it should be implemented in their opinion. At some point a decision has to be made and be carried through, which is what the dev forums are for. Almost all of the threads are very technical, basically explaining and discussing recent or potential code changes with other devs. Its hard to say. Its a hobby the devs do in their spare time, so people come and go when they're in the mood and when they have the time. The team page is mostly accurate except for some relatively newer additions like myself.
  8. I just read@motorsep Discovered that you are able to create a brush, then select it and right click "create light". Now you have a light that ha the radius of the former brush. Just read it on discord and thought it may be of use for some people in the forums here too.
  9. I'm getting this while trying to package for Debian: CMake Error at cmake_install.cmake:554 (file): file INSTALL cannot find "/build/darkradiant-3.4.0/obj-x86_64-linux-gnu/install/bitmaps/darkradiant_icon_64x64.png": No such file or directory. I'm currently preparing a patch, will make a PR soon. PR: https://github.com/codereader/DarkRadiant/pull/31
  10. 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.

  11. 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!
  12. G'morning fellows, I recently tested out the exporting feature of DarkRadiant in which you can export brushwork to an external file in obj format. It worked nicely but while importing in 3ds max I only get white brushes with the texture coordinates on them. The material itself is not delivered. Am I doing something wrong and was someone able to export her / his map with the materials applied on the brushes? Exporting only with the texture coords would mean that I'd have to search and apply each texture by hand to the brushes again which makes the obj exporting feature pretty useless in my eyes
  13. I just found this thread on ttlg listing Immersive Sims: https://www.ttlg.com/forums/showthread.php?t=151176
  14. Recently revisiting the forums after a longer period of time I wanted to check the unread content. I don't know if I am doing this wrong since.. ever... but on mobile (visiting the unread content page on my smartphone) you have to click on that tiny speech bubble to go to the most recent post in a thread. If you don't click correctly you'll hit the headline and end up at post 1 in the beginning of the thread. It's terrible on mobile, since not only the speech bubble is really small and was to miss. But also the thread headline is just millimeters away from it so you go right to the first post that was ever made instead of the most recent ones. Am I doing it wrong? I just want to go through u read content a d the to the newest post from that topic.
  15. In this case for a shadow and physics mesh imo is very easy, just make two extra copies of the lowest LOD, slap the shadow material in one and the collision material on the other and make sure both occupy the same space and are on the same item mesh/layer has the main model. In blender (or any other 3D Tool) you don't need to import any TDM material or texture, you just make a basic material for the shadow and collision mesh and make sure to give each the name of the shadow and collision material respectively (not the .mtr file name the full material name, inside the file), is that easy! bear_statue_example.7z ps- here is a fast example of what I said, sorry for not making it plug&play to TDM. I add too mess with the model because I use Modo and it doesn't open ase files, I add to convert to obj using another tool and also rotate it in Modo to be able to work with it, so now is not a, one to one, to the original model and so shouldn't be used with the LOD's that were provided, this because I assume they will not match, but I didn't tested, plus the material name for the main mesh is not the correct, only for the shadow and collision mesh's are correct (follows doom 3 convention). This should be seen just as a model for anyone to know how a shadow and a collision model should be setup. (for those that don't know) I also used the second LOD counting from the last because the lowest LOD seems to not follow the main model silhouette perfectly, it could very well work at the distance but not for a shadow and collision mesh.
  16. A@datiswous Ah yeah, well sorry, I was quiet busy and only visiting discord. First time here on the forums since months now I think.. Thank you for the subtitles. I encourage everyone who is interested in using them to download it from here as I'm not sure when I'll be able to implement them myself into the mission. Again, thank you for your work.
    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?

  17. I think it is a good idea! Our ingame mission downloader and mission view has long been subject of multiple improvement suggestions. Due to the sheer mass of missions that have been released in the last 15 years, things got really cluttered and especially newcomers will have a hard time finding what they want. However, improving the ingame guis is quite a task, so a web-based application might really suit this scenario well. Maybe we could even add a linke to it from our ingame menus, so user can access it quicker. Some more things to think about Would users be able to add custom tags and downvote / upvote certain tags, much like the system of Steam? This would also allow to add tags like "beautiful", or "difficult". Actually, the more users can contribute to this system, the better, because it will be automatically maintained then. The browser should also contain a flag for whether the FM belongs to a connected series of FMs or not and have the capability to go to the previous or next FM in that series. There should also be a flag for fully fledges campaigns. Some might like a flag whether or not an FM is "ghostable".
  18. DarkRadiant 3.7.0 is ready for download. What's new: Feature: Skin Editor Improvement: Script Window usability improvements Fixed: Hitting escape while autosaving crashes to desktop Fixed: Def parsing problem in tdm_playertools_lockpicks.def Fixed: DR hangs if selecting a lot of entities with entity list open Fixed: Float Property Editor's entry box is sticking around after selecting a float key Fixed: Spline entities without model spawnarg are unselectable Fixed: Entity window resets interior sizing forcing resize each time it is opened Fixed: Spline curves should not be created with a model spawnarg Fixed: Newly appended curve control vertices aren't shown at first Fixed: Light entities are zoomed out in preview window Fixed: Entity inspector spawnarg fields not always updated by UI windows such as Model Chooser Feature: Skin Editor (see video) Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.7.0 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. Keep on mapping!
  19. Yes, it does. Which makes it interesting that you yourself explicitly said that it's interesting nobody had complained here on the official forums: I did, which is why it stood out to me so much that even though you yourself had personally been involved you would reply claiming nobody had complained here on the official forums. I'm not colorblind at all. Does that make people pointing out that almost no modern games have proper colorblindness support hyperbole? Just because it doesn't affect you, or you choose not to pay attention to the discussion of something, doesn't make it hyperbole. Pick pretty much any modern FPS and you will find plenty of discussion about the near universal disregard for FOV and camera movement as accessibility issues. Denigrating those as hyperbole because you personally don't feel the affects is as bad of a look as demeaning people who bring up the importance of valid allergen warnings like gluten or colorblindness and deafness support.
  20. Does anyone know a freeware model conversion tool to convert ase to obj? I couldn't find one.

    1. Show previous comments  2 more
    2. Obsttorte

      Obsttorte

      Can't get the latter to run (msvcp110.dll missing). I've tried installing MSVC++ redistributable, but already have the newest version of the 2010 package.

       

      Any suggestions?

    3. Serpentine

      Serpentine

      The newest redist may not be the one you need, later sp's don't cover some earlier stuff etc. Guess I could make a new build sometime.

    4. Obsttorte
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