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  1. Looking at the source code and the core pk4 asset files, I don't see any changes that would make a difference. Does this happen with a single FM? Does the FM pk4 file include an "autoexec.cfg" file? From the source code, here's the load order of config files. exec default.cfg exec Darkmod.cfg exec DarkmodKeyboard.cfg exec DarkmodPadbinds.cfg ==> exec autoexec.cfg <load language> <exec command-line arguments> <init input> <init sound> <init OpenGL> <init ui> <load DLL> <init session> ==> exec autocommands.cfg Details about the addition of "autocommands.cfg" are at https://bugs.thedarkmod.com/view.php?id=3199 I thought "autocommands.cfg" was the right way to do it, because that is what I've read on the forums. It seems that "autocommands.cfg" was originally designed for one use case: running "dmap". However, maybe over time "autocommands.cfg" became the de facto config file for user commands and "autoexec.cfg" became the config file for FM authors to use. I don't know. Does anyone know for a fact whether or not this is the case?
  2. So I think we can count 12 or 14 missions depending on our opinion of La Banque Bienveillante and Sneak and Destroy. If these two reissues are counted as new missions (as JarlFrank did here: https://www.ttlg.com/forums/showthread.php?t=152035), then we have 14 missions. If not, then 12. Personally, I don't consider them new missions, so 12 in my opinion. Have no problem with other opinion. In any case, last year was productive!
  3. My dream is for forums.thedarkmod.com to link to thedarkmod.com
  4. jaxa

    Free games

    Purah also worked on Dishonored: https://www.ttlg.com/forums/showthread.php?t=136214 One of my neurons knew it started with a 'P'
  5. We got TDM VR, for a start. https://forums.thedarkmod.com/index.php?/topic/20468-the-dark-mod-vr-210-alpha-is-now-available/
  6. 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.
  7. I literally registered just to point out that people HAVE been raising this as a serious accessibility issue since as far back as 2008. It's been repeatedly brought up over and over and over again. And that is just here on the official forums. If you really mean what you've said I think you should find it genuinely concerning that one of the single most widely discussed accessibility issues in gaming has been repeatedly brought up for over a decade with your game and apparently this is the first you've heard of it... even though it's even been subject to multiple issues in your issue tracking system according to these threads and other google results.
  8. My Review; I gotta admit, that first room has pretty janky polygon work (and the lighting!). Didn't expect much from this map - but I played on... It got better, so the saying goes. Alot better, in fact - even to the point I'd call this one a true Hidden Gem. With most excellent, expected and UN-expected twists & turns. It does help to keep your eyes peeled for the vast assortment of hidden switches, levers, buttons and other over-used mechanisms the Builders seem fond of...(Some of these are needed to fullfill mission objectives!) Good SFX as well, I think there was even some custom voice over work; always a nice touch to give each mission some personality. Stop reading this Review, and download it now!
  9. here use this link and never miss again its my startpage https://forums.thedarkmod.com/index.php?/discover
  10. You can find a test map here. Note that I remember not being too happy with it. https://forums.thedarkmod.com/index.php?/topic/19825-negative-spectrum/&do=findComment&comment=432949
  11. 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!
  12. Would it be at all possible to do this from the "main" website? I mean the one you first see when you look up "Dark Mod". Cuz it is a maze in these forums, goodies strewn about here and there but few resources that are intuitively accessible. Also @SeriousToni, what are you planning on uploading?
  13. Originally the mug was created by @LordSoth https://forums.thedarkmod.com/index.php?/topic/13257-tdm-beginners-contest/&do=findComment&comment=287897
  14. It seems that there is a reverse engineer group ( Amernime \ Nimez ) who are back-porting newer AMD drivers to older GPU versions. Terrascale 1 support is currently a "work in progress" : https://forums.guru3d.com/threads/amernime-zone-amd-software-adrenalin-pro-driver-release-nemesis-22-10-3-whql.436611/ If you are interested, they might have beta versions up on their terrascale discord. The downside is that these are community created drivers rather than official ones by AMD. Maybe AMD will release some sort of maintenance for terascale like they did for some of their other old GPU's.
  15. Hm I'm not completely sure if my setup is correct as you mentioned. So the material is there only once. I have a dds texture containing how the sprite should look like as diffuse image plus an alpha map to blend it out. In dds/textures/darkmod/sfx I also have a tga texture with the same diffuse information and an alpha channel. In textures/darkmod/sfx To test what is actually used I put the tga in another folder and linked it in the material as a map (translucent). Which made it look like suddenly it uses the ALPHA map as an ingame sprite (not the picture in the rgb channel) which is super strange because the fog suddenly turned into the white zone that masks the diffuse image instead of my fog image. So I changed my material to use the dds file as a map. This results back into the observed behaviour that my fog texture looks correct, but it neither uses any RGB values from the particle editor, nor any fade in / out timing and plops in and out of the game. I also tried to use the maskAlpha keyword with no success. There might be a problem for me to understand what I actually need. I believed I need the DDS as a diffuse texture but also a TGA as a map that "cuts out" the texture. However either it is not like that actually or my setup is wrong. From what I looked at in the standard TDM assets it is also that way that the "texture name and path are the same" - one for DDS (with the folder dds/ in front of it) and one for TGA (starting with the textures/ folder immediately).
  16. Hmm... The texture name and path are the same... See if there is another material that has "textures/darkmod/sfx/thunderpuff" as it's name and see if it has a sort value. If it is set to sort last ( so that it renders over water ) it might be fighting with itself when the particles are dense. That said, new custom materials should generally have a different name to the texture path since the material will use the texture name as a path location ( a sorta sloppy inheritance design meant to supposedly make things easier for compound materials that reference other materials ) I'll look into it tonight if I get a chance.
  17. textures/darkmod/sfx/thunderpuff { qer_editorimage textures/darkmod/sfx/thunderpuff noShadows translucent { blend blend map textures/darkmod/sfx/thunderpuff rgb 1.0 } }
  18. Fade is controlled by vertex color. You might be able to get it working better by adding the rgb keyword to the material. Also, perhaps the "textures/darkmod/sfx/thunderpuff" texture has no alpha channel? If so, you could use the makeAlpha keyword and a grayscale texture to give it alpha. https://modwiki.dhewm3.org/MakeAlpha_(Image_program_function)
  19. Hello, I tried to create a custom cloud effect, this looks fine in the DR Particle editor (can be coloured using the RGB and fades out slowly). However ingame the smoke is always grey coloured and pops up and instead fading to 0 it pops out again which makes the fog feel not very foggy animore. I've set my shader blend to blend. The editor looks like this: This is my shader setup // PARTICLES textures/darkmod/sfx/thunderpuff { qer_editorimage textures/darkmod/sfx/thunderpuff noShadows translucent { blend blend map textures/darkmod/sfx/thunderpuff } } I can get around the colouring issue by changing the DDS texture - however a slow fade in and fade out would be crucial to make it work. Anybody got an idea why my smoke puffs pop in and out instead of slowly fading?
  20. id Studio did a poor job in defining its categorization of variable nomenclature, so in subsequent documentation and discussions there are divergent views (or just slop). In my series, I had to choose something, and went with what I thought would be clearest for the GUI programmer: Properties, which are either Registers (like true variables) Non-registers (like tags) User Variables (also true variables) I see that your view is more along these lines (which perhaps reflects C++ internals?): Flags (like my non-registers) Properties, which are either Built-in (like my registers) Custom (like user Variables) Also, elsewhere, you refer to "registers" as temporaries. I am willing to consider that there could be temporary registers during expression evaluation, but by my interpretation those would be in addition to named property registers. I'm not sure where to go next with this particular aspect, but at least can state it.
  21. 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!
  22. @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?
  23. -> https://forums.thedarkmod.com/index.php?/forum/13-music-sfx/
  24. I mentioned this in the improvements thread - https://forums.thedarkmod.com/index.php?/topic/11058-things-that-could-be-improved/page/95/#comment-473534 Bright readables in a game that is 99% darkness literally burns my eyes.
  25. @HMart, you took issue with me saying: This was my summary of what I thought you meant in these post fragments from a forum linked to by Ref 10 (namely, https://forums.thedarkmod.com/index.php?/topic/20100-idtech-4-gui-scripting/#comment-439778 )... I see I probably shouldn't have added the "[as float parameters]" to the ambiguous "as well" phrase, and perhaps "recommended TDM try" is too strong. Overall, would this be better? "In Ref 10, it is noted that in transition statements, a 4-value color vector must be either a literal or (less reliably) a definevec4. Using a #defined macro for the color vector won't work currently... an idea for a future improvement?" EDIT - I see that a broader revision was needed. So changed to this in https://wiki.thedarkmod.com/index.php?title=GUI_Scripting:_TDM_vs_Doom_3,_Quake_4 ====transition 4-6 parameters==== Often, transition statements have a pair of 4-value color vectors as their 2nd & 3rd parameters. As the discussion in [[GUI Scripting: References & Resources | Ref 10]] indicates, each vector is traditionally represented by a double-quoted literal: transition "matcolor" "1, 1, 1, 0" "1, 1, 1, 0.8" "300" This was id Studio's preferred method, but using a definevec4 user variable was a possible alternative. In addition, TDM can #define colors for transitions. Unfortunately, due to syntax differences, for a particular color, it is not possible to create a single #define that would work with both properties and transitions; thus: #define INACTIVE_COLOR 0,0,0,0.50 #define SINACTIVE_COLOR "0 0 0 0.50" See [[GUI Scripting: Preprocessor Directives]] for further examples. (Possible future improvement: Changing TDM's parsing to let a transition also accept color vectors with commas.) See also the discussion above about 4vect properties and _x, _y, _z, _w suffixes.
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