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  1. Awesome! Post is up! https://forums.thedarkmod.com/index.php?/topic/22200-beta-testing-the-house-of-delisle/#comment-487365 Thanks!
  2. Since there was no explanation yet. Based on my experience, the portal sky texture only works when being on the border of a visleaf. Hence, the comment for the necessity of a visportal. So in my earlier attempt I just put the texture on a random brush in the middle of the map, which was then transparent instead of the skybox texture. However, creating a proper door out of a portal sky brush is still tricky, when it comes to immersion. Once the door/visportal is opened the portal sky texture looses it's effect and will turn transparent. Which means, it works but looks strange to the player. So there should be a way to blend from the portal sky texture to the new texture from what you see behind. Also it might be necessary to stack two doors behind each other, that will be opend together, Otherwise you would end up having a transparent door from the side of the portal texture (once it's opened). Even though the wiki was just mentioned when it comes to objectives. Alternatively you can also listen to Sothas calm voice
  3. Just noticed this this morning... The dull_opaque01 glass texture is now lit up like Christmas. The mountain_sunset skybox texture is hosed. Here are pics from 2.05 (correct) and SVN (boo!):
  4. Hi, since I am trying my hand at DarkRadiant again, I have started a thread here for questions. My first is: when I have created a room, how can I play it in the game? I would like to look at the map from the inside. It has a player start, and the skybox has no leaks so it should work
  5. No, that only affects the skybox so it doesn't get fogged. The portal still closes as I move backwards... If there was a way to force the portals to stay open, then I could close areas the player has left with switches and func_portal-entities.
    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.

  6. Hey there, guys. I'm currently trying to finish up my map, and the last thing I need to do is decorate my 3D skybox to look like a convincing forest. Since I had prior experience using these in the Hammer editor, I didn't think that what was available to use for this feature would be radically different in Radiant. The biggest issue I'm running into right now is a lack of models that are intended for use in the 3D skybox, trees being the most pressing need. I just wanted to double-check: are there any models made for this purpose that I'm not seeing in the directory? And if not, has anyone else found a good solution for this problem? I'm currently using patches to make miniature trees, but they look almost exactly like something a kindergartener would draw. Thank you very much!
  7. 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?
  8. The *DOOM3* shaders are ARB2 ('cause of old GeForce support) carmack plan + arb2 - OpenGL / OpenGL: Advanced Coding - Khronos Forums
  9. I was thinking about making 2-layer skybox (skybox inside of a skybox), where 1st layer (closest to player so to speak) would have mountains and whatnot, and the sky will be transparent, and the 2nd layer (behind the first one, farthest from player) would have clouds and I would scroll it. Is it something possible to do out of the box? Any idea how material with transparent parts of the skybox would look like? Is there any way to blend/transition one skybox into another? Like day skybox into night skybox ? Thanks!
  10. 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.
  11. 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.

       

  12. 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!

  13. Something that looks problematic with using caulk is that it lets you see into the void because it's invisible - which would mean that anywhere you have a caulk surface you'd render your skybox, even if it's in an indoors room with no portal_sky surfaces around and covered by func_static. Would it be possible to only render the skybox when there are portal_sky surfaces in active visleaves?
  14. I'm working on one that's slowly coming along. I've got a self-imposed challenge that the whole thing has to fit in a 1536³ box. Skybox, "blue room", everything. The radii of speakers and lights are allowed to poke outside, but everything else has to fit inside. This is roughly the size of Thief's Den 1, so enough for a decent-sized house and a small city streets segment, with plenty of verticality. Wish me luck!
  15. Keep in mind also that mission size, and complexity have increased dramatically since the beginning. For a lot of veteran mappers, it can take over a year to get a map made and released. The last dozen missions have for the most part been pretty massive, with new textures, sounds, scripts, models etc. We seem to be long past the point of people loading up the tools, and banging out a mission in a few weeks that's very barebones. We still do see some of those, but I noticed in the beta mapper forums and on Discord, that mappers seem to make these maps, but don't release them, and instead use the knowledge gained to make something even better. Could just be bias on my part scrolling through the forums and discord server though.
  16. Thanks, I can also recommend gog galaxy. The idea of the custom tags is really nice, I'll have to try this out too!
  17. 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.
  18. 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/
  19. Any artists out there who feel like helping out, I could really use a hi res horizontal tiling texture of a city skyline that looks something like this (minus the rain):
  20. I have not tested it yet, but this could very be useful for custom TDM night time skyboxes. http://alexcpeterson.com/spacescape/ Sure, it is for space, not atmosphere, but a skybox with these stars + standard TDM clouds might work just fine.
  21. 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.
  22. Got it, and that's great news! I thought the initial plan was to create a new type of map light that captures a cubemap at map start and reflects it. I was thinking that would be better than existing skybox lights, but very inaccurate and unable to capture moving objects in reflections. A global grid based solution will be complex but I do believe worth it in the end. Also am I correct to assume this can tackle both reflections and global illumination? Technically you can project the captured cubemap mirrored in global space for a reflection, as a cube light for GI. Will definitely be amazing if both could be tackled at the same time with a common implementation.
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