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  1. 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)

       

  2. I tried to use it, but putting it into my map, on DM startup - it complains I am trying to bind world to the crate. It is not bound to anything that I can see. Shame, I wanted to put loot inside it - to be discovered when crate is destroyed (pushing it off a ledge? I guess a script that swaps out standard crate for fragments, and place loot would be a work-around. Guess that is why it is under Test. OK, I tried again - this time no problem with the bind, BUT how can it be destroyed? Tried blackjack, every kind of arrow. Tried setting health at 1, even max_stress to 1 1 1. Drat! I guess only bottles break...
  3. It's a small map for testing purposes. I've been working on it for the last 3 months. It's only one large "room" so there's not much gameplay but I hope you'll enjoy it anyway. You can download the demo here: http://www.moddb.com...ated-grass-demo The file is rather large because there is a lot of custom material: models, particles etc. NPCs are set to neutral. There are fish in the pool but they are easy to overlook. If you use godmode and swim a bit longer you should spot them. I created the map with LOD set to 'very high'. By default it's set to 'normal' so you should set 'Object detail (LOD)' in Video -> Advanced to 'Very high'. Otherwise models will disappear too soon. Some more screenshots:
  4. Here's the pre-release build 3.1.0pre2 After this pre-release phase I'm going to consider doing this differently, like pushing out the releases more regularly, skipping the "beta" phase. It's a lot of work putting the pre-releases together, and I'm somewhat tired of it. What's new: The Texture Tool got its Free Scale operator now, allowing you to fit the texture with the mouse instead of having to type in the percentages. A lot of work went into the Declaration handling (EntityDef, Skins, Materials, Particles, etc.), which is now much more robust and more conformant to how the game is doing things (at least until TDM 2.10). The Material Editor got a plethora of issues resolved Improved the Model Export dialog and options For more things that have changed or fixed, see the list below. Download Windows Portable x64: https://drive.google.com/file/d/12zKwbeesRIMP7DNeGd0znGl5xqBVrrPX/view?usp=sharing Download Windows Installer x64: https://drive.google.com/file/d/12u5YtpDvpIPL7cR8EPdIIFcnjx9TzpCe/view?usp=sharing Linux folks need to compile this stuff from source, instructions for various distributions are on the wiki. If you happen to run into a crash, please record a crashdump: How to record a crashdump Changes since 3.0.0 can be seen on the Bugtracker changelog, here's the summary: #6065: Feature: DR doesn't consider wildcards in skins #5503: Feature: Reload Images #5805: Feature: Texture Tool free scale #6021: Feature: Add "Show Definition" to all ResourceTreeView instances #6003: Fixed: "Reload Defs" doesn't remove entities that have been commented out #6007: Fixed: 'Reload Sounds' doesn't load new FM sound shader definitions #5504: Fixed: Reload Defs is not sufficient for reloading modelDefs #6035: Fixed: Models are reset to origin after reloadDecls #6064: Fixed: Skin Chooser doesn't preselect non-matching skins #6062: Fixed: Moving speakers deletes distance spawnargs if they're the same as in shader #5988: Fixed: Unable to select func_emitter with particle attached #6000: Fixed: Particle Editor Preview lacks vertex colours in lighting mode #6061: Fixed: Particle effects still visible when hidden via layers or filter #6036: Fixed: Entities referring to modelDefs should use the "idle" pose where possible #4910: Fixed: DR does not parse materials in def files #5982: Fixed: Modifier Hint Popup can crash when hitting Ctrl/Alt/Shift keys during shutdown #5981: Fixed: Insignificant digits displayed in Surface Inspector shift/scale/rotate values #5727: Improvement: Skin Chooser: show in which .skin file the skin is defined #5977: Improvement: Declaration Block Parsing overhauled #6023: Improvement: Python Interface for IDeclarationManager #5972: Improvement: leave player start entity selected after placemen #6066: Improvement: Let Map Info show materials used by models #6073: Improvement: Renaming Declarations causes problems when saving it later #6057: Improvement: Light Texture Preview should display editor images if present #6002: Improvement: Remove comments about particle generator in .prt files #6071: Material Editor: New Material is locked if the default unnamed name is already in use #6031: Material Editor: allow to delete materials #6054: Material Editor: image browser's "cancel" button rewrites the material source text #6030: Material Editor: does not save manual edits to source text #6055: Material Editor: should show .mtr the material is defined in #6069: Material Editor: after "Reload Images", image previews are only updated when selecting a different material #6050: Material Editor: suboptimal preview for cubeMap materials #6042: Material Editor: preview object doesn't have smooth shading #6043: Material Editor: preview doesn't take "scale" into account in Textured Mode #6053: Material Editor: blend add stages are rendered separately in preview in lighting mode #6059: Material Editor: test frob highlight button not working #6045: Material Editor: doesn't remember settings from previous session #6046: Material Editor: image thumbnails use "scale" keyword from previously selected material #6056: Material Editor: frob highlight stage not updated correctly when changing diffusemap #6049: Material Editor: using Escape to close ignores unsaved changes #6051: Material Editor: Global Settings should be preselected #6052: Material Editor: some declaration text is lost while editing#6047: Material Editor: clicking "cancel" when selecting a light classname clears the classname field #6034: Material Editor: new materials always sorted last #6033: Material Editor: filter for image browser #6037: Material Editor: can't unlock editing on materials in "Other Materials" folder #6029: Material Editor: tries to save materials in DarkRadiant folder if no FM is installed #6048: Material Editor: allow to change preview backgroun #6040: Material Editor: preview renders shadows for noshadows materials Changes since 3.1.0pre1 #5997: 'Export selected as Collision Model' doesn't auto-create path folder and throws error #6013: Model exporter: manually enter export origin #6012: Model exporter: export origin choice should use a radio button #6014: Model exporter: only 1 entity's model is reloaded #6011: Model exporter: "Use entity origin as export origin" still uses map origin #6015: Model exporter: rename "Center Objects around Origin" Thanks for testing, as always!
  5. 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.

  6. Here's the pre-release build 3.0.0pre8, we're getting closer to the finish line. It's about time for a new major release - not just because of the changes of this build, but for all the improvements made over the last few releases. I'm going to need your help stabilising this release, with all the renderer changes things are bound to require a few tweaks. Most time since 2.14 has been spent on the renderer, which should now be faster in regular (non-lit) render mode. Lit render mode is probably not going to be faster, but at least more accurate. You can activate Shadow Mapping, and the interaction shader code has been ported over from TDM to produce the same look as the game. Starting with this release, the user settings will be saved separately for each DR version, meaning that this release won't mess with the settings of the previous versions, including keyboard shortcuts, colours, last used maps, etc. DR will try to import and use any settings of previous releases, but it won't change them. For more things that have changed or fixed, see the list below. Download Windows Portable x64: https://drive.google.com/file/d/121ibqqYMKqRqjcQ1zS0HtM4JO0ADrgRo/view?usp=sharing Download Windows Installer x64: https://drive.google.com/file/d/1209hG92chVzqOc-iaFDzJ0cBfQucDad8/view?usp=sharing Linux folks need to compile this stuff from source, instructions for various distributions are on the wiki. If you happen to run into a crash, please record a crashdump: How to record a crashdump Changes since 2.14.0 can be seen on the Bugtracker changelog, here's the summary: #5787: Feature: Add "Create Particle" to right-click orthoview drop-down menu #219: Feature: Shadow mapping support #5761: Feature: Cut functionality to complement copy and paste #5757: Feature: Ability to center 3D camera on selected entity #5927: Feature: Save user settings by application version #5848: Feature: MD5 Animation Viewer: show current frame & total frames #5849: Feature: MD5 Animation Viewer: jump to frame #5905: Improvement: Safeguard warning against Loss of Layering #5872: Improvement: Option to filter skins out of search results in the Choose Model dialogue #5909: Improvement: Revisit Interaction Shader to get closer to the TDM looks #5822: Improvement: UI tweaks for worldspawn-to-entity conversion #5873: Improvement: Entity inspector should recognise spawnargs beginning with "sprS_" as def spawnargs #5825: Improvement: Allow absolute paths for snapshots #5910: Improvement: Entity Inspector: classname field should always be read-only, to force use of the "Choose entity class" button #5925: Fixed: Objective GUI doesn't display properly in some places #5919: Fixed: Crash on loading certain maps #5829: Fixed: Entity inspector shows inherited spawnargs of previous selection #5853: Fixed: DR overwrite order for defs is different from TDM's #5897: Fixed: X/Y and Camera View bindings don't save properly #5858: Fixed: "Replace Selection with exported Model" sets classname to "func_static". #5864: Fixed: Map -> Edit Package Info (darkmod.txt)... crashes DarkRadiant #5846: Fixed: Rotating a func_static result to random stretch textures #5840: Fixed: DR crashes when syncing with remote Git repository #5847: Fixed: Switching visibility of Github repo from public to private causes crash #5841: Fixed: Dockable window layout doesn't save new floating XY views #5844: Fixed: "Choose skin..." button on custom model spawnargs shows skins for main model spawnarg #5826: Fixed: Entity inspector considers inherited colors black #5885: Fixed: ReloadDefs moves def_attached light crystals to entity origin #5901: Fixed: .lin files can't be opened if different case than .map name #5884: Fixed: Model chooser radio box selection issue #5836: Fixed: Changing multiple lights between omni/projected resets colours to black Changes since 3.0.0pre1 #5934: Selection overlay is z-fighting on patches #5932: ForceShadows materials are not casting shadows #5933: Moving brushes doesn't update the scene in lit render mode Changes since 3.0.0pre2 #5941: Selected Skin not showing in ModelSelector #5935: Defs takes longer every time #5939: Texture tool Free rotation not showing anymore #5940: Light diamond frequently disappears on colour change until it's moved again #5938: Additive blend stages over black diffusemap are z-fighting #5936: Ambient lights don't render properly in lighting preview mode Changes since 3.0.0pre3 #5949: Fixed: DR crash with combination of mouse buttons pressed #5948: Fixed: Manipulation Vertex Dots are hard to see #5947: Fixed: Git Sync Exception: too many redirects or authentication replays #5907: Feature: Allow way to hide some entities in Create Entity list #5946: Improvement: Speaker radii should be transparent #5945: Improvement: Light diamonds should be transparent again #5937: Fixed: Sound radius spheres don't always update #5943: Fixed: Brush manipulation is laggy in huge maps #5942: Fixed: Missing brushes when opening alphalabs1 from vanilla Doom 3 PK4s Changes since 3.0.0pre4 Reduced Frame Buffer Count from 3 to 1, this should reduce RAM consumption a lot #5953: Wireframe object drawing order is changing between sessions #5951: "Hide Deselected" is slowed when there's a lot of patches present in the scene #5950: Visibility checks are slowing down front-end render pass Changes since 3.0.0pre5 #5955 + #5956: Fixed: Player start entity is invisible in 3.0.0pre5 #5959: Geometry Corruption / weird diagonal lines messing up the view Changes since 3.0.0pre6 #5966: Light entity radious colour changes as you pan the camera around. #5964: Cannot manipulate func_emitter after creation #5965: Resizing light entites via light_radius in property inspector broken #5963: More Geometry Corruption in Camera View (Lighting Mode) #5960: Crash in MD5 model viewer Changes since 3.0.0pre7 #5968: origin of player start entity misaligned #5969: Cannot snap selected patch vertices to grid Thanks for testing, as always!
  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. I should be able to beta test some missions. Built a new 5700G + GTX 970 system.

    1. Show previous comments  4 more
    2. jaxa

      jaxa

      Nope. But it seems to work fine, and it should be a little over 3x the performance of the 5700G's Vega 8.

      Rembrandt is expected to double graphics performance over Cezanne. It's possible that the Phoenix iGPU after that could reach desktop GTX 970 performance.

    3. duzenko

      duzenko

      I have a 2011 6850 and it's still faster than 2021 vega 6

      OTOH the IGP is sharing 20W thermals with the CPU, so I'm saving a coffee on every electricity bill LOL

    4. jaxa

      jaxa

      Just going by the charts on TechPowerUp, Vega 8 (Cezanne) should be slightly faster than that 6850. Then in a few months, RDNA2 12 CU (Rembrandt) should double Vega 8 perf, although I think it might be more like a 115% improvement. That APU would be the first one using DDR5 memory which contributes to the improvement. From then on, it's speculation. I would hope to see RDNA3 and an increase to 16 CUs in Phoenix given it would be on TSMC 5nm, and then it beats me what Strix Point would have, other than RDNA4.

      The end result is that in less than 5 years, laptop/desktop APUs are usable at 1440p or even 4K. Intel is not standing still either, and could be tripling/quadrupling the size of their iGPUs (e.g. 320 execution units instead of 80-96).

  10. Here's the DR 2.14.0pre2 build for every interested mapper to test. 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. Download Windows Portable x64: https://drive.google.com/file/d/1-wqcqnlz8KOYpts-ap8x313yVaiQm87l/view?usp=sharing Download Windows Installer x64: https://drive.google.com/file/d/1-pSE-517B7Y-T3-VonNv4zLzUMgr-fXt/view?usp=sharing Linux folks need to compile this stuff from source, instructions for various distributions are on the wiki. If you happen to run into a crash, please record a crashdump: How to record a crashdump Changes since 2.13.0 can be seen on the Bugtracker changelog, here's the summary: #5746: Feature: Texture Tool Improvements #5776: Feature: Texture Tool: Add Manipulation Panel to shift/scale/rotate selection #5613: Feature: Show shared keyvalues when multiple entities are selected #5738: Feature: Texture Browser Filter: match multiple words (using 'AND' logic) #5728: Feature: Skin Chooser shows materials of the model #5774: Feature: Surface Inspector: Add buttons to harmonise Horizontal and Vertical scale values #5771: Feature: Improved pasting textures to angled faces sharing an edge #5753: Feature: XY view zoom is centered at cursor #5748: Feature: Texture Tool: Constrain operations to axes by holding down Shift #5128: Feature: Texture Tools: rotate function #5731: Feature: Texture Tool: UI contrast #5721: Feature: Model Conversion UI #5722: Feature: Add FBX model importer #5712: Feature: add IQM format support into lib/picomodel #5705: Improvement: "Replace Selection with exported Model" preserves spawnargs #5659: Improvement: automatically reload exported models #5745: Improvement: Search function: don't start searching while still typing #5791: Improvement: MediaBrowser toolbar: clear filter text when texture is selected through MMB or Texture Browser #5788: Improvement: Merge "Create player start" and "Move player start" options #5785: Improvement: Patch Texture Rotation should take aspect ratio into account #5733: Improvement: Texture Tool: use aspect ratio of material #5740: Improvement: Step-rotating textures through the Surface Inspector should be using the center as pivot #5775: Improvement: Surface Inspector: Option to change horizontal and vertical scale values proportionally #5633: Improvement: Apply textures to surfaces using "normalized" scaling. #5547: Improvement: Normalise button brings texture coordinates closer to 0,0 #2272: Improvement: Prevent Texture Tool "face jump" on rescaling textures #5735: Improvement: Move modifier hints out of the status bar #5767: Improvement: Flip Texture: Prevent huge face UV coordinate translations #5752: Improvement: Double click on list elements should auto-close dialogs #5749: Improvement: Texture Tool: Select items by clicking the UV space they cover #5750: Improvement: Texture Tool: Grid lines are getting too dense when zooming out a lot #5732: Improvement: Texture Tool: intercept keystrokes for grid resizing & snap to grid #5734: Tweak: Surface Inspector vertical shift / vertical scale arrows #5706: Tweak: Surface Inspector's minimum width is too large #5741: Improvement: Model Exporter: warn if Output Format and extension in File Path don't match #5711: Improvement: Change Quake3 map exporter to write "legacy" brush syntax #5710: Fixed: Q3 Legacy BrushDef parser sometime produce some wrong texture rotation #5687: Fixed: "Replace Selection with exported Model" assigns result to Default layer #5408: Fixed: All scene graphs connect to the same undo system, causing interference #5790: Fixed: Remove Floating Layout #5783: Fixed: EntityInspector allows to set an entity's name to an empty value #5723: Fixed: modelDefs folder starts expanded after changing selection #5736: Fixed: Particle Editor: wireframe does not render #4584: Fixed: Drag-select while in texture tool window gets stuck. #5770: Fixed: Some brushes change shape or disappear when rotated or duplicated #5747: Fixed: Texture Tool: drag operation doesn't capture the mouse #5754: Fixed: Ctrl-S does not work when focus is on inputs #5729: Fixed: Autosave filename unhelpfully overwrites 'save copy as' filename #5725: Fixed: Merge Maps: can't hide changed entities/primitives #5708: Fixed: Merge Maps: can't center orthoview/camera on changed entities #5709: Fixed: Merge Maps UI remains if DR is closed while a merge is in progress #5707: Fixed: Merge Maps: "Details" text doesn't use full width of window #5704: Fixed: Brushes colour schemes not saving #5702: Fixed: Fit Texture fields do not allow values below 1.0 #5713: Fixed: PatchDefExporter: do not write trailing white space after shader name #5717: Fixed: LWO2 Model Exporter doesn't write vertex colours #5588: Coding: Separate UI-related and core module interface headers #5780: Coding: Remove IDialogManager references from Map module #5778: Coding: Solution / Build Dependencies Update Changes since 2.14.0pre1 #5810: Fixed: Objective components not correctly renumbered after removing a component #5801: Fixed: Applying a skin to a model entity no longer works under 2.14pre1 #5813: Fixed: Spawnarg types and tooltips not reliably inherited in entityDefs #5814: Feature: Spawnarg type icon not shown for inherited properties #5808: Fixed: Crash when saving map or prefab without a file extension #5807: Fixed: Texture Tool crashes when creating a new brush #5797: Fixed: "Texture tool" grid cannot decrease under 1 #5799: Fixed: Texture Tool: dragged vertices snap to grid even though it's switched off #5800: Fixed: Sound chooser not pre-selecting the inherited value of snd_* keys of an entity #5794: Fixed: User Guide (Local) doesn't work #5792: XY View zooming behaviour improved (if not fixed) Refresh icons for axis flip buttons Separate SurfaceInspector scale rows from other property rows Restore GL_LINEAR_MIPMAP_LINEAR texture filtering Thanks for testing, as always!
  11. Here's the DR 2.13.0pre3 build for every interested mapper to test. For more things that have changed or fixed, see the list below. Download Windows Portable x64: https://drive.google.com/file/d/1cLLk3L44W-53dEn4Ax7HX-3r3Rm4dmrC/view?usp=sharing Download Windows Installer x64: https://drive.google.com/file/d/1gPMjVFci8w8yk0ZpdCSWNqIHj2JNtosB/view?usp=sharing Linux folks need to compile this stuff from source, instructions for various distributions are on the wiki. If you happen to run into a crash, please record a crashdump: How to record a crashdump Changes since 2.12.0 can be seen on the Bugtracker changelog, here's the summary: #5623: Merge Map Feature - import only the changes of another map with the ability to preview and choose #5603: Ability to choose from several different pointfiles (to support the TDM internal leak reporting feature) #5628: Some ASE models do not load #5620: Prefabs importing miles away #5608: Path entites rotate 15 degrees, each time when dragged. #5555: Crash when activating GameConnection Feature "update entities on every change" #5609: Model previewer not displaying ASE or LWO models #5607: Crash when selecting an MD5 model in "Create Model..." menu #5602: Crash when activating the Material Editor in Doom3 game config Changes since 2.13.0pre1 #5639: Support Layers when merging Maps #5638: Support Selection Groups when merging Maps #5642: Entity & Speaker windows don't remember their size #5632: Restore non-uniform scaling for texture browser #5634: Paste material-header to surface from clipboard with hotkey #5637: Increase maximum zoom level of 2D views #5629: "Shift textures randomly" shifts all selected faces by the same amount #5621: Display editor_usage in the Entity Inspector window when "classname" is selected Changes since 2.13.0pre2 #5561: Refresh entity inspector when reloading defs #5107: 'Change game/project' fails to save if a decent-sized .map was loaded #5652: Reload Defs is messing up the entityDefs #5651: Crash when using Reloading Defs after placing an Entity #5557: “Choose entity...” button for all def_ spawnargs #5649: CTRL-MMB in orthoview: place camera at height of most recent selection #5650: Add "Show Material Definition" to ShaderSelector tree views #5643: Three-Way Map Merge #5634: Paste material-header to surface from clipboard with hotkey. #5635: Selection by coords possible through the console or scripting Thanks for testing, as always!
  12. Here's the DR 2.12.0pre3 build for every interested mapper to test. For more things that have changed or fixed, see the list below. Download Windows Portable x64: https://drive.google.com/file/d/1QVbtqQzRYGOKmnvi27Fcx5IfEZXcKLGe/view?usp=sharing Download Windows Installer x64: https://drive.google.com/file/d/1MYIE1MwLpE5MOnHA1aqFj4YTegeLNyhG/view?usp=sharing Linux folks need to compile this stuff from source, instructions for various distributions are on the wiki. If you happen to run into a crash, please record a crashdump: How to record a crashdump Changes since 2.11.0 can be seen on the Bugtracker changelog, here's the summary: #5566: Material stages with alpha test are incorrectly rendered as translucent #5572: Material Editor #5576: ASE importer needs to handle shared vertices with different normals #5552: Better support for stage transform keywords in idTech4 materials #108: Ambients don't light sides facing away #5571: Table lookup evaluation is not producing the same results as in the engine #426: Added script as "same origin clone manager tool" #2132: 3D grid feature #5546: Attached light radii are the wrong colour if "Override light volume colour" is active #289: ESC to close dialogs with Cancel #5556: Add missing image dimension reads to Quake 3 legacy brush parser #1709: Show light_radius on 'other' entities #5541: Customisable GUI layout ("Dockable") #5534: Opening the Create Entity dialog a second time will present an empty tree view #994: Show attached (light) entities #5530: "Toggle 16x16 grid" function in the Particle Editor broken #5527: UI Manager cleanup #5524: Add portal_sky filter to default filters #4644: Use of BITMAP field in ASE differs from TDM #5518: Newly added or imported items don't use the location of previously selected item #5460: Newly drawn brushes don't use height of previous selection with "Show Size Info" switched off #4846: Rotation widget does not re-center on selected object #5267: Duplicating model and moving with Alt-arrow results in pivot on original model when trying to rotate afterwards #5465: Brushes with no visible surface towards orthoview "camera" are invisible in orthoview #4735: Can't select one-sided models in certain 2D views #5266: Twosided models can only be selected from one side #4791: Copy model/entity/prefab paths to clipboard Changes since 2.12.0pre2: Switched Matrix algorithms to Eigen library #5589: Material Editor: Add Reload Images button to reload the textures of the selected shader #5590: ASE import failure loading models/darkmod/nature/flowers/flowers_patch_01.ase #5586: Crash at shutdown when Dockable layout is active #5585: Extend MaterialManager scripting interfaces by editing methods #5572: Add context menu option "Open in Material Editor" to MediaBrowser tree Thanks for testing, as always!
  13. One of basic rules of level design is that a map has to be fun to navigate. And yet even the most seasoned authors seem to struggle with that, to the point that some players are led to believe that player movement in TDM is clunky, which couldn't be further from the truth. So I thought it would be good to have a reference test map to check player abilities and blockout your geometry accordingly. This is by no means final, but hopefully it will give you some idea about when the player movement shines, and what should be avoided. For the sake of simplicity I tested the most common measurements and indicated when things start to be trial and error. Feel free to extend the map with your own ideas, more granular measurements, etc. mantle_ref.pk4
  14. Here's the DR 2.11.0pre5 build for every interested mapper to test => new features! Feature: Favourite Management Feature: Resource Tree Filtering For more things that have changed or fixed, see the list below. Download Windows Portable x64: https://drive.google.com/file/d/1WocdS8uXBIyKYYzS0JAvKPWK2rg2RaHZ/view?usp=sharing Download Windows Installer x64: https://drive.google.com/file/d/1ZstS9SuTlGlhAKW5AVRyusxDhn0ba-8B/view?usp=sharing Linux folks need to compile this stuff from source, instructions for various distributions are on the wiki. If you happen to run into a crash, please record a crashdump: How to record a crashdump Changes since 2.10.0 can be seen on the Bugtracker changelog, here's the summary: #5127: Managing favorite resources (entities, textures,...) #3250: Extend Search-Feature of browsers #5471: Collapsing a brush while undoing cannot be undone #5388: Skin Chooser starts with expanded All Skins root folder #5482: List model definitions in Model Chooser #5484: Projected lights don't rotate around their origin anymore #5474: Default scale & natural function producing stretched results #5454: Script dialogs don't scale when window is resized #5469: Crash in master on startup Changes since 2.11.0pre3 #5491: Initial GUI improvements to game connection plugin #5455: Prefab Chooser preview: improvements to initial view origin and angles #5456: Imported prefabs are now created at the cursor #5482: modelDef folder is now collapsed right after opening the Model Selector #5498: Linux: Crash when selecting caulk in Texture Browser, saving, loading map #5493: Linux: Crash due to TreeModel column accessed before initialization Changes since 2.11.0pre4 #4900: Material parser doesn't recognise materials with no whitespace between name and block #5501: Request for ai_see added to lights menu #5455: Prefab Chooser preview: improvements to initial view (further tweaked) #5127: Managing favorite resources (entities, textures,...) - added more options to context menu Thanks for testing, as always!
  15. Here's the DR 2.10.0pre3 build for every interested mapper to test. It introduces a couple of new features that might increase the average mapper life quality. Feature: Patch Merging/Welding Feature: Maps can be opened from PK4s Selecting File > Open Map from Project... one can select a .map file that is saved in any PK4 of the current project or from a completely separate PK4 somewhere in the file system: And one can select the font size of the OrthoView grid in the preferences now: For more things that have changed or fixed, see the list below. Download Windows Portable x64: https://drive.google.com/file/d/1Q4iCbF--lZYu5p57GWkNM2xaI7vI8LWU/view?usp=sharing Download Windows Installer x64: https://drive.google.com/file/d/1rKc6ansoAY7Subf70GV5XYsyQTrl7b6D/view?usp=sharing Linux folks need to compile this stuff from source, instructions for various distributions are on the wiki. If you happen to run into a crash, please record a crashdump: How to record a crashdump Changes since 2.9.0 can be seen on the Bugtracker changelog, here's the summary: #5436: Feature request: User control of font size of "size" numbers on ortho screen #5382: Merge patch connect patches #5108: Allow DR to open .maps that are inside .pk4s #5309: Creating a model entity creates a "phantom light" near the world origin #5425: Automatic map saving can crash DarkRadiant #5097: Layer toggle controls can get out of sync (showing wrong icons) #5424: Up/down strafe movement not working in camera free look mode #5426: Can't build Radiant on current arch due to pybind breaking change #5429: EntityClassManager vs. VirtualFileSystem initialisation order might prevent .def file parsing #5430: World geometry is blue and cannot be changed when no worldspawn entityDef is defined #5442: Expose LayerManager interface to Python scripts Changes since 2.10.0pre1 #5382: Some patch welding improvements to have the merged patches face in the expected direction #5364: Light colours in the ortho view can be overridden by the colour specified in the scheme #5452: Update pybind11 version to 2.6 #5448: 16-Bit PNGs and 8-Bit Greyscale PNGs with Alpha channel can be loaded correctly (again) #5440: DarkRadiant now warns before saving in case the map file has been modified in the meantime Changes since 2.10.0pre2 #5451: Creating/renaming/deleting a layer didn't flag the map as modified #5443: Selected light bounds not updated when editing light_radius spawnarg #5406: Add dropdown list of all map entity names when editing a "Name of single entity" of an Objective component #5406: Double-clicking an objective will open the editor. Objectives Dialog will automatically select the first objective entity now. #5444: Brushes were not selectable in orthoview when none of its faces were facing upwards Thanks for testing, as always!
  16. Hey everyone, the last couple of weeks I've been working on an overhaul to TDM's renderer that slightly improves CPU utilization in the game and should thus improve performance in CPU-bottlenecked scenes. This is the next step in our ongoing backend modernization and targeted for 2.09. However, since the changes are quite involved, I'd love to get a headstart on testing, so that we can catch any major problems or regressions early The 2.08 beta test has absolute priority. But if you happen to be curious and have a bit of extra time to spare, I'd appreciate any feedback you can provide. Current test build: https://ci.appveyor.com/api/buildjobs/q614b4ojrmat3umc/artifacts/TheDarkMod.7z You'll need a 2.08 beta installation. Make a copy of your TheDarkModx64.exe and glprogs folder (if present) so that you can go back to 2.08, then extract the files from the archive to your installation. Instructions for testing: There are two parts to this. First is a new render backend which significantly reduces CPU draw call overhead by better ordering of draw calls and using modern OpenGL features (if available). You can enable it with cvar r_useNewBackend. Most important thing to test here is that there are no visual artifacts or regressions from the new renderer. So ideally go through some scenes and switch between old and new backend and let me know if you notice any differences For good measure, you can also try to toggle the cvars r_useMultiDrawIndirect and r_useBindlessTextures, which toggle two particular modern OpenGL features that the new backend can use. Ideally, toggling these should not result in any visual changes, either. The second part is further parallelization of a particularly compute-heavy step in the renderer. @duzenko spent some time to port BFG threading code to TDM, and this initial work is already in 2.08. However, it wasn't quite stable, so enabling it in 2.08 causes crashes eventually. I spent some more time stabilizing this portion, and combined with the new backend, it should yield some FPS increases in CPU-heavy scenes. To enable this feature, enable the cvar r_useParallelAddModels (caution: disable this when going back to 2.08, or you'll have crashes!). Here, I'm mostly looking for confirmation that it runs without crashes. You can also tweak the level of parallelization with the cvar jobs_numThreads. It defaults to 2, if you have 6 or more cores, I'd advise to increase it to 4. Further increments don't seem to yield much improvement. Thanks for your time! Oh, and just to give an idea of why I did this: This is performance with 2.08: And this is with r_useNewBackend and r_useParallelAddModels enabled:
  17. DarkRadiant 2.7.0 has been released, this thread is out of date: Here's the DR 2.7.0pre5 build for motivated mappers to test. It's a maintenance build for the most part, but it contains a few smaller improvements. As usual, a bit of refactoring and improvement has been happening under the hood, but this shouldn't have any negative impact. Especially, I would be interested if installation works, as I've moved forward to Visual Studio 2019 for this build. OrbWeaver has been working on a DarkRadiant user guide which is continuously expanded and available on the website https://www.darkradiant.net/userguide (also accessible through the About > User Guide menu option). Windows Installer x64: https://drive.google.com/open?id=1ePE5oYYBq_2AcoNtQSBFGjXTBWk3fuWe Windows Portable x64: https://drive.google.com/open?id=1hCO5nxhcmm5jQipRPa8lBNrzstfdj-AR Linux folks need to compile this stuff from source, instructions for various distributions are on the wiki. If you happen to run into a crash, please record a crashdump: How to record a crashdump Changes since 2.6.0 can be seen on the Bugtracker changelog, important stuff includes so far: #5071: General: Upgrade VC++ projects to VS2019 #4889: Feature: A method to deprecate models without breaking existing maps #4873: Feature: Game/Project Setup should show recently used custom paths in the mission drop down list #5021: Fixed: DR gets unhandled exception on start up #4792: Fixed: Rotation of x-oriented particles in Particle Editor is different than in-game #5054: Fixed: Highlighted vertices of hidden brushes will move when moving highlighted vertices of visible brushes. #4904: Fixed: Unmaximised DarkRadiant not remembering main window size and location #4966: Fixed: Reload Models option in Create Model dialog window doesn't update the model #4999: Fixed: Problem with satisfying readable objective "when closed" #4859: Fixed: DR thinks an entity name of the form "Cylinder01" is the same as "Cylinder1" #4885: Fixed: Syntax error in "Test for missing targets" script #4880: Fixed: Bad normals produced by .ASE exporter #4876: Fixed: No confirmation dialogue box when exporting combined models #4861: Fixed: Undo/Redo Does Not Restore Light Color #4874: Fixed: Compile error with gcc-7 (and gcc-8) #4841: Fixed: Blend export script fails #4840: Fixed: Mouse Binding settings for Aux1 do not work Changes since 2.7.0pre1 #5078: Fixed: Search feature in TreeView controls seems to be broken #5081: General: Updated Xcode project, DR compiles again in macOS #5077: Fixed: Compilation failed in Ubuntu 19.10 Changes since 2.7.0pre2 #5104: Fixed: Exporting bell_hand.lwo as ASE is producing an invalid model, which will fail to dmap #5101: Fixed: Model exporter doesn't remember last export location #5092: Fixed: Buttons to change spawnargs can affect entities that aren't currently selected #5091: Feature: Add "Choose Skin" button when editing model spawnarg of an existing entity #5095: Fixed: Search box persists for some seconds after closing window or shifting focus #5094: Fixed: Choose Skin dialog will crash in 2.7.0pre2 #5093: Fixed: When no GL context is present, OpenGLModule::assertNoErrors() runs into an endless loop until your memory runs out #5086: Fixed: In DR 2.7.0 pre2: S/R interface issues with adding stims or responses #5087: Fixed: Connecting lines to targeted entities don't show up if 'Default' layer was hidden #5082: Fixed: Layers window: first click after opening isn't registered properly Changes since 2.7.0pre3 #5095: Even more fixed: Search box persists for some seconds after closing window or shifting focus #5112: Feature: Let the 'Matching skins' folder start in expanded state when showing the SkinChooser #5113: Fixed: 'Choose skin' from model spawnarg: hitting cancel sets model spawnarg as skin #5114: Fixed: Model selection: materials/verts/polys display always refers to previously selected model #5117: Fixed: Entities with non-existent classnames are shown white instead of blue in orthoview Changes since 2.7.0pre4 #5088: Fixed: Hitting cancel in 'Create Speaker' still creates a speaker And an untracked change to make the Entity Inspector columns resizable. Thanks for testing, as always!
  18. 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.
  19. I posted this in the Radiant forum, and have filed a bug report. After a week, no response from anyone, so I'm elevating it to this forum. Hopefully it will catch someone's eye.
  20. Hi, I need to know what the code is to use Spoiler Tags. I am using my tablet and I don't have the options to use anything, like spoiler tags, quote tags, text changes etc. Thanks
  21. 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. :-)

  22. I just made a test with script here from darkmod but i put $player1 and not work after $info_player_start_1 and nothing. If possible help me. please. Create the script file If your map is called for example maps/mydir/mymap.map, you must create a text file maps/mydir/mymap.script. The contents The map script needs to contain a main function. This function is called at the very start of your map, e.g. when the map is loaded for the first time. So if you want something to happen later, you need to pause the script and then do something. Here is an example:
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