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Posted (edited)

DarkRadiant Video Tutorials wiki page

 

I made some changes to the DarkRadiant Video Tutorials wiki page. I added missing descriptions to some of the video's and more video sources.

https://wiki.thedarkmod.com/index.php?title=DarkRadiant_Video_Tutorials

 

Just wondering if people might disagree with some of the changes, especially the added video's from different makers. Or people have suggestions. If not, then good.

 

Edit: I removed the link to Bikerdudes video's again because in them he talks of reusing parts of maps from other missions (in this case I think mission A new Job). I didn't check out all of his video's in that playlist, so I didn't spot it before. The reason I removed them is that I don't want people to show the wrong example of building. Also, I think that the video's (although very informative), aren't great purely as instruction.

 

Edit 2: Added dates of video submissions.

Edited by datiswous
  • Like 2
  • Thanks 1
  • datiswous changed the title to Wiki changes
Posted

Upload license

When you upload files to the Wiki, on the upload page there is an option to choose a license. But in the dropdown menu there are no options for license's. Maybe some can be added?

 

ksnip_20221028-042046.thumb.jpg.086c5505c8d5b69f50cdc41c984017c6.jpg

  • 4 weeks later...
Posted (edited)

I added template SEED to Category:Templates . I changed the SEED template into a categorizing template and then created category SEED (subcategory of Editing) and listed all SEED pages under that 😬. Hope that's ok..

The previous version of the SEED template just listed a list of links to the other SEED pages, which now can be found listed clicking on the SEED category.

I added template Template-help to Category:Templates . So now it's easier to see what it does and how to use it.

Edit: I added templates TDM-FM (+ created description) and Infobox to Category:Templates

Edited by datiswous
  • 2 years later...
Posted (edited)

So I thought it might be an idea to make a tutorial for making efx files. Here is a draft:

 

Make an efx file for a mission with info_location's present.

1. In DR create a new filter: Filter > Edit Filters > Add

2. Filter info_locations:
Index 0: Type entityclass, Match .*, Action hide
Index 1: Type entityclass, Match info_location, Action show

image.png.5a126403fedf6cc13fa1e53bacea27b8.png

Optionally you can add: Index 2: Type entityclass, Match worldspawn, Action show
(this roughly adds the map's layout to the 2dview, while it's still easy to see the info_locations)

3. Activate made filter
4. You see only the info_locations in the map. write down the names of all the info_locations.
5. In the fm make a folder efxs and inside that make a file "map-name.efx". So the file needs to have the same name as your map and the extension needs to be efx.
6. It's best to copy over the contents of another mission's efx file so you have the structure.

For example Requiem:

Spoiler
Version 2
eaxreverb "GranaryZone" {
   preset QUARRY
 }
eaxreverb "TheMageTower" {
   preset CASTLE_LARGEROOM
 }
eaxreverb "TheEvilTower" {
   preset STONEROOM
 }
eaxreverb "TheEvilTower1" {
   preset STONEROOM
 }
eaxreverb "GreenmanCrypt" {
   preset CASTLE_SHORTPASSAGE
 }
eaxreverb "ShrineZone" {
   preset CHAPEL
 }
eaxreverb "Cave_Location" {
   preset CASTLE_SMALLROOM
 }
eaxreverb "City_Location" {
   preset CITY_STREETS
 }
eaxreverb "City2_Location" {
   preset CITY_STREETS  
 }
eaxreverb "Church" {
   preset CHAPEL
 }
eaxreverb "Crypts" {
   preset CASTLE_SHORTPASSAGE
 }
eaxreverb "TE1" {
   preset CASTLE_SMALLROOM
 }

7. Here you need to change after eaxreverb "Name", which is the name of the info_location you wrote down in step 4 and after preset comes the efx-preset you think should be used for that location.

A way to easilly check the correct reverb is to start tdm inside the map/mission and use console command teleport info_location-name.
Then you can test a set reverb in the file. When you want to test another reverb, you can change it in the file and then in tdm use console command reloadsounds, so you don't have to reload the map.

Edited by datiswous
  • Like 1
  • 3 weeks later...
Posted

"the only format added specifically for TDM, so not very widespread" – this sounds weird. OBJ is one of the most popular formats in 3d modelling applications and game engines. If you mean that obj support has been added to TDM fairly recently, and there aren't many missions yet that use it – that makes more sense.

  • 10 months later...
Posted (edited)

I added info about DR feature "Selection focus" to the page:

https://wiki.thedarkmod.com/index.php?title=The_Parts_and_Whole:_DR_Groups

and:

https://wiki.thedarkmod.com/index.php?title=Grouping

 

Edit: And also https://wiki.thedarkmod.com/index.php?title=Layers#Alternatives

 

I've also thought of putting the info in a separate page and then link to that in those pages. Since it modifies a big chunk of @Geep's original page, although it's pretty relevant to that.

 

(Btw. here is the original topic about the feature)

Edited by datiswous
  • Like 3
Posted (edited)

I updated the text briefing section of the page "Setting up campaigns": https://wiki.thedarkmod.com/index.php?title=Setting_up_Campaigns . Thanks to information I got from @stgatilov.

Since TDM 2.08 there is a better (easier) way to setup campaigns that have advanced text briefings (like the ones from Sotha), but this was not documented yet.

Off course if I made mistakes or information is missing, you can update this on the wiki page or mention here.

The video section also has to be updated, but I (try to) do that later.

Edited by datiswous
  • Like 1
Posted
On 12/5/2025 at 11:38 AM, datiswous said:

Since TDM 2.08 there is a better (easier) way to setup campaigns that have advanced text briefings (like the ones from Sotha), but this was not documented yet.

It would be great if you review the sections about videos there one day too.
Everything about "controlled by SDK" is the old way which I can hardly recommend today.

Posted
3 hours ago, datiswous said:

Sdk is before going standalone, right? when it was still a Doom3 mod.

No, I think it was the only option for campaigns and debriefings until the big menu GUI refactoring, the same 2.08.

Posted (edited)

I just learned from Dragofer about DR feature "Select by filter" and "Deselect by filter". Never heard of it and couldn't find the info on the wiki (maybe didn't search deep enough?)

So I guess somebody is going to add that info.

Edit: Added this info to https://wiki.thedarkmod.com/index.php?title=The_Parts_and_Whole:_DR_Filters#"Select_by_filter"_and_"Deselect_by_filter"

 

Same for the special button in the right-click menu called "Make Visportal".

Edit: I added the info. https://wiki.thedarkmod.com/index.php?title=Visportals#How_and_where_to_create_visportals

Edited by datiswous
  • Thanks 1
Posted (edited)

Added line:

Quote

(In TDM 2.14 in the above codeblock code $player1.createOverlay(getKey("gui") should be replaced with $player1.createXrayOverlay(getKey("gui"). Above codeblock is for TDM 2.10-2.13 )

To https://wiki.thedarkmod.com/index.php?title=Xrays_in_GUIs#The_scriptobject

Because of this change in 2.14:

On 4/5/2025 at 11:36 PM, stgatilov said:

dev17330-10984
* Tonemapping is now applied to game frame only, HUD and menu are not affected. Includes major & breaking changes in X-ray implementation (6606).

The X-ray glasses overlay must be created using createXrayOverlay instead of createOverlay.

 

Edit: I made the change to the codeblock, so the 2.14 code is the default now.

Edited by datiswous
Posted
On 12/8/2025 at 12:19 PM, stgatilov said:

It would be great if you review the sections about videos there one day too.
Everything about "controlled by SDK" is the old way which I can hardly recommend today.

I changed the text for video briefings and video de-briefings. I think it's ok. Let me know, or edit yourself if I forgot something.

https://wiki.thedarkmod.com/index.php?title=Setting_up_Campaigns#Video_briefings

  • 5 months later...
Posted
6 hours ago, datiswous said:

https://wiki.thedarkmod.com/index.php?title=GUI_Scripting:_Tools#Console_Commands

I added a small bit of info about console commands "gui_edit 1" and "gui_debug 1".

 

Before this there was absolutely zero info on this in the wiki, although they seem quite useful for gui editing.

Maybe move them to this page instead, and reference it in the GUI page?  If console commands are recorded in different pages they are really easy to overlook unless you know exactly what to search for.

  • Like 1

TDM Community Github: https://github.com/thedarkmodcommunity

My fan missions:

With Kerry000: The Hare in the Snare, Part 1

The Lieutenant Series: In Plain Sight  High Expectations Foreign Affairs A Reciprocal Gambit

Posted (edited)
15 hours ago, Frost_Salamander said:

Maybe move them to this page instead, and reference it in the GUI page?

I added them to "Console Useful Controls" and added a link to that page in "GUI_Scripting:_Tools" .

I also added all the reload -commands, but currently (mostly) without description.

Feel free to improve it

Edited by datiswous
  • Like 2
  • 4 weeks later...
Posted (edited)

I wonder if EFX is the only thing that gets reloaded with command reloadsounds.

All the sounds are reloaded by reloading their defenitions via command reloadDecls.

Edited by datiswous

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