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I would love to have a timer of how long we have spent in the map open.   Skacky posted on twitter a screenshot from one of his missions and I thought something similar would be cool to have in DR  

oh, then it means that the shortcuts are not displaying on Linux.

Edit Menu > 'Paste to (0,0,0)' or similar. Several times I have created something in a mission and then decided to export it as a prefab, but it's a long way from the map origin. Typically I s

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I guess this wish has already been posted...

Could the key shortcuts be added to the menu functions, like in Blender? so people could learn the key shortcuts and proceed more efficiently.

as an example, in the case of "Connect selected entities" in the Entity menu, display beside it's name the "ctrl + k" key short cut.

And even maybe display it in a different colour or in Bold?

Edited by 7318

Biel Bestué de Luna - Github

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Has anyone considered implementing a 3d creation process like they did in this editor for Quake / Half-Life?
Trenchbroom is able to create brushes directly on surfaces of other brushes on a 3d grid system. Pretty awesome to watch!

 

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"Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager

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  • 3 months later...
On 11/28/2020 at 7:36 PM, 7318 said:

oh, then it means that the shortcuts are not displaying on Linux.

  • Could the key shortcuts be added to the menu functions on Linux?
  • Could some of the icons have a different icon on dark themes? Or is there a way to edit these myself? For example the dark blue color is hard to see on dark themes.

 

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6 hours ago, datiswous said:
  • Could the key shortcuts be added to the menu functions on Linux?
  • Could some of the icons have a different icon on dark themes? Or is there a way to edit these myself? For example the dark blue color is hard to see on dark themes.

 

Unfortunately we don't appear to have any control over the shortcut visibility in menus. This is an aspect of how wxWidgets and GTK work, and no functions are exposed to the developer regarding this. Perhaps this is something that will change in a future version of wxWidgets.

We can easily change icons, but we don't have any way to detect the colours of the theme, so we would not be able to do this automatically. We could have more than one "icon theme" which users would select, which is something I've seen in other applications like GIMP and Inkscape. You can certainly edit icons yourself if you want (they are all in the install/bitmaps subdirectory), although of course you'd have to manually save all your changed versions and reapply them each time you upgraded DR.

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8 hours ago, OrbWeaver said:

You can certainly edit icons yourself if you want (they are all in the install/bitmaps subdirectory)

Thanks, that is the /usr/local/share/darkradiant/ directory in Linux? I might try that or try a different wm-theme. Maybe it's an idea to be able to override this somehow with a folder somewhere else, so it doesn't get overwritten during update. Not a big issue though.

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19 hours ago, datiswous said:

Thanks, that is the /usr/local/share/darkradiant/ directory in Linux? I might try that or try a different wm-theme. Maybe it's an idea to be able to override this somehow with a folder somewhere else, so it doesn't get overwritten during update. Not a big issue though.

Yes, sorry I was giving the path in the source tree but of course this is different if you're trying to change icons in a full install.

I believe /usr/local/share/darkradiant/bitmaps would be the default install path if you have built from source and have not specified a different install location, otherwise in a packaged build it would be /usr/share/darkradiant/bitmaps.

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13 minutes ago, OrbWeaver said:

Yes, sorry I was giving the path in the source tree but of course this is different if you're trying to change icons in a full install.

So I guess I could change the icons before building from source and they will be implemented in the install? Haven't thought of that.

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