Jump to content
The Dark Mod Forums

Recommended Posts

Posted (edited)
On 1/29/2024 at 8:18 PM, Frost_Salamander said:

What do you mean by 'transparent'?  You mean filter them out?  (...)

no i mean that when they are not filtered out, they render somewhat transparent, like the sky texture does

Edited by 7318

Biel Bestué de Luna - Github

  • 4 months later...
Posted (edited)
3 hours ago, datiswous said:

Lots (if not all) of the paintings/painting skins have the preview on the wrong side. Can they be defaulted on the oposite view?

image.png.66a65a190979bb9141fedaad2f4e0068.png

I brought this up in Discord the other day.  Apparently it's something to do with the origin of the models, so any fix would have to NOT change the models themselves.  I will raise an issue for it.

EDIT: https://bugs.thedarkmod.com/view.php?id=6554

Edited by Frost_Salamander
  • Thanks 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
On 7/4/2024 at 1:30 PM, Frost_Salamander said:

I brought this up in Discord the other day.  Apparently it's something to do with the origin of the models, so any fix would have to NOT change the models themselves.  I will raise an issue for it.

EDIT: https://bugs.thedarkmod.com/view.php?id=6554

Quote

note the model rotates back so it's facing away from you again and you need to rotate it again to see the new skin.

@datiswous@Frost_Salamander, would simply preserving the rotation rather than resetting it be an acceptable fix?  I don't think that would be too hard to do.  Different models consider different orientations to be the "front" so it would be much harder to try to automatically determine an optimal view for each model.

Posted
1 minute ago, jonri said:

@datiswous@Frost_Salamander, would simply preserving the rotation rather than resetting it be an acceptable fix?  I don't think that would be too hard to do.  Different models consider different orientations to be the "front" so it would be much harder to try to automatically determine an optimal view for each model.

I think that would be helpful regardless, because the rotation thing happens to everything and not just paintings.

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

  • 4 months later...
Posted (edited)

The conversation editor shows coördinates of the conversation, but to find it you have to manually type over those coördinates, or find the specified entity.

It would be nice if there is a button in that window that centers the view onto where the coördinates point to. Or double click on a conversation moves it there.

image.png.4a290181f340583ddef78c5e134fb602.png

 

Edit: It's not really that useful I found, because the location of the conversation entity might not be close to where the conversation takes place.

Edited by datiswous
  • Like 1
Posted

It's a good idea. I'll share mine here as well if there's any hope for the team considering it:

On 12/3/2024 at 7:23 AM, MirceaKitsune said:

I'd like to suggest a feature that's common in most map editors such as Tiled: The ability to have multiple maps open at once as tabs. Just like browser tabs, you have a bar with several maps and can click on them to select which one you want to work on, all maps are loaded in memory at once so the transition should be seamless. This would especially help with campaigns as you jump between maps, copy-pasting groups between multiple FM's you're working on, etc.

Posted (edited)

With all the AI hype, it is possible to create a mission which include one of the OpenSource LLM for the NPC to permit an mission related chat with it, or make guards more intelligent for harder gameplay?

Edited by Zerush
  • 2 weeks later...
  • 3 weeks later...
Posted (edited)
On 12/19/2024 at 6:03 PM, CrisiusXIII said:

Its different then whats shown in yr example but i have some to look at now.

Ah right, this is probably a new asset from 2.13 dev. but I forgot it's not in 2.12 yet.

Edit: attached is the testmap prefab from 2.13. You can import it into DR if you want.

 

Edit: I'm actually not sure anymore when the testmap prefab got included.

testmap.pfbx

Edited by datiswous
  • 2 weeks later...
Posted
On 6/16/2023 at 11:23 PM, motorsep said:

FEATURE REQUESTS:

1. Array tool - to duplicate selected model or entity or brush via UI on XYZ with spacing parameters (kinda like Blender's array modifier). 

2. One-click surface/material copy to either face or entire brush. Currently I have to setup one face by using Surface dialog and then copy/paste it (using hotkeys combo) to desired faces (for which I still have to deselect selected face and then select new one). Very very tedious process. It would be a lot smoother of copied surface parms (material, tiling, etc.) could be applied in one click in 3D view.

3. Ability to set tiling on the entire brush numerically. Currently numerical entry fields are grayed out in the Surface UI when whole brush is selected :(

Thanks beforehand

@OrbWeaver I am not sure if you saw this, but I am still wondering if it's possible in 2025 😅

  • 4 weeks later...
  • 2 weeks later...
Posted

I wonder if DR could have this interesting feature I found in UE called Entity Piloting. It basically enables you to set an entity position and rotation with 3d camera view. It's very convenient for things like lights, and spotlights in particular, as you can place them pretty quickly without fiddling with rotation axes.

https://dev.epicgames.com/documentation/en-us/unreal-engine/pilot-actors-in-the-viewport?application_version=4.27

https://youtu.be/a59m6klDeag?si=CX-QT2jDyl5hrdEL&t=801

 

  • 5 weeks later...
Posted

I'm not sure what it's called, [window sensitive mouse position?] but if would be cool if DR knew which Window you intended to work in without having to click on it first (like the way Blender handles it). 

For example: currently, after editing Entity properties, you move the mouse over to the Build window and hit ctrl-tab to change the view, but instead it just scrolls the property tabs, because you forgot to click the window first. I do this all the time and it drives me crazy.

The other problem with having to click the window is sometimes you inadvertently move an entity or make a brush.

Posted
6 hours ago, grodenglaive said:

For example: currently, after editing Entity properties, you move the mouse over to the Build window and hit ctrl-tab to change the view, but instead it just scrolls the property tabs, because you forgot to click the window first. I do this all the time and it drives me crazy.

Haha yeah I always do this as well, it is indeed annoying.

6 hours ago, grodenglaive said:

The other problem with having to click the window is sometimes you inadvertently move an entity or make a brush.

I'm not sure what the default for this is or if you know about it, but selecting things by accident can be reduced by disabling drag selections: Edit -> Preferences -> Camera -> Enable drag selections. The only time I enable it now is if I have to manipulate some patch vertices that you can't really do in the ortho view...

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
35 minutes ago, Frost_Salamander said:

Haha yeah I always do this as well, it is indeed annoying.

I'm not sure what the default for this is or if you know about it, but selecting things by accident can be reduced by disabling drag selections: Edit -> Preferences -> Camera -> Enable drag selections. The only time I enable it now is if I have to manipulate some patch vertices that you can't really do in the ortho view...

thanks, I didn't know about that

  • 1 month later...
Posted

Make all included filters editable. Currently you can only add your own and eddit those. Also, DR includes most of it's filters for other idtech4 games, although the paths might be different and therefore they might not work.

I just really don't understand why you would want to block modders from changing the filters in their DR install.

Posted (edited)

Add a menu item for feature "Selection Focus". Currently it seems it's just a very useful but kind of hidden feature that only a select view mappers now about. Logically this should be listed in the Edit menu?

Also I think (but I could be wrong) that there is actually currently not a default shortcut applied to it and Ctrl-F is applied to "FocusCameraViewOnSelection".

Maybe I should put a feature request on the bugtracker.

 

Edited by datiswous
  • 7 months later...
Posted (edited)

The ability to automatically prune and refactor brushwork to prevent faces with textures sitting in video memory could be a research and development breakthrough that is basically the next generation (Holy Grail) of virtual reality and mobile rendering.

This capability would also optimize many of your communities missions.

How would this be done? Vantage in a game without wall walking like prey should be simpler. Using human effort to find the parameters of height that can be jumped relative geometry that can be gotten on top of you have a space to fire off thousands or millions of rays to determine visibility. The earliest algorithms will be imperfect. Edge cases once found would eventually lead to refinement with further development. The ability to trade compute early on for efficiency later would be worthwhile in chase of performance per watt. 

Is there a case study on the results of doing this?

I'm glad you asked. I'm the Prey 2006 Remake modder from moddb. To parties interested I have a alpha state presentation that took literally years to make.

Mappers who want to see what optimization should look like or your virtual reality developer would be my recommendation of those to look at it from the editor view.

I can't directly help The Dark Mod since I'm not learning programming until my work is finished but it would be interesting to see my workflow and standard replicated by a team since it's unreasonable for a single person. And I will develop two tools for the purpose of bandwidth conservation in distribution, and automation of texture texel scaling including conversion to the optimal formats id Tech 4 and it's offspring recognize.

If you can achieve this feat you would basically be making your established infrastructure capable of goals multi billion dollar companies like Meta would love to deliver on limited hardware. You have the established monolithic code base foundation infrastructure, so I think this is a reasonable goal for as many software engineers you have on your team. Specialized or otherwise.

 

Edited by CarmackianEmbyronicAGI
Posted (edited)
On 12/31/2025 at 11:51 PM, CarmackianEmbyronicAGI said:

The ability to automatically prune and refactor brushwork (...)

 

This doesn't seem DarkRadiant related. Or maybe I'm wrong? It seems to me it's more related to tdm engine?

I think you should make a new topic of this and put it in The Dark Mod section. Or otherwise Off-topic, or I want to help, it's not clear to me where this fits in.

If it's purely a DR feature, then make a new topic for it here, but development of DR is currently slow, because one major dev ( @greebo) is inactive for the time beeing.

Edited by datiswous

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


  • Recent Status Updates

    • taaaki

      The post editor for the dark themes should be working again. Apologies for the inconvenience.
      · 1 reply
    • jaxa

      Talk GabeCube:
      https://forums.thedarkmod.com/index.php?/topic/18055-2016-cpugpu-news/page/39/#findComment-508710
      · 3 replies
    • The Black Arrow

      Things have been so bad these days for me...
      Just a year ago, I've been feeling dizzy, I thought it was nothing, today's stress, that type of thing, went to sleep...Still dizzy! 9 more days dizzy, went to doctor (I would have gone on the first day if NOT for the long appointment time)
      Said it may be Neck Dizziness...I did exercises for 6 months, no changes.
      Went to a Physical Therapist, went to another, no changes.
      I've asked my doctor for a full check this time.
      I hated yesteryear so much due to personal reasons, this year might be the same.
      To be brutally honest, I'd rather have cancer or/and chronic pain than suffer dizziness any second longer, especially when nothing helps.
      Hard to enjoy Thief when you're dizzy so I was hoping this year, Winter will be best for me.
      · 7 replies
    • JackFarmer

      Hello mappers and taffers! 

      Are you still out there? It is so calm here these days and I am afraid this is no good sign.
      Proof me wrong, tell your best friend (=me), that you are still here and that you will not go away!
      · 7 replies
    • JackFarmer

      Happy Labour Day, my taffing taffers & hard working mapping friends!
      And remember the poor souls who, within the Inventors’ organization, labor under Jonus’s yoke to ensure the success of that very guild! Always remember the hard workers!
      · 2 replies
×
×
  • Create New...