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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
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.

  • 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...
Posted

Regarding .obj export in darkradiant, a 'quad export' and an 'export textures with model' option would be great, but I understand that is all complicated and time-consuming stuff since the export script is already tuned for triangles.

  • 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

 

  • Like 2

 

 

 

  • 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...

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

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