(Above image demonstrates the new Particle Preview feature.)
DarkRadiant 1.5.0 has been released!
Have you ever thought about creating your own Thief-Style game mission?
While the both Thief and Thief 2 come with the level editor Dromed, it is often a daunting for beginners to jump into that tool and it's complexity.
The Dark Mod team knows this struggle well and has designed a mission authoring platform that is much more intuitive to new mappers and veterans alike.
The Dark Mod team is the maintainer of a special branch of the GTK Radiant level editor, called DarkRadiant. It is tailored for use with The Dark Mod but also has wide application for Doom III level editing (and even some Xreal feature support).
For more background here are some details from the DarkRadiant site:
Massive improvements have been made since development started: a good deal of the code has already been re-factored, improved or fully replaced by superior code. Highlights include the new or improved browsers for textures, models and skins as well as sound shaders. Texture Manipulation tools have been vastly improved and make seamless texturing a matter of seconds. A completely new U/V editor for patches is also included. All Inspectors have been redesigned/rewritten. Light volumes and vertices of projected/point lights are drag-gable and so on and so forth.
Dark Mod Editing
Our goal is to provide the Dark Mod fan-mission community with a capable and easy-to-use editor. To achieve this, specialized plugins are being developed to assist Dark Mod mappers with tackling the complex mission creating tasks - We already have Dark Mod-specific plug-ins for editing Stim/Response, Objectives, Difficulty Settings and Conversations.
As usual, please report any bugs or feature requests here in these forums, following these guidelines:
Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask.
Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker.
As probably not everybody is reading the changelogs, here is the summary of changes:
New Features / Changes
New Particle Renderer and Preview.
Added Reload Particles command.
Xreal: PNG support
Xreal: support MATERIAL_NAME shaders for ASE models.
Xreal: added Xreal game configuration
Xreal: configurable archive extension.
Fixed: Some 6-sided brushes are saved as 7-sided ones to the .map file (one superfluous plane).
Fixed: Copy & Paste doesn't work.
Fixed: Readables editor won't let you type a space in the inv_name.
Fixed: Crash when opening LWO when sorting textures internally.
Fixed: DarkRadiant crashes when closing Readable editor after clicking "XData Name".
Fixed: No bumpmaps rendered in lighting mode on newer cards.
Fixed: Trouble exporting func_statics with ASE export script.
Fixed: Semi-consistent crash after starting new map.
Fixed: Description for light/fog textures does not show.
Fixed: Clipper not caulking clipped faces consistently.
Fixed: Light entity wireframes not updated, don't reflect actual entity, after rotation.
Fixed: XY view crash
Fixed: func_static part selection issue.
Create patches in 'axis aligned' orientation.
func_splinemover should be created with a default spline curve.
Added Reparent primitives to context menu
Jump to selected classname (if any) upon clicking "Choose entity class..."
Coding / Internal Design
Enable compilation in VC++ 2010.
After some major refactoring all UI classes have been migrated from GTK+ to its C++ interface gtkmm.
Extend IModel interface to provide access to model verts and polys.
We are preparing to begin another themed mission contest. Any experienced mapper should easily become acquainted with this tool... So if you are inclined to show off your mapping skills, please prepare yourself to enter our contest which should commence via announcement on this site SOON!
Since 2002 we have explored, played and enjoyed mods of all shapes and sizes just like The Dark Mod. We love games like Doom III that have opened themselves up to modding. Because of communities like Steam Workshop, Nexus, Curse, RTSL, GameBanana and Mod DB, more games support modding today than ever before.
Bigger and better
Whether it is for fun, for laughs or for the challenge, modding is what sets PC gaming apart from our closed off friends in the console and mobile gaming worlds. And based on the recent outpouring of support for mods after the concept of paid modding was explored, we are not alone in our love for mods and open platforms that embrace them.
Let's celebrate modding
As mods play a bigger role in the future of gaming, we believe it is important to recognize the effort the teams behind the work put in, giving us countless hours of enjoyment while asking nothing in return. We have the power to change our games and that needs to be celebrated to ensure it remains a big part of PC gaming's future.
Introducing Mod Appreciation Week
Nothing is more motivating than knowing something you've built kicks-ass. So this week if there is a mod you love on Mod DB (or anywhere else), make the effort to shout out to them, mention and link their mod in a tweet, blog, forum or facebook post with the hashtag #modlove2015 (or click the icons above for a pre-built post).
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