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<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"><channel><docs>https://bugs.thedarkmod.com/</docs><link>https://bugs.thedarkmod.com/</link><description><![CDATA[The Dark Mod Bugtracker - Issues]]></description><title>The Dark Mod Bugtracker - Issues</title><image><title>The Dark Mod Bugtracker - Issues</title><url>https://bugs.thedarkmod.com/images/mantis_logo.png</url><link>https://bugs.thedarkmod.com/</link><description><![CDATA[The Dark Mod Bugtracker - Issues]]></description></image><language>en</language><category>All Projects</category><ttl>10</ttl><dc:language>en</dc:language><sy:updatePeriod>hourly</sy:updatePeriod><sy:updateFrequency>1</sy:updateFrequency><item><title>0006695: User configuration causing multiple bugs</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6695</link><description><![CDATA[Today my DR install started to exhibit two main problems:&lt;br /&gt;
&lt;br /&gt;
1. When creating new brushes the material contained on the shader clipboard isn't used.  It's always the 'shader not found' material.&lt;br /&gt;
2. The 'Drag Camera' functionality stopped working.  This is where you press CTRL+MMB on the map and the camera will move to that spot.  The binding for this command is in Edit -&gt; Mouse Bindings... &lt;br /&gt;
&lt;br /&gt;
I think whatever is causing this is in my user.xml file.  If I delete this file, DR behaves correctly.  If I put it back, the unexpected behaviour returns.&lt;br /&gt;
&lt;br /&gt;
I've attached my user.xml file to this bug report.]]></description><category>Map Editing</category><pubDate>Mon, 11 May 2026 20:17:37 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6695</guid><comments>https://bugs.thedarkmod.com/view.php?id=6695#bugnotes</comments></item><item><title>0006656: Improve Carleton 24pt Font</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6656</link><description><![CDATA[For translation purposes, the &quot;english&quot; Carleton 24pt font has a number of shortcomings. This will likely affect an FM's Briefing and Objectives, and uses of this font within in the Main Menu system. Shortcomings include missing i18n characters, poor scaling, etc. It is proposed, during 2026, to fully analyze, repair, and complete Carleton 24pt, targeting TDM 2.15. Also within scope: required related work with other members of the Carleton 24pt family, namely Carleton Glow and Carleton Bold (and probably not Carleton Condensed).]]></description><category>GUI</category><pubDate>Mon, 11 May 2026 07:22:15 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6656</guid><comments>https://bugs.thedarkmod.com/view.php?id=6656#bugnotes</comments></item><item><title>0006716: Texture has wrong ladder material type - textures/darkmod/fabric/ship_rigging1</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6716</link><description><![CDATA[Currently - &lt;br /&gt;
&lt;br /&gt;
textures/darkmod/fabric/ship_rigging1&lt;br /&gt;
{&lt;br /&gt;
	surftype15&lt;br /&gt;
	description &quot;cloth&quot;&lt;br /&gt;
	&lt;br /&gt;
	twosided&lt;br /&gt;
	noimpact&lt;br /&gt;
	ladder&lt;br /&gt;
	&lt;br /&gt;
	{&lt;br /&gt;
	blend diffusemap&lt;br /&gt;
	map      textures/darkmod/fabric/ship_rigging1_d&lt;br /&gt;
	alphatest	0.5&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	bumpmap         textures/darkmod/fabric/ship_rigging1_local&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
Should be - &lt;br /&gt;
&lt;br /&gt;
textures/darkmod/fabric/ship_rigging1&lt;br /&gt;
{&lt;br /&gt;
	surftype15&lt;br /&gt;
	description &quot;rope&quot;&lt;br /&gt;
	&lt;br /&gt;
	twosided&lt;br /&gt;
	noimpact&lt;br /&gt;
	ladder&lt;br /&gt;
	&lt;br /&gt;
	{&lt;br /&gt;
	blend diffusemap&lt;br /&gt;
	map      textures/darkmod/fabric/ship_rigging1_d&lt;br /&gt;
	alphatest	0.5&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	bumpmap         textures/darkmod/fabric/ship_rigging1_local&lt;br /&gt;
}]]></description><category>Textures</category><pubDate>Sat, 09 May 2026 19:12:53 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6716</guid><comments>https://bugs.thedarkmod.com/view.php?id=6716#bugnotes</comments></item><item><title>0006703: Sharp movements in AI animation transitions on high FPS</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6703</link><description><![CDATA[When guards go on patrol and turn on path_corner, they often do quick and weird movement on high FPS.&lt;br /&gt;
It does not happen on FPS &lt; 60 though.]]></description><category>Coding</category><pubDate>Sat, 09 May 2026 17:56:44 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6703</guid><comments>https://bugs.thedarkmod.com/view.php?id=6703#bugnotes</comments></item><item><title>0006701: Broken AI with vsync off, uncap FPS on and high FPS</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6701</link><description><![CDATA[Character animations get restarted (walking, running) when AI makes a turn. It looks bad and causes NPCs to stop a lot, too:&lt;br /&gt;
&lt;a href=&quot;https://youtu.be/bq8uZ2vFDVk?si=wOmq_xidHwP0YXy8&quot; rel=&quot;noopener&quot;&gt;https://youtu.be/bq8uZ2vFDVk?si=wOmq_xidHwP0YXy8&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
The bug is more than cosmetic. It affects pathfinding. I noticed in test/horse.map that a horse can't find path nodes with those settings. Turning v-sync on, or lowering FPS fixes it:&lt;br /&gt;
&lt;a href=&quot;https://youtu.be/_UItEYdgU5A?si=AOfh4_6l5ZfR6JPA&quot; rel=&quot;noopener&quot;&gt;https://youtu.be/_UItEYdgU5A?si=AOfh4_6l5ZfR6JPA&lt;/a&gt;]]></description><category>AI</category><pubDate>Sat, 09 May 2026 14:10:12 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6701</guid><comments>https://bugs.thedarkmod.com/view.php?id=6701#bugnotes</comments></item><item><title>0006705: Rendering issues in camera lighting preview</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6705</link><description><![CDATA[Portal sky textures render as white boxes and parralax textures render black.]]></description><category>Map Editing</category><pubDate>Thu, 07 May 2026 16:52:11 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6705</guid><comments>https://bugs.thedarkmod.com/view.php?id=6705#bugnotes</comments></item><item><title>0006127: Pick Shader via MMB not working.</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6127</link><description><![CDATA[I am fairly sure I logged a tracker for this in the past and that we closed it because I couldnt reliable reproduce the issue. Well with 3.4.0 its now dosent work at all.]]></description><category>GUI</category><pubDate>Wed, 06 May 2026 20:28:08 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6127</guid><comments>https://bugs.thedarkmod.com/view.php?id=6127#bugnotes</comments></item><item><title>0006124: Get DR to remember size and location of all windows: Use main window to calculate position and size of child windows?</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6124</link><description><![CDATA[- I have an ultrawide monitor so DR wants to open a child window so Im guessing 2/3 of the screen size, but as I always have my DR window snapped to the left to occupie on half of the screen the child window is then spread out ocross most of my desktop.&lt;br /&gt;
- On first opening of 'any' child window (so model, entity, prefab inspector windows etc), I have to resize said window/s. But when I do this the divider isnt moving with it.&lt;br /&gt;
- after I have moved/resized the window and adjusted the divider DR seems to remember all of this&lt;br /&gt;
&lt;br /&gt;
Is or would it be possible to get DR upon its first opening of said child windows to base thier size/location/layout on the size and location of the main DR window and not on the windows desktop size/rsolution?]]></description><category>GUI</category><pubDate>Wed, 06 May 2026 20:07:08 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6124</guid><comments>https://bugs.thedarkmod.com/view.php?id=6124#bugnotes</comments></item><item><title>0006605: Bizzare bug - every texture is rotated slightly</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6605</link><description><![CDATA[Working on a wip with Baal, and we are both seeing this weird behavour with DR texture browser. Every texture is rotated slightly...&lt;br /&gt;
&lt;br /&gt;
There was a DR scaled model in the map. The issue went away by removing it, but then came back again.&lt;br /&gt;
&lt;br /&gt;
The testures are rotated by roughtly a few degrees.]]></description><category>GUI</category><pubDate>Wed, 06 May 2026 20:05:39 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6605</guid><comments>https://bugs.thedarkmod.com/view.php?id=6605#bugnotes</comments></item><item><title>0006200: Objectives editor lagginess when editing components in maps with many entities</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6200</link><description><![CDATA[When in the edit an objective popup window I am getting noticable lag/delay.&lt;br /&gt;
&lt;br /&gt;
I am also seeing a weird corruption on the window that that visble for a few seconds then disapears. It has what looks like the phrase &quot; -na &quot; - see attached.]]></description><category>GUI</category><pubDate>Wed, 06 May 2026 20:04:46 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6200</guid><comments>https://bugs.thedarkmod.com/view.php?id=6200#bugnotes</comments></item><item><title>0006155: DR windows refusing to restore</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6155</link><description><![CDATA[This will randomly but eventually happen after DR has been open for a short while. clicking on the taskbar or show desktop will not get DR to open back to the desktop. I have to close ALL other applications and only then will it restore.]]></description><category>Design/Coding</category><pubDate>Wed, 06 May 2026 20:04:10 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6155</guid><comments>https://bugs.thedarkmod.com/view.php?id=6155#bugnotes</comments></item><item><title>0006126: DR not remembering last exported/saved-to folder</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6126</link><description><![CDATA[I think a windows update has done/broken something to my Windows 10 install, but on the offchance it isnt I thought I would log a tracker.&lt;br /&gt;
&lt;br /&gt;
In a nutshell anytime I want to do an export or save-as DR after a fresh startup is always pointing to the windows documents folder(for me thatd D:\documents\), instead of the last folder I exported/saved too.  DR will rembember, but only per session.]]></description><category>General</category><pubDate>Wed, 06 May 2026 20:03:29 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6126</guid><comments>https://bugs.thedarkmod.com/view.php?id=6126#bugnotes</comments></item><item><title>0005802: Texture fitting on patches to work the same as it does on brushes.</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=5802</link><description><![CDATA[The behaviour that would be welcome would be to have fitting textures on patches to work the same way as it does on brushes, as in keeping the 1:1 fit they had before you click the rotate button.]]></description><category>GUI</category><pubDate>Wed, 06 May 2026 20:02:55 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=5802</guid><comments>https://bugs.thedarkmod.com/view.php?id=5802#bugnotes</comments></item><item><title>0006712: Dark mode for Darkradiant.</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6712</link><description><![CDATA[This has been long requested, and now with most operating system on PC and Mac supporting dark mode, it would be nice to have this in DR also.]]></description><category>GUI</category><pubDate>Wed, 06 May 2026 20:02:05 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6712</guid><comments>https://bugs.thedarkmod.com/view.php?id=6712#bugnotes</comments></item><item><title>0005812: Darkmod/Theme for DR</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=5812</link><description><![CDATA[The main window has some darker grey elements which help a lot with eye strain, but a lot of the daughter/sub menus and these are just some examples -&lt;br /&gt;
&lt;br /&gt;
- model selector&lt;br /&gt;
- view shader definition&lt;br /&gt;
- choose prefab&lt;br /&gt;
&lt;br /&gt;
All have a white and near white background, which when you open one of these pop-up it causes eye strain for a few second each time. &lt;br /&gt;
&lt;br /&gt;
Would it be possible to have a slightly darker background has been done for the Surface inspector. etc.]]></description><category>GUI</category><pubDate>Wed, 06 May 2026 20:02:05 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=5812</guid><comments>https://bugs.thedarkmod.com/view.php?id=5812#bugnotes</comments></item><item><title>0006122: DR 'flashes' all white on opening of program</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6122</link><description><![CDATA[This is a minor issue, but wonder if it could be tweaked at all, as I dont think previous version of DR did this.&lt;br /&gt;
&lt;br /&gt;
Ideally would like a dark skin for DR but appreciate thats difficult, but conversaly getting a bright flash everytime I load the program causes a bit of eye strain etc.]]></description><category>GUI</category><pubDate>Wed, 06 May 2026 20:00:28 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6122</guid><comments>https://bugs.thedarkmod.com/view.php?id=6122#bugnotes</comments></item><item><title>0005096: Selected objects/entites (grouped or selected) will randomly rotate about non-center pivot point, rather than on the spot,</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=5096</link><description><![CDATA[This happens with grouped models,  func_static's and brush/patches or a combination of these items.]]></description><category>GUI</category><pubDate>Wed, 06 May 2026 19:54:23 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=5096</guid><comments>https://bugs.thedarkmod.com/view.php?id=5096#bugnotes</comments></item><item><title>0006123: DR displaying some particles incorrectly:</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6123</link><description><![CDATA[DR just started doing this as I have no idea why so went through the folloiing troubleshooting - &lt;br /&gt;
&lt;br /&gt;
- Nuked and recreated DR config files and or removing (via DDU) and reinstalling the nvidia driver didn't fix it.&lt;br /&gt;
- When in the particle viewer, hitting the reload decals button temporarily fixes the issue untill you close reopen DR.&lt;br /&gt;
&lt;br /&gt;
This issue effect a number of particles, but not all.]]></description><category>Renderer</category><pubDate>Wed, 06 May 2026 19:52:40 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6123</guid><comments>https://bugs.thedarkmod.com/view.php?id=6123#bugnotes</comments></item><item><title>0006347: Clipping in Camerview/Orthoview when grid is set to less than 0.125</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6347</link><description><![CDATA[Over the years I have found myself working at 0.125 with small models details in DR, but this become a challenge when what your trying to view is clipped out of view as the view camera bounding box clips through the very thing your working on.&lt;br /&gt;
&lt;br /&gt;
Would it be pissble to removed or toggle this clipping off? imho I cant see a reason for having the clipping.]]></description><category>Renderer</category><pubDate>Wed, 06 May 2026 19:51:58 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6347</guid><comments>https://bugs.thedarkmod.com/view.php?id=6347#bugnotes</comments></item><item><title>0006529: Crashing on pressing ctrl-z to undo</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6529</link><description><![CDATA[Pressing ctrl-z to undo more than 1-2 times after DR has been open for a while will cause DR to crash to desktop with no error.]]></description><category>General</category><pubDate>Wed, 06 May 2026 19:50:57 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6529</guid><comments>https://bugs.thedarkmod.com/view.php?id=6529#bugnotes</comments></item><item><title>0005548: GUI Chooser</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=5548</link><description><![CDATA[Currently the only way to find a GUI definition when assigning a value to a &quot;gui&quot; spawnarg is to look into a .pk4 or folder containing .gui files. &lt;br /&gt;
&lt;br /&gt;
Having a 'Choose GUI...' button that lists all the GUIs available would make it easier to do things like changing the underwater GUI of a liquid entity or the message GUI of a popup message. It would work fine already without a preview.&lt;br /&gt;
&lt;br /&gt;
Would be best if this button were shown on any spawnargs beginning with &quot;gui&quot; and spawnargs of type &quot;editor_gui&quot;.]]></description><category>GUI</category><pubDate>Wed, 06 May 2026 19:46:19 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=5548</guid><comments>https://bugs.thedarkmod.com/view.php?id=5548#bugnotes</comments></item><item><title>0006706: surface inspector dialog gui spacing</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6706</link><description><![CDATA[The spacing on the entry boxes need to a bit bigger, as in allow for 3 digits.]]></description><category>GUI</category><pubDate>Wed, 06 May 2026 19:42:20 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6706</guid><comments>https://bugs.thedarkmod.com/view.php?id=6706#bugnotes</comments></item><item><title>0006707: Preferences panel: missing options and resizing issue</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6707</link><description><![CDATA[The preferences panel is missing a bunch of options that are present in the previous main version of DR. See attached images with annotation.]]></description><category>GUI</category><pubDate>Wed, 06 May 2026 19:40:27 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6707</guid><comments>https://bugs.thedarkmod.com/view.php?id=6707#bugnotes</comments></item><item><title>0005798: Texture rotation and fit on patches broken on 2.14</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=5798</link><description><![CDATA[If you have a patch and you rotate a texture, under 2.12 the mapper could flick on fit and it would fit on vertically or horizontally. Under 2.14 this function is broken. There is now a new button next to the 'Fit' button on Surface inspector, which Im guessing is support to address this issue, but it doesn't appear to do anything.&lt;br /&gt;
&lt;br /&gt;
I have created a video that hopefully shows the issue - &lt;a href=&quot;https://youtu.be/PhQbRYZON_I&quot; rel=&quot;noopener&quot;&gt;https://youtu.be/PhQbRYZON_I&lt;/a&gt;]]></description><category>GUI</category><pubDate>Wed, 06 May 2026 18:32:45 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=5798</guid><comments>https://bugs.thedarkmod.com/view.php?id=5798#bugnotes</comments></item><item><title>0006713: Feature Request: Picker for efx_preset</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6713</link><description><![CDATA[info_location entities have an optional spawnarg called 'efx_preset' which defines an out of the box environmental audio reverb setting for an area location.  The list of available presets is obtained from here (see 'Preset values' section): &lt;a href=&quot;https://wiki.thedarkmod.com/index.php?title=Setting_Reverb_Data_of_Rooms_(EAX)#Presets_.28Version_2.29&quot; rel=&quot;noopener&quot;&gt;https://wiki.thedarkmod.com/index.php?title=Setting_Reverb_Data_of_Rooms_(EAX)#Presets_.28Version_2.29.&lt;/a&gt; &lt;br /&gt;
&lt;br /&gt;
They are actually defined here: &lt;a href=&quot;https://github.com/kcat/openal-soft/blob/master/include/AL/efx-presets.h&quot; rel=&quot;noopener&quot;&gt;https://github.com/kcat/openal-soft/blob/master/include/AL/efx-presets.h&lt;/a&gt; ...&lt;br /&gt;
&lt;br /&gt;
... but they are all prefixed with  EFX_REVERB_PRESET_ which would need to be trimmed off.&lt;br /&gt;
&lt;br /&gt;
It would be handy if when this spawnarg was added, there was a 'choose preset' button.  Pressing this button would open a dialogue which listed all the possible presets, and when one is chosen the spawnarg value would be populated with the chosen value.  This is similar to the workflow when choosing sound shaders for speakers or other entities with 'snd_' spawnargs.&lt;br /&gt;
&lt;br /&gt;
Having a defined list would cut down on mistakes (e.g. entering the wrong value, spelling errors, typos, etc)&lt;br /&gt;
&lt;br /&gt;
I've attached screenshots of the sound selection and the info_location entity spawnarg.]]></description><category>Map Editing</category><pubDate>Tue, 05 May 2026 13:57:48 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6713</guid><comments>https://bugs.thedarkmod.com/view.php?id=6713#bugnotes</comments></item></channel></rss>
