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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>0006555: Please add the following models and particles to the core mod</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6555</link><description><![CDATA[Atm we have 3 existing chandelier models in the core that were originally made by Dram for BHM (BlackheartManor - which im still working on) - &lt;br /&gt;
&lt;br /&gt;
- models/darkmod/lights/non-extinguishable/bhm_chandelier_01.lwo&lt;br /&gt;
- models/darkmod/lights/non-extinguishable/bhm_chandelier_02.lwo&lt;br /&gt;
- models/darkmod/lights/non-extinguishable/bhm_chandelier_03.lwo&lt;br /&gt;
&lt;br /&gt;
I have made the following extra versions/parts of said models to give mappers more flexability - &lt;br /&gt;
&lt;br /&gt;
- models/darkmod/lights/non-extinguishable/bhm_chandelier_01_norose.lwo&lt;br /&gt;
- models/darkmod/lights/non-extinguishable/bhm_chandelier_02_norose.lwo&lt;br /&gt;
- models/darkmod/lights/non-extinguishable/bhm_chandelier_03_norose.lwo&lt;br /&gt;
- models/darkmod/lights/non-extinguishable/bhm_chandelier_02_notop.lwo&lt;br /&gt;
- models/darkmod/lights/non-extinguishable/bhm_chandelier_03_wall.lwo&lt;br /&gt;
- models/darkmod/lights/non-extinguishable/bhm_chandelier_04_middle.lwo&lt;br /&gt;
- models/darkmod/lights/non-extinguishable/bhm_chandelier_04_midrose.lwo&lt;br /&gt;
- models/darkmod/lights/non-extinguishable/bhm_chandelier_04_midrose_lower.lwo&lt;br /&gt;
- models/darkmod/lights/non-extinguishable/bhm_chandelier_04_norose.lwo&lt;br /&gt;
- models/darkmod/lights/non-extinguishable/bhm_chandelier_04_top.lwo&lt;br /&gt;
- models/darkmod/lights/non-extinguishable/bhm_chandelier_ceiling_rose.lwo&lt;br /&gt;
&lt;br /&gt;
I also created matching single instance partcles for the BHM models - &lt;br /&gt;
&lt;br /&gt;
- bhm_chandelier_1_bulb&lt;br /&gt;
- bhm_chandelier_3_bulb&lt;br /&gt;
- bhm_chandelier_6_bulb&lt;br /&gt;
- bhm_chandelier_12_bulb &lt;br /&gt;
- bhm_chandelier_super3_bulb&lt;br /&gt;
- bhm_chandelier_super6_bulb&lt;br /&gt;
- bhm_chandelier_super12_bulb&lt;br /&gt;
&lt;br /&gt;
Also added down-firing spot lights and their constituent parts - &lt;br /&gt;
&lt;br /&gt;
- bhm_chandelier_bulb.lwo&lt;br /&gt;
- bhm_painting_light.lwo &lt;br /&gt;
- bhm_spot_small.lwo &lt;br /&gt;
- bhm_chandelier_wall_rose.lwo]]></description><category>Models</category><pubDate>Fri, 21 Aug 2026 17:24:45 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6555</guid><comments>https://bugs.thedarkmod.com/view.php?id=6555#bugnotes</comments></item><item><title>0006736: Strings framework: consume all.lang directly in UTF-8</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6736</link><description><![CDATA[It would be great to get rid of Perl scripts.&lt;br /&gt;
The only thing which holds them today in core assets is processing all.lang into individual .lang files.&lt;br /&gt;
&lt;br /&gt;
The idea is to consume all.lang directly, probably having it renamed to something like all.utf8lang.&lt;br /&gt;
And the charmaps should contain mappings of UTF-8 characters into engine-internal codes (should have extension like .utf8map)&lt;br /&gt;
The engine does not need to fully support UTF-8, it simply converts the byte sequences according to the map file.]]></description><category>Design/Coding</category><pubDate>Wed, 19 Aug 2026 22:59:19 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6736</guid><comments>https://bugs.thedarkmod.com/view.php?id=6736#bugnotes</comments></item><item><title>0006724: [Suggestion] improved layer management feature</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6724</link><description><![CDATA[I believe the way DR has been doing layer management could be substantially improved. Currently, you right-click a 2D-view to get access to your layer-management options at the bottom of the menu (Add To Layer, Remove From Layer, etc). &lt;br /&gt;
&lt;br /&gt;
My suggestion is that those options could be moved (or added) to the Layers panel's right-click menu, such that when you right-click a layer you'd have those options there instead, and they would apply to the selected layer. I think this would be more practical for managing layers. &lt;br /&gt;
&lt;br /&gt;
There are several issues with the current right-click menu that create friction to extensive usage of layers, which would go away with this improvement. The current menu limits how many layers you can feasibly use, as it will eventually grow bigger than your screen, and then you have to scroll with arrow buttons, which makes it very unwieldy for frequent usage. &lt;br /&gt;
&lt;br /&gt;
Finding layers in alphabetical order is also not as easy. I personally find myself adding prefixes to layer names so they get sorted by their hierarchical relationship to each other. For example: &lt;br /&gt;
&lt;br /&gt;
paths&lt;br /&gt;
paths guard 1&lt;br /&gt;
paths guard 2&lt;br /&gt;
house&lt;br /&gt;
house basement&lt;br /&gt;
house basement sewer entrance&lt;br /&gt;
house first floor&lt;br /&gt;
house first floor foyer&lt;br /&gt;
house first floor foyer staircase&lt;br /&gt;
house roof&lt;br /&gt;
&lt;br /&gt;
These problems would not exist if we could use the Layers panel for this instead. The Layers panel already has layers laid out hierarchically, in whatever way you laid them out, so you always know where they are. And the hierarchical layout can also be collapsed, so it scales nicely to however many layers you want to have.]]></description><category>Map Editing</category><pubDate>Fri, 14 Aug 2026 12:31:59 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6724</guid><comments>https://bugs.thedarkmod.com/view.php?id=6724#bugnotes</comments></item><item><title>0006728: Surface inspector: Scale window - need to be left justified</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6728</link><description><![CDATA[The text/characters on this little window seem to be right justified atm, so its always hiding the number/character on the left most side.&lt;br /&gt;
&lt;br /&gt;
That and in previous versions of DR, it was only one - two decimal points, and currently its three and imho doesn't need to be.]]></description><category>GUI</category><pubDate>Fri, 14 Aug 2026 12:15:46 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6728</guid><comments>https://bugs.thedarkmod.com/view.php?id=6728#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>Fri, 14 Aug 2026 12:15:34 +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>0006729: Cloned/copied object rotates around some arbitrary origin.</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6729</link><description><![CDATA[- If I clone/copy and object and then immediately rotate it its fine, but if I then move it and go to rotate it again its starts rotating around some arbitrary origin.&lt;br /&gt;
&lt;br /&gt;
- Another version of this is If I clone/copy and object and then immediately rotate it its fine, but if I had &quot;rotate objects independently&quot; selected and then turn it off, and then go to rotate it, it again starts rotating around some arbitrary origin.&lt;br /&gt;
&lt;br /&gt;
&lt;a href=&quot;https://youtu.be/RQBwsbaO4Ag&quot; rel=&quot;noopener&quot;&gt;https://youtu.be/RQBwsbaO4Ag&lt;/a&gt;]]></description><category>GUI</category><pubDate>Fri, 14 Aug 2026 12:15:07 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6729</guid><comments>https://bugs.thedarkmod.com/view.php?id=6729#bugnotes</comments></item><item><title>0006726: Choose model inspector: search box overlay/overlap on on favorites</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6726</link><description><![CDATA[The search bar is overlapping/overlaying the favorites button on the skin chooser. You could move the show skins button down to make space?]]></description><category>GUI</category><pubDate>Fri, 14 Aug 2026 12:14:30 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6726</guid><comments>https://bugs.thedarkmod.com/view.php?id=6726#bugnotes</comments></item><item><title>0006734: This child windows used to be resizable: Game connection</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6734</link><description><![CDATA[Its a lo larger than it need to be imho]]></description><category>GUI</category><pubDate>Fri, 14 Aug 2026 12:14:28 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6734</guid><comments>https://bugs.thedarkmod.com/view.php?id=6734#bugnotes</comments></item><item><title>0006731: Add filter or find box to Insert Prefab window</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6731</link><description><![CDATA[Similar to the entity window in issue 0006719, if you try to search prefabs the search box disappears after a few seconds.  Could we add a filter or find box to replace this?&lt;br /&gt;
&lt;br /&gt;
It could be the same solution as in 6719, or resemble the Create Model...' find box functionality.]]></description><category>Map Editing</category><pubDate>Thu, 13 Aug 2026 23:19:58 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6731</guid><comments>https://bugs.thedarkmod.com/view.php?id=6731#bugnotes</comments></item><item><title>0006727: Mouse buttons are locked during loading of Entity list window</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6727</link><description><![CDATA[When you open the Entity list window, it is loaded, but during load it locks the mouse buttons. You can move the mouse cursor, using the keyboard works just fine.]]></description><category>Map Editing</category><pubDate>Thu, 13 Aug 2026 23:19:47 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6727</guid><comments>https://bugs.thedarkmod.com/view.php?id=6727#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>Wed, 12 Aug 2026 22:40:18 +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>0006735: NPCs walking with torch play idle animation that's not suitable</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6735</link><description><![CDATA[&lt;a href=&quot;https://www.youtube.com/watch?v=q5mL7tIGFGw&quot; rel=&quot;noopener&quot;&gt;https://www.youtube.com/watch?v=q5mL7tIGFGw&lt;/a&gt;]]></description><category>Def / Setup</category><pubDate>Sat, 08 Aug 2026 12:35:54 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6735</guid><comments>https://bugs.thedarkmod.com/view.php?id=6735#bugnotes</comments></item><item><title>0006733: Poor qaulity models: metal_wall_cabinet01 series</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6733</link><description><![CDATA[- models/darkmod/containers/openable/metal_wall_cabinet01.lwo&lt;br /&gt;
- models/darkmod/containers/openable/metal_wall_cabinet01_doorl.lwo&lt;br /&gt;
- models/darkmod/containers/openable/metal_wall_cabinet01_doorr.lwo&lt;br /&gt;
&lt;br /&gt;
The doors have gaps in the mesh and the cabinet had a haphazard UV mesh.&lt;br /&gt;
&lt;br /&gt;
I have also added a prefab from my wip.]]></description><category>Models</category><pubDate>Tue, 04 Aug 2026 14:55:44 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6733</guid><comments>https://bugs.thedarkmod.com/view.php?id=6733#bugnotes</comments></item><item><title>0006732: Main menu settings don't show already-defined tooltips</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6732</link><description><![CDATA[Four main menu settings have an already-defined i18n tooltip, but the tooltip never appears. Each item below gives the #str_id + English for the setting prompt and associated tooltip. &lt;br /&gt;
&lt;br /&gt;
The following are under Settings/Controls/Tools (and implemented in mainmenu_settings_controls.gui), and all have an &lt;empty&gt; keybinding by default...&lt;br /&gt;
&lt;br /&gt;
	&quot;#str_10190&quot;	&quot;Gas Mine&quot;&lt;br /&gt;
	&quot;#str_10193&quot;	&quot;A black market favorite, these mines release a non-lethal vapor that will neutralize opponents quickly and quietly.&quot;&lt;br /&gt;
&lt;br /&gt;
	&quot;#str_10191&quot;	&quot;Slowfall Potion&quot;&lt;br /&gt;
	&quot;#str_10194&quot;	&quot;Favored most by those traveling the Thieves Highway, drinking this tempers the effects of gravity, allowing you to land safely on the ground from even the highest rooftops.&quot;&lt;br /&gt;
&lt;br /&gt;
	&quot;#str_10192&quot;	&quot;Invisibility Potion&quot;&lt;br /&gt;
	&quot;#str_10195&quot;	&quot;Originally concocted for the stage, this valuable elixir makes its user invisible for a short time.&quot;&lt;br /&gt;
&lt;br /&gt;
This is under Settings/Video/Advanced (and implemented in main_menu_video.gui)...&lt;br /&gt;
&lt;br /&gt;
         &quot;#str_02949&quot;	&quot;Bloom&quot;&lt;br /&gt;
         &quot;#str_menu_bloom_tooltip&quot;	&quot;Glowing effect around extremely bright objects\nSlider controls strength of the effect&quot; // bloom&lt;br /&gt;
&lt;br /&gt;
This item has both a slider and an Off;On button, but tooltip doesn't appear with either of them.&lt;br /&gt;
&lt;br /&gt;
(FYI: For an uncommon example of a slider with a tooltip, see Settings/Gameplay/General/View: Mantle Roll.)]]></description><category>GUI</category><pubDate>Mon, 03 Aug 2026 21:24:07 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6732</guid><comments>https://bugs.thedarkmod.com/view.php?id=6732#bugnotes</comments></item><item><title>0006730: broken normal texture for mossy treebark</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6730</link><description><![CDATA[As per this forum post, &lt;a href=&quot;https://forums.thedarkmod.com/index.php?/topic/23197-broken-normal-texture-for-mossy-treebark/,&quot; rel=&quot;noopener&quot;&gt;https://forums.thedarkmod.com/index.php?/topic/23197-broken-normal-texture-for-mossy-treebark/,&lt;/a&gt; the model as a typo in the material. &lt;br /&gt;
&lt;br /&gt;
changed:  &quot;.../forest_treebafork_mossy_local&quot; to: &quot; .../forest_treebark_mossy_local&quot;]]></description><category>Textures</category><pubDate>Sat, 01 Aug 2026 19:09:52 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6730</guid><comments>https://bugs.thedarkmod.com/view.php?id=6730#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>Thu, 30 Jul 2026 21:50:49 +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>0006719: Perminent "Find" box in Entity List window.</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6719</link><description><![CDATA[Its rather annoying that the find box in the entity list dissappears after you've typed something it. &lt;br /&gt;
Because its contextual, the box disspears and its easy for user to start typing (thinking they are still in the search box) and end up hitting a bunch of random hotkeys. &lt;br /&gt;
&lt;br /&gt;
Its a small fix, but having that search box be a perminant and click-to-cursor would be great.]]></description><category>Map Editing</category><pubDate>Thu, 30 Jul 2026 00:32:29 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6719</guid><comments>https://bugs.thedarkmod.com/view.php?id=6719#bugnotes</comments></item><item><title>0006717: Feature request: Automatically copy shader to clipboard</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6717</link><description><![CDATA[When texturing surfaces, there is a lot of copy/paste shader operations, especially when texturing around corners to make it look continuous (e.g. when you cut out a window or door).  Usually the workflow is something like this:&lt;br /&gt;
&lt;br /&gt;
1. Select a brush face&lt;br /&gt;
2. copy shader&lt;br /&gt;
3. select a target brush or brush face&lt;br /&gt;
4. paste shader&lt;br /&gt;
&lt;br /&gt;
in the course of building a map these operations are executed hundreds or thousands of times, and reducing the number of steps would be really helpful.&lt;br /&gt;
&lt;br /&gt;
Could we have an option to combine 1 and 2 into a single operation?  That is, if you select a brush face then it will automatically copy the shader to the clipboard.&lt;br /&gt;
&lt;br /&gt;
It needs to do the exact same thing as if the mapper actually did a copy shader - that is the texture scale and orientation needs to be preserved (so not the same as just selecting a texture from the media tab and adding it to the clipboard).&lt;br /&gt;
&lt;br /&gt;
it might be that mappers wouldn't always want this, so perhaps we make it a configuration option? Not sure where - maybe under Preferences -&gt; Textures?]]></description><category>Map Editing</category><pubDate>Thu, 30 Jul 2026 00:31:14 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6717</guid><comments>https://bugs.thedarkmod.com/view.php?id=6717#bugnotes</comments></item><item><title>0006067: Gamma Standard Picture not showing</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6067</link><description><![CDATA[In the Settings/Video menu, mousing over the Gamma or Brightness controls should bring up a somewhat-sticky &quot;Gamma Standards Picture&quot; to the left. This is not happening in 2.10&lt;br /&gt;
&lt;br /&gt;
Cause: In mainmenu_settings_video.gui, the addition of a tooltip macro in two places disables a preceding onMouseEnter handler.  General discussion of this type of problem is in just-posted page &lt;a href=&quot;https://wiki.thedarkmod.com/index.php?title=GUI_Scripting:Tooltip_Macro&quot; rel=&quot;noopener&quot;&gt;https://wiki.thedarkmod.com/index.php?title=GUI_Scripting:Tooltip_Macro.&lt;/a&gt;]]></description><category>GUI</category><pubDate>Wed, 29 Jul 2026 22:24:48 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6067</guid><comments>https://bugs.thedarkmod.com/view.php?id=6067#bugnotes</comments></item><item><title>0006657: Improve Stone 48pt Font</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6657</link><description><![CDATA[Previous, the Stone 24pt font was upgraded and completed to support, for instance, subtitles. Attention turns here to the 48pt set, invoked with GUI textscale of 0.30+.&lt;br /&gt;
&lt;br /&gt;
For translation purposes, the &quot;english&quot; Stone 48pt font has a number of shortcomings. For an FM, these will likely affect -&lt;br /&gt;
- popup overlay messages, using tdm_message_no_art. The GUI for that has a textscale of 0.31, so invokes 48pt.&lt;br /&gt;
- Sign decals.&lt;br /&gt;
- the title blocks of certain readables based on Stone.&lt;br /&gt;
Shortcomings include stray marks, glyph clippinng, and missing i18n characters. It is proposed, during 2026, to fully analyze, repair, and complete Stone 48pt, targeting TDM 2.15]]></description><category>GUI</category><pubDate>Fri, 24 Jul 2026 21:40:52 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6657</guid><comments>https://bugs.thedarkmod.com/view.php?id=6657#bugnotes</comments></item><item><title>0005282: Readables look stretched in widescreen modes</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=5282</link><description><![CDATA[With addition of 21:9 aspect ratio this problem has become more visible.]]></description><category>GUI</category><pubDate>Sun, 19 Jul 2026 10:20:34 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=5282</guid><comments>https://bugs.thedarkmod.com/view.php?id=5282#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>Sun, 12 Jul 2026 16:22:37 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6713</guid><comments>https://bugs.thedarkmod.com/view.php?id=6713#bugnotes</comments></item><item><title>0006723: latest test build: Skin chooser broken</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6723</link><description><![CDATA[if you click on skin chooser the popup child window, its a) not showing the proper sized window and b) I cant restore it - see attached.]]></description><category>GUI</category><pubDate>Wed, 01 Jul 2026 18:54:54 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6723</guid><comments>https://bugs.thedarkmod.com/view.php?id=6723#bugnotes</comments></item><item><title>0006725: Read translation strings directly as UTF8</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6725</link><description><![CDATA[It would simplify the translation process considerably if the engine could read in the UTF8 all.lang file directly, and the other .lang files could be dispensed with. While a big ask code-wise, this could also provide a modern way forward.&lt;br /&gt;
&lt;br /&gt;
Maybe a 2.15 or 2.16 roadmap entry?]]></description><category>Feature proposal</category><pubDate>Sun, 28 Jun 2026 20:23:03 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6725</guid><comments>https://bugs.thedarkmod.com/view.php?id=6725#bugnotes</comments></item><item><title>0006275: Texture stretches when rotating brush 90 degrees</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6275</link><description><![CDATA[Using the rotation widget to rotate a brush sometimes results in resetting a textures's texture scale to zero.]]></description><category>General</category><pubDate>Thu, 25 Jun 2026 13:33:38 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6275</guid><comments>https://bugs.thedarkmod.com/view.php?id=6275#bugnotes</comments></item></channel></rss>
