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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>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>Tue, 23 Jun 2026 09:40:05 +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>0006720: DR crashes on undo-redo after creating model</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6720</link><description><![CDATA[If I create a model and then immediately undo and redo, DR crashes on me. I tried with different models, and it seems to crash every time with any model.]]></description><category>Map Editing</category><pubDate>Mon, 22 Jun 2026 21:50:32 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6720</guid><comments>https://bugs.thedarkmod.com/view.php?id=6720#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>Wed, 17 Jun 2026 02:15:00 +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>0006722: Main menu language choice not always highlighted</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6722</link><description><![CDATA[When you start up a fresh TDM, and look at the Settings/Video/Language page, the current choice is indicated by both green checkmark and text highlighting.&lt;br /&gt;
&lt;br /&gt;
If you change the language choice, leave the page, and come back later within the same session, sometimes the checkmark+highlighting is there, sometimes its not.]]></description><category>GUI</category><pubDate>Tue, 16 Jun 2026 21:05:42 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6722</guid><comments>https://bugs.thedarkmod.com/view.php?id=6722#bugnotes</comments></item><item><title>0005617: "Open Map From Project" prevents pointfile from loading</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=5617</link><description><![CDATA[When using &quot;Open Map From Project&quot; to load a map, the editor becomes unable to load pointfiles.]]></description><category>General</category><pubDate>Tue, 16 Jun 2026 17:53:53 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=5617</guid><comments>https://bugs.thedarkmod.com/view.php?id=5617#bugnotes</comments></item><item><title>0006721: Updates to &lt;language&gt;.map files</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6721</link><description><![CDATA[Now that the carleton 24pt font used by the main menu system has been updated, this is a good time to make a few corresponding improvements in the remapping offered in the tdm_base01/strings/&lt;language&gt;.map files. Thus I offer...&lt;br /&gt;
&lt;br /&gt;
For iso-8859-2 (identical content in czech.map, hungarian.map, slovak.map, polish.map):&lt;br /&gt;
	Removes now-obsolete mappings for redundant Ô and ô.&lt;br /&gt;
	Adds mappings for đ, Ş, ş, Ţ, and ţ.&lt;br /&gt;
&lt;br /&gt;
For iso-8859-9 (turkish.map):&lt;br /&gt;
  	Supports Ğ, ğ,  Ş, and ş (instead of substituting base characters without accents).&lt;br /&gt;
&lt;br /&gt;
for iso-8859-15 (french.map, which is comments-only):&lt;br /&gt;
	No change.&lt;br /&gt;
&lt;br /&gt;
for iso-8859-16 (romanian.map):&lt;br /&gt;
	Corrected mistaken mapping for Ș.&lt;br /&gt;
&lt;br /&gt;
for (russian.map):&lt;br /&gt;
	No change.&lt;br /&gt;
&lt;br /&gt;
These refreshed files are in &quot;Language_map_files_for_2_15.zip&quot; at:  &lt;a href=&quot;https://drive.google.com/file/d/1nDL8JDK8PH5_pFpOO-Jxt69cx4svaSle/view?usp=sharing&quot; rel=&quot;noopener&quot;&gt;https://drive.google.com/file/d/1nDL8JDK8PH5_pFpOO-Jxt69cx4svaSle/view?usp=sharing&lt;/a&gt;]]></description><category>Distribution</category><pubDate>Mon, 15 Jun 2026 21:39:03 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6721</guid><comments>https://bugs.thedarkmod.com/view.php?id=6721#bugnotes</comments></item><item><title>0006710: Vine patches prevent player from climbing through the window</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6710</link><description><![CDATA[Vine patches (created with vine arrows) placed around a window do not allow the player to climb through, either from the inside or the outside. This issue was identified in the 'melee &amp; archery' area of the training mission.&lt;br /&gt;
&lt;br /&gt;
A video demonstrating the issue: &lt;br /&gt;
&lt;br /&gt;
* Outside view: &lt;a href=&quot;https://disk.yandex.com/i/Vw7_SbnBtwo1Og&quot; rel=&quot;noopener&quot;&gt;https://disk.yandex.com/i/Vw7_SbnBtwo1Og&lt;/a&gt;&lt;br /&gt;
* Inside view: &lt;a href=&quot;https://disk.yandex.com/i/Cjs70xaMOoel2A&quot; rel=&quot;noopener&quot;&gt;https://disk.yandex.com/i/Cjs70xaMOoel2A&lt;/a&gt;]]></description><category>Physics</category><pubDate>Mon, 15 Jun 2026 16:41:13 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6710</guid><comments>https://bugs.thedarkmod.com/view.php?id=6710#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>Mon, 15 Jun 2026 15:43:57 +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>0003567: TDM incapable of being ran from a read-only directory as a normal user</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=3567</link><description><![CDATA[This bug is based off the fact that fs_basepath should be assumed to be read-only, but TDM attempts to write to it anyway.&lt;br /&gt;
&lt;br /&gt;
Launching TDM from a read-only directory (like any normal application/game in Linux) causes an immediate crash due to being incapable of writing gamex86.so to the game directory.&lt;br /&gt;
It is also incapable of writing configuration files or downloading maps.&lt;br /&gt;
&lt;br /&gt;
To solve this, Doom 3 wrote everything it needed to ~/.doom3. This kind of functionality apparently was removed.&lt;br /&gt;
&lt;br /&gt;
Attempting to reaquire the same functionality: Setting fs_modSavePath and fs_savepath to the home directory (~/.thedarkmod), and manually extracting gamex86.so allows TDM to run, but causes the following bugs:&lt;br /&gt;
* Maps loaded from ~/.thedarkmod/fms lack names, images or any information besides the map size in the menu (they appear invisible, basically), but are entirely playable by clicking where they should be in the menu.&lt;br /&gt;
* Any kind of configuration works during the run, but never saves properly. (Assuming configuration files are being saved to fs_basedir...)&lt;br /&gt;
* Pressing &quot;Restart game&quot; in the configuration pane causes it to crash due to not finding &quot;Default.cfg&quot;.I couldn't find the file anywhere. Perhaps it too was trying to write itself to the read-only fs_basedir?]]></description><category>Design/Coding</category><pubDate>Sun, 14 Jun 2026 00:21:07 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=3567</guid><comments>https://bugs.thedarkmod.com/view.php?id=3567#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>Fri, 12 Jun 2026 14:27:50 +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>0006718: Update of all stock low-res texture: tdm_palm_leaf_01</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6718</link><description><![CDATA[The stock version is 512*512, this was then up-scaled to 2048*2048]]></description><category>Textures</category><pubDate>Thu, 11 Jun 2026 11:19:54 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6718</guid><comments>https://bugs.thedarkmod.com/view.php?id=6718#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>Fri, 05 Jun 2026 22:14:55 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6275</guid><comments>https://bugs.thedarkmod.com/view.php?id=6275#bugnotes</comments></item><item><title>0006711: Material Editor - "File Location" button for select image file menu</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6711</link><description><![CDATA[It would be great if we can have an &quot;Open File Location&quot; button in the material browser that will send us to the windows explorer location of this file. The best place would be in the material editor &quot;basic&quot; tab (see attached 2) &lt;br /&gt;
&lt;br /&gt;
It might also be beneficial to have a &quot;copy local file location&quot; in the image selector menu below &quot;copy resource path&quot; (see attached 1)  &lt;br /&gt;
*note* the png says open location, but it should say &quot;copy location&quot;. My bad&lt;br /&gt;
&lt;br /&gt;
This would be killer, as it will save lots of time navigating locally to those files.]]></description><category>Map Editing</category><pubDate>Fri, 05 Jun 2026 21:55:48 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6711</guid><comments>https://bugs.thedarkmod.com/view.php?id=6711#bugnotes</comments></item><item><title>0006621: 'Create Decal Patches' should always use current shader on ShaderClipboard</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6621</link><description><![CDATA[When you select a brush face and create a decal patch, sometimes the patch is created with the _default material applied (i.e. the 'shader not found' material).  It would seem to make sense to always create the patch using whatever is on the shader clipboard instead. &lt;br /&gt;
&lt;br /&gt;
I think this happens when the material on the shader clipboard isn't a decal (i.e. doesn't contain DECAL_MACRO or other decal keywords).  If the material is a decal (e.g. grime corners) then it works fine.&lt;br /&gt;
&lt;br /&gt;
Two use cases for enabling this:&lt;br /&gt;
- When creating a lot of patches for rain splashes (which aren't decals) because you have to find, select and apply the material every time you create the patch which gets tedious pretty quickly.&lt;br /&gt;
- It sometimes faster and easier to create non-decal patches using this method then from brushes, so why not let it work with any material?]]></description><category>Map Editing</category><pubDate>Fri, 05 Jun 2026 21:55:28 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6621</guid><comments>https://bugs.thedarkmod.com/view.php?id=6621#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>Fri, 05 Jun 2026 21:55:07 +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>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>Fri, 05 Jun 2026 21:54:54 +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>0006362: It is possible to walk through some stone walls</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6362</link><description><![CDATA[1)&lt;br /&gt;
In Training Mission, in room &quot;Jumping &amp; Climbing&quot;, in the small room below the elevator engine near (990.07 -1711.16 580.25), if player keeps walking they end up on the ground outside the building below the window.&lt;br /&gt;
&lt;br /&gt;
This has been reproduced on &lt;br /&gt;
* TDM 2.11, TDM 2.12/64 #10518 (dev)&lt;br /&gt;
* TDM 2.12/64 #10584 (beta212-01).&lt;br /&gt;
&lt;br /&gt;
2)&lt;br /&gt;
In Training Mission, in room &quot;Jumping &amp; Climbing&quot; (762.06 -1923.77 364.5   4.3 -168.3 0.0), player can walk through wall at the top of the stairs and end up in the corridor inside.&lt;br /&gt;
&lt;br /&gt;
This has been reproduced on&lt;br /&gt;
* TDM 2.12/64 #10584 (beta212-01) (Linux)&lt;br /&gt;
* TDM 2.12/64 #10651 (release) (Linux and Windows)&lt;br /&gt;
* TDM 2.14 #11208 (Linux)]]></description><category>Models</category><pubDate>Sat, 16 May 2026 15:03:26 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6362</guid><comments>https://bugs.thedarkmod.com/view.php?id=6362#bugnotes</comments></item><item><title>0006692: TDM's precision errors are based on models that are smaller than one unit</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6692</link><description><![CDATA[In the image below, you have a patched based func_static, that looks fine in DR. But in TDM, bits of the mesh are missing. &lt;span class=&quot;mention&quot;&gt;&lt;a href=&quot;https://bugs.thedarkmod.com/view_user_page.php?id=352&quot;&gt;@Amadeus&lt;/a&gt;&lt;/span&gt; commented that it looks like a precision error issue.]]></description><category>Design/Coding</category><pubDate>Sat, 16 May 2026 14:12:37 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6692</guid><comments>https://bugs.thedarkmod.com/view.php?id=6692#bugnotes</comments></item><item><title>0006353: Feature request: Make 'Shift Textures randomly' work with patches</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6353</link><description><![CDATA[Scripts -&gt; Shift Textures randomly doesn't work on patches.  It would be great if it did as it's super-handy.]]></description><category>Map Editing</category><pubDate>Sat, 16 May 2026 13:27:11 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6353</guid><comments>https://bugs.thedarkmod.com/view.php?id=6353#bugnotes</comments></item><item><title>0006645: Feature request: Option to preserve texture on CSG subtract target brushes</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6645</link><description><![CDATA[When you use CSG subtract on a brush, the newly exposed surfaces on the target brush take on the texture of the brush used to 'cut' the target brush.  Unless the cutting brush is made the same texture as the target brush, this usually isn't desired behaviour and it gets tiresome to have to re-texture the target brush afterwards.&lt;br /&gt;
&lt;br /&gt;
Could we have an option to just keep the same texture (and texture scale) on the target brush after it has been cut?&lt;br /&gt;
&lt;br /&gt;
I can see an issue if the target brush has different textures on each surface (i.e. which one do you keep?), but this is probably also an issue with the current behaviour on the cutting brush as well so same logic could be used (whatever that is).]]></description><category>Map Editing</category><pubDate>Sat, 16 May 2026 13:26:59 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6645</guid><comments>https://bugs.thedarkmod.com/view.php?id=6645#bugnotes</comments></item><item><title>0006698: Feature request: Ungroup all nested groups</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6698</link><description><![CDATA[Sometimes you'll have a group of objects that are made up of nested groups.  I find that I frequently want to ungroup everything for various reasons, and I have to continuously right click-&gt; ungroup until all the nested groups are ungrouped.  Sometimes you need to do this 5 or 6 times and it gets tedious.&lt;br /&gt;
&lt;br /&gt;
Could we have an 'ungroup all' option that does this with one click?  It would just traverse to all the nested child groups and ungroup everything in the original selection.&lt;br /&gt;
&lt;br /&gt;
I thought about making it a configuration option so it does this by default, but don't think you'd want this behaviour all the time and it would be a pain to change the config every time you wanted to do it.  So maybe just having an extra option below 'group selection' and 'ungroup selection' in the right-click menu would work.  It could be called 'Ungroup all nested selections' or something and only appear if the selection contained nested groups.]]></description><category>Map Editing</category><pubDate>Sat, 16 May 2026 13:26:49 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6698</guid><comments>https://bugs.thedarkmod.com/view.php?id=6698#bugnotes</comments></item><item><title>0006696: 'normalise' button on Texture Tool window doesn't work</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6696</link><description><![CDATA[The normalise function in DR consolidates multiple texture selections into a small area on the texture tool, making them easy to manipulate and line up.  It's very useful for fixing the situation where multiple faces are selected and they are spread out too wide for the Texture Tool to display them, making them impossible to work with.&lt;br /&gt;
&lt;br /&gt;
There happens to be a 'normalise' button on both the Surface Inspector and Texture Tool windows.&lt;br /&gt;
&lt;br /&gt;
This issue is to address 2 problems:&lt;br /&gt;
&lt;br /&gt;
1.  It looks like the Normalise button has been removed from the 'Surface Inspector' window in the current development build of DR.  See this post: &lt;a href=&quot;https://forums.thedarkmod.com/index.php?/topic/3499-wishlist-for-darkradiant/page/36/#findComment-506974&quot; rel=&quot;noopener&quot;&gt;https://forums.thedarkmod.com/index.php?/topic/3499-wishlist-for-darkradiant/page/36/#findComment-506974.&lt;/a&gt;  &lt;br /&gt;
&lt;br /&gt;
2. The 'Normalise' button on the Texture Tool window doesn't seem to work (see attached image normalise-texture-tool.jpg).  In my opinion it makes more sense to be here, as the Texture Tool is where the functionality is. Mappers aren't aware this button exists so are asking for the the button to NOT be removed from the Surface Inspector window.&lt;br /&gt;
&lt;br /&gt;
Ideally problem 2) would be fixed and there wouldn't be a need for the Normalise button to exist on the Surface Inspector window.]]></description><category>Map Editing</category><pubDate>Sat, 16 May 2026 13:26:40 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6696</guid><comments>https://bugs.thedarkmod.com/view.php?id=6696#bugnotes</comments></item><item><title>0006547: Copy/paste shader doesn't always work with angled surfaces</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6547</link><description><![CDATA[When copy/pasting a shader from an angled surface, if the source face isn't the same height as the target face, the texture won't be aligned.&lt;br /&gt;
&lt;br /&gt;
Adds a bit of extra work to align textures when this happens as you need to use the texture tool.&lt;br /&gt;
&lt;br /&gt;
Have attached screen shots and a test map to help illustrate.]]></description><category>Map Editing</category><pubDate>Sat, 16 May 2026 13:26:30 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6547</guid><comments>https://bugs.thedarkmod.com/view.php?id=6547#bugnotes</comments></item><item><title>0006702: Can't create entities in latest dev build</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6702</link><description><![CDATA[I'm unable to create entities using the latest binary from the master branch.&lt;br /&gt;
&lt;br /&gt;
UPDATE: See Biker's comment below with the cause...]]></description><category>Map Editing</category><pubDate>Sat, 16 May 2026 13:26:20 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6702</guid><comments>https://bugs.thedarkmod.com/view.php?id=6702#bugnotes</comments></item><item><title>0006694: Feature Request: Trim Tool</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6694</link><description><![CDATA[One of the most time-consuming yet simple tasks in DR is adding trim or panels to walls.  There are different ways to do it: either cut the walls horizontally and texture them with trim/panels, or add it as a thin brush layer (I prefer the latter).  Mappers like to add trim or panels to the lower section of the wall and the upper section.  You need to create the brush, drag it out to the corners of walls, fit it to the corner, copy/rotate to do the opposite wall, etc, etc.&lt;br /&gt;
&lt;br /&gt;
It would be great if DR could do all this with a single click.  There is something similar with the 'Brush -&gt; Create decal patches' tool, but it only creates patches and covers the entire wall (brush).  For a similar tool for trim, I propose the same workflow (selecting a brush face), but instead it would create a brush.&lt;br /&gt;
&lt;br /&gt;
The proposed workflow would be:&lt;br /&gt;
&lt;br /&gt;
1. Select the face of a brush you wish the trim to be added to.&lt;br /&gt;
2. From the menu, select Brush -&gt; Create trim...&lt;br /&gt;
3. A dialogue box would pop up and gather the following inputs:&lt;br /&gt;
&lt;br /&gt;
- trim height (e.g. 16 units)&lt;br /&gt;
- trim depth (e.g. 1 unit)&lt;br /&gt;
- fit to (top/bottom/left/right)&lt;br /&gt;
- possibly an option to cut the brush at a 45 degree angle at the ends.  This is ideal for texturing purposes (see attached screenshots).&lt;br /&gt;
&lt;br /&gt;
The brush would appear when you click 'OK.&lt;br /&gt;
&lt;br /&gt;
This would create a brush that all you had to do was texture to finish it off.  See attached screenshots for simple finished wall.]]></description><category>Map Editing</category><pubDate>Sat, 16 May 2026 13:26:13 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6694</guid><comments>https://bugs.thedarkmod.com/view.php?id=6694#bugnotes</comments></item></channel></rss>
