AntiMatter_16 on 3/12/2014 at 03:31
All the DromEd basic menu options are explained in the .\docs\DromEd Basic Menus Explained.rtf. You might find something useful or interesting in there you might want to add to your own menus.
Sliptip on 3/12/2014 at 13:01
load_group_ex is a new dark thing though right? . . . I haven't been roughing it all these years with load_group for no reason have I?
AntiMatter_16 on 3/12/2014 at 13:08
Yeah, it's Newdark only.
vfig on 21/8/2018 at 07:50
Quote Posted by qolelis
There's a new view mode in the 3D view called "solid + all wireframe". Apart from the obvious, it will also show any drawn links in the 3D view - which the old wireframe mode also does, but the new mode has the advantage of being able to view only the wireframes for the visible terrain by you issuing the command
toggle_wire_zbuffer 1 (without it, the new mode won't be as useful, so I added it to my start up file to make it always on).
Well, you've made my day. This is pretty handy for doing architecture! Portalised geometry is all visible, and I can see in wireframe the brushes I'm working on that I haven't yet portalised. But without all the wireframe clutter from stuff behind walls. Just brilliant.
Inline Image:
https://i.imgur.com/wDNJDJz.jpg
qolelis on 23/8/2018 at 12:36
I'm glad to be of service, and good luck with your mission!
As for me, I haven't touched DromEd in three years now.
vfig on 1/9/2018 at 13:00
I have at last (many months after starting to use Dromed) got the grid and Dromed Basic's numpad move/scale tamed! It'd been bugging me for a long time that the numpad commands (which I use most of the time) used a different scale than the grid (which applies when I move/scale brushes in the 2d views), and that I had to use the mouse to change the grid, but < and > to change the numpad scale, which also zoomed annoyingly. But I'd just kept working around their quirks as best as I can. Now I have them under control!
Effectively there's only one scale now, which adjusts the grid and the numpad scale in sync. I press < to reduce the scale, and > to increase the scale. Neither key affects the zoom of the 2d views at all. As long as I don't touch the grid size in the GFH, they remain in sync, and I have the same grid scale applied whether I shift/ctrl+drag in the 2d views or use the numpad/ctrl+numpad to nudge my brushes.
I did this with two new .cmd files:
Code:
; ./Cmds/GridUp.cmd
global_scale 1
zoom_all 0.5
grid_scale 2.0
Code:
; ./Cmds/GridDown.cmd
global_scale 0
zoom_all 2.0
grid_scale 0.5
And corresponding binds:
Code:
edit bind < "run .\cmds\GridDown.cmd"
edit bind > "run .\cmds\GridUp.cmd"
To make sure that both scales start in sync, I added this to ./Cmds/StartUp.cmd:
Code:
; start with grid scale 13
grid_abs_scale 0.5
And finally, I had for a while had "translate_by_grid" set in Dromed.cfg so that numpad translation (but sadly not scale) respected the visible grid, but with these new settings it's probably redundant, so I've turned it off again.
I am now a much happier builder!
DirkBogan on 4/9/2019 at 01:07
Instead of manually finding and correcting Joint Positions for locked doorhandles on unlocked door, the command fix_my_locks does it automatically.
EDIT: sadly, this command is actually much less reliable than it first appears, and depends on the status of a few other properties that are harder to track down. It is usually better just to manually adjust Joint Position degrees.
Yandros on 4/9/2019 at 14:53
Great find, DB! I am so happy to learn of that command!
DirkBogan on 10/12/2019 at 04:59
"show_sounds"
this toggles blue circles at the source of all sounds audible to the player.
Very useful for visually identifying how far the radius of an ambient actually extends in-game, and tracking down bad sound propagation through walls.
ZylonBane on 20/10/2023 at 18:02
Bump for an embarrassingly late discovery: As is well-known, when dragging around an object's position or orientation, you'll only see the object's bounding box in the 3D view until you release the mouse. BUT, when in multibrush mode, objects will update in the 3D view in realtime as you drag around, even if it's only a single object. This could be very useful for doing fine positioning, like leaning things up against walls, etc.
In my defense, everything I've ever read about multibrushing says DON'T drag stuff around with the mouse, enter coordinates in the GFH instead.