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PranQster

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PranQster last won the day on December 23 2013

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About PranQster

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  • Birthday 07/03/1970

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  1. I had to make a custom decapitated head for a previous version of Siegeshop. I don't remember all I needed to do, but I did load a head model and attach some custom patches to make it look like a gory neck end. I then placed a ragdoll on the floor with its head attachment modified to connect to either spine or waist (??)... anyway, the ragdoll ended up with its head hidden within the body, allowing me to attach gore patches to the neck. I then put both models on either side of the chopping block and added splatter patches to the chopping block, axe head, and the floor.... plus a swarm of flies over the mess. In more recent versions, the severed head was replaced with a tied sack model with splatter patches applied to it. The neck on the head model was a bit too long and it looked a bit weird.
  2. I get a segmentation fault with both x64 and x86 versions in Mageia Linux Cauldron. 2.05 worked fine, so downgrading again.
  3. Now that I have TDM compiled again, and soon I will be self-employed and working from home, I will finally be able to put work into my pagan village mission. It has been a work in progress since 2011 and has undergone some major changes, but the environment is starting to take form.
  4. For me, I have an issue with glew.h being recognized. checking GL/glew.h usability... no checking GL/glew.h presence... no checking for GL/glew.h... no configure: error: GLEW not foundThough I have glew and devel packages installed: ls -l /usr/include/GL/ total 2460 -rw-r--r-- 1 root root 240735 May 8 14:18 glcorearb.h -rw-r--r-- 1 root root 1018809 Feb 14 2016 glew.h -rw-r--r-- 1 root root 801495 May 8 14:18 glext.h -rw-r--r-- 1 root root 80615 May 8 14:18 gl.h -rw-r--r-- 1 root root 158833 May 8 14:18 gl_mangle.h -rw-r--r-- 1 root root 73140 Feb 14 2016 glxew.h -rw-r--r-- 1 root root 47521 May 8 14:18 glxext.h -rw-r--r-- 1 root root 14642 May 8 14:18 glx.h -rw-r--r-- 1 root root 3471 May 8 14:18 glx_mangle.h drwxr-xr-x 2 root root 4096 May 8 23:24 internal/ -rw-r--r-- 1 root root 63383 Feb 14 2016 wglew.h
  5. Sorry for the late response. I have been very busy IRL this year and have not logged in here very recently. Glad to see that you found what you were looking for.
  6. I am looking for a particle effect for steam rising off of melting snow in the sunlight. The cookpot steam particle is a bit small and rapid and the fog particles seem too voluminous. Does anybody have a suggestion for such a particle?
  7. Linux. I have the windows version also, 2.0.2, running in wine. I can choose particles in that version. A previous build of 2.0.5 did not run in wine for me, but I will try again with the latest. The biggest problem I have running the windows version of DR in wine is that everything takes an extra mouse click or extra keypress for the gui to refresh. This gets particularily annoying when selecting/de-selecting entities or vertices. Also, I'm pretty sure I need an 32bit build to run in wine, but I'll try the 64bit version anyway. Yeah, I get an architecture error when trying to run the installer for the 64bit version. So I'll have to wait for a 32bit release to run it in wine. The 32bit version of 2.0.4 does not run at all in wine... I won't bother with the crash dump. Going back to 2.0.2 works again in wine.
  8. That was the version I downloaded from git https://github.com/codereader/DarkRadiant on Aug 17. It was supposed to be 2.0.5, but the about file says 2.0.2. I assumed the version number hadn't been updated yet for the 'about' dialog.
  9. I am having an issue with DR freezing up after adding an particle emitter, when I open the dialog to select a particle. No particle effects render in the pane on the right, I only get a blank grey area. When I select a particle from the list, I have to click it a second time to see it get selected. When selecting the OK button after selecting a particle, the dialog stays rendered on the screen over a frozen DR. I will for now need to copy/paste a particle emitter from elsewhere in the map or from another map and then type in the new particle name. I'll likely need to open the pk4 file containing the particle effects so I can see them listed. Then will have to trial/error the particles by checking them in TDM.
  10. Hardware: CPU Model name: ‎Intel® Pentium® CPU G3258 @ 3.20GHz; Cores: ‎2; Frequency (MHz): ‎4298.828RAM: 32GB physical (16GB recognized by motherboard); 2x 16GB Corsair Vengence DDR3 1600GPU: EVGA Geforce GTX 780, 3GBMobo: MSI Z97 Gaming 3HDD: 1TB WDC Blue for '/' , 1TB WDC Black for '/home' , 1TB Hitachi/Seagate for '/storage' (backup)Optical: plain old Asus DVD burnerAudio: on-board, uses snd_hda_intel moduleCase: NZXT Phantom 820, rescued and repaired, I call it "Scar"PSU: Seasonic X-750Monitors: Asus VE278Q at 1920x1080; Samsung Syncmaster T240HD at 1920x1200Input: Logitech G710+ keyboard; Roccat Kone XTD mouse on Siru surfaceSoftware: OS: Mageia Linux 6 (Cauldron)Kernel: 4.7.0-desktop-2.mga6Graphics: NVIDIA 367.35Desktop (as of date of posting): KDE Frameworks 5.24.0; KDE Apps 16.04.3; Plasma 5.7.3; QT 5.6.1
  11. I just downloaded the latest and it built just fine in Mageia 6 Cauldron. I had to delete ~/.darkradiant and allow DR to recreate it, else I got a segfault before the main window was even drawn. DR started right up and I set the game options, restarted, configured my preferences, and loaded my map. At first I thought there was a graphics error but soon discovered the settings for the camera distance clipping. The 'about' dialog still says version 2.0,2, but I don't expect that would be updated until the official release. I haven't tested it out yet, but so far so good for the upcoming Mageia release (it launches).
  12. I was just checking my system so I could accurately answer that, but I cannot because on my system I have 'lib64jpeg-devel' installed and no other devel package available besides the 32bit 'libjpeg-devel' (not installed). By package name, neither of these indicate if they are 62 or 8. As far as the regular libraries, I have 'lib64jpeg62', 'lib64jpeg8', and 'libjpeg8' all installed. All of my installed jpeg libraries and devel are version 1.4.2
  13. You mentioned setting doom3 as the engine and also the path to doom3. That was the old way. DR should have the game set to "The Dark Mod 2.0 (Standalone)", and the path set to the directory in which the 'darkmod' folder resides. Then for the Mod setting, simply put 'darkmod' and leave the setting for Mod Base blank. Here's mine.
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