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greebo

DarkRadiant 2.5.0 pre-release tests

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Here's the DR 2.5.0 pre2 build for inclined mappers to test. I've rewritten the UI section for setting up the Game and Mod paths and added a new GUI for editing the darkmod.txt and readme.txt files. Some more (and quite major) changes took place under the hood, but these are not really noticeable to mappers, or at least they shouldn't be.

 

New TDM Game Setup Dialog with easier FM editing selection:

 

dr_game_setup.png

 

GUI for editing darkmod.txt and readme.txt:

 

dr_darkmod_txt_editor.png

dr_readme_txt_editor.jpg

 

Windows Installer x64: https://drive.google.com/open?id=16SMogmyNuAuJk7ARgZ-Wt_FMSBuSPF3Y
Windows Portable x64: https://drive.google.com/open?id=1xgLVghtvZTXdyUQZCXeSTGVrO_07YPPg

 

Linux folks need to compile this stuff from source, instructions for various distributions are on the wiki.

 

If you happen to run into a crash, please record a crashdump: How to record a crashdump

 

Changes since 2.4.0 can be seen on the Bugtracker changelog, important stuff includes so far:

 

- You cannot group/ungroup objects while in Select Group Parts mode
- Add GUI for authoring the darkmod.txt/readme.txt files
- New Game Setup Dialog
- Script input window is receiving duplicate backspace events
- Add Rank to TDM AI tab.
- Replace boost.format with fmtlib
- Replace remaining boost libraries with standard C++11 libraries

 

Changes since 2.5.0pre1

 

- Fixed the black previews when using the darkmod.txt editor in TDM 2.05

- Hide "_missionshots" item from FM list in Game Setup dialog

- Fix GCC compilation

- Fix readme.txt editor preview not growing when resizing the dialog

 

Thanks for testing, as always!

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Got some errors when compiling for Linux (Kde Neon based on Ubuntu 16.04):

 

ui/prefdialog/GameSetupDialog.cpp: In constructor ‘ui::GameSetupDialog::GameSetupDialog(wxWindow*)’:
ui/prefdialog/GameSetupDialog.cpp:42:53: error: invalid use of incomplete type ‘class wxButton
wxButton* saveButton = new wxButton(this, wxID_SAVE);
^
In file included from ../libs/wxutil/dialog/DialogBase.h:3:0,
from ui/prefdialog/GameSetupDialog.h:4,
from ui/prefdialog/GameSetupDialog.cpp:1:
/usr/include/wx-3.0/wx/dialog.h:23:28: note: forward declaration of ‘class wxButton
class WXDLLIMPEXP_FWD_CORE wxButton;
^
ui/prefdialog/GameSetupDialog.cpp:43:12: error: invalid use of incomplete type ‘class wxButton
saveButton->Connect(wxEVT_BUTTON, wxCommandEventHandler(GameSetupDialog::onSave), nullptr, this);
^
In file included from ../libs/wxutil/dialog/DialogBase.h:3:0,
from ui/prefdialog/GameSetupDialog.h:4,
from ui/prefdialog/GameSetupDialog.cpp:1:
/usr/include/wx-3.0/wx/dialog.h:23:28: note: forward declaration of ‘class wxButton
class WXDLLIMPEXP_FWD_CORE wxButton;
^
ui/prefdialog/GameSetupDialog.cpp:46:57: error: invalid use of incomplete type ‘class wxButton
wxButton* cancelButton = new wxButton(this, wxID_CANCEL);
^
In file included from ../libs/wxutil/dialog/DialogBase.h:3:0,
from ui/prefdialog/GameSetupDialog.h:4,
from ui/prefdialog/GameSetupDialog.cpp:1:
/usr/include/wx-3.0/wx/dialog.h:23:28: note: forward declaration of ‘class wxButton
class WXDLLIMPEXP_FWD_CORE wxButton;
^
ui/prefdialog/GameSetupDialog.cpp:47:14: error: invalid use of incomplete type ‘class wxButton
cancelButton->Connect(wxEVT_BUTTON, wxCommandEventHandler(GameSetupDialog::onCancel), nullptr, this);
^
In file included from ../libs/wxutil/dialog/DialogBase.h:3:0,
from ui/prefdialog/GameSetupDialog.h:4,
from ui/prefdialog/GameSetupDialog.cpp:1:
/usr/include/wx-3.0/wx/dialog.h:23:28: note: forward declaration of ‘class wxButton
class WXDLLIMPEXP_FWD_CORE wxButton;
^
ui/prefdialog/GameSetupDialog.cpp:49:43: error: invalid conversion from ‘wxButton*’ to ‘int’ [-fpermissive]
buttonHBox->Add(saveButton, 0, wxRIGHT, 6);
^
In file included from ../libs/wxutil/dialog/DialogBase.h:7:0,
from ui/prefdialog/GameSetupDialog.h:4,
from ui/prefdialog/GameSetupDialog.cpp:1:
/usr/include/wx-3.0/wx/sizer.h:1162:1: note: initializing argument 1 of ‘wxSizerItem* wxSizer::Add(int, int, int, int, int, wxO
bject*)
wxSizer::Add( int width, int height, int proportion, int flag, int border, wxObject* userData )
^
ui/prefdialog/GameSetupDialog.cpp:50:45: error: invalid conversion from ‘wxButton*’ to ‘int’ [-fpermissive]
buttonHBox->Add(cancelButton, 0, wxRIGHT, 6);
^
In file included from ../libs/wxutil/dialog/DialogBase.h:7:0,
from ui/prefdialog/GameSetupDialog.h:4,
from ui/prefdialog/GameSetupDialog.cpp:1:
/usr/include/wx-3.0/wx/sizer.h:1162:1: note: initializing argument 1 of ‘wxSizerItem* wxSizer::Add(int, int, int, int, int, wxO
bject*)
wxSizer::Add( int width, int height, int proportion, int flag, int border, wxObject* userData )

 

 

Got no idea what it means, if it matters at all.

 

EDIT: Also, gettext is a reqcuired package apparently, but isn't mentioned in the instructions.

Edited by the_deep

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For FM selection, it must be placed as if it is installed as downloaded FM, dmapped, etc..?

Also, what is "rank" for ai used for?

Nice gui preview.

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Got some errors when compiling for Linux (Kde Neon based on Ubuntu 16.04):

Got no idea what it means, if it matters at all.

 

EDIT: Also, gettext is a reqcuired package apparently, but isn't mentioned in the instructions.

 

Damn, I had that fixed, but forgot to push the commit. It's fixed in the "2.5" branch now, you'll need to switch to that branch for this pre-release phase only.

 

The gettext package is in the list of required packages:

 

sudo apt-get install libsigc++-2.0-dev libpng-dev libftgl-dev libglew-dev python-dev libalut-dev libvorbis-dev

sudo apt-get install git g++ gettext automake libtool pkg-config zlib1g-dev libjpeg62-dev libwxgtk3.0-dev libxml2-dev

 

And I seem to recall having added a warning/error to the configure script if the xgettext is missing on the system. What's in your config.log file?

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Thanks people for testing. What I'd be especially interested in is to get feedback about the new Game Setup dialog, which replaces the old way of defining fs_game and fs_game_base through the Preferences. When watching the first few minutes of tutorial videos, I figured that part to be unnecessary confusing for newcomers, who don't think in "mod" or "mod base" terms. These are terms which are no longer appropriate now that TDM is not an add-on for D3 anymore. I wanted to make the initial hurdle for newcomer mappers smaller by just asking them to point DR to the folder where they downloaded TDM, plus entering a mission name.

 

Btw, in case the mission name is not existing, mappers are allowed to enter a new mission name, and DR will create that folder for them:

 

dr_game_setup_02.png

 

DarkRadiant also checks if the TheDarkMod.exe is in the specified TDM path and issues a warning, otherwise mappers won't even know they pointed DR to the wrong folder:

 

dr_game_setup_wrong_path.png

 

And lastly, it's still possible to enter an absolute path to the mission folder, if mappers prefer to host their WIP mission outside TDM's FM folder:

 

dr_game_setup_offsite_mission.png

 

That said, the old way of defining fs_game and fs_game_base is still available for the rest of the game types (Doom 3, Quake 4, XreaL, etc.):

 

dr_game_setup_idtech.png

 

When all this is receiving OK feedback, I'll probably need to edit a few wiki pages to reflect these changes.

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Thanks people for testing. What I'd be especially interested in is to get feedback about the new Game Setup dialog, which replaces the old way of defining fs_game and fs_game_base through the Preferences. When watching the first few minutes of tutorial videos, I figured that part to be unnecessary confusing for newcomers, who don't think in "mod" or "mod base" terms. These are terms which are no longer appropriate now that TDM is not an add-on for D3 anymore. I wanted to make the initial hurdle for newcomer mappers smaller by just asking them to point DR to the folder where they downloaded TDM, plus entering a mission name.

 

That was a good idea and the mission/project selection works for me, i.e. my custom models are incaccessible when I select another mission, etc.

But for some reason the readme preview doesn't work for me, the preview is black.

 

obraz.png

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Any errors in the console? Maybe it fails parsing the main menu GUI.

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Here's the console log:

 

 

ModuleRegistry instantiated.
Module registered: Doom3BrushCreator
Module registered: Camera
Module registered: LayerSystem
Module registered: Radiant
Module registered: ZAasFileManager
Module registered: AutomaticMapSaver
Module registered: Counters
Module registered: Map
Module registered: MapFormatManager
Module registered: MapResourceManager
Module registered: PointFile
Module registered: RegionManager
Module registered: MapInfoFileManager
Module registered: ModelCache
Module registered: ModelFormatManager
Module registered: NamespaceFactory
Module registered: PatchModuleDef3
Module registered: PatchModuleDef2
Module registered: OpenGL
Module registered: ShaderCache
Module registered: RenderSystemFactory
Module registered: SelectionGroupManager
Module registered: SelectionSystem
Module registered: SelectionSetManager
Module registered: GameManager
Module registered: PreferenceSystem
Module registered: Grid
Module registered: MainFrame
Module registered: MainFrameLayoutManager
Module registered: Clipper
Module registered: EntityInspector
Module registered: MediaBrowser
Module registered: OrthoContextMenu
Module registered: TextureBrowserManager
Module registered: UserInterfaceModule
Module registered: OrthoviewManager
Started logging to C:/Users/Piotrek/AppData/Roaming/DarkRadiant/darkradiant.log
This is DarkRadiant 2.5.0pre1 x64
Today is 2017-12-18 11:14:16
wxWidgets Version: 3.0.3
Module registered: LanguageManager
Current language setting: en
ModuleRegistry Compatibility Level is 20170327
ModuleLoader: Loading module 'C:\Program Files\DarkRadiant\modules\archivezip.dll'
Module registered: ArchivePK4
ModuleLoader: Loading module 'C:\Program Files\DarkRadiant\modules\commandsystem.dll'
Module registered: CommandSystem
ModuleLoader: Loading module 'C:\Program Files\DarkRadiant\modules\eclassmgr.dll'
Module registered: EntityClassManager
ModuleLoader: Loading module 'C:\Program Files\DarkRadiant\modules\entity.dll'
Module registered: Doom3EntityCreator
ModuleLoader: Loading module 'C:\Program Files\DarkRadiant\modules\entitylist.dll'
Module registered: EntityList
ModuleLoader: Loading module 'C:\Program Files\DarkRadiant\modules\eventmanager.dll'
Module registered: EventManager
Module registered: MouseToolManager
ModuleLoader: Loading module 'C:\Program Files\DarkRadiant\modules\filetypes.dll'
Module registered: FileTypes
ModuleLoader: Loading module 'C:\Program Files\DarkRadiant\modules\filters.dll'
Module registered: FilterSystem
ModuleLoader: Loading module 'C:\Program Files\DarkRadiant\modules\fonts.dll'
Module registered: FontManager
ModuleLoader: Loading module 'C:\Program Files\DarkRadiant\modules\image.dll'
Module registered: ImageLoader
ModuleLoader: Loading module 'C:\Program Files\DarkRadiant\modules\mapdoom3.dll'
Module registered: Doom3MapLoader
Module registered: Quake4MapLoader
Module registered: Doom3PrefabLoader
Module registered: Quake3MapLoader
Module registered: Doom3AasFileLoader
ModuleLoader: Loading module 'C:\Program Files\DarkRadiant\modules\md5model.dll'
Module registered: MD5Module
Module registered: MD5AnimationCache
ModuleLoader: Loading module 'C:\Program Files\DarkRadiant\modules\model.dll'
Module registered: PicoModelModule
ModuleLoader: Loading module 'C:\Program Files\DarkRadiant\modules\particles.dll'
Module registered: ParticlesManager
Module registered: ParticlesEditor
ModuleLoader: Loading module 'C:\Program Files\DarkRadiant\modules\scenegraph.dll'
Module registered: SceneGraph
Module registered: SceneGraphFactory
ModuleLoader: Loading module 'C:\Program Files\DarkRadiant\modules\shaders.dll'
Module registered: MaterialManager
ModuleLoader: Loading module 'C:\Program Files\DarkRadiant\modules\skins.dll'
Module registered: ModelSkinCache
ModuleLoader: Loading module 'C:\Program Files\DarkRadiant\modules\sound.dll'
Module registered: SoundManager
ModuleLoader: Loading module 'C:\Program Files\DarkRadiant\modules\uimanager.dll'
Module registered: UIManager
ModuleLoader: Loading module 'C:\Program Files\DarkRadiant\modules\undo.dll'
Module registered: UndoSystem
ModuleLoader: Loading module 'C:\Program Files\DarkRadiant\modules\vfspk3.dll'
Module registered: VirtualFileSystem
ModuleLoader: Loading module 'C:\Program Files\DarkRadiant\modules\xmlregistry.dll'
Module registered: XMLRegistry
ModuleLoader: Loading module 'C:\Program Files\DarkRadiant\plugins\dm.conversation.dll'
Module registered: ConversationEditor
ModuleLoader: Loading module 'C:\Program Files\DarkRadiant\plugins\dm.difficulty.dll'
Module registered: DifficultyEditor
ModuleLoader: Loading module 'C:\Program Files\DarkRadiant\plugins\dm.editing.dll'
Module registered: DarkMod Editing
ModuleLoader: Loading module 'C:\Program Files\DarkRadiant\plugins\dm.gui.dll'
Module registered: GUI Editing
Module registered: GuiManager
ModuleLoader: Loading module 'C:\Program Files\DarkRadiant\plugins\dm.objectives.dll'
Module registered: ObjectivesEditor
ModuleLoader: Loading module 'C:\Program Files\DarkRadiant\plugins\dm.stimresponse.dll'
Module registered: StimResponseEditor
ModuleLoader: Loading module 'C:\Program Files\DarkRadiant\plugins\eclasstree.dll'
Module registered: EClassTree
ModuleLoader: Loading module 'C:\Program Files\DarkRadiant\plugins\script.dll'
Module registered: ScriptingSystem
ArchivePK4::initialiseModule called
XMLRegistry::initialiseModule called
XMLRegistry: looking for XML files in C:/Program Files/DarkRadiant/
XMLRegistry: Importing XML file: C:/Program Files/DarkRadiant/user.xml
XMLRegistry: Importing XML file: C:/Program Files/DarkRadiant/colours.xml
XMLRegistry: Importing XML file: C:/Program Files/DarkRadiant/input.xml
XMLRegistry: Importing XML file: C:/Program Files/DarkRadiant/menu.xml
XMLRegistry: Importing XML file: C:/Program Files/DarkRadiant/commandsystem.xml
XMLRegistry: Importing XML file: C:/Users/Piotrek/AppData/Roaming/DarkRadiant/user.xml
XMLRegistry: Importing XML file: C:/Users/Piotrek/AppData/Roaming/DarkRadiant/colours.xml
XMLRegistry: Importing XML file: C:/Users/Piotrek/AppData/Roaming/DarkRadiant/input.xml
XMLRegistry: Importing XML file: C:/Users/Piotrek/AppData/Roaming/DarkRadiant/filters.xml
CommandSystem::initialiseModule called.
EventManager::initialiseModule called.
EventManager successfully initialised.
Radiant::initialiseModule called.
PreferenceSystem::initialiseModule called
VirtualFileSystem::initialiseModule called
GameManager: Scanning for game description files: C:/Program Files/DarkRadiant/games/
XMLRegistry: Importing XML file: C:/Program Files/DarkRadiant/games/darkmod.game
XMLRegistry: Importing XML file: C:/Program Files/DarkRadiant/games/doom3-demo.game
XMLRegistry: Importing XML file: C:/Program Files/DarkRadiant/games/doom3.game
XMLRegistry: Importing XML file: C:/Program Files/DarkRadiant/games/prey.game
XMLRegistry: Importing XML file: C:/Program Files/DarkRadiant/games/quake3.game
XMLRegistry: Importing XML file: C:/Program Files/DarkRadiant/games/quake4.game
XMLRegistry: Importing XML file: C:/Program Files/DarkRadiant/games/xreal.game
GameManager: Found game definitions:
Doom 3
Doom 3 Demo
Prey
Quake 3
Quake 4
The Dark Mod 2.0 (Standalone)
XreaL

GameManager: Selected game type: The Dark Mod 2.0 (Standalone)
GameManager: Map path set to D:/tdm/fms/do/maps/
GameManager: Prefab path set to D:/tdm/fms/do/prefabs/
Initialising filesystem using 2 paths
VFS Search Path priority is:
- D:/tdm/fms/do/
- D:/tdm/
Allowed PK4 Archive File Extensions: pk4
[vfs] Searched directory: D:/tdm/fms/do/
[vfs] Searched directory: D:/tdm/
MaterialManager::initialiseModule called
OpenGL::initialiseModule called.
ShaderCache::initialiseModule called.
UIManager::initialiseModule called
Found toolbar: view
Found toolbar: edit
Found toolbar: texture
Found toolbar: textool
ColourSchemeManager: Loading colour schemes...
Camera::initialiseModule called.
MainFrameLayoutManager::initialiseModule called.
OrthoviewManager::initialiseModule called.
MainFrame::initialiseModule called.
FileTypes::initialiseModule called.
SceneGraph::initialiseModule called
Map::initialiseModule called.
AutomaticMapSaver::initialiseModule called.
Clipper::initialiseModule called
ConversationEditor::initialiseModule called.
GridManager::initialiseModule called.
SelectionSystem::initialiseModule called.
UndoSystem::initialiseModule called
DarkMod Editing::initialiseModule called.
DifficultyEditor::initialiseModule called.
EntityClassDoom3::initialiseModule called.
searching vfs directory 'def' for *.def
ZAasFileManager::initialiseModule called.
Doom3AasFileLoader: initialiseModule called.
BrushModuleImpl::initialiseModule called.
Doom3EntityCreator::initialiseModule called.
MapInfoFileManager::initialiseModule called.
LayerSystem::initialiseModule called.
MapFormatManager::initialiseModule called.
PatchModuleDef2::initialiseModule called.
PatchModuleDef3::initialiseModule called.
Doom3MapLoader: initialiseModule called.
Doom3PrefabLoader: initialiseModule called.
EClassTree::initialiseModule called.
EntityListModule::initialiseModule called
[filters] Loaded 16 filters from registry.
FontManager::initialiseModule called
FontLoader: fonts/english/andrew_script/fontImage_12.dat loaded successfully.
GUI Editing::initialiseModule called.
FontLoader: fonts/english/andrew_script/fontImage_24.dat loaded successfully.
FontLoader: fonts/english/andrew_script/fontImage_48.dat loaded successfully.
FontLoader: fonts/english/bamberg/fontimage_12.dat loaded successfully.
FontLoader: fonts/english/bamberg/fontimage_24.dat loaded successfully.
FontLoader: fonts/english/bamberg/fontimage_48.dat loaded successfully.
GuiManager::initialiseModule called.
FontLoader: fonts/english/camberic/fontimage_12.dat loaded successfully.
FontLoader: fonts/english/camberic/fontimage_24.dat loaded successfully.
FontLoader: fonts/english/camberic/fontimage_48.dat loaded successfully.
FontLoader: fonts/english/carleton/fontimage_12.dat loaded successfully.
FontLoader: fonts/english/carleton/fontimage_24.dat loaded successfully.
FontLoader: fonts/english/carleton/fontimage_48.dat loaded successfully.
FontLoader: fonts/english/carleton_bold/fontimage_12.dat loaded successfully.
FontLoader: fonts/english/carleton_bold/fontimage_24.dat loaded successfully.
FontLoader: fonts/english/carleton_bold/fontimage_48.dat loaded successfully.
FontLoader: fonts/english/carleton_condensed/fontimage_12.dat loaded successfully.
FontLoader: fonts/english/carleton_condensed/fontimage_24.dat loaded successfully.
FontLoader: fonts/english/carleton_condensed/fontimage_48.dat loaded successfully.
FontLoader: fonts/english/carleton_glow/fontimage_12.dat loaded successfully.
LanguageManager::initialiseModule called
FontLoader: fonts/english/carleton_glow/fontimage_24.dat loaded successfully.
FontLoader: fonts/english/carleton_glow/fontimage_48.dat loaded successfully.
FontLoader: fonts/english/carolingia/fontimage_12.dat loaded successfully.
FontLoader: fonts/english/carolingia/fontimage_24.dat loaded successfully.
FontLoader: fonts/english/carolingia/fontimage_48.dat loaded successfully.
FontLoader: fonts/english/chrishand/fontImage_12.dat loaded successfully.
FontLoader: fonts/english/chrishand/fontImage_24.dat loaded successfully.
FontLoader: fonts/english/chrishand/fontImage_48.dat loaded successfully.
FontLoader: fonts/english/ellianerelle/fontimage_12.dat loaded successfully.
FontLoader: fonts/english/ellianerelle/fontimage_24.dat loaded successfully.
FontLoader: fonts/english/ellianerelle/fontimage_48.dat loaded successfully.
FontLoader: fonts/english/everett/fontimage_12.dat loaded successfully.
FontLoader: fonts/english/everett/fontimage_24.dat loaded successfully.
FontLoader: fonts/english/everett/fontimage_48.dat loaded successfully.
FontLoader: fonts/english/gothica2/fontImage_12.dat loaded successfully.
FontLoader: fonts/english/gothica2/fontImage_24.dat loaded successfully.
FontLoader: fonts/english/gothica2/fontImage_48.dat loaded successfully.
FontLoader: fonts/english/jd_hand/fontimage_12.dat loaded successfully.
FontLoader: fonts/english/jd_hand/fontimage_24.dat loaded successfully.
FontLoader: fonts/english/jd_hand/fontimage_48.dat loaded successfully.
FontLoader: fonts/english/lotharus/fontimage_12.dat loaded successfully.
FontLoader: fonts/english/lotharus/fontimage_24.dat loaded successfully.
FontLoader: fonts/english/lotharus/fontimage_48.dat loaded successfully.
FontLoader: fonts/english/mac_humaine/fontimage_12.dat loaded successfully.
FontLoader: fonts/english/mac_humaine/fontimage_24.dat loaded successfully.
FontLoader: fonts/english/mac_humaine/fontimage_48.dat loaded successfully.
FontLoader: fonts/english/mason/fontimage_48.dat loaded successfully.
FontLoader: fonts/english/mason_glow/fontimage_48.dat loaded successfully.
FontLoader: fonts/english/medusa/fontimage_12.dat loaded successfully.
FontLoader: fonts/english/medusa/fontimage_24.dat loaded successfully.
FontLoader: fonts/english/medusa/fontimage_48.dat loaded successfully.
FontLoader: fonts/english/nancy/fontimage_12.dat loaded successfully.
FontLoader: fonts/english/nancy/fontimage_24.dat loaded successfully.
4349 shader definitions found.
FontLoader: fonts/english/nancy/fontimage_48.dat loaded successfully.
FontLoader: fonts/english/popsies/fontimage_12.dat loaded successfully.
FontLoader: fonts/english/popsies/fontimage_24.dat loaded successfully.
FontLoader: fonts/english/popsies/fontimage_48.dat loaded successfully.
FontLoader: fonts/english/rapscallionpirate/fontimage_12.dat loaded successfully.
FontLoader: fonts/english/rapscallionpirate/fontimage_24.dat loaded successfully.
FontLoader: fonts/english/rapscallionpirate/fontimage_48.dat loaded successfully.
FontLoader: fonts/english/shoppinglist/fontimage_12.dat loaded successfully.
FontLoader: fonts/english/shoppinglist/fontimage_24.dat loaded successfully.
FontLoader: fonts/english/shoppinglist/fontimage_48.dat loaded successfully.
FontLoader: fonts/english/stone/fontimage_24.dat loaded successfully.
FontLoader: fonts/english/stone/fontimage_48.dat loaded successfully.
FontLoader: fonts/english/summertime/fontimage_12.dat loaded successfully.
FontLoader: fonts/english/summertime/fontimage_24.dat loaded successfully.
FontLoader: fonts/english/summertime/fontimage_48.dat loaded successfully.
FontLoader: fonts/english/treasure_map/fontimage_12.dat loaded successfully.
FontLoader: fonts/english/treasure_map/fontimage_24.dat loaded successfully.
FontLoader: fonts/english/treasure_map/fontimage_48.dat loaded successfully.
25 fonts registered.
Found 2 language folders.
MD5AnimationCache::initialiseModule called.
ModelFormatManager::initialiseModule called.
MapResourceManager::initialiseModule called.
MediaBrowser::initialiseModule called.
[GuiManager]: Found 269 guis.
ModelCache::initialiseModule called.
Doom3SkinCache::initialiseModule called
[skins] Loading skins.
NamespaceFactory::initialiseModule called.
ObjectivesEditorModule::initialiseModule called.
ParticlesEditor::initialiseModule called.
[skins] Warning: '}' found where shader name expected in skin: cream_armchair
[skins] Warning: '}' found where shader name expected in skin: cream_armchair
[skins] Warning: '}' found where shader name expected in skin: cream_armchair
[skins] Warning: '}' found where shader name expected in skin: cream_armchair
[skins]: in tdm_furniture_seating.skin: DefTokeniser: no more tokens
ParticlesManager::initialiseModule called
[skins] in tdm_gen_metal.skin: skin iron_flat previously defined in tdm_gen_metal.skin!
PointFile::initialiseModule called
Quake3MapLoader: initialiseModule called.
Quake4MapLoader: initialiseModule called.
RegionManager::initialiseModule called.
RenderSystemFactory::initialiseModule called.
[skins] Found 1211 skins.
SceneGraphFactory::initialiseModule called.
ScriptingSystem::initialiseModule called.
Registering darkradiant module to Python using pybind11 version 2.1.1
Found 240 particle definitions.
SelectionGroupManager::initialiseModule called.
SelectionSetManager::initialiseModule called.
SoundManager: initialising sound playback
StimResponseEditor::initialiseModule called.
TextureBrowserManager::initialiseModule called.
UserInterfaceModule::initialiseModule called.
Default screen has 1 monitors.
Monitor 0 geometry: 2560x1440 at 0, 0
ToolbarManager: Instantiating toolbar: view
ToolbarManager: Instantiating toolbar: edit

[eclassmgr] Entity class 'atdm:ai_builder_guard_ghost' tries to attach 'melee_weapon' at non-existent position 'slung_across_back_rl'
[eclassmgr] Entity class 'atdm:ai_builder_guard' tries to attach 'melee_weapon' at non-existent position 'slung_across_back_rl'
[eclassmgr] Entity class 'atdm:ai_builder_guard_lesser' tries to attach 'melee_weapon' at non-existent position 'slung_across_back_rl'
[eclassmgr] Entity class 'atdm:ai_builder_guard_rusted' tries to attach 'melee_weapon' at non-existent position 'slung_across_back_rl'
[eclassmgr] Entity class 'atdm:ai_builder_priest_combatant' tries to attach 'melee_weapon' at non-existent position 'slung_across_back_rl'
[eclassmgr] Entity class 'atdm:ai_guard_female_rogue' tries to attach 'melee_weapon' at non-existent position 'slung_across_back_rl'
[eclassmgr] Entity class 'atdm:ai_citywatch' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'
[eclassmgr] Entity class 'atdm:ai_citywatch_archer' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'
[eclassmgr] Entity class 'atdm:ai_citywatch_archer' tries to attach 'missile_weapon' at non-existent position 'bow_holster_pos_rl'
[eclassmgr] Entity class 'atdm:ai_citywatch_elite' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'
[eclassmgr] attribute editor_usage already set on entityclass atdm:env_ragdoll_citywatch_elite
[eclassmgr] Entity class 'atdm:ai_guard_elite' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'
[eclassmgr] Entity class 'atdm:ai_guard_archer_01' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'
[eclassmgr] Entity class 'atdm:ai_guard_archer_01' tries to attach 'missile_weapon' at non-existent position 'bow_holster_pos_rl'
[eclassmgr] Entity class 'atdm:ai_moor' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'
[eclassmgr] Entity class 'atdm:ai_moor02' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'
[eclassmgr] Entity class 'atdm:ai_proguard' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'
[eclassmgr] Entity class 'atdm:ai_proguard_archer' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'
[eclassmgr] Entity class 'atdm:ai_proguard_archer' tries to attach 'missile_weapon' at non-existent position 'bow_holster_pos_rl'
[eclassmgr] Entity class 'atdm:ai_guard_thug' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'
[eclassmgr] Entity class 'atdm:ai_nobleman_armed' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'
[eclassmgr] Entity class 'atdm:ai_nobleman02_armed' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'
[eclassmgr] Entity class 'atdm:ai_pagan_common_armed' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'
[eclassmgr] Entity class 'atdm:ai_pagan_common_archer' tries to attach 'missile_weapon' at non-existent position 'bow_holster_pos_rl'
[eclassmgr] Entity class 'atdm:ai_thief02_archer' tries to attach 'missile_weapon' at non-existent position 'bow_holster_pos_rl'
[eclassmgr] Entity class 'atdm:ai_burglar' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'
[eclassmgr] Entity class 'atdm:ai_burglar_professional_archer' tries to attach 'missile_weapon' at non-existent position 'bow_holster_pos_rl'
[eclassmgr] Entity class 'atdm:ai_female_thief' tries to attach 'melee_weapon' at non-existent position 'slung_across_back_rl'
[eclassmgr] Entity class 'atdm:ai_townsfolk_beggar_armed' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'
[eclassmgr] Entity class 'atdm:ai_townsfolk_commoner_armed' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'
[eclassmgr] Entity class 'atdm:ai_townsfolk_commoner_archer' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'
[eclassmgr] Entity class 'atdm:ai_townsfolk_commoner_archer' tries to attach 'missile_weapon' at non-existent position 'bow_holster_pos_rl'
[eclassmgr] Entity class 'atdm:ai_townsfolk_wench_armed' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'
[eclassmgr] Entity class 'atdm:ai_undead_skeleton_armed' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'
[eclassmgr] Entity class 'atdm:geode_lit_red' tries to attach 'glow' at non-existent position 'glow'
[eclassmgr] attribute attach_pos_origin_4 already set on entityclass atdm:stove_small_square
[eclassmgr] attribute attach_pos_origin_5 already set on entityclass atdm:stove_small_square
[eclassmgr] attribute attach_pos_origin_6 already set on entityclass atdm:stove_small_square
[eclassmgr] attribute inherit already set on entityclass atdm:moveable_staff_decorative
[eclassmgr] Entity class 'atdm:moveable_lantern_oil_hand' tries to attach 'light' at non-existent position ''
[eclassmgr] Entity class 'atdm:moveable_lantern_oil_hand02' tries to attach 'light' at non-existent position ''
[eclassmgr] attribute editor_DisplayFolder already set on entityclass atdm:mover_gear_base
[eclassmgr] Entity class 'atdm:prop_lantern_on' tries to attach 'light' at non-existent position ''
[eclassmgr] attribute replace_anim_idle_sit_tap01 already set on entityclass atdm:prop_winebottle_sit_and_drink
[eclassmgr] Entity class 'atdm:weapon_blackjack' tries to attach 'meleeweap_r' at non-existent position ''
[eclassmgr] Entity class 'atdm:weapon_shortsword' tries to attach 'meleeweap_r' at non-existent position ''

[shaders] materials/tdm_epi_shader.mtr: shader transformer_gauge already defined.
[shaders] materials/tdm_epi_shader.mtr: shader leather_chair_001 already defined.
[shaders] materials/tdm_stone_natural.mtr: shader textures/darkmod/stone/natural/rough_greyblue01 already defined.

MainFrame: Activating layout Embedded
[eclassmgr] Entity class atdm:damage_fireballdirect_major specifies unknown parent class atdm:damage_fireballDirect
ToolbarManager: Instantiating toolbar: texture
DarkRadiant init.py called, this is Python 3.6.1 (v3.6.1:69c0db5, Mar 21 2017, 18:41:36) [MSC v.1900 64 bit (AMD64)]
Registered script file commands/ase_export.py as aseExport
Registered script file commands/ase_export_blend.py as aseExportBlend
Registered script file commands/check_for_invalid_visportals.py as check_invalid_visportals
Registered script file commands/convert_to_ase_and_replace.py as aseConvertAndReplace
Registered script file commands/example.py as Example
Registered script file commands/export_obj.py as objExport
Registered script file commands/patchsplitter.py as SplitPatch
Registered script file commands/select_all_models_of_type.py as SelectAllModelsOfType
Registered script file commands/shift_textures_randomly.py as ShiftTexturesRandomly
Registered script file commands/shift_textures_upwards_randomly.py as ShiftTexturesUpwardsRandomly
Registered script file commands/test_targets.py as test_targets
ScriptModule: Found 11 commands.
EventManager: Shortcuts found in Registry: 376
Startup complete at Mon Dec 18 11:14:17 2017


[eclassmgr] Entity class sprgs_decompress specifies unknown parent class sprGS_splash_small
[eclassmgr] Entity class sprgs_recompress specifies unknown parent class sprGS_splash_small
[OpenGLRenderSystem] GLSL shading IS available.
[OpenGLRenderSystem] ARB shading IS available.
[soundManager]: SoundShader with name tdm_ai_commander_there_you_are already exists.
Auto-saving registry to user settings path.
Auto-saving registry to user settings path.
3023 sound shaders found.

 

 

 

Btw. I have all .pk4 content unzipped in TDM root folder, is that a problem?

Edited by Judith

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The unzipped files are not a problem, this is actually how my SVN darkmod is looking like.

 

The log you sent me, is this including the opened package info editors with the black previews? The GUIs are parsed on demand, you need to open the dialogs to get any console warnings about GUI syntax problems.

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Oh, now I get it. Yes, I get the error message after opening the Edit Package window:

 

 

Trying to open file D:/tdm/fms/do/darkmod.txt
Error while parsing guis/mainmenu.gui: DefTokeniser: Assertion failed: Required ";", found "}"
Trying to open file D:/tdm/fms/do/readme.txt

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Got it, thanks for the heads up. There's sloppy syntax in the resetTime scripts which is accepted by the game itself, so I adjusted DR's parser accordingly.

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A new pre-release build (pre2) is up for download, this should fix the black previews.

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Damn, I had that fixed, but forgot to push the commit. It's fixed in the "2.5" branch now, you'll need to switch to that branch for this pre-release phase only.

 

The gettext package is in the list of required packages:

 

 

And I seem to recall having added a warning/error to the configure script if the xgettext is missing on the system. What's in your config.log file?

It compiles and runs just fine now. Thanks a lot!!! :-D I'm gonna' play around with this now.

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This has been a problem for several versions now, so maybe it should belong to the wishlist thread, but... The render preview in DR hasn't been terribly useful, but with fog lights in your level it's completely borked. If fog lights could be ignored in the render preview window, you could at least use it to place normal lights and adjust their radius before jumping to the game to test them:

 

obraz.png

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Yes, I'm aware that the renderer needs a lot of attention, it's always been behind the game's engine. If there isn't such an issue report on the tracker, feel free to open one.

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