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Modified Doom3ed Inspectors Window.


New Horizon

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  • 9 months later...

Only having one window for editing levels pissed me off about D3Ed and I always went back to GTK/DarkRadiant. I really like what you guys have done with GTK, but I like D3Ed's preview with realtime shadows and the light inspector thingy window that lets us use projected lights.

 

BTW when is projected lights or whatever they're called going to be implemented in DarkRadiant??

 

God I can't wait until I'm done training in less than a week.

I always assumed I'd taste like boot leather.

 

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I think projected lights have been fixed up in Darkradiant, and I believe Orbweaver has been fleshing out the light inspector for DR as well. I'm not sure what will be ready for the next pre-1.0 release, but keep your fingers crossed. :)

 

Oh I so am loving this group of mod devs :wub:

I always assumed I'd taste like boot leather.

 

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Yep, projected lights are supported to the same level as DoomEdit and we have a much better light inspector as well (in my opinion). This should be available in the 0.8.0 release along with some other improvements.

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The original post wasn't really Dark Mod specific, just a general D3ED inspector window fix. Not really a pressing matter anymore since Darkradiant is coming along so nicely. :)

 

I tried out the light inspector this morning Orb, it's looking great! :)

 

Do I have access to the cvs?? could I download and build the source or is the 0.8 release coming out in a matter of a few days?

I always assumed I'd taste like boot leather.

 

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Do I have access to the cvs?? could I download and build the source or is the 0.8 release coming out in a matter of a few days?

 

We use CVS for our Dark Mod code, that's a private repository that is only open to team members, but Dark Radiant is available for anyone to build on SourceForge. It's a bit of a headache to get your computer setup to build it under windows, so I would wait for the official release. It shouldn't be too far away.

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We use CVS for our Dark Mod code, that's a private repository that is only open to team members, but Dark Radiant is available for anyone to build on SourceForge. It's a bit of a headache to get your computer setup to build it under windows, so I would wait for the official release. It shouldn't be too far away.

 

Well the steps outlined seem simple enough, I just have to find my copy of VS2003, or at least VS2005

I always assumed I'd taste like boot leather.

 

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Well the steps outlined seem simple enough, I just have to find my copy of VS2003, or at least VS2005

 

Don't even bother trying to compile DarkRadiant using Visual Studio, unless you are willing to invest the time to get it working with that build system/compiler. The current build script is entirely Scons/GNU-based.

 

Or were you talking about the core Mod code?

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