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  1. edit: TL;DR: I've tweaked the .lwo exporter to preserve autosmooth angle Ahem. When I started writing this post a couple of days ago, it was supposed to be a "please help me, models won't smooth" kind of thing, but as I started taking screenshots and such for a comprehensive view of the problem, the question morphed into a "is there a hack to get .lwo's to export the way .ase's do", then to "how to get the same surface smoothing from Blender as you can get from Lightwave" and eventually to "does anyone around know python and blender enough to fix the export plugin". But then I fixed the addon myself, so it was almost as if there's no point to the thread. However, while googling around for a solution I stumbled upon a whole bunch of incomplete (1,2) or outright wrong (1,2) information, and whenever the question came up the issue was never really resolved completely. That might be because the problem isn't obvious, since a lot of exported models will actually end up correctly smoothed on export, leading one to believe wrong shading in rare cases is due to modeling mistakes / bad shadowmesh / etc. Point is, having the definitive .lwo smoothing post seems useful. Identifying the problem: Here's the mesh. I add an 'edge split' modifier (I use sharp edges while modeling the low poly, so I can uncheck the 'edge angle' option). I can now apply the modifier(s) and export to .ase (triple the mesh either in export options or in modifiers beforehand). The .ase looks alright in-game: Now I'll export it to .lwo using this script. Depending on export options, here are the results: If I also check "remove doubles", I'll lose all of the split (sharp) edges: (recalculating normals on export can be unpredictable as well, so clean up the model beforehand instead) Right about this point I start searching for a solution online, stumble upon this and try the renderbump hack. However, all it seems to do is weld all of the vertices back together at runtime and attempt to smooth the whole surface, similarly to "remove duplicates", but with no upper threshold. (to anyone possibly reading this in the future: don't forget to revert your changes to the materials!) Source of the problem: At this point I still wasn't sure if it's even possible to get .lwo's identical to .ase's, so I installed Lightwave. Naturally, it took some time to eventually stumble upon Surface Editor (F5), and the "smoothing threshold" contained therein. But then I just had to crank it up to 180 and export to "LWO2". That fixes everything in-game: So the issue is trivial, I just have to find a way to somehow pass on a smoothing angle through the exporter. However, the "auto smooth" option on the object data tab doesn't seem to affect anything regardless of angle. Long story short, after some hex-comparison magic, I home in on SMAN block in the exporter script: So what it actually does is set your smoothing angle to either 90°, 86°(??), or 0°, depending on whether you've chosen "idtech compatible", "smoothed", or neither. The solution: Now, I don't know Python and I don't know Blender scripting, so I can't say with full certainty that I didn't break anything. But I did cobble together a version of the script that seems to do the job. Here it is, mirror / do whatever you want with it. If your mesh has autosmooth enabled, and you've checked "idtech" or "smoothed" on export, your chosen autosmooth angle will now transfer to the surface in .lwo: I took the liberty of changing the default export options to what seems to suit TDM the best, you can just open the script in notepad and edit them to your taste. Wrapping up, there are still some mysteries I didn't solve, such as "idtech compatible" models taking up only half the size of models exported otherwise (including from Lightwave itself), there doesn't seem to be any visible difference in-game, at least in TDM. That "1.5 radian" in the code still makes me scratch my head. And I still don't know if the 4-8x size savings over .ase matter for in-game memory at all (but at least I know I won't have to edit the *BITMAPs manually anymore). Even after all this, the .ase still has just slightly better shading, but since the outputs of the exporter and Lightwave itself are now identical, seems safe to say it's as good as it gets.
  2. For the people eager to play with the latest state of development, two things are provided: regular dev builds source code SVN repository Development builds are created once per a few weeks from the current trunk. They can be obtained via tdm_installer. Just run the installer, check "Get Custom Version" on the first page, then select proper version in "dev" folder on the second page. Name of any dev version looks like devXXXXX-YYYY, where XXXXX and YYYY are SVN revision numbers from which the build was created. The topmost version in the list is usually the most recent one. Note: unless otherwise specified, savegames are incompatible between any two versions of TDM! Programmers can obtain source code from SVN repository. Trunk can be checked out from here: https://svn.thedarkmod.com/publicsvn/darkmod_src/trunk/ SVN root is: https://svn.thedarkmod.com/publicsvn/darkmod_src Build instructions are provided inside repository. Note that while you can build executable from the SVN repository, TDM installation of compatible version is required to run it. Official TDM releases are compatible with source code archives provided on the website, and also with corresponding release tags in SVN. A dev build is compatible with SVN trunk of revision YYYY, where YYYY is the second number in its version (as described above). If you only want to experiment with the latest trunk, using the latest dev build gives you the maximum chance of success. P.S. Needless to say, all of this comes with no support. Although we would be glad if you catch and report bugs before the next beta phase starts
  3. Since due to the nature of this forum, file/image sharing is used quite frequently, I thought to present some alternatives to the widely used Gdrive, which I don't like so much, especially since the last TOS change. File Sharing To share large files there are several options that also do not require registration. The first is File Hosting Online, which supports files up to 25 Gb, encrypted and also includes a Virus Scan that ensures safe use Another good option is Gofile, free to use, privacy focused and unlimited Bandwith. No refistry needed. While the files are accesed or downloaded at least one time a week, they are never deleted, otherwise inactive files are deleted after 10 days. If you prefer to use P2P, that means to share files directly from PC to other, without a hoster in the middle, there are also very good options, which permits to share files and folders without limites of type and size. The most easy to use is O&O File Direct, a small Desktop app (sadly only Windows), very easy to use 1 Open the app and drag the files/folders you like to share in its window 2 Optional adjust the days and amount of permited downloads and if you want a password 3 Share the link which apears in the app Done The only limits are, that the receptor only can download your files, when your PC is online, on the other hand this permits that you can stop the download in any moment, going offline or shutting down the PC. The other limit is, that the files to share can't be in a protected folder. Her are an Example with a list of Search Enines (Html file 423,56 Kb). While I am online, you can download it https://file.direct/f/pmjVFnjfkjFTKTt5 Videos One of the best options is Streamable (need a free account, inactive videos are deleted after 90 days in the free version) Alternatively you can use Streamja, a simple Video sharer with good privacy, free account optional (nick, mail) Images Ok, there are a lot of Image sharer, most used the known Imgur, because of this I add only one which offers some advantages over Imgur. ImgBox (free account) is a reliable platform to share and host images like Imgur, but it make it very easy to upload and post dozend of images simultaneous, selecting all the images you want and drag them on the window, offering coresponding bulk codes from the selected images to post them with one click for forums (BBcode), Html and others, fullsize or thumbnails. More since Imgur used since some time the hated webm formats for gif images, hardly accepted in most forums.
  4. Interesting idea. Not sure about my upcoming time availability to help. A couple of concerns here - - I assume the popup words uses the "Informative Texts" slot, e.g., where you might see "Acquired 80 in Jewels", so it likely wouldn't interfere with that or with already-higher subtitles. - There are indications that #str is becoming unviable in FMs; see my just-posted: https://forums.thedarkmod.com/index.php?/topic/22434-western-language-support-in-2024/
  5. Nameless Objects Mod v1.0 Description: this mod adds names to almost all core objects players can grab and hold in their hands. ------------------------------------------------------------------- How to use: As of this moment the Mod only works if you have "Core Essentials", which is included in TDM Modpack v4.0. Make sure to have "Core Essentials" and then download the *.pk4 attached to this post and place it in your TDM folder. I try my best to provide stuff people can experience first hand to form an opinion. I suggest you try "Business as Usual" by Bikerdude since this mission includes quite a few items you can grab right at the beginning. ------------------------------------------------------------------- Technical: The mod consists in a couple of def files and a script. I had to include two defs because otherwise there can be issues related with inheritance. The script does most of the work and it will run in the background as soon as a mission starts. The script runs once but it takes its time (10 to 30 seconds) not to hinder performance. All this is transparent to you. ------------------------------------------------------------------ Future: I wouldn't like this to remain as a mod and I volunteer to add names to all core defs for 2.13. I would, of course, use the translation system so that names can be translated in the future to languages other than English. I can name all core defs in a couple of rainy mornings but the Development Team must guarantee this work won't go to waste. The idea is that we name all core objects today and we let it stay: nothing changes in the source code and nothing gets displayed on screen. We get stuff done in the background and someday perhaps, all or part of it sees the light in some form. ------------------------------------------------------------------ There are quite a few things that must be discussed and agreed before we get started but the first step is: yes or no. People that might be interested in supporting and helping with this initiative: @datiswous, @Geep. Cheers! z_nameless_objects_mod_v1.0.pk4
  6. Thought it would be a good idea to collate a useful list for new and old mappers alike and this post will update as we go. Abandoned works: Any WIP projects that were abandoned by the original author - http://forums.thedarkmod.com/topic/12713-abandoned-works/ Darkradiant & Darkmod shortcut settings: Some example settings for new mappers - http://forums.thedarkmod.com/topic/15152-darkradiant-and-darkmod-shortcut-folder-settings/ Darkradiant howto, must knows, tips and faqs - http://forums.thedarkmod.com/topic/12558-usefull-important-editing-links/?do=findComment&comment=272581 Info for Beginners: Newbie DarkRadiant Questions - http://forums.thedar...iant-questions/ Dark Radient Must Know Basic Intro - http://wiki.thedarkm...now_Basic_Intro Editing Tips for Beginners - http://wiki.thedarkm...s_for_Beginners Editing FAQ (Troubleshooting & How-To) - http://wiki.thedarkmod.com/index.php?title=Editing_FAQ_-_Troubleshooting_%26_How-To Sotha's excellent Mapping Tutorial series: http://forums.thedarkmod.com/topic/18680-lets-map-tdm-with-sotha-the-bakery-job/ Springheel's New Mapper's Workshop: http://forums.thedarkmod.com/topic/18945-tdm-new-mappers-workshop/ Inspiration: Collection of screenshots and images people have found online - http://forums.thedarkmod.com/topic/11610-darkmod-inspiration-thread/ Mapping Resources: List of Voice actors available for voice recording - http://modetwo.net/d...6-voice-actors/ Lengthy collection of city reference pictures - http://modetwo.net/d...rence-pictures/ Collection of texture resource sites - http://modetwo.net/d...ture-resources/ Free Ambient Tracks - http://skeksisnetlabel.wordpress.com/2009/12/30/10-songs-for-free-download-vol-10-full-moon-over-noricum/ Mapping Tools: 3 useful tools for texture creation - http://forums.thedarkmod.com/topic/18581-must-have-tools-for-the-descerning-mapper/ Modular Building: What is Modular building - http://forums.thedarkmod.com/topic/14832-modular-building-techniques/ Working example tutorial on modular building - http://forums.thedarkmod.com/topic/18680-lets-map-tdm-with-sotha-the-bakery-job/ Springheels new modular models - http://forums.thedarkmod.com/topic/18683-using-springheels-205-modules/ Some related mapper recipies - Easy Vaults - http://forums.thedarkmod.com/topic/14859-easy-vault-recipe/?hl=%2Beasy+%2Brecipe Easy Outdoors - http://forums.thedarkmod.com/topic/16159-easy-outdoors-recipe/?hl=%2Beasy+%2Brecipe Easy Caverns - http://forums.thedarkmod.com/topic/14469-quick-caverns-recipe/?hl=recipe Easy Alert Ai - http://forums.thedarkmod.com/topic/17157-easy-alert-ai-recipe/?hl=%2Beasy+%2Brecipe Easy Alert Ai Custom Behavour - http://forums.thedarkmod.com/topic/17160-easy-alert-ai-custom-behavior-recipe/?hl=recipe Tutorials: Collection of video tutorials for DR - http://modetwo.net/d...in-darkradiant/ Using Lighting and detail effectively: - http://forums.thedar...l-and-lighting/ Voice Actors list: List of available voice actors - http://forums.thedarkmod.com/topic/12556-list-of-available-voice-actors/ Usefull Console commands: A list of console commands for testing in-game - http://wiki.thedarkm...Useful_Controls
  7. In post https://forums.thedarkmod.com/index.php?/profile/254-orbweaver/&status=3994&type=status @nbohr1more found out what the Fixup Map functionality is for. But what does it actually do? Does it search for def references (to core?) that don't excist anymore and then link them to defs with the same name elswhere? Also I would recommend to change the name into something better understood what it is for. Fixup map could mean anything. And it should be documented in the wiki.
  8. Is there something wrong with the forums lately, or is it my browser? I've been having trouble formatting posts, and just now I couldn't format anything at all.

    I'm using Vivaldi.

    Usually I have to: select text, click bold, nothing happens, select again, click bold, then it works. 

    Same for other stuff, like creating spoilers, bullet points, links. Nothing works the first time. 

    1. datiswous

      datiswous

      I have no problem. I use Firefox. @Zerg Rush also uses Vivaldi. Have you tried without extensions, or in another browser?

      (btw. bold, italic and underline have shortcut keys: Ctrl B, Ctrl I and Ctrl U, you could try that)

       

  9. Might be worth a try. I browsed the source code yesterday a little, but I had no idea where to even start looking for it. I've been building a sort of starter-project for it, but it's not public yet. But my support for DR is not ready for production or anything. Everything seems to work fine, except I'm having issues with textures, and tbh I'm not sure I'm gonna make it. I am about to make my repo public regardless of that, though, but I still need to get a lot of stuff in order. Meanwhile, if you'd like to move forward without DR, you could try NetRadiantCustom or TrenchBroom. Personally I recommend NRC (although TB might be a bit easier to start with). The plugin I'm using is FuncGodot (formerly known as Qodot). It's currently the most recommendable. Patches and NURBS aren't supported by any plugins yet, btw.
  10. I'm happy to present my first FM, The Spider and the Finch. There may be a spider, but no ghosts or undead. It should run a couple hours. It's now available on the Missions page or the in-game downloader. Many thanks to the beta testers Acolytesix, Cambridge Spy, datiswous, madtaffer, Shadow, and wesp5 for helping me improve and making the mission to the best of my abilities. This would not be have been possible without Fidcal's excellent DarkRadiant tutorial. Thanks also to the many people who answered my questions in the TDM forums. Cheers! 2023-12-13 Mission updated to version 3. Fixed a bug where the optional loot option objective was not actually optional. Updated the animations for Astrid Added a hallway door so the guards are less likely to be aggroed en masse.
  11. DarkRadiant 3.9.0 is ready for download. What's new: Feature: Add "Show definition" button for the "inherit" spawnarg Improvement: Preserve patch tesselation fixed subdivisions when creating caps Improvement: Add Filters for Location Entities and Player Start Improvement: Support saving entity key/value pairs containing double quotes Improvement: Allow a way to easily see all properties of attached entities Fixed: "Show definition" doesn't work for inherited properties Fixed: Incorrect mouse movement in 3D / 2D views on Plasma Wayland Fixed: Objective Description flumoxed by double-quotes Fixed: Spinboxes in Background Image panel don't work correctly Fixed: Skins defined on modelDefs are ignored Fixed: Crash on activating lighting mode in the Model Chooser Fixed: Can't undo deletion of atdm_conversation_info entity via conversation editor Fixed: 2D views revert to original ortho layout each time running DR. Fixed: WX assertion failure when docking windows on top of the Properties panel on Linux Fixed: Empty rotation when cloning an entity using editor_rotatable and an angle key Fixed: Three-way merge produces duplicate primitives when a func_static is moved Fixed: Renderer crash during three-way map merge Internal: Replace libxml2 with pugixml Internal: Update wxWidgets to 3.2.4 Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.9.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep creating Fan Missions! Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. The list of changes can be found on the our bugtracker changelog. Keep on mapping!
  12. Flakebridge Monastery In this mission you will visit a Builder outpost to steal some valuable books. It is the first in what I hope will be a series about Selis Woderose. I would like to take the opportunity to thank my beta testers: Aprilsister, Bikerdude, Chiron, lost_soul, and prjames. As well as Fidcal for his starting map, and Melan for his texture pack. Known bugs: A small number may appear at the bottom left corner of your screen when the mission loads. Press sheath weapon to make it disappear. As already mentioned this is the first mission in a series. When you have completed it you may know what you'll be going after in the next mission. You may even know where! Enjoy! And please use spoiler tags where appropriate. A couple of screens: (thanks lowenz) http://2.bp.blogspot...0/shot00001.jpg http://3.bp.blogspot...0/shot00003.jpg
  13. I'd like to announce the release of my 2nd fan mission: In Plain Sight. "You are an intelligence officer tasked with revealing the source of a political uprising in the city of Watchgate" Mission Type: City Missions Credits: @Frost_Salamander: Author @Airship Ballet: All custom content, including signs, loading/menu screens, in-game map, menu music and creative input. Also sets the standard for beta testing. W10 (my son) and @Frost_Salamander: Mission briefing Beta Testers: @AluminumHaste @nbohr1more @Obsttorte @Mawerick @madtaffer @wesp5 @Airship Ballet @Acolytesix @Cambridge Spy @jaxa @prjames Notes: TDM 2.10 required This FM rewards stealth play, although it can be done without KO'ing anyone Read the readables! They trigger some mandatory objectives that aren't initially visible. Follow this and you shouldn't have a problem figuring out what to do next. There are multiple ways to access some parts of the city. Some are riskier than others! If you are finding it too hard, maybe there is an easier way The only differences between the difficulty levels are the (optional) loot objective, the availability of some player tools and the difficulty of the bank objective. There is an in-game map. It's found in a location near the start. This FM contains 5 secrets (hints below for anyone who's given up ) Secret hints: Secret spoilers (did you mean to look the hints above instead?): Download link until the mission database gets updated: https://github.com/FrostSalamander/tdm-fm-inplainsight/releases/download/v1.4/inplainsight_v1.4.pk4 Screenshots: https://www.flickr.com/photos/196169449@N05/albums/72177720301116716 NOTE: Some of the initial versions have bugs. Ensure you have the latest version (currently 1.4)
  14. Yes. Sure, I will change it, but I do mind. In addition to changing the forum title, I have also had the name of the pk4 changed in the mission downloader and the thiefguild.com site’s named changed. It's not just some "joke". The forum post and thread are intended to be a natural extension of the mission’s story, a concept that is already SUPER derivative of almost any haunted media story or most vaguely creepy things written on the internet in the past 10 or 15 years. Given your familiarity with myhouse.wad, you also can clearly engage with something like that on some conceptual level. Just not here on our forums? We can host several unhinged racist tirades in the off-topic section but can’t handle creepypasta without including an advisory the monsters aren’t actually under the bed? (Are they though?) I am also trying to keep an open mind, but I am not really feeling your implication that using a missing person as a framing of a work of fiction is somehow disrespectful to people who are actually gone. I have no idea as even a mediocre creative person what to say to that or why I need to be responsible for making sure nobody potentially believes some creative work I am involved in, or how that is even achievable in the first place. Anyway, apologies for the bummer. That part wasn’t intentional. I am still here. I will also clarify that while I love the game, I never got the biggest house in animal crossing either. In the end Tom Nook took even my last shiny coin.
  15. Making another set of tut vids reminded me that I need a reasonable video editor, I have a copy of Windows movie maker but thats a bit long in the tooth and is cpu bound. So thought I'd ask if anyone uses or knows of an Open source and free video editor they can recommend? I currently use the following OpenSource/Free tools - OBS Studio and classic for capturing and streaming video.Handbrake for reducing the sized of the above vids.Audacity for working on audio.
  16. Welcome to the Snatcher's Workshop. Come on in, we may have something for you today. Feel free to look around. We trade everything here. --------------------------------------------------------------------------- We realize new ideas and take existing ideas for a spin. For fun. Somewhere in this post you will find a download with mods. Good care was put to make all mods as little intrusive as possible to make them compatible with as many missions as possible. This set of mods will never break your game but some features won't be available in a handful of missions (the reasons are known). Feel free to report here what works and what doesn't. TDM Modpack vs. Unofficial Patch The TDM Modpack and wesp5's Unofficial Patch are incompatible since both the Pack and the Patch use a similar approach to mods. With the release of recent versions of the TDM Modpack I consider the most relevant features of the Unofficial Patch have been matched, superseded, improved, or simply implemented in different ways. More importantly, the TDM Modpack is not only tightly packed and it has a minimal impact in your install but it achieves more by altering less core files, meaning more compatibility and less maintenance. One can, of course, argue. TDM Modpack v4.0 Compatible with The Dark Mod 2.12 ONLY A lightweight, stable, non-intrusive, mission-friendly Modpack for The Dark Mod that includes many enhancements and a new set of tools and abilities for our protagonist: peek through doors, blow and ignite candles, whistle to distract enemies, mark your location, an invisibility-speed combo and more. Mods included in the pack do not alter your game or any of the missions in any relevant way. The pack includes enhancements to the core game and additions that can be used in missions but at the same time respects the vision of the mission creators. It is up to you to make use of any of the new tools and abilities or not. Please note that sometimes authors include in their missions their own versions of core files and as a result, some mods are not available in some missions. All missions will play fine regardless. Release posts: v4 series: v4.0 v3 series: v3.8 | v3.6 | v3.5 | v3.4 | v3.3 | v3.2 | v3.0 v2 series: v2.8 | v2.7 | v2.6 | v2.5 | v2.4 | v2.2 | v2.0 v1 series: v1.8 | v1.6 | v1.4 | v1.2 | v1.0 What's included in the pack? -:- APP: GENERIC MOD ENABLER -:- Credits: JoneSoft License: Free for unlimited time for Home users and non-profit organizations. Description: A portable, freely distributable Mod enabler/disabler. This application is required to run mods safely and it is included in the pack. At the heart of the Modpack resides JSGME (JoneSoft Generic Mod Enabler), an application that allows players to enable and disable mods with one click. JSGME has been around for more than a decade and it is to be fully trusted. Refer to the install instructions section at the bottom for full details. -:- MOD: AUTO COMMANDS -:- By activating Auto Commands some key bindings will be set automatically. F1, F2, F3 and F4 keys are not used by the game and we are reserving them for mods: - F1: Cycle through the Skills category - F2: Cycle through the Tools category - F3: Switch between Loot and Stealth stats - F4: Direct shortcut to "Penumbra" None of these categories or shortcuts can be set to any hotkey in-game currently, so we are using the built-in autocommands.cfg file to set up the keys. It may be the case you already make use of the autocommands.cfg file to configure other things to your needs or liking therefore consider yourself warned. Enable Auto Commands if you plan on using Core Essentials and/or the Skill Upgrade. -:- MOD: CORE ESSENTIALS -:- A pack that includes a variety of mods from the best modders of TDM: ~ FAST DOORS Credits: Idea and programming by Obsttorte. Treatment by snatcher. Availability: All missions except Noble Affairs, Seeking Lady Leicester, Shadows of Northdale ACT II, Snowed Inn and a handful of lesser missions. Description: Being chased? In a rush? No problem: doors open and close faster when running. Topic: Slam doors open while running ~ QUIET DOORS Credits: An idea by SeriousToni (Sneak & Destroy mission). Mod by snatcher. Availability: All missions except Noble Affairs, Seeking Lady Leicester, Shadows of Northdale ACT II, Snowed Inn and a handful of lesser missions. Description: A vast number of doors play more subtle, sneaky sounds for a quieter, stealthier experience. This applies to doors that come with default sounds but only when manipulated by the player. Topic: Decrease volume of open/close door sounds triggered by player ~ LOOT ANIMATIONS Credits: Original idea by Goldwell (Noble Affairs mission). Programming by Obsttorte. Treatment by snatcher and wesp5. Availability: All missions except Noble Affairs, Seeking Lady Leicester, Shadows of Northdale ACT II, Snowed Inn and a handful of lesser missions. Description: Moves the loot towards the player before putting it in the inventory, underlining the impression of actually taking it. This mod comes with a subtle new loot sound that goes along nicely with the animation. ~ DYNAMIC LOOT INVENTORY Credits: snatcher. Availability: All missions except Noble Affairs, Seeking Lady Leicester, Shadows of Northdale ACT II, Snowed Inn and a handful of lesser missions. Description: When picking up loot this mod displays the loot info in the inventory and shortly after reverts back to the last non-loot item selected. ~ SMART CONTAINERS Credits: Obsttorte (source code updates), Dragofer (similar attempts), snatcher. Availability: All missions. Description: To facilitate looting, the bottom of many containers (chests, jewellery boxes, etc...) gets automatically disabled at the beginning of the mission and only the lid remains frobable. ~ STEALTH MONITOR Credits: kcghost, Dragofer, snatcher. Availability: All missions. Description: Display some stats (Suspicions / Searches / Sightings) and the Stealth Score during a mission. Bring up the "Loot" inventory icon and press "Use" or just press F3 repeatedly if using Auto Commands. ~ STEALTH ALERT Credits: snatcher. Availability: All missions. Description: Completing a mission without being seen is something that can be done with some practice and patience. This mod will play an alerting chime whenever you are seen so that you don't have to monitor the Stealth stats all the time. ~ BLINKING ITEMS Credits: snatcher. Availability: All missions. Requisites: Console command r_newFrob must be 0, which is the game default. Description: Items within frob distance that go into the inventory (plus static readables) emit a subtle blink. This pulse can help you identify some valuable items that otherwise are difficult to detect. Topic: New Frob Shader ~ SMART OBJECTS Credits: snatcher, Dragofer. Availability: All missions. Description: Sometimes it is difficult to tell if an object is being held or not. Three dots will be displayed on screen whenever you grab an object, unless the object has name, in which case the name of the object will be displayed. In addition, objects (except AI entities) do not make or propagate sounds on impact while being manipulated. Topics: No impact sounds while holding an object / Nameless objects... a missed opportunity ~ SHADOWMARK TOOL Credits: snatcher, Obsttorte. Availability: All missions. Description: Our protagonist's lucky deck! When the item is selected the player can drop and throw playing cards to mark a location. Cards can be retrieved. AI will not normally mind a single card lying around but cards can sometimes be noticed. Topic: Find more details in this post ~ ALT FOOTSTEPS ON WATER Credits: SeriousToni. Availability: All missions except Hazard Pay, Noble Affairs, Shadows of Northdale ACT I and ACT II, Snowed Inn, Volta 2: Cauldron and a handful of lesser missions. Description: Alternative sounds of footsteps on water for our protagonist (walk / run / land). Topic: New Footstep sounds ~ OTHER ADDITIONS Re-worked Inventory menu (more compact). Semi-transparent backgrounds for the in-game Inventory Grid and Objectives screen. Alternative high mantle sound for our protagonist. Revamped and extended "Mission Complete" audio theme. -:- MOD: SKILL UPGRADE -:- A new "Skills" category is added to the inventory on mission load and the category includes the below abilities: Did you know? When using Auto Commands you can press F1 to access the "Skills" category and F4 to quickly access "Penumbra"... ~ SKILL: OBSERVATION Credits: Dragofer, snatcher, wesp5 Availability: All missions. Description: When the "Peek Door" item is selected the player can peek through any regular door. Select the item in the inventory and "Use" it on a door. Topic: Peek through (almost) every door ~ SKILL: MANIPULATION Credits: Dragofer, wesp5, Obsttorte, snatcher. Availability: All missions. Description: When the "Blow / Ignite" item is selected the player can blow out and light up candles and oil lamps. Select the item in the inventory and "Use" it on small flame sources. Topic: Extinguish small lights with a blow ~ SKILL: COMBINATION Credits: OrbWeaver, MirceaKitsune, datiswous, wesp5, snatcher. Availability: All missions. Description: When the "Alchemy" item is selected the player can alter the properties of broadhead arrows by applying different reagents. Select the item in the inventory and "Use" it repeatedly to cycle through the different arrow types. Topic: Alchemy to alter arrow properties? Arrow types: Shadow arrow compound or "Darkdust": Widely believed to be a myth, little to nothing is known about anti-light matter. Where did our protagonist get his formula from? When this substance is subject to strain the particles implode and the residual component absorbs light until it dissipates completely. Flare arrow compound or "Starlight": A recipe based on luminescent mushrooms and other exotic herbs. The resulting powder produces, for limited time, a dim but steady blue-ish glow when mixed with the right reactive. A high concentration of the active mixture can cause a burning sensation to the eyes. ~ SKILL: DISTRACTION Credits: snatcher. Availability: All missions. Description: When the "Whistle" item is selected the player can whistle and draw the attention of nearby AI. The more you whistle, the more attention it draws. Select the item in the inventory and just "Use" it. Keep a safe distance. ~ SKILL: ALTERATION Credits: VanishedOne (speed potion), kingsal (invisibility potion), snatcher (alchemy). Availability: All missions. Description: When the "Penumbra" item is selected the player can avoid light sources and run faster than usual for limited time. Health consumed will gradually be restored. Penumbra doesn't muffle the noise you make and it doesn't work when in contact with water. Press F4 to quickly access this ability if using Auto Commands. THE PATH TO UMBRA: How to become one with the shadows -:- MOD: CLASSIC BLACKJACK -:- Credits: Obsttorte, snatcher. Availability: All missions except A House of Locked Secrets and By Any Other Name. Description: A straightforward approach to blackjacking with new rules and mechanics inspired by the original Thief games. Never miss a KO again! - No indicator required. "Classic Blackjack" rules: Some AI are KO-immune and cannot be KOed: * Undead, creatures... * Guards wearing heavy helmets (to respect TDM vision) * Other: set by mission authors for the plot, in example The rest of AI can be KOed, just aim for the head: * Civilians: Can always be knocked out from any direction * Combatants: Can always be knocked out (including when fleeing) from any direction except when in high alert state (normally in combat mode) As reference, you can find in the Wiki the set of rules of the non-modded TDM: https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay#Blackjacking -:- MOD: FLASH GRENADE -:- Credits: snatcher, kingsal. Availability: All missions except Hazard Pay and Moongate Ruckus. Description: Flashbombs are clumsy and loud but as effective as ever. Instead of throwing Flashbombs like a cannonball we now toss them. Instead of exploding on impact Flashbombs now have a fuse. The chances of blinding have been greatly increased. -:- MOD: HUNTER BOW -:- Credits: snatcher. Availability: Most missions (a few missions do things differently but you should never notice). Description: Nock and draw arrows at a faster rate. Extended radius of gas arrow effect. Chance to retrieve rope arrows when missing a shot. -:- MOD: SHOCK MINE -:- Credits: wesp5, snatcher. Availability: All missions. Description: This mod replaces the Flashmines with customized, "High Voltage" electric mines. Remember: mines can be disarmed with the lockpicks! -:- MOD: SIMPLE SUBTITLES -:- Credits: Geep, stgatilov, snatcher. Availability: All missions. Description: A minimalist, imperfect approach to subtitles (you can set the scope of the subs in the audio settings). Topics: Subtitles - Possibilities Beyond 2.11 / English Subtitles for AI Barks Go to the audio settings and set the scope you prefer: Story: Story only On: Story and general speech (Give it a try!) Off: Disable subtitles Features of the mod: Background replaced with a font outline. Audio source widget replaced with a text transparency based on distance (volume) to the source. Yellow font color for story subs for best contrast, light grey font color for anything else. Non-story subs limited to a single instance, so that players aren't bothered too much with non-relevant subs (barks). --------------------------------------------------------------------------- DOWNLOADS / INSTALL / UNINSTALL So, how do I install and play with all this? Quite easy, but pay attention. I don't want you to break your game so we will be using a "Mod Enabler". A Mod Enabler allows you to enable and disable mods at will, with a few clicks. Before moving forward you must know a couple of things: The moment you enable a mod, previous saves will not work. If you want to load previous saves then you will have to disable the mod. If you play a mission with mods, the saves will only work when that exact set of mods are enabled. This above is important in case you deem your current saves precious. Consider yourself informed. DOWNLOADS You can download the TDM Modpack from Mod DB: INSTALL INSTRUCTIONS Download the zip, unzip it, and move contents to your TDM root folder: Folder "MODS" File "JSGME.exe" Go to your TDM root folder and double click on JSGME.exe (yellow icon). The first time you launch JSGME, it will ask for the "Mods Folder Name". Leave "MODS" and click OK. Now to your left you will find a list of mods available. To your right you will find a list of mods currently enabled. To enable a mod, select a mod on the left, and click on the arrow pointing to the right. To disable a mod, select a mod on the right, and click on the arrow pointing to the left. Go and enable the mods you want: UNINSTALL INSTRUCTIONS Quit the game (to unblock files) Go to your TDM root folder and double click on JSGME.ese (yellow icon) Disable all mods found on the right Close JSGME Delete the following: Folder "MODS" File "JSGME.exe" File "JSGME.ini" --------------------------------------------------------------------------- I hope you enjoy the mods. No coin? then leave a like for pirate's sake!
  17. Hello, all. This thread is meant as a follow-up companion piece to my previous thread listing royalty-free music by Kevin MacLeod that could be usable for new missions for The Dark Mod. In this thread, I take a slightly different approach. Instead of focusing on one author and his royalty-free music, I'll be writing an ever-expanding list of songs, compositions tracks and ambients by various musical artists that could come in useful for mission makers working on FMs for TDM. Aside from ambient music for background atmosphere, I'll also be listing some historical music and compositions from the real world's ca 14th-17th century that are in the public domain and could be used as background music in your missions, provided that someone does a royalty-free recording of them (i.e. not released on some payed-for album, but at most a royalty-free album or online collection/archive). Please note that, though I will try to provide you with links to royalty-free versions of historical compositions in particular, I sometimes might not be sure of the status of some of these recreations/recordings and you'll have to snoop around for their royalty-free status on your own. However, if you do confirm that, e.g. some freelance artist recorded a well-known 16th century piece of music, and is giving it away royalty-free, possibly with the only necessity being attribution, then please let me know and I'll include any download links and the details concerning necessary attribution. Thank you ! And now, it's time to begin... ---- Royalty-free ambients As in "free to distribute and use (though possibly with attribution)", not necessarily "free of the TDM universe royalty". Free Music Archive (FMA) From his particular website, I'll only be including tracks that have broad Creative Commons licenses or free licenses, and tracks that are suited to both Non-commercial and Commercial use. In other words, largelly CC BY 4.0 and CC BY 4.0 Deed. It's better to search for ambients and tracks that are more lenient with their licenses. Lee Rosevere - All the Answers - Awkward Silences (B) - Baldachin - Betrayal - Compassion (keys version) - Delayed Reaction - Edge of the Woods (kind of too modern sounding in parts, but maybe you could find a use for it á la some of the old grungy-sounding ambient tunes in Thief) - Expectations - Everywhere (sounds like a calm but moody mansion ambient to me) - Gone - Her Unheard Story - It's A Mystery - Not Alone - Old Regrets - Reflections - Slow Lights - Snakes - Something To Fill The Space - Thoughtful (especially the first half to first two thirds, before the more electronic beat kicks in) - The Long Journey - The Nightmare - The Past - Time to Think - Under Suspicion (maybe the bit between 2:26 and 2:48 would be the best for a tension sting, the rest sounds a bit too modern spy-fi for the TDM setting) - What's in the Barrel ? - You're Enough (A) - Maarten Schellekens - A Bit of Discomfort - Daydream - Deliverance - Free Classical Theme (arguably more like for an SF film with classical music portrayed electronically, but not bad) Salakapakka Sound System - Aiti, joku tuijottaa meita metsasta - Holle - Kadonnut jalkia jattamatta - Privatomrode i Vasteros - Syttymissyy tuntematon 1 - Syttymissyy tuntematon 2 Sawako albums - 098 (ambient for background humming and buzzing, perhaps machinery, electricity, industrial ambience, etc.) - Billy Gomberg Remix - If You're Ther (odd city ambience, between moody music and city background ambience, mild background thumping) - Lisbon ambience (maybe usable as background ambience in some mission set at a more Mediterranean city) - Mizuame (Sawako Sun) (could work as ambience for a larger baths or spa hall, with the sound of water, and human voices occassionally heard in the background) - November 25, 2007 - Snowfall - Spring Thaw - Tim Prebble Remix - UNIVERSFIELD - A Beatiful Sky (this track would actually be good for a church or cathedral interior) - A Calm Soulful Atmosphere For A Documentary Film (calm but somewhat mysterious ambient, reminds me of some of the Dishonored ambients) - A Grim Horror Atmosphere - A Music Box With A Tense Atmosphere - Atmosphere for Documentaries (rather suspensful ambient with an undertone of woodwind instruments) - Background Horror Tension - Beautiful Relaxing Ambient (a calmer ambient that's good for a location with some degree of grandeur or one that provides relief to the player) - Blood-chillingly Creepy Atmospheres - Bloody - Cloaked in Mystery - Corpse Rot - Crime City - Dark Background - Deep Space Exploration (has a nice atmosphere of mystery and exploration) - Drifting in Harmony (calm but suspensful ambient) - Embrace of the Mist - Exoplanet (mysterious ambient, could work for various environments) - Exploring the Cursed Cemetery (short, fifteen second tension sting with piano) - Evening Meditation In The Open Air (could work for a number environments during evening hours) - Fading Memories - Gloomy Atmosphere for Documentaries - Gloomy Reverie - Grim Atmosphere - Horror Atmosphere (Version 2) - Horror Background Atmosphere 6 - Horror Background Atmosphere for Horror and Mystical - Horror Background Atmosphere for Scary Scenes - Horror Background Atmosphere for Suspensful Moments (1) - Horror Background Atmosphere for Suspensful Moments (2) - Horror Dark Atmosphere (Version 1) - Horror Music Box - Intergalactic Ambience (good calm theme of mystery and wonder) - In the Embrace of Darkness - Mars (suspensful ambient for a suspensful location, with a metallic undertone in its melody) - Meditation in Nature (aside from outdoor environments, could work in a number of other environments as well) - Melodies of Fear - Midnight Secrets - Mild Heaven (a calm ambient, maybe could work for night time city streets and city rooftops) - Moment of a Dream (suspensful theme, hopefully not too electronic in undertone) - Mysterious Passerby - Mystery Atmosphere - Mystery Horror - Mystery House - Mystical Dark Atmosphere - Nebula Soundscape (sounds like a good ambient for outdoor or cave environments or maybe even churches and city rooftops) - Ominous Criminal Atmosphere - Sad Emotional Piano for Documentary Films - Scary Dark Cinematic For Suspensful Moments - Scary Horror Atmosphere - Sinister Mystery - Sinister Piano Melodies (short, fifteen second tension sting with piano) - Siren's Call (I feel this one has more limited uses, though maybe it could work for suspense in an industrial environment) - Soothing Serenade (calm, soothing ambient, with a slight hint of mystery, could work for several types of environments) - Soothing Soundscapes (calm, soothing ambient, with a slight hint of mystery, could work for several types of environments) - Spooky Hallway - Suspense Atmosphere Background - Tense Dark Background - Tense Horror Atmosphere - Tense Horror Background Atmosphere - The Box of Nightmares - This Sunset (good for an evening or night time ambient, even includes subtle cricket chirping sounds) - Tropical Escapes (good for an outdoor environment with a waterfall, flowing stream or falling rain) Many of these tracks by UNIVERSFIELD are quite short, about a minute or slightly under a minute, but good as tension-building themes or as suspensful ambients. ---- Historical background music - lute and similar string instruments La Rossignol ("The Nightingale"} - a Renaissance era piece, anonymous composer. This one was written as an instrumental duet for two musicians. So, if you'd use this for a scene of AI characters playing their instruments, you should use two such characters for added believability. Here's what the composition sounds like when played as a duet on: - lute (obviously the most medieval/Renaissance instrumentation) - acoustic guitar (example 1) and acoustic guitar (example 2) - 11-string guitar what it sounds when played as a duet on an 11-string guitar - licensed album version (presumably lute) If you find any royalty-free version in good quality, let me know. Lachrimae ("Tears", sometimes known as "Seven Teares") by John Dowland - another Elizabethan era piece, by a 16th-17th century composer. Various reconstructions: - on lute (example solo performance at the Metropolitan Museum) - on lute, with vocal accompaniment (lutist and female soprano) - on lute, violas, and other (six musician ensemble performance) - on viola da gamba (five musician ensemble performance) Lachrimae Pavan ("Teary Pavane / Pavane of the Tears") by John Dowland - a variation on the previous composition, for the Renaissance pavane style dance. Various reconstructions: - on lute - on acoustic guitar (example 1), (example 2), (example 3) Again, I'd like to find a royalty-free version of these two compositions. Frog Galliard - one more by Dowland, for now. Another composition for a Renaissance dance style, the galliard. Reconstructions: - on lute (solo performance) - on lute, deeper sound (solo performance) - on acoustic guitar (example 1), (example 2), (example 3) Royalty-free version would be appreciated. Greensleeves - by an anonymous 16th century author, quite possibly a folk song of the era. Trust me, you know this one, even if you don't know the name. It's one of the most well-known bits of Renaissance secular and courtly music in the popular imagination. (Trust me, it's been referenced in everything. Even the first Stronghold game from the early 2000s had an in-game character sing a made-up ditty to the tune/melody of this song.) Reconstructions: - on lute (solo performance) - classical guitar (solo performance) - acoustic guitar (solo performance) I bet there's a royalty-free version of this one somewhere. I'll snoop around, and if you find one before I do, let me know. In taberna quando sumus ("When we are at the tavern") - anonymous period song from the 14th century, of Goliard origin. Written and sung entirely in Latin (so if you can explain Latin within the TDM setting or use only an instrumental version, go for it). An unabashed drinking song, you could use this for more rascally Builder priests/monks or for various commoners and lower-ranking noblemen while they're having a good time at the inn. A pretty well-known song even nowadays (though the most famous melody for it might be the more recent arrangement). Reconstructions: - example performance 1 - example performance 2 Again, an entirely royalty-free version of this one could come in handy. Historical background music - by Jon Sayles Jon Sayles is a musician who runs the Free Early and Renaissance Music website. His recordings are in .mp3 format (so you will need a conversion to .ogg) and Sayles has made them all freely available. The instrument he used for his musical reconstructions is the classical guitar. Some examples of Sayles' reconstructions of period music by anonymous or known authors: Saltarello, based on the late-medieval and Renaissance dance tune from Italy Madrigal by Anthony Holborne Al fonsina by Johannes Ghiselin Ich weiss nit by Ludwig Senfl So ys emprentid by John Bedyngham, mid-1400s Riu, riu, chiu, famous 15th century Spanish Christmas carol Fantasia, by Orlando Gibbons, late 16th and early 17th century Die Katzenpfote, German-speaking lands, anonymous author, 15th century A gre d'amors, 14th century, anonymous French author Nightengale (unrelated to La Rossignol), by Thomas Weelkes El Grillo, 15th to early 16th century composition by Josquin des Prez The Witches' Dance, by anonymous, Renaissance English composition Ma fin est mon comencement, by 14th century composer Guillame de Machaut In Nomine, late 15th and early 16th century composition by John Taverner Ricercare ("ricker-caré", nothing to do with rice or care), by Adrian Willaert Fantasia by Thomas Lupo, 16th-17th century English composer The Nite Watch, composed by Anthony Holborne - appropriate for TDM Plenty more where these came from... Historical background music - from the A-M Classical website This website offers plenty of freely available, royalty-free .mp3s of early and classical musical compositions and instrumental songs. The only thing you need to do is provide attribution, as everything on the site is via a Creative Commons license (this is noted on every page). Counting Christmas songs from the Middle Ages and Renaissance alone, I was able to download loads of them already years and years ago. Though they're far from epic recordings, if you're just looking for a competently done free version of these compositions, this is an excellent site. A few examples of medieval music from the A-M Classical site: Angelus ad Virginem (played quietly on organ), Diex soit en cheste maison by Adam de la Halle (organ and other instruments), Greensleeves (this is for a carol version of the lyrics, but the melody is the same as standard Greensleeves) Historical background music - by Vox Vulgaris The Swedish band/ensemble Vox Vulgaris aren't very active nowadays, but they did plenty of early music recording in the early-to-mid 2000s. From what I've read about their song releases, they're okay with others using the songs from their 2003 album and other material they've done. I don't know if their website is still around (there's an archived version) and whether you can still contact the band members, but if you'd like to be extra sure and ask, go ahead. I don't think they've changed their copyleft stance to their own works, but it pays off to be sure. So, here are some of VV's own takes on period music: Cantiga 166 - based on the eponymous song (full title "Cantiga 166 - Como póden per sas culpas (os homés seer contreitos)"), by Spanish composer Alphonso X from the 13th century (yes, king Alphonso X ! They didn't call him Alphonso the Learned for nothing). To provide you with a point of comparison, here, here and here are versions by other artists. (If I remember correctly, this particular VV song was also used by moonbo in his Requiem FM, as part of an inn's muffled background music. I did a real double-take when I played the mission for the first time and recognised it.) Cantiga 213 - based on the eponymous song (full title "Cantiga 213 - Quen sérve Santa María, a Sennor mui verdadeira"), again by Spanish composer, king Alphonso X from the 13th century. To provide you with a point of comparison, here and here are versions by other artists. Saltarello - based on the well-known melody for the Italian late-medieval Renaissance dance, the saltarello (also the saltarello trotto specifically in this case). To provide you a point of comparison, here and here are versions by other artists. La Suite Meurtrière - I can't quite source this one, it might be their own original composition, though "in the style of" some particular period music. Rókatánc (Fox Dance) - this is a really wild bit of period dance and festive music, possibly Hungarian-inspired, given the name. I think this would fit both a tavern environment or some public event for the nobility and patricians, including an armed sparring tournament or similar. Final note from me New suggestions are always welcome as I expand this thread. For any suggestions concerning Kevin MacLeod's royalty-free music, please use the other thread I've already made, purely for listing MacLeod's stuff.
  18. here´s my first real post in this topic For everyone who likes to have a wonderful source of Informations of progressive music : Babyblaue Prog-Reviews: Die deutschsprachige Progressive Rock Enzyklopädie (babyblaue-seiten.de) https://www.babyblaue-seiten.de/ have a good time by discovering a lot of mostly unknown Musicians & Bands of the past and now !
  19. Just checked out from the Gitlab repo, can't compile source now. @OrbWeaver Severity Code Description Project File Line Suppression State Error C2504 'IUserControl': base class undefined (compiling source file ..\..\plugins\dm.gameconnection\GameConnection.cpp) dm.gameconnection C:\source_code\darkradiant_svn\DarkRadiant\plugins\dm.gameconnection\GameConnectionControl.h 11 Error C3668 'ui::GameConnectionControl::getControlName': method with override specifier 'override' did not override any base class methods (compiling source file ..\..\plugins\dm.gameconnection\GameConnection.cpp) dm.gameconnection C:\source_code\darkradiant_svn\DarkRadiant\plugins\dm.gameconnection\GameConnectionControl.h 16 Error C3668 'ui::GameConnectionControl::getDisplayName': method with override specifier 'override' did not override any base class methods (compiling source file ..\..\plugins\dm.gameconnection\GameConnection.cpp) dm.gameconnection C:\source_code\darkradiant_svn\DarkRadiant\plugins\dm.gameconnection\GameConnectionControl.h 21 Error C3668 'ui::GameConnectionControl::getIcon': method with override specifier 'override' did not override any base class methods (compiling source file ..\..\plugins\dm.gameconnection\GameConnection.cpp) dm.gameconnection C:\source_code\darkradiant_svn\DarkRadiant\plugins\dm.gameconnection\GameConnectionControl.h 26 Error C3668 'ui::GameConnectionControl::createWidget': method with override specifier 'override' did not override any base class methods (compiling source file ..\..\plugins\dm.gameconnection\GameConnection.cpp) dm.gameconnection C:\source_code\darkradiant_svn\DarkRadiant\plugins\dm.gameconnection\GameConnectionControl.h 31 Error C2664 'void ui::IUserInterfaceModule::registerControl(ui::IUserControlCreator::Ptr)': cannot convert argument 1 from 'std::shared_ptr<ui::GameConnectionControl>' to 'ui::IUserControlCreator::Ptr' dm.gameconnection C:\source_code\darkradiant_svn\DarkRadiant\plugins\dm.gameconnection\GameConnection.cpp 829 Message No user-defined-conversion operator available that can perform this conversion, or the operator cannot be called dm.gameconnection C:\source_code\darkradiant_svn\DarkRadiant\plugins\dm.gameconnection\GameConnection.cpp 829 Message see declaration of 'ui::IUserInterfaceModule::registerControl' (compiling source file ..\..\plugins\dm.gameconnection\GameConnection.cpp) dm.gameconnection C:\source_code\darkradiant_svn\DarkRadiant\include\ui\iuserinterface.h 33 Message while trying to match the argument list '(std::shared_ptr<ui::GameConnectionControl>)' dm.gameconnection C:\source_code\darkradiant_svn\DarkRadiant\plugins\dm.gameconnection\GameConnection.cpp 829 Error C2504 'IUserControl': base class undefined (compiling source file ..\..\plugins\dm.editing\plugin.cpp) dm.editing C:\source_code\darkradiant_svn\DarkRadiant\plugins\dm.editing\AIEditingControl.h 11 Error C3668 'ui::AIEditingControl::getControlName': method with override specifier 'override' did not override any base class methods (compiling source file ..\..\plugins\dm.editing\plugin.cpp) dm.editing C:\source_code\darkradiant_svn\DarkRadiant\plugins\dm.editing\AIEditingControl.h 16 Error C3668 'ui::AIEditingControl::getDisplayName': method with override specifier 'override' did not override any base class methods (compiling source file ..\..\plugins\dm.editing\plugin.cpp) dm.editing C:\source_code\darkradiant_svn\DarkRadiant\plugins\dm.editing\AIEditingControl.h 21 Error C3668 'ui::AIEditingControl::getIcon': method with override specifier 'override' did not override any base class methods (compiling source file ..\..\plugins\dm.editing\plugin.cpp) dm.editing C:\source_code\darkradiant_svn\DarkRadiant\plugins\dm.editing\AIEditingControl.h 26 Error C3668 'ui::AIEditingControl::createWidget': method with override specifier 'override' did not override any base class methods (compiling source file ..\..\plugins\dm.editing\plugin.cpp) dm.editing C:\source_code\darkradiant_svn\DarkRadiant\plugins\dm.editing\AIEditingControl.h 31 Error C2664 'void ui::IUserInterfaceModule::registerControl(ui::IUserControlCreator::Ptr)': cannot convert argument 1 from 'std::shared_ptr<ui::AIEditingControl>' to 'ui::IUserControlCreator::Ptr' dm.editing C:\source_code\darkradiant_svn\DarkRadiant\plugins\dm.editing\plugin.cpp 84 Message No user-defined-conversion operator available that can perform this conversion, or the operator cannot be called dm.editing C:\source_code\darkradiant_svn\DarkRadiant\plugins\dm.editing\plugin.cpp 84 Message see declaration of 'ui::IUserInterfaceModule::registerControl' (compiling source file ..\..\plugins\dm.editing\plugin.cpp) dm.editing C:\source_code\darkradiant_svn\DarkRadiant\include\ui\iuserinterface.h 33 Message while trying to match the argument list '(std::shared_ptr<ui::AIEditingControl>)' dm.editing C:\source_code\darkradiant_svn\DarkRadiant\plugins\dm.editing\plugin.cpp 84 Error C2664 'void (GLenum,GLsizei,GLenum,void *,GLint)': cannot convert argument 4 from 'const unsigned int *const ' to 'void *' DarkRadiantCore C:\source_code\darkradiant_svn\DarkRadiant\radiantcore\rendersystem\backend\ObjectRenderer.cpp 50 Message Conversion loses qualifiers DarkRadiantCore C:\source_code\darkradiant_svn\DarkRadiant\radiantcore\rendersystem\backend\ObjectRenderer.cpp 50 Error C1083 Cannot open source file: '..\..\radiant\xyview\XYWnd.cpp': No such file or directory DarkRadiant C:\source_code\darkradiant_svn\DarkRadiant\tools\msvc\c1xx 1 VS2022 shows: Build started... 1>------ Build started: Project: DependencyCheck, Configuration: Debug x64 ------ 1>Ensure Windows Dependencies are downloaded and extracted 1>Checking latest windeps package... 1>Found package windeps.7z (32.9 MB) 1>Downloading dependencies package (32.9 MB) 1>Cleaning up old dependencies... 1>Extracting dependencies package... 1> 1>7-Zip (a) 19.00 (x86) : Copyright (c) 1999-2018 Igor Pavlov : 2019-02-21 1> 1>Scanning the drive for archives: 1>1 file, 34494860 bytes (33 MiB) 1> 1>Extracting archive: C:\source_code\darkradiant_svn\DarkRadiant\tools\DependencyCheck\..\..\windeps_85508622.7z 1>-- 1>Path = C:\source_code\darkradiant_svn\DarkRadiant\tools\DependencyCheck\..\..\windeps_85508622.7z 1>Type = 7z 1>Physical Size = 34494860 1>Headers Size = 29691 1>Method = LZMA2:26 LZMA:20 BCJ2 1>Solid = + 1>Blocks = 2 1> 1>Everything is Ok 1> 1>Folders: 177 1>Files: 2417 1>Size: 275169913 1>Compressed: 34494860 2>------ Build started: Project: modulelib, Configuration: Debug x64 ------ 3>------ Build started: Project: libs, Configuration: Debug x64 ------ 4>------ Build started: Project: include, Configuration: Debug x64 ------ 5>------ Build started: Project: scenelib, Configuration: Debug x64 ------ 6>------ Build started: Project: xmlutillib, Configuration: Debug x64 ------ 7>------ Build started: Project: mathlib, Configuration: Debug x64 ------ 2>ApplicationContextBase.cpp 2>CoreModule.cpp 2>DynamicLibrary.cpp 2>StaticModule.cpp 5>ChildPrimitives.cpp 5>InstanceWalkers.cpp 7>AABB.cpp 7>Frustum.cpp 7>Matrix4.cpp 7>Plane3.cpp 7>SHA256.cpp 5>LayerUsageBreakdown.cpp 5>ModelFinder.cpp 5>Node.cpp 5>SelectableNode.cpp 5>SelectionIndex.cpp 5>TraversableNodeSet.cpp 5>Traverse.cpp 6>Document.cpp 6>Node.cpp 6>XmlModule.cpp 6>xmlutillib.vcxproj -> C:\source_code\darkradiant_svn\DarkRadiant\build\libs\x64\Debug\xmlutillib.lib 2>modulelib.vcxproj -> C:\source_code\darkradiant_svn\DarkRadiant\build\libs\x64\Debug\modulelib.lib 7>mathlib.vcxproj -> C:\source_code\darkradiant_svn\DarkRadiant\build\libs\x64\Debug\mathlib.lib 5>GraphComparer.cpp 5>MergeActionNode.cpp 5>MergeOperation.cpp 5>MergeOperationBase.cpp 5>ThreeWayMergeOperation.cpp 5>scenelib.vcxproj -> C:\source_code\darkradiant_svn\DarkRadiant\build\libs\x64\Debug\scenelib.lib 8>------ Build started: Project: DarkRadiantCore, Configuration: Debug x64 ------ 9>------ Build started: Project: wxutillib, Configuration: Debug x64 ------ 9>ConsoleView.cpp 9>DirChooser.cpp 9>EntityClassChooser.cpp 9>FileChooser.cpp 9>FreezePointer.cpp 9>GLWidget.cpp 9>ModalProgressDialog.cpp 9>MouseToolHandler.cpp 9>PanedPosition.cpp 9>PathEntry.cpp 9>SerialisableWidgets.cpp 9>Splitter.cpp 9>WindowPosition.cpp 9>WindowState.cpp 8>precompiled.cpp 8>Brush.cpp 8>BrushModule.cpp 8>BrushNode.cpp 8>Face.cpp 8>FaceInstance.cpp 8>FacePlane.cpp 8>FixedWinding.cpp 8>RenderableBrushVertices.cpp 8>TextureMatrix.cpp 8>TextureProjection.cpp 8>Winding.cpp 9>DeclarationTreeView.cpp 9>KeyValueTable.cpp 9>ResourceTreeView.cpp 9>ResourceTreeViewToolbar.cpp 9>ThreadedResourceTreePopulator.cpp 9>TreeModel.cpp 9>TreeModelFilter.cpp 9>TreeView.cpp 9>VFSTreePopulator.cpp 8>CSG.cpp 8>CollisionModel.cpp 8>Camera.cpp 8>CameraManager.cpp 9>DeclarationSelector.cpp 9>DeclarationSelectorDialog.cpp 8>BrushByPlaneClipper.cpp 8>Clipper.cpp 8>ClipPoint.cpp 8>SplitAlgorithm.cpp 8>DeclarationFolderParser.cpp 8>DeclarationManager.cpp 8>FavouritesManager.cpp 9>Dialog.cpp 9>DialogBase.cpp 9>MessageBox.cpp 8>EClassColourManager.cpp 8>EClassManager.cpp 8>EntityClass.cpp 8>AngleKey.cpp 8>AttachmentData.cpp 8>EntityModule.cpp 8>EntityNode.cpp 8>EntitySettings.cpp 8>KeyValue.cpp 8>KeyValueObserver.cpp 8>ModelKey.cpp 8>NameKeyObserver.cpp 8>NamespaceManager.cpp 8>RenderableArrow.cpp 8>RenderableEntityBox.cpp 8>RenderableEntityName.cpp 8>RotationKey.cpp 8>RotationMatrix.cpp 8>ShaderParms.cpp 8>SpawnArgs.cpp 9>FileSystemView.cpp 9>Populator.cpp 8>Curve.cpp 8>CurveCatmullRom.cpp 8>CurveEditInstance.cpp 8>CurveNURBS.cpp 8>StaticGeometryNode.cpp 9>FilterPopupMenu.cpp 9>PopupMenu.cpp 8>EclassModelNode.cpp 8>GenericEntityNode.cpp 9>EntityPreview.cpp 9>GuiRenderer.cpp 9>GuiView.cpp 9>ModelPreview.cpp 9>ParticlePreview.cpp 9>RenderPreview.cpp 8>LightNode.cpp 8>Renderables.cpp 8>SpeakerNode.cpp 8>SpeakerRenderables.cpp 8>TargetableNode.cpp 8>TargetKey.cpp 8>TargetKeyCollection.cpp 8>TargetLineNode.cpp 8>TargetManager.cpp 8>FileTypeRegistry.cpp 8>BasicFilterSystem.cpp 8>XMLFilter.cpp 8>XmlFilterEventAdapter.cpp 8>FontLoader.cpp 8>FontManager.cpp 8>GlyphInfo.cpp 8>GlyphSet.cpp 8>FxAction.cpp 8>FxDeclaration.cpp 8>FxManager.cpp 8>GridManager.cpp 9>DeclarationSourceView.cpp 9>DefinitionView.cpp 9>SourceView.cpp 8>BMPLoader.cpp 8>dds.cpp 8>ddslib.cpp 8>ImageLoader.cpp 8>JPEGLoader.cpp 8>PNGLoader.cpp 8>TGALoader.cpp 8>LayerInfoFileModule.cpp 8>LayerManager.cpp 8>LayerModule.cpp 8>SegFaultHandler.cpp 8>COutRedirector.cpp 8>LogFile.cpp 8>LogStream.cpp 8>LogStreamBuf.cpp 8>LogWriter.cpp 8>StringLogDevice.cpp 8>AasFileManager.cpp 8>Doom3AasFile.cpp 8>Doom3AasFileLoader.cpp 8>Doom3AasFileSettings.cpp 8>Export.cpp 8>Import.cpp 8>MapExporter.cpp 8>MapImporter.cpp 8>Models.cpp 8>ArchivedMapResource.cpp 8>CounterManager.cpp 8>EditingStopwatch.cpp 8>EditingStopwatchInfoFileModule.cpp 8>Map.cpp 8>MapFileManager.cpp 8>MapModules.cpp 8>MapPosition.cpp 8>MapPositionManager.cpp 8>MapPropertyInfoFileModule.cpp 8>MapResource.cpp 8>MapResourceLoader.cpp 8>MapResourceManager.cpp 8>PointFile.cpp 8>RegionManager.cpp 8>RootNode.cpp 8>VcsMapResource.cpp 9>wxutillib.vcxproj -> C:\source_code\darkradiant_svn\DarkRadiant\build\libs\x64\Debug\wxutillib.lib 10>------ Build started: Project: vcs, Configuration: Debug x64 ------ 11>------ Build started: Project: dm.gameconnection, Configuration: Debug x64 ------ 12>------ Build started: Project: dm.gui, Configuration: Debug x64 ------ 13>------ Build started: Project: dm.editing, Configuration: Debug x64 ------ 14>------ Build started: Project: script, Configuration: Debug x64 ------ 15>------ Build started: Project: dm.conversation, Configuration: Debug x64 ------ 16>------ Build started: Project: dm.difficulty, Configuration: Debug x64 ------ 17>------ Build started: Project: dm.objectives, Configuration: Debug x64 ------ 18>------ Build started: Project: dm.stimresponse, Configuration: Debug x64 ------ 19>------ Build started: Project: sound, Configuration: Debug x64 ------ 20>------ Build started: Project: DarkRadiant, Configuration: Debug x64 ------ 10>GitModule.cpp 10>Index.cpp 10>Repository.cpp 11>AutomationEngine.cpp 11>DiffDoom3MapWriter.cpp 11>GameConnection.cpp 11>GameConnectionPanel.cpp 11>MapObserver.cpp 11>MessageTcp.cpp 15>CommandArgumentItem.cpp 12>GuiSelector.cpp 12>plugin.cpp 16>ClassNameStore.cpp 13>AIEditingPanel.cpp 17>precompiled.cpp 15>CommandEditor.cpp 15>ConversationCommand.cpp 15>ConversationCommandInfo.cpp 15>ConversationCommandLibrary.cpp 15>ConversationDialog.cpp 12>ReadableEditorDialog.cpp 12>ReadableGuiView.cpp 12>XData.cpp 12>XDataLoader.cpp 16>DifficultyDialog.cpp 16>DifficultyEditor.cpp 16>DifficultyEntity.cpp 13>AIHeadChooserDialog.cpp 13>AIHeadPropertyEditor.cpp 13>AIVocalSetChooserDialog.cpp 13>AIVocalSetPreview.cpp 13>AIVocalSetPropertyEditor.cpp 13>DarkmodTxt.cpp 13>FixupMap.cpp 13>FixupMapDialog.cpp 13>MissionInfoEditDialog.cpp 15>ConversationEditor.cpp 15>ConversationKeyExtractor.cpp 15>ConversationEntity.cpp 15>plugin.cpp 12>XDataSelector.cpp 12>XdFileChooserDialog.cpp 16>DifficultySettings.cpp 16>DifficultySettingsManager.cpp 16>plugin.cpp 16>Setting.cpp 18>precompiled.cpp 8>AutoSaver.cpp 13>MissionInfoGuiView.cpp 13>MissionInfoTextFile.cpp 13>MissionReadmeDialog.cpp 13>plugin.cpp 13>ReadmeTxt.cpp 14>precompiled.cpp 19>sound.cpp 19>SoundManager.cpp 19>SoundPlayer.cpp 19>SoundShader.cpp 20>precompiled.cpp 8>Doom3MapFormat.cpp 8>Doom3MapReader.cpp 8>Doom3MapWriter.cpp 8>Doom3PrefabFormat.cpp 8>MapFormatManager.cpp 8>Quake3MapFormat.cpp 8>Quake3MapReader.cpp 8>Quake4MapFormat.cpp 8>Quake4MapReader.cpp 17>Component.cpp 17>ComponentsDialog.cpp 17>ComponentType.cpp 17>DifficultyPanel.cpp 17>LogicEditor.cpp 17>MissionLogicDialog.cpp 17>ObjectiveConditionsDialog.cpp 17>ObjectiveEntity.cpp 17>ObjectiveEntityFinder.cpp 17>ObjectiveKeyExtractor.cpp 17>objectives.cpp 17>ObjectivesEditor.cpp 17>Specifier.cpp 17>SpecifierType.cpp 8>PortableMapFormat.cpp 8>PortableMapReader.cpp 8>PortableMapWriter.cpp 18>ClassEditor.cpp 18>CustomStimEditor.cpp 18>EffectArgumentItem.cpp 18>EffectEditor.cpp 18>plugin.cpp 18>ResponseEditor.cpp 18>ResponseEffect.cpp 18>ResponseEffectTypes.cpp 18>SREntity.cpp 18>SRPropertyLoader.cpp 18>SRPropertyRemover.cpp 18>SRPropertySaver.cpp 18>StimEditor.cpp 18>StimResponse.cpp 18>StimResponseEditor.cpp 18>StimTypes.cpp 8>BrushDef.cpp 8>BrushDef3.cpp 8>Patch.cpp 8>PatchDef2.cpp 8>PatchDef3.cpp 14>CameraInterface.cpp 14>DeclarationManagerInterface.cpp 14>FxManagerInterface.cpp 14>LayerInterface.cpp 14>SceneGraphInterface.cpp 14>SelectionGroupInterface.cpp 14>BrushInterface.cpp 14>CommandSystemInterface.cpp 14>DialogInterface.cpp 14>EClassInterface.cpp 14>EntityInterface.cpp 14>FileSystemInterface.cpp 14>GameInterface.cpp 14>GridInterface.cpp 14>MapInterface.cpp 14>MathInterface.cpp 8>InfoFile.cpp 8>InfoFileExporter.cpp 8>InfoFileManager.cpp 20>CameraWndManager.cpp 20>CameraSettings.cpp 20>CamWnd.cpp 11>C:\source_code\darkradiant_svn\DarkRadiant\plugins\dm.gameconnection\GameConnectionControl.h(11,12): error C2504: 'IUserControl': base class undefined (compiling source file ..\..\plugins\dm.gameconnection\GameConnection.cpp) 11>C:\source_code\darkradiant_svn\DarkRadiant\plugins\dm.gameconnection\GameConnectionControl.h(16,17): error C3668: 'ui::GameConnectionControl::getControlName': method with override specifier 'override' did not override any base class methods (compiling source file ..\..\plugins\dm.gameconnection\GameConnection.cpp) 11>C:\source_code\darkradiant_svn\DarkRadiant\plugins\dm.gameconnection\GameConnectionControl.h(21,17): error C3668: 'ui::GameConnectionControl::getDisplayName': method with override specifier 'override' did not override any base class methods (compiling source file ..\..\plugins\dm.gameconnection\GameConnection.cpp) 11>C:\source_code\darkradiant_svn\DarkRadiant\plugins\dm.gameconnection\GameConnectionControl.h(26,17): error C3668: 'ui::GameConnectionControl::getIcon': method with override specifier 'override' did not override any base class methods (compiling source file ..\..\plugins\dm.gameconnection\GameConnection.cpp) 11>C:\source_code\darkradiant_svn\DarkRadiant\plugins\dm.gameconnection\GameConnectionControl.h(31,15): error C3668: 'ui::GameConnectionControl::createWidget': method with override specifier 'override' did not override any base class methods (compiling source file ..\..\plugins\dm.gameconnection\GameConnection.cpp) 11>C:\source_code\darkradiant_svn\DarkRadiant\plugins\dm.gameconnection\GameConnection.cpp(829,26): error C2664: 'void ui::IUserInterfaceModule::registerControl(ui::IUserControlCreator::Ptr)': cannot convert argument 1 from 'std::shared_ptr<ui::GameConnectionControl>' to 'ui::IUserControlCreator::Ptr' 11>C:\source_code\darkradiant_svn\DarkRadiant\plugins\dm.gameconnection\GameConnection.cpp(829,86): message : No user-defined-conversion operator available that can perform this conversion, or the operator cannot be called 11>C:\source_code\darkradiant_svn\DarkRadiant\include\ui\iuserinterface.h(33,18): message : see declaration of 'ui::IUserInterfaceModule::registerControl' (compiling source file ..\..\plugins\dm.gameconnection\GameConnection.cpp) 11>C:\source_code\darkradiant_svn\DarkRadiant\plugins\dm.gameconnection\GameConnection.cpp(829,26): message : while trying to match the argument list '(std::shared_ptr<ui::GameConnectionControl>)' 14>ModelInterface.cpp 14>PatchInterface.cpp 14>RadiantInterface.cpp 14>SelectionInterface.cpp 14>SelectionSetInterface.cpp 14>ShaderSystemInterface.cpp 14>SkinInterface.cpp 14>SoundInterface.cpp 8>MRU.cpp 19>libvorbis-d-vc143.lib(vorbisfile.obj) : warning LNK4099: PDB '' was not found with 'libvorbis-d-vc143.lib(vorbisfile.obj)' or at ''; linking object as if no debug info 19>libvorbis-d-vc143.lib(framing.obj) : warning LNK4099: PDB '' was not found with 'libvorbis-d-vc143.lib(framing.obj)' or at ''; linking object as if no debug info 19>libvorbis-d-vc143.lib(info.obj) : warning LNK4099: PDB '' was not found with 'libvorbis-d-vc143.lib(info.obj)' or at ''; linking object as if no debug info 19>libvorbis-d-vc143.lib(block.obj) : warning LNK4099: PDB '' was not found with 'libvorbis-d-vc143.lib(block.obj)' or at ''; linking object as if no debug info 19>libvorbis-d-vc143.lib(synthesis.obj) : warning LNK4099: PDB '' was not found with 'libvorbis-d-vc143.lib(synthesis.obj)' or at ''; linking object as if no debug info 19>libvorbis-d-vc143.lib(bitwise.obj) : warning LNK4099: PDB '' was not found with 'libvorbis-d-vc143.lib(bitwise.obj)' or at ''; linking object as if no debug info 19>libvorbis-d-vc143.lib(sharedbook.obj) : warning LNK4099: PDB '' was not found with 'libvorbis-d-vc143.lib(sharedbook.obj)' or at ''; linking object as if no debug info 19>libvorbis-d-vc143.lib(codebook.obj) : warning LNK4099: PDB '' was not found with 'libvorbis-d-vc143.lib(codebook.obj)' or at ''; linking object as if no debug info 19>libvorbis-d-vc143.lib(psy.obj) : warning LNK4099: PDB '' was not found with 'libvorbis-d-vc143.lib(psy.obj)' or at ''; linking object as if no debug info 19>libvorbis-d-vc143.lib(registry.obj) : warning LNK4099: PDB '' was not found with 'libvorbis-d-vc143.lib(registry.obj)' or at ''; linking object as if no debug info 19>libvorbis-d-vc143.lib(mdct.obj) : warning LNK4099: PDB '' was not found with 'libvorbis-d-vc143.lib(mdct.obj)' or at ''; linking object as if no debug info 19>libvorbis-d-vc143.lib(envelope.obj) : warning LNK4099: PDB '' was not found with 'libvorbis-d-vc143.lib(envelope.obj)' or at ''; linking object as if no debug info 19>libvorbis-d-vc143.lib(smallft.obj) : warning LNK4099: PDB '' was not found with 'libvorbis-d-vc143.lib(smallft.obj)' or at ''; linking object as if no debug info 19>libvorbis-d-vc143.lib(bitrate.obj) : warning LNK4099: PDB '' was not found with 'libvorbis-d-vc143.lib(bitrate.obj)' or at ''; linking object as if no debug info 19>libvorbis-d-vc143.lib(window.obj) : warning LNK4099: PDB '' was not found with 'libvorbis-d-vc143.lib(window.obj)' or at ''; linking object as if no debug info 19>libvorbis-d-vc143.lib(lpc.obj) : warning LNK4099: PDB '' was not found with 'libvorbis-d-vc143.lib(lpc.obj)' or at ''; linking object as if no debug info 19>libvorbis-d-vc143.lib(floor0.obj) : warning LNK4099: PDB '' was not found with 'libvorbis-d-vc143.lib(floor0.obj)' or at ''; linking object as if no debug info 19>libvorbis-d-vc143.lib(floor1.obj) : warning LNK4099: PDB '' was not found with 'libvorbis-d-vc143.lib(floor1.obj)' or at ''; linking object as if no debug info 19>libvorbis-d-vc143.lib(res0.obj) : warning LNK4099: PDB '' was not found with 'libvorbis-d-vc143.lib(res0.obj)' or at ''; linking object as if no debug info 19>libvorbis-d-vc143.lib(mapping0.obj) : warning LNK4099: PDB '' was not found with 'libvorbis-d-vc143.lib(mapping0.obj)' or at ''; linking object as if no debug info 19>libvorbis-d-vc143.lib(lsp.obj) : warning LNK4099: PDB '' was not found with 'libvorbis-d-vc143.lib(lsp.obj)' or at ''; linking object as if no debug info 19> Creating library C:\source_code\darkradiant_svn\DarkRadiant\install\modules\sound.lib and object C:\source_code\darkradiant_svn\DarkRadiant\install\modules\sound.exp 8>ComplexName.cpp 8>Namespace.cpp 8>NamespaceFactory.cpp 19>sound.vcxproj -> C:\source_code\darkradiant_svn\DarkRadiant\install\modules\sound.dll 13>C:\source_code\darkradiant_svn\DarkRadiant\plugins\dm.editing\AIEditingControl.h(11,12): error C2504: 'IUserControl': base class undefined (compiling source file ..\..\plugins\dm.editing\plugin.cpp) 13>C:\source_code\darkradiant_svn\DarkRadiant\plugins\dm.editing\AIEditingControl.h(16,17): error C3668: 'ui::AIEditingControl::getControlName': method with override specifier 'override' did not override any base class methods (compiling source file ..\..\plugins\dm.editing\plugin.cpp) 13>C:\source_code\darkradiant_svn\DarkRadiant\plugins\dm.editing\AIEditingControl.h(21,17): error C3668: 'ui::AIEditingControl::getDisplayName': method with override specifier 'override' did not override any base class methods (compiling source file ..\..\plugins\dm.editing\plugin.cpp) 13>C:\source_code\darkradiant_svn\DarkRadiant\plugins\dm.editing\AIEditingControl.h(26,17): error C3668: 'ui::AIEditingControl::getIcon': method with override specifier 'override' did not override any base class methods (compiling source file ..\..\plugins\dm.editing\plugin.cpp) 13>C:\source_code\darkradiant_svn\DarkRadiant\plugins\dm.editing\AIEditingControl.h(31,15): error C3668: 'ui::AIEditingControl::createWidget': method with override specifier 'override' did not override any base class methods (compiling source file ..\..\plugins\dm.editing\plugin.cpp) 8>AseExporter.cpp 8>Lwo2Chunk.cpp 20>ClipboardModule.cpp 8>Lwo2Exporter.cpp 8>ModelExporter.cpp 8>ModelScalePreserver.cpp 8>PatchSurface.cpp 8>ScaledModelExporter.cpp 8>WavefrontExporter.cpp 19>Done building project "sound.vcxproj". 13>C:\source_code\darkradiant_svn\DarkRadiant\plugins\dm.editing\plugin.cpp(84,30): error C2664: 'void ui::IUserInterfaceModule::registerControl(ui::IUserControlCreator::Ptr)': cannot convert argument 1 from 'std::shared_ptr<ui::AIEditingControl>' to 'ui::IUserControlCreator::Ptr' 13>C:\source_code\darkradiant_svn\DarkRadiant\plugins\dm.editing\plugin.cpp(84,85): message : No user-defined-conversion operator available that can perform this conversion, or the operator cannot be called 13>C:\source_code\darkradiant_svn\DarkRadiant\include\ui\iuserinterface.h(33,18): message : see declaration of 'ui::IUserInterfaceModule::registerControl' (compiling source file ..\..\plugins\dm.editing\plugin.cpp) 13>C:\source_code\darkradiant_svn\DarkRadiant\plugins\dm.editing\plugin.cpp(84,30): message : while trying to match the argument list '(std::shared_ptr<ui::AIEditingControl>)' 20>Accelerator.cpp 20>EventManager.cpp 20>GlobalKeyEventFilter.cpp 20>MouseToolGroup.cpp 11>Done building project "dm.gameconnection.vcxproj" -- FAILED. 20>MouseToolManager.cpp 20>Statement.cpp 20>Toggle.cpp 20>WidgetToggle.cpp 17>AIFindBodyComponentEditor.cpp 17>AIFindItemComponentEditor.cpp 17>AlertComponentEditor.cpp 17>ComponentEditorFactory.cpp 17>CustomClockedComponentEditor.cpp 17>CustomComponentEditor.cpp 17>DestroyComponentEditor.cpp 17>DistanceComponentEditor.cpp 17>InfoLocationComponentEditor.cpp 17>ItemComponentEditor.cpp 17>KillComponentEditor.cpp 17>KnockoutComponentEditor.cpp 17>LocationComponentEditor.cpp 17>PickpocketComponentEditor.cpp 17>ReadableClosedComponentEditor.cpp 17>ReadableOpenedComponentEditor.cpp 10>VcsStatus.cpp 17>ReadablePageReachedComponentEditor.cpp 18> Creating library C:\source_code\darkradiant_svn\DarkRadiant\install\plugins\dm.stimresponse.lib and object C:\source_code\darkradiant_svn\DarkRadiant\install\plugins\dm.stimresponse.exp 8>AseModel.cpp 8>AseModelLoader.cpp 8>FbxModelLoader.cpp 8>ModelImporterBase.cpp 14>PythonModule.cpp 14>SceneNodeBuffer.cpp 14>ScriptCommand.cpp 14>ScriptingSystem.cpp 14>ScriptModule.cpp 17>SpecifierEditCombo.cpp 20>main.cpp 20>RadiantApp.cpp 18>dm.stimresponse.vcxproj -> C:\source_code\darkradiant_svn\DarkRadiant\install\plugins\dm.stimresponse.dll 8>ofbx.cpp 20>AutoSaveTimer.cpp 20>StartupMapLoader.cpp 17>AIInnocenceSpecifierPanel.cpp 13>Done building project "dm.editing.vcxproj" -- FAILED. 17>AITeamSpecifierPanel.cpp 17>AITypeSpecifierPanel.cpp 17>ClassnameSpecifierPanel.cpp 17>EntityNameSpecifierPanel.cpp 17>GroupSpecifierPanel.cpp 17>SpawnClassSpecifierPanel.cpp 17>SpecifierPanelFactory.cpp 17>TextSpecifierPanel.cpp 8>MD5Anim.cpp 20>ManipulateMouseTool.cpp 8>MD5AnimationCache.cpp 8>MD5Model.cpp 8>MD5ModelLoader.cpp 8>MD5ModelNode.cpp 8>MD5Module.cpp 8>MD5Skeleton.cpp 8>MD5Surface.cpp 14> Creating library C:\source_code\darkradiant_svn\DarkRadiant\install\modules\script.lib and object C:\source_code\darkradiant_svn\DarkRadiant\install\modules\script.exp 20>SceneManipulateMouseTool.cpp 20>SelectionMouseTools.cpp 15> Creating library C:\source_code\darkradiant_svn\DarkRadiant\install\plugins\dm.conversation.lib and object C:\source_code\darkradiant_svn\DarkRadiant\install\plugins\dm.conversation.exp 14>script.vcxproj -> C:\source_code\darkradiant_svn\DarkRadiant\install\modules\script.dll 15>dm.conversation.vcxproj -> C:\source_code\darkradiant_svn\DarkRadiant\install\plugins\dm.conversation.dll 12>GuiExpression.cpp 12>Gui.cpp 12>GuiManager.cpp 12>GuiScript.cpp 12>GuiWindowDef.cpp 12>RenderableCharacterBatch.cpp 12>RenderableText.cpp 12>Variable.cpp 20>LocalisationModule.cpp 20>LocalisationProvider.cpp 16> Creating library C:\source_code\darkradiant_svn\DarkRadiant\install\plugins\dm.difficulty.lib and object C:\source_code\darkradiant_svn\DarkRadiant\install\plugins\dm.difficulty.exp 20>Win32Registry.cpp 16>dm.difficulty.vcxproj -> C:\source_code\darkradiant_svn\DarkRadiant\install\plugins\dm.difficulty.dll 8>ModelCache.cpp 8>ModelFormatManager.cpp 8>ModelNodeBase.cpp 8>NullModel.cpp 8>NullModelNode.cpp 8>StaticModel.cpp 8>StaticModelNode.cpp 8>StaticModelSurface.cpp 20>TextureToolManipulateMouseTool.cpp 10>libgit2-d.lib(tree.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(tree.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(object_api.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(object_api.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(blob.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(blob.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(errors.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(errors.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(global.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(global.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(index.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(index.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(buffer.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(buffer.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(oid.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(oid.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(repository.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(repository.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(object.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(object.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(refs.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(refs.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(diff.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(diff.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(diff_generate.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(diff_generate.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(branch.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(branch.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(checkout.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(checkout.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(merge.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(merge.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(credential.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(credential.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(remote.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(remote.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(commit.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(commit.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(config.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(config.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(status.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(status.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(reset.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(reset.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(revwalk.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(revwalk.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(signature.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(signature.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(annotated_commit.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(annotated_commit.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(vector.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(vector.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(util.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(util.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(odb.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(odb.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(strmap.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(strmap.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(pool.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(pool.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(path.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(path.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(tree-cache.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(tree-cache.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(alloc.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(alloc.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(posix.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(posix.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(posix_w32.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(posix_w32.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(futils.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(futils.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(filter.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(filter.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(filebuf.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(filebuf.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(buf_text.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(buf_text.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(error.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(error.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(mwindow.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(mwindow.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(hash.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(hash.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(sysdir.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(sysdir.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(merge_driver.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(merge_driver.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(registry.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(registry.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(mbedtls.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(mbedtls.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(openssl.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(openssl.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(ssh.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(ssh.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(thread.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(thread.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(submodule.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(submodule.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(idxmap.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(idxmap.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(config_cache.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(config_cache.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(ignore.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(ignore.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(iterator.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(iterator.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(pathspec.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(pathspec.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(varint.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(varint.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(attrcache.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(attrcache.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(strarray.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(strarray.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(worktree.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(worktree.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(path_w32.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(path_w32.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(w32_util.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(w32_util.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(cache.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(cache.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(refdb.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(refdb.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(diff_driver.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(diff_driver.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(tag.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(tag.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(diff_print.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(diff_print.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(diff_stats.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(diff_stats.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(date.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(date.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(patch.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(patch.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(diff_tform.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(diff_tform.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(attr_file.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(attr_file.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(patch_generate.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(patch_generate.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(refspec.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(refspec.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(merge_file.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(merge_file.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(oidarray.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(oidarray.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(commit_list.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(commit_list.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(oidmap.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(oidmap.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(pqueue.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(pqueue.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(transport.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(transport.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(fetch.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(fetch.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(fetchhead.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(fetchhead.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(push.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(push.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(mailmap.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(mailmap.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(config_file.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(config_file.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(regexp.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(regexp.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(transaction.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(transaction.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(wildmatch.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(wildmatch.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(revparse.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(revparse.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(tsort.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(tsort.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(utf-conv.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(utf-conv.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(w32_buffer.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(w32_buffer.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(odb_pack.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(odb_pack.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(odb_loose.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(odb_loose.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(map.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(map.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(dir.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(dir.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(stdalloc.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(stdalloc.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(attr.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(attr.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(crlf.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(crlf.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(ident.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(ident.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(pack.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(pack.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(collisiondetect.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(collisiondetect.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(findfile.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(findfile.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(clone.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(clone.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(refdb_fs.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(refdb_fs.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(hashsig.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(hashsig.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(diff_file.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(diff_file.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(diff_xdiff.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(diff_xdiff.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(zstream.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(zstream.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(delta.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(delta.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(xmerge.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(xmerge.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(local.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(local.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(smart.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(smart.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(winhttp.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(winhttp.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(git.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(git.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(net.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(net.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(pack-objects.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(pack-objects.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(parse.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(parse.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(config_snapshot.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(config_snapshot.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(config_entries.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(config_entries.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(config_parse.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(config_parse.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(pcre_compile.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(pcre_compile.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(pcre_exec.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(pcre_exec.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(pcre_globals.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(pcre_globals.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(reflog.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(reflog.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(indexer.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(indexer.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(offmap.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(offmap.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(sha1.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(sha1.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(sortedcache.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(sortedcache.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(xdiffi.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(xdiffi.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(xutils.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(xutils.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(xprepare.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(xprepare.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(netops.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(netops.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(smart_protocol.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(smart_protocol.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(smart_pkt.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(smart_pkt.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(proxy.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(proxy.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(settings.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(settings.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(socket.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(socket.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(http_parser.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(http_parser.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(thread-utils.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(thread-utils.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(pcre_newline.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(pcre_newline.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(pcre_tables.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(pcre_tables.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(pcre_chartables.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(pcre_chartables.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(ubc_check.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(ubc_check.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(xemit.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(xemit.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(xpatience.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(xpatience.obj)' or at ''; linking object as if no debug info 10>libgit2-d.lib(xhistogram.obj) : warning LNK4099: PDB '' was not found with 'libgit2-d.lib(xhistogram.obj)' or at ''; linking object as if no debug info 10>libzlib-d-vc143.lib(deflate.obj) : warning LNK4099: PDB '' was not found with 'libzlib-d-vc143.lib(deflate.obj)' or at ''; linking object as if no debug info 10>libzlib-d-vc143.lib(inflate.obj) : warning LNK4099: PDB '' was not found with 'libzlib-d-vc143.lib(inflate.obj)' or at ''; linking object as if no debug info 10>libzlib-d-vc143.lib(crc32.obj) : warning LNK4099: PDB '' was not found with 'libzlib-d-vc143.lib(crc32.obj)' or at ''; linking object as if no debug info 10>libzlib-d-vc143.lib(adler32.obj) : warning LNK4099: PDB '' was not found with 'libzlib-d-vc143.lib(adler32.obj)' or at ''; linking object as if no debug info 10>libzlib-d-vc143.lib(zutil.obj) : warning LNK4099: PDB '' was not found with 'libzlib-d-vc143.lib(zutil.obj)' or at ''; linking object as if no debug info 10>libzlib-d-vc143.lib(trees.obj) : warning LNK4099: PDB '' was not found with 'libzlib-d-vc143.lib(trees.obj)' or at ''; linking object as if no debug info 10>libzlib-d-vc143.lib(inftrees.obj) : warning LNK4099: PDB '' was not found with 'libzlib-d-vc143.lib(inftrees.obj)' or at ''; linking object as if no debug info 10>libzlib-d-vc143.lib(inffast.obj) : warning LNK4099: PDB '' was not found with 'libzlib-d-vc143.lib(inffast.obj)' or at ''; linking object as if no debug info 10> Creating library C:\source_code\darkradiant_svn\DarkRadiant\install\plugins\vcs.lib and object C:\source_code\darkradiant_svn\DarkRadiant\install\plugins\vcs.exp 10>LINK : warning LNK4098: defaultlib 'LIBCMTD' conflicts with use of other libs; use /NODEFAULTLIB:library 20>AasFileControl.cpp 20>AasVisualisationPanel.cpp 20>RenderableAasFile.cpp 10>vcs.vcxproj -> C:\source_code\darkradiant_svn\DarkRadiant\install\plugins\vcs.dll 10>Done building project "vcs.vcxproj". 12>C:\source_code\darkradiant_svn\DarkRadiant\plugins\dm.gui\gui\GuiScript.cpp(148,14): warning C4834: discarding return value of function with 'nodiscard' attribute 12>C:\source_code\darkradiant_svn\DarkRadiant\plugins\dm.gui\gui\GuiWindowDef.cpp(371,14): warning C4834: discarding return value of function with 'nodiscard' attribute 8>clip.c 8>envelope.c 8>list.c 8>lwio.c 8>lwo2.c 8>lwob.c 8>pntspols.c 8>surface.c 8>vecmath.c 8>vmap.c 8>picointernal.c 8>picomodel.c 8>picomodules.c 8>pm_3ds.c 8>pm_fm.c 8>pm_iqm.c 8>pm_lwo.c 8>pm_md2.c 8>pm_md3.c 8>pm_mdc.c 8>pm_ms3d.c 8>pm_obj.c 8>pm_terrain.c 20>AnimationPreview.cpp 20>MD5AnimationChooser.cpp 20>MD5AnimationViewer.cpp 8>PicoModelLoader.cpp 8>PicoModelModule.cpp 17> Creating library C:\source_code\darkradiant_svn\DarkRadiant\install\plugins\dm.objectives.lib and object C:\source_code\darkradiant_svn\DarkRadiant\install\plugins\dm.objectives.exp 8>ParticleDef.cpp 8>ParticleNode.cpp 8>ParticleParameter.cpp 8>ParticlesManager.cpp 8>RenderableParticle.cpp 8>RenderableParticleBunch.cpp 8>RenderableParticleStage.cpp 8>StageDef.cpp 17>dm.objectives.vcxproj -> C:\source_code\darkradiant_svn\DarkRadiant\install\plugins\dm.objectives.dll 20>FindBrush.cpp 20>QuerySidesDialog.cpp 8>General.cpp 8>Prefab.cpp 20>ColourSchemeEditor.cpp 12> Creating library C:\source_code\darkradiant_svn\DarkRadiant\install\plugins\dm.gui.lib and object C:\source_code\darkradiant_svn\DarkRadiant\install\plugins\dm.gui.exp 20>DialogManager.cpp 20>ImageFilePopulator.cpp 20>ImageFileSelector.cpp 20>SkinChooser.cpp 20>SoundChooser.cpp 20>SoundShaderPreview.cpp 20>EntityChooser.cpp 20>MapPreview.cpp 20>TexturePreviewCombo.cpp 12>dm.gui.vcxproj -> C:\source_code\darkradiant_svn\DarkRadiant\install\plugins\dm.gui.dll 12>Done building project "dm.gui.vcxproj". 8>Patch.cpp 8>PatchModule.cpp 8>PatchNode.cpp 8>PatchRenderables.cpp 8>PatchTesselation.cpp 8>Radiant.cpp 20>CommandEntry.cpp 20>Console.cpp 8>CommandSystem.cpp 20>DispatchEvent.cpp 20>Documentation.cpp 20>LongRunningOperationHandler.cpp 20>MapCommands.cpp 20>MapFileProgressHandler.cpp 20>PointFileChooser.cpp 20>UserInterfaceModule.cpp 20>C:\source_code\darkradiant_svn\DarkRadiant\radiant\ui\Documentation.cpp(23,32): warning C4189: 'ctx': local variable is initialized but not referenced 8>ModuleLoader.cpp 8>ModuleRegistry.cpp 8>BlendLight.cpp 8>BuiltInShader.cpp 8>ColourShader.cpp 8>DepthFillPass.cpp 8>FullBrightRenderer.cpp 8>GLProgramFactory.cpp 8>InteractionPass.cpp 8>LightingModeRenderer.cpp 8>ObjectRenderer.cpp 8>OpenGLShader.cpp 8>OpenGLShaderPass.cpp 8>RegularLight.cpp 8>SceneRenderer.cpp 8>C:\source_code\darkradiant_svn\DarkRadiant\radiantcore\rendersystem\backend\ObjectRenderer.cpp(50,38): error C2664: 'void (GLenum,GLsizei,GLenum,void *,GLint)': cannot convert argument 4 from 'const unsigned int *const ' to 'void *' 8>C:\source_code\darkradiant_svn\DarkRadiant\radiantcore\rendersystem\backend\ObjectRenderer.cpp(50,38): message : Conversion loses qualifiers 20>EClassTree.cpp 20>EClassTreeBuilder.cpp 8>Done building project "DarkRadiantCore.vcxproj" -- FAILED. 21>------ Build started: Project: Tests, Configuration: Debug x64 ------ 21>Basic.cpp 21>Brush.cpp 21>Camera.cpp 21>Clipboard.cpp 21>CodeTokeniser.cpp 21>ColourSchemes.cpp 21>CommandSystem.cpp 21>ContinuousBuffer.cpp 21>CSG.cpp 21>Curves.cpp 21>DeclManager.cpp 21>DefBlockSyntaxParser.cpp 21>DefTokenisers.cpp 21>Entity.cpp 21>EntityClass.cpp 21>EntityInspector.cpp 20>EntityInspectorModule.cpp 20>FxPropertyEditor.cpp 20>AddPropertyDialog.cpp 20>AnglePropertyEditor.cpp 20>BooleanPropertyEditor.cpp 20>ClassnamePropertyEditor.cpp 20>ColourPropertyEditor.cpp 20>EntityInspector.cpp 20>EntityPropertyEditor.cpp 20>FloatPropertyEditor.cpp 20>ModelPropertyEditor.cpp 20>PropertyEditor.cpp 20>PropertyEditorFactory.cpp 20>SkinPropertyEditor.cpp 20>SoundPropertyEditor.cpp 20>TexturePropertyEditor.cpp 20>Vector3PropertyEditor.cpp 21>Favourites.cpp 21>FileTypes.cpp 21>Filters.cpp 20>EntityList.cpp 21>Fx.cpp 20>GraphTreeModel.cpp 21>Game.cpp 21>GeometryStore.cpp 21>Grid.cpp 21>HeadlessOpenGLContext.cpp 21>ImageLoading.cpp 20>FavouritesBrowser.cpp 20>FavouritesUserInterfaceModule.cpp 21>LayerManipulation.cpp 21>MapExport.cpp 21>MapMerging.cpp 20>FilterDialog.cpp 20>FilterEditor.cpp 21>MapSavingLoading.cpp 21>MaterialExport.cpp 21>Materials.cpp 21>MessageBus.cpp 21>ModelExport.cpp 21>Models.cpp 21>ModelScale.cpp 21>Particles.cpp 21>Patch.cpp 20>FilterContextMenu.cpp 20>FilterOrthoContextMenuItem.cpp 21>PatchIterators.cpp 20>FiltersMainMenu.cpp 20>FilterUserInterface.cpp 21>PatchWelding.cpp 20>FxChooser.cpp 21>PointTrace.cpp 20>WxGLWidgetManager.cpp 21>Prefabs.cpp 20>GridUserInterface.cpp 21>Renderer.cpp 21>SceneNode.cpp 21>SceneStatistics.cpp 20>CreateLayerDialog.cpp 20>LayerControlPanel.cpp 20>LayerContextMenu.cpp 20>LayerOrthoContextMenuItem.cpp 21>Selection.cpp 21>SelectionAlgorithm.cpp 21>Settings.cpp 21>Skin.cpp 20>AuiFloatingFrame.cpp 20>AuiLayout.cpp 20>AuiManager.cpp 21>SoundManager.cpp 20>PropertyNotebook.cpp 20>TopLevelFrame.cpp 20>ViewMenu.cpp 20>MainFrame.cpp 20>ScreenUpdateBlocker.cpp 21>TextureManipulation.cpp 21>TextureTool.cpp 21>Transformation.cpp 21>UndoRedo.cpp 21>VFS.cpp 21>WindingRendering.cpp 21>WorldspawnColour.cpp 20>LayerInfoTab.cpp 20>EntityInfoTab.cpp 20>MapInfoDialog.cpp 20>ModelInfoTab.cpp 20>ShaderInfoTab.cpp 21>XmlUtil.cpp 20>MapSelector.cpp 20>MaterialEditor.cpp 20>MaterialEditorModule.cpp 20>MaterialPreview.cpp 20>MaterialChooser.cpp 20>MaterialPopulator.cpp 20>MaterialSelector.cpp 20>MaterialTreeView.cpp 21>Matrix3.cpp 21>Matrix4.cpp 21>Plane3.cpp 21>Quaternion.cpp 21>Vector.cpp 20>MediaBrowserModule.cpp 20>MediaBrowserTreeView.cpp 20>MediaBrowser.cpp 20>MenuBar.cpp 20>MenuElement.cpp 20>MenuFolder.cpp 20>MenuItem.cpp 20>MenuManager.cpp 20>MenuSeparator.cpp 20>MapMergePanel.cpp 20>ConvertModelDialog.cpp 20>ExportAsModelDialog.cpp 20>ExportCollisionModelDialog.cpp 20>MaterialsList.cpp 20>ModelSelector.cpp 20>ModelTreeView.cpp 21>Tests.vcxproj -> C:\source_code\darkradiant_svn\DarkRadiant\install\Tests.exe 20>TexTool.cpp 20>AboutDialog.cpp 20>CommandList.cpp 20>ShortcutChooser.cpp 20>FindShader.cpp 20>LightInspector.cpp 20>BindToolDialog.cpp 20>ToolMappingDialog.cpp 20>OrthoContextMenu.cpp 20>OrthoBackgroundPanel.cpp 20>Overlay.cpp 20>ParticleChooserDialog.cpp 20>ParticleEditor.cpp 20>ParticleSelector.cpp 20>BulgePatchDialog.cpp 20>CapDialog.cpp 20>PatchCreateDialog.cpp 20>PatchInspector.cpp 20>PatchThickenDialog.cpp 20>PrefabSelector.cpp 20>GameSetupDialog.cpp 20>GameSetupPage.cpp 20>GameSetupPageIdTech.cpp 20>GameSetupPageTdm.cpp 20>PrefDialog.cpp 20>PreferenceItem.cpp 20>PrefPage.cpp 20>ScriptMenu.cpp 20>ScriptUserInterfaceModule.cpp 20>ScriptWindow.cpp 20>SelectionSetToolmenu.cpp 20>SkinEditor.cpp 20>SkinEditorTreeView.cpp 20>CommandStatus.cpp 20>EditingStopwatchStatus.cpp 20>MapStatistics.cpp 20>StatusBarManager.cpp 20>MapTextureBrowser.cpp 20>TextureBrowserManager.cpp 20>TextureBrowserPanel.cpp 20>TextureThumbnailBrowser.cpp 20>ToolbarManager.cpp 20>Splash.cpp 20>SurfaceInspector.cpp 20>TransformPanel.cpp 20>GlobalXYWnd.cpp 20>XYWnd.cpp 20>c1xx : fatal error C1083: Cannot open source file: '..\..\radiant\xyview\XYWnd.cpp': No such file or directory 20>Done building project "DarkRadiant.vcxproj" -- FAILED. ========== Build: 17 succeeded, 4 failed, 0 up-to-date, 0 skipped ========== ========== Build started at 13:16 and took 01:54.291 minutes ==========
  20. I've seen fun workarounds like that in other game modding as well. Years ago, maybe even a decade, some fella who was making a mod for Mount & Blade over at the Taleworlds forums revealed that he put invisible human NPCs on the backs of regular horse NPCs, then put the horse NPCs inside a horse corral he built for one of his mod's locations/scenes and then did some minor scripting, so the horses with invisible riders would wander around the corral. The end result was that it looked they're doing this of their own will, rather than an NPC rider being scripted to ride around the corral slowly. Necessity is the mother of invention. I don't know about the newest Mount & Blade game, but the first generation ones (2008-2022) apparently had some sort of hardcoded issue back in the earlier years, where if you left a horse NPC without a rider in its saddle, the horses would just stand around and wait and you couldn't get them to move around. Placing an invisible rider in their saddles suddenly made it viable again, at least for background scenes, of riderless horses wandering around, for added atmosphere. First generation M&B presumed you'd mostly be seeing horses in movement with riders, and the only horses-wandering-loosely animations and scripting were done for situations when the rider was knocked off their horse or dismounted in the middle of a battle. Hence the really odd workarounds. So, an invisible NPC trick might not be out of the question in TDM, even though you could probably still bump into it, despite its invisibility.
  21. Here's my first FM. A small and easy mission, inspired by Thief's Den and The Bakery Job, where you must find and steal a cook's recipe book in order to save a friend from going out of business. Download: Mediafire (sk_cooks.pk4) TDM Website's Mission Page The in-game mission downloader Thanks to: The people who helped me get this far, both in the forums and on Discord. The beta testers: MirceaKitsune, Mat99, Baal, wesp5, Cambridge Spy, jaxa, grodenglaive, Acolytesix ( Per the author in the beta testing thread. ) Skaruts has given permission to the TDM Team to add Subtitles or Localization Strings to this mission. (No EFX Reverb.) If anyone from the Community or TDM team wishes to create these we will gladly test them and update the mission database.
  22. If you can do this, I don't know how. But it's something I want as well and was actually going to raise it as a feature request. I think speakers are spherical so they model real sound which radiates from a source outwards. I find this doesn't work so well with some scenarios though: water. For example you want to hear the sound of waves lapping a shoreline or a running water sound for a stream, river or canal. If the shoreline or stream is on the longer side, you have to have a speaker with a huge radius to cover it and the sounds extends too far along perpendicular to the body of water. Or alternatively multiple speakers but then you have to manage overlap and it becomes a pain. wind. Same idea but vertical - if you have a long edge or balcony then you need a large radius speaker to cover it and it might extend too low so you hear wind noises on the ground. @Petike the Taffer If all you want is for a sound to fill a room, just use the location system ambients instead. But you can only have one sound I think, so you couldn't have say your ambient music and also a weather sound at the same time without using a speaker for one of them.
  23. When talking about a possible libre version of TDM (https://forums.thedarkmod.com/index.php?/topic/22346-libre-version-of-tdm/) it seems we believe all media/gamedata included in TDM is licensed CC-BY-NC-SA. I am not familiar with how the process of adding new media/gamedata works today; I have seen files uploaded to the bugtracker which developers then commit to SVN, but I don't know if there are other ways. It may be a good idea to implement a process that when new components (media/gamedata included in TDM) are added, the contributor is asked to be explicit about the license (a choice which may defaults to their previous preference, for usability). It won't fix the past, but it may help in the future. This will make it easy for contributors to add future data under a more permissive license if they choose. Libre media can be added and its license can be tracked, rather than assumed to be CC-BY-NC-SA. I suggest looking at how Wikimedia Commons has implemented this: the contributor state the source and license at the time the data is uploaded. This can be done either by providing urls or by saying "It's my work and I choose this licsense". The first step could be to add a way to keep track of each filepath in SVN, author, license, sources. Start by setting the value for each file's license to "(default/legacy CC-BY-NC-SA)". Possible implementations for a user interface for new additions are: * Use our own wiki, which runs Mediawiki (same as Wikimedia Commons). I see several benefits of this, but we also need a way to accept uploads of batches, not just single files. * Look at how other open source projects have solved this. There may be more appropriate solutions available. ... but I'll leave the implementation open. Suggestions are very welcome! If the author of each file already in SVN can be tracked, then it may be possible that the author is willing to give a blanket permission for all their past files in one statement, and all their files in SVN can be updated in one commit. A productive contributor willing to release some of their work under a more permissive license could make a big change. If Dark Radiant would support letting mappers search media/gamedata by license (does it already?), it would make it easier for mappers to create a completely libre mission, which would help facilitate a TDM-libre release. If I understand things correctly. This post does not address all details and it may contain misunderstandings or assumptions, but it's a start. Also relevant: * Is there a compiled and maintained list of recommended or deprecated resources for mappers to use? * https://forums.thedarkmod.com/index.php?/topic/20311-external-art-assets-licensing/
  24. This post differentiates between "gratis" ("at no monetary cost") and "libre" ("with little or no restriction") per https://en.wikipedia.org/wiki/Gratis_versus_libre * A libre version of TDM could: ** Qualify TDM for an article on the LibreGameWiki *** TDM is currently listed as rejected https://libregamewiki.org/Libregamewiki:Rejected_games_list because "Media is non-commercial (under CC-BY-NC-SA 3.0). The engine is free though (modified Doom 3) (2013-10-19)" ** Qualify for software repositories like Debian *** TDM is currently listed as unsuitable https://wiki.debian.org/Games/Unsuitable#The_Dark_Mod because 1) "The gamedata is very large (2.3 GB)", and 2) "The license of the gamedata (otherwise it must go into non-free with the engine into contrib)" and links to https://svn.thedarkmod.com/publicsvn/darkmod_src/trunk/LICENSE.txt Questions: 1) tdm_installer.linux64 is 4.2 MB (unzipped), which is far from the 2.3 GB which is said to be too large. Yes, the user can use it to download data that is non-libre, but so can any web browser too. If the installer itself is completely libre, does anyone know the reason why it cannot be accepted into the Debian repository? 2) If adding the installer to the repository is not a viable solution, would it be possible to package the engine with a small and beginner friendly mission built only from libre media/gamedata into a "TDM-libre" release, and add user friendly functionality to download the 2.3 GB media/gamedata using "TDM-libre" (similar to mission downloading)? 3) Would such a "TDM-libre" release be acceptable for the Debian repository? 4) Would such a "TDM-libre" release be acceptable for LibreGameWiki? 5) Would the work be worth it? * Pros: Exposure in channels covering libre software (e.g. the LibreGameWiki). Distribution in channels allowing only libre software (e.g. the Debian repository). * Cons: The work required for the modifictions and release of "TDM-libre". Possible maintenance of "TDM-libre". I'm thinking that the wider reach may attract more volunteers to work on TDM, which may eventually make up for this work and hopefully be net positive. 6) Are there any TDM missions that are libre already today? If not, would anyone be willing to work on one to fulfill this? I'll contribute in any way I can. 7) I found the following related topics on the forum: * https://forums.thedarkmod.com/index.php?/topic/16226-graphical-installers-for-tdm/ (installing only the updater) * https://forums.thedarkmod.com/index.php?/topic/16640-problems-i-had-with-tdm-installation-on-linux-w-solutions/ (problems with installation on Linux) * https://forums.thedarkmod.com/index.php?/topic/17743-building-tdm-on-debian-8-steamos-tdm-203/ (Building TDM on Debian 8 / SteamOS) * https://forums.thedarkmod.com/index.php?/topic/18592-debian-packaging/ (Dark Radiant) ... but if there are other related previous discussions, I'd appreciate any links to them. Any thoughts or comments?
  25. So the sound has full volume on distances up to minDistance, and no volume at distances above maxDistance. I have not found any special meaning for maxDistance = 0 in the code, so I assume such a sound will never be heard due to zero volume. Also, there are some default values littered around the code. Most importantly, sound shader gets minDistance = 1 and maxDistance = 10 by default. Also I think I have seen min=0, max = 10 somewhere in the code. There is little difference between minDistance = 1 and minDistance = 0. Mostly the difference is that fading does not happen within 1 meter of the sound source. Supposedly, setting minDistance = maxDistance = 0 will cause sound to be completely muted. If you want a sound to always have full volume, I think you should set e.g. minDistance = maxDistance = 1000. Of perhaps set "global" flag instead, which disables distance computation completely. Although this probably has different effect (like maybe global sound passes through walls too). Or if you want it to be sharply disabled at 10 meters, then set minDistance = maxDistance = 10... but I see no point in sounds that can be disabled based on distance without any fade. Finally, as I have described at the very beginning of the post, "minDistance" "0" as spawnarg has no effect on current TDM versions. I don't see mindistance/maxdistance settings in these two prefabs in SVN. Maybe this were the issues that someone fixed recently. Or... could it be that you confuse spawnargs with sound shader settings? Actually, I don't see the distance settings on sound shaders either.
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