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Darkradiant Under Linux


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I've finally installed an ubuntu dapper drake and it took me less time than I expected (two to three hours I think till I could start to work on DarkRadiant). After downloading dozens of development packages DR compiled without errors, but it refuses to run displaying this:

 

/home/greebo/darkradiant/install/darkradiant: error while loading shared libraries: libgtkglext-x11-1.0.so.0: cannot open shared object file: No such file or directory

I checked my PATH and it points directly to this file above (it's located in /usr/local/lib), and I even tried to copy over this shared object into the install/ folder of DarkRadiant, but it changes exactly nothing. Is there something I missed? Is it possible that the version of the libgtkglext file is different to the one DR expects? (I downloaded the gtkglext-1.2.0 package and compiled it).

 

My PATH is:

/usr/local/sbin:/usr/local/bin:/usr/sbin:/usr/bin: ... /games:/usr/local/share/include/:/usr/local/lib/

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Doesn't work (package is not found/known) , that's why I compiled it myself in the first place. I will do a search on ubuntu forums and see if there is anything useful. The Synaptic package manager doesn't list anything like that either.

 

edit: Ok, I found this package on a debian site and could install it after installing the dependent gtkglext1 package. DarkRadiant is booting now, seems like I can be coding again soon.

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Ok, now this is new to me: I just right-clicked the orthogonal view and chose "Create Light..." and DR crashed saying:

 

terminate called after throwing an instance of 'EntityCreationException'
 what():  Unable to create entity "light", no brushes selected
Aborted

 

If I create a brush and then the light entity of this brush, it works. Has this changed lately? I did not need to have any brushes selected in my Windows build.

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Doesn't work (package is not found/known) , that's why I compiled it myself in the first place. I will do a search on ubuntu forums and see if there is anything useful. The Synaptic package manager doesn't list anything like that either.

 

You need to enable the Universe repository in your package manager before it becomes available.

 

edit: Ok, I found this package on a debian site and could install it after installing the dependent gtkglext1 package. DarkRadiant is booting now, seems like I can be coding again soon.

 

That's another way of doing it.

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Works fine for me in Rev 389

I just did a full, clean compile and it still produces this error (I am on rev. 389 too). Can't reproduce the error under Windows (also after a fresh compile), so there is something odd going on here. I will try and investigate this problem, perhaps there is something wrong with the modules.

 

Do I need a working Doom 3 install in Linux for DarkRadiant to work? I just left the Engine Path at "usr/local/doom3", as I don't need any shaders or such. Does DR rely on any light-specific assets from the D3 folder?

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Do I need a working Doom 3 install in Linux for DarkRadiant to work? I just left the Engine Path at "usr/local/doom3", as I don't need any shaders or such. Does DR rely on any light-specific assets from the D3 folder?

 

Oh yeah, you will need at least vanilla D3 otherwise you will have no entity defs (of which "light" is an example).

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Ah, so there is my problem. :)

 

I will try and experiment, which assets are "minimal" for DarkRadiant operation by copying them from my Windows install to my Linux partition. Maybe I can assemble a copyright-free minimum package that will be sufficient for Level Editing with DarkRadiant.

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I will try and experiment, which assets are "minimal" for DarkRadiant operation by copying them from my Windows install to my Linux partition. Maybe I can assemble a copyright-free minimum package that will be sufficient for Level Editing with DarkRadiant.

 

Certainly an interesting exercise, however I don't imagine that many people would install DarkRadiant if they didn't have an installed game to create maps for.

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This is a bug, technically speaking, because it involves a code dependency on external data which may not be present. Really DarkRadiant should query the game XML file for the name of the light entity, and if it cannot be found, disable the Create Light menu item (similarly with Create Model).

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