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motorsep

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Everything posted by motorsep

  1. I was able to build DR 64bit with Express, libjpeg failed, the rest was build fine with bunch of warnings though. DR launcher, but as soon as I try create an entity, it crashes What I did was editing properties/ files and replacing automatic suffix fetching based on Platform Toolset, to vc100.lib, hard coded. Then I manually set WinSDk 7.1 for each project in the solution via IDE and compiled. I am sure since libs were compiled using vc100 toolkit that comes with VC Premium, and WinSDK7.1, something went wrong internally and that causes DR to crash. It would be nice if w64deps were rebuilt using WinSDK 7.1. Then it would compile with any version of MSVC as long as WinSDK 7.1 is installed.
  2. I don't want to use pirate's bay's soft on my PC. Not only it's kinda awkward to use pirated MSVC where there is a free version out there, officially available, but it's also a potential virus/malware threat. Really serious one btw.
  3. Nope, I can confirm that animation viewer isn't working. I compiled master branch from Github, 32bit, and it's still same old empty window with framerate counter implying that animation is being played, but nothing is showing :/ Silly me, didn't see today's update. Updated locally, recompilied - all good! Animation viewer works. Thanks a bunch!
  4. That would be cool. I can't build, yet, for Win 64bit myself, so 1.7.3a or 1.7.4 would be handy
  5. One thing that just occurred to me - MSVC2010 Express doesn't come with 64bit support. Only with 32bit. To be able to compile for 64bit arch, Win SDK 7.1 has to be installed. But because precompiled libs come from MSVC2010 Premium, and Express needs to use WinSDK 7.1 platform toolset for 64bit arch, it creates incompatibility.
  6. Just downloaded 1.7.3 64bit and MD5 animation viewer is still not working :/
  7. I was just trying to see if vc100 was not what DR needed. Turned out that vc100 is what it needs, and that's how I tried compiling it. Still no go
  8. Aye, I have WinSDK and Express, but, if I switch platform toolset to 7.1 instead of standard vc100, then it's trying to link to *.WindowsSDK7.1a.lib files from w32deps/ and w64deps/, and those dependencies were not built with SDK 7.1, they were built with vc100 (as vc100 or vc110 suffixes of the lib files in w32deps/ and w64deps/ indicate that). I checked paths and everything is set correctly in the projects' properties. What I can confirm is that it does compile in MSVC 2010 Premium and Ultimate (someone with the same setup as mine, but with Ultimate MSVC compiled DR for Win64 without any issues).
  9. I pm'ed Orbweaver, but I suppose he doesn't come here too often and as I recall this forum doesn't send out e-mail notifications when you get pm :/ Got response \o/ Sounds like it maybe a royal pain to deal with, but we will try our best.
  10. Why would you make func_static out of brushes? And what are worldspawn objects? Everything exists inside worldspawn anyway
  11. Gotcha. I wonder if it would be possible to add feature to "freeze" layers (keep 'em visible, but not selectable) ? Again, if someone can point us in the right direction (on the massive code of DR), we will try to implement that.
  12. So basically layers act as custom filters that can hide/reveal multiple types of objects (afaik filters can only do that for same object type only), right?
  13. If you can point me in the right direction, we might be able to fix that.
  14. Trying to build DarkRadiant from Git using MSVC 2010 Express. Other 64bit apps compile just fine (dhewm3 for example is one of them). Here is the error log: http://pastebin.com/LRCtu6KF Another detailed log for one of the modules failed to compile: http://pastebin.com/C0e0i2Se How to fix ? Thanks.
  15. Why not to use integers for coordinates? A button in the GUI that turns on integers instead of floats for planes/edges/verts when translating / resizing brushes.
  16. Well, how are you gonna gauge where to move objects if you don't see underlying geometry? What's the point of reference?
  17. The reason I asked is that this particular workflow looks awkward. Usually ASE meshes come from Blender/MAX/Maya, containing vertex colors. Why do that in DR, export to ASE and bring it back into DR is beyond me This is in the nutshell how blending between textures can be handled in DR (but probably would need some engine / shaders intervention) http://www.simonoc.com/pages/articles/terrain1_4.htm (good old Quake 3 and q3map2) Not as cool as painting inside the map editor, but at least would eliminate mandatory need to export from DR to ASE and import ASE back. Or one simple can learn how to paint vertex colors in Blender. It would be much easier than modeling P.S. I wonder why not to fix precision loss that corrupts maps and fix animation preview, before going into more tools (which is of course a good thing, but precision loss is a critical issue)
  18. Is there a way to freeze all layers except the current one so that they are still visible, but non-selectable? (so that I only work with brushes/entities/lights on that active current layer)
  19. Yeah, I bet there are a lot of features related to DarkMod specifically. But I pointed out in my initial post about _Doom 3 mapping_. That bug with precision loss in time and thus corrupted maps is a big spoilage for DarkRadiant Other than that fixed, along with Animation viewer, DarkRadiant would be the most robust level editor for idTech 4+ engines.
  20. Not a flame war topic Basically, DoomRadiant doesn't have issue with snapping brush planes to integers (NetRadiant has an option to enforce that and I am failing to understand what happened to this option in DR, since both Net and DR were forked from GTKR 1.5). No matter how many times maps are worked on and saved/loaded, there are no gaps forming between brushes. Therefore, I wonder what advantages DarkRad has over DoomRad, pertaining to Doom 3 mapping ? I know that layers is one big thing. A few standard tools that are quite useful that DoomRad doesn't have (one is to create hollow room without brushes intersecting). Objects manipulation widget is awesome too. What else am I missing?
  21. Is this project still alive? If so, can someone share the highlighter for N++ ? Thanks.
  22. I haven't seen any commits, even fixes to obvious bugs. Is the development of grand Editor for idTech 4 over / dead / frozen ?
  23. TDM hasn't even switched yet to GPL base. So you can't really make commercial game using TDM. Once they move to GPL code base, then all bets are off and you can grab it for your game. May I ask why use TDM as base ?
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