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Baal

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Everything posted by Baal

  1. In file included from game/../idlib/precompiled.h:132:0, from game/precompiled_game.h:28, from game/AF.cpp:20: game/../idlib/../renderer/qgl.h: Im globalen Gültigkeitsbereich: game/../idlib/../renderer/qgl.h:211:8: Fehler: »PFNGLBLENDEQUATIONPROC« bezeichnet keinen Typ extern PFNGLBLENDEQUATIONPROC qglBlendEquation; Glext.h is included in qgl.h. I think the correct one is found (renderer/glext.h), but another one seems to be already inlcuded at this point. The part that defines PFNGLBLENDEQUATIONPROC (inside the GL_VERSION_1_2 guard) is not executed.
  2. Trunk doesn't compile at all. The scons build files seem to not be set up correctly. I get a lot of missing headers while building.
  3. Archlinux with a very recent version of GCC. I think someone already encountered the same problems and commited some changes to SVN. I'm going to try it now.
  4. Thanks. I need SVN access, because the 2.05 source archive doesn't compile on linux, but SVN might have the necessary changes. I already have access, but I forgot my login data. Taaaki will hopefully tell me.
  5. I want to take a look at the code for player movement (leaning and mantling, but also speed or crouching etc.). Where would I best start if I wanted to change something? Can someone who knows his/her way around the source code of the mod point me in the right direction? Thanks.
  6. Thanks, understood. Edit: I don't have access to this. Taaaki hasn't read me PM yet.
  7. Where can I find the 2.05 sources? I checked out trunk from https://svn.thedarkmod.com/publicsvn/darkmod_src/trunk but there is no 2.05 tag or branch. Trying to build that on Archlinux throws tons of errors.
  8. Better start right now. You can practice by making one or two Dark Mod missions.
  9. Nope, I just found out Manjaro has the same problem. It was the two missions that come with the mod that work. Everything else crashes on Manjaro, too.
  10. Well, it's not really in a playable state. The last time I checked at least.
  11. Tefdal, are your tracks on youtube? Soundcloud doesn't work for me.
  12. I have a spare code for Shadowrun: Dragonfall on GOG.com. Anyone interested? FM authors preferred.

    1. Show previous comments  2 more
    2. Tarhiel
    3. Baal

      Baal

      I didn't get one.

    4. Tarhiel

      Tarhiel

      Damn, accidentaly Send it to another user: luckily, he didn´t read it :) Check your PM again :)

  13. There is this guy, nobiax, that releases a lot of materials and models for free, without any restrictions as far as I can tell. Some examples: And this is what he says about usage: readme.txt
  14. We need normal and specular maps also. Deus Ex doesn't use these, right? Apart from that, it's the same problem as with the Duke3d pack.
  15. Some thoughts: We could keep lockpickings exactly as it is and include hacking in addition to it. Either as a minigame or just resource based (consumable like the Deus Ex multitool).A grappling hook (basically a reskinned rope arrow) that is somehow restricted in its use. By surface type or something else?An rpg progression system is not needed.Crossbows are cool.?Profit
  16. Thanks, these are not bad. And they seem to be free to use. Which model formats can the doom engine use? I found some cool materials, too.
  17. So high defintion recreations of game assets are generally risky? If we would release a map for demonstration purposes, that uses textures from such packs, the worst that could happen would be, that we would have to take the download down, right?
  18. Voted, as always.
  19. Here's a small excerpt from the pack. Would these count as 'distinct'?
  20. Thanks. I'm starting to retexture some maps today and will post the textures used.
  21. @demagogue: Can you take a look at the Duke3d HRP license please? There are a lot of cool textures in this pack, that would be useable for this. hrp_art_license.txt
  22. I'm still busy with creating the material definitions for the duke texture pack, but it shouldn't take to long now. Looking forward to experiment with some modern architecture.
  23. If we had the Radiant source files (.map) for it, then yes, I think so. But the archive only contains the compiled .bsp file. We could kinkdly ask the author for them, though.
  24. Cool. I'm busy with the texture pack and will upload a .pk4 when I'm done.
  25. There's not much to see until it gets some new textures. I'm going to try something with the Duke Nukem resource pack. That's something I always wanted to do anyways.
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