Jump to content
The Dark Mod Forums


Mission Beta Tester
  • Content Count

  • Joined

  • Last visited

Everything posted by Crinkelite

  1. That's very encouraging guys. I'll get back on it ASAP.
  2. Thanks teh_saccade. It's not really ready to play yet, I'm going to get back to it soon to make it playable and get it working with windows and Xbox controller. I did play Deadly Shadows on pc with a logitech dual analogue controller many years ago, I was delighted with the controls but wasn't so happy with the direction the game had taken. I played The Dark Age with a program called PinnacleGameProfiler which was much better than Xpadder or Joy2key but cost €15 at the time. I certainly got my money's worth as I managed to play many games adequately with it including STALKER, Morrowind
  3. I've been trying to implement dual analogue gamepad support for tdm for many months now. This is my first real attempt at serious coding so the road has been difficult and slow. The current state of things can be found at https://github.com/crinkelite, all changes are in the joystick branch. It depends on SDL2 Right now, it will only work on Linux with a playstation 3 controller. Please understand this is a complete amateur hack job which probably breaks every rule there is. The good --------------------------------------------------------------------------- The players view is contr
  4. Ok so it seems this issue is a bug that I introduced through editing the code. I was sure that the bug existed in both my code and the latest SVN revision but this was a mistake. I had verified this by reverting to, and compiling the svn code and triggering the bug there also. I'm guessing that I may have had a debugging session open when compiling the SVN code which would have prevented the build script from copying the binaries into the run directory. This allowed me to mistakenly believe that I was running the virgin code when I was in fact running my broken code. Basically, a stupid bl
  5. Sorry nbohr1more, I missed your post somehow. I'm pretty sure this isn't a configuration issue but I'll stick the Darkmod.cfg up anyway. Darkmod.cfg.txt autoexec.cfg.txt
  6. A very valid point. I'll have to see if I can change the title somehow. - EDIT: I can't Oh good. I had a nagging feeling that my non-packaged libs could somehow be the cause of this crash so it's good to know that you're not having problems. It happens consistently with "Q", "E" and "F" and on all maps. I managed to get some slightly more accurate information about the crash. The assertion fails at cm/CollisionModel_rotate.cpp:1616 assert( ((byte *)&start) < ((byte *)results) || ((byte *)&start) > (((byte *)results) + sizeof( trace_t )) ); I'll have to have a a loo
  7. I have all my dependencies in place and the game is compiling fine. It produces 32 bit binaries which runs as expected for the most part. /home/joe/games/tdm/darkmod/thedarkmod.x86: ELF 32-bit LSB executable, Intel 80386, version 1 (GNU/Linux), dynamically linked, interpreter /lib/ld-linux.so.2, for GNU/Linux 2.6.32, BuildID[sha1]=b0a31110c49260cde4db9c3c6e14e32516a44536, not stripped, with debug_info There is something subtle going awry here. As I've said, the game loads and is playable. It runs very well in fact but something goes wrong when the game tries to rotate the player model for the
  8. First I'd like to apologise for my lack of contribution in this forum in the last few months I am grateful to Hamlet and Nightstalker and many others for their efforts to get the linux version compiling and running. I would have liked to have provided more help but I'm a complete amateur with no formal training and it seems like every time I tried to write something contributory, I found I was unsure of what I was trying to say or lacking in basic understanding. For these reasons, I decided to remain silent rather than muddy the waters. Ok with that out of the way I'll explain my current p
  9. Sorry about the delay but as I indicated earlier, I'm getting the same compilation errors on ubuntu-32 as with archlinux-64 I've actually spent most of the interim wrestling with qemu and installing slackware. It's not something I'm used to. I'll post my results if I can manage to get slackware ready for compiling but I hope nobody's holding their breath :/ I'm delighted to see some positive action on the Linux build. Ubuntu version 4.8.0-30 generic i686 gcc 6.2.0 ubuntu32-tdm_2.04.compiler-output.txt
  10. Ok so I decided to try compiling under 32 bit Linux. I installed Ubuntu 32 bit 16.10 via qemu and attempted to compile the source. I'll post the resulting output later tonight (when I figure out qemu's shared folder feature) but for now I'll just say that the results seem to be identical to 64 bit arch. Compilation fails with while processing pugixml.hpp with "reference to basic_string is ambiguous". Is it possible that this bug has been introduced by the pugixml project? I'll do my best to get the actual logs posted later and will attempt to set up a working Slackware 32-bit environment f
  11. could I please get permission to view the beta testing forum.
  12. I get the same results with 2.04 as with the svn. I've attached both pre and post patch logs. Thanks for fixing the scons issue. I'm seeing substantial gains also. I would have liked to reply earlier but I was away for the weekend. I'm very anxious to see this get fixed so I'm quite willing to do any testing that might help. compile_log_2.04.txt devil_patched_compile_log_2.04.txt
  13. I think the file is auto generated with default settings if it is not found on startup. Delete or rename it and launch the program as normal.
  14. gcc (GCC) 6.2.1 20160830 Sconsscript: v2.5.0.rel_2.5.0:3544:95d356f188a3[MODIFIED], 2016/04/09 14:38:50, by bdbaddog on ubuntu1404-32bitengine: v2.5.0.rel_2.5.0:3544:95d356f188a3[MODIFIED], 2016/04/09 14:38:50, by bdbaddog on ubuntu1404-32bitengine path: ['/usr/lib/python2.7/site-packages/SCons'] Good stuff Nightstalker, I too am delighted to talk to another Linux compiler. I don't know how much help I can be but please let me know if I can assist in any way.
  15. Your efforts would be highly appreciated NightStalker. I've been wanting to get this compiled on linux for years now. I lack the skills fix the errors I get. Forum post: http://forums.thedarkmod.com/topic/18318-compilation-error-reference-to-basic-string-is-ambiguous/ Bug report: http://bugs.thedarkmod.com/view.php?id=4419 My system:Linux 4.8.11-1-ARCH #1 SMP PREEMPT Sun Nov 27 09:26:14 CET 2016 x86_64 GNU/Linux Please contact me if I can help in any way.
  16. Are you sure you're on the latest drivers? I have a GeForce GTX 660 and I'm on 375.20-1 They're the latest binaries from the Archlinux repositories.
  17. Hello freyk Thanks for the reply, I'm not having an problem connecting the controller. The problem is that there doesn't appear to be any code in darkmod to handle joystick input. The same is true of dhewm3 but I managed to cludge some code in to handle it. I can now play doom3 with my dualshock3 (although without being able to navigate the gui.) I'd like to compile darkmod with this extra functionality but I've never been able to compile the bloody thing. I'm tempted to open a bug report on the svn but I'm pretty sure I'm the only one having this issue and I don't want to hinder the good w
  18. I'm bumping this as I'm still having this problem. I've managed to get dhewm3 to working with my ps3 controller and I'd love to have a crack at implementing it with darkmod. Please help if you can In file included from game/Missions/MissionManager.h:28:0, from game/Missions/MissionDB.cpp:27: game/Missions/../pugixml/pugixml.hpp:97:10: error: reference to ‘basic_string’ is ambiguous typedef std::basic_string<PUGIXML_CHAR, std::char_traits<PUGIXML_CHAR>, std::allocator<PUGIXML_CHAR> > string_t; I'm on build 6675 from the svn repo. log: https://ptpb.pw/OEA
  19. I'm getting a compilation error on Archlinux x86_64 game/Shop/../Missions/../pugixml/pugixml.hpp:1071:2: error: reference to 'basic_string' is ambiguous Linux 4.7.2-1-ARCH #1 SMP PREEMPT Sat Aug 20 23:02:56 CEST 2016 GNU/Linux Log https://ptpb.pw/SYP2
  20. this texture, and many others are suposed to be at /saintlucia/textures/darkmod/carpet/rugs/ornate_red_tan01 according to the .mtr file however there are only three textures and their corresponding .tga files are in the folder, all of which are working correctley in DR. there is only one .tga file in the C:\games\Doom3\thiefs_den\textures\darkmod\carpet\rugs folder and there are no textures. ~I must be doing something wrong because the thiefs den level is playing correctly and displaying all textures. sorry I couldn't get back to you earlier, I'm kind of busy with college.
  21. Hi again, so i did as Jesps suggested and followed the instructions proided in his link. tha installed the game correctley and i was able to play the thief's dem map without problems. However I was still only seeing the same models and resources that I had in the first place (didn't have the door that is used in the tutorial) so I did as Fidcal suggested and extracted the Thief_den.pk4 into the st.lucia directory I was asked to ver write some files which i declined to do as they were the same size and name. this enabled me to open the thiefs den map in DR and also provided more models. (ins
  22. I've already stated how impressed i am somewhere else on the forum but I may as well abreviate it here. YOU GUYS ROCK. YOU ARE GOING TO MAKE A LOT OF PEOPLE VERY VERY HAPPY. One or two suggestions. bear in mind these are only suggestions. I realise that you have been working very hard and cannot implement the whims of every excited fan. one of my favorite things about thief 1 and 2 was the sword fighting. the way the guards took you on in a fencing stance, leading with their sword arm in a side profile and taking those wide crabwalk steps at you. the strange mix of comedy and realism is
  • Create New...