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PranQster

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Everything posted by PranQster

  1. I could build the previous version. But with this one I get this very early on: map/MapModules.cpp:21:32: required from here /usr/include/c++/9/bits/unique_ptr.h:79:16: error: invalid application of ‘sizeof’ to incomplete type ‘map::ModelScalePreserver’ 79 | static_assert(sizeof(_Tp)>0, | ^~~~~~~~~~~ make[2]: *** [Makefile:5854: map/darkradiant-MapModules.o] Error 1 make[2]: Leaving directory '/home/john/Desktop/DarkRadiant/radiant' make[1]: *** [Makefile:752: all-recursive] Error 1 make[1]: Leaving directory '/home/john/Desktop/DarkRadiant' make: *** [Makefile:493: all] Error 2
  2. Revisiting the issues I had with sound due to issues with pulseaudio. Currently, audio is working for the 64/32 bit Linux client due to having set the following in Darkmod.cfg: seta s_device "HDA Intel PCH, ALC1150 Analog (CARD=PCH,DEV=0)" This allows TDM to use alsa for output, but pulseaudio does not see this output and I have no options for muting or controlling volume for TDM through the pulseaudio volume control or plasma widgets (mute icon added to the task icon). If I have s_device "default", I get no output to the speakers. But pulseaudio recognizes the tdm alsa plugin as an application and lists it in volume control. The tdm icon in the plasma task manager has its mute icon available, when not for the named card. Ironically, if I run the TheDarkModx64.exe using wine with s_device "default", audio works fine as well as integration with pulseaudio. But I'd still like to get it working properly as s_device "default" with the linux binary. I can live with it as it is, but I love having the easy option to mute the single application. That way I can mute tdm during dmap, but still have audio for darkradiant for setting up speakers etc. Currently, to mute TDM, I have to turn the master volume for my speakers down. Also, with pulseaudio, I can usually have audio for both TDM and DR. Without pulse, only the program to use audio first gets audio output. So if TDM gets launched first, only TDM gets audio. Or if a speaker is set up in DR and audio played during that process before launching TDM, then TDM gets no audio unless DR is first closed. So far I have seen no evidence that changing anything at all in alsoft.ini, or even deleting it, has any effect whatsoever on audio with the linux binary. So if any solutions can be found by editing only the cvars in Darkmod.cfg, that would be ideal.
  3. Thanks I'll check it out. One thing I tried was to put an AI (rotated face-down) with 'movetype FLY', 'mass 0', all acuity set to 0, and 'health 0' (thinking it would spawn him already dead). But I ended up with the AI standing up and lazily floating around above the water performing his idle barks. I was hoping to get an dead or ko'd AI to "FLY" on the surface of the water. Using 'nodrop 1' keeps the ragdoll in the T-pose. I tried setting 'ground_critical_bodies' from 'waist chest rupleg Lupleg ruparm Luparm' to 'rupleg Lupleg ruparm Luparm' with 'nodrop 0' and the limbs still pull it down.
  4. Guy fishing part two , and a body in the river (just a ragdoll on worldspawn, so it does nothing). I need to move the fishing line so it reaches the water and not the boat, lol. Found a solution for the end of the rope. Will change the metal piece into a broken cleat or such dangling there, instead of something mounted like that on purpose.
  5. That did the trick. Thank you very much!
  6. gdb backtrace (updated for b4):
  7. Thank you. I'll look into this later today.
  8. I can not dmap anything with 2.08/64 #8660 Linux, though if I run the windows 64bit binary via wine, dmap works fine. In linux it gets stuck right here. The sound cuts out and the game locks up, requiring the process to be closed manually:
  9. Not too shabby. I'll do some visual distraction magic to make the rope seem less detached at the back of the boat, but that's about the motion I want for the rowboat.. Video of fishing dude << That used a mover_door on the end of the rope where the dock will be, just moving about .15 degrees with auto open/close. Boat bound to the rope and contents bound to boat. I also tied in a func_pendulum and a func_bobbing to get both the rocking and lifting effects. Another part of the same map... Time to stir the pot
  10. Pole in hand was super easy. But binding AI to anything goes kaput.
  11. Yeah I already tried binding the AI. They last for about 1 second before they vaporize. I had one riding in a chariot bound to a horse/steambot a few years ago. And once I almost got a ragdoll to stay draped across the back of a horse using a func_spring. I also have an idea of how to get a ragdoll to float in water, so I'll be playing with that tonight. I have a door mover with auto open/close as well as func_bobbing on the boat. Adding pendulum is a good idea too, so I will do that as well. Going to move the door mover from the boat to the anchor end of the rope so that it moves more realistically. Right now it's swinging a stiff rope around.
  12. Fishing. I wish I could make the AI sway and bob with the boat.
  13. Thanks for reminding me that I'm long overdue for a CPU upgrade. I can only do -j2
  14. Something is not right with the UI though. Will try to re-build it with lib64wxgtku3.1-devel instead of lib64wxgtku3.0-devel. Yep! That did the trick. The UI is responding as it should. I was having trouble with the UI refreshing without having to manually resize the orthoview, no vectors when pressing 'v', and other issues.
  15. Someone just de-pressurized the cargo bay... Ooops... poor guy ran out of air... (by drowning). Activating the airlock fills the room with water over 30 seconds. Then a little while later the water rapidly "drains" and the airlock opens.
  16. Just some guy hanging out in the cargo bay... Airlock status is green...
  17. In space, looking from the observation deck. The stars stream past on the inside of a huge toroid with some lit particles for individual stars... And in the engine room... it never seems to get tired.
  18. This guy doesn't like to FLY very much...
  19. Next comes a cheerful chap outside his home.
  20. After loading old test maps to see what I had previously tinkered with, I found some things worth posting as silly screenshots. Poor quality to save space. First up is a chef, a lute player, and some spiders hanging out on the walls...
  21. Fixed! I'm running DR Linux native again. After another round of system updates and a fresh build of DR I decided to check out the installation path before I ran 'make install'. In /usr/lib/darkradiant were several old links to libraries from past installations (in addition to the current libraries). So I manually deleted /usr/bin/darkradiant and the contents of /usr/lib/darkradiant and /usr/share/darkradiant. Then I ran 'make -install' and *presto* DR now works Though running it in wine works, changes to the camera do not update until the mouse is used, making every single change require an extra mouse movement, scroll, or click. Thank you all for putting up with me.
  22. Yes, but I had set in alsoft.ini 'device = HDA Intel PCH, ALC1150 Analog (CARD=PCH,DEV=0)' to no avail. I had also tried setting that in the TDM console with 's_device HDA Intel PCH, ALC1150 Analog (CARD=PCH,DEV=0)', which didn't work either. I think because it ended up adding spaces inside the parentheses before and after 'CARD=PCH,DEV=0' BUT it is fixed now after having set it in Darkmod.cfg: seta s_device "HDA Intel PCH, ALC1150 Analog (CARD=PCH,DEV=0)" Thanks all for the help! BTW, does Linux ignore the alsoft.ini file entirely? After getting the audio working I tried moving the file out of the tdm directory and tdm still launched with sound.
  23. True, but I needed to make sure to get rid of the 32bit devel packages. I was a bit surprised that make couldn't find freetype after removing the 32bit freetype-devel, though the 64bit version was already installed. Not knowing what is at fault is certainly making this more challenging.
  24. I tried running the 64bit windows executable with wine and it ran properly and with sound. One cvar that the windows version has which is not in Linux is 's_driver 0'.
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