the_deep
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Posts posted by the_deep
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I like it. I agree that it can be hard to see what your focusing on in well-lit areas. Slightly annoying at times, especially when you're in a hurry.
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Works like a charm as far as I can tell. Great work!
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Damn, I had that fixed, but forgot to push the commit. It's fixed in the "2.5" branch now, you'll need to switch to that branch for this pre-release phase only.
The gettext package is in the list of required packages:
And I seem to recall having added a warning/error to the configure script if the xgettext is missing on the system. What's in your config.log file?
It compiles and runs just fine now. Thanks a lot!!! :-D I'm gonna' play around with this now.
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Got some errors when compiling for Linux (Kde Neon based on Ubuntu 16.04):
ui/prefdialog/GameSetupDialog.cpp: In constructor ‘ui::GameSetupDialog::GameSetupDialog(wxWindow*)’:
ui/prefdialog/GameSetupDialog.cpp:42:53: error: invalid use of incomplete type ‘class wxButton’
wxButton* saveButton = new wxButton(this, wxID_SAVE);
^
In file included from ../libs/wxutil/dialog/DialogBase.h:3:0,
from ui/prefdialog/GameSetupDialog.h:4,
from ui/prefdialog/GameSetupDialog.cpp:1:
/usr/include/wx-3.0/wx/dialog.h:23:28: note: forward declaration of ‘class wxButton’
class WXDLLIMPEXP_FWD_CORE wxButton;
^
ui/prefdialog/GameSetupDialog.cpp:43:12: error: invalid use of incomplete type ‘class wxButton’
saveButton->Connect(wxEVT_BUTTON, wxCommandEventHandler(GameSetupDialog::onSave), nullptr, this);
^
In file included from ../libs/wxutil/dialog/DialogBase.h:3:0,
from ui/prefdialog/GameSetupDialog.h:4,
from ui/prefdialog/GameSetupDialog.cpp:1:
/usr/include/wx-3.0/wx/dialog.h:23:28: note: forward declaration of ‘class wxButton’
class WXDLLIMPEXP_FWD_CORE wxButton;
^
ui/prefdialog/GameSetupDialog.cpp:46:57: error: invalid use of incomplete type ‘class wxButton’
wxButton* cancelButton = new wxButton(this, wxID_CANCEL);
^
In file included from ../libs/wxutil/dialog/DialogBase.h:3:0,
from ui/prefdialog/GameSetupDialog.h:4,
from ui/prefdialog/GameSetupDialog.cpp:1:
/usr/include/wx-3.0/wx/dialog.h:23:28: note: forward declaration of ‘class wxButton’
class WXDLLIMPEXP_FWD_CORE wxButton;
^
ui/prefdialog/GameSetupDialog.cpp:47:14: error: invalid use of incomplete type ‘class wxButton’
cancelButton->Connect(wxEVT_BUTTON, wxCommandEventHandler(GameSetupDialog::onCancel), nullptr, this);
^
In file included from ../libs/wxutil/dialog/DialogBase.h:3:0,
from ui/prefdialog/GameSetupDialog.h:4,
from ui/prefdialog/GameSetupDialog.cpp:1:
/usr/include/wx-3.0/wx/dialog.h:23:28: note: forward declaration of ‘class wxButton’
class WXDLLIMPEXP_FWD_CORE wxButton;
^
ui/prefdialog/GameSetupDialog.cpp:49:43: error: invalid conversion from ‘wxButton*’ to ‘int’ [-fpermissive]
buttonHBox->Add(saveButton, 0, wxRIGHT, 6);
^
In file included from ../libs/wxutil/dialog/DialogBase.h:7:0,
from ui/prefdialog/GameSetupDialog.h:4,
from ui/prefdialog/GameSetupDialog.cpp:1:
/usr/include/wx-3.0/wx/sizer.h:1162:1: note: initializing argument 1 of ‘wxSizerItem* wxSizer::Add(int, int, int, int, int, wxO
bject*)’
wxSizer::Add( int width, int height, int proportion, int flag, int border, wxObject* userData )
^
ui/prefdialog/GameSetupDialog.cpp:50:45: error: invalid conversion from ‘wxButton*’ to ‘int’ [-fpermissive]
buttonHBox->Add(cancelButton, 0, wxRIGHT, 6);
^
In file included from ../libs/wxutil/dialog/DialogBase.h:7:0,
from ui/prefdialog/GameSetupDialog.h:4,
from ui/prefdialog/GameSetupDialog.cpp:1:
/usr/include/wx-3.0/wx/sizer.h:1162:1: note: initializing argument 1 of ‘wxSizerItem* wxSizer::Add(int, int, int, int, int, wxO
bject*)’
wxSizer::Add( int width, int height, int proportion, int flag, int border, wxObject* userData )Got no idea what it means, if it matters at all.
EDIT: Also, gettext is a reqcuired package apparently, but isn't mentioned in the instructions.
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Can't get this script to work on 16.04. Meaning it goes through the warnings, but then nothing happens.
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I think kids would be another cool addition to TDM. But like animals, these are AIs whose behaviour and animations doesn't have to be too elaborate. Picture, for instance, creeping outside a cracked window where two children before falling asleep talk and reveal secrets they've overheard the grown ups talking about. Perhaps just sitting on their beds dangling their feet, or even just lying there. But it could also be done just using voice overs as well, of course.
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Really great designs, and very inspiring too. Excellent work!
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I would still appreciate if it was made and added to the assets.
Sure, I'll get it done. But my uv-unwrapping skills might not be high enough quality for more than my personal use. I never know where to put the seams.
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There's a models/darkmod/mechanical/pully_wheel_small.lwo but it's quite different from yours visually, and looks as though it's perhaps meant to be mounted rather than suspended.
Hmm... I guess that one could work. Thanks!
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Working on a pulley for the docks. I found ropes, but no pulley in the object hierarchy (maybe I missed it) Don't know what poly count to aim for. It's not supposed to be an "up-close" model.
How many sides would you suggest to use for a cylinder, for an object of this type? I used ten, but I used a subsurface modifier and now I'm up to 1100 triangles vs. 414 without.
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There are free and open-source alternatives that continue to be supported, like Linux and FreeBSD. Makes older hardware run like the wind and presents quite an inspirational environment in which to be creative in my opinion.
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Is this for extra detail up close, hiding the distinct blurring of a texture when being close to it?
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I googled the output and it said there was a bug in the mesa3D graphics driver. So I got the updated version from oibaf (https://launchpad.net/~oibaf/+archive/ubuntu/graphics-drivers?field.series_filter=trusty)
That seems to fix the problem.
Glad you got it fixed! Happy mapping.
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Thanks guys Assembly seems a little unfeasible for me however, had an assembly language manual on the Vic20 back in the day, but stuck to writing text adventures in basic- . I'll have a look and see anyway.
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Are there any post-processing shaders, or tutorials on how to do them? I'm thinking film grain, and also desaturation filters.
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Unfortunately I can't give much advice since I'm pretty much a newbie myself. Perhaps it would be useful to know what the console output is, when running it from the terminal. Also, did you delete the files in the /.darkradiant folder after installing 1.8.0?
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What about:
export LC_ALL=C; darkradiant
Again with version 1.8.0. Case is important.
Fantastic! That worked. Thank you!
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I think I tried Myst when it was ported to the Amiga several years later, but I think it ran too slow on the stock A1200 so I gave up.
Anyone remember these, by the way... The atmosphere was so awesome in both, also: Christopher Walken:
https://www.youtube.com/watch?v=sbruOX8TBes
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A quick Google search tells me that this could be a bug in the boost library (in the case of 1.8.0).
Try the following command (on the command line again):
export LANG=C; darkradiant
The same thing happens.
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2.0.2 :
*** Caught unhandled unknown exception; terminating
1.8.0 :
terminate called after throwing an instance of 'std::runtime_error'
what(): locale::facet::_S_create_c_locale name not valid
Aborted (core dumped) -
How do you get DR to work? 1.8.0 works like a charm in Ubuntu Mate 14.04, but sadly not at all in Kubuntu 14.04. I've had to go the KDE route because I want to use KXStudio for Audio/ Music work. Sure, I could just add the KX repos to Ubuntu Mate, but using the Live DVD just sets things up perfectly and I'm ready to go. And I kind of like KDE.
Sadly, the same can't be said for Dark Radiant. 1.8.0 shows the splash screen and the load bar, but stops half way through and shuts down. 2.0.2 won't even go that far.
I'm lost and I need some guidance. Thanks.
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There certainly are places in maps where sound goes where it shouldn't, but this is mostly because we don't have anything to simulate sound bouncing and being absorbed by surfaces, other than manually adding sound_loss to visportals. In my experience mappers aren't using this very often.
Good to know.
Moving TDM to new engine?
in The Dark Mod
Posted
Has Godot or the Armory engine been mentioned. Both are open-source and under active development. Relatively simple to use and utilize modern tech.
When I saw this demo I instantly thought of Thief. (Absolutely not saying a port should be done, but one can't help but think of the possibilities).