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the_deep

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Posts posted by the_deep

  1. 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).

     

    • Like 1
  2.  

    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.

  3. 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.

  4. 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.

    • Like 1
  5. 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.

    post-33343-0-09518100-1443117698_thumb.jpg

    • Like 2
  6. 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.

  7. 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.

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