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MirceaKitsune

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Posts posted by MirceaKitsune

  1. Seems I have to think how I'm going to deal with those two issues. For now there's another little thing I'm trying to achieve and don't know how to: After completing an objective, I want to change the music the player will hear until the end of the map. Is there a way to enforce a given ambiance after a trigger is executed, ignoring the one in the location info of the room? Or perhaps a way to turn off a location info then activate another one for a given zone, with the second location info disabled by default and flipped on once the trigger is hit?

  2. Fixed the attachment problem for now. For some reason it didn't crash any more after I removed the joint specification... maybe it only does that for atdm:prop_winebottle, I did the same thing for a drunk guard in parallel. How would I go about making the lute player completely unaware so he never becomes alert... and ideally immune to damage dealt by the player too so you can't kill him with weapons.

    Also I'm running into a new issue: I'm teleporting a bunch of undead, and for some reason they become alert when they find the dead bodies of some guards / civilians I'm killing with a scripted trigger (the one we discussed earlier). Is there a flag to make a specific AI ignore dead bodies it finds and not become alert to them?

  3. 59 minutes ago, Destined said:

    In this case, you can select the surface next to the end caps (Ctrl+Shift+LMB) select "Copy Shader" (in the Edit tab), then select the end cap and choose "Paste Shader". This should lead to the end caps having the exact same shader as the surfaces around it (so you also don't have any transition problems).

    Thank you very much, that did it!

    For the lute: I'm not sure how comfortable I am with using a fake objective just to turn it off from playing, that feels like a cheap hack to work around a limitation. Is there no other way?

    Just as importantly, I can't fix its offset issue. What joint should I be attaching it to? Like I said I give the AI "def_attach5 atdm:prop_playable_lute" (which gets the object to show and the character's playing animation going). With that though I also need a pos_attach5 otherwise the map will crash at startup with a complaint. I tried both "pos_attach5 hand_l" and "pos_attach5 hand_r" however both cause the lute to be offset incorrectly and float above the hand.

    • Like 1
  4. The lute player resuming playing isn't a necessity, just dropping the lute once the alert level is high enough for him to start walking around, he can stop playing forever then. The main issue is how to set up the speaker so the song also stops, I'm not sure how you make an AI trigger a speaker off at a given alert level... I'll check that thread in more detail.

    In the meantime I really need help with flattening the texture on curve patches, particularly on end caps. Here's a screenshot of an arch I'm making which shows exactly why this is an issue and what I'm trying to avoid.

    Screenshot_20201026_180721.jpg.07a9c029e98dc95f30aa4564ac2f5799.jpg

  5. Ran into an issue with an AI last night: I'm trying to have a noble playing the lute, which I'm doing by giving the AI spawnargs "def_attach5 atdm:prop_playable_lute" and "pos_attach5 hand_l". I'm running into two problems: The lute is offset and floating above the character, and although they're playing the singing animation I don't hear anything. I'm hoping that for the song I won't need a speaker, as it's probably difficult to make it stop and resume whenever the AI becomes alert or goes back to sitting at the table.

    map_scroll.pk4dir_2020-10-25_04_21_42.thumb.jpg.6af5d7408baca8b5d7891faf4b3afb71.jpg

  6. 2 minutes ago, STRUNK said:

    Aha : )

    When I make a spere patch and then apply a texture it seems ok.

    Sphere.jpg

    The texture is bending toward the edges like in my example. That's okay in some cases but in mine I need to make the texture flat as if on an ordinary surface. I'm sure there is an option for that but where?

  7. 13 minutes ago, STRUNK said:

    @MirceaKitsune

    I don't understand what you mean. You have a patch that is half a sphere and want to have that rug fitting the patch, or do you want a straigt flat rug/carpet?

    I want the texture to be flat and not distorted, as if the surface of a common brush was textured with it. I know it's possible and did it before but for some reason I can no longer find the button for it.

  8. Got the desired effect with the gramophone, thanks. As a note I also had to add s_looping 1 otherwise it only plays once... s_maxdistance is useful to adjust how loud it is and where you hear it from.

    Another quickie in the meantime: Now that TDM has OpenEAX and sound effects work for us Linux users too, I'm thinking of using that in my FM for a hallway. How do I enable audio echoes for a large chamber?

  9. Got it to work! The issue was that I was calling my function "kill" which was already a defined function, renaming it solved the problem and got the NPC's to die accordingly.

    One more question for the night: Where in the entities is the gramophone located? I was looking for the disc player I noticed a lot of missions have, but couldn't find it anywhere.

    • Like 2
  10. Thanks for the suggestions! I'm trying the script method but for some reason it doesn't want to work. If the map is mymap.map I named the script mymap.script, placing it in the maps directory next to the map file. The atdm:target_callscriptfunction is triggered by a trigger_relay, which I know works as I have it turn off some lights which happens successfully, the arrow from it to the script trigger also visible. It contains "call: kill" with the contents of the script being:

    void main()
    {
    
    }
    
    void kill()
    {
    	$atdm_ai_townsfolk_commoner_1.kill();
    	$atdm_ai_guard_female_rogue_1.kill();
    	$atdm_ai_townsfolk_wench_armed_1.kill();
    }

    What am I doing wrong?

  11.   

    10 minutes ago, grayman said:

    $NPC_Name.kill();

    Thanks! But how do you put that in a trigger? Is there a scripted trigger in DR that can be added to the map, to which I can then add that line?

    3 minutes ago, STRUNK said:

    @grayman

    That would be it : D But how to have a finished objective trigger that? (I never did anything with objectives)

    That too: How do you actually make completing an objective trigger something? I'm familiar with with say pressing a button to toggle a light, but how can completing an objective do it? I worked with objectives in the past but don't remember if I had to use triggers upon completing them before.

  12. 43 minutes ago, STRUNK said:

    @MirceaKitsune

    I found this script event: BecomeRagdoll https://modwiki.dhewm3.org/BecomeRagdoll_(script_event)

    If you are familliar with writing scripts you can try if that does what you want, otherwise I can try making a simple script for it.

    I was hoping there's a trigger built into TDM for this, where I could target an NPC and make them fall dead. Didn't other FM's already do this? I recently replayed Exhumed... think one of the guards is killed by an objective there.

  13. Thanks! So I have several questions about some less usual things I'm planning to do with a FM I'm working on... to avoid asking too much at once I'll post each one as it comes, this is the first effect I'm looking to toy with.

    How do you make a group of AI's die when an objective is completed? Is there a trigger to set an NPC's health to zero? I'm interested to make sure that each affected character drops dead and becomes a ragdoll where they stand. Ideally crying out the death sound in case the player is within hearing range... don't care about blood particles. I'm hoping this can be achieved without pinning the death on the player too, so it doesn't appear as damage dealt in the stats at the end of the game while also not failing "don't kill anyone" objectives which are meant to fail only if the player attacks that AI normally.

    For example: Let's say I have 4 guards guarding an entrance, and the goal is to steal a chalice from inside. Once the player has stolen the chalice and completed the main objective, I want the 4 guards to fall dead where they last stood, as a group of thieves spawn in the area (thematically they killed the guards).

  14. Playing with some mapping again and I have a basic question: When you group a set of entities, is it possible to enter that group and select / manipulate individual entries? I hate how whenever I need to change the position or a property on an entry in a group, I have to ungroup everything first then select it all again to group back.

  15. Some good news: It seems I got DarkRadiant to work again! The issue was apparently Python related after all: I needed to install the package python38-devel which was missing from my packages. Upon doing so and reconfiguring / recompiling, DR will now start up successfully.

    It does however still require symlinking lib64 to lib, everything is still placed in the lib64 directory incorrectly. I can live with this workaround in the meantime, but it would be nice if a solution can be found for this minor annoyance as well. Let me know if I can provide more info to help with this aspect.

  16. 33 minutes ago, greebo said:

    The script.so symbol issue is a linker problem. This might be related to the changes I made to better detect Python3 (committed on Oct 12th), but whatever it links to (Python2 or Python3), it should work nonetheless. The config.log reveals a problem related to the Python-detection:

    So it seems your system has a /usr/bin/python3 executable, but no python3-config. Instead it has a python-config, which obviously is configured for Python2, since it returns include folders /usr/include/python2.7. All that indicates that you have a python-dev package installed (for Python2), but no python3-dev package (which would be needed for linking against Python3). Can you try installing the python3 dev package?

    I should maybe rethink the configure.ac checks. They are using the python.m4 macros, which are checking for /usr/bin/python3 first, but this in the end doesn't tell us anything about the presence of a python3-config or about any default python development package version. Not sure what to do here, but the logic needs improvement.

    And as for the whole lib64 vs lib business - I clearly lack the knowledge of those libexec and lib defaults, and I don't have a clue how this is related to any of our configure scripts. If this is a default distro, I might be able to set one up myself in a VM to see what it's doing.

    I suspected a Python issue may be involved as well. To test this I tried:

    ./configure --prefix=/home/mircea/Downloads/DarkRadiant/install/ --enable-debug --enable-relocation --disable-python --enable-darkmod-plugins

    This removes the Python related symbol error, however the RegisterModule one remains. DR still fails to start with the same complaint about no ScriptingSystem module, whether due to that remaining missing symbol or some other reason not shown in the logs.

    mircea@linux-qz0r:~/Downloads/DarkRadiant/install/bin> ./darkradiant
    Gtk-Message: 22:39:25.363: Failed to load module "appmenu-gtk-module"
    ModuleLoader: loading modules from /archive/mircea/Downloads/DarkRadiant/install/bin/../lib/darkradiant/modules/
    ModuleLoader: Loading module '/archive/mircea/Downloads/DarkRadiant/install/bin/../lib/darkradiant/modules/sound.so'
    ModuleLoader: Loading module '/archive/mircea/Downloads/DarkRadiant/install/bin/../lib/darkradiant/modules/libradiantcore.so'
    /archive/mircea/Downloads/DarkRadiant/install/bin/../lib/darkradiant/modules/libradiantcore.so: undefined symbol: RegisterModule
    ModuleLoader: loading modules from /archive/mircea/Downloads/DarkRadiant/install/bin/../lib/darkradiant/plugins/
    ModuleLoader: Loading module '/archive/mircea/Downloads/DarkRadiant/install/bin/../lib/darkradiant/plugins/dm_stimresponse.so'
    ModuleLoader: Loading module '/archive/mircea/Downloads/DarkRadiant/install/bin/../lib/darkradiant/plugins/dm_difficulty.so'
    ModuleLoader: Loading module '/archive/mircea/Downloads/DarkRadiant/install/bin/../lib/darkradiant/plugins/dm_gui.so'
    ModuleLoader: Loading module '/archive/mircea/Downloads/DarkRadiant/install/bin/../lib/darkradiant/plugins/dm_editing.so'
    ModuleLoader: Loading module '/archive/mircea/Downloads/DarkRadiant/install/bin/../lib/darkradiant/plugins/dm_gameconnection.so'
    ModuleLoader: Loading module '/archive/mircea/Downloads/DarkRadiant/install/bin/../lib/darkradiant/plugins/dm_objectives.so'
    ModuleLoader: Loading module '/archive/mircea/Downloads/DarkRadiant/install/bin/../lib/darkradiant/plugins/dm_conversation.so'
    XMLRegistry: looking for XML files in /archive/mircea/Downloads/DarkRadiant/install/bin/../share/darkradiant/
    [filters] Loaded 16 filters from registry.
    Exception initialising modules: ModuleRegistry: Module doesn't exist: ScriptingSystem
    [skins] in tdm_epi_skins.skin: skin steam_engine_003_off previously defined in steam_engine_003.skin!
    [skins] in tdm_epi_skins.skin: skin steam_engine_003_on previously defined in steam_engine_003.skin!
    Aborted (core dumped)

    I have the python-devel package installed, however that refers to version 2.7... there should be a python3-devel but for some reason it's not showing up for me, I will investigate. As for openSUSE Tumbleweed it's easy to download and install the latest snapshot (x86_64 DVD image): https://software.opensuse.org/distributions/tumbleweed

  17. 1 hour ago, greebo said:

    The config.log gives some insight in the make install behaviour you see on your system:

    You might have some system-wide settings kicking in here, installing stuff in /lib64 by default. It might be due to the system set up as "x64 bi-arch" whatever that means.

    Which distribution did you originally pick for setting up that system? Do you recall changing anything in terms of 64/32 bit support, or is this some kind of openSUSE default?

    I only use openSUSE Tumbleweed x64 for years, freshly installed from original image roughly an year ago. Darkradiant compiled and ran just fine on it a few months ago, whatever happens must have been introduced relatively recently. Here are the contents of /usr/share/site/x86_64-unknown-linux-gnu too if it helps:

    #!/bin/sh
    # Site script for configure. It is resourced via $CONFIG_SITE environment varaible.
    
    # If user did not specify libdir, guess the correct target:
    # Use lib64 for 64 bit bi-arch targets, keep the default for the rest.
    if test "$libdir" = '${exec_prefix}/lib' ; then
    
    	ac_config_site_64bit_host=NONE
    
    	case "$host" in
    	"" )
    		# User did not specify host target.
    		# The native platform x86_64 is a bi-arch platform.
    		# Try to detect cross-compilation to inferior architecture.
    
    		# We are trying to guess 32-bit target compilation. It's not as easy as
    		# it sounds, as there is possible several intermediate combinations.
    		ac_config_site_cross_to_32bit_host=NONE
    
    		# User defined -m32 in CFLAGS or CXXFLAGS or CC or CXX:
    		# (It's sufficient for 32-bit, but alone may cause mis-behavior of some checks.)
    		case "$CFLAGS $CXXFLAGS $CC $CXX" in
    		*-m32*)
    			ac_config_site_cross_to_32bit_host=YES
    			;;
    		esac
    
    		# Running with linux32:
    		# (Changes detected platform, but not the toolchain target.)
    		case "`/bin/uname -i`" in
    		x86_64 | ppc64 | s390x | aarch64 )
    			;;
    		* )
    			ac_config_site_cross_to_32bit_host=YES
    			;;
    		esac
    
    		if test "x$ac_config_site_cross_to_32bit_host" = xNONE; then
    			ac_config_site_64bit_host=YES
    		fi
    
    		;;
    	*x86_64* | *ppc64* | *s390x* | *aarch64* )
    		ac_config_site_64bit_host=YES
    		;;
    	esac
    
    	if test "x$ac_config_site_64bit_host" = xYES; then
    		libdir='${exec_prefix}/lib64'
    	fi
    fi
    
    # If user did not specify libexecdir, set the correct target:
    # Nor FHS nor openSUSE allow prefix/libexec. Let's default to prefix/lib.
    
    if test "$libexecdir" = '${exec_prefix}/libexec' ; then
    	libexecdir='${exec_prefix}/lib'
    fi
    
    # Continue with the standard behavior of configure defined in AC_SITE_LOAD:
    if test "x$prefix" != xNONE; then
    	ac_site_file1=$prefix/share/config.site
    	ac_site_file2=$prefix/etc/config.site
    else
    	ac_site_file1=$ac_default_prefix/share/config.site
    	ac_site_file2=$ac_default_prefix/etc/config.site
    fi
    for ac_site_file in "$ac_site_file1" "$ac_site_file2"
    do
    	test "x$ac_site_file" = xNONE && continue
    	if test /dev/null != "$ac_site_file" && test -r "$ac_site_file"; then
    		{ $as_echo "/usr/share/site/x86_64-unknown-linux-gnu:${as_lineno-$LINENO}: loading site script $ac_site_file" >&5
    $as_echo "/usr/share/site/x86_64-unknown-linux-gnu: loading site script $ac_site_file" >&6;}
    		sed 's/^/| /' "$ac_site_file" >&5
    		. "$ac_site_file" \
    			|| { { $as_echo "/usr/share/site/x86_64-unknown-linux-gnu:${as_lineno-$LINENO}: error: in \`$ac_pwd':" >&5
    $as_echo "/usr/share/site/x86_64-unknown-linux-gnu: error: in \`$ac_pwd':" >&2;}
    as_fn_error $? "failed to load site script $ac_site_file
    See \`config.log' for more details" "$LINENO" 5; }
    	fi
    done

    Do you think the wrong target is being compiled? The biggest problem is the undefined symbol errors, I have no idea what may cause those.

  18. 3 hours ago, OrbWeaver said:

    Forgive the possibly obvious question, but did you make sure to clear the install path before building and installing DarkRadiant, to ensure there aren't any stale libraries or modules?

    None of this really makes sense, to be honest. As Greebo correctly points out, the DarkRadiant build scripts are not supposed to require or create a lib64 directory, and the use of relative paths (e.g. install/bin/../lib/darkradiant/modules/sound.so) should only happen if you enable the "relocatable build" configure option which is disabled by default.

    What happens if you try a fresh, clean checkout in another location, perhaps installing to a completely different destination directory (e.g. /tmp/dr which is what I use for testing)?

    I use "git clean -dfx" before each "git pull" which should erase all files in the darkradiant directory that aren't part of the repository. I might try that experiment as well just to be extra sure. Can you recommend any options I can pass to the configure script to ensure no default or undesired options are accidentally modified and the proper values are forced?

    Edit: Did a clean checkout with an install to /tmp/dr as suggested. Exact same issue and results.

    ./autogen.sh
    ./configure --prefix=/tmp/dr --enable-debug --enable-darkmod-plugins
    make install

    Without the lib64 to lib symlink:

    mircea@linux-qz0r:/tmp/dr/bin> ./darkradiant
    Gtk-Message: 17:44:07.735: Failed to load module "appmenu-gtk-module"
    Cannot find the main module in any of the paths: /tmp/dr/bin/../lib/darkradiant/modules/; /tmp/dr/bin/../lib/darkradiant/plugins/
    darkradiant: StaticModule.cpp:15: module::internal::StaticModuleList::~StaticModuleList(): Assertion `empty()' failed.
    Aborted (core dumped)

    With the symlink:

    mircea@linux-qz0r:/tmp/dr/bin> ./darkradiant
    Gtk-Message: 17:44:36.681: Failed to load module "appmenu-gtk-module"
    ModuleLoader: loading modules from /tmp/dr/bin/../lib/darkradiant/modules/
    ModuleLoader: Loading module '/tmp/dr/bin/../lib/darkradiant/modules/script.so'
    Error opening library: /tmp/dr/bin/../lib/darkradiant/modules/script.so: undefined symbol: PyExc_ValueError
    ModuleLoader: Loading module '/tmp/dr/bin/../lib/darkradiant/modules/sound.so'
    ModuleLoader: Loading module '/tmp/dr/bin/../lib/darkradiant/modules/libradiantcore.so'
    /tmp/dr/bin/../lib/darkradiant/modules/libradiantcore.so: undefined symbol: RegisterModule
    ModuleLoader: loading modules from /tmp/dr/bin/../lib/darkradiant/plugins/
    ModuleLoader: Loading module '/tmp/dr/bin/../lib/darkradiant/plugins/dm_gameconnection.so'
    ModuleLoader: Loading module '/tmp/dr/bin/../lib/darkradiant/plugins/dm_editing.so'
    ModuleLoader: Loading module '/tmp/dr/bin/../lib/darkradiant/plugins/dm_gui.so'
    ModuleLoader: Loading module '/tmp/dr/bin/../lib/darkradiant/plugins/dm_conversation.so'
    ModuleLoader: Loading module '/tmp/dr/bin/../lib/darkradiant/plugins/dm_difficulty.so'
    ModuleLoader: Loading module '/tmp/dr/bin/../lib/darkradiant/plugins/dm_objectives.so'
    ModuleLoader: Loading module '/tmp/dr/bin/../lib/darkradiant/plugins/dm_stimresponse.so'
    XMLRegistry: looking for XML files in /tmp/dr/bin/../share/darkradiant/
    [filters] Loaded 16 filters from registry.
    Exception initialising modules: ModuleRegistry: Module doesn't exist: ScriptingSystem
    [skins] in tdm_epi_skins.skin: skin steam_engine_003_off previously defined in steam_engine_003.skin!
    [skins] in tdm_epi_skins.skin: skin steam_engine_003_on previously defined in steam_engine_003.skin!
    Aborted (core dumped)

     

  19. Compiling with --enable-debug I can see a few extra messages which might explain the ScriptingSystem error (lib64 -> lib symlink present):

    Gtk-Message: 00:01:30.237: Failed to load module "appmenu-gtk-module"
    ModuleLoader: loading modules from /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../lib/darkradiant/modules/
    ModuleLoader: Loading module '/archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../lib/darkradiant/modules/sound.so'
    ModuleLoader: Loading module '/archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../lib/darkradiant/modules/script.so'
    Error opening library: /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../lib/darkradiant/modules/script.so: undefined symbol: PyExc_ValueError
    ModuleLoader: Loading module '/archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../lib/darkradiant/modules/libradiantcore.so'
    /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../lib/darkradiant/modules/libradiantcore.so: undefined symbol: RegisterModule
    ModuleLoader: loading modules from /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../lib/darkradiant/plugins/
    ModuleLoader: Loading module '/archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../lib/darkradiant/plugins/dm_stimresponse.so'
    ModuleLoader: Loading module '/archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../lib/darkradiant/plugins/dm_difficulty.so'
    ModuleLoader: Loading module '/archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../lib/darkradiant/plugins/dm_gui.so'
    ModuleLoader: Loading module '/archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../lib/darkradiant/plugins/dm_editing.so'
    ModuleLoader: Loading module '/archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../lib/darkradiant/plugins/dm_gameconnection.so'
    ModuleLoader: Loading module '/archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../lib/darkradiant/plugins/dm_objectives.so'
    ModuleLoader: Loading module '/archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../lib/darkradiant/plugins/dm_conversation.so'
    XMLRegistry: looking for XML files in /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../share/darkradiant/
    [filters] Loaded 16 filters from registry.
    Exception initialising modules: ModuleRegistry: Module doesn't exist: ScriptingSystem
    [skins] in tdm_epi_skins.skin: skin steam_engine_003_off previously defined in steam_engine_003.skin!
    [skins] in tdm_epi_skins.skin: skin steam_engine_003_on previously defined in steam_engine_003.skin!
    Aborted (core dumped)

    The block appears to happen when it reaches a certain "undefined symbol: PyExc_ValueError" in modules/script.so. Then there seems to be a similar error about "undefined symbol: RegisterModule" in modules/libradiantcore.so. It seems to only be those two undefined symbols... afterward the ScriptingSystem module is most likely seen as non-existent because script.so never loaded over that error.

  20. 13 minutes ago, greebo said:

    DarkRadiant will try to load the modules from certain folders, not sure if the symlink alone will cut it.

    Except for reading your log files, there's not much I can do at this point. If you can post your config.log and upload the output of make -n, then maybe I can spot something.

    config.log: https://pastebin.com/XGJPgC6w

    make -n: https://pastebin.com/aiGcMNm3

  21. What's also odd is that darkradiant/install/lib64 appears to contain all of the necessary modules and plugins, so why does copying it to lib in order to fix the bad path still cause a crash too?

    mircea@linux-qz0r:~> ls -1 -R
    .:
    darkradiant
    
    ./darkradiant:
    libmath-2.8.1.so
    libmath.la
    libmath.so
    libmodule-2.8.1.so
    libmodule.la
    libmodule.so
    libscenegraph-2.8.1.so
    libscenegraph.la
    libscenegraph.so
    libwxutil-2.8.1.so
    libwxutil.la
    libwxutil.so
    libxmlutil-2.8.1.so
    libxmlutil.la
    libxmlutil.so
    modules
    plugins
    scripts
    
    ./darkradiant/modules:
    libradiantcore.la
    libradiantcore.so
    script.la
    script.so
    sound.la
    sound.so
    
    ./darkradiant/plugins:
    dm_conversation.la
    dm_conversation.so
    dm_difficulty.la
    dm_difficulty.so
    dm_editing.la
    dm_editing.so
    dm_gameconnection.la
    dm_gameconnection.so
    dm_gui.la
    dm_gui.so
    dm_objectives.la
    dm_objectives.so
    dm_stimresponse.la
    dm_stimresponse.so
    
    ./darkradiant/scripts:
    brushtest.py
    commands
    dialogtest.py
    init.py
    patchtest.py
    test.py
    
    ./darkradiant/scripts/commands:
    ase_export_blend.py
    ase_export.py
    check_for_invalid_visportals.py
    example.py
    export_obj.py
    patchsplitter.py
    select_all_models_of_type.py
    shift_textures_randomly.py
    shift_textures_upwards_randomly.py
    test_targets.py

     

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