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greebo

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Everything posted by greebo

  1. I hope so. It would be interesting how much of a bandwidth hit this forum is for modetwo.net. There are at least a couple of people here most of the day, and google is visiting daily, so I estimate this forum to produce some traffic around 2-3 GB a month.
  2. I can host it as long the traffic volume does not exceed my limit of 2 GB. This should not be a problem as long as we internally use it. So, yes . If we ever approach the bandwidth limit, I can either upgrade the hosting (which would cost me a few Euros a month more, but I wouldn't care), or look after some other hosting, maybe modetwo.net or something else. I can also setup this thing for the Dark Mod itself (then I would also change the banner), or I could setup you as Administrator as well, so you can play around with the settings. There are several Projects supported and even Subprojects plus Categories, so I think it would be suitable.
  3. I wondered about that one too. Perhaps acknowledged does mean that the developer are willing to work on the issue, in contrast to confirmed, which would mean that the existence of the bug is proven?
  4. To post this here as well: the Mantis Bugtracker is open and can be accessed through http://bugs.angua.at now. Consider this a test run for this software to see if it fits our purposes. I also changed the layout and the colours a bit, hopefully it's a more pleasant look now.
  5. This is really hard to accomplish, as the click in the 3D view reflects a line and not a point as in the Orthoview. So, it's really ambiguous where you want to put the camera. I can't think of a good solution right now, but it would be possible to place the camera in the surrounding or the center of the brush/patch/object that has been clicked on.
  6. I've added another functionality to the MouseEventManager: if the user is holding down a modifier, the possible mouse events (Zoom, Toggle Selection, etc.) are shown in the lower left status bar, like this: I also changed the status bar updater in mainframe.cpp to accept pango markups, so that the status texts can be properly formatted.
  7. Ok, I thought I left them there to enable other files to use the key constants, so I don't have to define them twice and maintain duplicates. But I agree that they can be moved at that time as well, so I'm perfectly fine with the change. I will keep that in mind.
  8. I committed a new AutoSaver class and removed the old autosave.h/autosave.cpp files. The libboost_filesystem-gcc-1_33_1.lib is now in the boost.w32 folder and I added the according useBoostFilesystem() method to Sconstruct. Could you check if this is compiling under Linux as well? I put boost_filesystem into the Linux part of Sconstruct, but I don't know if that's appropriate.
  9. I could resolve this one as well. You have to instantiate the path class with the "native" name checker, otherwise the library refuses to recognise this path. This boost library is not that convenient to use, I have to say, but I'm slowly getting there...
  10. I'm stuck now with the exception when trying to create a boost::filesystem::path class out of the map filename: boost::filesystem::path: invalid name "C:" in path: "C:/Games/Doom3/darkmod/maps/empty.map" WTF? I guess I will have to do some further googling.
  11. Resolved. The boost::filesystem method was throwing exceptions, which was a little unexpected for me.
  12. I needed to build the lib manually, and now it's linking successfully. But now DarkRadiant is crashing as soon as I access my boost::filesystem method. Is it essential to build the library from the same boost version or are the headers identical?
  13. Seems like I need some assistance here, as this is new to me: I want to make use of the boost::filesystem libraries, but they obviously need to be compiled separately, as you did with the boost::regex library. What is the best way to do this? I know that I could go through all the boost documentation and half the web to learn this, but maybe there is a faster way to learn it, because I don't want to spend the rest of the weekend doing just this.
  14. Now on SVN: the user can edit the shortcut/command associations directly in DarkRadiant: Just double click on any of the commands and press the new shortcut. An "overwrite" confirmation dialog is shown if the shortcut is already in use by another command.
  15. Using your own sounds is perfectly possible and it's easy too - just define the sounds in your sound shader file and use them in your map (in speaker entities, for example). Doom 3 can use both OGG and WAV files.
  16. SneaksieDave, you're from the U.S., aren't you? If it weren't that far, I would happily download it for you and send you two DVDs with the stuff. Perhaps there are some other team members from the U.S. who could do this? If there aren't any, I would do it anyways, if this helps.
  17. It looks like the improved BrushExport plugin doesn't fit (yet) into our repository as there are several references to Face::getWinding() (residing in the legacy brush.h file). This method is now in brush/Face.cpp, and is out of reach for the linker. I think this will have to wait until we have a proper Brush / Face interface defined, so that plugins can easily manipulate the primitives.
  18. Ok, I merged some fixes from GtkRadiant rev. 136 & 138: - Weird shiftvalues are now hidden to the user, shiftvalues will stay in ]-shader_size;shader_size[ range for display. - Fixed "jumping" texcoords when switching to a shader with different size - The bug "Selecting translucent brushes, such as clip, cause them to disappear leaving only the red selection box. I did not port the Anisotropy fix, as I'm not sure if this is fitting into our code and I don't know these code parts too well. I haven't looked into the brushexport plugin yet, maybe if I can find some more time the next few days.
  19. I haven't changed the algorithm, so I can have a look at it, if you want me to.
  20. Interesting... why would this pointer be NULL now when it wasn't before? However, looks like there aren't a lot of areas left that we haven't touched by now .
  21. No, I subscribed some months ago and never received any commit notifications.
  22. I just received the DarkRadiant test mail you sent, in case you want to know .
  23. I wanted to drop a note here, that I've been doing some mapping/modelling recently in order to help angua release her next Bonehoard preview. Hence the little progress on my DarkRadiant coding, just in case you're wondering. We both have two exams on January 29th, so it may well be that my output curve will stay low for a bit, but I'll try to do what I can.
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