Jump to content
The Dark Mod Forums

AluminumHaste

Development Role
  • Posts

    8274
  • Joined

  • Last visited

  • Days Won

    98

Everything posted by AluminumHaste

  1. Okay it compiled fine, but now I'm getting graphical issues, I'm not sure when these started though. Here's some pics demonstrating the issue: Pic 1: Regular view in editor. The light on the right is 3000,3000,3000 and is sitting on the origin Pic 2: Same view only in render mode. The light in the middle of the box is 500,500,500 and it's not illuminating anything at all. If I delete the Large light entity, the level becomes black. I'm going to install 0.10.0 and see if this happens in that build also.
  2. The one that's there is: 21/06/2009 DarkRadiant 0.10.0 which is now three months out of date almost.
  3. The release build you are using does not have this fix, you'll have to wait for Greebo or someone else to release a new package, or download and compile the source yourself Which is what I do. EDIT: Okay I just checked and the latest release 21/06/2009 DarkRadiant 0.10.0 is supposed to have this, get it here: http://downloads.sourceforge.net/darkradia...iant-0.10.0.exe
  4. I'm getting an error here's what's in the output console: 41>..\..\plugins\script\interfaces\entityinterface.cpp(79) : error C2664: 'EntityCreator::createEntity' : cannot convert parameter 1 from 'const script::ScriptEntityClass' to 'const IEntityClassPtr &' 41> Reason: cannot convert from 'const script::ScriptEntityClass' to 'const IEntityClassPtr' 41> No user-defined-conversion operator available that can perform this conversion, or the operator cannot be called
  5. That's how the current implementation of creating a simple patch mesh is done. On creation it's oriented toward the currently active viewport. I like this.
  6. I just tried this out, and it works exactly like I hoped. All the particles properties, like gravity and direction are all relative to the emitter not the world, so this works perfectly. Now you don't need to create a new smoke particle blowing east slightly, just rotate it's emitter and you're all set. Whoever did that (Greebo?) thank you so much, I can now complete my waterfall since I started working on it a year ago. <3
  7. I just checked out the latest SVN build last night and compiled right after that on a new install of Windows 7. Everything went alright not a single error generated, but when I go into the Console I see lots of these errors: shaders] Loaded texture: textures/darkmod/door/wood/smooth_2panels_rich_ed [shaders] Loaded texture: models/darkmod/props/textures/chandelier_bronze_001_ed [eclassmgr] AttributeSuffixComparator: cannot compare 'editor_setKeyValue lock_pins' with 'editor_setKeyValue lock_picktype' at position 18: invalid integer. [eclassmgr] AttributeSuffixComparator: cannot compare 'editor_setKeyValue lock_pins' with 'editor_setKeyValue lock_picktype' at position 18: invalid integer. [eclassmgr] AttributeSuffixComparator: cannot compare 'editor_setKeyValue locked' with 'editor_setKeyValue lock_picktype' at position 18: invalid integer. [eclassmgr] AttributeSuffixComparator: cannot compare 'editor_setKeyValue locked' with 'editor_setKeyValue lock_pins' at position 18: invalid integer. [eclassmgr] AttributeSuffixComparator: cannot compare 'editor_setKeyValue rotate' with 'editor_setKeyValue lock_picktype' at position 18: invalid integer. [eclassmgr] AttributeSuffixComparator: cannot compare 'editor_setKeyValue rotate' with 'editor_setKeyValue locked' at position 18: invalid integer. [eclassmgr] AttributeSuffixComparator: cannot compare 'editor_setKeyValue used_by' with 'editor_setKeyValue lock_picktype' at position 18: invalid integer. [eclassmgr] AttributeSuffixComparator: cannot compare 'editor_setKeyValue used_by' with 'editor_setKeyValue rotate' at position 18: invalid integer. [shaders] Loaded texture: textures/darkmod/metal/flat/heavy_rust_pocked01_ed [eclassmgr] AttributeSuffixComparator: cannot compare 'editor_setKeyValue lock_pins' with 'editor_setKeyValue lock_picktype' at position 18: invalid integer. [eclassmgr] AttributeSuffixComparator: cannot compare 'editor_setKeyValue lock_pins' with 'editor_setKeyValue lock_picktype' at position 18: invalid integer. [eclassmgr] AttributeSuffixComparator: cannot compare 'editor_setKeyValue locked' with 'editor_setKeyValue lock_picktype' at position 18: invalid integer. [eclassmgr] AttributeSuffixComparator: cannot compare 'editor_setKeyValue locked' with 'editor_setKeyValue lock_pins' at position 18: invalid integer. [eclassmgr] AttributeSuffixComparator: cannot compare 'editor_setKeyValue rotate' with 'editor_setKeyValue lock_picktype' at position 18: invalid integer. [eclassmgr] AttributeSuffixComparator: cannot compare 'editor_setKeyValue rotate' with 'editor_setKeyValue locked' at position 18: invalid integer. [eclassmgr] AttributeSuffixComparator: cannot compare 'editor_setKeyValue used_by' with 'editor_setKeyValue lock_picktype' at position 18: invalid integer. [eclassmgr] AttributeSuffixComparator: cannot compare 'editor_setKeyValue used_by' with 'editor_setKeyValue rotate' at position 18: invalid integer. [eclassmgr] AttributeSuffixComparator: cannot compare 'editor_setKeyValue lock_pins' with 'editor_setKeyValue lock_picktype' at position 18: invalid integer. [eclassmgr] AttributeSuffixComparator: cannot compare 'editor_setKeyValue lock_pins' with 'editor_setKeyValue lock_picktype' at position 18: invalid integer. [eclassmgr] AttributeSuffixComparator: cannot compare 'editor_setKeyValue locked' with 'editor_setKeyValue lock_picktype' at position 18: invalid integer. [eclassmgr] AttributeSuffixComparator: cannot compare 'editor_setKeyValue locked' with 'editor_setKeyValue lock_pins' at position 18: invalid integer. [eclassmgr] AttributeSuffixComparator: cannot compare 'editor_setKeyValue rotate' with 'editor_setKeyValue lock_picktype' at position 18: invalid integer. [eclassmgr] AttributeSuffixComparator: cannot compare 'editor_setKeyValue rotate' with 'editor_setKeyValue locked' at position 18: invalid integer. [eclassmgr] AttributeSuffixComparator: cannot compare 'editor_setKeyValue used_by' with 'editor_setKeyValue lock_picktype' at position 18: invalid integer. [eclassmgr] AttributeSuffixComparator: cannot compare 'editor_setKeyValue used_by' with 'editor_setKeyValue rotate' at position 18: invalid integer. [shaders] Loaded texture: textures/darkmod/wood/panels/panel_decorative_frame_ed [shaders] Loaded texture: models/darkmod/props/textures/wchair1_d_ed [shaders] Loaded texture: models/darkmod/props/textures/dtable1_d_ed [eclassmgr] AttributeSuffixComparator: cannot compare 'editor_setKeyValue lock_pins' with 'editor_setKeyValue lock_picktype' at position 18: invalid integer. [eclassmgr] AttributeSuffixComparator: cannot compare 'editor_setKeyValue lock_pins' with 'editor_setKeyValue lock_picktype' at position 18: invalid integer. [eclassmgr] AttributeSuffixComparator: cannot compare 'editor_setKeyValue locked' with 'editor_setKeyValue lock_picktype' at position 18: invalid integer. [eclassmgr] AttributeSuffixComparator: cannot compare 'editor_setKeyValue locked' with 'editor_setKeyValue lock_pins' at position 18: invalid integer. [eclassmgr] AttributeSuffixComparator: cannot compare 'editor_setKeyValue rotate' with 'editor_setKeyValue lock_picktype' at position 18: invalid integer. [eclassmgr] AttributeSuffixComparator: cannot compare 'editor_setKeyValue rotate' with 'editor_setKeyValue locked' at position 18: invalid integer. [eclassmgr] AttributeSuffixComparator: cannot compare 'editor_setKeyValue used_by' with 'editor_setKeyValue lock_picktype' at position 18: invalid integer. [eclassmgr] AttributeSuffixComparator: cannot compare 'editor_setKeyValue used_by' with 'editor_setKeyValue rotate' at position 18: invalid integer. [shaders] Loaded texture: models/darkmod/props/textures/bookshelf2_ed [shaders] Loaded texture: models/darkmod/props/textures/bookshelf1_d_ed [shaders] Loaded texture: models/darkmod/props/textures/desk1_old [shaders] Loaded texture: models/darkmod/props/textures/wallight2_brass_ed Etc etc etc. Also I'm noticing some strange rendering issues with the Rendered mode. Lights are not illuminating everything: As you can see their is a new light entity (default) in front of the guard, yet no brushes around him are illuminated. I've already switched to Aero basic in Win7.
  8. what version of DR are you using though? I'm using the SVN build which was checked out last night, and built from scratch is VS2008. I'm getting this error sporadically. If you are using the 0.10.0 build from the website, then you probably won't have this error.
  9. ID has never been very good with animations. Doom 3 is a perfect example, all the movements are very wooden and unnatural. I'm losing interest in this game since all the trailors have been coming out, the quality has been dropping since the latest batch of screenshots.
  10. We can always ask though, which I doubt anyone has as of yet
  11. I've updated the wikipedia page with external links to DarkMod and DarkRadiant. Also perhaps DarkRadiant should get it's own wikipedia page.
  12. Steps to reproduce: 1) Create a brush/patch and texture it 2) With the brush/patch already selected press the shortcut for Surface Inspector 3) All options are grayed out in the Surface Inspector You have to deselect the brush/patch then reselect it before the Surface Inspector's options become available. Check image for example Using the latest SVN revision 4727, updated and compiled today
  13. Hey guys, I finally got my new laptop!!! It's amazingly fast and surprisingly not hot at all, for all the power under the hood it runs a lot cooler than my last one. Anyways you can find pics and benchmarks in this thread on Rage3d.com: http://www.rage3d.com/board/showthread.php?t=33947556 No registration required WARNING: Lots of large pics, is not suitable at all for dialup.
  14. Done, checkout latest build, changes are in the log. The lion glass texture is in tdm_glass (not really suitable for windows, it's translucent) and the marble textures are folded into tdm_stone_flat_smooth BTW the new laptop ROCKS!!!
  15. That's kinda nice I'd suggest making the particles smaller, they are HUGE lol
  16. When will people realize that "all flash" sites are bad bad bad bad!!! Seriously that's the WORST site I've ever been too, just give me a tree list of everything on the site, why the fuck do I have to interpret some artists intentions just to find some screenshots or the forum ffs.
  17. Well you can't "hose" a system with display drivers. You can always start in safe mode, uninstall the drivers then restart the computer and install the OEM ones again. EDIT: Interesting, I was modifying the inf and saw that those HW ID's are already present... %iBLBG0% = iBLB0, PCI\VEN_8086&DEV_29C2 %iBLBG1% = iBLB1, PCI\VEN_8086&DEV_29C3 So you should be able to use the "Have Disk" method of installing the drivers. So open the win2k_xp14371.exe with winzip or powerarchiver or whichever program you use, and extract the files somewhere. Now go to Device Manager and open the properties of your display adapter and go the "Driver" tab. Now press the "Update Driver" button. When the wizard comes up, select "No, not this time" and hit "Next". At the next screen choose "Install from a list or specific location (Advanced)" and hit "Next". Now select "Don't seach. I will choose the driver to install" and hit "Next". In the next screen click the "Have Disk" button, and when the prompt comes up, click the "Browse" button. Browse to where you extracted the intel driver package and you will find the inf file located in: Graphics\igxp32.inf. Now click the "Open" button, then click "OK". Hopefully it will then install the drivers. Good luck, but there's no need for me to modify the package with your hardware ID's as they are already included.
  18. I might be able to fix this for you, go into Device Manager, open the properties for your intel graphics. Go to the "Details" tab and copy the Hardware ID's here. I'll add them to the intel inf so it will install on your computer. EDIT: Also you have the G33/G31 chipset, but it's probably OEM and therefore the hardware id's are not found in the Intel INF file, so it won't install.
  19. http://downloadmirror.intel.com/17353/a08/win2k_xp14371.exe
  20. I'm not sure if this has been posted yet, but as I was poking around at Intel's website I found this driver update which suppose OpenGL 2.0. http://downloadmirror.intel.com/17407/a08/winvista_15124.exe
  21. Wow that sucks, don't bother with LAN transfer through router, maybe USB Flashdrive backup? I got a 16GB key a few weeks ago for 35$ from BestBuy. Also if it's not booting from XP disc; when your computer boots up, there is usually an option in the top right of the screen that says like F2 for boot menu or something like that. When you press that you get a menu with options for which device to try and boot from. Just choose your cd drive and it should try and boot from it.
×
×
  • Create New...