Jump to content
The Dark Mod Forums

Search the Community

Searched results for '/tags/forums/compilation/' or tags 'forums/compilation/q=/tags/forums/compilation/&'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General Discussion
    • News & Announcements
    • The Dark Mod
    • Fan Missions
    • Off-Topic
  • Feedback and Support
    • TDM Tech Support
    • DarkRadiant Feedback and Development
    • I want to Help
  • Editing and Design
    • TDM Editors Guild
    • Art Assets
    • Music & SFX

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

  1. The *DOOM3* shaders are ARB2 ('cause of old GeForce support) carmack plan + arb2 - OpenGL / OpenGL: Advanced Coding - Khronos Forums
  2. can somebody fix the mainpage of our site? http://forums.thedarkmod.com/topic/19469-new-layout-error/

    1. nbohr1more
    2. Springheel

      Springheel

      It's under construction at the moment.

       

  3. id Studio did a poor job in defining its categorization of variable nomenclature, so in subsequent documentation and discussions there are divergent views (or just slop). In my series, I had to choose something, and went with what I thought would be clearest for the GUI programmer: Properties, which are either Registers (like true variables) Non-registers (like tags) User Variables (also true variables) I see that your view is more along these lines (which perhaps reflects C++ internals?): Flags (like my non-registers) Properties, which are either Built-in (like my registers) Custom (like user Variables) Also, elsewhere, you refer to "registers" as temporaries. I am willing to consider that there could be temporary registers during expression evaluation, but by my interpretation those would be in addition to named property registers. I'm not sure where to go next with this particular aspect, but at least can state it.
  4. Experimenting with TDM on Steam Link on Android. see topic http://forums.thedarkmod.com/topic/19432-tdm-on-steam-link-for-android/

    1. freyk

      freyk

      Did the TDM team removed D3's internal Joypad feature? (tdm works only with systemkey binders for joysicks)

    2. freyk

      freyk

      Thanks to shadrach, i got my joypad working in TDM on steam link!

  5. I have Debian 8.2 Jessie (stable) on my machine. There ar no repos for darkradinat, so i tried compile it by my self. Unfortunately compilation fails with errors: Making all in install/i18n make[2]: Entering directory '/home/ritvars/GameDevelopment/DarkRadiant-master/install/i18n' test ! -f ./darkradiant.pot || \ test -z "de.gmo" || make de.gmo make[3]: Entering directory '/home/ritvars/GameDevelopment/DarkRadiant-master/install/i18n' for dir in *; do \ if test -d ${dir}; then \ cp ${dir}/LC_MESSAGES/darkradiant.po ${dir}.po; \ fi; \ done : --update --lang=de de.po darkradiant.pot rm -f de.gmo && : -c --statistics --verbose -o de.gmo de.po mv: cannot stat ‘t-de.gmo’: No such file or directory Makefile:333: recipe for target 'de.gmo' failed make[3]: *** [de.gmo] Error 1 make[3]: Leaving directory '/home/ritvars/GameDevelopment/DarkRadiant-master/install/i18n' Makefile:370: recipe for target 'stamp-po' failed make[2]: *** [stamp-po] Error 2 make[2]: Leaving directory '/home/ritvars/GameDevelopment/DarkRadiant-master/install/i18n' Makefile:742: recipe for target 'all-recursive' failed make[1]: *** [all-recursive] Error 1 make[1]: Leaving directory '/home/ritvars/GameDevelopment/DarkRadiant-master' Makefile:482: recipe for target 'all' failed make: *** [all] Error 2 can someone help to fix this? Thanks.
  6. Thanks, I can also recommend gog galaxy. The idea of the custom tags is really nice, I'll have to try this out too!
  7. Keep in mind also that mission size, and complexity have increased dramatically since the beginning. For a lot of veteran mappers, it can take over a year to get a map made and released. The last dozen missions have for the most part been pretty massive, with new textures, sounds, scripts, models etc. We seem to be long past the point of people loading up the tools, and banging out a mission in a few weeks that's very barebones. We still do see some of those, but I noticed in the beta mapper forums and on Discord, that mappers seem to make these maps, but don't release them, and instead use the knowledge gained to make something even better. Could just be bias on my part scrolling through the forums and discord server though.
  8. YOU TAFFERS! Happy new year! Deadeye is a small/tiny assassination mission recommended for TDM newcomers and veterans alike. Briefing: Download link: https://drive.google.com/file/d/1JWslTAC3Ai9kkl1VCvJb14ZlVxWMmkUj/view?usp=sharing Enjoy! EDIT: I promised to someone to write something about the design of the map. This is in spoiler tags below. Possibly useful to new mappers or players interested in developer commentary.
  9. I am trying to compile the latest SVN engine, on openSUSE Tumbleweed (via gcc 4.8). Compilation goes well until the end, when the process mysteriously fails for an unexplained reason. The only thing that seems to be printed is the name of the file and something called "Error 1". Anyone else running across this, and knows of a solution? Thanks. cm/CollisionModel_load.cpp: At global scope: cm/CollisionModel_load.cpp:42:13: warning: ‘versioned’ defined but not used [-Wunused-variable] static bool versioned = RegisterVersionedFile("$Id: CollisionModel_load.cpp 6551 2015-10-15 18:48:23Z stevel $"); ^ In file included from include/boost/filesystem/path_traits.hpp:23:0, from include/boost/filesystem/path.hpp:25, from include/boost/filesystem.hpp:16, from framework/../idlib/../idlib/Image.h:29, from framework/../idlib/../idlib/Lib.h:230, from framework/../idlib/precompiled.h:106, from framework/precompiled_engine.h:28: include/boost/system/error_code.hpp:221:36: warning: ‘boost::system::posix_category’ defined but not used [-Wunused-variable] static const error_category & posix_category = generic_category(); ^ include/boost/system/error_code.hpp:222:36: warning: ‘boost::system::errno_ecat’ defined but not used [-Wunused-variable] static const error_category & errno_ecat = generic_category(); ^ include/boost/system/error_code.hpp:223:36: warning: ‘boost::system::native_ecat’ defined but not used [-Wunused-variable] static const error_category & native_ecat = system_category(); ^ scons: *** [build/release/core/cm/CollisionModel_load.o] Error 1 scons: building terminated because of errors.
  10. Seems to confirm: https://bugs.thedarkmod.com/view.php?id=5718 does it happen in the latest dev build: https://forums.thedarkmod.com/index.php?/topic/20824-public-access-to-development-versions/
  11. I hope I've fixed all compilation problems in Debian 10 now, see latest master.
  12. The Debian 10 package of libgit2 is 3 years old and the libgit2-Team introduced a lot of new functions since then, deprecating old ones, that's why it fails so hard. I've been trying to get it to compile, maybe it's just a few preprocessor #IFs. I also spotted a couple of other compilation problems in Debian 10, which are mostly due to missing #includes, I intend to sort that out.
  13. TTLG? That's Through the Looking Glass Forums. A looking glass fan community. Has been around for a long, long time. https://www.ttlg.com/forums/
  14. I just read@motorsep Discovered that you are able to create a brush, then select it and right click "create light". Now you have a light that ha the radius of the former brush. Just read it on discord and thought it may be of use for some people in the forums here too.
  15. https://github.com/HansKristian-Work/vkd3d-proton/tags <- directx 12 wrapper for dxvk https://github.com/doitsujin/dxvk/tags <- directx to vulkan wrappers D3D 9 to 11 eg. dxvk if you want to try it with horizon zero dawn you need to copy out dxcompiler.dll from Tools\ShaderCompiler\PC\1.0.2595\x64 and bink2w64.dll from Tools\bin and place them next to HorizonZeroDawn.exe. then copy over dxgi.dll from dxvk and d3d12.dll from vkd3d and place them next to it to. now fire up the game and let the shaders recompile -> profit.
  16. I think the reason the dev forums exist is to provide a place where the implementation of features can be discussed without getting mixed up with other debates when someone believes what the devs are doing is wrong. We often post public discussion threads for features with subjective elements like the frob outline, because community feedback is very important. But there will always be vocal defenders with strong views for or against certain features, or how exactly it should be implemented in their opinion. At some point a decision has to be made and be carried through, which is what the dev forums are for. Almost all of the threads are very technical, basically explaining and discussing recent or potential code changes with other devs. Its hard to say. Its a hobby the devs do in their spare time, so people come and go when they're in the mood and when they have the time. The team page is mostly accurate except for some relatively newer additions like myself.
  17. Did a great find today: Quake 4 mods for dummies. Now online readable. http://forums.thedarkmod.com/topic/5576-book-quake-4-mods-for-dummies/?p=412644

  18. I would like to download the source code and play around with it. The source code compilation procedures shows in a pic that the source code must be next to the installed game. I was wondering if we can only play around with the source code with the game installed as well or can we directly run the game from the source code? Thank you
  19. And follow the compilation guide at the wiki. https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_-_Compilation_Guide
    1. Obsttorte
    2. Bikerdude

      Bikerdude

      He changed ita long while back, it was so he was using the same name as he uses on other forums.

  20. I just found this thread on ttlg listing Immersive Sims: https://www.ttlg.com/forums/showthread.php?t=151176
  21. DarkRadiant 2.2.1 is available for download. This is a feature release containing a few bugifxes and stabilisations. It's recommended to prefer this version over any previous releases. This release contains a bugfix over the 2.2.0 version released shortly before. If you were fast and downloaded the 2.2.0 copy, please upgrade to this one. Windows Downloads are available on github: https://github.com/codereader/DarkRadiant/releases/tag/2.2.1 Thanks go out to our ever-reliable pre-release testers! Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask.If you run into a crash, please record a crashdump: Crashdump InstructionsFeature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker.Changes since 2.1.0 #4468: [Map Editing] Ability to scale models#2303: [Design/Coding] Measurement tool for distance#4377: [GUI] Conversation Editor GUI Improvement#4448: [GUI] Add option to validate that Conversation actors are existing in the map#4481: [Compilation/Build] Compilation in Mac OS X#4480: [GUI] Readable Editor refusing to save xdata file if fs_game is set to an absolute path#4479: [Map Editing] Readable Editor not marking the map as modified after hitting "Save and Close"#4475: [GUI] You should be able to snap rotation origin to grid#4443: [Map Editing] Make rotation manipulator's pivot point moveable#2753: [Models] Support for shift/scale/rotation keywords of ASE model#4472: [Map Editing] Worldspawn is not saved as Entity 0 in some scenarios#4471: [Map Editing] DarkRadiant crashes when "Load last map" option is active#4469: [Compilation/Build] Tons of g++ 6.2 compiler warnings#4464: [Compilation/Build] Making all in install/i18n fails when gettext binaries are missing#4467: [GUI] Clicking Entity Pane Columns Messes Up Spawnarg Order#4461: [Compilation/Build] Crash at startup in std::string constructor (g++ 5.3)#4462: [GUI] LayerControlDialog's Hide/Show All button is not graying out correctly#4460: [Design/Coding] Rewrite MenuManager implementation#4360: [General] crash in boost::phyton#4459: [Map Editing] Rare crash opening Texture Tool#4458: [GUI] Layer submenu items in OrthoContextmenu not working in wxGTK#4035: [GUI] Stim/Response Editor partly doesn't work, also crashes DarkRadiant#4455: [GUI] Crash when closing S/R editor in Linux#4454: [GUI] Crash in S/R ClassEditor when right-clicking a Response (Linux)#4457: [Design/Coding] Startup warning "unable to create settings path" in Linux#4456: [Design/Coding] Crash during shutdown due to resources still held by S/R module#4453: [GUI] Add Layer Usage Breakdown tab to Map Info Dialog#4452: [GUI] Add indicator to Layer Dialog to show whether anything in the current selection is part of this layer#4322: [Design/Coding] Problem Playing Speaker Sounds in Entity Inspector Choose Sound Dialog.#4450: [GUI] Sound Chooser doesn't preselect the shader when editing a s_shader spawnarg#4449: [Design/Coding] Build failure on Arch Linux#4366: [Compilation/Build] Linux './configure' script WARNING#4421: [Compilation/Build] Linux build failure#4447: [Design/Coding] Crash due to concurrent XMLRegistry accesses from multiple threads#4444: [Map Editing] Colour of grouped objects should be customisable#4445: [Map Editing] Removing worldspawn from the map prevents new brushes from being drag-createdThe list of changes can be found on the our bugtracker changelog. Have fun mapping!
×
×
  • Create New...