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  1. There is no SS3, how can they do a remake? And thank god they got rid of unity, that engine is total trash garbage on anything over 60 fps. Just spend 5 minutes on steam forums for Unity project games, and there's just thousands of people complaining about poor performance, stuttering etc.
  2. @Dragofer, I'm wondering what template tags to give to this page, besides the usual "Editing". I'm tempted to add "Physics", but are force fields really considered part of the physics engine?
    1. Obsttorte

      Obsttorte

      This looks cool, somehow oldschool in a nice way.

    2. demagogue

      demagogue

      I hope the gameplay is unique to justify him reinventing the wheel instead of, e.g., just forking off of us. The art design looks good.

  3. In my younger years Gothic I and II were the best RPG's for me, along with Morrowind. At the end of last year a total conversion mod was released for Gothic II Gold. It's called The Chronicles Of Myrtana: Archolos and it was actually Mod of the year on MODDB. It features a completely new open world, improved skills systems, gameplay mechanics and complex story, and I think something like 30-40 hours of gameplay. I haven't tried it myself yet due to time issues, but I just wanted to share it here in case some people are interested. If anyone has played it, I would also love to hear their opinion (without spoilers ;)). https://www.moddb.com/mods/the-chronicles-of-myrtana
  4. Probably the .script file that's needed, but unfortunately can't be included with a prefab. Maybe there's a comment somewhere in the prefab (or in the wiki or forums) that says what script it needs and where to find it. (The similar combination setup I used earlier doesn't involve "slot", so clearly uses a different script that I what I have.)
    1. Show previous comments  1 more
    2. Obsttorte

      Obsttorte

      Part two is recorded. Now I only need to add the subs and rip it down. Should be on youtube tomorrow.

    3. Lux

      Lux

      can't wait.

    4. demagogue

      demagogue

      I didn't know that first trick setting up the base, so thanks for that.

  5. I'm trying to fix the warnings on my end, but remodelling the models is out of my league, so you're going to have to fix the stairs model on your end: "WARNING:ConvertLWOToModelSurfaces: model 'models/darkmod/architecture/stairs/set01_stairs.lwo' has 17/8108 nontriangular polygons. Make sure you triplet it down" Edit Also there's this model, which is probably a modelling issue as well: "WARNING:ConvertLWOToModelSurfaces: model 'models/darkmod/misc/clipmodels/pickaxe_cm.lwo' has bad or missing uv data" I still have hopes for script-hotfixing the following warnings: "WARNING:Couldn't load image: tdm_tongue [map entity: atdm_ai_townsfolk_female_1] [decl: atdm:ai_head_female02_base_brunette in def/tdm_ai_heads_springheel.def] [decl: female_head02 in def/tdm_ai_heads_springheel.def] [model: models/md5/chars/heads/npcs/female_head02.md5mesh] [decl: tdm_tongue in <implicit file>] [image: tdm_tongue]” (Edit: I hotfixed this issue and attached the hotfix in the tech support forums. The "tdm_tongue" shader should simply be renamed to "tdm_character_tongue".) “WARNING:Couldn't load image: models/darkmod/wood/boards/wood_brown_dull01 [map entity: func_static_53] [decl: old_plaster in skins/tdm_models_architecture_modules.skin] [decl: models/darkmod/wood/boards/wood_brown_dull01 in <implicit file>] [image: models/darkmod/wood/boards/wood_brown_dull01]" (Edit: I hotfixed this issue as well - see the tech support forums - but I think you should still go over this file, because there are a lot of other suspect textures in there as well.)
  6. Since it already has been mentioned in the forums, I'd like to announce a small project of mine. A few weeks ago I was playing Legend of Grimrock and it struck me that their level design is extremely simple and modular, and yet, the player can spend quite a lot of time in the game. And it looks pretty, too! So I wondered if it wouldn't be possible to create a modern "Dungeon Crawler" (solve puzzles, fight monsters, collect loot, progress your character, upgrade your equipment) type of game inside the TDM engine. The engine already supports a lot of things one needs for this, and the overal structure and assets work, too. And with prefabs, one might get the level layout done quickly. However, building a few test prefabs in DR is easy, but creating a full mission out of them is quite painful. Not only needs it a lot of planning, but you can also spend a lot of time "upgrading" things later on. For instance if you later want to add a grime decal to the walls, you have to revisit the entire map. Even worse is if you find out later that your block size must be bigger or smaller. So the idea was born to create a sort of framework that can assemble missions from prefabs. Preferable while getting the description of the mission from a text file. So far, this has been a lot easier than I thought. Here is what I got working so far: Overview: You can describe your mission in a (Unicode) text file. This contains overall options, different locations (each location can have its own ambient light, music,name, fog), and the connections between the locations. Each location can have multiple "floor levels", these are stacked on top of each other. The config file also specifies which symbol means "use this prefab". It is also possible to specify links (per location), which means you can say "this lever with the symbol A opens the door with the symbol D". The framework reads the prefabs, and then positiones them in the map. It also glues all the locations together, adds location_info entities, a player start, an exit, and an objective to reach the exit. The resulting map is then enhanced with script objects (all nec. assets are bundled together), and automatically dmapped via TDM. Everything then is packaged together into a working .PK4 file. My demo map takes about 20 seconds, where 15 are dmap. In addition to the "basic" stuff I also managed to get a few things working, like a pressure plate, portcullies, and also made some puzzles. Oh, and per location fog (fading from location to location). Different difficulty levels are also supported, one can specify "this prefab appears only on easy" etc. You can find more info and screenshots and demo here: http://bloodgate.com/swift/ There is also a developer diary where I will be posting interesting entries from time to time. Here is an DR shot of a sample level, consisting of small modular prefabs and one large (the large hall on the lower left): The next steps will be to add more randomness (either static at map generation, or at runtime, so the map is slightly different each time you replay it). Also, while it is already possible to "overlay" prefabs (e.g. "for this location, look first here before falling back to the default"), it is not yet possible to "reskin" prefabs. This would be something which is impossible in DR (you cannot really reskin worldspawn brushes, unless you live with the fact that it is all manual For now I'm quite excited!
  7. I know this s a stealth + immersive sim games forum, but maybe somebody will find this interesting: I have stumbled upon this interesting mod I found out thanks' to Pagb666 channel: It´s a GZDoom total conversion of Doom, set in post-apocalyptic world, called Ashes: Afterglow. It comes in 2 parts: the first´one, Ashes 2063 was released few years ago, then they did remastered version of it + released the second part, Ashes: Afterglow. where they concluded the story. It has 33 maps in total (Doom 2 had 32), some of them secret. This installer contains both of them as a standalone install. If you´re a fan of postapo, give it a try: it has a decent story, lots of easter eggs and maps are getting more complex as you go. Second part especially brought in a simple crafting mechanic and hubs (possibility to return to the previous map and being able to explore parts which were previously inaccessible). i am in a 2/3 of the second part and enjoying it immensely.
  8. Is this a standalone download because it's a total conversion?
  9. Thank you for a great puzzle fm! I'm having real trouble with the TDM v 2.10-64bit on Linux Mint 21.1 Link to the guide supplied by V-Man339 https://forums.thedarkmod.com/index.php?/topic/15844-fan-mission-the-gatehouse-by-bikerdude-goldchocobo-updated-02112014/page/7/#comment-429405
  10. I think that the existence of a dedicated bug tracker for this engine proves that I should somehow make it known when it crashes. I just figured that the tracker was an internal thing between developers, and that it was okay to instead report the bugs here, especially since I desperately needed help with it, and since you have two sub-forums mentioning that they're intended for reporting bugs. ...so why, when I report a bug, am I getting shamed for it? Why was the guy in the thread you linked getting shamed for not backing up his project, instead of the main dev acknowledging that there is a very deceptive button in the engine, that can remove fan mission folders when you press it? Blaming the reporter for not backing up his work, is certainly not how I would personally handle reports of entire projects disappearing, but I guess now I'm warned about how he sees these things, to the point where I'm wondering if it's a good idea to report any bugs I find in the future, at all, if I'm just going to be considered a bad person for it. "Hm, to my experience, crashes in free software is a regular thing. Try "Natron" and you will understand what I mean." I don't understand your point. If crashes happen frequently enough, should we treat them like Covid and just "try to live with it"? I'm pretty sure that the bind bug is easy to fix, but it's like you're saying that bugs have a right to exist too. "Lots of longtime DR mappers ask questions in the Newbie thread (myself included). Nothing to be ashamed of and by DR/DM standards you are a newbie (and you have not to be ashamed of that as well! )" So if I've programmed for 30 years, mapped for Dromed for countless years (since roughly the turn of the millenia), mapped for the Dark Mod for 1 year, but joined these forums just a few weeks ago, I'm a newbie. I think that by that definition, the word "newbie" has lost all meaning. Besides, reporting crashes are not the same as just asking questions. Anyone can reply to a question. It takes a developer to fix a crash issue. ...and it's like you don't expect the developers to even fix crashes, and I really hope that you're wrong about that. For example, since I updated to this year's version, Dark Radiant itself, hasn't even crashed once, and it used to crash all the time, and so I take that as evidence that development involves fixing crashes. "If you want to report a bug, then please use the Bug Tracker." Will do. I was just fooled by the subforum descriptions actually telling me to report bugs in them. "You wouldn't believe how many mappers lost WIPs because of defective hardware" Again: I don't see your point here, where you argue for not fixing defective hardware. When I'm told about a bug in my program, I just go "Thank you. I'll fix that.". I don't go "Well, weren't you a sucker for using my program.". That's not how I was brought up at all. "for somebody who expects Armageddon in the near future (and there are really good reasons for that), you have a pronounced need for communication. I think that does not fit, because: Why go on with communication when all hell will break lose the day after tomorrow?" Well, why not? Yes, I am so interested in mapping, that it's actually cutting into my apocalypse survival routines a bit, but that's just human nature, and a month's vacation from prepping, won't make that much of a difference. "I hope that you - despite of your own assessment - will finish your WIP and we all can enjoy a cool new mission in the future with your name in the credits." Well, for me, mapping is about pleasing myself - not others. Play The Beginner's Guide, and you'll see what I mean.
  11. EDIT 14.8.2016 The English version is now 100% complete and ready for download. Just get all you need from http://www.enderal.com/ There are mods out that allow quick travel, for those who think they want that. Have fun! EDIT ends here Just so nobody who might like it misses it: The total conversion for Skyrim, "Enderal", is now out and available. All it needs is a stock Skyrim, a 8GB download - yes its free otherwise. I played their previous product, "Nehrim", and found it to be of very high quality, so if you are somewhat into RPGs, you will probably find this interesting (you can play as a thief, too). http://sureai.net/games/enderal/?lang=en
  12. I agree. I'm copying this idea over to the https://forums.thedarkmod.com/index.php?/topic/21741-subtitles-possibilities-beyond-211/ thread. Related: I'll probably do some more experiments with the current TDM font & size, to understand max char count versus field width.
  13. Some years ago i succesfully downloaded the wiki with wget, for TDM dvd. I dont know if this method wikl work now. https://forums.thedarkmod.com/index.php?/topic/19998-tdm-collection-dvd/#comment-437887
  14. Love your signature over at the Eidos forums. Hahaha!

    1. Maijstral

      Maijstral

      I don't normally even use signatures, but I've used a few to voice my displeasure at what EM is doing to Thief. I'll probably stick with that one until I lose interest in visiting the EM forums.

  15. I guess the best image-to-normal conversions I've seen here in the forums are via njob. I am curious about this AI thing though: https://github.com/HugoTini/DeepBump has to be installed into Blender as a plugin?
    1. rebb

      rebb

      What a pisstake ;)

    2. Diego

      Diego

      Now players will not onlyget spit on while hiding, they will be pissed on too!

  16. No, not really, have only seen him on the forums many years ago. He deserves a lot of credit for providing the SVN infrastructure in the beginnings of the project, it's been only later when we transferred this to a hosted server. Memory is blurry, but I think my time working on TDM and his don't overlap that much - I had been getting more active, and he pulled back a bit. He bootstrapped quite a few important systems, IIRC he's been working on light gem and the first Stim/Response and Inventory implementations. From what I recall, he gave the project an organisational backbone in the technical department which is crucial to keep things together. Folks like Spring and NH who have joined long before me could give more insights, I guess. (Looking at my join date makes me feel old either way. From TDM's current view point, the year 2006 seems like right at the beginning, but actually the mod had already been existing for two years by that time I joined. With the first release in 2009, 2006 is rather in the middle. Heck, I haven't touched the mod code for at least 10 years - and I can still remember a few things, which is a testament of how much it occupied my thoughts back then).
  17. There are other complications though. How much fall damage should player take, if they decide to jump off a rope with the body? Should the player let go of the body or not? Also, right now it's much harder to jump off the rope with the body than without it. Why? And last but not least, how would you teach players these things, possibly without much hand-holding and text prompts explaining the rules? I guess I'm with @STiFUon this one, if you restrict dropping the body, you'll save yourself (and mappers) a lot of headaches. But even that doesn't solve all the problems, I know I'm in the minority in these forums, but as a player, I really appreciate the beauty and efficiency in simplicity of the design. Not overthinking everything and adding more and more rules for the sake of realism (or anything else).
  18. Darkradiant fails to compile for me, apparently due to an issue with the wxWidgets function wxString::CompareTo, although I seem to have all dependencies installed. openSUSE 13.2 x64. Is it a bug in GIT or could it be something on my end, and how do I fix it if so? mircea@linux-qz0r:~/Games/Quake/TheDarkMod/DarkRadiant_GIT> make make all-recursive make[1]: Entering directory '/home/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT' Making all in libs make[2]: Entering directory '/home/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/libs' Making all in math make[3]: Entering directory '/home/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/libs/math' make[3]: Nothing to be done for 'all'. make[3]: Leaving directory '/home/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/libs/math' Making all in xmlutil make[3]: Entering directory '/home/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/libs/xmlutil' make[3]: Nothing to be done for 'all'. make[3]: Leaving directory '/home/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/libs/xmlutil' Making all in scene make[3]: Entering directory '/home/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/libs/scene' make[3]: Nothing to be done for 'all'. make[3]: Leaving directory '/home/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/libs/scene' Making all in wxutil make[3]: Entering directory '/home/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/libs/wxutil' CXX TreeModel.lo TreeModel.cpp: In member function 'virtual int wxutil::TreeModel::Compare(const wxDataViewItem&, const wxDataViewItem&, unsigned int, bool) const': TreeModel.cpp:611:77: error: no matching function for call to 'wxString::CompareTo(wxString, wxString::caseCompare)' node2->values[_defaultStringSortColumn].GetString(), wxString::ignoreCase) : ^ TreeModel.cpp:611:77: note: candidate is: In file included from /usr/include/wx-3.0/wx/memory.h:15:0, from /usr/include/wx-3.0/wx/object.h:19, from /usr/include/wx-3.0/wx/event.h:16, from /usr/include/wx-3.0/wx/window.h:18, from /usr/include/wx-3.0/wx/control.h:22, from /usr/include/wx-3.0/wx/textctrl.h:22, from /usr/include/wx-3.0/wx/dataview.h:18, from TreeModel.h:3, from TreeModel.cpp:1: /usr/include/wx-3.0/wx/string.h:2387:7: note: int wxString::CompareTo(const wxChar*, wxString::caseCompare) const int CompareTo(const wxChar* psz, caseCompare cmp = exact) const ^ /usr/include/wx-3.0/wx/string.h:2387:7: note: no known conversion for argument 1 from 'wxString' to 'const wxChar* {aka const wchar_t*}' TreeModel.cpp:613:77: error: no matching function for call to 'wxString::CompareTo(wxString, wxString::caseCompare)' node1->values[_defaultStringSortColumn].GetString(), wxString::ignoreCase); ^ TreeModel.cpp:613:77: note: candidate is: In file included from /usr/include/wx-3.0/wx/memory.h:15:0, from /usr/include/wx-3.0/wx/object.h:19, from /usr/include/wx-3.0/wx/event.h:16, from /usr/include/wx-3.0/wx/window.h:18, from /usr/include/wx-3.0/wx/control.h:22, from /usr/include/wx-3.0/wx/textctrl.h:22, from /usr/include/wx-3.0/wx/dataview.h:18, from TreeModel.h:3, from TreeModel.cpp:1: /usr/include/wx-3.0/wx/string.h:2387:7: note: int wxString::CompareTo(const wxChar*, wxString::caseCompare) const int CompareTo(const wxChar* psz, caseCompare cmp = exact) const ^ /usr/include/wx-3.0/wx/string.h:2387:7: note: no known conversion for argument 1 from 'wxString' to 'const wxChar* {aka const wchar_t*}' TreeModel.cpp:625:105: error: no matching function for call to 'wxString::CompareTo(wxString, wxString::caseCompare)' node1->values[column].GetString().CompareTo(node2->values[column].GetString(), wxString::ignoreCase) : ^ TreeModel.cpp:625:105: note: candidate is: In file included from /usr/include/wx-3.0/wx/memory.h:15:0, from /usr/include/wx-3.0/wx/object.h:19, from /usr/include/wx-3.0/wx/event.h:16, from /usr/include/wx-3.0/wx/window.h:18, from /usr/include/wx-3.0/wx/control.h:22, from /usr/include/wx-3.0/wx/textctrl.h:22, from /usr/include/wx-3.0/wx/dataview.h:18, from TreeModel.h:3, from TreeModel.cpp:1: /usr/include/wx-3.0/wx/string.h:2387:7: note: int wxString::CompareTo(const wxChar*, wxString::caseCompare) const int CompareTo(const wxChar* psz, caseCompare cmp = exact) const ^ /usr/include/wx-3.0/wx/string.h:2387:7: note: no known conversion for argument 1 from 'wxString' to 'const wxChar* {aka const wchar_t*}' TreeModel.cpp:626:105: error: no matching function for call to 'wxString::CompareTo(wxString, wxString::caseCompare)' node2->values[column].GetString().CompareTo(node1->values[column].GetString(), wxString::ignoreCase); ^ TreeModel.cpp:626:105: note: candidate is: In file included from /usr/include/wx-3.0/wx/memory.h:15:0, from /usr/include/wx-3.0/wx/object.h:19, from /usr/include/wx-3.0/wx/event.h:16, from /usr/include/wx-3.0/wx/window.h:18, from /usr/include/wx-3.0/wx/control.h:22, from /usr/include/wx-3.0/wx/textctrl.h:22, from /usr/include/wx-3.0/wx/dataview.h:18, from TreeModel.h:3, from TreeModel.cpp:1: /usr/include/wx-3.0/wx/string.h:2387:7: note: int wxString::CompareTo(const wxChar*, wxString::caseCompare) const int CompareTo(const wxChar* psz, caseCompare cmp = exact) const ^ /usr/include/wx-3.0/wx/string.h:2387:7: note: no known conversion for argument 1 from 'wxString' to 'const wxChar* {aka const wchar_t*}' TreeModel.cpp:637:63: error: no matching function for call to 'wxString::CompareTo(wxString)' return ascending ? val1.GetText().CompareTo(val2.GetText()) : ^ TreeModel.cpp:637:63: note: candidate is: In file included from /usr/include/wx-3.0/wx/memory.h:15:0, from /usr/include/wx-3.0/wx/object.h:19, from /usr/include/wx-3.0/wx/event.h:16, from /usr/include/wx-3.0/wx/window.h:18, from /usr/include/wx-3.0/wx/control.h:22, from /usr/include/wx-3.0/wx/textctrl.h:22, from /usr/include/wx-3.0/wx/dataview.h:18, from TreeModel.h:3, from TreeModel.cpp:1: /usr/include/wx-3.0/wx/string.h:2387:7: note: int wxString::CompareTo(const wxChar*, wxString::caseCompare) const int CompareTo(const wxChar* psz, caseCompare cmp = exact) const ^ /usr/include/wx-3.0/wx/string.h:2387:7: note: no known conversion for argument 1 from 'wxString' to 'const wxChar* {aka const wchar_t*}' TreeModel.cpp:638:51: error: no matching function for call to 'wxString::CompareTo(wxString)' val2.GetText().CompareTo(val1.GetText()); ^ TreeModel.cpp:638:51: note: candidate is: In file included from /usr/include/wx-3.0/wx/memory.h:15:0, from /usr/include/wx-3.0/wx/object.h:19, from /usr/include/wx-3.0/wx/event.h:16, from /usr/include/wx-3.0/wx/window.h:18, from /usr/include/wx-3.0/wx/control.h:22, from /usr/include/wx-3.0/wx/textctrl.h:22, from /usr/include/wx-3.0/wx/dataview.h:18, from TreeModel.h:3, from TreeModel.cpp:1: /usr/include/wx-3.0/wx/string.h:2387:7: note: int wxString::CompareTo(const wxChar*, wxString::caseCompare) const int CompareTo(const wxChar* psz, caseCompare cmp = exact) const ^ /usr/include/wx-3.0/wx/string.h:2387:7: note: no known conversion for argument 1 from 'wxString' to 'const wxChar* {aka const wchar_t*}' TreeModel.cpp:620:10: warning: enumeration value 'NumTypes' not handled in switch [-Wswitch] switch (_columns[column].type) ^ TreeModel.cpp: In member function 'bool wxutil::TreeModel::CompareFoldersFirst(const wxDataViewItem&, const wxDataViewItem&, const wxutil::TreeModel::Column&, const wxutil::TreeModel::Column&)': TreeModel.cpp:715:78: error: no matching function for call to 'wxString::CompareTo(wxString, wxString::caseCompare)' return aName.GetString().CompareTo(bName.GetString(), wxString::ignoreCase) < 0; ^ TreeModel.cpp:715:78: note: candidate is: In file included from /usr/include/wx-3.0/wx/memory.h:15:0, from /usr/include/wx-3.0/wx/object.h:19, from /usr/include/wx-3.0/wx/event.h:16, from /usr/include/wx-3.0/wx/window.h:18, from /usr/include/wx-3.0/wx/control.h:22, from /usr/include/wx-3.0/wx/textctrl.h:22, from /usr/include/wx-3.0/wx/dataview.h:18, from TreeModel.h:3, from TreeModel.cpp:1: /usr/include/wx-3.0/wx/string.h:2387:7: note: int wxString::CompareTo(const wxChar*, wxString::caseCompare) const int CompareTo(const wxChar* psz, caseCompare cmp = exact) const ^ /usr/include/wx-3.0/wx/string.h:2387:7: note: no known conversion for argument 1 from 'wxString' to 'const wxChar* {aka const wchar_t*}' TreeModel.cpp:739:78: error: no matching function for call to 'wxString::CompareTo(wxString, wxString::caseCompare)' return aName.GetString().CompareTo(bName.GetString(), wxString::ignoreCase) < 0; ^ TreeModel.cpp:739:78: note: candidate is: In file included from /usr/include/wx-3.0/wx/memory.h:15:0, from /usr/include/wx-3.0/wx/object.h:19, from /usr/include/wx-3.0/wx/event.h:16, from /usr/include/wx-3.0/wx/window.h:18, from /usr/include/wx-3.0/wx/control.h:22, from /usr/include/wx-3.0/wx/textctrl.h:22, from /usr/include/wx-3.0/wx/dataview.h:18, from TreeModel.h:3, from TreeModel.cpp:1: /usr/include/wx-3.0/wx/string.h:2387:7: note: int wxString::CompareTo(const wxChar*, wxString::caseCompare) const int CompareTo(const wxChar* psz, caseCompare cmp = exact) const ^ /usr/include/wx-3.0/wx/string.h:2387:7: note: no known conversion for argument 1 from 'wxString' to 'const wxChar* {aka const wchar_t*}' TreeModel.cpp:742:1: error: control reaches end of non-void function [-Werror=return-type] } ^ cc1plus: some warnings being treated as errors Makefile:625: recipe for target 'TreeModel.lo' failed make[3]: *** [TreeModel.lo] Error 1 make[3]: Leaving directory '/home/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/libs/wxutil' Makefile:426: recipe for target 'all-recursive' failed make[2]: *** [all-recursive] Error 1 make[2]: Leaving directory '/home/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/libs' Makefile:742: recipe for target 'all-recursive' failed make[1]: *** [all-recursive] Error 1 make[1]: Leaving directory '/home/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT' Makefile:482: recipe for target 'all' failed make: *** [all] Error 2 mircea@linux-qz0r:~/Games/Quake/TheDarkMod/DarkRadiant_GIT>
  19. What's going on with the Thi4f forums? They've been down for almost a week now.

    1. Show previous comments  1 more
    2. Sir Taffsalot

      Sir Taffsalot

      Well that's not going to work. If they can't post about Thi4f on the Thi4f forums they can come and post about TDM on the TDM forums.

    3. jtr7

      jtr7

      People thought it was the server migration under Square-Enix that we've been told about, but they came back online like nothing happened, and the dedicated thread about the coming migration had no new info.

      Can't see this?:

      http://forums.eidosgames.com/showthread.php?t=139127

    4. stumpy

      stumpy

      maybe it was a migration test, and it broke.

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