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  1. EDIT - You can find a working external script with instructions in this post ---------------------------------------------------------------- Hi! First post in this forum. Greetings to all. I am a long time fan of T1 & T2 and I recently stumbled upon The Dark Mod while looking for some T2 Fan Missions and I immediately fell in love with it. Here goes a heartfelt thanks to the developers for having created this masterpiece and my recognition and appreciation to the TDM content creators and artists. Thanks. Back on topic. A couple of weeks ago I started playing Splinter Cell Chaos Theory. The game makes use of the mouse wheel to increase and decrease the speed of the character and while it took a couple of missions to get used to it, it felt natural from that point on. So much so that after beating the game and launching TDM again my first thought was: this game mechanic should be a must in the stealth genre. You can see it in action in the first minute of this video: I understand chances are this new mechanic cannot be implemented in TDM right away: we are currently limited by the 3 existing speeds / levels of sound (correct me if I am wrong) but regardless, if the development Team would allow us to use the mouse wheel to switch between creep, walk & run it would be a step forward in the right direction, in my humble opinion. Cheers!
  2. I haven't played the mission yet, so, I can't comment on it. Regarding the criticism: I think it should also be allowed to note some things you saw as points of criticism. Actually, IMO, negative criticism is better than positive, because it points out what you maybe didn't think through thoroughly, or you simply didn't see when you created the mission on your own. I'm aware that there is a lot of work involved, and people do it in their spare time for their own or other people's pleasure. But, that really shouldn't be a reason to praise everything to the skies. Actually, I've seen my fair share of average missions which have been totally overrated. Again, that shouldn't knock anynone's work, and, I have no idea how this mission is. Just wanted to point out that noting negative things shouldn't be taken as discouraging, but rather the opposite. I've seen some mission authors for Dark Mod going from average to absolutely fantastic missions, because they learned what it takes to make good missions. It's an art, and obviously takes time to perfect.
  3. After playing various Dark Mod FM’s, I become hooked to the game, like I was with Thief (and its FM’s). So, like I do to all games I love, I tried to find ways to improve it. Since my first contact with DM and after playing T1 and T2 with the fantastic “HD Mod”, it became apparent that graphically, TDM struck me strange. Of course, it is clearly a BIG improvement over T3 and it’s not worse then Thief 2014 -- if you remove all those post processing effects, the textures are actually very bad for today standards – but it could be a little bit better. So I started to change a texture here, a texture there, whenever I found a texture that could be improved. Initially, I made this for my own amusement, while i was playing, but as the changes increased, I started to think I it would only be fair to share it with the community. As a note, I really appreciate the amount of work done by the contributors to TDM. It’s amazing how an open source project of a game whose genre is unfortunately condemned to target a niche player base could attract so many talented people to work together and create what essentially is the Thief 4 we never had. So this is in no way a mean to disrespect the contributors and their work. What changed and how Currently, around 530 files were changed. The changes end up in one of the following categories: NOTE: “texture quality” noted below is subjective and represents only my point of view. Again, It is in no way a mean of disrespect for the original author and its work. The texture is good but is in a low resolution – upscale it using AI image enhancement methods. The texture is poor and low res, with poor AI upscale results – try to replace it using various free PBR or raw Image sources (1) or create my own. If necessary, adjust the image using (colors, saturation, contrast, …) The texture has a good resolution and its not quite good but can be improved – improve using gimp (ex: on textures with bur, use sharpen, noise reduction or/and other features) (2) The texture depicts an horrible stew – change it to a decent and delicious stew, because my Portuguese roots forced me to do it. Additionally, specular and normal maps were added to some textures. (1) Free textures and PBR sites already discussed on this forum (texturehaven.com, 3dtextures.me, cc0textures.com and so on). (2) Finding the right texture is not always easy. I always tried to follow the same “feel” and appearance of the original image, but i confess that this is not always the case. Again, very subjective. New version 2021.01.08 * Around 170Mb of textures processed Some tree barks enhanced Stucco change more enhancements on doors, paint paper, fire places, ground textures, curtains .. and much more Screenshots and Comparisons It’s obviously undoable to show the comparison for all changed textures, so keep in mind that the following screenshots are just a very small example of the whole project. Also, very important, keep in mind that there is so much you can do with screenshots and in game the differences are much more clear than what is shown below. Sir Talbot's Collateral https://imgsli.com/MTI2NDE https://imgsli.com/MTI2MzY https://imgsli.com/MTI2Mzc https://imgsli.com/MTI2Mzg https://imgsli.com/MTI2Mzk https://imgsli.com/MTI2NDA WS3: Cleighmoor https://imgsli.com/MTI1OTE WS1: In the North https://imgsli.com/MTI2MTY https://imgsli.com/MTI2MTc WS2: Home Again https://imgsli.com/MTI2MjM https://imgsli.com/MTI2MjQ https://imgsli.com/MTI2Mjc https://imgsli.com/MTI2Mjg https://imgsli.com/MTI2Mjk https://imgsli.com/MTI2MzE https://imgsli.com/MTI2MzM New (version 2021.01.08) Briarwood Manor https://imgsli.com/MzUwNDY https://imgsli.com/MzUwNDg https://imgsli.com/MzUwNTE https://imgsli.com/MzUwNjc The Builder's Influence https://imgsli.com/MzUxNjM https://imgsli.com/MzUxNjQ No honor among thieves: forest https://imgsli.com/MzU0ODE https://imgsli.com/MzU1NTQ https://imgsli.com/MzU1NTk How to install 1) download the pk4 file from here 2) drop it on your TDM game folder (where all the other pk4 files are) 3) Play! Uninstall Just remove z_TDM_HD.pk4 file from your TDM install folder. Disclaimer If you are a purist, please don’t use this texture mod. Don’t bash it for not being “exactly the same as the original ones but hires”. If you find some texture that is copyrighted, please let me know and i will replace it. Fell free to suggest changes, but please don't make requests. Understand that i am doing this while playing and if i start feeling that i'm working instead, i will probably start to loose my interest. PS: I really don't know if this is the right thread to make this post. Let me know if i need to change it to another thread.
  4. This is a great first mission and a neat adaptation of Lovecraft's short story. I especially loved the start - the streets after dark, the door that slams shut as you approach, and the house's silhouette against the starry sky as you walk up the road. The atmosphere was so thick one could practically cut it! Once inside the house, I kept expecting the inevitable, and my enjoyment of finding loot was matched by my paranoid dread of encountering the terrible old man. The end was not unexpected but definitely well done.
  5. I believe that 3. and 4. should be easy to do, by setting some internal triggers for alert sounds and random animations depending on the alert state. I guess that 2. would mean a lot of work for little benefit as I guess if you fought one guard hard enough for him to flee all other guards nearby must be alerted anyway. As for 1. this must be handled very carefully, because while I agree with you on the stupid melee killing from dark corners, I really hate it in games when I fire a ranged weapon like the TDM bow at somebody from behind and they immediately know where I am. This should only happen if the guard is looking exactly into the direction of the player at the moment the bow is released! It's supposed to be dark.
  6. Read article about Augmented Reality [LINK REDACTED] I wonder how long it will be before augmented reality is available in dark mod
  7. Welcome to the forums Ansome! And congrats on making it to beta phase!
  8. Since Aluminum directed me here ( https://forums.thedarkmod.com/index.php?/topic/9082-newbie-darkradiant-questions/page/437/#comment-475263 ) can we have unlimited renderer effects? Well, maybe not unlimited, by maybe 3-5? Thanks.

     

    1. Show previous comments  1 more
    2. Nort

      Nort

      Since I wasn't the one mainly asking, I'll just cite you in the original thread instead.

    3. AluminumHaste

      AluminumHaste

      There already is a kind of sorting, sort nearest, sort decal, sort <n>. For things like windows and such, sort nearest should probably have the desirable affect, though looking through multiple translucent shaders might kill performance.

    4. Nort

      Nort

      Is having multiple render effects really killing performance that badly? I don't understand. You're saying that if I have two transparent objects side-by-side, then they'll just count as two render effects, but when combined, they somehow become something much more difficult to render?

      Never-the-less, unless we're talking some kind of infinite portal problem, why not let the mapper choose how much he wants to kill performance? Just warn him against putting too many effects close together.

  9. For proposal #1, I imagine making a mission fitting seamlessly between the two stock missions in TDM would be a tricky endeavor, truth be told. The first mission is a small tavern robbery and the second is a modestly sized church break-in with a very reasonable jump in difficulty—fitting a mission snugly in between these two in terms of difficulty and scale is a high bar to reach. A contest to make a sequel to "Tears of St. Lucia" sounds more reasonable and would probably flow better for someone playing all three for the first time. I'd probably avoid doing something TDS related when a similar contest that allows Dark Mod entries is already ongoing, but proposal #3 sounds fun if we're given enough freedom to wildly reinterpret a Thief 1 mission. I'm somewhat mixed on the slot system as it really comes down to whether or not you want a full campaign with no repeats out of this contest. I personally wouldn't mind playing 2-3 different interpretations of something like the Bonehoard, it's bound to be interesting seeing what elements of a mission FM authors focus on.
  10. Sorry for digging this out, but, one thing I always wondered: Shouldn't a gamma value of 1 in Dark Mod give you the best experience when you're using a monitor with a gamma value close to 2.2 (which I think is the optimum in terms of realistic colour reproduction)? I have a monitor with very good out of the box colour reproduction, and almost ideal gamma. Yet I have to turn down the in-game gamma to about 0.9 to get a good result. I must say though that I prefer it darker than what the average player probably has, so, that might be the problem here. Still, I usually have very good result leaving the gamma on default setting in most games, which is probably calibrated towards monitors which display ideal gamma.
  11. Have you guys ever noticed this English gentleman? https://piped.kavin.rocks/channel/UCSqIEwL7Olwd_krFWhEsTIg He has done plenty of Dark Mod mission playthroughs. I checked several of his walkthroughs the past few weeks and I have the impression he is playing the missions thoroughly and very, very slowly - to clarify: he's playing TLC from my HH series right now and towards the end the session already has 10 (!) videos of 40-60 (!!) minutes each....but then again I recall that before beta I myself estimated a playing time of five to seven hours, so... Anyway, he also played my favorite DM mission The Accountant 2 sometime ago - I will definitely watch all related videos in the next days as I have the feeling that it will be quite interesting because of the level design. So if you're looking for playthroughs where the player really sneaks through the mission and suspects the end (or something even worse) behind every wall, then you've come to the right place.
  12. Are you doing a ghost and full loot walkthrough? If so, respect, that's a massive undertaking on this gigantic map. Biggest Dark Mod FM I'm aware of.
  13. The Dark Mod v1.0 was released on October 17th 2009 https://www.thedarkmod.com/posts/october-17th-2009/ Knowing that many current mappers are participating in the TDS 20th Anniversary Contest, I intend to bring the final proposal to Moddb to see if we can get either some old dormant authors or new authors to join in. If we even get one mission to celebrate the 15th anniversary with that would be enough to count this as a success.
  14. I have resolved 99.9% of the glow-bleed issues with this mod at a small sacrifice to the amount of glare. It should now look great in all missions. https://www.moddb.com/mods/the-dark-mod/addons/flame-glare-mod
  15. Thank you so much for this post! I have been trying to bind the lights/mesh/flare to the strobe light for a couple of days now and not getting anywhere. I can't find any tutorials or explanation about doing this anywhere. Using the DoomEdit specifically to bind all my lights/meshes with Shift-K and then returning back to DarkRadiant appears to be the only solution. Of course, then it looks like a big ? mark in Dark Radiant, but I can live with it just to get the effect working.
  16. Out of all this modpack I would like to get only dark Frob Outline
  17. Dark Souls is a joke. Try changing the seat covers of a maxi cosi child car seat... It's utter agony! 😄

    1. Baal

      Baal

      Did you remove the child first?

  18. FYI the 2.12 compliant version is available now that the beta is over: https://www.moddb.com/mods/the-dark-mod/addons/fresnel-mod-212
  19. Yeah, installers are a nightmare to maintain, and then the false positives... I am not familiar with Bloodlines. It looks like and oldie worth checking. I will add it to my list. Besides, your patch comes at the top at Nexus All mods are personal projects, mine included. The question is, what is your opinion about the incompatibilities between the Unofficial Patch and the TDM Modpack? How would you feel if you were new to The Dark Mod and you had to choose? Shouldn't we do something about it?
  20. I never realised there was a Dark Mod Twitter account. Perhaps it was banned and waiting for Elon Musk to unban it.

    1. thebigh

      thebigh

      It was dormant for a very long time. Earlier this year I took it over and basically use it to announce new maps when they're released, and celebrate old ones on their birthdays.

    2. datiswous

      datiswous

      I wondered if (some of these) posts should go on the News page . Curently you usually only see a post when there is a new release (so once a year)..

    3. JackFarmer

      JackFarmer

      @OrbWeaver

      Apparently unbanning was not the only thing, there was seemingly also some sort of unblocking: Several users on Mastodon have reported that Musk, whom they blocked on Twitter in the past, suddenly became unblocked on their Twitter accounts...

  21. This new Twitter block looks kinda bad on the Forum's dark theme. Also, why is this info shown here on the forum anyway?

     

    I would like to see an option at least to disable it.

    Although I guess I could use some css..

    image.png.01cc0e7788c73b42c5932230f8cb2b2c.png

    Edit: This seems to do it:

    /* Remove Twitter timeline */
    .twitter-timeline {
        display: none !important;
    }
    1. Dragofer

      Dragofer

      It seems it can only be set to either black or white, independent of users' theme.

      It seems quite a few of us didnt know that the Twitter account was still in active use.

    2. datiswous

      datiswous

      I heard @thebigh took over activity

    3. datiswous

      datiswous

      You can't make it transparent?

      But like I said, there's no point in having a twitter block on the forum. If you want to follow, use twitter, but it should not show here.

  22. LOL sorry to be such a pest but this just keeps getting better and better Okay so I deleted the cloned repository on my computer then re-cloned it. I then opened Git GUI and opened my current repository. So far so good, so I go to Remote>Fetch from>origin and it downloads some updates. So far so good Next I go to Merge>Local Merge... and get this in the Merge Commit Message: Merge branch 'v1.7.0' Conflicts: Makefile.am Makefile.in aclocal.m4 autogen.sh config.h.in configure configure.ac debian/changelog debian/control include/ShaderLayer.h include/icommandsystem.h include/ieclass.h include/ientity.h include/ifilter.h include/igl.h include/iglprogram.h include/iglrender.h include/igrid.h include/imainframe.h include/imodel.h include/imodule.h include/inode.h include/iparticlenode.h include/iparticles.h include/iparticlestage.h include/ipatch.h include/iradiant.h include/iregistry.h include/irender.h include/irenderable.h include/iscenegraph.h include/iselection.h include/ishaders.h include/isound.h include/itextstream.h include/iuimanager.h include/version.h install/gl/interaction_fp.glsl install/i18n/de/LC_MESSAGES/darkradiant.mo install/i18n/de/LC_MESSAGES/darkradiant.po install/scripts/test.py install/ui/CamWnd.glade install/ui/EntityClassChooser.glade install/ui/ParticleEditor.glade libs/Makefile.in libs/ddslib/Makefile.in libs/debugging/ScenegraphUtils.h libs/debugging/ScopedDebugTimer.h libs/entitylib.h libs/gtkutil/Cursor.cpp libs/gtkutil/Cursor.h libs/gtkutil/DeferredAdjustment.h libs/gtkutil/DeferredMotion.h libs/gtkutil/DeferredMotionDelta.h libs/gtkutil/FileChooser.cpp libs/gtkutil/FreezePointer.cpp libs/gtkutil/GLFont.cpp libs/gtkutil/GLFont.h libs/gtkutil/GLWidget.cpp libs/gtkutil/GLWidget.h libs/gtkutil/GLWidgetSentry.h libs/gtkutil/GladeWidgetHolder.h libs/gtkutil/IConv.h libs/gtkutil/Makefile.am libs/gtkutil/Makefile.in libs/gtkutil/PanedPosition.cpp libs/gtkutil/SerialisableWidgets.cpp libs/gtkutil/SourceView.cpp libs/gtkutil/SourceView.h libs/gtkutil/WindowPosition.cpp libs/gtkutil/preview/RenderPreview.cpp libs/gtkutil/preview/RenderPreview.h libs/gtkutil/window/PersistentTransientWindow.cpp libs/gtkutil/window/TransientWindow.cpp libs/gtkutil/window/TransientWindow.h libs/jpeg6/jdapimin.cpp libs/jpeg6/jdatasrc.cpp libs/jpeg6/jdct.h libs/jpeg6/jdhuff.cpp libs/jpeg6/jdinput.cpp libs/jpeg6/jdmarker.cpp libs/jpeg6/jdmaster.cpp libs/jpeg6/jdsample.cpp libs/jpeg6/jfdctflt.cpp libs/jpeg6/jidctflt.cpp libs/jpeg6/jmemmgr.cpp libs/jpeg6/jpgload.cpp libs/math/Makefile.in libs/math/Matrix4.cpp libs/math/Matrix4.h libs/math/Plane3.cpp libs/math/Plane3.h libs/math/Quaternion.h libs/math/Vector3.h libs/math/Vector4.h libs/os/dir.h libs/os/path.h libs/picomodel/Makefile.in libs/pivot.h libs/radiant_jpeglib.h libs/render.h libs/render/ShaderStateRenderer.h libs/scene/Makefile.am libs/scene/Makefile.in libs/scene/Node.cpp libs/scene/Node.h libs/scenelib.h libs/selectionlib.h libs/shaderlib.h libs/signal/signal.h libs/string/string.h libs/xmlutil/Makefile.in ltmain.sh m4/libtool.m4 m4/ltoptions.m4 m4/ltversion.m4 m4/lt~obsolete.m4 plugins/Makefile.am plugins/Makefile.in plugins/archivezip/Makefile.am plugins/archivezip/Makefile.in plugins/commandsystem/Makefile.in plugins/dm.conversation/CommandArgumentItem.cpp plugins/dm.conversation/ConversationCommand.cpp plugins/dm.conversation/ConversationCommandInfo.cpp plugins/dm.conversation/ConversationCommandLibrary.cpp plugins/dm.conversation/ConversationDialog.cpp plugins/dm.conversation/ConversationEditor.cpp plugins/dm.conversation/ConversationEntity.cpp plugins/dm.conversation/ConversationKeyExtractor.cpp plugins/dm.conversation/Makefile.am plugins/dm.conversation/Makefile.in plugins/dm.difficulty/DifficultyDialog.cpp plugins/dm.difficulty/DifficultyEntity.cpp plugins/dm.difficulty/DifficultySettings.cpp plugins/dm.difficulty/DifficultySettingsManager.cpp plugins/dm.difficulty/Makefile.in plugins/dm.editing/AIHeadChooserDialog.cpp plugins/dm.editing/AIHeadChooserDialog.h plugins/dm.editing/AIVocalSetChooserDialog.cpp plugins/dm.editing/AIVocalSetChooserDialog.h plugins/dm.editing/AIVocalSetPreview.cpp plugins/dm.editing/FixupMap.cpp plugins/dm.editing/Makefile.am plugins/dm.editing/Makefile.in plugins/dm.gui/Makefile.in plugins/dm.gui/ReadableEditorDialog.cpp plugins/dm.gui/gui/GuiView.cpp plugins/dm.gui/gui/GuiWindowDef.cpp plugins/dm.gui/gui/RenderableCharacterBatch.cpp plugins/dm.gui/gui/RenderableText.cpp plugins/dm.gui/plugin.cpp plugins/dm.objectives/Component.cpp plugins/dm.objectives/DifficultyPanel.cpp plugins/dm.objectives/Makefile.am plugins/dm.objectives/Makefile.in plugins/dm.objectives/ObjectiveConditionsDialog.cpp plugins/dm.objectives/ObjectiveEntity.cpp plugins/dm.objectives/ObjectiveKeyExtractor.cpp plugins/dm.objectives/ObjectivesEditor.cpp plugins/dm.objectives/Specifier.cpp plugins/dm.objectives/ce/AIFindBodyComponentEditor.cpp plugins/dm.objectives/ce/AlertComponentEditor.cpp plugins/dm.objectives/ce/DestroyComponentEditor.cpp plugins/dm.objectives/ce/DistanceComponentEditor.cpp plugins/dm.objectives/ce/ItemComponentEditor.cpp plugins/dm.objectives/ce/KillComponentEditor.cpp plugins/dm.objectives/ce/KnockoutComponentEditor.cpp plugins/dm.objectives/ce/PickpocketComponentEditor.cpp plugins/dm.objectives/ce/ReadablePageReachedComponentEditor.cpp plugins/dm.stimresponse/ClassEditor.cpp plugins/dm.stimresponse/CustomStimEditor.cpp plugins/dm.stimresponse/EffectArgumentItem.cpp plugins/dm.stimresponse/Makefile.am plugins/dm.stimresponse/Makefile.in plugins/dm.stimresponse/ResponseEditor.cpp plugins/dm.stimresponse/ResponseEffect.cpp plugins/dm.stimresponse/SREntity.cpp plugins/dm.stimresponse/SRPropertyLoader.cpp plugins/dm.stimresponse/SRPropertyLoader.h plugins/dm.stimresponse/SRPropertySaver.cpp plugins/dm.stimresponse/StimEditor.cpp plugins/dm.stimresponse/StimTypes.cpp plugins/eclassmgr/Doom3EntityClass.cpp plugins/eclassmgr/Doom3EntityClass.h plugins/eclassmgr/EClassManager.cpp plugins/eclassmgr/EClassManager.h plugins/eclassmgr/Makefile.in plugins/eclasstree/EClassTree.cpp plugins/eclasstree/EClassTree.h plugins/eclasstree/Makefile.in plugins/entity/EntityCreator.cpp plugins/entity/EntityCreator.h plugins/entity/EntityNode.cpp plugins/entity/EntityNode.h plugins/entity/EntitySettings.cpp plugins/entity/EntitySettings.h plugins/entity/KeyObserverMap.h plugins/entity/Makefile.am plugins/entity/Makefile.in plugins/entity/NameKey.h plugins/entity/OriginKey.h plugins/entity/ShaderParms.cpp plugins/entity/VertexInstance.h plugins/entity/angle.h plugins/entity/curve/Curve.cpp plugins/entity/curve/Curve.h plugins/entity/curve/CurveControlPointFunctors.h plugins/entity/curve/CurveEditInstance.cpp plugins/entity/curve/CurveEditInstance.h plugins/entity/curve/RenderableCurve.h plugins/entity/doom3group/Doom3Group.cpp plugins/entity/doom3group/Doom3GroupNode.cpp plugins/entity/doom3group/Doom3GroupNode.h plugins/entity/light/Doom3LightRadius.h plugins/entity/light/Light.cpp plugins/entity/light/Light.h plugins/entity/light/LightNode.cpp plugins/entity/light/LightNode.h plugins/entity/speaker/SpeakerNode.cpp plugins/entity/speaker/SpeakerNode.h plugins/entity/target/RenderableTargetLines.h plugins/entitylist/EntityList.cpp plugins/entitylist/EntityList.h plugins/entitylist/Makefile.in plugins/eventmanager/EventManager.cpp plugins/eventmanager/Makefile.in plugins/eventmanager/RegistryToggle.h plugins/filetypes/Makefile.am plugins/filetypes/Makefile.in plugins/filters/BasicFilterSystem.cpp plugins/filters/BasicFilterSystem.h plugins/filters/Makefile.am plugins/filters/Makefile.in plugins/fonts/FontLoader.cpp plugins/fonts/Makefile.am plugins/fonts/Makefile.in plugins/grid/Grid.cpp plugins/grid/Makefile.in plugins/image/Makefile.in plugins/image/jpeg.cpp plugins/image/png.cpp plugins/mapdoom3/Doom3MapReader.cpp plugins/mapdoom3/Makefile.am plugins/mapdoom3/Makefile.in plugins/mapdoom3/mapdoom3.cpp plugins/mapdoom3/primitiveparsers/BrushDef.cpp plugins/mapdoom3/primitiveparsers/BrushDef3.cpp plugins/mapdoom3/primitiveparsers/Patch.cpp plugins/mapdoom3/primitiveparsers/PatchDef2.cpp plugins/mapdoom3/primitiveparsers/PatchDef3.cpp plugins/md5model/MD5Anim.cpp plugins/md5model/MD5Model.cpp plugins/md5model/MD5Model.h plugins/md5model/MD5ModelNode.cpp plugins/md5model/MD5ModelNode.h plugins/md5model/MD5Surface.cpp plugins/md5model/MD5Surface.h plugins/md5model/Makefile.am plugins/md5model/Makefile.in plugins/model/Makefile.am plugins/model/Makefile.in plugins/model/PicoModelNode.cpp plugins/model/PicoModelNode.h plugins/model/RenderablePicoModel.cpp plugins/model/RenderablePicoModel.h plugins/model/RenderablePicoSurface.cpp plugins/model/RenderablePicoSurface.h plugins/particles/Makefile.am plugins/particles/Makefile.in plugins/particles/ParticleDef.h plugins/particles/ParticleNode.cpp plugins/particles/ParticleNode.h plugins/particles/ParticleParameter.cpp plugins/particles/ParticleParameter.h plugins/particles/ParticlesManager.cpp plugins/particles/ParticlesManager.h plugins/particles/RenderableParticle.cpp plugins/particles/RenderableParticle.h plugins/particles/RenderableParticleBunch.cpp plugins/particles/RenderableParticleBunch.h plugins/particles/RenderableParticleStage.cpp plugins/particles/RenderableParticleStage.h plugins/particles/editor/ParticleEditor.cpp plugins/particles/editor/ParticleEditor.h plugins/scenegraph/Makefile.am plugins/scenegraph/Makefile.in plugins/scenegraph/SceneGraph.cpp plugins/scenegraph/SceneGraph.h plugins/script/Makefile.am plugins/script/Makefile.in plugins/script/ScriptingSystem.cpp plugins/script/ScriptingSystem.h plugins/script/interfaces/ModelInterface.cpp plugins/script/interfaces/ModelInterface.h plugins/script/interfaces/PatchInterface.cpp plugins/script/interfaces/SoundInterface.cpp plugins/script/interfaces/SoundInterface.h plugins/shaders/CShader.cpp plugins/shaders/CShader.h plugins/shaders/Doom3ShaderLayer.cpp plugins/shaders/Doom3ShaderLayer.h plugins/shaders/Makefile.in plugins/shaders/MapExpression.cpp plugins/shaders/ShaderExpression.cpp plugins/shaders/ShaderExpression.h plugins/shaders/ShaderTemplate.cpp plugins/shaders/ShaderTemplate.h plugins/shaders/textures/GLTextureManager.cpp plugins/shaders/textures/GLTextureManager.h plugins/shaders/textures/TextureManipulator.cpp plugins/shaders/textures/TextureManipulator.h plugins/skins/Makefile.am plugins/skins/Makefile.in plugins/sound/Makefile.in plugins/sound/SoundFileLoader.h plugins/sound/SoundManager.cpp plugins/sound/SoundManager.h plugins/sound/SoundShader.cpp plugins/sound/SoundShader.h plugins/uimanager/FilterMenu.cpp plugins/uimanager/GroupDialog.cpp plugins/uimanager/GroupDialog.h plugins/uimanager/Makefile.am plugins/uimanager/Makefile.in plugins/uimanager/StatusBarManager.cpp plugins/uimanager/StatusBarManager.h plugins/uimanager/UIManager.cpp plugins/uimanager/UIManager.h plugins/uimanager/colourscheme/ColourScheme.h plugins/uimanager/colourscheme/ColourSchemeManager.cpp plugins/undo/Makefile.in plugins/undo/UndoSystem.cpp plugins/vfspk3/DirectoryArchive.cpp plugins/vfspk3/Doom3FileSystem.cpp plugins/vfspk3/Makefile.in plugins/wavefront/Makefile.am plugins/wavefront/WaveFrontExporter.cpp plugins/xmlregistry/Makefile.in plugins/xmlregistry/XMLRegistry.cpp plugins/xmlregistry/XMLRegistry.h radiant/Makefile.am radiant/Makefile.in radiant/Profile.cpp radiant/RadiantModule.cpp radiant/RadiantModule.h radiant/brush/Brush.cpp radiant/brush/BrushModule.cpp radiant/brush/BrushModule.h radiant/brush/BrushNode.cpp radiant/brush/BrushNode.h radiant/brush/Face.cpp radiant/brush/Face.h radiant/brush/FaceInstance.cpp radiant/brush/FaceInstance.h radiant/brush/FaceShader.cpp radiant/brush/FixedWinding.cpp radiant/brush/FixedWinding.h radiant/brush/RenderableWireFrame.h radiant/brush/TextureProjection.cpp radiant/brush/Winding.cpp radiant/brush/Winding.h radiant/brush/csg/CSG.cpp radiant/brush/export/CollisionModel.h radiant/brushmanip.cpp radiant/camera/CamRenderer.h radiant/camera/CamWnd.cpp radiant/camera/CamWnd.h radiant/camera/Camera.cpp radiant/camera/CameraSettings.cpp radiant/camera/CameraSettings.h radiant/camera/FloatingCamWnd.cpp radiant/camera/FloatingCamWnd.h radiant/camera/GlobalCamera.cpp radiant/clipper/ClipPoint.cpp radiant/clipper/Clipper.cpp radiant/clipper/Clipper.h radiant/entity.cpp radiant/layers/LayerCommandTarget.cpp radiant/log/GtkLogRedirector.h radiant/log/LogFile.cpp radiant/main.cpp radiant/mainframe_old.cpp radiant/map/AutoSaver.cpp radiant/map/AutoSaver.h radiant/map/CounterManager.cpp radiant/map/FindMapElements.cpp radiant/map/InfoFile.cpp radiant/map/Map.cpp radiant/map/Map.h radiant/map/MapFileChooserPreview.cpp radiant/map/MapFileChooserPreview.h radiant/map/MapPosition.cpp radiant/map/MapPositionManager.cpp radiant/map/MapResource.cpp radiant/map/RegionManager.cpp radiant/map/RegionManager.h radiant/map/StartupMapLoader.cpp radiant/map/StartupMapLoader.h radiant/map/algorithm/AssignLayerMappingWalker.h radiant/map/algorithm/ChildPrimitives.cpp radiant/map/algorithm/InfoFileExporter.cpp radiant/map/algorithm/MapExporter.cpp radiant/map/algorithm/MapImporter.cpp radiant/modulesystem/ApplicationContextImpl.cpp radiant/modulesystem/ModuleLoader.cpp radiant/modulesystem/ModuleRegistry.cpp radiant/namespace/ComplexName.h radiant/patch/Patch.cpp radiant/patch/Patch.h radiant/patch/PatchBezier.cpp radiant/patch/PatchBezier.h radiant/patch/PatchControlInstance.h radiant/patch/PatchNode.cpp radiant/patch/PatchNode.h radiant/patch/PatchRenderables.cpp radiant/patch/PatchRenderables.h radiant/patchmanip.cpp radiant/referencecache/ModelCache.cpp radiant/referencecache/NullModel.cpp radiant/referencecache/NullModel.h radiant/render/LinearLightList.h radiant/render/OpenGLModule.cpp radiant/render/OpenGLModule.h radiant/render/OpenGLRenderSystem.cpp radiant/render/OpenGLRenderSystem.h radiant/render/RenderStatistics.h radiant/render/RenderSystemFactory.cpp radiant/render/backend/GLProgramFactory.cpp radiant/render/backend/OpenGLShader.cpp radiant/render/backend/OpenGLShader.h radiant/render/backend/OpenGLShaderPass.cpp radiant/render/backend/OpenGLShaderPass.h radiant/render/backend/OpenGLShaderPassAdd.h radiant/render/backend/OpenGLStateLess.h radiant/render/backend/OpenGLStateManager.h radiant/render/backend/glprogram/ARBBumpProgram.cpp radiant/render/backend/glprogram/ARBBumpProgram.h radiant/render/backend/glprogram/ARBDepthFillProgram.h radiant/render/backend/glprogram/GLSLBumpProgram.cpp radiant/render/backend/glprogram/GLSLBumpProgram.h radiant/render/backend/glprogram/GLSLDepthFillProgram.h radiant/render/debug/SpacePartitionRenderer.cpp radiant/render/debug/SpacePartitionRenderer.h radiant/render/frontend/RenderHighlighted.h radiant/selection/BestPoint.cpp radiant/selection/BestPoint.h radiant/selection/DragManipulator.cpp radiant/selection/Intersection.cpp radiant/selection/RadiantSelectionSystem.cpp radiant/selection/RadiantSelectionSystem.h radiant/selection/RadiantWindowObserver.cpp radiant/selection/Remap.h radiant/selection/Renderables.h radiant/selection/RotateManipulator.cpp radiant/selection/TranslateManipulator.cpp radiant/selection/algorithm/Primitives.cpp radiant/selection/algorithm/Shader.cpp radiant/selection/algorithm/Transformation.cpp radiant/selection/selectionset/SelectionSetManager.cpp radiant/selection/selectionset/SelectionSetManager.h radiant/settings/GameManager.cpp radiant/settings/GameManager.h radiant/settings/LanguageManager.cpp radiant/textool/TexTool.cpp radiant/textool/TexTool.h radiant/textool/item/FaceVertexItem.cpp radiant/ui/about/AboutDialog.cpp radiant/ui/animationpreview/AnimationPreview.cpp radiant/ui/animationpreview/AnimationPreview.h radiant/ui/common/ShaderChooser.cpp radiant/ui/common/ShaderChooser.h radiant/ui/common/ShaderDefinitionView.h radiant/ui/common/ShaderSelector.cpp radiant/ui/common/SoundChooser.cpp radiant/ui/common/TexturePreviewCombo.cpp radiant/ui/common/TexturePreviewCombo.h radiant/ui/einspector/AddPropertyDialog.cpp radiant/ui/einspector/AnglePropertyEditor.cpp radiant/ui/einspector/EntityInspector.cpp radiant/ui/einspector/EntityInspector.h radiant/ui/einspector/SkinChooser.cpp radiant/ui/einspector/SkinChooser.h radiant/ui/entitychooser/EntityClassChooser.cpp radiant/ui/entitychooser/EntityClassChooser.h radiant/ui/findshader/FindShader.cpp radiant/ui/layers/LayerControlDialog.cpp radiant/ui/layers/LayerControlDialog.h radiant/ui/lightinspector/LightInspector.cpp radiant/ui/lightinspector/LightInspector.h radiant/ui/mainframe/FloatingLayout.cpp radiant/ui/mainframe/LayoutCommand.h radiant/ui/mainframe/MainFrame.cpp radiant/ui/mainframe/MainFrame.h radiant/ui/mainframe/SplitPaneLayout.cpp radiant/ui/mapinfo/EntityInfoTab.cpp radiant/ui/mapinfo/ModelInfoTab.cpp radiant/ui/mapinfo/ShaderInfoTab.cpp radiant/ui/mediabrowser/MediaBrowser.cpp radiant/ui/mediabrowser/MediaBrowser.h radiant/ui/modelselector/ModelSelector.cpp radiant/ui/modelselector/ModelSelector.h radiant/ui/mru/MRU.cpp radiant/ui/mru/MRU.h radiant/ui/mru/MRUMenuItem.cpp radiant/ui/ortho/OrthoContextMenu.cpp radiant/ui/ortho/OrthoContextMenu.h radiant/ui/overlay/Overlay.cpp radiant/ui/overlay/Overlay.h radiant/ui/overlay/OverlayDialog.cpp radiant/ui/overlay/OverlayDialog.h radiant/ui/particles/ParticlesChooser.cpp radiant/ui/particles/ParticlesChooser.h radiant/ui/patch/BulgePatchDialog.cpp radiant/ui/patch/PatchCreateDialog.cpp radiant/ui/patch/PatchInspector.cpp radiant/ui/patch/PatchInspector.h radiant/ui/patch/PatchThickenDialog.cpp radiant/ui/prefdialog/PrefDialog.cpp radiant/ui/prefdialog/PrefDialog.h radiant/ui/prefdialog/PrefPage.cpp radiant/ui/prefdialog/PrefPage.h radiant/ui/surfaceinspector/SurfaceInspector.cpp radiant/ui/surfaceinspector/SurfaceInspector.h radiant/ui/texturebrowser/TextureBrowser.cpp radiant/ui/texturebrowser/TextureBrowser.h radiant/ui/transform/TransformDialog.cpp radiant/ui/transform/TransformDialog.h radiant/xyview/FloatingOrthoView.h radiant/xyview/GlobalXYWnd.cpp radiant/xyview/GlobalXYWnd.h radiant/xyview/XYRenderer.h radiant/xyview/XYWnd.cpp tools/innosetup/darkradiant.iss tools/innosetup/darkradiant.x64.iss tools/msvc2010/DarkRadiant.sln tools/msvc2010/DarkRadiant.vcxproj tools/msvc2010/DarkRadiant.vcxproj.filters tools/msvc2010/archivezip.vcxproj tools/msvc2010/archivezip.vcxproj.filters tools/msvc2010/commandsystem.vcxproj tools/msvc2010/dm.conversation.vcxproj tools/msvc2010/dm.conversation.vcxproj.filters tools/msvc2010/dm.editing.vcxproj tools/msvc2010/dm.objectives.vcxproj tools/msvc2010/dm.objectives.vcxproj.filters tools/msvc2010/dm.stimresponse.vcxproj tools/msvc2010/dm.stimresponse.vcxproj.filters tools/msvc2010/eclassmgr.vcxproj tools/msvc2010/eclassmgr.vcxproj.filters tools/msvc2010/entity.vcxproj tools/msvc2010/entity.vcxproj.filters tools/msvc2010/gtkutillib.vcxproj tools/msvc2010/gtkutillib.vcxproj.filters tools/msvc2010/image.vcxproj tools/msvc2010/include.vcxproj tools/msvc2010/mapdoom3.vcxproj tools/msvc2010/mapdoom3.vcxproj.filters tools/msvc2010/md5model.vcxproj tools/msvc2010/md5model.vcxproj.filters tools/msvc2010/model.vcxproj tools/msvc2010/model.vcxproj.filters tools/msvc2010/particles.vcxproj tools/msvc2010/particles.vcxproj.filters tools/msvc2010/post_build_event.cmd tools/msvc2010/post_build_event_x64.cmd tools/msvc2010/properties/DarkRadiant Base Debug Win32.props tools/msvc2010/properties/DarkRadiant Base Release Win32.props tools/msvc2010/properties/DarkRadiant Base.props tools/msvc2010/properties/GTKmm.props tools/msvc2010/properties/GtkGLExtmm.props tools/msvc2010/properties/win_iconv.props tools/msvc2010/scenegraph.vcxproj tools/msvc2010/scenelib.vcxproj tools/msvc2010/script.vcxproj tools/msvc2010/script.vcxproj.filters tools/msvc2010/uimanager.vcxproj tools/msvc2010/uimanager.vcxproj.filters Wonderful, every single file is in a conflicted state now looks like. I guess I'm never going to be able to beta test DarkRadiant again with this change to GIT. Oh well, it was nice while it lasted. thanks for trying to help Orb.
  23. Hey everyone, since The Dark Mod 2.10 has been released, will the version 2.11 release with bugfixes?
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