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  1. Mandrasola is a small sized map in which aspiring thief Thomas Porter steals some herbal products from a smuggler. The mission was created by me, Sotha and I wish to thank Bikerdude, BrokenArts and Ocn for playtesting and voice acting. Thanks goes naturally to everyone contributing and making TDM possible. This mission occurs chronologically before the Knighton's Manor, making it the first mission in the Thomas Porter series. Events in chronological order are: Mandrasola, The Knighton's Manor, The Beleaguered Fence, The Glenham Tower and The Transaction. The winter came early and suddenly this year. Weeks of strong blizzards and extremely harsh cold weather hit Bridgeport hard. With the seas completely frozen, a rare occurence indeed, most of the City harbor commerce has stopped completely. Vessels are stuck in the ice and no ship can leave or enter the City, resulting in the availability imported goods declining and their prices skyrocketing. One of these imported items is Mandrasola, a rare herbal product, which is imported overseas from the far southern continents. Mandrasola has its uses in alchemical cures and poisons, but mostly this substance is used for its narcotic qualities by commoners and even the nobility. The problem with Mandrasola is that excessive use is extremely addicting and the withdrawal effects are most grievious. Many are utterly incapable of stopping using Mandrasola and are transformed into quivering human ruins if they do no get their daily dose. And now this expensive and rare substance is running out from the whole City. Me and my fence, Lark Butternose, would love to grab this monopoly to ourselves: selling the last few doses in the City would probably be worth a fortune. According to Lark's sources, there remains only one smuggling lord who still has Mandrasola in stock. The problem is that this individual maintains an exclusive clandestine operation and only supplies a few nobles. Despite our best information gathering efforts we couldn't learn who the smuggler is and where he or she operates. Luckily we have an alternate plan. While searching for Mandrasola related information, we learned that a noblewoman called Lady Ludmilla is addicted to the substance and has paid high prices for small amounts of it. We also know that she has visited frequently someone in the Tanner's Ward waterfront, and since she goes to the area personally we believe she is visiting the smuggler. The plan is simple: I must monitor Ludmilla's most likely entryway to the Waterfront and then follow her to the smugglers hideout. I'd better be very careful around Ludmilla. She must not realise I'm following her or she probably won't lead me to her dealer. Hurting her is also out of the question. After she leads me to the smuggler's hideout, I can take my time to break in carefully and steal all the Mandrasola I can find. While I'm there it wouldn't be a bad idea to grab some loose valuables as well. I've now waited in the blistering cold for a few hours already. Looks like there are a few city watch patrols in the area to complicate matters... I think I heard a womans voice beyond the north gate. That must be lady Ludmilla, I haven't seen many ladies in these parts. I'd better get ready.. Links: Use the ingame downloader to get it. WARNING! Someone always fails to use spoiler tags. I do not recommend reading any further until you've played the mission.
  2. I think its time to release a updated OST to be honest. https://www.moddb.com/mods/the-dark-mod/addons/the-dark-mod-official-soundtrack-vol-2
  3. In the first post of the other topic Geep proposed: Then Stgatilov's answer: But I think applying subtitles in different languages shouldn't be too hard I would think, but I don't know how the current translation system works. The engine should apply the correct subtitles based on the applied language setting, this doesn't need a whole new language system I think. Not sure who's going to write those subtitles though. I can only do Dutch and English and nobody needs Dutch I think. I suggest further discussion of this to take place in topic https://forums.thedarkmod.com/index.php?/topic/21741-subtitles-possibilities-beyond-211/
  4. I'm pleased to announce my first ever mission, The Factory Heist. If you're in the mood for a short but challenging and intricate mission I'm confident you'll have some fun with this. Title: The Factory Heist Short description: Workers at a factory have unearthed a buried building beneath. Sneak in, find a way down there, and loot it for antique treasure! Filename: factoryheist.pk4, now also available on the in-game downloader Author: thebigh Date of Release: 12 September 2020 Version: 1.0 EAX: No Dark Mod Version: 2.08 Content warning: No spiders, no undead, no rats, just one skeleton hand Many thanks to my beta testers: Cambridge Spy, Vanished One, Wesp5, PranQster. Be sure to read the little book in Lukas Dunbar's office Screenshot: Help, I can't reach the loot goal:
  5. Heyo, I was asked if I would do a familiariisation of Dark Radiant for new mappers, so they can quickly learn what's what in DR and how to use it. It's not a mapping tutorial, but more just a get familiar with DR. It'd be good if this is useful, if it would be stickied so it's always available for new mappers. Springheels,Sothas, and Fidcals tutorials are all in the description of the video.
  6. Announcing the Release of 'Requiem' for The Dark Mod! Download Download the latest version of the Dark Mod here: http://www.thedarkmo...wnload-the-mod/ Download the mission here: Mediafire: http://www.mediafire...u89/requiem.pk4 Southquarter: http://www.southquar...ons/requiem.pk4 Fidcal.com: http://www.fidcal.co...ons/requiem.pk4 Create a folder in your Dark Mod install with the path "darkmod/fms/requiem" and place the downloaded .pk4 file inside. When you load up The Dark Mod, the mission will appear on the "New Mission" page. Requiem can also be found directly using the in-game loader. Gameplay Notes While this mission is playable in TDM 1.8, for an optimal experience please download and play in TDM 2.0 (or higher). Most inventory items in the game can be dropped, so no need to carry them around after they are no longer of any use. Note that If you use noclip or other console commands while playing, there is a good chance that you will break the intended flow of gameplay. Credits Mapping and Readables: Gelo R. Fleisher Voice Acting: Goldwell Additional scripting: Obsttorte Additional textures and assets: Flanders, Sotha, Grayman, Springheel, Bikerdude, Obsttorte Additional map optimizations: Bikerdude Testers: Bikerdude, Obsttorte, Gnartsch, AluminumHaste, Baal, nbohr1more, PPoe Custom Soundtrack: Leonardo Badinella - http://leonardobadinella.com/ Additional Music: Lee Rosevere - http://freemusicarch...c/Lee_Rosevere/ Marianne Lihannah - http://www.funeralsinger.net/ Vox Vulgaris - http://www.last.fm/music/Vox+Vulgaris/ A note from the author Hi all. While I've been involved in indie game development for a while now, I'm first and foremost a writer. My most recent project has been a novella that tries to capture the visual feel and tone of the Thief series (you can find the link below). As I was writing, I found myself playing a lot of Thief and Dark Mod fan missions, and got to thinking that maybe I wanted to make one myself, as a companion piece to the book. When I finished up writing, I had a bit of down time and decided to take the plunge. Having never done any serious mapping before, my plan was to make a small mission that I could bang out in a month or two and call it a day. Well, as sometimes happens, the project got a little bit bigger than I had planned. Ten months, and lots of elbow grease later, Requiem is finally ready for you to play. I'd like to thank everyone who helped pitch in to help make Requiem come alive, from those who took the time to answer my many questions on the forums to those who actively contributed to the FM. I especially want to thank Bikerdude who served as my mapping mentor, and Obsttorte whose clever scripts really turned what was in my head into the game that you are playing. Above all, I want to thank you for downloading and playing Requiem; I hope you enjoy it. Links of Interest Author's Blog: http://gfleisher.blogspot.com/ Companion Novella (Amazon): http://www.amazon.co...k/dp/B00BYEW02M Companion Novella (Smashwords): http://www.smashword...oks/view/298956
  7. I'm the developer of AngelLoader, a fan mission loader/manager for Thief 1/2/3/SS2. I recently decided to try adding Dark Mod support. The latest release is here: https://github.com/FenPhoenix/AngelLoader/releases I'm going to keep a log of issues, ideas, notes, etc. here and we can discuss them or whatnot. If anyone has ideas or suggestions, feel free to post them here. TDM version requirement: I've only tested it with TDM 2.11. I'm not sure but I dimly remember FMs used to be stored differently at some point in the past? If so, it wouldn't work with those older versions. I assume people would normally keep their TDM install up to date, but just a heads up. How it works: In the Settings window -> Paths tab, choose your Dark Mod executable. Click OK. Now your TDM FMs will be detected, scanned, and added to the list. For the other supported games, there is the concept of "installed" vs "not installed", this is because they normally come in archive files and then the loader can "install" them (extract the file into the "installed FMs" folder). For TDM there is no such concept (FMs are always installed), so the green checkmark "installed" indicator means that that FM is the currently selected one (the one that is loaded up when you start TDM), and only one TDM FM can be "selected" at a time. This indicator is kept in sync with the game, so if you change your selected FM inside TDM, AngelLoader will update its "selected" indicator in-app. Notes & Issues: Deleting FMs: Deleting TDM FMs is not supported yet. I notice TDM itself doesn't allow you to delete FMs either; it has been noted that people have accidentally lost their data and so the option was removed. AngelLoader puts files into the recycle bin when it deletes them, and I could add the option, but figured it was okay to leave it out initially since the game doesn't let you do it either. Note, though, that you can still delete TDM FMs from AngelLoader's database if you've manually deleted the actual FM from disk first. To do this, first click the "Show only unavailable FMs" button (red X page icon on the top bar). Last Played and Finished-On-Difficulty: Finished-on difficulty is now autodetected. Last played date is taken from the game's database only if AngelLoader doesn't have one in its own (its own is more granular). In the FMs folder, there is a file missions.tdminfo which stores certain pieces of data about FMs. Included among this data is which difficulty the mission has been finished on, and the last played date (down to the day only). AngelLoader also stores this information, but it doesn't get these values from this file at the moment. Instead, the last played date (down to the instant, not just the day) is set whenever an FM is started, and the finished-on state must be set manually. I could have it watch the file for changes and update the finished-on-difficulty automatically for the current FM. This would override the user setting, but in theory should be accurate anyway. I could also auto-update the last played date, but because it's only down to the day, that would be less optimal than just setting it on FM start, which would give a more granular date and would have sorting working better. So if you played two FMs in one day, the latest played one would sort at the top. Mods tab is disabled: For NewDark games, there is built-in support for mods, and they can be enabled or disabled per-FM in an official capacity. I've disabled the Mods tab for TDM because - from a cursory look anyway - I don't think there's such a per-FM method of mod management. Language selection is disabled: In the Edit FM tab, there's an option to choose which language to play an FM with. I've disabled it for TDM because there's a language option in-game (not the case with NewDark) and I haven't looked into how I would scan a TDM FM for supported languages anyway. "Play Without FM" Option: For the other games, there is the option (in the bottom bar) to play them with no FM. For TDM there is no such thing as "no FM", but the option is still there currently. It will simply start TDM without passing it anything, and whatever FM it has selected will be there. I might remove the option since it doesn't really make sense. This might make people wonder "where's the button for TDM" but on the other hand having it isn't really useful. Not sure. Mission downloading and updating: An in-app mission downloader is in progress. There is no mission downloader or anything like that currently. It simply lists what you've got on disk. This means that to get new FMs or check for updates to existing ones, you still have to go in-game. I don't know how people feel about the convenience factor of this, having to go in-game to get your FMs and then back out to AngelLoader. However, duplicating the TDM download functionality would mean it might well break if TDM ever changes anything about its downloader. Custom resource stats: In the Statistics tab, custom resource display is disabled for TDM. I haven't looked into what sort of "custom" things a TDM FM can have and how I can detect them. I may do this in the future.
  8. Is there documentation about creating 3D model for TDM especially for animated characters? thanks
  9. Do anyone uses archlinux around here? I tried to download the code from the git repository, but compiling directly does not work. I patched many missing "include" and the python flag because the default version in arch is python3, while darkradiant expect python2. The compilation has success, but it fails on linking phase. Any help? Compiling log: $ make make all-recursive make[1]: Entering directory '/home/paolo/darkradiant/DarkRadiant_build' Making all in libs make[2]: Entering directory '/home/paolo/darkradiant/DarkRadiant_build/libs' Making all in math make[3]: Entering directory '/home/paolo/darkradiant/DarkRadiant_build/libs/math' make[3]: Nothing to be done for 'all'. make[3]: Leaving directory '/home/paolo/darkradiant/DarkRadiant_build/libs/math' Making all in xmlutil make[3]: Entering directory '/home/paolo/darkradiant/DarkRadiant_build/libs/xmlutil' make[3]: Nothing to be done for 'all'. make[3]: Leaving directory '/home/paolo/darkradiant/DarkRadiant_build/libs/xmlutil' Making all in scene make[3]: Entering directory '/home/paolo/darkradiant/DarkRadiant_build/libs/scene' make[3]: Nothing to be done for 'all'. make[3]: Leaving directory '/home/paolo/darkradiant/DarkRadiant_build/libs/scene' Making all in gtkutil make[3]: Entering directory '/home/paolo/darkradiant/DarkRadiant_build/libs/gtkutil' make[3]: Nothing to be done for 'all'. make[3]: Leaving directory '/home/paolo/darkradiant/DarkRadiant_build/libs/gtkutil' Making all in ddslib make[3]: Entering directory '/home/paolo/darkradiant/DarkRadiant_build/libs/ddslib' make[3]: Nothing to be done for 'all'. make[3]: Leaving directory '/home/paolo/darkradiant/DarkRadiant_build/libs/ddslib' Making all in picomodel make[3]: Entering directory '/home/paolo/darkradiant/DarkRadiant_build/libs/picomodel' make[3]: Nothing to be done for 'all'. make[3]: Leaving directory '/home/paolo/darkradiant/DarkRadiant_build/libs/picomodel' make[3]: Entering directory '/home/paolo/darkradiant/DarkRadiant_build/libs' make[3]: Nothing to be done for 'all-am'. make[3]: Leaving directory '/home/paolo/darkradiant/DarkRadiant_build/libs' make[2]: Leaving directory '/home/paolo/darkradiant/DarkRadiant_build/libs' Making all in radiant make[2]: Entering directory '/home/paolo/darkradiant/DarkRadiant_build/radiant' CXXLD darkradiant selection/algorithm/darkradiant-Shader.o: In function `selection::algorithm::pasteShader(SelectionTest&, bool, bool)': /home/paolo/darkradiant/DarkRadiant_build/radiant/selection/algorithm/Shader.cpp:281: undefined reference to `selection::algorithm::ClosestTexturableFinder::ClosestTexturableFinder(SelectionTest&, selection::Texturable&)' selection/algorithm/darkradiant-Shader.o: In function `selection::algorithm::pasteTextureCoords(SelectionTest&)': /home/paolo/darkradiant/DarkRadiant_build/radiant/selection/algorithm/Shader.cpp:306: undefined reference to `selection::algorithm::ClosestTexturableFinder::ClosestTexturableFinder(SelectionTest&, selection::Texturable&)' selection/shaderclipboard/darkradiant-ShaderClipboard.o: In function `selection::ShaderClipboard::getTexturable(SelectionTest&)': /home/paolo/darkradiant/DarkRadiant_build/radiant/selection/shaderclipboard/ShaderClipboard.cpp:62: undefined reference to `selection::algorithm::ClosestTexturableFinder::ClosestTexturableFinder(SelectionTest&, selection::Texturable&)' collect2: error: ld returned 1 exit status Makefile:1715: recipe for target 'darkradiant' failed make[2]: *** [darkradiant] Error 1 make[2]: Leaving directory '/home/paolo/darkradiant/DarkRadiant_build/radiant' Makefile:704: recipe for target 'all-recursive' failed make[1]: *** [all-recursive] Error 1 make[1]: Leaving directory '/home/paolo/darkradiant/DarkRadiant_build' Makefile:423: recipe for target 'all' failed make: *** [all] Error 2 Random info that might be useful... $ uname -a Linux sink 3.12.6-1-ARCH #1 SMP PREEMPT Fri Dec 20 19:39:00 CET 2013 x86_64 GNU/Linux $ g++ --version g++ (GCC) 4.8.2 20131219 (prerelease) Copyright (C) 2013 Free Software Foundation, Inc. This is free software; see the source for copying conditions. There is NO warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. $ optirun glxinfo | grep '^dir\|^Ope' direct rendering: Yes OpenGL vendor string: NVIDIA Corporation OpenGL renderer string: GeForce GTX 765M/PCIe/SSE2 OpenGL core profile version string: 4.3.0 NVIDIA 331.20 OpenGL core profile shading language version string: 4.30 NVIDIA via Cg compiler OpenGL core profile context flags: (none) OpenGL core profile profile mask: core profile OpenGL core profile extensions: OpenGL version string: 4.4.0 NVIDIA 331.20 OpenGL shading language version string: 4.40 NVIDIA via Cg compiler OpenGL context flags: (none) OpenGL profile mask: (none) $ pacman -Q boost freealut ftgl glew gtkglextmm libgtksourceviewmm2 openal python2 boost 1.55.0-4 freealut 1.1.0-5 ftgl 2.1.3rc5-5 glew 1.10.0-2 gtkglextmm 1.2.0-9 libgtksourceviewmm2 2.10.3-1 openal 1.15.1-1 python2 2.7.6-1 Patch: $ diff -ur DarkRadiant/configure DarkRadiant_build/configure --- DarkRadiant/configure 2014-01-10 13:17:17.747488351 +0100 +++ DarkRadiant_build/configure 2014-01-10 13:44:28.734173359 +0100 @@ -20432,7 +20432,7 @@ # Boost.Python if required if test "$python_scripting" = 'yes' then - for ac_prog in python-config + for ac_prog in python2-config do # Extract the first word of "$ac_prog", so it can be a program name with args. set dummy $ac_prog; ac_word=$2 @@ -20478,13 +20478,13 @@ then PYTHON_LIBS=`$PYTHON_CONFIG --libs` - BOOST_PYTHON_CPPFLAGS=`python-config --includes 2>/dev/null` + BOOST_PYTHON_CPPFLAGS=`python2-config --includes 2>/dev/null` boost_python_save_CPPFLAGS=$CPPFLAGS CPPFLAGS="$CPPFLAGS $BOOST_PYTHON_CPPFLAGS" -BOOST_PYTHON_LDFLAGS=`python-config --ldflags 2>/dev/null` +BOOST_PYTHON_LDFLAGS=`python2-config --ldflags 2>/dev/null` boost_python_save_LDFLAGS=$LDFLAGS LDFLAGS="$LDFLAGS $BOOST_PYTHON_LDFLAGS" -BOOST_PYTHON_LIBS=`python-config --libs 2>/dev/null` +BOOST_PYTHON_LIBS=`python2-config --libs 2>/dev/null` boost_python_save_LIBS=$LIBS LIBS="$LIBS $BOOST_PYTHON_LIBS" if test x"$boost_cv_inc_path" = xno; then diff -ur DarkRadiant/libs/gtkutil/FileChooser.h DarkRadiant_build/libs/gtkutil/FileChooser.h --- DarkRadiant/libs/gtkutil/FileChooser.h 2014-01-10 13:17:17.854154998 +0100 +++ DarkRadiant_build/libs/gtkutil/FileChooser.h 2014-01-10 13:48:04.147509125 +0100 @@ -101,7 +101,7 @@ * Get the selected map format by name (corresponds to the * string as returned by MapFormat::getMapFormatName()). */ - virtual std::string FileChooser::getSelectedMapFormat(); + virtual std::string getSelectedMapFormat(); /** * It's possible to inihibit the "File exists - replace" question when diff -ur DarkRadiant/radiant/camera/CamWnd.cpp DarkRadiant_build/radiant/camera/CamWnd.cpp --- DarkRadiant/radiant/camera/CamWnd.cpp 2014-01-10 13:17:17.804154997 +0100 +++ DarkRadiant_build/radiant/camera/CamWnd.cpp 2014-01-10 13:56:20.580848038 +0100 @@ -1,5 +1,6 @@ #include "CamWnd.h" +#include "ibrush.h" #include "iclipper.h" #include "iuimanager.h" #include "ieventmanager.h" diff -ur DarkRadiant/radiant/layers/LayerSystem.cpp DarkRadiant_build/radiant/layers/LayerSystem.cpp --- DarkRadiant/radiant/layers/LayerSystem.cpp 2014-01-10 13:17:17.800821659 +0100 +++ DarkRadiant_build/radiant/layers/LayerSystem.cpp 2014-01-10 14:07:55.077522145 +0100 @@ -6,6 +6,7 @@ #include "iuimanager.h" #include "itextstream.h" #include "imainframe.h" +#include "ientity.h" #include "icommandsystem.h" #include "scene/Node.h" #include "scenelib.h" diff -ur DarkRadiant/radiant/map/EntityBreakdown.h DarkRadiant_build/radiant/map/EntityBreakdown.h --- DarkRadiant/radiant/map/EntityBreakdown.h 2014-01-10 13:17:17.800821659 +0100 +++ DarkRadiant_build/radiant/map/EntityBreakdown.h 2014-01-10 14:00:19.004184058 +0100 @@ -3,6 +3,7 @@ #include <map> #include <string> +#include "iscenegraph.h" #include "ientity.h" #include "ieclass.h" diff -ur DarkRadiant/radiant/map/MapFileManager.cpp DarkRadiant_build/radiant/map/MapFileManager.cpp --- DarkRadiant/radiant/map/MapFileManager.cpp 2014-01-10 13:17:17.804154997 +0100 +++ DarkRadiant_build/radiant/map/MapFileManager.cpp 2014-01-10 14:54:44.904220577 +0100 @@ -8,6 +8,7 @@ #include "gtkutil/IConv.h" #include "os/path.h" #include "MapFileChooserPreview.h" +#include "i18n.h" #include <boost/algorithm/string/predicate.hpp> #include <boost/algorithm/string/erase.hpp> diff -ur DarkRadiant/radiant/map/MapFileManager.h DarkRadiant_build/radiant/map/MapFileManager.h --- DarkRadiant/radiant/map/MapFileManager.h 2014-01-10 13:17:17.804154997 +0100 +++ DarkRadiant_build/radiant/map/MapFileManager.h 2014-01-10 14:49:15.510883786 +0100 @@ -3,6 +3,8 @@ #include <string> #include <map> +#include "imapformat.h" + namespace map { diff -ur DarkRadiant/radiant/map/ModelBreakdown.h DarkRadiant_build/radiant/map/ModelBreakdown.h --- DarkRadiant/radiant/map/ModelBreakdown.h 2014-01-10 13:17:17.804154997 +0100 +++ DarkRadiant_build/radiant/map/ModelBreakdown.h 2014-01-10 14:01:44.980851696 +0100 @@ -5,6 +5,7 @@ #include <string> #include "imodel.h" #include "modelskin.h" +#include "iscenegraph.h" namespace map { diff -ur DarkRadiant/radiant/map/algorithm/InfoFileExporter.h DarkRadiant_build/radiant/map/algorithm/InfoFileExporter.h --- DarkRadiant/radiant/map/algorithm/InfoFileExporter.h 2014-01-10 13:17:17.800821659 +0100 +++ DarkRadiant_build/radiant/map/algorithm/InfoFileExporter.h 2014-01-10 16:18:32.990944119 +0100 @@ -3,6 +3,10 @@ #include <ostream> #include <sstream> #include "inode.h" +#include "iselectionset.h" +#include "iscenegraph.h" +#include "iparticlenode.h" +#include "math/AABB.h" #include <map> namespace map diff -ur DarkRadiant/radiant/map/algorithm/MapExporter.h DarkRadiant_build/radiant/map/algorithm/MapExporter.h --- DarkRadiant/radiant/map/algorithm/MapExporter.h 2014-01-10 13:17:17.800821659 +0100 +++ DarkRadiant_build/radiant/map/algorithm/MapExporter.h 2014-01-10 14:57:04.320889080 +0100 @@ -3,6 +3,7 @@ #include "inode.h" #include "imapformat.h" #include "igame.h" +#include "iselectionset.h" #include "gtkutil/ModalProgressDialog.h" #include "InfoFileExporter.h" diff -ur DarkRadiant/radiant/modulesystem/ApplicationContextImpl.cpp DarkRadiant_build/radiant/modulesystem/ApplicationContextImpl.cpp --- DarkRadiant/radiant/modulesystem/ApplicationContextImpl.cpp 2014-01-10 13:17:17.827488330 +0100 +++ DarkRadiant_build/radiant/modulesystem/ApplicationContextImpl.cpp 2014-01-10 14:12:26.740858928 +0100 @@ -1,5 +1,7 @@ #include "ApplicationContextImpl.h" +#include "inode.h" +#include "iselectable.h" #include "string/string.h" #include "debugging/debugging.h" #include "itextstream.h" diff -ur DarkRadiant/radiant/namespace/Namespace.cpp DarkRadiant_build/radiant/namespace/Namespace.cpp --- DarkRadiant/radiant/namespace/Namespace.cpp 2014-01-10 13:17:17.834154998 +0100 +++ DarkRadiant_build/radiant/namespace/Namespace.cpp 2014-01-10 13:58:29.637516161 +0100 @@ -1,5 +1,6 @@ #include "Namespace.h" +#include "inameobserver.h" #include "itextstream.h" #include "modulesystem/StaticModule.h" diff -ur DarkRadiant/radiant/referencecache/ModelCache.cpp DarkRadiant_build/radiant/referencecache/ModelCache.cpp --- DarkRadiant/radiant/referencecache/ModelCache.cpp 2014-01-10 13:17:17.830821664 +0100 +++ DarkRadiant_build/radiant/referencecache/ModelCache.cpp 2014-01-10 17:00:49.360972673 +0100 @@ -9,6 +9,8 @@ #include "iselection.h" #include "ieventmanager.h" #include "iparticles.h" +#include "inode.h" +#include "iparticlenode.h" #include <iostream> #include <set> @@ -143,7 +145,7 @@ if (type == "prt") { // This is a particle, pass the call to the Particles Manager - return GlobalParticlesManager().createParticleNode(actualModelPath); + return boost::dynamic_pointer_cast<scene::INode> (GlobalParticlesManager().createParticleNode(actualModelPath)); } // Get a suitable model loader diff -ur DarkRadiant/radiant/render/frontend/RenderHighlighted.h DarkRadiant_build/radiant/render/frontend/RenderHighlighted.h --- DarkRadiant/radiant/render/frontend/RenderHighlighted.h 2014-01-10 13:17:17.830821664 +0100 +++ DarkRadiant_build/radiant/render/frontend/RenderHighlighted.h 2014-01-10 13:54:29.964180127 +0100 @@ -1,5 +1,6 @@ #pragma once +#include "iselection.h" #include "ientity.h" #include "ieclass.h" #include "iscenegraph.h" diff -ur DarkRadiant/radiant/selection/Manipulatables.cpp DarkRadiant_build/radiant/selection/Manipulatables.cpp --- DarkRadiant/radiant/selection/Manipulatables.cpp 2014-01-10 13:17:17.807488332 +0100 +++ DarkRadiant_build/radiant/selection/Manipulatables.cpp 2014-01-10 14:15:14.444194143 +0100 @@ -1,6 +1,7 @@ #include "math/FloatTools.h" #include "Manipulatables.h" #include "Intersection.h" +#include "iscenegraph.h" #include "igrid.h" diff -ur DarkRadiant/radiant/selection/Manipulatables.h DarkRadiant_build/radiant/selection/Manipulatables.h --- DarkRadiant/radiant/selection/Manipulatables.h 2014-01-10 13:17:17.810821665 +0100 +++ DarkRadiant_build/radiant/selection/Manipulatables.h 2014-01-10 14:15:38.997527753 +0100 @@ -1,6 +1,7 @@ #ifndef MANIPULATABLES_H_ #define MANIPULATABLES_H_ +#include "iscenegraph.h" #include "math/Vector3.h" #include "math/Matrix4.h" #include "math/Quaternion.h" diff -ur DarkRadiant/radiant/selection/TransformationVisitors.h DarkRadiant_build/radiant/selection/TransformationVisitors.h --- DarkRadiant/radiant/selection/TransformationVisitors.h 2014-01-10 13:17:17.807488332 +0100 +++ DarkRadiant_build/radiant/selection/TransformationVisitors.h 2014-01-10 14:18:58.517530033 +0100 @@ -2,6 +2,7 @@ #define TRANSFORMATIONVISITORS_H_ #include "iselection.h" +#include "iscenegraph.h" #include "math/Vector3.h" #include "math/Matrix4.h" diff -ur DarkRadiant/radiant/selection/algorithm/Curves.cpp DarkRadiant_build/radiant/selection/algorithm/Curves.cpp --- DarkRadiant/radiant/selection/algorithm/Curves.cpp 2014-01-10 13:17:17.807488332 +0100 +++ DarkRadiant_build/radiant/selection/algorithm/Curves.cpp 2014-01-10 14:30:03.957537490 +0100 @@ -1,5 +1,7 @@ #include "Curves.h" +#include "ientity.h" + #include "i18n.h" #include "icurve.h" #include "iundo.h" diff -ur DarkRadiant/radiant/selection/algorithm/Curves.h DarkRadiant_build/radiant/selection/algorithm/Curves.h --- DarkRadiant/radiant/selection/algorithm/Curves.h 2014-01-10 13:17:17.807488332 +0100 +++ DarkRadiant_build/radiant/selection/algorithm/Curves.h 2014-01-10 14:38:19.920876413 +0100 @@ -1,6 +1,7 @@ #pragma once #include "icommandsystem.h" +#include "itransformable.h" namespace selection { diff -ur DarkRadiant/radiant/selection/algorithm/Entity.h DarkRadiant_build/radiant/selection/algorithm/Entity.h --- DarkRadiant/radiant/selection/algorithm/Entity.h 2014-01-10 13:17:17.807488332 +0100 +++ DarkRadiant_build/radiant/selection/algorithm/Entity.h 2014-01-10 14:40:11.384211012 +0100 @@ -1,5 +1,6 @@ #pragma once +#include "itransformable.h" #include "icommandsystem.h" #include "inode.h" diff -ur DarkRadiant/radiant/selection/algorithm/General.h DarkRadiant_build/radiant/selection/algorithm/General.h --- DarkRadiant/radiant/selection/algorithm/General.h 2014-01-10 13:17:17.807488332 +0100 +++ DarkRadiant_build/radiant/selection/algorithm/General.h 2014-01-10 14:42:38.224212656 +0100 @@ -2,6 +2,7 @@ #define SELECTION_ALGORITHM_GENERAL_H_ #include <list> +#include "imodel.h" #include <string> #include "icommandsystem.h" #include "iscenegraph.h" diff -ur DarkRadiant/radiant/selection/algorithm/GroupCycle.cpp DarkRadiant_build/radiant/selection/algorithm/GroupCycle.cpp --- DarkRadiant/radiant/selection/algorithm/GroupCycle.cpp 2014-01-10 13:17:17.807488332 +0100 +++ DarkRadiant_build/radiant/selection/algorithm/GroupCycle.cpp 2014-01-10 14:26:59.957535425 +0100 @@ -1,7 +1,10 @@ -#include "GroupCycle.h" +#include "iselection.h" +#include "iselectable.h" #include "selectionlib.h" +#include "GroupCycle.h" + namespace selection { namespace algorithm { diff -ur DarkRadiant/radiant/selection/algorithm/GroupCycle.h DarkRadiant_build/radiant/selection/algorithm/GroupCycle.h --- DarkRadiant/radiant/selection/algorithm/GroupCycle.h 2014-01-10 13:17:17.807488332 +0100 +++ DarkRadiant_build/radiant/selection/algorithm/GroupCycle.h 2014-01-10 14:23:15.390866215 +0100 @@ -3,6 +3,7 @@ #include <vector> #include "icommandsystem.h" +#include "iscenegraph.h" namespace selection { diff -ur DarkRadiant/radiant/selection/selectionset/SelectionSet.cpp DarkRadiant_build/radiant/selection/selectionset/SelectionSet.cpp --- DarkRadiant/radiant/selection/selectionset/SelectionSet.cpp 2014-01-10 13:17:17.807488332 +0100 +++ DarkRadiant_build/radiant/selection/selectionset/SelectionSet.cpp 2014-01-10 14:13:14.270859589 +0100 @@ -1,3 +1,7 @@ + +#include "inode.h" +#include "iselectable.h" + #include "SelectionSet.h" diff -ur DarkRadiant/radiant/ui/einspector/EntityPropertyEditor.cpp DarkRadiant_build/radiant/ui/einspector/EntityPropertyEditor.cpp --- DarkRadiant/radiant/ui/einspector/EntityPropertyEditor.cpp 2014-01-10 13:17:17.814154998 +0100 +++ DarkRadiant_build/radiant/ui/einspector/EntityPropertyEditor.cpp 2014-01-10 14:04:07.870853304 +0100 @@ -1,5 +1,6 @@ #include "EntityPropertyEditor.h" +#include "iundo.h" #include "i18n.h" #include "iscenegraph.h" #include "ientity.h"
  10. Creating a new thread for this as it was being discussed in an old beta-testing thread starting here: https://forums.thedarkmod.com/index.php?/topic/21822-beta-testing-high-expectations/&do=findComment&comment=490751 I suppose the main questions are: when should this spawnarg be used, if at all? why was it introduced in the first place? Can we get it documented properly on the Wiki so misuse isn't propagated? @stgatilov @Dragofer
  11. Okay this is just quick have to go to work: Build Log Build started: Project: DarkRadiant, Configuration: Release|Win32 Command Lines Creating temporary file "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\build\DarkRadiant\Release\RSP0000A725242376.rsp" with contents [ /Ob2 /Oi /Ot /GL /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../radiant" /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../include" /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../libs" /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../w32deps/boost/include" /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../w32deps/libxml2/include" /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../w32deps/gtk2/include/gtk-2.0" /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../w32deps/gtk2/include/atk-1.0" /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../w32deps/gtk2/include/glib-2.0" /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../w32deps/gtk2/include/cairo" /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../w32deps/gtk2/include/pango-1.0" /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../w32deps/gtk2/lib/glib-2.0/include" /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../w32deps/gtk2/lib/gtk-2.0/include" /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../w32deps/glew/include" /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../w32deps/libiconv/include" /D "_CRT_SECURE_NO_DEPRECATE" /D "WIN32" /D "NDEBUG" /D "_CONSOLE" /D "_VC80_UPGRADE=0x0710" /GF /FD /MD /GS- /Fo"D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\\..\..\build\DarkRadiant\Release\\" /Fd"D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\\..\..\build\DarkRadiant\Release\vc80.pdb" /W4 /c /Zi /TP /wd4610 /wd4510 /wd4512 /wd4505 /wd4100 /wd4127 /wd4996 /wd4244 /wd4355 /EHsc "..\..\radiant\log\StringLogDevice.cpp" "..\..\radiant\log\LogWriter.cpp" "..\..\radiant\log\LogStreamBuf.cpp" "..\..\radiant\log\LogStream.cpp" "..\..\radiant\log\LogFile.cpp" "..\..\radiant\log\COutRedirector.cpp" "..\..\radiant\layers\LayerSystem.cpp" "..\..\radiant\layers\LayerCommandTarget.cpp" "..\..\radiant\referencecache\NullModelNode.cpp" "..\..\radiant\referencecache\ModelCache.cpp" "..\..\radiant\xyview\XYWnd.cpp" "..\..\radiant\xyview\GlobalXYWnd.cpp" "..\..\radiant\ui\layers\LayerControlDialog.cpp" "..\..\radiant\ui\layers\LayerControl.cpp" "..\..\radiant\ui\layers\LayerContextMenu.cpp" "..\..\radiant\ui\surfaceinspector\SurfaceInspector.cpp" "..\..\radiant\ui\splash\Splash.cpp" "..\..\radiant\ui\texturebrowser\TextureBrowser.cpp" "..\..\radiant\ui\transform\TransformDialog.cpp" "..\..\radiant\ui\prefdialog\PrefPage.cpp" "..\..\radiant\ui\prefdialog\PrefDialog.cpp" "..\..\radiant\ui\patch\PatchThickenDialog.cpp" "..\..\radiant\ui\patch\PatchInspector.cpp" "..\..\radiant\ui\patch\PatchCreateDialog.cpp" "..\..\radiant\ui\patch\BulgePatchDialog.cpp" "..\..\radiant\ui\particles\ParticlesChooser.cpp" "..\..\radiant\ui\overlay\OverlayDialog.cpp" "..\..\radiant\ui\overlay\Overlay.cpp" "..\..\radiant\ui\ortho\OrthoContextMenu.cpp" "..\..\radiant\ui\mru\MRUMenuItem.cpp" "..\..\radiant\ui\mru\MRU.cpp" "..\..\radiant\ui\modelselector\ModelSelector.cpp" "..\..\radiant\ui\menu\FiltersMenu.cpp" "..\..\radiant\ui\mediabrowser\MediaBrowser.cpp" "..\..\radiant\ui\mapinfo\ShaderInfoTab.cpp" "..\..\radiant\ui\mapinfo\ModelInfoTab.cpp" "..\..\radiant\ui\mapinfo\MapInfoDialog.cpp" "..\..\radiant\ui\mapinfo\EntityInfoTab.cpp" "..\..\radiant\ui\lightinspector\LightInspector.cpp" "..\..\radiant\ui\findshader\FindShader.cpp" "..\..\radiant\ui\entitychooser\EntityClassTreePopulator.cpp" "..\..\radiant\ui\entitychooser\EntityClassChooser.cpp" "..\..\radiant\ui\einspector\Vector3PropertyEditor.cpp" "..\..\radiant\ui\einspector\TexturePropertyEditor.cpp" "..\..\radiant\ui\einspector\SoundPropertyEditor.cpp" "..\..\radiant\ui\einspector\SoundChooser.cpp" "..\..\radiant\ui\einspector\SkinPropertyEditor.cpp" "..\..\radiant\ui\einspector\SkinChooser.cpp" "..\..\radiant\ui\einspector\PropertyEditorFactory.cpp" "..\..\radiant\ui\einspector\PropertyEditor.cpp" "..\..\radiant\ui\einspector\ModelPropertyEditor.cpp" "..\..\radiant\ui\einspector\LightTextureChooser.cpp" "..\..\radiant\ui\einspector\FloatPropertyEditor.cpp" "..\..\radiant\ui\einspector\EntityPropertyEditor.cpp" "..\..\radiant\ui\einspector\EntityInspector.cpp" "..\..\radiant\ui\einspector\ComboBoxPropertyEditor.cpp" "..\..\radiant\ui\einspector\ColourPropertyEditor.cpp" "..\..\radiant\ui\einspector\ClassnamePropertyEditor.cpp" "..\..\radiant\ui\einspector\BooleanPropertyEditor.cpp" "..\..\radiant\ui\einspector\AddPropertyDialog.cpp" "..\..\radiant\ui\common\TexturePreviewCombo.cpp" "..\..\radiant\ui\common\SoundShaderPreview.cpp" "..\..\radiant\ui\common\ShaderSelector.cpp" "..\..\radiant\ui\common\ShaderChooser.cpp" "..\..\radiant\ui\common\RenderableAABB.cpp" "..\..\radiant\ui\common\ModelPreview.cpp" "..\..\radiant\ui\commandlist\ShortcutChooser.cpp" "..\..\radiant\ui\commandlist\CommandList.cpp" "..\..\radiant\ui\about\AboutDialog.cpp" "..\..\radiant\textool\item\PatchVertexItem.cpp" "..\..\radiant\textool\item\PatchItem.cpp" "..\..\radiant\textool\item\FaceItem.cpp" "..\..\radiant\textool\item\BrushItem.cpp" "..\..\radiant\textool\TexToolItem.cpp" "..\..\radiant\textool\TexTool.cpp" "..\..\radiant\settings\Win32Registry.cpp" "..\..\radiant\settings\PreferenceSystem.cpp" "..\..\radiant\settings\GameManager.cpp" "..\..\radiant\settings\GameFileLoader.cpp" "..\..\radiant\settings\Game.cpp" "..\..\radiant\selection\shaderclipboard\Texturable.cpp" "..\..\radiant\selection\shaderclipboard\ShaderClipboard.cpp" "..\..\radiant\selection\algorithm\Transformation.cpp" "..\..\radiant\selection\algorithm\Shader.cpp" "..\..\radiant\selection\algorithm\Primitives.cpp" "..\..\radiant\selection\algorithm\ModelFinder.cpp" "..\..\radiant\selection\algorithm\GroupCycle.cpp" "..\..\radiant\selection\algorithm\Group.cpp" "..\..\radiant\selection\algorithm\General.cpp" "..\..\radiant\selection\algorithm\Curves.cpp" "..\..\radiant\selection\TransformationVisitors.cpp" "..\..\radiant\selection\SelectObserver.cpp" "..\..\radiant\selection\SelectionTest.cpp" "..\..\radiant\selection\SelectedNodeList.cpp" "..\..\radiant\selection\RadiantWindowObserver.cpp" "..\..\radiant\selection\RadiantSelectionSystem.cpp" "..\..\radiant\selection\Planes.cpp" "..\..\radiant\selection\Manipulators.cpp" "..\..\radiant\selection\ManipulateObserver.cpp" "..\..\radiant\selection\Manipulatables.cpp" "..\..\radiant\selection\Intersection.cpp" "..\..\radiant\selection\BestPoint.cpp" "..\..\radiant\render\backend\OpenGLStateMap.cpp" "..\..\radiant\render\backend\OpenGLShaderPass.cpp" "..\..\radiant\render\backend\OpenGLShader.cpp" "..\..\radiant\render\backend\GLProgramFactory.cpp" "..\..\radiant\render\OpenGLShaderCache.cpp" "..\..\radiant\render\OpenGLModule.cpp" "..\..\radiant\patch\PatchNode.cpp" "..\..\radiant\patch\PatchModule.cpp" "..\..\radiant\patch\PatchBezier.cpp" "..\..\radiant\patch\Patch.cpp" "..\..\radiant\namespace\NamespaceFactory.cpp" "..\..\radiant\namespace\Namespace.cpp" "..\..\radiant\modulesystem\ModuleRegistry.cpp" "..\..\radiant\modulesystem\ModuleLoader.cpp" "..\..\radiant\modulesystem\DynamicLibraryLoader.cpp" "..\..\radiant\modulesystem\DynamicLibrary.cpp" "..\..\radiant\modulesystem\ApplicationContextImpl.cpp" "..\..\radiant\map\algorithm\Traverse.cpp" "..\..\radiant\map\RootNode.cpp" "..\..\radiant\map\RegionManager.cpp" "..\..\radiant\map\PointFile.cpp" "..\..\radiant\map\MapResourceManager.cpp" "..\..\radiant\map\MapResource.cpp" "..\..\radiant\map\MapPositionManager.cpp" "..\..\radiant\map\MapPosition.cpp" "..\..\radiant\map\MapFileManager.cpp" "..\..\radiant\map\Map.cpp" "..\..\radiant\map\FindMapElements.cpp" "..\..\radiant\map\AutoSaver.cpp" "..\..\radiant\clipper\ClipPoint.cpp" "..\..\radiant\clipper\Clipper.cpp" "..\..\radiant\camera\GlobalCamera.cpp" "..\..\radiant\camera\CamWnd.cpp" "..\..\radiant\camera\CameraSettings.cpp" "..\..\radiant\camera\Camera.cpp" "..\..\radiant\brushexport\BrushExportOBJ.cpp" "..\..\radiant\brush\csg\BrushByPlaneClipper.cpp" "..\..\radiant\brush\export\CollisionModel.cpp" "..\..\radiant\brush\Winding.cpp" "..\..\radiant\brush\TextureProjection.cpp" "..\..\radiant\brush\TexDef.cpp" "..\..\radiant\brush\FixedWinding.cpp" "..\..\radiant\brush\FaceTexDef.cpp" "..\..\radiant\brush\FaceShader.cpp" "..\..\radiant\brush\FacePlane.cpp" "..\..\radiant\brush\FaceInstance.cpp" "..\..\radiant\brush\Face.cpp" "..\..\radiant\brush\BrushTokenImporter.cpp" "..\..\radiant\brush\BrushTokenExporter.cpp" "..\..\radiant\brush\BrushPrimitTexDef.cpp" "..\..\radiant\brush\BrushNode.cpp" "..\..\radiant\brush\BrushModule.cpp" "..\..\radiant\brush\Brush.cpp" "..\..\radiant\windowobservers.cpp" "..\..\radiant\view.cpp" "..\..\radiant\timer.cpp" "..\..\radiant\select.cpp" "..\..\radiant\referencecache.cpp" "..\..\radiant\RadiantModule.cpp" "..\..\radiant\patchmanip.cpp" "..\..\radiant\mainframe.cpp" "..\..\radiant\main.cpp" "..\..\radiant\gtkmisc.cpp" "..\..\radiant\gtkdlgs.cpp" "..\..\radiant\entity.cpp" "..\..\radiant\brushmanip.cpp" ] Creating command line "cl.exe @"D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\build\DarkRadiant\Release\RSP0000A725242376.rsp" /nologo /errorReport:prompt" Creating temporary file "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\build\DarkRadiant\Release\RSP0000A825242376.rsp" with contents [ /Ob2 /Oi /Ot /GL /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../radiant" /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../include" /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../libs" /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../w32deps/boost/include" /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../w32deps/libxml2/include" /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../w32deps/gtk2/include/gtk-2.0" /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../w32deps/gtk2/include/atk-1.0" /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../w32deps/gtk2/include/glib-2.0" /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../w32deps/gtk2/include/cairo" /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../w32deps/gtk2/include/pango-1.0" /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../w32deps/gtk2/lib/glib-2.0/include" /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../w32deps/gtk2/lib/gtk-2.0/include" /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../w32deps/glew/include" /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../w32deps/libiconv/include" /D "_CRT_SECURE_NO_DEPRECATE" /D "WIN32" /D "NDEBUG" /D "_CONSOLE" /D "_VC80_UPGRADE=0x0710" /GF /FD /MD /GS- /Fo"D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\\..\..\build\DarkRadiant\Release\Console1.obj" /Fd"D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\\..\..\build\DarkRadiant\Release\vc80.pdb" /W4 /c /Zi /TP /wd4610 /wd4510 /wd4512 /wd4505 /wd4100 /wd4127 /wd4996 /wd4244 /wd4355 /EHsc "..\..\radiant\log\Console.cpp" ] Creating command line "cl.exe @"D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\build\DarkRadiant\Release\RSP0000A825242376.rsp" /nologo /errorReport:prompt" Creating temporary file "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\build\DarkRadiant\Release\RSP0000A925242376.rsp" with contents [ /Ob2 /Oi /Ot /GL /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../radiant" /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../include" /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../libs" /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../w32deps/boost/include" /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../w32deps/libxml2/include" /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../w32deps/gtk2/include/gtk-2.0" /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../w32deps/gtk2/include/atk-1.0" /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../w32deps/gtk2/include/glib-2.0" /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../w32deps/gtk2/include/cairo" /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../w32deps/gtk2/include/pango-1.0" /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../w32deps/gtk2/lib/glib-2.0/include" /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../w32deps/gtk2/lib/gtk-2.0/include" /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../w32deps/glew/include" /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../w32deps/libiconv/include" /D "_CRT_SECURE_NO_DEPRECATE" /D "WIN32" /D "NDEBUG" /D "_CONSOLE" /D "_VC80_UPGRADE=0x0710" /GF /FD /MD /GS- /Fo"D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\\..\..\build\DarkRadiant\Release\NullModel1.obj" /Fd"D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\\..\..\build\DarkRadiant\Release\vc80.pdb" /W4 /c /Zi /TP /wd4610 /wd4510 /wd4512 /wd4505 /wd4100 /wd4127 /wd4996 /wd4244 /wd4355 /EHsc "..\..\radiant\referencecache\NullModel.cpp" ] Creating command line "cl.exe @"D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\build\DarkRadiant\Release\RSP0000A925242376.rsp" /nologo /errorReport:prompt" Creating temporary file "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\build\DarkRadiant\Release\RSP0000AA25242376.rsp" with contents [ /Ob2 /Oi /Ot /GL /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../radiant" /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../include" /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../libs" /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../w32deps/boost/include" /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../w32deps/libxml2/include" /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../w32deps/gtk2/include/gtk-2.0" /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../w32deps/gtk2/include/atk-1.0" /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../w32deps/gtk2/include/glib-2.0" /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../w32deps/gtk2/include/cairo" /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../w32deps/gtk2/include/pango-1.0" /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../w32deps/gtk2/lib/glib-2.0/include" /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../w32deps/gtk2/lib/gtk-2.0/include" /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../w32deps/glew/include" /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../w32deps/libiconv/include" /D "_CRT_SECURE_NO_DEPRECATE" /D "WIN32" /D "NDEBUG" /D "_CONSOLE" /D "_VC80_UPGRADE=0x0710" /GF /FD /MD /GS- /Fo"D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\\..\..\build\DarkRadiant\Release\Entity1.obj" /Fd"D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\\..\..\build\DarkRadiant\Release\vc80.pdb" /W4 /c /Zi /TP /wd4610 /wd4510 /wd4512 /wd4505 /wd4100 /wd4127 /wd4996 /wd4244 /wd4355 /EHsc "..\..\radiant\selection\algorithm\Entity.cpp" ] Creating command line "cl.exe @"D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\build\DarkRadiant\Release\RSP0000AA25242376.rsp" /nologo /errorReport:prompt" Creating temporary file "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\build\DarkRadiant\Release\RSP0000AB25242376.rsp" with contents [ /Ob2 /Oi /Ot /GL /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../radiant" /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../include" /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../libs" /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../w32deps/boost/include" /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../w32deps/libxml2/include" /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../w32deps/gtk2/include/gtk-2.0" /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../w32deps/gtk2/include/atk-1.0" /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../w32deps/gtk2/include/glib-2.0" /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../w32deps/gtk2/include/cairo" /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../w32deps/gtk2/include/pango-1.0" /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../w32deps/gtk2/lib/glib-2.0/include" /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../w32deps/gtk2/lib/gtk-2.0/include" /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../w32deps/glew/include" /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../w32deps/libiconv/include" /D "_CRT_SECURE_NO_DEPRECATE" /D "WIN32" /D "NDEBUG" /D "_CONSOLE" /D "_VC80_UPGRADE=0x0710" /GF /FD /MD /GS- /Fo"D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\\..\..\build\DarkRadiant\Release\CSG1.obj" /Fd"D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\\..\..\build\DarkRadiant\Release\vc80.pdb" /W4 /c /Zi /TP /wd4610 /wd4510 /wd4512 /wd4505 /wd4100 /wd4127 /wd4996 /wd4244 /wd4355 /EHsc "..\..\radiant\brush\csg\CSG.cpp" ] Creating command line "cl.exe @"D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\build\DarkRadiant\Release\RSP0000AB25242376.rsp" /nologo /errorReport:prompt" Creating temporary file "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\build\DarkRadiant\Release\RSP0000AC25242376.rsp" with contents [ /Ob2 /Oi /Ot /GL /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../radiant" /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../include" /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../libs" /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../w32deps/boost/include" /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../w32deps/libxml2/include" /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../w32deps/gtk2/include/gtk-2.0" /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../w32deps/gtk2/include/atk-1.0" /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../w32deps/gtk2/include/glib-2.0" /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../w32deps/gtk2/include/cairo" /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../w32deps/gtk2/include/pango-1.0" /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../w32deps/gtk2/lib/glib-2.0/include" /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../w32deps/gtk2/lib/gtk-2.0/include" /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../w32deps/glew/include" /I "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\/../../w32deps/libiconv/include" /D "_CRT_SECURE_NO_DEPRECATE" /D "WIN32" /D "NDEBUG" /D "_CONSOLE" /D "_VC80_UPGRADE=0x0710" /GF /FD /MD /GS- /Fo"D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\\..\..\build\DarkRadiant\Release\map1.obj" /Fd"D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\\..\..\build\DarkRadiant\Release\vc80.pdb" /W4 /c /Zi /TP /wd4610 /wd4510 /wd4512 /wd4505 /wd4100 /wd4127 /wd4996 /wd4244 /wd4355 /EHsc "..\..\radiant\map.cpp" ] Creating command line "cl.exe @"D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\build\DarkRadiant\Release\RSP0000AC25242376.rsp" /nologo /errorReport:prompt" Creating command line "rc.exe /d "_VC80_UPGRADE=0x0710" /l 0x409 /fo"D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\\..\..\build\DarkRadiant\Release/darkradiant.res" "..\..\radiant\darkradiant.rc"" Creating temporary file "D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\build\DarkRadiant\Release\RSP0000B025242376.rsp" with contents [ /OUT:"D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\\..\..\install/DarkRadiant.exe" /INCREMENTAL:NO /LIBPATH:"D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\\..\..\build\libs\Release" /LIBPATH:"D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\\..\..\w32deps/gtk2\lib" /LIBPATH:"D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\\..\..\w32deps/libxml2\lib" /LIBPATH:"D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\\..\..\w32deps/boost\lib" /LIBPATH:"D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\\..\..\w32deps/glew\lib" /MANIFEST /MANIFESTFILE:"D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\\..\..\build\DarkRadiant\Release\DarkRadiant.exe.intermediate.manife st" /MANIFESTUAC:"level='asInvoker' uiAccess='false'" /DEBUG /PDB:"D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\\..\..\install/DarkRadiant.pdb" /PDBSTRIPPED:"D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\tools\vcprojects\\..\..\install/DarkRadiant_stripped.pdb" /SUBSYSTEM:WINDOWS /OPT:REF /OPT:ICF /LTCG /ENTRY:"mainCRTStartup" /DYNAMICBASE:NO /MACHINE:X86 /NODEFAULTLIB:LIBCMT advapi32.lib Dbghelp.lib glu32.lib glew32.lib mathlib.lib xmlutillib.lib gtkutillib.lib winmm.lib kernel32.lib user32.lib gdi32.lib wsock32.lib glib-2.0.lib gobject-2.0.lib gdk-win32-2.0.lib gdk_pixbuf-2.0.lib gtk-win32-2.0.lib pango-1.0.lib gtkglext-win32-1.0.lib gdkglext-win32-1.0.lib opengl32.lib libxml2.lib scenelib.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib "..\..\build\libs\release\ddslib.lib" "..\..\build\libs\release\picomodellib.lib" "..\..\build\libs\release\libxml2.lib" "..\..\build\libs\release\scenelib.lib" "..\..\build\libs\release\jpeglib.lib" "..\..\build\DarkRadiant\Release\brushmanip.obj" "..\..\build\DarkRadiant\Release\entity.obj" "..\..\build\DarkRadiant\Release\gtkdlgs.obj" "..\..\build\DarkRadiant\Release\gtkmisc.obj" "..\..\build\DarkRadiant\Release\main.obj" "..\..\build\DarkRadiant\Release\mainframe.obj" "..\..\build\DarkRadiant\Release\map1.obj" "..\..\build\DarkRadiant\Release\patchmanip.obj" "..\..\build\DarkRadiant\Release\RadiantModule.obj" "..\..\build\DarkRadiant\Release\referencecache.obj" "..\..\build\DarkRadiant\Release\select.obj" "..\..\build\DarkRadiant\Release\timer.obj" "..\..\build\DarkRadiant\Release\view.obj" "..\..\build\DarkRadiant\Release\windowobservers.obj" "..\..\build\DarkRadiant\Release\Brush.obj" "..\..\build\DarkRadiant\Release\BrushModule.obj" "..\..\build\DarkRadiant\Release\BrushNode.obj" "..\..\build\DarkRadiant\Release\BrushPrimitTexDef.obj" "..\..\build\DarkRadiant\Release\BrushTokenExporter.obj" "..\..\build\DarkRadiant\Release\BrushTokenImporter.obj" "..\..\build\DarkRadiant\Release\Face.obj" "..\..\build\DarkRadiant\Release\FaceInstance.obj" "..\..\build\DarkRadiant\Release\FacePlane.obj" "..\..\build\DarkRadiant\Release\FaceShader.obj" "..\..\build\DarkRadiant\Release\FaceTexDef.obj" "..\..\build\DarkRadiant\Release\FixedWinding.obj" "..\..\build\DarkRadiant\Release\TexDef.obj" "..\..\build\DarkRadiant\Release\TextureProjection.obj" "..\..\build\DarkRadiant\Release\Winding.obj" "..\..\build\DarkRadiant\Release\CollisionModel.obj" "..\..\build\DarkRadiant\Release\BrushByPlaneClipper.obj" "..\..\build\DarkRadiant\Release\CSG1.obj" "..\..\build\DarkRadiant\Release\BrushExportOBJ.obj" "..\..\build\DarkRadiant\Release\Camera.obj" "..\..\build\DarkRadiant\Release\CameraSettings.obj" "..\..\build\DarkRadiant\Release\CamWnd.obj" "..\..\build\DarkRadiant\Release\GlobalCamera.obj" "..\..\build\DarkRadiant\Release\Clipper.obj" "..\..\build\DarkRadiant\Release\ClipPoint.obj" "..\..\build\DarkRadiant\Release\AutoSaver.obj" "..\..\build\DarkRadiant\Release\FindMapElements.obj" "..\..\build\DarkRadiant\Release\Map.obj" "..\..\build\DarkRadiant\Release\MapFileManager.obj" "..\..\build\DarkRadiant\Release\MapPosition.obj" "..\..\build\DarkRadiant\Release\MapPositionManager.obj" "..\..\build\DarkRadiant\Release\MapResource.obj" "..\..\build\DarkRadiant\Release\MapResourceManager.obj" "..\..\build\DarkRadiant\Release\PointFile.obj" "..\..\build\DarkRadiant\Release\RegionManager.obj" "..\..\build\DarkRadiant\Release\RootNode.obj" "..\..\build\DarkRadiant\Release\Traverse.obj" "..\..\build\DarkRadiant\Release\ApplicationContextImpl.obj" "..\..\build\DarkRadiant\Release\DynamicLibrary.obj" "..\..\build\DarkRadiant\Release\DynamicLibraryLoader.obj" "..\..\build\DarkRadiant\Release\ModuleLoader.obj" "..\..\build\DarkRadiant\Release\ModuleRegistry.obj" "..\..\build\DarkRadiant\Release\Namespace.obj" "..\..\build\DarkRadiant\Release\NamespaceFactory.obj" "..\..\build\DarkRadiant\Release\Patch.obj" "..\..\build\DarkRadiant\Release\PatchBezier.obj" "..\..\build\DarkRadiant\Release\PatchModule.obj" "..\..\build\DarkRadiant\Release\PatchNode.obj" "..\..\build\DarkRadiant\Release\OpenGLModule.obj" "..\..\build\DarkRadiant\Release\OpenGLShaderCache.obj" "..\..\build\DarkRadiant\Release\GLProgramFactory.obj" "..\..\build\DarkRadiant\Release\OpenGLShader.obj" "..\..\build\DarkRadiant\Release\OpenGLShaderPass.obj" "..\..\build\DarkRadiant\Release\OpenGLStateMap.obj" "..\..\build\DarkRadiant\Release\BestPoint.obj" "..\..\build\DarkRadiant\Release\Intersection.obj" "..\..\build\DarkRadiant\Release\Manipulatables.obj" "..\..\build\DarkRadiant\Release\ManipulateObserver.obj" "..\..\build\DarkRadiant\Release\Manipulators.obj" "..\..\build\DarkRadiant\Release\Planes.obj" "..\..\build\DarkRadiant\Release\RadiantSelectionSystem.obj" "..\..\build\DarkRadiant\Release\RadiantWindowObserver.obj" "..\..\build\DarkRadiant\Release\SelectedNodeList.obj" "..\..\build\DarkRadiant\Release\SelectionTest.obj" "..\..\build\DarkRadiant\Release\SelectObserver.obj" "..\..\build\DarkRadiant\Release\TransformationVisitors.obj" "..\..\build\DarkRadiant\Release\Curves.obj" "..\..\build\DarkRadiant\Release\Entity1.obj" "..\..\build\DarkRadiant\Release\General.obj" "..\..\build\DarkRadiant\Release\Group.obj" "..\..\build\DarkRadiant\Release\GroupCycle.obj" "..\..\build\DarkRadiant\Release\ModelFinder.obj" "..\..\build\DarkRadiant\Release\Primitives.obj" "..\..\build\DarkRadiant\Release\Shader.obj" "..\..\build\DarkRadiant\Release\Transformation.obj" "..\..\build\DarkRadiant\Release\ShaderClipboard.obj" "..\..\build\DarkRadiant\Release\Texturable.obj" "..\..\build\DarkRadiant\Release\Game.obj" "..\..\build\DarkRadiant\Release\GameFileLoader.obj" "..\..\build\DarkRadiant\Release\GameManager.obj" "..\..\build\DarkRadiant\Release\PreferenceSystem.obj" "..\..\build\DarkRadiant\Release\Win32Registry.obj" "..\..\build\DarkRadiant\Release\TexTool.obj" "..\..\build\DarkRadiant\Release\TexToolItem.obj" "..\..\build\DarkRadiant\Release\BrushItem.obj" "..\..\build\DarkRadiant\Release\FaceItem.obj" "..\..\build\DarkRadiant\Release\PatchItem.obj" "..\..\build\DarkRadiant\Release\PatchVertexItem.obj" "..\..\build\DarkRadiant\Release\AboutDialog.obj" "..\..\build\DarkRadiant\Release\CommandList.obj" "..\..\build\DarkRadiant\Release\ShortcutChooser.obj" "..\..\build\DarkRadiant\Release\ModelPreview.obj" "..\..\build\DarkRadiant\Release\RenderableAABB.obj" "..\..\build\DarkRadiant\Release\ShaderChooser.obj" "..\..\build\DarkRadiant\Release\ShaderSelector.obj" "..\..\build\DarkRadiant\Release\SoundShaderPreview.obj" "..\..\build\DarkRadiant\Release\TexturePreviewCombo.obj" "..\..\build\DarkRadiant\Release\AddPropertyDialog.obj" "..\..\build\DarkRadiant\Release\BooleanPropertyEditor.obj" "..\..\build\DarkRadiant\Release\ClassnamePropertyEditor.obj" "..\..\build\DarkRadiant\Release\ColourPropertyEditor.obj" "..\..\build\DarkRadiant\Release\ComboBoxPropertyEditor.obj" "..\..\build\DarkRadiant\Release\EntityInspector.obj" "..\..\build\DarkRadiant\Release\EntityPropertyEditor.obj" "..\..\build\DarkRadiant\Release\FloatPropertyEditor.obj" "..\..\build\DarkRadiant\Release\LightTextureChooser.obj" "..\..\build\DarkRadiant\Release\ModelPropertyEditor.obj" "..\..\build\DarkRadiant\Release\PropertyEditor.obj" "..\..\build\DarkRadiant\Release\PropertyEditorFactory.obj" "..\..\build\DarkRadiant\Release\SkinChooser.obj" "..\..\build\DarkRadiant\Release\SkinPropertyEditor.obj" "..\..\build\DarkRadiant\Release\SoundChooser.obj" "..\..\build\DarkRadiant\Release\SoundPropertyEditor.obj" "..\..\build\DarkRadiant\Release\TexturePropertyEditor.obj" "..\..\build\DarkRadiant\Release\Vector3PropertyEditor.obj" "..\..\build\DarkRadiant\Release\EntityClassChooser.obj" "..\..\build\DarkRadiant\Release\EntityClassTreePopulator.obj" "..\..\build\DarkRadiant\Release\FindShader.obj" "..\..\build\DarkRadiant\Release\LightInspector.obj" "..\..\build\DarkRadiant\Release\EntityInfoTab.obj" "..\..\build\DarkRadiant\Release\MapInfoDialog.obj" "..\..\build\DarkRadiant\Release\ModelInfoTab.obj" "..\..\build\DarkRadiant\Release\ShaderInfoTab.obj" "..\..\build\DarkRadiant\Release\MediaBrowser.obj" "..\..\build\DarkRadiant\Release\FiltersMenu.obj" "..\..\build\DarkRadiant\Release\ModelSelector.obj" "..\..\build\DarkRadiant\Release\MRU.obj" "..\..\build\DarkRadiant\Release\MRUMenuItem.obj" "..\..\build\DarkRadiant\Release\OrthoContextMenu.obj" "..\..\build\DarkRadiant\Release\Overlay.obj" "..\..\build\DarkRadiant\Release\OverlayDialog.obj" "..\..\build\DarkRadiant\Release\ParticlesChooser.obj" "..\..\build\DarkRadiant\Release\BulgePatchDialog.obj" "..\..\build\DarkRadiant\Release\PatchCreateDialog.obj" "..\..\build\DarkRadiant\Release\PatchInspector.obj" "..\..\build\DarkRadiant\Release\PatchThickenDialog.obj" "..\..\build\DarkRadiant\Release\PrefDialog.obj" "..\..\build\DarkRadiant\Release\PrefPage.obj" "..\..\build\DarkRadiant\Release\TransformDialog.obj" "..\..\build\DarkRadiant\Release\TextureBrowser.obj" "..\..\build\DarkRadiant\Release\Splash.obj" "..\..\build\DarkRadiant\Release\SurfaceInspector.obj" "..\..\build\DarkRadiant\Release\LayerContextMenu.obj" "..\..\build\DarkRadiant\Release\LayerControl.obj" "..\..\build\DarkRadiant\Release\LayerControlDialog.obj" "..\..\build\DarkRadiant\Release\GlobalXYWnd.obj" "..\..\build\DarkRadiant\Release\XYWnd.obj" "..\..\build\DarkRadiant\Release\ModelCache.obj" "..\..\build\DarkRadiant\Release\NullModel1.obj" "..\..\build\DarkRadiant\Release\NullModelNode.obj" "..\..\build\DarkRadiant\Release\LayerCommandTarget.obj" "..\..\build\DarkRadiant\Release\LayerSystem.obj" "..\..\build\DarkRadiant\Release\Console1.obj" "..\..\build\DarkRadiant\Release\COutRedirector.obj" "..\..\build\DarkRadiant\Release\LogFile.obj" "..\..\build\DarkRadiant\Release\LogStream.obj" "..\..\build\DarkRadiant\Release\LogStreamBuf.obj" "..\..\build\DarkRadiant\Release\LogWriter.obj" "..\..\build\DarkRadiant\Release\StringLogDevice.obj" "..\..\build\DarkRadiant\Release\darkradiant.res" ] Creating command line "link.exe @"D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\build\DarkRadiant\Release\RSP0000B025242376.rsp" /NOLOGO /ERRORREPORT:PROMPT" Output Window Compiling... StringLogDevice.cpp LogWriter.cpp LogStreamBuf.cpp LogStream.cpp LogFile.cpp COutRedirector.cpp LayerSystem.cpp LayerCommandTarget.cpp NullModelNode.cpp ModelCache.cpp XYWnd.cpp GlobalXYWnd.cpp LayerControlDialog.cpp LayerControl.cpp LayerContextMenu.cpp SurfaceInspector.cpp Splash.cpp TextureBrowser.cpp TransformDialog.cpp PrefPage.cpp Compiling... PrefDialog.cpp PatchThickenDialog.cpp PatchInspector.cpp PatchCreateDialog.cpp BulgePatchDialog.cpp ParticlesChooser.cpp OverlayDialog.cpp Overlay.cpp OrthoContextMenu.cpp MRUMenuItem.cpp MRU.cpp ModelSelector.cpp FiltersMenu.cpp MediaBrowser.cpp ShaderInfoTab.cpp ModelInfoTab.cpp MapInfoDialog.cpp EntityInfoTab.cpp LightInspector.cpp FindShader.cpp Compiling... EntityClassTreePopulator.cpp EntityClassChooser.cpp Vector3PropertyEditor.cpp TexturePropertyEditor.cpp SoundPropertyEditor.cpp SoundChooser.cpp SkinPropertyEditor.cpp SkinChooser.cpp PropertyEditorFactory.cpp PropertyEditor.cpp ModelPropertyEditor.cpp LightTextureChooser.cpp FloatPropertyEditor.cpp EntityPropertyEditor.cpp EntityInspector.cpp ComboBoxPropertyEditor.cpp ColourPropertyEditor.cpp ClassnamePropertyEditor.cpp BooleanPropertyEditor.cpp AddPropertyDialog.cpp Compiling... TexturePreviewCombo.cpp SoundShaderPreview.cpp ShaderSelector.cpp ShaderChooser.cpp RenderableAABB.cpp ModelPreview.cpp ShortcutChooser.cpp CommandList.cpp AboutDialog.cpp PatchVertexItem.cpp PatchItem.cpp FaceItem.cpp BrushItem.cpp TexToolItem.cpp TexTool.cpp Win32Registry.cpp PreferenceSystem.cpp GameManager.cpp GameFileLoader.cpp Game.cpp Compiling... Texturable.cpp ShaderClipboard.cpp Transformation.cpp Shader.cpp Primitives.cpp ModelFinder.cpp GroupCycle.cpp Group.cpp General.cpp Curves.cpp TransformationVisitors.cpp SelectObserver.cpp SelectionTest.cpp SelectedNodeList.cpp RadiantWindowObserver.cpp RadiantSelectionSystem.cpp Planes.cpp Manipulators.cpp ManipulateObserver.cpp Manipulatables.cpp Compiling... Intersection.cpp BestPoint.cpp OpenGLStateMap.cpp OpenGLShaderPass.cpp OpenGLShader.cpp GLProgramFactory.cpp OpenGLShaderCache.cpp OpenGLModule.cpp PatchNode.cpp PatchModule.cpp PatchBezier.cpp Patch.cpp NamespaceFactory.cpp Namespace.cpp ModuleRegistry.cpp ModuleLoader.cpp DynamicLibraryLoader.cpp DynamicLibrary.cpp ApplicationContextImpl.cpp Traverse.cpp Compiling... RootNode.cpp RegionManager.cpp PointFile.cpp MapResourceManager.cpp MapResource.cpp MapPositionManager.cpp MapPosition.cpp MapFileManager.cpp Map.cpp FindMapElements.cpp AutoSaver.cpp ClipPoint.cpp Clipper.cpp GlobalCamera.cpp CamWnd.cpp CameraSettings.cpp Camera.cpp BrushExportOBJ.cpp BrushByPlaneClipper.cpp CollisionModel.cpp Compiling... Winding.cpp TextureProjection.cpp TexDef.cpp FixedWinding.cpp FaceTexDef.cpp FaceShader.cpp FacePlane.cpp FaceInstance.cpp Face.cpp BrushTokenImporter.cpp BrushTokenExporter.cpp BrushPrimitTexDef.cpp BrushNode.cpp BrushModule.cpp Brush.cpp windowobservers.cpp view.cpp timer.cpp select.cpp referencecache.cpp Compiling... RadiantModule.cpp patchmanip.cpp mainframe.cpp main.cpp gtkmisc.cpp gtkdlgs.cpp entity.cpp brushmanip.cpp Compiling... Console.cpp Compiling... NullModel.cpp Compiling... Entity.cpp Compiling... CSG.cpp Compiling... map.cpp Compiling resources... Microsoft (R) Windows (R) Resource Compiler Version 6.0.5724.0 Copyright (C) Microsoft Corporation. All rights reserved. Linking... LINK : fatal error LNK1181: cannot open input file 'libxml2.lib' Results Build log was saved at "file://D:\Documents and Settings\Nathan\My Documents\DarkRadiant SVN\build\DarkRadiant\Release\BuildLog.htm" DarkRadiant - 1 error(s), 0 warning(s)
  12. Cleaning Up the Neighborhood by some1stoleit, bikerdude Brief Description: A small-medium sized assassination mission, taking place in a bar and casino environment with streets surrounding the bar. Story: Crime is out of control in my neighbourhood, when thugs attacked my wife I decided I can no longer stand by idly. Unable to rely on the corruptible city watch and the aloof Builders, I must take matters into my own hands. My first target is a bar called the Scoundrel’s Rest which is not far from my home. It’s owned by a man named Godfrey and considered neutral ground to the various criminal factions inhabiting the city district. There is no doubt its presence attracts criminals towards my neighbourhood, contributing to the infestation of crime. Infiltrating the bar not only creates the opportunity to kill Godfrey and shut it down for good but also allows me to find information about the rest of criminal groups that inhabit my neighbourhood. I gave my thieving days when I met my wife, but for her sake I must take up the profession once more and prowl in the shadows again. Notes/Tips: Your lock picks are noticeably old, so you can’t rely on them to get you past every door. Examine the environment and keep an eye out for keys on pockets.If you see a pipe outside, chances are you can climb up it.On Rusty and Practiced difficulty settings there's a map available for the bar’s ground level and the street surrounding it.It should be possible to ghost the every area in the mission. A small amount of loot however may be difficult or impossible to acquire without knockouts.There are a few hidden optional objectives you can discover. Screenshots Download Mirrors: https://www.dropbox.com/s/rbiashq1c1k56ns/Cleaning%20Up%20the%20Neighbourhood%20v1.0.zip?dl=0 https://mega.nz/#!bMtgiSra!Y1KXGovfYfdtG1xxRkmPYndLxgq7wMNVr8oENnS2Qxg FAQ: I dislike when I get stuck on an FM and have to leave the game to scroll through forums to find out what to do. I think the mission should be straightforward enough to beat without answers, but I will provide a FAQ if it’s needed. Just be sure to give a good try working it out yourself before reading this. Thanks: I’ve found the TDM community very welcoming and helpful as a new member and would like to thank several people. Bikerdude, for allowing me to collobarate with him and showing me a different way to build maps from scratch in Dark Radiant, as well as many other mapping techniques.Resources:Springheel, for his Modules and his retroactive permission to use New Job street segments.Amadeus, for doing some proofreading of the briefing and readables.Obsttorte, for his objective checking script used for one of the optional objectives.Rsoul, for creating new internal version of architecture models.Beta Testers:Amadeus, Cambridge Spy, Abusimplea, Shadow, Boiler’s_hiss, nbohr1more, Springheel, JudithPeople who helped Answer my Questions:Destined, JackFarmerSpecial thanks to Sotha and Springheel whose video tutorial series give me the guidance and confidence to start using Dark Radiant.I apologise if I missed anyone, if I missed you please do contact me and I’ll credit you appropriately. About the Development: Initially this was a solo developed mission made by myself, upon some beta testing I agreed to make the mission collaboration with Bikerdude, with the intention to learn good mapping practices from the collaboration. The mission was redesigning using the same layout as the original but using Springheel’s modules instead of my very simple brushwork, and expanded in scope to include a more detailed street, a canal, a sewer and a rooftop segments. Bikerdude’s use of springheel modules and custom skins is mostly responsible for the beautiful visuals, with my contribution being the layout of areas and the writing. Known Issues: None at the moment.
  13. I'd like to ask a (hopefully) easier favor from the DR devs on this, considering it's such an issue and making me struggle to keep mapping normally. I know the root issue seems to rely on WxWidgets and may not be solvable on our end, but at least one part of it I consistently run into should be. Like I said I can initially avoid the problem by exporting the "GDK_BACKEND=x11" variable in my shortcut, this makes it go away for the 2D and 3D viewports and only persist in the model viewers which I can care less about. There's just one exception: The moment I press X to use the clipper tool and cut a brush, the 2D view starts experiencing the issue and becomes impossible to drag normally. Because of this I need to avoid using the clipper as much as possible, and whenever I have to in order to get a triangle brush I must restart Radiant immediately after. Would it be possible to figure out what the clipper does that's so unique to triggers this? Does using it reset the 2D views and somehow gets them reloaded by Wayland? If yes could this be avoided so in the meantime it doesn't break that workaround? If at least this can be solved and the GDK_BACKEND workaround keeps otherwise working, it will be a lot easier to wait for the proper full fix. Sorry for the annoyance with this... just want to make some good FM's and using DR this way is running on a handicap that makes the already complex process of mapping even slower.
  14. We are proud to announce the release of The Dark Mod 2.10! The Dark Mod 2.10 comes with considerable improvements to loading times as well as a slew of new visual and gameplay features for mappers to experiment with, such as volumetric lighting ("god rays") and more advanced security cameras! Many of these new features are prominently on display in the six new missions released for the 2.10 Connections Contest that are now officially available in the mission downloader! A full changelog can be viewed here, but some highlights include: PLAYERS Loading Times Considerable effort has gone into streamlining how textures are loaded, making more effective use of multiple CPU cores, and removing artificial delays. This even includes new handwritten algorithms for normalmap compression and mipmap generation so that TDM no longer relies on graphics card drivers. Performance Improvements As part of ongoing performance improvements, soft stencil shadows with anti-alising will be faster to render. Object Handling Afraid to grab a candle near a sleeping guard? Handling objects will now produce less noise, or none at all if holding down the "creep" button. You can also now control how far an item is thrown based on how long you hold down the "throw" button. Lastly, dragging unconscious bodies should feel better now (even if rats did their best to spoil the fun a little). Main Menu Interactions Tooltips have been added for many of the items found in the settings menu: a long-awaited feature! We've also reorganized the procedure for switching between missions to make it more intuitive for newcomers. Window / Input Changes The Linux build now relies on the GLFW library to create windows and handle the keyboard & mouse (thread), eliminating many of the issues with OS integration on Linux. On the Windows side, some minor changes were made to fullscreen/borderless modes. MAPPERS Entity limit is no more! What was once the bane of TDM's most ambitious mappers, the entity limit has now been raised eight-fold to 65,536. No longer will mappers need to spend long hours merging entities. Compilation Times To complement the faster loading times, compilation times have been brought down too. Optimizations were made all over the dmap code, adding new algorithms and data structures to improve both speed and precision. Advanced Security Cameras Security cameras have been reworked from the ground up with the aim of bringing them to the same level of polish as TDM's AIs, both in stealth gameplay and customizability. Most importantly, security cameras in new FMs will track the player or AIs and react to bodies. Wiki Volumetric Lights ("God Rays") Unlike adding fake translucent geometry around lights, volumetric lights automatically match their source light, including light volume geometry, projection & falloff textures, and even shadows. Note that shadowcasting currently only works in "shadow maps" mode. Wiki Xray Screens Xrays are a Doom 3 feature that has been reintroduced to TDM and developed further. The screens are able to change the appearance of entities seen through them, even making them appear or disappear if desired. Look out for them in future Inventor's Guild or magical-themed FMs. Wiki Subtitles Subtitles can now be assigned to sound files and have been added to the pre-bundled mission "Tears of St. Lucia". Note that we did not consider localization of subtitles yet. Wiki Tracking Secrets Secrets are now easy to designate, with no custom scripts required. They'll also be shown on the mission statistics screen at the end of the mission if the FM uses the new system. Wiki Main Menu GUI Customisation Mappers can change much of the main menu from a single purpose-built "customisation" .gui file instead of having to replace core files. You can find more details in guis/mainmenu_custom_defs.gui inside tdm_gui01.pk4. Since several missions had to be updated to this new system, their customisations will no longer work in 2.09 or earlier versions. Location Diagnostics During dmap Location overlaps should now be much easier to find and fix thanks to new console output and pointfiles created during compilation. Image Formats As a compact alternative to TGA for uncompressed images, PNG images can now be used in materials. Note that loading PNG images may be slower than TGA. DDS images can now be used in image programs, although doing so is discouraged because of the additional quality loss due to compression. New Script Events The mapper's scripting repertoire has been expanded by new script events for dealing with vectors and bounds, setting solidity, detecting surface type via trace, and reading more properties about entities and the player, such as "notarget" or the calibrated light gem value. ASSETS Fancy Wooden Furniture A whole new suite of fancy wooden furniture pieces including prefabs has been contributed by Wellingtoncrab. They can be viewed in the release thread. Automaton AI The semi-robotic AIs from Sotha's Ulysses mission have been added to the core mod, together with new prefabs for cosmetic recharging stations to include in patrol routes as well as a camera screen showing what the automaton sees. PROGRAMMING Tracy Profiling TDM's rudimentary GL profiling has been replaced with the Tracy profiler, which has its own cool viewer. It has already greatly helped the TDM development team in their optimization efforts. Mission Database The mission database has been moved to an SVN repository which automatically synchronizes all mirrors and makes backup copies of old versions of missions. More Technical Stuff A generic hash table has been added. "Clear" in the idlib method now works as most programmers expect and unit test integration has been improved. To update, simply run the tdm_installer.exe file in your darkmod folder. Note that tdm_update.exe is no longer supported, but you can download the new installer from the Downloads page if you don't have it yet. Please be aware that old saved games will not be compatible with 2.10, so finish any missions you might be in the middle of first!
  15. Hi all! First of all, since the "News and Announcements" section is read only, let me congratulate all Dark Mod team for keeping improving this amazing game. You are all incredible and, if i may, a little bit crazy to ster on Id Tech 4 c++ code. Now for the question. It looks like TDM Updater is still not picking the new version. Looking a little bit closer, i think the mirror list seems not to be working (any of them), because the tdm_version_info.txt content does not have the package data (versions, crc, file size) but instead have 404 not found messages. I tried changing the mirror priority and all of them seem to return the same. So my question is, you are aware of the problem? If so, do you have any estimation of when will we able to update the game. Thank you in advance. EDIT: nevermind... tdm_update.exe is deprecated. We should use the new installer.
  16. revelator

    solus

    sadly for my part even the most ellaborate workarounds were a nogo at the time, and believe me i tried... select packages might be avaliable if they behave but as a general rule no as far as i can see. isolation might have a grating sound to some who likes to have all software availiable (even if it is not built for say this kinda gui GTK/KDE) but for the most part the flatpak versions work just fine without messing up system libraries, hell i can even autostart packages like greenwithenvy (GTK) on the plasma version (KDE) with a trip into system settings. where it mostly fails is with themes if you use say the dark theme it might not work in that particular app atm, but they are working on it. XFCE is a personal favorite here to, it is lean fast and looks quite good, the Solus version is currently in beta so not sure how well it runs ?. Im using the plasma desktop version myself . I also quite like OpenBox despite not being used in many distros, like XFCE it is lean and fast but lacks a bit of options for controlling things from the desktop by itself requiering knowledge most users dont have to setup the juicy parts.
  17. Dark Radiant rocks.

  18. Moddb article for 2.10 is up: https://www.moddb.com/mods/the-dark-mod/news/the-darkmod-210-is-here

    I will be extending it with more details soon!

    1. Show previous comments  5 more
    2. Wellingtoncrab

      Wellingtoncrab

      Ah I see, apologies - it read at first like a continuation from the VL section as that was the last header - I thought each image was intended to show off a VL example from each contest mission. Apologies for the nitpicking.

    3. nbohr1more

      nbohr1more

      No it's all good. Glad to make things a little more accurate :)

    4. Jedi_Wannabe

      Jedi_Wannabe

      Yes, fireplaces and a FEW windows. Sorry I’m late to the game, seems you got it sorted. But yeah, I wanted more windows to have volumetric lights, but decided not to on those long hallways for performance reasons. That’s always a fine line. 
      Anyway thanks for the article!

  19. Hello! Tracking down information on software and plug-ins that work with D3 / TDM can be a tough. So I have created a thread here where people can post what software/ plug-ins/ tutorials or other references they've had success or failure with in TDM. 3DS MAX 2013 64bit .ase - Default .ASE model exporter works. However you have to open the .ase file in text edit and manual change the *BITMAP line on each material to read something like: "//base/textures/common/collision" which allows the engine to read the correct material path. md5.mesh / animation - Beserker's md5 exporter/importers for 3dsmax. http://www.katsbits.com/tools, Importing and exporting works. The model must be textured, UV'd, with a skin modifier attached to the bones to export. PM me (Kingsal) for help with this. Imported models using the script will not be weighted appropriately, so this is not recommended if you are simply trying to edit existing tdm content. (Use blender instead) MAYA 2011 32bit md5.mesh - So far I've not had any luck with Maya 2011. I am using Greebo's MayaImportx86 for Maya 2011. I've got the importer working however I get a "Unexpected Internal Failure(kFailure)" and the import fails. This could be due to something finicky in Maya that I am not doing correctly. Will keep trying.. Blender 2.7 about - Blender is commonly used and pretty well supported on the forums/ wiki. Various versions may work as well - https://www.blender.org/download/ md5.mesh / animation Blender MD5 importer/exporter (io_scene_md5.zip): https://sourceforge.net/projects/blenderbitsbobs/files/ Sotha's guide Blender Male/ Female rigs by Arcturus - Here Edit by Dragofer: more links found in this post.
  20. As I understand the TDM license there are roughly three types of contributions to the TMD project as a whole: 1) Contributions to the source code of TDM: These are licensed GPL or BSD and can therefore be used already today by commercial projects. 2) Contributions to the 2.3 GB media/gamedata included in TDM at install: These are licensed CC-BY-NC-SA and restricts commercial use. 3) Contributions of fan missions that can be played using TDM and are added by the end-user after the install (either by the ingame downloader, website, or other source): These are not part of the core product and the license says "Any missions [...] are the property of their respective authors, and different licensing may apply.". This means the FM creators can choose any license they want, anything between CC-0/PD and strict copyright. Possibly even put additional restrictions on its use (e.g. say "You may only download and play this on regular TDM"), right? It is up to the end-user to abide by the stipulated license. The included missions "Training Misson", "A New Job", and "Tears of St Lucia" appears to fall into category (2) according to "Unless explicitly stated otherwise, all [...] non-software components that are distributed with The Dark Mod are licensed under [CC-BY-NC-SA]". Does anyone know if their license says anything else?
  21. btw. if you still happen to have an artic freezer extreme rev.2 dont throw it out. despite being a midrange cooler it actually cools very very well (actually beat my dark rock slim cooler Oo) and its extremely quiet too. the rev.2 model also fits on lga 2011.v3 sockets and has a bigger base compared with the rev.1. it also handles some modest overclocking quite well. the upside compared to the dark rock is that it is a dual tower cooler so it has a bit more cooling area while still being slim compared to the dark rock pro and noctua nh-up15 which are pretty massive. performs best in a well vented case but thats true for all coolers.
  22. Hello, I just found out about the Dark Mod although being a fan of the original Thief-games since the day those originally came out. Since the title's question is not really mentioned anywhere, I doubt that has never been the aim of this project, but I had to ask. One would wonder would the old maps be even remotely useable by id Tech 4-engine? And once again, apparently not, so could those maps be converted to TDM-maps? Yes proprietary things and all, but naturally one would have to have the original resources available yes. You might want to consider adding a FAQ-section to website.
  23. Public release v1.7.6 (with Dark Mod support) is out. Improvements since the final beta 14 are: Fixed a few remaining bugs with zip/pk4 support. Game Versions window now properly displays TDM version. Import window no longer has a vestigial off-screen TDM field (because TDM doesn't need or support importing). Web search option is now disabled if an unknown/unsupported FM is selected. If an FM with an unknown or unsupported game type is selected, the messages in the tab area now no longer refer to Thief 3 ("Mod management is not supported for Thief: Deadly Shadows"). The full changelog can be viewed at the release link. The de facto official AngelLoader thread is here: https://www.ttlg.com/forums/showthread.php?t=149706 Bug reports, feature requests etc. are usually posted there. I'll continue following this thread though. Thanks everyone and enjoy!
  24. In that case, separating libre components from non-libre components does not seem possible, and like you say we may then have to assume it is CC-BY-NC-SA. That is something we may want to address, but I'll start a new topic for that. According to the TDM license (https://svn.thedarkmod.com/publicsvn/darkmod_src/trunk/LICENSE.txt), both GPL and BSD "3-clause license" apply for the source code: * The portions base on Doom 3 (1999-2011) is GPL * The portions by Broken Glass Studios / The Dark Mod Team (2005-2011) "were"(?) distributed under "revised BSD license". According to the Debian Free Software Guidelines (https://www.debian.org/legal/licenses/): * Both GPL and "modified BSD License" are accepted into the Debian "main" repository * "Non-Commercial License" (it sounds likely CC-BY-NC-SA falls into this category) is accepted into the Debian "non-free" repository ("revised BSD license" and "modified BSD License" are different names for the BSD "3-clause license", see https://en.wikipedia.org/wiki/BSD_licenses)
  25. Are you tired of looking at the same old painting skins? Do you want exciting, new banners to revitalize your WIP? If so, look no further than this all-in-one CC0/Public Domain asset pack filled with Paintings, Tapestries, and Prints! For the low, low price of $0.00, you can get over 80 brand-new images that will launch your Dark Mod map into the stratosphere! It doesn't get more FREE than this, people, so get the .pk4 while supplies last! This asset pack has been brought to you by @Wellingtoncrab and myself! Love it? Let us know! Hate it? Tell us your woes! Find a bug? We'll fix it. And did I mention that all these images are CC0/Public Domain? So go nuts! You can download the .pk4 from Google Drive here. Enjoy, Taffers!
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