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  1. For an as-yet unknown reason, this commit seems to break XML parsing on Linux: #6439: Use xmlReadFile instead of xmlParseFile which has been deprecated and removed. Privatise Document() constructor accepting an xmlDocPtr. As far as I can see, the commit is entirely correct. xmlParseFile is indeed deprecated, and the new usage of xmlReadFile matches what the libxml2 examples are suggesting. But the result is that although the xmlDoc* returned from the function is not NULL, nothing XML-related works, the entire registry system returns only empty values, and almost all of the tests are broken (because the main radiant core cannot be initialised without any registry values available). Changing back to xmlParseFile makes the problem go away but is an unsatisfactory solution because it specifically reintroduces a deprecated function call. I am not sure whether this is a bug in the specific version of libxml2 on my Ubuntu system, or something incorrect about how we are calling xmlReadFile (i.e. perhaps it requires an encoding or a particular non-default option to correctly process our XML files). Unfortunately like many of the core GNOME C libraries, the documentation is bare-bones and explains almost nothing (like what any of the parsing options actually mean), and I cannot see an obvious way to ask libxml2 to return meaningful errors, or to query exactly what might be wrong with a constructed xmlDoc* object. It makes me wonder if it would be better in the long term to ditch the reliance on libxml2 and instead use one of the light-weight C++ XML parsing libraries like RapidXml or pugixml instead. Not exactly a trivial change but might not be too cumbersome since the existing XML code is wrapped in our own xmlutil classes and not generally used directly by the rest of the codebase.
  2. 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.
  3. Thanks. If you press X to activate the clipper tool and cut a brush, can you confirm that breaks even this solution until Radiant is restarted?
  4. Ever since I worked on "Chalice of Kings" with Bikerdude, I have wanted to get flame particles with new particle glares into the core mod. My reasoning was that the candles have glares and the un-glared torches look mismatched. This proposal was met with mixed reactions, so (knowing the history of TDM feature proposals...) I have created a technical demo. You may download it here: zzz_flameglare.pk4.txt (fixed) Just rename without the .txt extension at the end and place it in your Darkmod directory. Here are some screens. Using particles for this is probably the wrong way to go now that Duzenko has an emissive light feature in his branch: http://forums.thedarkmod.com/topic/19659-feature-request-emissive-materialsvolumetric-lights/
  5. Didn't Komag have a tutorial to get you going on the right track or was that for Thief 2? I opened DR & the user guide, but I'm at a loss. I have totally forgotten how the whole thing works. I know someone had a tutorial for DR. I built a room and hallway, put some torches & furniture in, made Garrett's starting point. Stuff like that. Brushes & skyboxes. But when it came to flowing water that old system crashed over & over, so I gave up (10 years ago). Water was very important to that mission idea. This time not so much. Just one olympic size pool with a greek backdrop Filling it should be interesting this time around. If that works I'll also put in the horse fountain, if I can ask for help in creating it. It was bronze with 4 horses & stuff. There's a pic of it at the Newburgh library in New York. Well, back in 1987. It got 'lost', the fountain itself. My butt, it either got melted down or put up somewhere else. The thing was like 6 tons alI in all. Doubt it's online. Was gonna try to find the blueprints to the mansion in some historical place. It was built 1774. It's gone now. They tore it all down & built condos. Luckily I got photo-memory, so I remember the whole lay out as if I was there yesterday. Back in 1992 I built a 'smaller' scale bird house of the main house & the 4 wings. The birds liked it
  6. "...to a robber whose soul is in his profession, there is a lure about a very old and feeble man who pays for his few necessities with Spanish gold." Good day, TDM community! I'm Ansome, a long-time forums lurker, and I'm here to recruit beta testers for my first FM: "The Terrible Old Man", based on H.P. Lovecraft's short story of the same name. This is a short (30-45 minute), story-driven FM with plenty of readables and a gloomy atmosphere. Do keep in mind that this is a more linear FM than you may be used to as it was deemed necessary for the purposes of the story's pacing. Regardless, the player does still have a degree of freedom in tackling challenges in the latter half of the FM. If this sounds interesting to you, please head over to the beta testing thread I will be posting shortly. Thank you!
  7. 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?

  8. 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...

  9. 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.

  10. It took awhile to get used to the size of this mission. The long loading times didn't help, but after passing a certain point, I get it now. However, I will say this - the AI is crazy on this map. I started, right? And the first thing I see - all guards going ape because some thug cut loose. I sat in the dark corner, for like ten minutes, waiting for them to calm down, because I figured I should look around for loot (I only found some of it much later when I was returning here after finishing the mission) The same thing happened later, when I needed to pass an abandoned mansion. I waited for the epic battle, instead it was a massacre, but like an idiot I saved AFTER I left the tunnel, not before. So I couldn't reload and see if next time the battle will go differently. (Am I crazy or do leather thugs spawn after a moment?) I had to use up all gas arrows to pass that part because they kept trimming the bushes. The evidence part got me confused because I dropped a piece of evidence, but it didn't count, so I dropped everything that said evidence. Only then it counted, but later, as I was still hunting for loot, I finally remembered that I had a vent key and came looking and found yet another piece of evidence?! Finding Smythe was funny, because he kept saying "Show yourself" and the moment I did... I gathered skulls before I was prompted to, but Edgar... I don't get it. edit: Those glasses, tho. Holy crap, I did not expect to see "actual glass" in this game. The hidden room took me ages to find, despite TWO blatant hints. But I was sleep-deprived at the time. There was one snag, and one confusion that I had. The snag was that, when I finally reached the alchemist, the note told me to use the vent, right? But... I couldn't open the second vent in his lab. I don't know which key I was missing for that. So I figured - I could just go back the same way... and game CTD. I walked there again - CTD. I noclipped through that locked vent, killed the spiders, and tried to open the doors to my left (got spooked by friendly guards) - CTD. Only when I walked right and up the stairs did I finally progressed. Not sure what that was about. The confusion, however, came from Builders. I knocked out most of them in the Builder's outpost, but when I dealt with the Mr. Nom-nom-zom, they vanished. I guess they needed that many people to dig him out of the spider outhouse? (Never found the second news flash either) I still somehow missed 3.5k, and noticed that lights kept poking through walls (there is a piece of light pointed at doors leading into the inner garden of Builder's outpost that nearly got me killed a few times) Overall, however, this was an impressive piece of work.
  11. The fisheries have had a bad year. Unemployed roam the streets and crowd the pubs. The merchants sleep with one eye open and keep a tight grip on their property amid the unrest. A thief, even a skilled thief like myself, has a hard time finding good, worthwhile work. I began looking for more... unusual tasks. I set my eyes on Thornton Hall, remote and cut off from the outside world. These outlying manors are difficult to find, let alone reach, but they're bound to hold precious trinkets and family heirlooms untouched by anyone. Not few are said to be haunted by one dreadful apparition or another. But it's common for the lords themselves to spread these rumours, to keep unwanted visitors away. This mission is in two parts. Once youre done with the first, on to the next. Download Dropbox- river3In-game downloaderClick continue at the bottom of the login screen if you use the Dropbox link but don't have a login, then place the mission archive in the fms folder of your Dark Mod installation. Changelog, v3, December 14th, 2016: Changelog, v2.5, November 23rd, 2016: Changelog, v2, October 27th, 2016: Notes In response to a question about the relation of this mission to One Step Too Far: This mission started its life as a standalone mission for a Halloween contest, so it takes place in a different setting and begins with its own story. There is, however, a strong link thatll become apparent during the mission. From a mapping perspective it contains areas and ideas that I had originally intended for Of Brambles and Thorns, which is the bonafide sequel, but realised that they wouldn't have space there anymore. So this could be described as being neither sequel nor prequel, but certainly a part of the series that began with One Step Too Far. Solutions Part 1 Part 2 Credits - Inspiration, Story: The Terrible Old Man by H.P. Lovecraft, a short story which leaves much to the imagination. - Inspiration, Setting: Right Up There in the Mountains by Troutpack, a fan mission for Thief 2 which left its mark. - Betatesters Round 1: Abusimplea, ankai, Ryan101, Oldjim, bikerdude - Betatesters Round 2: nbohr1more, bikerdude, crowbars82, jaxa, dunedain19 - Custom voice work: AndrosTheOxen, bikerdude, Goldwell - Custom models: Atheran, epifire, Dragofer - Custom paintings: Airship Ballet - Custom AI path setup: Sotha - Custom ambient tracks: gigagooga, spady, bottle_rocket_fx, dobroide, Dragofer, augustsandberg, bosk1, 01sound - Custom sound effects: kyyrma, cgeffex, speedenza, cabro, joelaudio, robinhood76, klankbeeld, benjaminharveydesign, vate - Bikerdude for not allowing me to stray from the highest standards and perfing troublesome spots - John Atkinson Grimshaw, Ivan Aivazovsyk and William Bradford for paintings used in the briefings and loading screens
  12. The Black Mage ============================================================= Title: The Black Mage Filename: black_mage.pk4 Authors: Grayman, Jack Farmer Testers: datiswous, joebarnin, Shadow, Amadeus, madtaffer, wesp5 Release date: 24.12.2021 (version 1) - 05.03.2022 (version 2) - 23.12.2023 (version 3) Version: 3 (available via in game downloader) ============================================================= Grayman - Mapping, scripting & text for briefing video JackFarmer - Additional mapping & scripting, drafts for readables, conversations and in game comments Amadeus - Revision & editing of all readables, conversations and in game comments Dragofer, joebarnin, datiswous - Troubleshooting ============================================================= Voice Talents (in alphabetical order): AndrosTheOxen - Worried father / Counsel Lester Morlan (fincancial advisor to the lord) Bikerdude - Sami "Sausage" McNulty (the castle's chef) BoyLag - Percy Lockhard (the castle's chronicler) Goldchocobo - Robert (the son of the worried father) / Colton (a fallen Builder) Jedi_Wannabe - Friend of the worried father / Bennett (a fallen Builder) Malasdair - Lt. Godric (chief security officer) New Horizon - Lord Ewan Davenport (the Black Mage) Purgator - The Thief ============================================================= Paintings: New paintings provided by OGDA Grayman avatar painting created by Zerg Rush ============================================================= Assets: New kitchen equipment models provided by STRUNK ============================================================= Geometry: Selected cave architecture orginally created by Bikerdude & Dram for "Blackheart Manor" and later modified for "The Gatehouse" (rearranged with the orignal authors approval) ============================================================= Sound: Wind_rusting trees sound (main menu) taken from freesound.org produced by funwithsound "Madrigal" (briefing video) performed by Anthony Holborne Pub audience sound (briefing video) taken from freesound.org produced by yap-audio-production Footsteps sound (briefing video) taken from freesound.org produced by Nox_Sound Stand up from chair sound (briefing video) taken from freesound.org produced by kupp2 Tape-deck-startup sound (phonogram recording) taken from freesound.org produced by soundjoao Short metal scrape sound (phonogram recording) taken from freesound.org produced by Timbre Chains sound (phonogram recording) taken from freesound.org produced by arnaud-coutancier All other new ambient and sound fx recorded and produced by JackFarmer sometimes with altered sound effects/ambient sounds orginally produced by Gigagooga ============================================================= Video: Story board and sound arrangement by JackFarmer Briefing video produced by SirSmokeALot ============================================================= Known bugs: If you quicksave too soon after killing a fire elemental (within 4-5 seconds), the quickload crashes. (2.09 and 2.10) ============================================================= Production notes: Graymans's son gave this work in progress to the Dark Mod community according to grayman's will in June 2021. After discussions with Dragofer, I overtook this mission in June 2021 and started working on it in September 2021. Since I didn't know what else Grayman had planned, I made up my own story from the end of the briefing. The voice actors did an incredible job. Everyone I asked immediately agreed to complete this work of Grayman. This has now led to a fabulous eight voice actors taking part in this mission - from England, Ireland, Canada and the USA. ============================================================== Let's raise our glasses in Grayman's honor. Otherwise I wish you all happy holidays. Take care of yourself, your loved ones, and all of your friends.
  13. Hey everyone, since The Dark Mod 2.10 has been released, will the version 2.11 release with bugfixes?
  14. I just dreamed that I was on a Dark Tranquility concert and then the vocalist took me out of the massive crowd on the stage just to leave it with me and the band together. We went to the back stage where they showed me a game they were developing with the crowd outside waiting for the next song. Then we went out for dinner and ice skating in an abandoned mall. lol

    1. Show previous comments  2 more
    2. freyk

      freyk

      Thanks for sharing this dream.

      In every dream, there is a message to yourself. To get this message use a dreamsymbols dictionary.

    3. SeriousToni

      SeriousToni

      @freykWell I'm not sure what to search for in the dictionary, since it was a pretty complex situation. My guess would be that I miss the guys from DT and the live concerts.. and the alcohol haha :D

    4. freyk

      freyk

      In the following dreamsymbols dictionary

      http://m.dreammoods.com/site/dreammoods#2843

      Search for keywords: concert, vocal, stage, etc.

  15. 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.
  16. Is there a place where I can get a copy of the original, high-quality render (JPEG, PNG, etc.) of The Dark Mod logo? (the clock without text) The closest I've found is at https://wiki.thedarkmod.com/index.php?title=Concept_Art_and_Fan_Art_Archive ("Loader screen concept")
  17. Woo!! 2.10 Beta "Release Candidate" ( 210-07 ) is out:

    https://forums.thedarkmod.com/index.php?/topic/21198-beta-testing-210/

    It wont be long now :) ...

  18. If T1 wins then I suggest people also have the option of doing something with story from the dark mod to make it more relevant to the community.
  19. I don't think there's a link to thedarkmod.com on forums.thedarkmod.com ...

    1. datiswous

      datiswous

      Yeah and the wiki and moddb. It should have those links in the footer I think. Probably easy to add by an admin.

      Edit: And a link to the bugtracker. I'm always searching for a post in the forum that links to that because I can't remember the url.

    2. Petike the Taffer

      Petike the Taffer

      I drew attention to this several times in the last few years. No one payed it any attention, so I just gave up.

    3. duzenko

      duzenko

      Reluctance to improve the forums is matched by reluctance to allow more people to work on it. Talk about trust and power.

  20. In principle I like the idea of community campaign building. But the official campaign itself never really captured my imagination, not to mention it'd be hard for people to have an idea of where it's going, much less making it cohere. I scripted a Dark Mod campaign meant to introduce the districts, factions, and lore that does capture my imagination. But I'm not in any real position to ask people to build for it, and also there's still the problem that people may have different visions for it that may not cohere well. As for the "connecting mission", that might be interesting... But I'd reframe it a little, not that it has to be connecting per se, but you know, a hero or even another character from some FM in an adjacent setting alongside (or before or after) an existing FM, kind of like what Rozencranz and Guildenstern did for Hamlet, if you know about that. I think it's better to have it more open ended how an author wants to build off an existing FM than only connecting two FMs per se. That might be a really interesting theme to see play out.
  21. I expanded voting to threads over at the Thief and Dark Mod communities over at reddit ( we might get approx 10 more folks if I'm optimistic ) asw3333 voted for 3) Horror Molda_Fr voted for 1) free-for-all JazzManJ52 voted for 2) T1 style Meddlloide1337 voted for 2) T1 style Ok_Yogurtcloset4018 voted for 1) free-for-all
  22. 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.
  23. We didn't make the holidays (such a busy time of year) so here's a New Year's gift, an unusual little mission. Window of Opportunity Recover an item for a regretful trader out in a wilderness setting, and discover more! Available within the in-game mission downloader or: Download: http://www.thedarkmo...ndetails/?id=79 Alternative: https://drive.google...WTMzQXZtMVFBSG8 Some unorthodox gameplay on regular/ghost difficulties. (Arachnophobes might prefer short mode...) Please expect to need your lantern in regular and ghost modes! Short ("easy") mode is a smaller map, so if you are looking for areas others reference below, or 100% of the loot, you'll need to play on another mode. I wanted to create my first mission before I became influenced by too many others' ideas, and limited myself to what has been done before. As such, this mission is not set in a city/town, and has some features that are likely to be provocative. There's a section some really like, which others don't, either way I kept it short to not last too long. That being said, I hope you do find it fun! :-) Special thanks to those who provided valuable testing and feedback: Goldwell, Kyyrma, plotzzz, 161803398874989, PPoe & Bikerdude (who also contributed a sound). (Please remember spoiler tags to not expose things meant to be discovered by playing.) Like so: [spoiler]secrets[/spoiler] If you are having trouble finding the main objective, here's what to pay attention to in the mission for hints: There is a spot it's possible to get stuck on the ground in the corner by the cliff/rockfall where there's a rope laying on the ground, please take care if you poke around there!
  24. Is there a reason why you post with white background and black letters? Because it is really hard on the eyes with a dark setting!
  25. Welcome to the forums Ansome! And congrats on making it to beta phase!
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