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  1. Hi guys, through the "cheats" topic I got the idea, that it would be quite useful, if there were tags for missions (the post was about removing the killing restriction in some missions to suit the prefered play style). I don't know how easy or difficult this is, but with them, it would be quite convenient to pick missions with playstyles, environment, etc one does want to use. This could also be expanded to other mission properties. I remember a discussion about climbable drains, handles on doors, that cannot be picked and other things the map author chooses for himself. That way these things would be clearer and as I said before, it is easier to choose missions with playstyles that suit oneself. What do think?
  2. Terrific! The beta test thread is up: https://forums.thedarkmod.com/index.php?/topic/22238-beta-testing-the-spider-and-the-finch/
    1. Tarhiel

      Tarhiel

      Awesome, congratulations!!! :o

    2. Bikerdude

      Bikerdude

      Yup, all the remianing bugs were ironed out, so it nigh on perfect now.

    3. AluminumHaste

      AluminumHaste

      version 2.1 is now uploaded to mirrors ready to download.

  3. Welcome to the Dark Mod forums MarsManon! Thank you very much for the kind words about SLL, it's always nice to hear We all worked real hard on bringing Grayman's map to life and I'm glad you enjoyed it
  4. I was so enchanted by this FM, I had to sign up to the forums the same day I finished it to come thank the authors Genuinely, truly incredible work! I was so overwhelmed in places that I resorted to just shouting joy at my monitor two, three, maybe four entirely separate times while playing. Exploring, puzzling, finding something new, trying to use it, and finding it does a whole new, separate, wonderful thing! There aren't enough words inside me to describe the feeling. It was breathtaking. I don't have any specific feedback that hasn't come through this thread before Thanks so much for making this, for all the inspiration and ingenuity and effort it took. If I never play another level this good, in any other game, in my life, I'd be fine with that.
  5. While retired im still playing around at times with the different mods, sadly while one of the better ports dhewm3 does not have a large mod compatibility database so atm im working on getting sikkmod ported to it. I also been working on adding darkmods avx and avx2 extensions (done btw) as well as a hybrid GLSL ARB2 renderer originally by MH but modified heavily by me and 100 % stable now. Interactions are the only thing rendered with GLSL atm. This in turn means that while it is still possible to use sikkmod you cannot use the POM shader as that one is an ARB2 interaction shader. If you want POM you can turn of GLSL interactions or write a GLSL port . Still on my todo list would be darkmods SMP changes, daniel gibson is also working on that. You should prefer the GLSL interactions though as they use half lambertian and lights the scene more while also looking more natural (not as light as rbdoom3bfg though).
  6. We are proud to announce the release of: The Dark Mod 2.11 ! The Dark Mod 2.11 is primarily a bug-fix release. The majority of development time was dedicated to fixing or improving long-standing bugs or problem areas with the project rather than focusing on new features. That said, some of the improvements that were introduced to address these issues could very well be classified as new features in terms of the amount of changes required to bring them to life. A full changelog can be viewed here, but some highlights include: Major gameplay improvements! For players, Stealth Score and AI alert behavior has been improved to better detect tactile contact with AI and proximity. An older TDM release introduced a grace period feature that was overly broad and made some AI ignore players that were right in front of them. This has been substantially improved so stealth scoring and AI reactions should be a lot more consistent and logical. Players will also have a new Blackjack experience with better cues about whether a blackjack attack will succeed and improvements to the way that the blackjack attack is executed. Players can more smoothly transition from climbing as the player is now permitted to be crouched during the climb. There is a new multi-loot feature which allows you to pickup multiple loot pieces by holding down the frob button! Performance Improvements! The new volumetric light feature has been improved via a new blur phase. This means that you no longer need to increase the samples to reduce or remove banding and performance should be substantially improved. Before 2.10 ( dithering and low sample count): After 2.11 ( blurred and higher default sample count ) : Soft Shadows now utilize scissors and tile-based evaluation in stencil mode so that Anti-Aliasing no longer need be applied to the entire shadow buffer. Shadow Maps have improved mipmap, LOD and texel utilization. There should be fewer artifacts and better performance. Large models are now evaluated via a BVH structure so that they can be split for lighting and culling optimizations. AI think cycles have been optimized and perform less work per-frame. GLSL programs have been rewritten to have better performance on AMD graphic cards. Included mission improvements! Mission 1: A New Job now features subtitles! Mission 2: Tears of Saint Lucia has been improved with EFX reverb and a few bug fixes! Asset fixes and additions! Dragofer has fixed hundreds of assets that were missing setup definitions or other components that would cause the console to flood with errors on TDM launch or on the launch of missions. In addition, he has added hundreds of new and old assets from both TDM team members and members of the TDM community. Improvements for Mappers! The Engine now supports Obj model format Material Shaders no longer require you to add frob stages. Frob is now auto-generated. You can still add custom frob effects to materials if preferred Missions can now include decls that override those in the core TDM without using an override file to replace the entire core file. GUI scripting has been overhauled with better syntax and error reporting Dmap precision has been increased and Dmap T-junction performance has been optimized Please see our Moddb article for the full developer blog entry: https://www.moddb.com/mods/the-dark-mod/news/the-dark-mod-211-is-here 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 2.11, so finish any missions you might be in the middle of first!
  7. How about some fresnel highlights then? Red-shaded areas show the highlight... Pic below is a velour-style that highlights more as the surface becomes more parallel to the view angle. Here's the effect applied to .rgb Next is an ambient "spotlight / backlight" effect that slightly brightens the area around the player based on surfaces perpendicular to the viewing angle Here it is applied to .rgb It's a subtle effect. It simulates ambient light reflecting off the player back onto surfaces. When combined with velour fresnel, it helps add depth/body to surfaces as you move around them. Some folks may not like the backlight effect. Thief 4 did a similar thing. When you'd crouch to go into stealth mode it lit up a hidden "lantern" light to light up the area around the player to help offset the darkening stealth haze. Some folks hated it and found ways to disable it. So, this might be something to add an option to enable/disable as the user wishes. When combining the effects the ambient lighting has more depth. ~~~~~~~~~~~~~~~~~~ Issue with shadows is they tend to flatten out normals. So, adding in highlights and such helps bring some body back to them. I applied the fresnel effects to the "tdm_interaction.fs.glsl" and "ambientinteraction.fs" files. It helps the most in the ambient lighting, b/c that's where it helps things stand out. Gets too washed out in the tdm_interaction lighting. Might want to disable the fresnel effects from tdm_interaction.fs.glsl, though, b/c not very noticeable in lamp/torchlight, and the ambient fresnel already adds some. (I added them to tdm_interaction to see if they'd boost the highlights in lights. They do, but can over-bright the lights.) ~~~~~~~~~~~~~~~~~~~~~~~~ I messed around with specular in tdm_interaction.fs.glsl to try to make it pop more. I noticed you had a work-around for specular. I re-worked the algorithm to add specular later in the chain, and, while it pops more now, it gets a stark cut-off ... which I'm guessing you noticed and were trying to sort out with work-arounds (?) (gamma room in Training Mission.. floor is shiney & wet now from specular, but shadow is cutting specular off unnaturally) It does it for Blinn and Phong dots either way. Not sure what's going on there or how to fix it. The cut off moves as the camera moves, so it feels like it has somethign to do with view direction. I don't know. I made tdm_interaction specular = 0.1 if there was no specular texture in order to highlight speculars more. Image above has torches to the left and right off-screen.. middle shows a cut-off of specular into the shadows. It's like the light blending is not working for specular. But when the cut-off isn't in the way, the specular looks better now. The wood is unnaturally shiney due to the 0.1 default I put in place. But, the metal rings on the barrels shine and reflect now. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I've attached the two files I messed with, and also a 3rd file I used for #include to chuck glsl cheat-sheet stuff for myself, and a normal map partial derivative equation function to single-source on things I was working on. shaderedits.zip
  8. I believe the plan was to first get better reflections working then move towards better surface shading and finally incorporate the probes into the ambient_world ( aka probe GI ). Hard to say but it may just be easier to examine what can be ported from RBDoom3BFG and add the full feature-set in one big change. If someone wanted to examine the shaders from that project and try to make them comply with our design requirements ( OpenGL GLSL 3.3 ) that would make it easier to begin such an evaluation. For non-team members, I think that only hmart, jonri, and totallytubular ( maybe Filizitas ?) have the skill-set to do this type of thing so it will probably wait until a team member has time to begin experimenting.
  9. can somebody fix the mainpage of our site? http://forums.thedarkmod.com/topic/19469-new-layout-error/

    1. nbohr1more
    2. Springheel

      Springheel

      It's under construction at the moment.

       

  10. Woohoo! I have GLSL shaders drawing the odd surface among our lit surfaces that use old ARB assembly shaders. And I have GLSL shaders able to feed our stencil and alpha buffers from images renderered off screen while light and shadow are being drawn. And all without changing a line of existing code. So much exciting stuff to try out now :)

    1. Show previous comments  15 more
    2. SteveL

      SteveL

      ...uploads that for every model every frame, which makes almost as much traffic as CPU skinning (it's 43% of the total bus traffic for an AI, the other 57% being the skinned verts). We could do better using geometry shaders to discard the unlit triangles. And we'll *need* to do that on the GPU for Instancing... Every copy of a model will need the same set of triangles.

    3. STiFU

      STiFU

      Damn exciting times, mate!! :) I am checking our internal thread like 10 times a day for updates from you! :D

    4. Diego

      Diego

      This is too awesome for these tiny boxes. Make a thread and fill it with pretty images for us layman! \o/

  11. Experimenting with TDM on Steam Link on Android. see topic http://forums.thedarkmod.com/topic/19432-tdm-on-steam-link-for-android/

    1. freyk

      freyk

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

    2. freyk

      freyk

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

  12. Yes, it's a core shader. Converted from ARB to GLSL from Greebo's original design I believe.
  13. OK I think I've got to the bottom of this. I've created this forum thread (with bug report): https://forums.thedarkmod.com/index.php?/topic/22221-bug-drowning-ai-in-shallow-water/ I can apply a workaround, although it won't be perfect and the bug itself needs fixing in the engine. There are a few other things that need fixing so will put an update together soonish.
  14. If any mappers have encountered weirdness with kill objectives not working with drowning AI, I think I've found out why. I don't think it would be a particularly difficult one to fix either. I've raised this bug report: https://bugs.thedarkmod.com/view.php?id=6323 Some context here: https://forums.thedarkmod.com/index.php?/topic/21837-fan-mission-the-lieutenant-2-high-expectations-by-frost_salamander-20230424/&do=findComment&comment=487316 I think this is a bug, but just raising here in case some people think otherwise.
  15. How you can help depends a lot on what skills you have. I can Record Video Recording "Let's Play" videos or simple walkthroughs of existing missions and posting them to Youtube is great exposure for the mod (see example .) Be sure to let us know so we can link to them. If you have some editing ability, Video tutorials, where you explain how the mod works, or how to use specific tools, would also be great. Video trailers, showcasing interesting places and features, are also great for publicity. An example is . I can Write Writing reviews for missions are always nice, especially if they include good screenshots. Not only does it give us something to post on other forums, but it makes mappers feel good when their mission gets attention (especially if it's positive). We have a collective thread to post reviews in: http://forums.thedar...s-walkthroughs/ Writing reviews of the mod as a whole, targetted an an audience that doesn't know much about TDM, is also very useful. You could also try offering your services to mappers to create interesting readables, or to proofread for their mission. I can Act and Record Audio We are always on the lookout for good quality audio recordings for vocal sets. If interested, you can pick a few different lines from this script: http://wiki.thedarkm...t:_Average_Jack and send the recordings to Springheel, who then writes a script based on the type of voice you have. I can Translate We could always use translations of our menu/hud into more languages. Also, only a few FMs are aavailable in more than one language, so there is a lot of work there, see the I18N Translator's Guide in the Wiki. I can Model Great! Take a look at the model request thread:http://forums.thedar...-requests-here/ and pick something that interests you. Or just post a, "Hey, anybody want a model?" thread in this forum and I'm sure mappers will get back to you. I can Animate Fantastic. We can always use more good animations. Our current character rigs use a Maya skeleton. PM Springheel for more info. I know C++ Have a look at our coding section in the wiki, pick an issue or feature from the bugtracker of the mod or the leveleditor, download the recent sourcecode release (or better ask for an SVN checkout) and get cracking. Make sure nobody is already working on that specific issue and feel free to ask questions. I can Edit Images We can always use completely new textures and/or improved versions of older textures. How to get started and how to import them into the mod. I can Take Photos Good quality photos of useful textures (medieval-ish building facades, dirt, rocks, wood, etc) are always welcome. The fewer directional shadows and higher resolution, the better. I don't have any skills Even if you can't do any of the above, you can still help out. Talk about TDM in other forums; share your (preferably positive) experiences with other gamers you know. Last, but not least, compliment people when you like their work. Saying "thanks", to a developer or, "I really enjoyed your mission" to a mapper will make their day. -------------------- I'll update this further as more things occur to me.
  16. id Studio did a poor job in defining its categorization of variable nomenclature, so in subsequent documentation and discussions there are divergent views (or just slop). In my series, I had to choose something, and went with what I thought would be clearest for the GUI programmer: Properties, which are either Registers (like true variables) Non-registers (like tags) User Variables (also true variables) I see that your view is more along these lines (which perhaps reflects C++ internals?): Flags (like my non-registers) Properties, which are either Built-in (like my registers) Custom (like user Variables) Also, elsewhere, you refer to "registers" as temporaries. I am willing to consider that there could be temporary registers during expression evaluation, but by my interpretation those would be in addition to named property registers. I'm not sure where to go next with this particular aspect, but at least can state it.
  17. Author note: It's hard to believe it's already been a year since Act 1 came out! Well during this mission the player will be following Corbin into the Grimwood district to followup on a lead from last night (Act 1) .. the mysterious tablet! This mission is my first time including full EFX support as well as a HD briefing video file, additionally a new script has been added crafted by the talented Obsttorte which has loot flying towards the player when you pick it up. On a level design front I have tried to change things up a bit by really catering towards a number of play styles, this mission can be completely ghosted or you can use the tools at your disposal to wreak havoc on the citizens of Northdale. For the first time I have tried to create more sandbox environments which don't offer clear answers handed directly to you, so if you're having trouble figuring something out try a different method. This mission takes between 1 - 2 hours to finish depending on the difficulty you play on and how thoroughly you explore. I hope you enjoy your night in Northdale! - Goldwell Voice actors Fen Phoenix Goldwell Random_taffer Yandros Beta testers Amadeus Boiler's Hiss Cambridge Spy Chakkman Crowind Epifire Kingsal SquadaFroinx Custom Assets Andreas Rocha DrK Epifire Grayman Kingsal MalachiAD Obsttorte Sotha Springheel SquadaFroinx Purgator With special thanks to Epifire for creating a large collection of custom models, Grayman for helping out with coding, Kingsal for drawing the ingame map and Moonbo for his script revision on the briefing video. Available via in-game downloader MIRROR File Size: 417 mb EDIT: If you are having performance issues please consult this post by Nbohr1more which may address your issue http://forums.thedarkmod.com/topic/19936-fan-mission-shadows-of-northdale-act-ii-by-goldwell-20190320/page-2?do=findComment&comment=436271
  18. Lighting Mode Approach All EntityNodes are registering themselves in the RenderSystem on scene insertion. Same for the Lights, they register themselves as RenderableLight objects, so the OpenGLRenderSystem knows about every IRenderEntity and each RendererLight. The frontend phase is using the same onPreRender() call. All scene nodes are aware of their parent IRenderEntity (this had already been done before), which enables them to attach IRenderableObjects to their IRenderEntity. This way every entity knows about the renderable objects it is a parent of. During back end rendering, the algorithm makes use of the IRenderEntity::foreachRenderableTouchingBounds() method, to select those objects that are intersecting with a light's volume. IGeometryStore Every IRenderableObject has its vertex data stored in the central IGeometryStore owned by the render system. It doesn't know where that is exactly, but it will receive a Slot Handle to be able to update the geometry or remove it later. The IRenderableObject::getStorageLocation() method will expose the storage handle and enables the back end renderer to access the data by object. The geometry store handles two RAM buffers that are protected by glFenceSync, in preparation of moving all that data to a GPU buffer and not running the risk of altering the data while it's still in use. The number 2 can be increased to a higher number if needed (TDM is using 3 of them). Changes and updates to the geometry buffer are recorded during the front-end render pass and are propagated to the secondary buffer when switching between frames, to keep the amount of vertex data copied around reasonably low. The back end is currently processing all the IRenderableObjects one by one, it will use the same glDrawElementsBaseVertex call for every encountered object (so there's room for optimisation here, possibly bunching the calls together and then using glMultiDrawElementsBaseVertex). Windings Windings are special again, and not very optimised as of yet. BrushNodes don't do anything, it's the Shader (in their role as WindingRenderer) that is grouping the windings per entity and clustering them into one large IRenderableObject per entity. It is likely to intersect with far too many lights in the scene, so there's room for using a flexible space partitioning system here. Geometry and Surfaces The base implementations provide a convenient attachToEntity() method which takes care of the bureaucracy. The nodes just need to call it with the correct IRenderEntity* argument. Backend I tried to use the TDM renderer as blue print. There's a dedicated RenderSystem::renderLitScene() method which is called by the CamWnd when in lighting mode. The steps are (see render/backend/LightingModeRenderer.cpp): For every known light, check each known entity and intersect the objects Every intersecting object will produce an interaction, objects are sorted by entity and material All collected objects will be considered for the depth fill pass: only the suitable materials provide that pass Interaction Pass: draw the objects per light and entity, using the correct GLSL program Blend Pass: draw all other passes like blend stages or skyboxes. The cubemap program needed to render skyboxes has been implemented using GLSL. It doesn't handle reflective stages yet, only regular cubemaps. Results Everything is still pretty rough and not optimised yet, but it's working. Particle rendering, skyboxes, blend stages and regular light interactions are properly showing up, so it's at least at the same feature level before the changes, which was what I've been aiming for in this branch.
  19. Thanks, I can also recommend gog galaxy. The idea of the custom tags is really nice, I'll have to try this out too!
  20. Given that there is a discussion about interior mapping, I'd like to return to the question of maintenance of custom GLSL shaders. Right now I see choices: Do not allow mappers to write custom GLSL. Allow writing custom GLSL and promise their maintenance. And as a consequence, most likely lock GLSL version forever?... Allow writing custom GLSL but warn that they can get broken during future engine updates.
  21. YOU TAFFERS! Happy new year! Deadeye is a small/tiny assassination mission recommended for TDM newcomers and veterans alike. Briefing: Download link: https://drive.google.com/file/d/1JWslTAC3Ai9kkl1VCvJb14ZlVxWMmkUj/view?usp=sharing Enjoy! EDIT: I promised to someone to write something about the design of the map. This is in spoiler tags below. Possibly useful to new mappers or players interested in developer commentary.
  22. I really don't know why it would put anything into lib64. The Makefile explicitly use $(pkglibdir) which is $(libdir)/$(PACKAGE), i.e. prefix/lib/darkradiant. As far as I read the docs, $(libdir) will always point to lib. If one wants to install something somewhere else, they must explicity change it to lib64 in the configure step. For the records, this is what I passed to configure: ./configure --enable-darkmod-plugins --enable-debug --prefix=/home/greebo/dr And this is what my output folder looks after make install: .: total 20 drwxrwxr-x 5 greebo greebo 4096 Okt 12 07:20 . drwxr-xr-x 22 greebo greebo 4096 Okt 18 19:11 .. drwxrwxr-x 2 greebo greebo 4096 Okt 19 18:39 bin drwxrwxr-x 3 greebo greebo 4096 Okt 12 07:18 lib drwxrwxr-x 6 greebo greebo 4096 Okt 12 07:20 share ./bin: total 199904 drwxrwxr-x 2 greebo greebo 4096 Okt 19 18:39 . drwxrwxr-x 5 greebo greebo 4096 Okt 12 07:20 .. -rwxr-xr-x 1 greebo greebo 189595464 Okt 19 18:38 darkradiant -rwxr-xr-x 1 greebo greebo 15092664 Okt 19 18:39 test ./lib: total 12 drwxrwxr-x 3 greebo greebo 4096 Okt 12 07:18 . drwxrwxr-x 5 greebo greebo 4096 Okt 12 07:20 .. drwxrwxr-x 5 greebo greebo 4096 Okt 19 18:36 darkradiant ./lib/darkradiant: total 32340 drwxrwxr-x 5 greebo greebo 4096 Okt 19 18:36 . drwxrwxr-x 3 greebo greebo 4096 Okt 12 07:18 .. -rwxr-xr-x 1 greebo greebo 627320 Okt 19 18:35 libmath-2.8.1.so -rwxr-xr-x 1 greebo greebo 959 Okt 19 18:35 libmath.la lrwxrwxrwx 1 greebo greebo 16 Okt 19 18:35 libmath.so -> libmath-2.8.1.so -rwxr-xr-x 1 greebo greebo 1586344 Okt 19 18:36 libmodule-2.8.1.so -rwxr-xr-x 1 greebo greebo 971 Okt 19 18:36 libmodule.la lrwxrwxrwx 1 greebo greebo 18 Okt 19 18:36 libmodule.so -> libmodule-2.8.1.so -rwxr-xr-x 1 greebo greebo 5362408 Okt 19 18:35 libscenegraph-2.8.1.so -rwxr-xr-x 1 greebo greebo 1038 Okt 19 18:35 libscenegraph.la lrwxrwxrwx 1 greebo greebo 22 Okt 19 18:35 libscenegraph.so -> libscenegraph-2.8.1.so -rwxr-xr-x 1 greebo greebo 24988960 Okt 19 18:36 libwxutil-2.8.1.so -rwxr-xr-x 1 greebo greebo 1347 Okt 19 18:36 libwxutil.la lrwxrwxrwx 1 greebo greebo 18 Okt 19 18:36 libwxutil.so -> libwxutil-2.8.1.so -rwxr-xr-x 1 greebo greebo 496160 Okt 19 18:35 libxmlutil-2.8.1.so -rwxr-xr-x 1 greebo greebo 984 Okt 19 18:35 libxmlutil.la lrwxrwxrwx 1 greebo greebo 19 Okt 19 18:35 libxmlutil.so -> libxmlutil-2.8.1.so drwxrwxr-x 2 greebo greebo 4096 Okt 19 18:38 modules drwxrwxr-x 2 greebo greebo 4096 Okt 19 18:39 plugins drwxrwxr-x 3 greebo greebo 4096 Okt 19 18:39 scripts ./lib/darkradiant/modules: total 312848 drwxrwxr-x 2 greebo greebo 4096 Okt 19 18:38 . drwxrwxr-x 5 greebo greebo 4096 Okt 19 18:36 .. -rwxr-xr-x 1 greebo greebo 1227 Okt 19 18:37 libradiantcore.la -rwxr-xr-x 1 greebo greebo 233335928 Okt 19 18:37 libradiantcore.so -rwxr-xr-x 1 greebo greebo 1040 Okt 19 18:38 script.la -rwxr-xr-x 1 greebo greebo 81371856 Okt 19 18:38 script.so -rwxr-xr-x 1 greebo greebo 1428 Okt 19 18:38 sound.la -rwxr-xr-x 1 greebo greebo 5614536 Okt 19 18:38 sound.so ./lib/darkradiant/plugins: total 144060 drwxrwxr-x 2 greebo greebo 4096 Okt 19 18:39 . drwxrwxr-x 5 greebo greebo 4096 Okt 19 18:36 .. -rwxr-xr-x 1 greebo greebo 1419 Okt 19 18:39 dm_conversation.la -rwxr-xr-x 1 greebo greebo 19617768 Okt 19 18:39 dm_conversation.so -rwxr-xr-x 1 greebo greebo 1407 Okt 19 18:39 dm_difficulty.la -rwxr-xr-x 1 greebo greebo 9012616 Okt 19 18:39 dm_difficulty.so -rwxr-xr-x 1 greebo greebo 1389 Okt 19 18:39 dm_editing.la -rwxr-xr-x 1 greebo greebo 26450048 Okt 19 18:39 dm_editing.so -rwxr-xr-x 1 greebo greebo 1431 Okt 19 18:39 dm_gameconnection.la -rwxr-xr-x 1 greebo greebo 5348320 Okt 19 18:39 dm_gameconnection.so -rwxr-xr-x 1 greebo greebo 1375 Okt 19 18:39 dm_gui.la -rwxr-xr-x 1 greebo greebo 26281224 Okt 19 18:39 dm_gui.so -rwxr-xr-x 1 greebo greebo 1407 Okt 19 18:39 dm_objectives.la -rwxr-xr-x 1 greebo greebo 36205552 Okt 19 18:39 dm_objectives.so -rwxr-xr-x 1 greebo greebo 1419 Okt 19 18:38 dm_stimresponse.la -rwxr-xr-x 1 greebo greebo 24545328 Okt 19 18:38 dm_stimresponse.so ./lib/darkradiant/scripts: total 40 drwxrwxr-x 3 greebo greebo 4096 Okt 19 18:39 . drwxrwxr-x 5 greebo greebo 4096 Okt 19 18:36 .. -rw-r--r-- 1 greebo greebo 712 Okt 19 18:39 brushtest.py drwxrwxr-x 2 greebo greebo 4096 Okt 19 18:39 commands -rw-r--r-- 1 greebo greebo 760 Okt 19 18:39 dialogtest.py -rw-r--r-- 1 greebo greebo 118 Okt 19 18:39 init.py -rw-r--r-- 1 greebo greebo 620 Okt 19 18:39 patchtest.py -rw-r--r-- 1 greebo greebo 8652 Okt 19 18:39 test.py ./lib/darkradiant/scripts/commands: total 96 drwxrwxr-x 2 greebo greebo 4096 Okt 19 18:39 . drwxrwxr-x 3 greebo greebo 4096 Okt 19 18:39 .. -rw-r--r-- 1 greebo greebo 18148 Okt 19 18:39 ase_export_blend.py -rw-r--r-- 1 greebo greebo 15674 Okt 19 18:39 ase_export.py -rw-r--r-- 1 greebo greebo 3021 Okt 19 18:39 check_for_invalid_visportals.py -rw-r--r-- 1 greebo greebo 800 Okt 19 18:39 example.py -rw-r--r-- 1 greebo greebo 11559 Okt 19 18:39 export_obj.py -rw-r--r-- 1 greebo greebo 12457 Okt 19 18:39 patchsplitter.py -rw-r--r-- 1 greebo greebo 1498 Okt 19 18:39 select_all_models_of_type.py -rw-r--r-- 1 greebo greebo 713 Okt 19 18:39 shift_textures_randomly.py -rw-r--r-- 1 greebo greebo 586 Okt 19 18:39 shift_textures_upwards_randomly.py -rw-r--r-- 1 greebo greebo 2500 Okt 19 18:39 test_targets.py ./share: total 24 drwxrwxr-x 6 greebo greebo 4096 Okt 12 07:20 . drwxrwxr-x 5 greebo greebo 4096 Okt 12 07:20 .. drwxrwxr-x 2 greebo greebo 4096 Okt 19 18:39 applications drwxrwxr-x 6 greebo greebo 4096 Okt 19 18:39 darkradiant drwxrwxr-x 3 greebo greebo 4096 Okt 12 07:20 doc drwxrwxr-x 3 greebo greebo 4096 Okt 12 07:20 locale ./share/applications: total 12 drwxrwxr-x 2 greebo greebo 4096 Okt 19 18:39 . drwxrwxr-x 6 greebo greebo 4096 Okt 12 07:20 .. -rw-r--r-- 1 greebo greebo 566 Okt 19 18:39 darkradiant.desktop ./share/darkradiant: total 108 drwxrwxr-x 6 greebo greebo 4096 Okt 19 18:39 . drwxrwxr-x 6 greebo greebo 4096 Okt 12 07:20 .. drwxrwxr-x 2 greebo greebo 12288 Okt 19 18:39 bitmaps -rw-r--r-- 1 greebo greebo 10232 Okt 19 18:39 colours.xml -rw-r--r-- 1 greebo greebo 6537 Okt 19 18:39 commandsystem.xml -rw-r--r-- 1 greebo greebo 2732 Okt 19 18:39 debug.xml drwxrwxr-x 2 greebo greebo 4096 Okt 19 18:39 games drwxrwxr-x 2 greebo greebo 4096 Okt 19 18:39 gl -rw-r--r-- 1 greebo greebo 12738 Okt 19 18:39 input.xml -rw-r--r-- 1 greebo greebo 19778 Okt 19 18:39 menu.xml drwxrwxr-x 3 greebo greebo 4096 Okt 19 18:39 ui -rw-r--r-- 1 greebo greebo 15099 Okt 19 18:39 user.xml ./share/darkradiant/bitmaps: total 1832 drwxrwxr-x 2 greebo greebo 12288 Okt 19 18:39 . drwxrwxr-x 6 greebo greebo 4096 Okt 19 18:39 .. -rw-r--r-- 1 greebo greebo 303 Okt 19 18:39 active_layer_invisible.png ... -rw-r--r-- 1 greebo greebo 548 Okt 19 18:39 wireframe.png ./share/darkradiant/games: total 108 drwxrwxr-x 2 greebo greebo 4096 Okt 19 18:39 . drwxrwxr-x 6 greebo greebo 4096 Okt 19 18:39 .. -rw-r--r-- 1 greebo greebo 14660 Okt 19 18:39 darkmod.game -rw-r--r-- 1 greebo greebo 13562 Okt 19 18:39 doom3-demo.game -rw-r--r-- 1 greebo greebo 13925 Okt 19 18:39 doom3.game -rw-r--r-- 1 greebo greebo 9841 Okt 19 18:39 prey.game -rw-r--r-- 1 greebo greebo 9772 Okt 19 18:39 quake3.game -rw-r--r-- 1 greebo greebo 9863 Okt 19 18:39 quake4.game -rw-r--r-- 1 greebo greebo 13846 Okt 19 18:39 xreal.game ./share/darkradiant/gl: total 24 drwxrwxr-x 2 greebo greebo 4096 Okt 19 18:39 . drwxrwxr-x 6 greebo greebo 4096 Okt 19 18:39 .. -rw-r--r-- 1 greebo greebo 3258 Okt 19 18:39 interaction_fp.glsl -rw-r--r-- 1 greebo greebo 2248 Okt 19 18:39 interaction_vp.glsl -rw-r--r-- 1 greebo greebo 1080 Okt 19 18:39 zfill_fp.glsl -rw-r--r-- 1 greebo greebo 1264 Okt 19 18:39 zfill_vp.glsl ./share/darkradiant/ui: total 356 drwxrwxr-x 3 greebo greebo 4096 Okt 19 18:39 . drwxrwxr-x 6 greebo greebo 4096 Okt 19 18:39 .. -rw-r--r-- 1 greebo greebo 5072 Okt 19 18:39 aboutdialog.xrc ... -rw-r--r-- 1 greebo greebo 31081 Okt 19 18:39 stimresponseeditor.xrc ./share/darkradiant/ui/fonts: total 1044 drwxrwxr-x 2 greebo greebo 4096 Okt 19 18:39 . drwxrwxr-x 3 greebo greebo 4096 Okt 19 18:39 .. -rw-r--r-- 1 greebo greebo 343980 Okt 19 18:39 FreeMono.ttf -rw-r--r-- 1 greebo greebo 714456 Okt 19 18:39 FreeSans.ttf ./share/doc: total 12 drwxrwxr-x 3 greebo greebo 4096 Okt 12 07:20 . drwxrwxr-x 6 greebo greebo 4096 Okt 12 07:20 .. drwxrwxr-x 3 greebo greebo 4096 Okt 19 18:39 darkradiant ./share/doc/darkradiant: total 188 drwxrwxr-x 3 greebo greebo 4096 Okt 19 18:39 . drwxrwxr-x 3 greebo greebo 4096 Okt 12 07:20 .. drwxrwxr-x 2 greebo greebo 4096 Okt 19 18:39 img -rw-r--r-- 1 greebo greebo 179835 Okt 19 18:39 manual.html ./share/doc/darkradiant/img: total 2248 drwxrwxr-x 2 greebo greebo 4096 Okt 19 18:39 . drwxrwxr-x 3 greebo greebo 4096 Okt 19 18:39 .. -rw-r--r-- 1 greebo greebo 134067 Okt 19 18:39 2DViewMarkedUp.png ... -rw-r--r-- 1 greebo greebo 2832 Okt 19 18:39 warning.png -rw-r--r-- 1 greebo greebo 269 Okt 19 18:39 wireframeMode16.png ./share/locale: total 12 drwxrwxr-x 3 greebo greebo 4096 Okt 12 07:20 . drwxrwxr-x 6 greebo greebo 4096 Okt 12 07:20 .. drwxrwxr-x 3 greebo greebo 4096 Okt 12 07:20 de ./share/locale/de: total 12 drwxrwxr-x 3 greebo greebo 4096 Okt 12 07:20 . drwxrwxr-x 3 greebo greebo 4096 Okt 12 07:20 .. drwxrwxr-x 2 greebo greebo 4096 Okt 19 18:39 LC_MESSAGES ./share/locale/de/LC_MESSAGES: total 116 drwxrwxr-x 2 greebo greebo 4096 Okt 19 18:39 . drwxrwxr-x 3 greebo greebo 4096 Okt 12 07:20 .. -rw-r--r-- 1 greebo greebo 108262 Okt 19 18:39 darkradiant.mo edit: I don't seem to be able to put a scrollbar around the quote above. I could swear the forum did that automatically before.
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