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  1. It seems like more and more "thief" and "thief players" is becoming a short hand to dismiss community members earnest desire to improve the game - which happens to be a barely legally distinct "thief style" game which was made by thief fans for thief fans and is "designed to simulate the stealth gameplay of Thief". Who is the predominant player base of the game supposed to be beyond fans of the thief games? Is there some better avenue to find feedback for the game beyond this forum? FOSS and linux forums? I have seen maybe half a dozen posts from that segment. I am a thief fan, I play thief fms, my association with those games is what drives me to play and make things for this game. Are we supposed to pretend the original games are not a huge reason why most of us are here at all? TL;DR version:
  2. Thanks! 1) Doing LONG_PRESS PAD_A (what I, for lack of knowledge, call "jump-mantle" or "_jumpmantle") differs from doing PRESS PAD_A ("_jump"). "_jumpmantle" differs from "_mantle", so they must be mapped to different button-calls. "_jumpmantle" differs from "_jump", so they must also be mapped to different button-calls. This appears to be the case, but it is not evident (or changeable) in DarkmodPadbinds.cfg. "_jumpmantle" seems to be hard coded to always connect to the same button as "_jump" but with a long press. It is as if bindPadButton PRESS PAD_A "_jump" is not actually just binding PRESS PAD_A to "_jump", but rather interpreted as "link PAD_A (regardless of button press time) to behave exactly like keyboard SPACE for short and long presses". I would have expected the default DarkmodPadbinds.cfg to explicitly read: bindPadButton PRESS PAD_A "_jump" bindPadButton LONG_PRESS PAD_A "_jumpmantle" bindPadButton PRESS PAD_B "_crouch" bindPadButton LONG_PRESS PAD_B "_mantle" ... but neither LONG_PRESS PAD_A or "_jumpmantle" is listed in the file. If there are actions "_jump" and "_mantle", I suppose there must also be an action "_jumpmantle" since it is possible for the player to do all those movements: * "_mantle" does the movements "crouch on the high surface, then stand up" * "_jumpmantle" idoes the movements "jump slightly forward, then land standing on the high surface" * "_jump" idoes the movements "jump up, then land exactly where you started" If the actions "_jump" and "_moveup" are not synonymous, then perhaps the action "_moveup" is what i call "_jumpmantle"? 2) Thanks for the link! It was useful in more than one way. I'll link to that page from https://wiki.thedarkmod.com/index.php?title=Bindings_and_User_Settings#Gamepad_Default_Bindings if I can get an account on the wiki, which proved more difficult than i thought (https://forums.thedarkmod.com/index.php?/topic/22327-how-can-i-create-an-account-on-the-tdm-wiki/). However, it does not answer my question how to find out the name ("<button>") used for a button on my gamepad. Basically, I would need to press the button on my gamepad and some program could tell me "That button is called 'PAD_A'". In my case, I have a gamepad "Logitech F310" (https://commons.wikimedia.org/wiki/File:Logitech_F310_Gamepad.jpg) which has a "Logitech button" (see image) that I want to use. I was hoping to find out the "button name" for that button and then edit DarkmodPadbinds.cfg to map it to a function. 3) ... but if that button has an "unusual name" that TDM does not recognize, then it may perhaps not work. E.g. if that button is called "PAD_LOGITECH" and TDM cannot recognize that name, then I cannot map anything to it via DarkmodPadbinds.cfg. Using QJoyPad I can map any keyboard key to it instead, as a workaround, but I cannot map MODIFIER to it (since MODIFIER cannot be set to a keyboard key). If current implementation is still called "experimental", then I must say it works very well; @cabalistic: kudos for that! I may not have continued playing TDM had it not worked with a gamepad.
  3. If the "mission fails as soon as stealth score turns non-zero," that would not be good for ghost players. They might need to find out "how" they failed and experiment to avoid alerting guards. They might need to take those score points as a "bust". They might need to take those score points to complete an objective. Then, mission authors would need to encode exceptions into their missions, which would be a lot of work (if they decide to do it at all). However, part of what makes ghosting challenging and fun is when mission authors do not create their missions with ghosting in mind. Please see: Official Ghosting Rules: https://www.ttlg.com/forums/showthread.php?t=148523 Writing code for these rules would be a huge undertaking. Ghost Rules Discussion: https://www.ttlg.com/forums/showthread.php?t=148487 Creating an official mode could alienate these dedicated ghost players, because it would clash with what is considered ghosting in the community. Including the Stealth Stat Tool mod in the official release would be more useful. Or, making the audible alert states of guards quick and easy to recognize could help as well. For these reasons, I don't agree with an official "Ghost" mode. If the dev team were to do it, we should consult with @Klatremus so we get it 100% correct or not pursue it at all. (This ghosting bit should probably be in its own thread.)
  4. It is possible that this is a setting that needs to be activated to work: https://mantisbt.org/forums/viewtopic.php?t=23221
  5. 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)
  6. I am going to sort-of reveal that this is loosely like the nature of my upcoming mission. I noted it here when JackFarmer asked about things that are coming along in this post: https://forums.thedarkmod.com/index.php?/profile/37993-jackfarmer/&status=3943&type=status It too is a builder church. The player is requested by a hopefully famous character in another mission to handle some business that is affecting the congregation. I am looking to invoke some info and history laid down in other missions as a hook story.
  7. I created the page: https://wiki.thedarkmod.com/index.php?title=Lightgem In the source I placed the following text: <!-- Page text made by forum user Fiver: https://forums.thedarkmod.com/index.php?/topic/22327-how-can-i-create-an-account-on-the-tdm-wiki/&do=findComment&comment=491145 --> Personally I think the page isn't really necessary because the info is already present under HUD.
  8. Yea, it seems models are going to be a problem. DR doesn't detect gltf or dae. It does detect obj, but crashes as soon as I click the model. I don't know if I can work with lwo or ase in Godot, but I don't even have plugins for that in blender. I've only made one model for TDM once, and it was back in Blender 2.79. As far as textures go, I suppose it's not much of a problem. I could work with tga. It's just that free textures are usually distributed in jpg or png, so working with .tga requires going through the trouble of converting each of them (base texture plus normal map, ao map, rough map, etc).
  9. Is the png issue your only problem? afaik DR suports lwo and ase. obj is supported by tdm, but afaik not by DR yet.
  10. 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 :) ...

  11. The main problem with LWO is that engine always "fixes" them, which often breaks them And engine cannot be changed due to backwards compatibility. On the other hand, now we have OBJ support, which does not mess with geometry. I already suggested to provide a way to load single group/object from OBJ by its name, by writing model name like "mymodelfile.obj$group=lod0". This way we can store all LODs in one OBJ file. Maybe we can extend this group selection to other formats, although that would be harder. Speaking of default distance. The formula should be something like distance ~= A * sqrt(TriangleCount) with some constant A. I suppose constant A can be deduced by setting approximate average size of a triangle on screen with some default resolution (e.g. FullHD).
  12. 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.

  13. 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/
  14. I dom't use it, i found it here with the filter set to OpenSource. the TOS and PP isn't excluding for an OpenSource app, if they use ads mean that they also need to pay an server for this online service. OpenSource is not synonymous with free either, perhaps after the beta phase it is no longer free, so perhaps you can take advantage of the fact that it is still free to create a series of textures that can be used or search another one in Futuretools. AI generated textures and assets, by definition, don't have any copyright, so you can use them as you want. https://www.futuretools.io/?pricing-model=free|open-source&tags-n5zn=gaming
  15. 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
  16. 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.
  17. 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.
  18. Looking at the code, the originals were "pm_mantle_pull 750" and "pm_mantle_pullFast 450". The new "pm_mantle_pull" value is "400". A "pm_mantle_pullFast" value of "450" would be slower than regular pull, not faster. With both being set to "400", they are at least similar. Other than that, it's subjective and the feedback from playtesters was positive. Also, referenced internally here: https://forums.thedarkmod.com/index.php?/topic/22256-movementcontrols-settings-in-main-menu/&do=findComment&comment=489158
  19. That sort of tone doesn't fly in our forums.
  20. I would use this massive list for any fan missions, it includes campaigns too: https://www.ttlg.com/forums/showthread.php?t=148090 There are a lot of Fan Missions for the picking, I myself go for the lesser known ones and the short variety, because sometimes they hide a gem or two. Just like jaxa, I'm a bit outdated after the temporal retirement, but I do remember some amazing campaigns like "The Black Frog". If you intend to play The Black Frog, you should play the first two of the L'Arsene series missions, it's how I did it myself. Also, yes, L'Arsene are a fantastic series. The first mission of L'Arsene is a "rough draft", author was a bit new to Thief level making, but still great either way, after the 3rd you will see how his skill increased by a massive amount.
  21. Unfortunately, TDM forum deletes the separator between the numbers. So I have to guess where one number ends and the next starts Also, user can rename screenshot manually, or push it through something that would rename it automatically. Thenwe won't see coordinates on screenshot address on forums.
  22. tdm_show_viewpos cvar and screenshot_viewpos command: https://forums.thedarkmod.com/index.php?/topic/22310-212-viewpos-on-player-hud-and-screenshots/
  23. Relax @Näkki, it's great to hear you enjoyed the game. My personal expectations were just a bit different when I read the Steam page, although the various trailers should have been a warning that stealth maybe wasn't the biggest priority of the devs. From the Steam page: "Weird west legends meet eldritch horror in BLOOD WEST, an immersive stealth FPS." Also "Blood West is a stealth FPS inspired by the genre classics such as the Thief series (whose fans will be happy to hear the voice of Stephen Russell, the actor voicing the master-thief Garrett, returning here as the protagonist), S.T.A.L.K.E.R. games, or - from the contemporary catalog - Hunt: Showdown. The gameplay rewards the careful approach: scouting the area, stalking your enemies, and striking from the shadows. Can you figure out a way to clear a fort full of ghouls and monsters without raising an alarm?" From my personal experience I think the game is predominantly Hunt: Showdown, a bit of S.T.A.L.K.E.R. and a very small portion Thief. Stealth is very unforgiving and makes it almost impossible early game when there are various enemies around, but hey maybe I just suck at it. I don't see Deus Ex in it, unless the skill leveling is the Deus Ex part for you and then I have to disagree with you, as that seems like the trait system in Hunt: Showdown. Edit: What I also understood from the Steam forums is that the original VA was dropped close before the release of the full version and replaced by Russell with no real explanation from the devs why this was done.
  24. There's a group of players who have meticulously tested and adjusted ghosting rules for The Dark Mod. Please see: Official Ghosting Rules: https://www.ttlg.com/forums/showthread.php?t=148523 Ghost Rules Discussion: https://www.ttlg.com/forums/showthread.php?t=148487 Why alienate an established group of dedicated players?
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