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  1. 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.
  2. I believe @stgatilov was asking that you provide comparisons of the basics: 1) Hard Stencil beta vs svn 2) Hard Maps beta vs svn 3) Soft Stencil beta vs svn 4) Soft Maps beta vs svn That should triangulate the affected area. On review of the code change, in theory it "should" perform much better since the blur operations are done on the GPU (thus freeing the CPU for other work) but I guess there may be a pathological GPU pattern that looks good on paper but the hardware or compiler doesn't execute well.
  3. I am pleased to announce the release of our new fan mission, The Hare in the Snare: Part 1 Mission type: City Missions + Inn/Tavern Description: People are being abducted off the streets and a Watch Captain requires the services of a thief to help him find out why. Download link (v1.0.2-release): https://drive.google.com/file/d/1HYvM_u56wDB16uIlb7qgS_q3P24V69MO/view?usp=sharing Credits: Mapping and original characters: @Frost_Salamander Story, readables, custom models, voices and cinematics: @Kerry000 Menu title track produced and mixed by @JackFarmer with selected gigagooga sound samples Beta testers: @Cambridge Spy @Zerg Rush @Amadeus @Acolytesix @Lzocast @wesp5 @nbohr1more @Kerry000 @ate0ate @Wellingtoncrab @prjames Additional thanks: @Dragofer, @nbohr1moreand @peter_spyfor technical help @Springheel for the modules and tutorials @kingsalfor allowing @Kerry000to abuse his manbeast everyone else on Discord and the TDM forums who offered assistance Requirements and notes: This mission requires TDM 2.09. Earlier versions will probably work but you might see one or two missing models. You may experience some FPS drops in some areas with lower-end hardware. Mid-range and above should be fine. If you have issues, I highly recommend you use shadow maps instead of stencil (settings -> advanced -> shadows implementation). It makes a big difference. For 'Hard' and 'Expert' the light gem sensitivity has been increased by '1' (meaning easier for AI to detect you). Screenshots:
  4. I'd like to better understand what you want. The design of dragging bodies is to hold frob (key down) to drag and release frob (key up) to let go. That way it's impossible to walk away while unintentionally dragging a body. Plus, it's quick to grab and move several body limbs in rapid succession. This is thought to provide a better experience, especially for new players. Towards the beginning of this thread, I created a "tdm_frobhold_drag_body_behavior" cvar. https://forums.thedarkmod.com/index.php?/topic/22198-feature-proposal-frob-to-use-world-item/&do=findComment&comment=487580 "tdm_frobhold_drag_body_behavior", default:"1" Which drag body behavior? 1 --- on frob key up, drop body (limb). 0 --- on second frob, drop body (limb), TDM v2.11 (and prior) behavior. That cvar was removed shortly afterwards, because it was said that it wasn't needed. With that cvar set to 0, a second frob would be required to let go of the body. Is that the behavior that you want? If so, I can add that cvar back. Also, I saw elsewhere that you want the ability to revert back to the old way. If you mean that all of the controls match TDM 2.11, that can be done with "tdm_frobhold_delay 0" and there will be a menu setting to disable it as well.
  5. Whatever you're doing keep it up, man what a performance increase. 2.11a: Latest SVN version: +100 FPS in this scene is an insane increase. EDIT: just noticed that I had min ambient turned down and increased FOV by 5 degrees in the second shot. So there's even MORE for the SVN version to render and it's still 100+ fps over.
  6. I just re-based my WIP from 2.07 to 2.08, and immediately spotted a problem. At one distance from this lamp type, the smoke particles are rendered just fine. When I move closer, the smoke particles act like they can't be found. See the two attached pictures. Anyone else see this?
  7. Fixed the engine in svn rev 10464. Also I noticed something really weird (at 13227 1608.52 1110.76) I suppose dmap caused this?...
  8. After a long time and a lot of delays, I'm extremely happy and relieved to announce the release date for my first map; Lords & Legacy, on Friday the 30th of August, 2013! Lords & Legacy v.2.1 Resume: Screenshots: http://imgur.com/a/Lj8UJ#0 Notes: Build time: 2013/03/30 - 2013/08/30 To install, simply put the .pk4 file in your fm folder and install from the in-game mission menu. It is a large mission with optional objectives, so make sure to save often. The ropes in the beginning have a 'slick' surface, to simulate being 'slack lines'. They are difficult, but once you get a hang of the slide they can be fun. A couple of the large areas can be a bit rough on performance, and can be improved by adjusting the LOD slider in video options. A few of visportals open only when you get close. This is to keep the frames smooth inside the respective building, due to early inexperienced design. If you find any bugs which affect the gameplay experience, then you're very welcome to post them here, but please use the spoiler tags. Big thanks to 'Obsttorte', 'Springheel', 'Greyman', 'Bikerdude', 'Sotha' and rest of 'The Dark Mod Team'for all the help, guides and tricks. Also thanks to the other TDM users who provided fantastic support and feedback during the build. Thank you for beta-testing: 'Bikerdude', 'TylerVocal', 'Simplen00b', 'nbohr1more', 'Briareos H.' Special thanks to: 'Danus', 'Dsx' & 'Stanleh' for testing, help and support. v.2.0.1 changelog: Bugs: -The "Master Thief" challenge was impossible to do for a while, due to incorrect values. Fixed. -Getting seen by "The Killer" now also fails the "Ghost" challenge. -The 3 cardplaying guards no longer float mid air, as their chairs are now nailed to the floor. -Fixed the sound of the furnace continuing after the flames were extinguished. -Fixed weird glittering on the power cables around the map. -Fixed some moonlight popping in and out. -Fixed openable windows in Commons, clipping into the frame. -Fixed a book dropping through a desk. -Fixed visportals closing too close in Lancel's Tower, slight hit on performance though. -Added more monsterclip to Service Tower and Robert's Tower's entrance. -Improved a few vis_portals with func_portals. -Replaced curbs in Slums and Commons with some more detailed versions and changed textures. And a lot more little unecessary tweaks. Gameplay: -Added new challenge: (Jack White) - Do not knock-out anyone. -Reduced the amount of starting gear, depending on difficulty. -Added cubemaps to most windows on the map. -Redid most func_statics in Commmons Quarter to reduce tris and increase performance. Draw count is still somewhat high. -Removed all transparent windows as they didn't have actual gameplay value, just a performance drain in exchange for glitchy visuals. -Lancel's safe can no longer be picked. Find the key! -Added a couple minor cosmetic details in the sewers. -Moved a coinpurse from a wealthy commoner's sleeping butt to his nightside table. Also adjusted his furniture so thieves can better move around. -Changed sounds for several doors across the map. Once again, a big thanks to 'Bikerdude' for taking the time help out and locate room for improvement! v.2.0 changelog: Bugs: -Fixed various textures and surfaces and a few minor tweaks. -Tweaked some sounds to be in line with TDM 2.0 changes. -Fixed 2 certain AIs being too sensitive rather than drunk. (Thanks to AluminumHaste!) -Tweaked LOD on some objects, to prevent windows "popping" in and out. Gameplay: -Added more monsterclip to the towers, so the AI can now run up and down stairs. Only the stairs in the small tower has issues still. -Added more monsterclip in the city so the guards can follow you up all stairs. -Added a few minor details. -Windows in the city now dims sound, resulting in less aggro from guards and more convincing soundscape. -Reduced 'draw calls' in all the large areas, increasing performance. The map is still heavy at certain areas. Another big thanks to 'Bikerdude' and 'Greyman', for taking time out of their own schedules to help optimize the map's draw count and other significant adjustements! v.1.0.3 changelog: Bugs: -Fixed 4 black chairs in one of the towers -Fixed a floating painting -Fixed several clipping objects v.1.0.2 changelog: Bugs: -Fixed zfighting in the library's bookshelves -Fixed a black window in one of the towers -Fixed several typos in readables Gameplay: v.1.0.1 changelog: Bugs: -Fixed an issue with the main objectives not being in "sync". -Fixed console spam from a script Gameplay: -Adjusted required loot for each difficulty from "3000, 4000 and 5000" to "2500, 3500 and 4500".
  9. Not to be a nag, but I was thinking about the columns problem. If you go to the view source tab in the wiki article: https://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod&action=edit The raw table data is accessible directly: |- !align=left|{{TDM-FM|written|Written in Stone}} |Bikerdude, Amadeus, Dragofer |{{Forumlink|https://forums.thedarkmod.com/index.php?/topic/21265-written-in-stone-beta-210-only-20220128/}} |2022-01-28 |338 |Yes |Yes |CCC 22, Elixir |City Missions |Undead, Horror Themes |- Each pipe character represents one of the columns.
  10. This is certainly a different issue. It renders bright lines along scissor rectangle of some visportal area (happens near visportals). It might be the same as 4660, but much more likely to appear after the optimizations. UPDATE: No, they are not related. I'll soon commit a fix for this scissor issue, and those two issues from 4660 still happen. In fact this problem is clearly distinguished by the fact that bright lines are always horizontal or vertical (go along light scissor rectangle), and they move as player moves even if light + shadow casters are still. UPDATE: Hopefully fixed in svn rev 10463.
  11. Terrific! The beta test thread is up: https://forums.thedarkmod.com/index.php?/topic/22238-beta-testing-the-spider-and-the-finch/
  12. Ulysses 2: Protecting the Flock By Sotha The mission starts some time after the events of Ulysses: Genesis, and continues the story of Ulysses. It is a medium sized mission with a focus on stealthy assassinations and hostage liberation. BUILD TIME: 12/2014 - 05/2015 CREDITS The TDM Community is thanked for steady supply of excellent mapping advice. Thanks goes also to everyone contributing to TDM! Voice Actors: Goldwell (as Goubert and Ulysses), Goldwell's Girlfriend (as Alis) Betatesters: Airship Ballet, Ryan101. Special Thanks to: Springheel and Melan (for proofreading). Story: Read & listen it in game. Link: https://drive.google.com/file/d/0BwR0ORZU5sraRGduUWlVRmtsX3c/view?usp=sharing Other: Spoilers: When discussing, please use spoiler tags, like this: [spoiler] Hidden text. [/spoiler] Mirrors: Could someone put this on TDM ingame downloader? Thanks!
  13. @datiswous, made that correction fm_test.subs --> fm_conversations.subs @stgatilov, about srt naming and file location, would you be OK with the following edit? New/changed stuff in italics: srt command is followed by paths to a sound sample and its .srt file, typically with matching filenames. An .srt file is usually placed either with its sound file or in a "subtitles" folder. The .srt file format is described e.g. [1]. The file must be in engine-native encoding (internationalization is not supported yet anyway) and have no BOM mark. It contains a sequence of text messages to show during the sound sample, each with start and end timestamps within the sample's timeline. It is recommended to use common software to create .srt files for sound samples, instead of writing them manually. This way is more flexible but more complicated, and it is only necessary for long sounds, for instance sound sample of a briefing video. It's a simple enough standard that it can be shown as an short example, demonstrating that subtitle segments can have time gaps between them. And the example can show correct TDM usage, without requiring a trip off-site and picking through features that TDM doesn't support. Specifically, the example shows how to define two lines by direct entry, rather than using unsupported message location tags (X1, Y1, etc.). And skips other unavailable SRT font markups like italics, mentioned in the wikipedia description. The example would also show the TDM-specific path treatment. The example could be inserted before the sentence "It is recommended to use common software...."
  14. Still spreading the word about TDM on forums to new peops... Funny to see people say "Awesome, I loved playing Thief back in the day!"

    1. Show previous comments  2 more
    2. kano

      kano

      Yes it was in a discussion where someone was saying how unhappy they are with the way game companies grant themselves permission to do whatever they like to your PC and personal info today. I pointed out that giving up games completely is an unnecessarily overkill solution when there are free games like TDM to play.

    3. Epifire

      Epifire

      Honestly the mod/Indie genre is still really booming right now. And they aint got no reason to do shady invasive privacy bs.

    4. Petike the Taffer

      Petike the Taffer

      What Epifire said. :-)

  15. 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
  16. 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.
  17. Ugh, now I don't know what to think. I started by checking out a new directory with SVN at Jan 2021. Loaded up black mage and it worked, so went to Feb 2021 etc. Everything was going fine until I got to May. The Black Mage crashes on level start. Went through middle of month, then a little further etc. Then skipped to June 1st 2021, and that also crashes on map load. Deleted GLprogs and darkmod.cfg, re-checked out that revision on June 1st and still crashes. Now I don't know if there's something up with that directory now? Or if there's something F'ed about those builds back in May/June? Out of time for now, just more stuff to get in the way of testing. SVN build Jan 1st 2021 is GOOD SVN build Feb 1st 2021 is GOOD SVN build Mar 1st 2021 is GOOD SVN build Apr 2nd 2021 is GOOD SVN build May 2nd 2021 is BAD - CRASHES The Black Mage SVN build June 1st 2021 id BAD - Crashes loading the black mage
  18. I have requested to upstream this patch to the original openal code: https://svn.thedarkmod.com/publicsvn/darkmod_src/trunk/ThirdParty/custom/openal/patches/1.21.1/mxcsr.patch Here: https://github.com/kcat/openal-soft/issues/926 They have proposed commit, but I have not enough knowledge about the patch to comment of it. If someone could go there and give it the "okay" it would be very appreciated.
  19. Building ThirdParty libraries fails on Linux with the latest gcc. But I have fixed it. Could someone kindly add the fix to the SVN? https://bugs.thedarkmod.com/view.php?id=6314
  20. I'm on latest SVN source builds, and the fps increase is huge.
  21. 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)
  22. I make automation script which draws bow for 0.1-0.85 seconds (with 0.05 sec increments) every 3 seconds. The SVN version does not crash. Perhaps I should take your config file and retry on 2.11. Also: do you have any mods installed?
  23. Welp, I couldn't stop digging and learning more about this. The first post in this thread was accurate at the time of writing, but it could currently cause confusion. What those directions imply is that the custom build and its assets are based on dev16599-10071 (16599 assets, 10071 source code). So, dev16599-10071 will have almost all of the files needed and the custom manifest includes only the very few files that are different, such as the blackjack custom assets (pk4) and custom dev build (exe). @stgatilov explained this earlier in this thread. In other words, the installer will download dev16599-10071 (many, many files) and then download and apply the custom manifest files (just a couple or a few files). @Obsttorte provided screenshots to show how to use the installer earlier in this thread. (The manifest url is now different than the screenshot, though.) @Obsttorte added the blackjack assets and scripts as revision 16607 (assets), so dev16617-10107 or dev16625-10132, will also work, since the assets are a later revision. (In the dev build name, the first number is the asset revision and the second number is the code revision.) Checking my copy of dev16617-10107: tdm_base01.pk4 2022-09-07 20:23 script/tdm_weapon_blackjack.script tdm_defs01.pk4 2022-08-22 22:15 def/tdm_weapon_blackjack.def tdm_player01.pk4 2022-08-21 20:24 models/md5/weapons/blackjack_view/ready10.md5anim 2022-08-21 20:24 models/md5/weapons/blackjack_view/unready10.md5anim These filenames match zzz_blackjack.pk4, which was posted earlier. What we need to know from @Obsttorte is: Is the latest set of assets submitted to SVN? If so, what is the asset revision number? Is the latest code submitted to SVN? If so, what is the code revision number? With the assets revision number and the code revision number, you can look at the official dev build name to see if it has everything included. If the official dev build name has a revision number smaller than what @Obsttorte tells us or something isn't included in SVN yet, then we need to use the custom manifest to fetch the latest blackjack version. Otherwise, the official dev build has everything. @Wellingtoncrab So, that's a long-winded explanation to say, yes, you probably do. If @Obsttorte says, yes, everything is in SVN as 16607 (assets) and 10105 (code), you can know if you have everything by looking at the dev build name. The name dev16625-10132 is 16625 (assets) and 10132 (code). Both are greater than required, so all is included. Again, I hope I got that right. Some of this is new to me, and I had fun figuring this out tonight. Cheers
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