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  1. Could people share some examples of Darkradiant window layouts you use? A screenshot is fine. I thought of making a wiki page with a couple of example layouts and what are the steps to make them happen in Darkradiant.
  2. In post https://forums.thedarkmod.com/index.php?/profile/254-orbweaver/&status=3994&type=status @nbohr1more found out what the Fixup Map functionality is for. But what does it actually do? Does it search for def references (to core?) that don't excist anymore and then link them to defs with the same name elswhere? Also I would recommend to change the name into something better understood what it is for. Fixup map could mean anything. And it should be documented in the wiki.
  3. Using DarkRadiant 3.8.0 I don't know how to get this working. Ctrl-F does nothing and it's also not defined as a shortcut in Keyboard shortcuts. What is the name of the feature in the Keyboard shortcut edit screen so I can enable it?
  4. when I select a face (Ctrl+Shift+LMB) instead of the whole thing (shift+LMB), I used to see a blue dot in the middle of the selected face (DR 2.14). Now in DR 3.0 I don't see that anymore. Is there a setting for this? Or maybe it was removed for a specific reason? DR 2.14 : DR 3.0 :
  5. When I open the Material Editor in DR , I get the following error and DR freezes: It's frozen, so I can't click yes or no. This sometimes happens, usually it just crashes to desktop (possibly giving the same error, but it's too fast to see).
  6. Hey! I hope this is the right section for this. I'm currently working on my first mission, entitled The Joyau Rouge. I haven't really got anywhere with it yet apart from the planning, because of what's either a bug or me being stupid. I'm running Siduction (a Linux distribution based on Debian unstable) and I don't seem to be able to free-look using the camera in DarkRadiant. I've attached a video of it—the context menu and dialog box are invisible in the recording, but at the start I'm adding a prefab. I hope someone can help me get around this issue. Thanks! —Xaeman 2020-11-26 21-46-44.mkv
  7. I'm compiling Darkradiant from Git on my Linux machine (openSUSE Tumbleweed x64). I noticed that although latest master compiles successfully, there are some issues with libraries and modules that prevent it from working. I figured I'd make a thread here before opening an entry on the bug tracker. First issue I run into is an instant crash with: Gtk-Message: 04:58:08.252: Failed to load module "appmenu-gtk-module" Cannot find the main module in any of the paths: /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../lib/darkradiant/modules/; /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../lib/darkradiant/plugins/ It appears I can work around this one by creating a symlink to darkradiant/install/lib64 called darkradiant/install/lib (simply remove the "64" from the name). That seems to get it to start up further, but then I'm met with an error popup leading to another crash: Aborted (core dumped) So something is causing the modules not to be seen. Any idea what the problem might be and how to solve it?
  8. While doing some render system refactoring I noticed that projected lights were not rendering correctly in lighting preview mode, and thought it was something I had broken until I regressed to earlier revisions and discovered that it has actually been broken for some time (in fact I tried checking out revisions from 3 years ago and the problem still reproduced). Projected lights are something of a "bug trap" because I think most mappers don't use them or the DR lighting preview very much and therefore they don't get a lot of testing. The behaviour I see is that while the rendered light projection obeys the shape of the frustum (i.e. the light_up and light_right vectors), it seems to ignore the direction of the light_target vector and always points the light straight downwards. The length of the target vector has an effect (on the size and brightness of the light outline on the floor), but the direction is ignored. Note that the problem only applies to the rendered light itself. The frustum outline appears to be correct (as it is handled with different code). I believe the problem is with how the light texture transformation is calculated in Light::updateProjection(), although I can't be sure. I will make an effort to debug this although projective texture transformations are near the limit of my mathematical abilities (I can understand the general concept and probably figure out the process step-by-step by taking it slowly), but might have to ask @greebo for assistance if the maths becomes too hard. Another approach is to try and revert the relevant code back to when (I think) it was working correctly after I initially got projected lights working, although that might have been 10 years ago or more so a straight git bisect isn't practical.
  9. For all those wanting to do some map editing, here are some example shortcut & folder settings, current versions are Darkradiant 2.05 & Darkmod 2.04 -
  10. Hello, I'm not familiar with darkmod, but using darkradiant has been a blessing for me. I have a problem with texturing inverted endcaps, I can't seem to normalise the UV on the patch. I try everything in surface inspector but I keep ending up with "overstretched" texture. What am I missing?
  11. http://forums.thedarkmod.com/topic/9082-newbie-darkradiant-questions/page-323 // the discussion is sliding way out of newbie questions, so figured it'd be good to make a new thread regarding this. This first stuff is not really related - a preamble. Modular design with assets and perhaps explanation to help learn, allowing increase in creativity and mission diversity or achieving vision. or Here, catch. or Go figure it out. First is more work, but helps people a lot. Second is less work, simply provide a solution. Third is no work, ship without a rudder. In short, it'd be really nice to get more hands on deck with updating the wiki. As and when required/prompted by newbie questions, so it's easier for people to find and understand the answers to the questions they need to ask and take the time to go figure it out: http://wiki.thedarkmod.com/index.php?title=Special:RecentChanges No-one's born a brain surgeon, but everyone can pick someone's brains. People CAN learn to be a brain surgeon, if they have access to the edu-material on how to become one, know where to search and find - and can understand it. ---- I've included a case study, using the current documentation, trying to discard as much pre-existing knowledge of DR and rely solely on the wiki and forum for answers - not asking any questions. A simple challenge for the player: Entering a corridor, the door slams shut behind. A series of scythes swing across the path to safety, as an ornate door slowly opens to reveal a zombie shambler. There is no way back - the player is under pressure to run from the zombie (potentially lethal damage if caught), while timing their sprints along the corridor between the scythe traps (potentially lethal damage, increasing in speed/damage given). Ultimately, to escape, they must leap across a dangerously deep pit (potentially lethal fall damage - fake, safe drop into water, where there is some hidden loot and escape via ladder). The player is placed into peril and must react - if they fail the traps or get caught by zombie, damage or death. If they fail the jump - believe might die, but actually safe and can grab hidden reward. Succeed the jump - zombie is held up by scythes (and clip), so has time to notice ladder and perhaps explore the pit if they're uber-cool and pass the challenge 100%. The only danger is "inside" the trap. Once past - there's uncertain safety. Except I've revealed it now, so it's not uncertain, heh. So - Here's a route I might take to go about achieving this, knowing nothing about DR and relying purely on existing documentation. Hopefully it will remind the veterans just how much there is to figure out in order to something basic such as this, and greens just how difficult it can be to realise a simple gameplay concept. Big challenge for new mapper: So this leads to the case study of how I would have to go about figuring something out, using the available documentation to me on Dark Radiant and in the forum, and just how frustrating and warren-like it can be to use, in its current state..: This makes it very difficult to simply walk into Mordor and figure out what is not working and why. But... that's an example of the run-around behind being able to figure out how to do something only one simple thing from a simple scenario, without having to nag about it and hope someone tosses a ball that contains the solution without an explanation. If it was painful to read - that's good. Because it was painful having to go through the whole process to find out, "that'll have to do, 'cos can't figure how to do it 'cos there's some missing reading available atm for tdm". Also having to type it all... ouch.
  12. http://bugs.thedarkmod.com/view.php?id=4742 The latest DarkRadiant commit in https://github.com/codereader/DarkRadiant ( 2ad55e91df66e11c5385ba40cf3615f56f7d00e8 ) fails configuration. Oddly enough the console doesn't output the exact cause, it only complains that Makefile.in cannot be found. I use Linux openSUSE Tumbleweed 64bit. Below is a console log with the commands I ran and the respective output. mircea@linux-qz0r:~/Downloads/DarkRadiant> ./autogen.sh;./configure --prefix=/home/mircea/Downloads/DarkRadiant/install --enable-darkmod-plugins libtoolize: putting auxiliary files in '.'. libtoolize: copying file './ltmain.sh' libtoolize: putting macros in AC_CONFIG_MACRO_DIRS, 'm4'. libtoolize: copying file 'm4/libtool.m4' libtoolize: copying file 'm4/ltoptions.m4' libtoolize: copying file 'm4/ltsugar.m4' libtoolize: copying file 'm4/ltversion.m4' libtoolize: copying file 'm4/lt~obsolete.m4' configure.ac:24: installing './compile' configure.ac:2: installing './missing' configure.ac:336: error: required file 'plugins/eclasstree/Makefile.in' not found configure.ac:336: error: required file 'plugins/entitylist/Makefile.in' not found configure.ac:336: error: required file 'plugins/undo/Makefile.in' not found libs/ddslib/Makefile.am: installing './depcomp' configure: loading site script /usr/share/site/x86_64-unknown-linux-gnu checking for a BSD-compatible install... /usr/bin/install -c checking whether build environment is sane... yes checking for a thread-safe mkdir -p... /usr/bin/mkdir -p checking for gawk... gawk checking whether make sets $(MAKE)... yes checking whether make supports nested variables... yes checking whether make supports nested variables... (cached) yes checking build system type... x86_64-unknown-linux-gnu checking host system type... x86_64-unknown-linux-gnu checking for a sed that does not truncate output... /usr/bin/sed checking whether NLS is requested... yes checking for msgfmt... /usr/bin/msgfmt checking for gmsgfmt... /usr/bin/msgfmt checking for xgettext... /usr/bin/xgettext checking for msgmerge... /usr/bin/msgmerge checking for style of include used by make... GNU checking for gcc... gcc checking whether the C compiler works... yes checking for C compiler default output file name... a.out checking for suffix of executables... checking whether we are cross compiling... no checking for suffix of object files... o checking whether we are using the GNU C compiler... yes checking whether gcc accepts -g... yes checking for gcc option to accept ISO C89... none needed checking whether gcc understands -c and -o together... yes checking dependency style of gcc... gcc3 checking for ld used by GCC... /usr/x86_64-suse-linux/bin/ld checking if the linker (/usr/x86_64-suse-linux/bin/ld) is GNU ld... yes checking for shared library run path origin... done checking how to run the C preprocessor... gcc -E checking for grep that handles long lines and -e... /usr/bin/grep checking for egrep... /usr/bin/grep -E checking for CFPreferencesCopyAppValue... no checking for CFLocaleCopyCurrent... no checking for GNU gettext in libc... yes checking whether to use NLS... yes checking where the gettext function comes from... libc checking for msgfmt... yes checking for msgmerge... yes checking for xgettext... yes checking for g++... g++ checking whether we are using the GNU C++ compiler... yes checking whether g++ accepts -g... yes checking dependency style of g++... gcc3 checking how to print strings... printf checking for a sed that does not truncate output... (cached) /usr/bin/sed checking for fgrep... /usr/bin/grep -F checking for ld used by gcc... /usr/x86_64-suse-linux/bin/ld checking if the linker (/usr/x86_64-suse-linux/bin/ld) is GNU ld... yes checking for BSD- or MS-compatible name lister (nm)... /usr/bin/nm -B checking the name lister (/usr/bin/nm - interface... BSD nm checking whether ln -s works... yes checking the maximum length of command line arguments... 1572864 checking how to convert x86_64-unknown-linux-gnu file names to x86_64-unknown-linux-gnu format... func_convert_file_noop checking how to convert x86_64-unknown-linux-gnu file names to toolchain format... func_convert_file_noop checking for /usr/x86_64-suse-linux/bin/ld option to reload object files... -r checking for objdump... objdump checking how to recognize dependent libraries... pass_all checking for dlltool... no checking how to associate runtime and link libraries... printf %s\n checking for ar... ar checking for archiver @FILE support... @ checking for strip... strip checking for ranlib... ranlib checking command to parse /usr/bin/nm -B output from gcc object... ok checking for sysroot... no checking for a working dd... /usr/bin/dd checking how to truncate binary pipes... /usr/bin/dd bs=4096 count=1 checking for mt... mt checking if mt is a manifest tool... no checking for ANSI C header files... no checking for sys/types.h... yes checking for sys/stat.h... yes checking for stdlib.h... yes checking for string.h... yes checking for memory.h... yes checking for strings.h... yes checking for inttypes.h... yes checking for stdint.h... yes checking for unistd.h... yes checking for dlfcn.h... yes checking for objdir... .libs checking if gcc supports -fno-rtti -fno-exceptions... no checking for gcc option to produce PIC... -fPIC -DPIC checking if gcc PIC flag -fPIC -DPIC works... yes checking if gcc static flag -static works... no checking if gcc supports -c -o file.o... yes checking if gcc supports -c -o file.o... (cached) yes checking whether the gcc linker (/usr/x86_64-suse-linux/bin/ld -m elf_x86_64) supports shared libraries... yes checking whether -lc should be explicitly linked in... no checking dynamic linker characteristics... GNU/Linux ld.so checking how to hardcode library paths into programs... immediate checking whether stripping libraries is possible... yes checking if libtool supports shared libraries... yes checking whether to build shared libraries... yes checking whether to build static libraries... no checking how to run the C++ preprocessor... g++ -E checking for ld used by g++... /usr/x86_64-suse-linux/bin/ld -m elf_x86_64 checking if the linker (/usr/x86_64-suse-linux/bin/ld -m elf_x86_64) is GNU ld... yes checking whether the g++ linker (/usr/x86_64-suse-linux/bin/ld -m elf_x86_64) supports shared libraries... yes checking for g++ option to produce PIC... -fPIC -DPIC checking if g++ PIC flag -fPIC -DPIC works... yes checking if g++ static flag -static works... no checking if g++ supports -c -o file.o... yes checking if g++ supports -c -o file.o... (cached) yes checking whether the g++ linker (/usr/x86_64-suse-linux/bin/ld -m elf_x86_64) supports shared libraries... yes checking dynamic linker characteristics... (cached) GNU/Linux ld.so checking how to hardcode library paths into programs... immediate checking whether g++ supports C++11 features by default... yes checking cstdint usability... yes checking cstdint presence... yes checking for cstdint... yes checking zlib.h usability... yes checking zlib.h presence... yes checking for zlib.h... yes checking for inflateEnd in -lz... yes checking jpeglib.h usability... yes checking jpeglib.h presence... yes checking for jpeglib.h... yes checking for jpeg_start_compress in -ljpeg... yes checking for wx-config... /usr/bin/wx-config checking for wxWidgets version >= 3.0.0... yes (version 3.0.3) checking for wxWidgets static library... no checking for pkg-config... /usr/bin/pkg-config checking pkg-config is at least version 0.9.0... yes checking for libxml-2.0... yes checking for sigc++-2.0... yes checking for libpng... yes checking for ftgl... yes checking GL/glew.h usability... yes checking GL/glew.h presence... yes checking for GL/glew.h... yes checking for main in -lGLEW... yes checking for main in -lGL... yes checking for gluBuild2DMipmaps in -lGLU... yes checking filesystem usability... no checking filesystem presence... no checking for filesystem... no checking experimental/filesystem usability... yes checking experimental/filesystem presence... yes checking for experimental/filesystem... yes configure: Will use std::filesystem instead of boost.filesystem checking for python-config... python-config configure: Checking for pybind11 headers... checking pybind11/pybind11.h usability... no checking pybind11/pybind11.h presence... no checking for pybind11/pybind11.h... no configure: Using the pybind11 headers shipped with the sources configure: Using the fmtlib headers shipped with the sources (header-only mode) checking for main in -ldl... yes checking AL/alut.h usability... yes checking AL/alut.h presence... yes checking for AL/alut.h... yes checking for ov_clear in -lvorbisfile... yes checking for alGetError in -lopenal... yes checking for main in -lalut... yes checking that generated files are newer than configure... done configure: creating ./config.status config.status: creating install/darkradiant.desktop config.status: creating install/i18n//Makefile.in config.status: error: cannot find input file: `Makefile.in' mircea@linux-qz0r:~/Downloads/DarkRadiant>
  13. I'm being affected by a strange issue in the latest Git master of DarkRadiant which makes using DR nearly impossible. I've already opened a bug report about it, but since progress is slow for several months I thought I'd also put this here in case anyone sees it and has some extra ideas. http://bugs.thedarkmod.com/view.php?id=4524 DarkRadiant does not sense any keyboard commands. I can however use the mouse and click on buttons just fine. I'm using openSUSE Tumbleweed x64 / KDE desktop. This seems to change if I have a menu opened, which implies it might be a focus detection issue. For instance: If I select a brush then press escape to deselect it, nothing happens... but if I select a brush, click on a toolbar entry such as "File" and leave the menu open, then press escape, the brush does get deselected. I additionally noticed that if I run DarkRadiant from a console, I get the following messages printed which seem to be relevant: (darkradiant:10061): Gtk-CRITICAL **: IA__gtk_check_menu_item_set_active: assertion 'GTK_IS_CHECK_MENU_ITEM (check_menu_item)' failed (darkradiant:10061): Gtk-CRITICAL **: IA__gtk_check_menu_item_set_active: assertion 'GTK_IS_CHECK_MENU_ITEM (check_menu_item)' failed (darkradiant:10061): Gtk-CRITICAL **: IA__gtk_check_menu_item_set_active: assertion 'GTK_IS_CHECK_MENU_ITEM (check_menu_item)' failed (darkradiant:10061): Gtk-CRITICAL **: IA__gtk_check_menu_item_set_active: assertion 'GTK_IS_CHECK_MENU_ITEM (check_menu_item)' failed
  14. When I click on a prefab in the insert a prefab menu it shows it with a texture saying: Shader Not Found. Why? What Should I do?
  15. Hello everyone. Since I’ve started Springheel’s super duper workshop, I could not help myself and decided to jump into DR immediately. I started with the A-Z guide and bounced around the wiki and Google for help. What follows are some small issues I’ve had. The angle readout in Rotate mode isn't customisable. Font size? Colour? I cannot find any docs on what Select inside, Select touching and Select complete tall do. Select touching does what I initially thought, the other two just delete the selected brush(es). Confusing. I cannot expand the list of properties in the Entity Inspector, makes seeing what I can edit annoying since I only see three lines at a time (pic). Is there a way to only select what is fully inside the selection box when I drag select? Jack.
  16. The values in the surface selector are disabled, so I cannot see what the current values are. When I click the down / left button on the vert / horiz scale spinner, the texture does respond but will eventually turn into one colour; nothing brings it back. I would record a video, but FRAPS, OBS and Windows 10 Xbox App each manage to miss something. A friend of mine has the same problems, but tells me that clicking outside the inspector window updates the values (which doesn't happen for me). Edit: Ok, I seem to have discovered the issue, it has do to with selecting multiple surfaces. Not very clear feedback, though :/
  17. It appears the latest version of DarkRadiant Git from Codereader is full of bugs and breakages, which affect at least the Linux version of the software. Since I just reported a whole list of problems, I decided to also make a thread here to hopefully bring more attention and testers who can confirm them: DarkRadiant doesn't sense keyboard inputsVarious windows won't openPanel sizes not persisted between startupsRecent maps menu becomes empty after useDarkRadiant crashes KWin when desktop compositing is enabled (KDE)
  18. Hello there. I've been playing Dark Mod since it went standalone, and recently decided to try my hand at actually making a mission. I've installed DarkRadiant, and begun going through the beginner's guide (this one) without major incident. That is, until I reach the part about materials and textures. Looking at the Media Browser, nothing's listed. The guide says it might take a few seconds to load the textures for the first time, but it doesn't appear to be coming up with anything whatsoever. The most I can make appear is the default 'shader not found' and a blank, nameless texture. So... have I missed something? Are the textures part of a separate download? Or is it possible there's a problem with my install? Any help would be greatly appreciated.
  19. I know DR can export into OBJ, but I recall it exports brushes as split planes. Is it possible to add option to export brushes as convex manifold meshes (so that level in OBJ ends up being made of multitextured cubes/parallelepipeds) ? Is it also possible to export patches as meshes (or as patches, if OBJ supports them) ? Is it possible to export lights, entities, etc. as dummy/empty objects (or cubes of a small size) with specific name conventions ? (it would be easier to find them in 3D app) Thanks!
  20. DarkRadiant stopped compiling after a series of system package updates in openSUSE Tumbleweed today. Oddly enough, I get an error related to boost again, although I compile DR with the same Boost version downloaded from the official website and compiled locally (was 1.54, now 1.59 but same issue). Core DR appears to compile, the error is in the filters plugin. Can anyone please take a look and fix this? make[2]: Entering directory '/home/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/plugins/filters' CXX XMLFilter.lo CXX BasicFilterSystem.lo CXX filters.lo CXXLD filters.la libtool: warning: '/usr/lib64/gcc/x86_64-suse-linux/5/../../../../lib64/libxml2.la' seems to be moved .libs/XMLFilter.o: In function `boost::re_detail_106000::perl_matcher<__gnu_cxx::__normal_iterator<char const*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > >, std::allocator<boost::sub_match<__gnu_cxx::__normal_iterator<char const*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > > > >, boost::regex_traits<char, boost::cpp_regex_traits<char> > >::unwind_extra_block(bool)': /usr/include/boost/regex/v4/perl_matcher_non_recursive.hpp:1250: undefined reference to `boost::re_detail_106000::put_mem_block(void*)' .libs/XMLFilter.o: In function `boost::cpp_regex_traits<char>::transform_primary(char const*, char const*) const': /usr/include/boost/regex/v4/cpp_regex_traits.hpp:966: undefined reference to `boost::re_detail_106000::cpp_regex_traits_implementation<char>::transform_primary(char const*, char const*) const' .libs/XMLFilter.o: In function `boost::cpp_regex_traits<char>::transform(char const*, char const*) const': /usr/include/boost/regex/v4/cpp_regex_traits.hpp:962: undefined reference to `boost::re_detail_106000::cpp_regex_traits_implementation<char>::transform(char const*, char const*) const' .libs/XMLFilter.o: In function `void boost::re_detail_106000::raise_error<boost::regex_traits_wrapper<boost::regex_traits<char, boost::cpp_regex_traits<char> > > >(boost::regex_traits_wrapper<boost::regex_traits<char, boost::cpp_regex_traits<char> > > const&, boost::regex_constants::error_type)': /usr/include/boost/regex/pattern_except.hpp:75: undefined reference to `boost::re_detail_106000::raise_runtime_error(std::runtime_error const&)' .libs/XMLFilter.o: In function `boost::re_detail_106000::cpp_regex_traits_implementation<char>::error_string(boost::regex_constants::error_type) const': /usr/include/boost/regex/v4/cpp_regex_traits.hpp:449: undefined reference to `boost::re_detail_106000::get_default_error_string(boost::regex_constants::error_type)' .libs/XMLFilter.o: In function `boost::re_detail_106000::perl_matcher<__gnu_cxx::__normal_iterator<char const*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > >, std::allocator<boost::sub_match<__gnu_cxx::__normal_iterator<char const*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > > > >, boost::regex_traits<char, boost::cpp_regex_traits<char> > >::extend_stack()': /usr/include/boost/regex/v4/perl_matcher_non_recursive.hpp:217: undefined reference to `boost::re_detail_106000::get_mem_block()' .libs/XMLFilter.o: In function `boost::re_detail_106000::save_state_init::save_state_init(boost::re_detail_106000::saved_state**, boost::re_detail_106000::saved_state**)': /usr/include/boost/regex/v4/perl_matcher_non_recursive.hpp:107: undefined reference to `boost::re_detail_106000::get_mem_block()' .libs/XMLFilter.o: In function `boost::re_detail_106000::perl_matcher<__gnu_cxx::__normal_iterator<char const*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > >, std::allocator<boost::sub_match<__gnu_cxx::__normal_iterator<char const*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > > > >, boost::regex_traits<char, boost::cpp_regex_traits<char> > >::match_imp()': /usr/include/boost/regex/v4/perl_matcher_common.hpp:214: undefined reference to `boost::re_detail_106000::verify_options(unsigned int, boost::regex_constants::_match_flags)' .libs/XMLFilter.o: In function `boost::re_detail_106000::save_state_init::~save_state_init()': /usr/include/boost/regex/v4/perl_matcher_non_recursive.hpp:115: undefined reference to `boost::re_detail_106000::put_mem_block(void*)' /usr/include/boost/regex/v4/perl_matcher_non_recursive.hpp:115: undefined reference to `boost::re_detail_106000::put_mem_block(void*)' .libs/XMLFilter.o: In function `boost::re_detail_106000::perl_matcher<__gnu_cxx::__normal_iterator<char const*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > >, std::allocator<boost::sub_match<__gnu_cxx::__normal_iterator<char const*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > > > >, boost::regex_traits<char, boost::cpp_regex_traits<char> > >::perl_matcher(__gnu_cxx::__normal_iterator<char const*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > >, __gnu_cxx::__normal_iterator<char const*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > >, boost::match_results<__gnu_cxx::__normal_iterator<char const*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > >, std::allocator<boost::sub_match<__gnu_cxx::__normal_iterator<char const*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > > > > >&, boost::basic_regex<char, boost::regex_traits<char, boost::cpp_regex_traits<char> > > const&, boost::regex_constants::_match_flags, __gnu_cxx::__normal_iterator<char const*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > >)': /usr/include/boost/regex/v4/perl_matcher.hpp:382: undefined reference to `boost::re_detail_106000::perl_matcher<__gnu_cxx::__normal_iterator<char const*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > >, std::allocator<boost::sub_match<__gnu_cxx::__normal_iterator<char const*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > > > >, boost::regex_traits<char, boost::cpp_regex_traits<char> > >::construct_init(boost::basic_regex<char, boost::regex_traits<char, boost::cpp_regex_traits<char> > > const&, boost::regex_constants::_match_flags)' collect2: error: ld returned 1 exit status Makefile:490: recipe for target 'filters.la' failed make[2]: *** [filters.la] Error 1 make[2]: Leaving directory '/home/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/plugins/filters' Makefile:446: recipe for target 'install-recursive' failed make[1]: *** [install-recursive] Error 1 make[1]: Leaving directory '/home/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/plugins' Makefile:752: recipe for target 'install-recursive' failed make: *** [install-recursive] Error 1
  21. Is it possible to resize a light volume in DarkRadiant uniformly ? Thanks.
  22. DR has several map formats to save to, Doom 3, Quake 3, Quake 4 and Prey. However, every time I change game type, default map format is always Doom 3. So I have to keep reminding myself to change map format every time I save the map. Is there a way to specify default map format to save to in the setting for each game? (for example, when Quake 4 is set to be current game, when Save dialog comes up, map format would be set to Quake 4; and so on) Thanks.
  23. I figured I should ask, since github repo hasn't gotten any updates for the past month, and 2.0.3 was never finalized to be a release build.
  24. I am wondering if it's possible to make a plugin using Python for DarkRadiant, that will load prefabs based on a set of rules and align them accordingly ? Thanks.
  25. I see there are some goodies with VBOs on github Can someone please make Win64 build of current DR ? Thanks!
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