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Posted

So I decided to replace _default material with caulk and change material folder from "materials" to "materials_v1".

 

.game file has those fields and I assumed that DR uses those dynamically. However, changing those setting yields no results. When new brush is created, it still gets _default material assigned and all materials are read from base/materials/ regardless what folder name I use in the .game file settings.

 

Is my assumption, that DR has all those things hard coded, correct? Thank you.

  • 2 months later...
Posted

I created a *.game file and DR doesn't ignore it. maybe some values are hard-coded?

 

Right. Stuff like what folder it uses materials from, default shader and all that. All that is hard coded for reasons unknown to me :/ I'd like to have caulk as default shader. So that every brush I make new has caulk material. It's impossible :/

Posted

It seems the reason for DarkRadiant ignoring these settings is that multiple .game files are present in the games/ folder. All of these are loaded into the internal registry, and since many of the code sections haven't been updated to use the GlobalGameManager() interface it always takes the first value found in the list when searching for a particular settings.

 

The quick workaround is to remove all other .game files but your desired one, the long fix is to update the code sections which are referring to game/ paths in the registry.

Posted (edited)

Will be testing, thanks :)

 

EDIT: After installing got error: "libxml2-d-vc110.dll" is missing from your computer. Reinstall program to fix." :/ Same for glib-d-vc110.dll, gobject-d-vc110, libsigc++-d-vc110, gdkglextmm-d-vc110 DLLs. Is it like a debug build or something? Cos I see some of those DLLs in 1.8.0 official release, but without -d- in the file names.

 

Oh, weird.. 1.8.0 official release has -v100.dlls, not -vc110.dlls

 

EDIT2: I installed VS2012 x64 redist, still no luck - it won't run, can't find those DLLs

Edited by motorsep
Posted

Thanks a bunch! That one worked. I tested custom materials/ folder, World size, and custom default shader - all working now. Great job!

 

I tried compiling 32bit version with MSVC2010Express, and unlike 1.7.4pre (before I was officially released as 1.8.0) it fails building. Here is what I get:

 

35> Creating library G:\games\DarkRadiant_src\tools\msvc2010\\..\..\install\modules\eventmanager.lib and object G:\games\DarkRadiant_src\tools\msvc2010\\..\..\install\modules\eventmanager.exp

35> Generating code

37> Creating library G:\games\DarkRadiant_src\tools\msvc2010\\..\..\install\modules\entity.lib and object G:\games\DarkRadiant_src\tools\msvc2010\\..\..\install\modules\entity.exp

37>xmlutillib.lib(Node.obj) : error LNK2001: unresolved external symbol _xmlFreeNode

37>xmlutillib.lib(Node.obj) : error LNK2001: unresolved external symbol _xmlUnlinkNode

37>xmlutillib.lib(Node.obj) : error LNK2001: unresolved external symbol __imp__xmlFree

37>xmlutillib.lib(Node.obj) : error LNK2001: unresolved external symbol _xmlNewChild

37>xmlutillib.lib(Node.obj) : error LNK2001: unresolved external symbol _xmlCharStrdup

37>xmlutillib.lib(Node.obj) : error LNK2001: unresolved external symbol _xmlSetProp

37>xmlutillib.lib(Node.obj) : error LNK2001: unresolved external symbol _xmlAddSibling

37>xmlutillib.lib(Node.obj) : error LNK2001: unresolved external symbol _xmlNewText

37>xmlutillib.lib(Node.obj) : error LNK2001: unresolved external symbol _xmlStrcmp

37>G:\games\DarkRadiant_src\tools\msvc2010\\..\..\install\modules\entity.dll : fatal error LNK1120: 9 unresolved externals

 

Any idea why?

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