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DarkRadiant 2.0.2 released


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The current version 2.02 get's shipped with an outdated version of the DR ASE blend exporter. The version to be used can be found here: http://forums.thedarkmod.com/topic/15026-dr-ase-blend-exporter/?p=318475

 

As the script gets shipped with DR it may be useful to ship the blendmaterial from the same post with TDM, too, as it is needed for the script.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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The current version 2.02 get's shipped with an outdated version of the DR ASE blend exporter. The version to be used can be found here: http://forums.thedarkmod.com/topic/15026-dr-ase-blend-exporter/?p=318475

 

As the script gets shipped with DR it may be useful to ship the blendmaterial from the same post with TDM, too, as it is needed for the script.

I included the script in the most recent git revision. I made a necessary fixup to the script to accomodate to a recent script interface change (getNodeType() is no longer returning 'primitive', but 'brush' and 'patch' instead).

 

https://github.com/codereader/DarkRadiant/blob/master/install/scripts/commands/ase_export_blend.py

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ebuild for properly installing DR 2.0.2 on gentoo: http://valeria.ip.lc/DarkRadiant-2.0.2.ebuild

the patch for gentoo is still needed: http://valeria.ip.lc/gentoo.patch

short explanation how to use the ebuild: http://forums.thedarkmod.com/topic/16686-darkradiant-201-released/?do=findComment&comment=358382

 

 

should i start a separate thread for the ebuilds so i can write a proper instruction to these and just add new ones with each release? is there even a demand for DR on gentoo???

 

I'm late to the party but thanks you for uploading this ebuild. I don't know if we're numerous Dark Gentooer out there but I'm personally interested in seeing ebuilds for the newest DR version or a thread about it. I already thought about submitting a DarkRadiant ebuild through Bugzilla but portage is still a rather complex thing for me.

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Zurück zur Abbildung!

:huh:

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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  • 5 months later...

I am unable to use DR in Ubuntu 14.04. There's absolutely nothing in the media browser and I've set the paths as such:

 

Game: The Darkmod 2.0 (standalone)

Engine path: /home/user/Games/darkmod (which is correct)

 

No entries in the other fields, though I've tried 'darkmod' in Mod(fs_game).

 

I've had these issues before too which is why I stopped mapping cause I couldn't sort it out, but now I'd like to have another go at it.

Some assistance would be nice. :)

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I am unable to use DR in Ubuntu 14.04. There's absolutely nothing in the media browser and I've set the paths as such:

 

I can reproduce that issue with the Model browser in fact (on Ubuntu 15.04), although my Media browser does appear to be populated. There is definitely some problem with resource paths that needs further investigation.

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Well, I did some more tinkering with the settings and now it works as it should.

 

Game : Doom3

Engine path: /home/user/

Mod (fs_game) : Darkmod

 

And I moved the Darkmod folder to /home/user/ instead of /home/user/Games/.

 

Means a more unorganized 'home' folder, but hey, it works. :)

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Well, I did some more tinkering with the settings and now it works as it should.

 

Game : Doom3

Engine path: /home/user/

Mod (fs_game) : Darkmod

 

And I moved the Darkmod folder to /home/user/ instead of /home/user/Games/.

 

Means a more unorganized 'home' folder, but hey, it works. :)

Do the following settings work:

 

Game : Doom3

Engine path: /home/user/Games

Mod (fs_game) : darkmod

 

with the mod installed in /home/user/Games/darkmod?

 

I suspect the issue is related to the handling of "The Dark Mod 2.0 (Standalone)", and does not relate to actual installation path of the mod provided that the installation path matches the settings in DR.

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Do the following settings work:

 

Game : Doom3

Engine path: /home/user/Games

Mod (fs_game) : darkmod

 

with the mod installed in /home/user/Games/darkmod?

 

I suspect the issue is related to the handling of "The Dark Mod 2.0 (Standalone)", and does not relate to actual installation path of the mod provided that the installation path matches the settings in DR.

Yes, those settings work. But now, strangely, The Dark Mod 2.0 (Standalone) setting also works with the other fields set as you said. Perhaps I've just been confused as to what to put in those fields and did it wrong as I seem to recall that DR complains about a missing darkmod folder inside the original darkmod folder when it firsts starts. It needs the whole engine path unless Mod (fs_game) is correctly set. The 'bug' might just have been in my head. :)

 

EDIT: Correction it does not work properly. The shaders are all there, but when I try to place an entity I get a list of the pk4 files with a very limited selection.

 

EDIT 2: That was with the full engine path and the others left blank.

Edited by the_deep
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Hi

 

We need an update for the Vivid release of Ubuntu on the launchpad repository for Darkradiant. Going to build from source for now.

 

Ok can't build, libboost 1.54 libraries are obsolute on the Vivid repository, need support for libboost 1.55.

Edited by yetta
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Ok can't build, libboost 1.54 libraries are obsolute on the Vivid repository, need support for libboost 1.55.

What source are you trying to build from? I am on Ubuntu Vivid and I can build my repository (https://gitlab.com/orbweaver/DarkRadiant) without problems.

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