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Application For Parsonsbear


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Heya Orbweaver,

 

Might have another hand for you.

 

Dark Mod <darkmod_apply@hotmail.com> wrote:

 

Hi parsonsbear,

 

I received your email about wanting to help. What type of programming

background do you have? Just need some details so I can create an

application thread for you. If you're interested, there might be some

programming for you to do on the main mod...but if Dark Radiant is your true

interest, we can certainly use the help there as well.

 

I can't find your username on our forums. Which forum are you registered on

as parsonsbear?

 

Thanks.

 

N.H.

 

Well, the project I have in mind is to initially make in-game substitutions for the windows only editors, in order to increase usability, work linux/osx, and generally be easier to learn. I'm starting with the light editor, creating a system similar to what machinimation2 uses.

 

I've been working w/ d3 for the past 2.5 years, and have done c/c++ code for a while, though only starting to familiarise myself with the d3sdk. I'd like to get my hands into gtkradiant, but don't have much experience w/ gtk.

 

Any modding i'm doing for my own ends is open code, if you think it could be useful. Also, I'm working on my own mod, with some gothic (via late 1800's) textures, which I'll probably be releasing creative commons.

 

I'm registered as parsonsbear- i registered before, but it didn't stick- maybe i didn't confirm? Logged in just now, so I should be in there.

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Well, my interest is more in d3 editing than necessarily those specific to the dark-mod. I've long had complaints about the windows-only nature of the in-game editors, and also the fact that they're not part of the dll, for usability improvements. Fingernail sent out a call a while back in D3W for people interested in implementing additional editor functionality, in a sort of cross-mod spirit.

 

My idea of an in-game light editor is an example of the sort of project i've been doing lately, and the sort of skills it implies (gui/scripting, sdk dabbling). Other ideas would include an unreal3-like material editor, or even something similar to kismet (which might be more appropriate for inclusion into gtkradiant). I wouldn't necessarily want to volunteer my usefulness for DarkRadiant development, as I don't have experience with gtk. That said, I'm willing to learn, and do have general c/c++ and a good bit of experience with objective-c/cocoa.

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Hmmm. I'm not sure how that would work out for us really. If you're simply looking to do your own thing with the GTK Radiant source code, it's freely available from the qeradiant website, or you can also get the Dark Radiant source code from source forge, as we have eclipsed gtk radiant in many ways already. Dark Radiant can easily be used for Doom 3 editing, since that is the basis for our mod.

 

When applying to work on either the main mod or Dark Radiant, we do expect that our members will work primarily on assigned tasks....but that does not stop you from working on side projects, so long as it doesn't hold up the tasks you have been assigned. If your personal project did prove beneficial to Dark Mod editing...we could certainly look into including it later on, but for now...we're aiming to get all of the essential functionality working. An ingame light inspector sounds like an 'extra' that we would look into after a 1.0 release.

 

I do understand that a lot of free projects come with loose standards in regards to their development, but we do our best to treat production as professionally as possible on Dark Mod, so that we may release as tight a product as possible...without a lot of feature creep.

 

Orbweaver has a list of tasks that need to be finished prior to DR 1.0, you could take a look and see if any of them interest you.

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Understandable- sounds like it's not a good fit for your structure. Where is the darkradiant roadmap- I can't find it on the sourceforge page?

 

We don't really have a specific or detailed roadmap, there are only a few tasks remaining for a 1.0 release (mainly the Stim/Response editor and Objectives editor, which are both heavily GTK-based). Looking further forward there is a large amount of refactoring to be done, along with a rewrite of the renderer for improved performance and dynamic shadows, a Particle Editor and some other 3D-app features like layers, parenting and tracking.

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