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Progress on the coding side of things..


Darragh

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Hi guys,

 

First time poster, long time lurker ! :rolleyes:

 

I've been keeping an eye on the mod for a while now and I must say well done on the great work done so far; everything seems to be coming along very nicely ! I've always been a huge fan of the Thief series so I think it's fantastic that work is being done to keep the series alive (unofficially at least!) through the mod. Keep up the good work!

 

I'm just posting really out of curiosity to see how things are progressing with the coding- roughly whats been done and whats left to do.. that sort of thing. I can't offer any help (unfortunately!) at this particular point in time because I'm already knee deep in two very large projects for college, one an Oblivion style RPG using the Torque Engine, and another a racing game using XNA and C#. However, I would definitely like to get involved sometime in the future when I have time to spare.

 

I'm particularily interested in the work you guys are doing with Dark Radiant. I think the tools for this project (and how easy they are to use) will have a great bearing on how much support the mod receives from the mapping community. I was a little dissapointed to say the least by the whole setup for the Thief III editor and I think judging by the relatively small amount of FMs made to date for Thief III, I think the community at large are too. This is definitely an area where the DarkMod could surpase Thief III in.

 

Thanks in advance anyhow for taking the time to respond, I'm sure you're sick of hearing these questions all the time. :rolleyes: Finally, if you'd like to have a look at some of the work I've done previously, then feel free to do so:

 

http://www.darraghcoy.com

 

All the best,

Darragh.

_________________________

 

http://www.darraghcoy.com

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First time poster, long time lurker ! :rolleyes:

 

I've been keeping an eye on the mod for a while now and I must say well done on the great work done so far; everything seems to be coming along very nicely ! I've always been a huge fan of the Thief series so I think it's fantastic that work is being done to keep the series alive (unofficially at least!) through the mod. Keep up the good work!

Welcome to the forums and thanks for the cheers. :)

 

I'm particularily interested in the work you guys are doing with Dark Radiant. I think the tools for this project (and how easy they are to use) will have a great bearing on how much support the mod receives from the mapping community. I was a little dissapointed to say the least by the whole setup for the Thief III editor and I think judging by the relatively small amount of FMs made to date for Thief III, I think the community at large are too. This is definitely an area where the DarkMod could surpase Thief III in.

I don't know how familiar you are with the legacy GtkRadiant, the point where our customised editor DarkRadiant branched off. We spend much time in improving the codebase in many ways, refactoring the old (C-style) code, increasing the stability, better support for the Doom 3/DarkMod engine, fixing bugs, etc. There are still areas where vanilla DoomEdit (shipped with the game) provides more features than DarkRadiant, but overall DarkRadiant beats DoomEdit in terms of stability, texturing and (that's my personal opinion) usability.

 

The editor has been used as the primary editor by most of our Beta Mappers, so we already have a small testing community in-house. We also implemented two DarkMod-specific modules: the Stim/Response editor and the Objectives Editor, more are likely to come as the main mod heads towards completion.

 

The editing tutorials on our wiki (which is down as we speak) are geared towards DarkRadiant, this is where Fidcal did a really great job.

 

In case you didn't know, we have a dedicated website for DarkRadiant: http://darkradiant.sourceforge.net, where you can download the latest release, look at our bugtracker and such. The roadmap is constantly in flux, but we are currently planning to rewrite DarkRadiant's scenegraph implementation to lay the foundations for a new renderer.

 

The codebase is open, you can look at it by checking out the SVN repository at sourceforge (you'll find a link on the website).

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I don't know how familiar you are with the legacy GtkRadiant, the point where our customised editor DarkRadiant branched off. We spend much time in improving the codebase in many ways, refactoring the old (C-style) code, increasing the stability, better support for the Doom 3/DarkMod engine, fixing bugs, etc. There are still areas where vanilla DoomEdit (shipped with the game) provides more features than DarkRadiant, but overall DarkRadiant beats DoomEdit in terms of stability, texturing and (that's my personal opinion) usability.

 

I'm pretty familiar Radiant and all it's incarnations. Damm good editor too- fast and easy to work with. Did a lot of editing for Return To Castle Wolfenstein back in the day so I've lots of experience with it.

 

The editor has been used as the primary editor by most of our Beta Mappers, so we already have a small testing community in-house. We also implemented two DarkMod-specific modules: the Stim/Response editor and the Objectives Editor, more are likely to come as the main mod heads towards completion.

 

The editing tutorials on our wiki (which is down as we speak) are geared towards DarkRadiant, this is where Fidcal did a really great job.

 

In case you didn't know, we have a dedicated website for DarkRadiant: http://darkradiant.sourceforge.net, where you can download the latest release, look at our bugtracker and such. The roadmap is constantly in flux, but we are currently planning to rewrite DarkRadiant's scenegraph implementation to lay the foundations for a new renderer.

 

The codebase is open, you can look at it by checking out the SVN repository at sourceforge (you'll find a link on the website).

 

That's pretty cool, thanks for the link. I'll be sure to check it out.

_________________________

 

http://www.darraghcoy.com

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