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DarkRadiant is the map editor for The Dark Mod and other idTech4/Doom3-based games

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DarkRadiant

DarkRadiant is a level (map) editor for the The Dark Mod, an open-source Doom 3 modification which is available at www.thedarkmod.com. Its primary use is creating missions for The Dark Mod as well as maps for idTech4-based games like Doom 3, Quake 4 and Prey.

Download

Get the latest DarkRadiant binaries from the releases page. We have binaries for Windows and macOS, plus compilation instructions for various Linux distributions.

Getting started

DarkRadiant requires game resources to work with, these resources are not installed by this editor. You'll need to point DarkRadiant to one of these games (The Dark Mod, Doom 3, Quake 4, etc.) before you can start to work on your map. Visit www.thedarkmod.com for download instructions, then proceed with one of the tutorials available on the web.

For The Dark Mod mappers, there are a couple of Video Tutorials on the project's wiki, which should get you started.

Compiling on Windows

Prerequisites

DarkRadiant is built on Windows using Microsoft Visual Studio, the free Community Edition can be obtained here:

VC++ 2022: https://visualstudio.microsoft.com/downloads/ (Choose Visual Studio Community)

When installing Studio please make sure to enable the "Desktop Development with C++" workload.

Build

The main Visual C++ solution file is located in the root folder of this repository:

DarkRadiant.sln

Open this file with Visual Studio and start a build by right-clicking on the top-level "Solution 'DarkRadiant'" item and choosing Build Solution. The DarkRadiant.exe file will be placed in the install/ folder.

Windows Build Dependencies

Since DarkRadiant requires a couple of open-source libraries that are not available on Windows by default, it will try to download and install the dependencies when the build starts. If it fails for some reason, you can try to run this script:

tools/scripts/download_windeps.ps1

or extract the tools manually, downloading the 7-Zip package containing the necessary files from the URL below (Get 7-zip here):

https://github.com/codereader/DarkRadiant_WinDeps/releases/latest/

The dependencies packages need to be extracted into the main DarkRadiant source directory, i.e. alongside the include/ and radiant/ directories. Just drop the windeps.7z in the DarkRadiant folder and use 7-zip's "Extract to here"

Compiling on Linux

Prerequisites

To compile DarkRadiant a number of libraries (with development headers) and a standards-compliant C++17 compiler are required. On an Ubuntu system the requirements may include any or all of the following packages:

  • zlib1g-dev
  • libjpeg-dev
  • libwxgtk3.0-dev
  • libxml2-dev
  • libsigc++-2.0-dev
  • libpng-dev
  • libftgl-dev
  • libglew-dev
  • libalut-dev
  • libvorbis-dev
  • libgtest-dev
  • libeigen3-dev
  • libgit2-dev (optional)

To generate the local offline HTML user guide, the asciidoctor command must be in your PATH. This is an optional dependency: if the command is not found, the CMake build will proceed without building the user guide.

This does not include core development tools such as g++ or the git client to download the sources (use sudo apt-get install git for that). One possible set of packages might be:

sudo apt-get install git cmake g++ gettext pkg-config

More required package lists for various Linux distributions are listed in the Wiki Article.

Build

To build DarkRadiant the standard CMake build process is used:

cmake .
make
sudo make install

To install somewhere other than the default of /usr/local, use the CMAKE_INSTALL_PREFIX variable.

cmake -DCMAKE_INSTALL_PREFIX=/opt/darkradiant
make
sudo make install

Other useful variables are CMAKE_BUILD_TYPE to choose Debug or Release builds, ENABLE_DM_PLUGINS to disable the building of Dark Mod specific plugins (enabled by default), and ENABLE_RELOCATION to control whether DarkRadiant uses hard-coded absolute paths like /usr/lib or paths relative to the binary (useful for certain package formats like Snappy or FlatPak).

Compiling on macOS

Prerequisites

You'll need an Xcode version supporting C++17 and the macOS 10.15 (Catalina) target at minimum. Xcode 11.3 should be working fine. You will need to install the Xcode command line tools to install MacPorts (run xcode-select --install)

To compile DarkRadiant, a number of libraries (with development headers) are required. You can obtain them by using MacPorts:

Install MacPorts, then open a fresh console and issue these commands:

sudo port install jpeg wxwidgets-3.0 pkgconfig libsigcxx2 freetype ftgl glew
sudo port install libxml2 freealut libvorbis libogg openal-soft eigen3

Build

Start Xcode and open the project file in tools/xcode/DarkRadiant.xcodeproj. Hit CMD-B to start the build, the output files will be placed to a folder similar to this:

~/Library/Developer/Xcode/DerivedData/DarkRadiant-somethingsomething/Build/Products/Release

The DarkRadiant.app package in that folder can be launched right away or copied to some location of your preference.

More Build Information

A more detailed compilation guide can be found on The Dark Mod's wiki:

https://wiki.thedarkmod.com/index.php?title=DarkRadiant_-_Compilation_Guide

Contact / Discussion

DarkRadiant Website: https://www.darkradiant.net

All discussion is ongoing primarily at The Dark Mod Forums, where you can get in touch with knowledgeable people and discuss changes or issues. If you happen to run into a bug, you're encouraged to report it to us, especially when running into application crashes (see also How to record a crashdump).

The issue tracker for DarkRadiant is also run by the Dark Mod folks: DarkRadiant Bugtracker.

License

The DarkRadiant source code is published under the GNU General Public License 2.0 (GPLv2), except for a few libraries which are using the BSD or MIT licenses, see the LICENSE file for specifics.

About

DarkRadiant is the map editor for The Dark Mod and other idTech4/Doom3-based games

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