DarkRadiant is a level (map) editor for the The Dark Mod, an open-source Doom 3 modification which is available at www.thedarkmod.com. It's primary use is creating missions for The Dark Mod as well as maps for idTech4-based games like Doom 3, Quake 4 and Prey.
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's an extensive Beginner's Guide on the project's wiki, which covers a lot of steps almost from scratch. Moreover, a couple of excellent video tutorials are available, linked from the top of that wiki article above.
Compiling on Windows
DarkRadiant is built on Windows using Microsoft Visual C++ 2017. The free Community Edition can be obtained here:
VC++ 2017: https://www.visualstudio.com/downloads/ (Choose Visual Studio Community)
Since DarkRadiant uses a couple of open-source libraries that are not available on Windows by default, you will also need to download and install the dependencies. 7-Zip packages of the dependencies are available at the following URL(s). Get 7-zip here
The dependencies packages need to be extracted into the main DarkRadiant
source directory, i.e. alongside the
Just drop the windeps.7z in the DarkRadiant folder and use 7-zip's "Extract to here"
The main Visual C++ solution file is:
Visual Studio 2017:
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 into the
Compiling on Linux
To compile DarkRadiant, a number of libraries (with development headers) and a standards-compliant C++11 compiler (GCC 5.3+) are required. On an Ubuntu system, the requirements may include any or all of the following packages:
- pybind11-dev (Ubuntu 17 and later)
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 automake libtool g++ gettext pkg-config
More required package lists for various Linux distributions are listed in the Wiki Article.
To build DarkRadiant the standard Autotools build process is used:
./autogen.sh ./configure make sudo make install
The available configure options are listed with
./configure --help. There are
options for debug builds, and enabling or disabling various optional components
such as audio support and the Dark Mod-specific plugins (
Compiling on macOS
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 boost libxml2 freealut libvorbis libogg openal
Start Xcode and open the project file in
Hit CMD-B to start the build, the output files will be placed to a folder
similar to this:
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:
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.