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DarkRadiant 1.8.1 pre-release Test


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I have been using it happily about every other day since download. No other issues to report. I probably won't have much time to dig into the new, or grab screenshots, for a few days.

"The measure of a man's character is what he would do if he knew he never would be found out."

- Baron Thomas Babington Macauley

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Hi,

 

first of all, thanks for your continued support and further development of the editor greebo, it's really appreciated.

I've been trying the new version with the small map I'm playing around with. Showing/hiding stuff seems to be a bit snappier and the AI tab is pretty cool.

I can't seem to reproduce RJFerret's fidings with the AI tab. It's working fine for me.

 

However, I just tried copy/paste from one map to another and I can't seem to get it to work with the new version. When I try to copy one or more brushes from one map to another nothing happens at all. Closing the editor without saving after pasting the geometry will not trigger the "Save/Close without saving" dialog box either.

 

Version 1.8.1:

 

1. Create new map.

2. Draw some brushes.

3. Copy one/multiple brushes.

4. Create new map.

5. Paste.

6. Nothing happens.

 

This happens with prefabs and models as well.

 

 

 

What does work is:

 

1. Open DR 1.8.0

2. Create new map.

3. Draw some brushes.

4. Copy one/multiple brushes.

5. Close DR 1.8.0

6. Open DR 1.8.1

7. Paste.

8. Geometry appears.

 

So something seems to be funky with copying the selection to the clipboard in 1.8.1

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Confirmed nothing apparently resulted from saving prefab, other prefabs do load in, console output before saving prefab:

Opening file F:/Program Files/darkmod/prefabs/deletemetest.pfb and auxiliary file F:/Program Files/darkmod/prefabs/deletemetest.darkradiant for writing...success

 

After attempted import:

[uIManager] Successfully loaded C:/Program Files/DarkRadiant/ui/RenderPreview.glade

OpenGL window configuration: colour-buffer = 32bpp, depth-buffer = 32bpp

Open file F:/Program Files/darkmod/prefabs/deletemetest.pfb for determining the map format...success

Open file F:/Program Files/darkmod/prefabs/deletemetest.pfb for determining the map format...success

 

The contents of the file:

Version 2
// entity 0
{
"classname" "worldspawn"
}

 

What was actually selected was a worldspawn brush and atdm:torch_gothic02_wall.

"The measure of a man's character is what he would do if he knew he never would be found out."

- Baron Thomas Babington Macauley

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@RJ, can you do me a favout and do some screen shots of your issue so I can try and repro your issue.

 

How about a screencast video of me generally going through the aforementioned steps and seeing the results? This should be publicly accessible, but I believe you'll have to click the thumbnail to play it: https://picasaweb.go...feat=directlink

 

You can see the AI tab "live"/accessible with nothing selected, with worldspawn selected, then ghosted out with the AI selected, until deselected/reselected while the AI tab is forefront.

"The measure of a man's character is what he would do if he knew he never would be found out."

- Baron Thomas Babington Macauley

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I don't know if this is unique to this version or me, but when selecting via layer, I can't deselect a func_static, while brushes will. Anyone else?

 

1. Have func_static and worldspawn brushes in a layer.

2. Click the layer button to select all those assigned objects in that layer.

3. Shift-click on a func_static and observe it not changing highlight (it remains selected).

4. Shift-click a brush to see that the worldspawn does properly deselect.

"The measure of a man's character is what he would do if he knew he never would be found out."

- Baron Thomas Babington Macauley

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I don't know if this is unique to this version or me, but when selecting via layer, I can't deselect a func_static, while brushes will. Anyone else?

 

1. Have func_static and worldspawn brushes in a layer.

2. Click the layer button to select all those assigned objects in that layer.

3. Shift-click on a func_static and observe it not changing highlight (it remains selected).

4. Shift-click a brush to see that the worldspawn does properly deselect.

 

That's not unique to the latest version. I just tried it using 1.8.0 and the func_static's origin goes away when you shift-click it, but it's still selected, and highlighted.

 

Good catch.

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Here's another possible fluke... I selected a func_static and model. I (via shortcut key) hide everything but them. I reverted the func_static to worldspawn and made modifications. I then hit "i" to invert selection. Only the model selected, nothing else did. (It just so happens the model was on default layer, while everything else a different layer.)

 

I could manually shift-click to select them, or drag a box, but "invert selection" is acting like those brushes do not exist.

 

However I believe I did this exact routine previously without problems, but twice now this is the behavior. I wonder if I reverted to worldspawn prior to doing the hide everything but my selection previously?

"The measure of a man's character is what he would do if he knew he never would be found out."

- Baron Thomas Babington Macauley

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Here's another possible fluke... I selected a func_static and model. I (via shortcut key) hide everything but them. I reverted the func_static to worldspawn and made modifications. I then hit "i" to invert selection. Only the model selected, nothing else did. (It just so happens the model was on default layer, while everything else a different layer.)

I can't quite reproduce that. Can you give me clearer directions?

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I don't know if this is unique to this version or me, but when selecting via layer, I can't deselect a func_static, while brushes will. Anyone else?

 

1. Have func_static and worldspawn brushes in a layer.

2. Click the layer button to select all those assigned objects in that layer.

3. Shift-click on a func_static and observe it not changing highlight (it remains selected).

4. Shift-click a brush to see that the worldspawn does properly deselect.

This is the same effect as described here: a func static can have some brushes in different layers, can lead to odd behavior. I'd have to restrict layer assignments making possible useful exploits of this behaviour no longer work.

 

Btw, the prefab and copy/paste problems are fixed in git.

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ive just got the 32bit pre release. wanted to try the detail brushes..

its working ok, but i cant see an option to hide just detail brushes.

if none can you make a filter to hide/show.

 

xreal.game is crashing DR on startup.

its missing < fonts > ... < / fonts >

 

if i use Z rotation on toolbar for entities like player start, i get a strange value of -3.5083545633527932e-015

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  • 3 weeks later...

After long break, I finally got some time to get back to mapping. Bad news - DR 1.8.1 x64 of Nov 27, 2013 23:05:11 screwed up my map.

 

I loaded my map that was made in 1.8.0 x64 release, moved visportal brush (that was blocking vacuum off) 4 units, saved, recompiled and got vacuum leaks. So no matter if I did Ctrl G or move it back in place, apparently I was still getting gaps.

 

Good thing I had that map backed up. So I loaded it in 1.8.0, moved that visportal brush around, saved several times - all good, no issues. Tried 1.8.1 x64 again - fail.

 

Care to compile most recent x64 build so I could try that and confirm the issue? Thanks.

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