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Testers needed: DarkRadiant + wxWidgets


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In the near future I'm going to need a few mappers who are willing to do some testing and to report issues. Subject to testing is the wxWidgets port of DarkRadiant which I've been working on for more than half a year now. It needs a full functionality check, all the GUI parts have been migrated from GTK+2 to wxWidgets, and some threading and filesystem code has been touched too since they were based on GLib. Apart from less than a hand full of things everything should work the same as it does in DarkRadiant 1.8.1, so don't expect any new features. Performance-wise it should behave the same as well.

 

Any volunteers? I'm going to provide a release build for Windows x64, built on VC++ 2013, which means that you'll need a new redist package, but I'm going to provide links.

 

Test the pre-release build

 

Here's the deal, you'll need the following:

 

Create backups of your work, that's not a bad idea in any case.

Create backups of your input.xml and your user.xml file in the C:\Users\you\AppData\Roaming\DarkRadiant folder, you might need them later on.

 

VC++ 2013 redistributables: http://www.microsoft...s.aspx?id=40784

 

DarkRadiant x64: http://ftp.thedarkmod.com/darkradiant/darkradiant-2.0.0pre11-x64.exe

DarkRadiant x86: http://ftp.thedarkmo...0.0pre2-x86.exe

 

Most likely there will be many issues, expect the application to crash or misbehave. Also, it might be possible that user preferences like shortcuts or window positions that have been created with the earlier 1.8.x release are not correctly read by this build. Let me know if that is the case for you. It's probably best to create a backup of your input.xml or user.xml before trying this version.

 

Detailed bug reports with as precise repro steps as possible are the thing I'm going to need now to make this thing stable. For this purpose I've opened a separate version on the bugtracker for the 2.0.0pre-release builds, please use that one when reporting issues. Discussion can go here of course.

 

What to test: basically all features, all the dialogs. Search for bugs, like "Is that checkbox working like it should?" Report back if something is 100% working as expected, then we can tick off that section and others can test something else. Test map manipulation, simulate a first-time DarkRadiant startup like newbies are going to experience (for setting up the mod path etc.).

 

Thanks for all the brave contributing to this test phase.

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Hi greebo, please count me in. Sorry I fell at the first hurdle and didn't actually help with this work after offering to try, but I'd definitely like to help test it. There are a couple of DR tracker issues I've done a lot of prep work on too, including one that you suggested (searching all PK4s in the installation), that have been waiting for news on wx too as they'll involve new dialogs.

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What is wxWidgets?

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FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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Ah ok. When I read gui I thought about ingame guis, not about DR ones. ;)

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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It's more about maintainability than new features. The GTK libraries have very poor support on Windows, especially with the move to GTK 3.0. wxWidgets by contrast is designed from the beginning for cross-platform support, and might potentially address some of the GTK weirdness that arises on Windows.

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Ok, here's the first rough version, you'll need the following:

 

Create backups of your work, that's not a bad idea in any case.

Create backups of your input.xml and your user.xml file in the C:\Users\you\AppData\Roaming\DarkRadiant folder, you might need them later on.

 

VC++ 2013 redistributables: http://www.microsoft...s.aspx?id=40784

 

DarkRadiant x64: see the first post

DarkRadiant x86: see the first post

 

Most likely there will be many issues, expect the application to crash or misbehave. Also, it might be possible that user preferences like shortcuts or window positions that have been created with the earlier 1.8.x release are not correctly read by this build. Let me know if that is the case for you. It's probably best to create a backup of your input.xml or user.xml before trying this version.

 

Detailed bug reports with as precise repro steps as possible are the thing I'm going to need now to make this thing stable. For this purpose I've opened a separate version on the bugtracker for the 2.0.0pre-release builds, please use that one when reporting issues. Discussion can go here of course.

 

What to test: basically all features, all the dialogs. Search for bugs, like "Is that checkbox working like it should?" Report back if something is 100% working as expected, then we can tick off that section and others can test something else. Test map manipulation, simulate a first-time DarkRadiant startup like newbies are going to experience (for setting up the mod path etc.).

 

Thanks for all the brave contributing to this test phase.

Edited by greebo
pre2
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Installed it.

 

The default render mode is riddled with z-fighting artifacts in every map I've tested.

 

The light preview mode wont even open. I click on the icon or press F2 and no result is shown it

stays in the same render mode.

 

Navigating the map is a tad slower but that could be placebo effect.

 

Console errors:

 

 

 

 

Started logging to C:/Users/Randy/AppData/Roaming/DarkRadiant/darkradiant.log

Today is: Thu Jul 17 22:17:43 2014

This is DarkRadiant 2.0.0 x64

wxWidgets Version: 3.0.1

Module registered: LanguageManager

Current language setting: en

ModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\archivezip.dll'

Module registered: ArchivePK4

ModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\commandsystem.dll'

Module registered: CommandSystem

ModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\eclassmgr.dll'

Module registered: EntityClassManager

ModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\entity.dll'

Module registered: Doom3EntityCreator

ModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\entitylist.dll'

Module registered: EntityList

ModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\eventmanager.dll'

Module registered: EventManager

ModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\filetypes.dll'

Module registered: FileTypes

ModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\filters.dll'

Module registered: FilterSystem

ModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\fonts.dll'

Module registered: FontManager

ModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\grid.dll'

Module registered: Grid

ModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\image.dll'

Module registered: ImageLoaderTGA

Module registered: ImageLoaderJPG

Module registered: ImageLoaderPNG

Module registered: ImageLoaderPCX

Module registered: ImageLoaderBMP

Module registered: ImageLoaderDDS

ModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\mapdoom3.dll'

Module registered: Doom3MapLoader

Module registered: Quake4MapLoader

Module registered: Doom3PrefabLoader

Module registered: MapCompiler

Module registered: Quake3MapLoader

ModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\md5model.dll'

Module registered: ModelLoaderMD5MESH

Module registered: MD5AnimationCache

ModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\model.dll'

Module registered: ModelLoaderMD3

Module registered: ModelLoader3DS

Module registered: ModelLoaderASE

Module registered: ModelLoaderMS3D

Module registered: ModelLoaderMDC

Module registered: ModelLoaderMD2

Module registered: ModelLoaderFM

Module registered: ModelLoaderLWO

Module registered: ModelLoaderPICOTERRAIN

Module registered: ModelLoaderOBJ

ModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\particles.dll'

Module registered: ParticlesManager

Module registered: ParticlesEditor

ModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\scenegraph.dll'

Module registered: SceneGraph

Module registered: SceneGraphFactory

ModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\shaders.dll'

Module registered: MaterialManager

ModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\skins.dll'

Module registered: ModelSkinCache

ModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\sound.dll'

Module registered: SoundManager

ModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\uimanager.dll'

Module registered: UIManager

ModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\undo.dll'

Module registered: UndoSystem

ModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\vfspk3.dll'

Module registered: VirtualFileSystem

ModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\xmlregistry.dll'

Module registered: XMLRegistry

ModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/plugins\dm.conversation.dll'

Module registered: ConversationEditor

ModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/plugins\dm.difficulty.dll'

Module registered: DifficultyEditor

ModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/plugins\dm.editing.dll'

Module registered: DarkMod Editing

ModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/plugins\dm.gui.dll'

Module registered: GUI Editing

ModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/plugins\dm.objectives.dll'

Module registered: ObjectivesEditor

ModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/plugins\dm.stimresponse.dll'

Module registered: StimResponseEditor

ModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/plugins\eclasstree.dll'

Module registered: EClassTree

ModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/plugins\script.dll'

Module registered: ScriptingSystem

ModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/plugins\wavefront.dll'

Module registered: WaveFrontExporter

XMLRegistry::initialiseModule called

XMLRegistry: looking for XML files under C:/Program Files/DarkRadiant_2/

XMLRegistry: Importing XML file: C:/Program Files/DarkRadiant_2/user.xml

XMLRegistry: Importing XML file: C:/Program Files/DarkRadiant_2/colours.xml

XMLRegistry: Importing XML file: C:/Program Files/DarkRadiant_2/input.xml

XMLRegistry: Importing XML file: C:/Program Files/DarkRadiant_2/menu.xml

XMLRegistry: Importing XML file: C:/Program Files/DarkRadiant_2/commandsystem.xml

XMLRegistry: Importing XML file: C:/Users/Randy/AppData/Roaming/DarkRadiant/user.xml

XMLRegistry: Importing XML file: C:/Users/Randy/AppData/Roaming/DarkRadiant/input.xml

XMLRegistry: Importing XML file: C:/Users/Randy/AppData/Roaming/DarkRadiant/filters.xml

ArchivePK4::initialiseModule called

CommandSystem::initialiseModule called.

EventManager::initialiseModule called.

EventManager: Modifiers found: 3

MouseEventManager: Buttons found: 5

MouseEventManager: XYView Definitions found: 6

MouseEventManager: Observer Definitions found: 12

EventManager: Warning: Modifier CTRL not found, returning -1

MouseEventManager: Camera Definitions found: 2

EventManager successfully initialised.

FileTypes::initialiseModule called.

UIManager::initialiseModule called

Found toolbar: view

Found toolbar: edit

Found toolbar: texture

Found toolbar: textool

ColourSchemeManager: Loading colour schemes...

MainFrameLayoutManager::initialiseModule called.

OrthoviewManager::initialiseModule called.

MainFrame::initialiseModule called.

Clipper::initialiseModule called

GridManager::initialiseModule called.

SceneGraph::initialiseModule called

RadiantSelectionSystem::initialiseModule called.

RadiantModule::initialiseModule called.

PreferenceSystem::initialiseModule called

GameManager: Scanning for game description files: C:/Program Files/DarkRadiant_2/games/

XMLRegistry: Importing XML file: C:/Program Files/DarkRadiant_2/games/doom3-demo.game

XMLRegistry: Importing XML file: C:/Program Files/DarkRadiant_2/games/doom3.game

XMLRegistry: Importing XML file: C:/Program Files/DarkRadiant_2/games/quake3.game

XMLRegistry: Importing XML file: C:/Program Files/DarkRadiant_2/games/quake4.game

XMLRegistry: Importing XML file: C:/Program Files/DarkRadiant_2/games/xreal.game

GameManager: Found game definitions:

Doom 3

Doom 3 Demo

Quake 3

Quake 4

XreaL

 

GameManager: Selected game type: Doom 3

GameManager: Map path set to C:/TDM/darkmod/maps/

GameManager: Prefab path set to C:/TDM/darkmod/prefabs/

VFS Search Path priority is:

- C:/TDM/darkmod/

- C:/TDM/base/

VFS::initialiseModule called

filesystem initialised

[vfs] searched directory: C:/TDM/darkmod/

[vfs] pak file: C:/TDM/darkmod/tdm_game03.pk4

[vfs] pak file: C:/TDM/darkmod/tdm_game02.pk4

[vfs] pak file: C:/TDM/darkmod/tdm_game01.pk4

[vfs] Directory 'C:/TDM/base/' not found.

MaterialManager::initialiseModule called

3772 shaders found.

OpenGL::initialiseModule called.

ShaderCache::initialiseModule called.

Camera::initialiseModule called.

ConversationEditor::initialiseModule called.

UndoSystem::initialiseModule called

DarkMod Editing::initialiseModule called.

DifficultyEditor::initialiseModule called.

BrushModuleImpl::initialiseModule called.

Map::initialiseModule called.

Doom3EntityCreator::initialiseModule called.

EntityClassDoom3::initialiseModule called.

searching vfs directory 'def' for *.def

LayerSystem::initialiseModule called.

MapFormatManager::initialiseModule called.

PatchModuleDef2::initialiseModule called.

PatchModuleDef3::initialiseModule called.

Doom3MapLoader: initialiseModule called.

Doom3PrefabLoader: initialiseModule called.

EClassTree::initialiseModule called.

EntityListModule::initialiseModule called

[filters] Loaded 15 filters from registry.

FontManager::initialiseModule called

FontLoader: fonts/english/andrew_script/fontImage_12.dat loaded successfully.

FontLoader: fonts/english/andrew_script/fontImage_24.dat loaded successfully.

FontLoader: fonts/english/andrew_script/fontImage_48.dat loaded successfully.

FontLoader: fonts/english/bamberg/fontimage_12.dat loaded successfully.

FontLoader: fonts/english/bamberg/fontimage_24.dat loaded successfully.

FontLoader: fonts/english/bamberg/fontimage_48.dat loaded successfully.

FontLoader: fonts/english/camberic/fontimage_12.dat loaded successfully.

FontLoader: fonts/english/camberic/fontimage_24.dat loaded successfully.

FontLoader: fonts/english/camberic/fontimage_48.dat loaded successfully.

FontLoader: fonts/english/carleton/fontimage_12.dat loaded successfully.

FontLoader: fonts/english/carleton/fontimage_24.dat loaded successfully.

FontLoader: fonts/english/carleton/fontimage_48.dat loaded successfully.

FontLoader: fonts/english/carleton_bold/fontimage_12.dat loaded successfully.

FontLoader: fonts/english/carleton_bold/fontimage_24.dat loaded successfully.

FontLoader: fonts/english/carleton_bold/fontimage_48.dat loaded successfully.

FontLoader: fonts/english/carleton_condensed/fontimage_12.dat loaded successfully.

FontLoader: fonts/english/carleton_condensed/fontimage_24.dat loaded successfully.

FontLoader: fonts/english/carleton_condensed/fontimage_48.dat loaded successfully.

FontLoader: fonts/english/carleton_glow/fontimage_12.dat loaded successfully.

FontLoader: fonts/english/carleton_glow/fontimage_24.dat loaded successfully.

FontLoader: fonts/english/carleton_glow/fontimage_48.dat loaded successfully.

FontLoader: fonts/english/carolingia/fontimage_12.dat loaded successfully.

FontLoader: fonts/english/carolingia/fontimage_24.dat loaded successfully.

FontLoader: fonts/english/carolingia/fontimage_48.dat loaded successfully.

FontLoader: fonts/english/chrishand/fontImage_12.dat loaded successfully.

FontLoader: fonts/english/chrishand/fontImage_24.dat loaded successfully.

FontLoader: fonts/english/chrishand/fontImage_48.dat loaded successfully.

FontLoader: fonts/english/ellianerelle/fontimage_12.dat loaded successfully.

FontLoader: fonts/english/ellianerelle/fontimage_24.dat loaded successfully.

FontLoader: fonts/english/ellianerelle/fontimage_48.dat loaded successfully.

FontLoader: fonts/english/everett/fontimage_12.dat loaded successfully.

FontLoader: fonts/english/everett/fontimage_24.dat loaded successfully.

FontLoader: fonts/english/everett/fontimage_48.dat loaded successfully.

FontLoader: fonts/english/gothica2/fontImage_12.dat loaded successfully.

FontLoader: fonts/english/gothica2/fontImage_24.dat loaded successfully.

FontLoader: fonts/english/gothica2/fontImage_48.dat loaded successfully.

FontLoader: fonts/english/jd_hand/fontimage_12.dat loaded successfully.

FontLoader: fonts/english/jd_hand/fontimage_24.dat loaded successfully.

FontLoader: fonts/english/jd_hand/fontimage_48.dat loaded successfully.

FontLoader: fonts/english/lotharus/fontimage_12.dat loaded successfully.

FontLoader: fonts/english/lotharus/fontimage_24.dat loaded successfully.

FontLoader: fonts/english/lotharus/fontimage_48.dat loaded successfully.

FontLoader: fonts/english/mac_humaine/fontimage_12.dat loaded successfully.

FontLoader: fonts/english/mac_humaine/fontimage_24.dat loaded successfully.

FontLoader: fonts/english/mac_humaine/fontimage_48.dat loaded successfully.

FontLoader: fonts/english/mason/fontimage_48.dat loaded successfully.

FontLoader: fonts/english/mason_glow/fontimage_48.dat loaded successfully.

FontLoader: fonts/english/medusa/fontimage_12.dat loaded successfully.

FontLoader: fonts/english/medusa/fontimage_24.dat loaded successfully.

FontLoader: fonts/english/medusa/fontimage_48.dat loaded successfully.

FontLoader: fonts/english/nancy/fontimage_12.dat loaded successfully.

FontLoader: fonts/english/nancy/fontimage_24.dat loaded successfully.

FontLoader: fonts/english/nancy/fontimage_48.dat loaded successfully.

FontLoader: fonts/english/popsies/fontimage_12.dat loaded successfully.

FontLoader: fonts/english/popsies/fontimage_24.dat loaded successfully.

FontLoader: fonts/english/popsies/fontimage_48.dat loaded successfully.

FontLoader: fonts/english/rapscallionpirate/fontimage_12.dat loaded successfully.

FontLoader: fonts/english/rapscallionpirate/fontimage_24.dat loaded successfully.

FontLoader: fonts/english/rapscallionpirate/fontimage_48.dat loaded successfully.

FontLoader: fonts/english/shoppinglist/fontimage_12.dat loaded successfully.

FontLoader: fonts/english/shoppinglist/fontimage_24.dat loaded successfully.

FontLoader: fonts/english/shoppinglist/fontimage_48.dat loaded successfully.

FontLoader: fonts/english/stone/fontimage_24.dat loaded successfully.

FontLoader: fonts/english/stone/fontimage_48.dat loaded successfully.

FontLoader: fonts/english/summertime/fontimage_12.dat loaded successfully.

FontLoader: fonts/english/summertime/fontimage_24.dat loaded successfully.

FontLoader: fonts/english/summertime/fontimage_48.dat loaded successfully.

FontLoader: fonts/english/treasure_map/fontimage_12.dat loaded successfully.

FontLoader: fonts/english/treasure_map/fontimage_24.dat loaded successfully.

FontLoader: fonts/english/treasure_map/fontimage_48.dat loaded successfully.

25 fonts registered.

GUI Editing::initialiseModule called.

[GuiManager]: Found 259 guis.

ImageLoaderBMP::initialiseModule called.

ImageLoaderDDS::initialiseModule called.

ImageLoaderJPG::initialiseModule called.

ImageLoaderPCX::initialiseModule called.

ImageLoaderPNG::initialiseModule called.

ImageLoaderTGA::initialiseModule called.

LanguageManager::initialiseModule called

Found 2 language folders.

MD5AnimationCache::initialiseModule called.

MapCompiler: initialiseModule called.

MapResourceManager::initialiseModule called.

PicoModelLoader: ModelLoaderASE initialised.

PicoModelLoader: ModelLoaderLWO initialised.

MD5Model::initialiseModule called.

ModelCache::initialiseModule called.

PicoModelLoader: ModelLoader3DS initialised.

PicoModelLoader: ModelLoaderFM initialised.

PicoModelLoader: ModelLoaderMD2 initialised.

PicoModelLoader: ModelLoaderMD3 initialised.

PicoModelLoader: ModelLoaderMDC initialised.

PicoModelLoader: ModelLoaderMS3D initialised.

PicoModelLoader: ModelLoaderOBJ initialised.

PicoModelLoader: ModelLoaderPICOTERRAIN initialised.

Doom3SkinCache::initialiseModule called

[skins] Loading skins.

NamespaceFactory::initialiseModule called.

ObjectivesEditorModule::initialiseModule called.

ParticlesEditor::initialiseModule called.

ParticlesManager::initialiseModule called

Quake3MapLoader: initialiseModule called.

Quake4MapLoader: initialiseModule called.

RenderSystemFactory::initialiseModule called.

SceneGraphFactory::initialiseModule called.

ScriptingSystem::initialiseModule called.

ScriptingSystem: Python interpreter initialised.

Registered script file commands\ase_export.py as aseExport

Registered script file commands\convert_to_ase_and_replace.py as aseConvertAndReplace

Registered script file commands\example.py as Example

Registered script file commands\select_all_models_of_type.py as SelectAllModelsOfType

Registered script file commands\shift_textures_randomly.py as ShiftTexturesRandomly

Registered script file commands\shift_textures_upwards_randomly.py as ShiftTexturesUpwardsRandomly

Registered script file commands\test_targets.py as test_targets

ScriptModule: Found 7 commands.

SelectionSetManager::initialiseModule called.

SoundManager: initialising sound playback

StimResponseModule::initialiseModule called.

WaveFrontModule::initialiseModule called

Default screen has 1 monitors.

Monitor 0 geometry: 1920x1080 at 0, 0

ToolbarManager: Instantiating toolbar: view

ToolbarManager: Instantiating toolbar: edit

 

Started logging to C:/Users/Randy/AppData/Roaming/DarkRadiant/darkradiant.log

Today is: Thu Jul 17 22:17:43 2014

This is DarkRadiant 2.0.0 x64

wxWidgets Version: 3.0.1

Module registered: LanguageManager

Current language setting: en

ModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\archivezip.dll'

Module registered: ArchivePK4

ModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\commandsystem.dll'

Module registered: CommandSystem

ModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\eclassmgr.dll'

Module registered: EntityClassManager

ModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\entity.dll'

Module registered: Doom3EntityCreator

ModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\entitylist.dll'

Module registered: EntityList

ModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\eventmanager.dll'

Module registered: EventManager

ModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\filetypes.dll'

Module registered: FileTypes

ModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\filters.dll'

Module registered: FilterSystem

ModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\fonts.dll'

Module registered: FontManager

ModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\grid.dll'

Module registered: Grid

ModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\image.dll'

Module registered: ImageLoaderTGA

Module registered: ImageLoaderJPG

Module registered: ImageLoaderPNG

Module registered: ImageLoaderPCX

Module registered: ImageLoaderBMP

Module registered: ImageLoaderDDS

ModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\mapdoom3.dll'

Module registered: Doom3MapLoader

Module registered: Quake4MapLoader

Module registered: Doom3PrefabLoader

Module registered: MapCompiler

Module registered: Quake3MapLoader

ModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\md5model.dll'

Module registered: ModelLoaderMD5MESH

Module registered: MD5AnimationCache

ModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\model.dll'

Module registered: ModelLoaderMD3

Module registered: ModelLoader3DS

Module registered: ModelLoaderASE

Module registered: ModelLoaderMS3D

Module registered: ModelLoaderMDC

Module registered: ModelLoaderMD2

Module registered: ModelLoaderFM

Module registered: ModelLoaderLWO

Module registered: ModelLoaderPICOTERRAIN

Module registered: ModelLoaderOBJ

ModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\particles.dll'

Module registered: ParticlesManager

Module registered: ParticlesEditor

ModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\scenegraph.dll'

Module registered: SceneGraph

Module registered: SceneGraphFactory

ModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\shaders.dll'

Module registered: MaterialManager

ModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\skins.dll'

Module registered: ModelSkinCache

ModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\sound.dll'

Module registered: SoundManager

ModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\uimanager.dll'

Module registered: UIManager

ModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\undo.dll'

Module registered: UndoSystem

ModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\vfspk3.dll'

Module registered: VirtualFileSystem

ModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\xmlregistry.dll'

Module registered: XMLRegistry

ModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/plugins\dm.conversation.dll'

Module registered: ConversationEditor

ModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/plugins\dm.difficulty.dll'

Module registered: DifficultyEditor

ModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/plugins\dm.editing.dll'

Module registered: DarkMod Editing

ModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/plugins\dm.gui.dll'

Module registered: GUI Editing

ModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/plugins\dm.objectives.dll'

Module registered: ObjectivesEditor

ModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/plugins\dm.stimresponse.dll'

Module registered: StimResponseEditor

ModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/plugins\eclasstree.dll'

Module registered: EClassTree

ModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/plugins\script.dll'

Module registered: ScriptingSystem

ModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/plugins\wavefront.dll'

Module registered: WaveFrontExporter

XMLRegistry::initialiseModule called

XMLRegistry: looking for XML files under C:/Program Files/DarkRadiant_2/

XMLRegistry: Importing XML file: C:/Program Files/DarkRadiant_2/user.xml

XMLRegistry: Importing XML file: C:/Program Files/DarkRadiant_2/colours.xml

XMLRegistry: Importing XML file: C:/Program Files/DarkRadiant_2/input.xml

XMLRegistry: Importing XML file: C:/Program Files/DarkRadiant_2/menu.xml

XMLRegistry: Importing XML file: C:/Program Files/DarkRadiant_2/commandsystem.xml

XMLRegistry: Importing XML file: C:/Users/Randy/AppData/Roaming/DarkRadiant/user.xml

XMLRegistry: Importing XML file: C:/Users/Randy/AppData/Roaming/DarkRadiant/input.xml

XMLRegistry: Importing XML file: C:/Users/Randy/AppData/Roaming/DarkRadiant/filters.xml

ArchivePK4::initialiseModule called

CommandSystem::initialiseModule called.

EventManager::initialiseModule called.

EventManager: Modifiers found: 3

MouseEventManager: Buttons found: 5

MouseEventManager: XYView Definitions found: 6

MouseEventManager: Observer Definitions found: 12

EventManager: Warning: Modifier CTRL not found, returning -1

MouseEventManager: Camera Definitions found: 2

EventManager successfully initialised.

FileTypes::initialiseModule called.

UIManager::initialiseModule called

Found toolbar: view

Found toolbar: edit

Found toolbar: texture

Found toolbar: textool

ColourSchemeManager: Loading colour schemes...

MainFrameLayoutManager::initialiseModule called.

OrthoviewManager::initialiseModule called.

MainFrame::initialiseModule called.

Clipper::initialiseModule called

GridManager::initialiseModule called.

SceneGraph::initialiseModule called

RadiantSelectionSystem::initialiseModule called.

RadiantModule::initialiseModule called.

PreferenceSystem::initialiseModule called

GameManager: Scanning for game description files: C:/Program Files/DarkRadiant_2/games/

XMLRegistry: Importing XML file: C:/Program Files/DarkRadiant_2/games/doom3-demo.game

XMLRegistry: Importing XML file: C:/Program Files/DarkRadiant_2/games/doom3.game

XMLRegistry: Importing XML file: C:/Program Files/DarkRadiant_2/games/quake3.game

XMLRegistry: Importing XML file: C:/Program Files/DarkRadiant_2/games/quake4.game

XMLRegistry: Importing XML file: C:/Program Files/DarkRadiant_2/games/xreal.game

GameManager: Found game definitions:

Doom 3

Doom 3 Demo

Quake 3

Quake 4

XreaL

 

GameManager: Selected game type: Doom 3

GameManager: Map path set to C:/TDM/darkmod/maps/

GameManager: Prefab path set to C:/TDM/darkmod/prefabs/

VFS Search Path priority is:

- C:/TDM/darkmod/

- C:/TDM/base/

VFS::initialiseModule called

filesystem initialised

[vfs] searched directory: C:/TDM/darkmod/

[vfs] pak file: C:/TDM/darkmod/tdm_game03.pk4

[vfs] pak file: C:/TDM/darkmod/tdm_game02.pk4

[vfs] pak file: C:/TDM/darkmod/tdm_game01.pk4

[vfs] Directory 'C:/TDM/base/' not found.

MaterialManager::initialiseModule called

3772 shaders found.

OpenGL::initialiseModule called.

ShaderCache::initialiseModule called.

Camera::initialiseModule called.

ConversationEditor::initialiseModule called.

UndoSystem::initialiseModule called

DarkMod Editing::initialiseModule called.

DifficultyEditor::initialiseModule called.

BrushModuleImpl::initialiseModule called.

Map::initialiseModule called.

Doom3EntityCreator::initialiseModule called.

EntityClassDoom3::initialiseModule called.

searching vfs directory 'def' for *.def

LayerSystem::initialiseModule called.

MapFormatManager::initialiseModule called.

PatchModuleDef2::initialiseModule called.

PatchModuleDef3::initialiseModule called.

Doom3MapLoader: initialiseModule called.

Doom3PrefabLoader: initialiseModule called.

EClassTree::initialiseModule called.

EntityListModule::initialiseModule called

[filters] Loaded 15 filters from registry.

FontManager::initialiseModule called

FontLoader: fonts/english/andrew_script/fontImage_12.dat loaded successfully.

FontLoader: fonts/english/andrew_script/fontImage_24.dat loaded successfully.

FontLoader: fonts/english/andrew_script/fontImage_48.dat loaded successfully.

FontLoader: fonts/english/bamberg/fontimage_12.dat loaded successfully.

FontLoader: fonts/english/bamberg/fontimage_24.dat loaded successfully.

FontLoader: fonts/english/bamberg/fontimage_48.dat loaded successfully.

FontLoader: fonts/english/camberic/fontimage_12.dat loaded successfully.

FontLoader: fonts/english/camberic/fontimage_24.dat loaded successfully.

FontLoader: fonts/english/camberic/fontimage_48.dat loaded successfully.

FontLoader: fonts/english/carleton/fontimage_12.dat loaded successfully.

FontLoader: fonts/english/carleton/fontimage_24.dat loaded successfully.

FontLoader: fonts/english/carleton/fontimage_48.dat loaded successfully.

FontLoader: fonts/english/carleton_bold/fontimage_12.dat loaded successfully.

FontLoader: fonts/english/carleton_bold/fontimage_24.dat loaded successfully.

FontLoader: fonts/english/carleton_bold/fontimage_48.dat loaded successfully.

FontLoader: fonts/english/carleton_condensed/fontimage_12.dat loaded successfully.

FontLoader: fonts/english/carleton_condensed/fontimage_24.dat loaded successfully.

FontLoader: fonts/english/carleton_condensed/fontimage_48.dat loaded successfully.

FontLoader: fonts/english/carleton_glow/fontimage_12.dat loaded successfully.

FontLoader: fonts/english/carleton_glow/fontimage_24.dat loaded successfully.

FontLoader: fonts/english/carleton_glow/fontimage_48.dat loaded successfully.

FontLoader: fonts/english/carolingia/fontimage_12.dat loaded successfully.

FontLoader: fonts/english/carolingia/fontimage_24.dat loaded successfully.

FontLoader: fonts/english/carolingia/fontimage_48.dat loaded successfully.

FontLoader: fonts/english/chrishand/fontImage_12.dat loaded successfully.

FontLoader: fonts/english/chrishand/fontImage_24.dat loaded successfully.

FontLoader: fonts/english/chrishand/fontImage_48.dat loaded successfully.

FontLoader: fonts/english/ellianerelle/fontimage_12.dat loaded successfully.

FontLoader: fonts/english/ellianerelle/fontimage_24.dat loaded successfully.

FontLoader: fonts/english/ellianerelle/fontimage_48.dat loaded successfully.

FontLoader: fonts/english/everett/fontimage_12.dat loaded successfully.

FontLoader: fonts/english/everett/fontimage_24.dat loaded successfully.

FontLoader: fonts/english/everett/fontimage_48.dat loaded successfully.

FontLoader: fonts/english/gothica2/fontImage_12.dat loaded successfully.

FontLoader: fonts/english/gothica2/fontImage_24.dat loaded successfully.

FontLoader: fonts/english/gothica2/fontImage_48.dat loaded successfully.

FontLoader: fonts/english/jd_hand/fontimage_12.dat loaded successfully.

FontLoader: fonts/english/jd_hand/fontimage_24.dat loaded successfully.

FontLoader: fonts/english/jd_hand/fontimage_48.dat loaded successfully.

FontLoader: fonts/english/lotharus/fontimage_12.dat loaded successfully.

FontLoader: fonts/english/lotharus/fontimage_24.dat loaded successfully.

FontLoader: fonts/english/lotharus/fontimage_48.dat loaded successfully.

FontLoader: fonts/english/mac_humaine/fontimage_12.dat loaded successfully.

FontLoader: fonts/english/mac_humaine/fontimage_24.dat loaded successfully.

FontLoader: fonts/english/mac_humaine/fontimage_48.dat loaded successfully.

FontLoader: fonts/english/mason/fontimage_48.dat loaded successfully.

FontLoader: fonts/english/mason_glow/fontimage_48.dat loaded successfully.

FontLoader: fonts/english/medusa/fontimage_12.dat loaded successfully.

FontLoader: fonts/english/medusa/fontimage_24.dat loaded successfully.

FontLoader: fonts/english/medusa/fontimage_48.dat loaded successfully.

FontLoader: fonts/english/nancy/fontimage_12.dat loaded successfully.

FontLoader: fonts/english/nancy/fontimage_24.dat loaded successfully.

FontLoader: fonts/english/nancy/fontimage_48.dat loaded successfully.

FontLoader: fonts/english/popsies/fontimage_12.dat loaded successfully.

FontLoader: fonts/english/popsies/fontimage_24.dat loaded successfully.

FontLoader: fonts/english/popsies/fontimage_48.dat loaded successfully.

FontLoader: fonts/english/rapscallionpirate/fontimage_12.dat loaded successfully.

FontLoader: fonts/english/rapscallionpirate/fontimage_24.dat loaded successfully.

FontLoader: fonts/english/rapscallionpirate/fontimage_48.dat loaded successfully.

FontLoader: fonts/english/shoppinglist/fontimage_12.dat loaded successfully.

FontLoader: fonts/english/shoppinglist/fontimage_24.dat loaded successfully.

FontLoader: fonts/english/shoppinglist/fontimage_48.dat loaded successfully.

FontLoader: fonts/english/stone/fontimage_24.dat loaded successfully.

FontLoader: fonts/english/stone/fontimage_48.dat loaded successfully.

FontLoader: fonts/english/summertime/fontimage_12.dat loaded successfully.

FontLoader: fonts/english/summertime/fontimage_24.dat loaded successfully.

FontLoader: fonts/english/summertime/fontimage_48.dat loaded successfully.

FontLoader: fonts/english/treasure_map/fontimage_12.dat loaded successfully.

FontLoader: fonts/english/treasure_map/fontimage_24.dat loaded successfully.

FontLoader: fonts/english/treasure_map/fontimage_48.dat loaded successfully.

25 fonts registered.

GUI Editing::initialiseModule called.

[GuiManager]: Found 259 guis.

ImageLoaderBMP::initialiseModule called.

ImageLoaderDDS::initialiseModule called.

ImageLoaderJPG::initialiseModule called.

ImageLoaderPCX::initialiseModule called.

ImageLoaderPNG::initialiseModule called.

ImageLoaderTGA::initialiseModule called.

LanguageManager::initialiseModule called

Found 2 language folders.

MD5AnimationCache::initialiseModule called.

MapCompiler: initialiseModule called.

MapResourceManager::initialiseModule called.

PicoModelLoader: ModelLoaderASE initialised.

PicoModelLoader: ModelLoaderLWO initialised.

MD5Model::initialiseModule called.

ModelCache::initialiseModule called.

PicoModelLoader: ModelLoader3DS initialised.

PicoModelLoader: ModelLoaderFM initialised.

PicoModelLoader: ModelLoaderMD2 initialised.

PicoModelLoader: ModelLoaderMD3 initialised.

PicoModelLoader: ModelLoaderMDC initialised.

PicoModelLoader: ModelLoaderMS3D initialised.

PicoModelLoader: ModelLoaderOBJ initialised.

PicoModelLoader: ModelLoaderPICOTERRAIN initialised.

Doom3SkinCache::initialiseModule called

[skins] Loading skins.

NamespaceFactory::initialiseModule called.

ObjectivesEditorModule::initialiseModule called.

ParticlesEditor::initialiseModule called.

ParticlesManager::initialiseModule called

Quake3MapLoader: initialiseModule called.

Quake4MapLoader: initialiseModule called.

RenderSystemFactory::initialiseModule called.

SceneGraphFactory::initialiseModule called.

ScriptingSystem::initialiseModule called.

ScriptingSystem: Python interpreter initialised.

Registered script file commands\ase_export.py as aseExport

Registered script file commands\convert_to_ase_and_replace.py as aseConvertAndReplace

Registered script file commands\example.py as Example

Registered script file commands\select_all_models_of_type.py as SelectAllModelsOfType

Registered script file commands\shift_textures_randomly.py as ShiftTexturesRandomly

Registered script file commands\shift_textures_upwards_randomly.py as ShiftTexturesUpwardsRandomly

Registered script file commands\test_targets.py as test_targets

ScriptModule: Found 7 commands.

SelectionSetManager::initialiseModule called.

SoundManager: initialising sound playback

StimResponseModule::initialiseModule called.

WaveFrontModule::initialiseModule called

Default screen has 1 monitors.

Monitor 0 geometry: 1920x1080 at 0, 0

ToolbarManager: Instantiating toolbar: view

ToolbarManager: Instantiating toolbar: edit

 

[eclassmgr] Entity class 'atdm:ai_builder_guard_ghost' tries to attach 'melee_weapon' at non-existent position 'slung_across_back_rl'

[eclassmgr] Entity class 'atdm:ai_builder_guard' tries to attach 'melee_weapon' at non-existent position 'slung_across_back_rl'

[eclassmgr] Entity class 'atdm:ai_builder_priest_combatant' tries to attach 'melee_weapon' at non-existent position 'slung_across_back_rl'

[eclassmgr] Entity class 'atdm:ai_guard_female_rogue' tries to attach 'melee_weapon' at non-existent position 'slung_across_back_rl'

[eclassmgr] Entity class 'atdm:ai_citywatch' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'

[eclassmgr] Entity class 'atdm:ai_citywatch_archer' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'

[eclassmgr] Entity class 'atdm:ai_citywatch_archer' tries to attach 'missile_weapon' at non-existent position 'bow_holster_pos_rl'

[eclassmgr] Entity class 'atdm:ai_citywatch_elite' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'

[eclassmgr] attribute editor_usage already set on entityclass atdm:env_ragdoll_citywatch_elite

[eclassmgr] Entity class 'atdm:ai_guard_elite' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'

[eclassmgr] Entity class 'atdm:ai_guard_archer_01' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'

[eclassmgr] Entity class 'atdm:ai_guard_archer_01' tries to attach 'missile_weapon' at non-existent position 'bow_holster_pos_rl'

[eclassmgr] Entity class 'atdm:ai_moor' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'

[eclassmgr] Entity class 'atdm:ai_moor02' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'

[eclassmgr] Entity class 'atdm:ai_proguard' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'

[eclassmgr] Entity class 'atdm:ai_proguard_archer' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'

[eclassmgr] Entity class 'atdm:ai_proguard_archer' tries to attach 'missile_weapon' at non-existent position 'bow_holster_pos_rl'

[eclassmgr] Entity class 'atdm:ai_guard_thug' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'

[eclassmgr] Entity class 'atdm:ai_nobleman_armed' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'

[eclassmgr] Entity class 'atdm:ai_nobleman02_armed' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'

[eclassmgr] Entity class 'atdm:ai_pagan_female' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'

[eclassmgr] Entity class 'atdm:ai_pagan_common_armed' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'

[eclassmgr] Entity class 'atdm:ai_pagan_common_archer' tries to attach 'missile_weapon' at non-existent position 'bow_holster_pos_rl'

[eclassmgr] Entity class 'atdm:ai_thief02_archer' tries to attach 'missile_weapon' at non-existent position 'bow_holster_pos_rl'

[eclassmgr] Entity class 'atdm:ai_burglar' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'

[eclassmgr] Entity class 'atdm:ai_burglar_professional_archer' tries to attach 'missile_weapon' at non-existent position 'bow_holster_pos_rl'

[eclassmgr] Entity class 'atdm:ai_female_thief' tries to attach 'melee_weapon' at non-existent position 'slung_across_back_rl'

[eclassmgr] Entity class 'atdm:ai_townsfolk_beggar_armed' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'

[eclassmgr] Entity class 'atdm:ai_townsfolk_commoner_armed' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'

[eclassmgr] Entity class 'atdm:ai_townsfolk_commoner_archer' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'

[eclassmgr] Entity class 'atdm:ai_townsfolk_commoner_archer' tries to attach 'missile_weapon' at non-existent position 'bow_holster_pos_rl'

[eclassmgr] Entity class 'atdm:ai_townsfolk_wench_armed' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'

[eclassmgr] Entity class 'atdm:ai_undead_skeleton_armed' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'

[eclassmgr] Entity class 'atdm:geode_lit_red' tries to attach 'glow' at non-existent position 'glow'

[eclassmgr] attribute attach_pos_origin_4 already set on entityclass atdm:stove_small_square

[eclassmgr] attribute attach_pos_origin_5 already set on entityclass atdm:stove_small_square

[eclassmgr] attribute attach_pos_origin_6 already set on entityclass atdm:stove_small_square

[eclassmgr] attribute inherit already set on entityclass atdm:moveable_staff_decorative

[eclassmgr] Entity class 'atdm:moveable_lantern_oil_hand' tries to attach 'light' at non-existent position ''

[eclassmgr] Entity class 'atdm:moveable_lantern_oil_hand02' tries to attach 'light' at non-existent position ''

[eclassmgr] attribute editor_DisplayFolder already set on entityclass atdm:mover_gear_base

[eclassmgr] Entity class 'atdm:prop_lantern_on' tries to attach 'light' at non-existent position ''

[eclassmgr] Entity class 'atdm:weapon_blackjack' tries to attach 'meleeweap_r' at non-existent position ''

[eclassmgr] Entity class 'atdm:weapon_shortsword' tries to attach 'meleeweap_r' at non-existent position ''

[eclassmgr] Entity class atdm:damage_fireballdirect_major specifies unknown parent class atdm:damage_fireballDirect[eclassmgr] Entity class sprgs_decompress specifies unknown parent class sprGS_splash_small[eclassmgr] Entity class sprgs_recompress specifies unknown parent class sprGS_splash_smal

[shaders] materials/tdm_ghouse_stone.mtr: shader textures/darkmod/stone/cobblestones/cobblestones_rounded_brown already defined.

[shaders] materials/tdm_ghouse_stone.mtr: shader textures/darkmod/stone/cobblestones/cobblestones_rounded_sepia_grey already defined.

Cannot register statement ActivateAllFilters, this statement is already registered.

Cannot register statement DeactivateAllFilters, this statement is already registered.

 

MainFrame: Activating layout Embedded

ToolbarManager: Instantiating toolbar: texture

init.py executedlEventManager: Event ActivateAllFilters already registered!

EventManager: Event DeactivateAllFilters already registered!

 

EventManager: Shortcuts found in Registry: 363

GL_VENDOR: Intel

GL_RENDERER: Intel® HD Graphics 2000

GL_VERSION: 3.1.0 - Build 9.17.10.3517

GL_EXTENSIONS: GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_blend_color GL_EXT_abgr GL_EXT_texture3D GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_SGIS_texture_edge_clamp GL_SGIS_generate_mipmap GL_EXT_draw_range_elements GL_SGIS_texture_lod GL_EXT_rescale_normal GL_EXT_packed_pixels GL_EXT_texture_edge_clamp GL_EXT_separate_specular_color GL_ARB_multitexture GL_EXT_texture_env_combine GL_EXT_bgra GL_EXT_blend_func_separate GL_EXT_secondary_color GL_EXT_fog_coord GL_EXT_texture_env_add GL_ARB_texture_cube_map GL_ARB_transpose_matrix GL_ARB_texture_env_add GL_IBM_texture_mirrored_repeat GL_EXT_multi_draw_arrays GL_NV_blend_square GL_ARB_texture_compression GL_3DFX_texture_compression_FXT1 GL_EXT_texture_filter_anisotropic GL_ARB_texture_border_clamp GL_ARB_point_parameters GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_env_crossbar GL_EXT_texture_compression_s3tc GL_ARB_shadow GL_ARB_window_pos GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_ARB_vertex_program GL_EXT_texture_rectangle GL_ARB_fragment_program GL_EXT_stencil_two_side GL_ATI_separate_stencil GL_ARB_vertex_buffer_object GL_EXT_texture_lod_bias GL_ARB_occlusion_query GL_ARB_fragment_shader GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_non_power_of_two GL_ARB_vertex_shader GL_NV_texgen_reflection GL_ARB_point_sprite GL_ARB_fragment_program_shadow GL_EXT_blend_equation_separate GL_ARB_depth_texture GL_ARB_texture_rectangle GL_ARB_draw_buffers GL_ARB_color_buffer_float GL_ARB_half_float_pixel GL_ARB_texture_float GL_ARB_pixel_buffer_object GL_EXT_framebuffer_object GL_ARB_draw_instanced GL_ARB_half_float_vertex GL_ARB_occlusion_query2 GL_EXT_draw_buffers2 GL_WIN_swap_hint GL_EXT_texture_sRGB GL_ARB_multisample GL_EXT_packed_float GL_EXT_texture_shared_exponent GL_ARB_texture_rg GL_ARB_texture_compression_rgtc GL_NV_conditional_render GL_EXT_texture_swizzle GL_ARB_sync GL_ARB_framebuffer_sRGB GL_EXT_packed_depth_stencil GL_ARB_depth_buffer_float GL_EXT_transform_feedback GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_ARB_framebuffer_object GL_EXT_texture_array GL_EXT_texture_integer GL_ARB_map_buffer_range GL_EXT_texture_snorm GL_INTEL_performance_queries GL_ARB_copy_buffer GL_ARB_sampler_objects GL_NV_primitive_restart GL_ARB_seamless_cube_map GL_ARB_uniform_buffer_object GL_ARB_depth_clamp GL_ARB_vertex_array_bgra GL_ARB_shader_bit_encoding GL_ARB_draw_buffers_blend GL_ARB_texture_query_lod GL_ARB_explicit_attrib_location GL_ARB_draw_elements_base_vertex GL_ARB_instanced_arrays GL_ARB_fragment_coord_conventions GL_EXT_gpu_program_parameters GL_ARB_texture_buffer_object_rgb32 GL_ARB_compatibility GL_ARB_texture_rgb10_a2ui GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_timer_query GL_INTEL_map_texture GL_ARB_vertex_array_object GL_ARB_provoking_vertex

[OpenGLRenderSystem] GLSL shading IS available.

[OpenGLRenderSystem] ARB shading IS available.

Loading map from C:/TDM/darkmod/maps/baddcog/bc_rivertowne_01.map

Open file C:/TDM/darkmod/maps/baddcog/bc_rivertowne_01.map for determining the map format...success

success

[infoFile] Unable to parse info file header: DefTokeniser: no more tokens

Sanity-checking the layer assignments...done, had to fix 0 assignments.

Stage keyword not recognised: screen

map load timer: 1.25 second(s) elapsed

--- LoadMapFile ---

C:/TDM/darkmod/maps/baddcog/bc_rivertowne_01.map

336 brushes

194 patches

46 entities

 

 

 

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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Missed this yesterday but I've now installed it. I'm using the x64 build and without deleting my 1.8.1pre5 settings.

 

I've tried loading a published FM and going for a scout around the map. It loaded fast. I like the way the entities count down again as DR exits too. The movement feels no different to me, it's good.

 

Most stuff is working great already, but I found a few issues to report:

 

 

Basic keyboard shortcuts

Some of the defaults are not bound: CTRL+TAB to change orthoview, and Space to clone selection.

 

The ESC key doesn't deselect! And I don't know how to bind this one for myself so I had to use menu Edit > Clear Selection to deselect.

 

Filtering doesn't deselect either by the way... whatever you have selected remains selected even when filtered from view. And if you issue a keyboard command like SelectNudge, the selected-but-filtered entity will be displaced (not sure that differs from 1.8.1 now I come to think of it, but it was unexpected).

 

The selection shortcuts are all working as expected: SHIFT+click, ALT+SHIFT+click, and CTRL+SHIFT+click.

As are the manipulation options, Q,W,R,X, and all the basic mouse functions.

 

 

Top row buttons

Tried all the top buttons from Open Map across to Create Decals except the two Rotate toggles. They're working, except maybe for "Select complete tall". I'm not sure what that's supposed to do tbh but it seems to delete the selection while sometimes selecting a few other things.

 

The file open dialog defaults to darkmod/maps instead of fs_game_base.

 

 

Filter menu

I've done one full menu check so far: Every item on the Filter menu is working correctly for me. So are hiding and unhiding and hiding non-selected, and toggling light volumes. The only filter I haven't tested is "Weather Textures".

 

 

Other

Like nbohr1more said, lighting preview is not enabled. But I'm not seeing any improper zfighting... it's fine this end.

My floating window placement isn't being remembered when I close DR properly through the File menu.

The python scripts for selecting all of same type, and finding missing targets, are working fine.

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I've reported 5 of the issues after checking them again this morning:

  1. loss of keyboard bindings
  2. "select complete tall" deleting selected brushes
  3. lighting preview button not enabled
  4. camera view window position being reset
  5. file open dialog always pointing to darkmod/maps on DR start

I didn't create a report for the failure to deselect filtered items. That happens in 1.8.1 too I find, and it's so minor that no-one noticed.

 

I checked the "select complete tall" problem in 1.8.1 too, and it happens there too. I'm not sure what that button is supposed to do, but surely not delete brushes in the selection? I did report that one even though it's apparently not new because it's potentially more serious. A mapper might fail to notice the deletion of a brush because the button sometimes selects other things around the original selection.

 

I'll do more testing the evening as I have a clockwork gizmo to build in DR :)

 

I'm occasionally switching back to v1.8.1 to check behaviour while doing these tests... I hope that's helpful and not messing up my tests and causing me to make bogus reports. They share their AppData of course.

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I've reported 5 of the issues after checking them again this morning:

Thanks.

 

I didn't create a report for the failure to deselect filtered items. That happens in 1.8.1 too I find, and it's so minor that no-one noticed.

Items are deselected before they are filtered out so that should not happen, really. Is that reproducible? If yes (sounds like it is), please add another entry, this should be fixed.

 

I checked the "select complete tall" problem in 1.8.1 too, and it happens there too. I'm not sure what that button is supposed to do, but surely not delete brushes in the selection? I did report that one even though it's apparently not new because it's potentially more serious. A mapper might fail to notice the deletion of a brush because the button sometimes selects other things around the original selection.

Select Complete Tall actually is supposed to delete the currently selected brush(es). From what I remember, the workflow is "drag brush(es), resize and then use them to select everything that is contained in the current view projection of these brush(es). Delete the selected brushes.

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Items are deselected before they are filtered out so that should not happen, really. Is that reproducible? If yes (sounds like it is), please add another entry, this should be fixed.

Yes, I rep'd it twice more. Only affects entities, not brushes. And you're right, it's more serious than I first thought because hitting backspace will delete the filtered entity. I'll make that tracker with steps to rep it.

 

Select Complete Tall actually is supposed to delete the currently selected brush(es). From what I remember, the workflow is "drag brush(es), resize and then use them to select everything that is contained in the current view projection of these brush(es). Delete the selected brushes.

 

Thanks for the explanation. I've closed the tracker entry. I'd never have guessed that that's what it did from the icon or the name though. Could the tooltip be made more descriptive do you think, something like "Select brush projection" or "Select through brush"?

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file open dialog always pointing to darkmod/maps on DR start

I assume you set both fs_game and fs_game_base? The correct precedence for the fs_game/fs_game_base folders is like this:

 

fs_game takes precedence over fs_game_base takes precedence over enginepath + /base

 

So if you set "fs_game" to "darkmod/fms/saintlucia" and "fs_game_base" to "darkmod" everything works as intended on my end, the map folder is initialised as darkmod/fms/saintlucia/maps/. I added the note to the tracker entry.

 

 

Could the tooltip be made more descriptive do you think, something like "Select brush projection" or "Select through brush"?

Entirely possible, maybe run the wording through some feedback from other mappers who use that feature?

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I assume you set both fs_game and fs_game_base? The correct precedence for the fs_game/fs_game_base folders is like this:

 

fs_game takes precedence over fs_game_base takes precedence over enginepath + /base

 

So if you set "fs_game" to "darkmod/fms/saintlucia" and "fs_game_base" to "darkmod" everything works as intended on my end, the map folder is initialised as darkmod/fms/saintlucia/maps/. I added the note to the tracker entry.

 

Oops, this one is entirely my error. I have them set correctly in 1.8.1 but the wrong way round in 2.0 :blush:. Sorry about that.

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I'm not actively testing 2.0.0pre.

 

However, I installed it to check an existing bug that greebo asked about, then went back to using 1.8.1.

 

Aaaand then I accidently started 2.0.0 and tried to unselect a selection using the ESC key. It didn't work, and I checked the tracker and saw the bug was already filed.

 

So I went back to 1.8.1 and found that the key assignment for "unselect selection" was wiped clean. Apparently DR's settings are shared among revs, even though I have the revs sitting in different folders.

 

How do I get it back? When trying to assign the ESC key in the key shortcuts screen, the ESC key kills the dialog box. Trying to type in Esc or Escape doesn't work, because each individual key is caught.

 

Perhaps I can edit an xml file somewhere. Where might that be?

 

EDIT: I found the xml file, and have put back the missing ESC key. A pox on me for not following instructions.

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I had to find this out too last night.

 

The file is \Users\xxxxx\AppData\Roaming\DarkRadiant\input.xml

 

If you backed up that folder, you can restore the files and then mark input.xml as read-only then switch freely between versions.

 

If you need to restore it manually, find this entry in the file and restore it as follows:

<shortcut command="UnSelectSelection" key="Escape" modifiers=""/>

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