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Darkradiant 2.0 bugs:


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  • 2 weeks later...

If the user click's on DR in the task bar the 'layers' popup keeps getting selected.

DR isnt remembering the location of its 'layers' popup, so may be related to the above.

Which window layout are you using? I'm using Embedded, and when I open the Layers dialog here, resize and move it, close it and then reopen it again, its size and position are preserved, just as intended.

 

In camera view the shadowmesh on models ZF's horribly, see post

This seems to happen in both DarkRadiant 1.8.x and the recent builds, so this is not a newly introduced defect. Maybe it's not even a defect, because with the model in the screenshot (models/darkmod/furniture/privacy_screen.ase), it's entirely possible that the shadowmesh and the regular mesh are indeed sharing planes, in which case this is expected behaviour.

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  • Which window layout are you using? I'm using Embedded, and when I open the Layers dialog here, resize and move it, close it and then reopen it again, its size and position are preserved, just as intended.
  • This seems to happen in both DarkRadiant 1.8.x and the recent builds, so this is not a newly introduced defect.

  • I am unable to test the latest build, see the pre release thread.
  • The 'effect' is far worse in 2.0 than in 1.8.1, I can do comparitive screenshots if you like?

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I'm pretty sure that DR 1.8.x did the same, but once the views have been set to what you prefer the state is saved between sessions. I can't confirm it right now but I think that's what it was supposed to do.

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Never had this issue with DR1.8. I would install it, pick Split pane and restart DR and it would be correct. I've NEVER had to manually set the views in split pane, ever.

 

Also another issue is that everytime I close DR, it crashes and my settings are lost.

I always assumed I'd taste like boot leather.

 

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Can you send me the user.xml file? Maybe the settings are not restored correctly by DR 2.

Guys, dont forget that I discovered a while back that DR 2 dosent like DR 181's prefs. I had to nuke the the whole prefs folder (C:\Users\b1k3rdude\AppData\Roaming\DarkRadiant) for DR181 before running DR2.

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Okay interestingly, when I first run DR 2.0 it loads up fine, I can open maps and close the program just fine.

When I change to split pane view and restart I get the aforementioned weirdness where all ortho views are top.

 

When I then close DR, I get a crash

 

Problem signature:
 Problem Event Name:	APPCRASH
 Application Name:	DarkRadiant.exe
 Application Version:	0.0.0.0
 Application Timestamp:	54382445
 Fault Module Name:	wxmsw30u_core_vc120.dll
 Fault Module Version:	3.0.1.0
 Fault Module Timestamp:	539db0f2
 Exception Code:	80000003
 Exception Offset:	000e3894
 OS Version:	6.1.7601.2.1.0.256.48
 Locale ID:	1033
 Additional Information 1:	0a9e
 Additional Information 2:	0a9e372d3b4ad19135b953a78882e789
 Additional Information 3:	0a9e
 Additional Information 4:	0a9e372d3b4ad19135b953a78882e789

 

 

 

And as promised, here's the XML file.

 

<?xml version="1.0"?>
<user>
 <paths>    <enginePath value="E:\games\"/> <mapPath value="E:/games/darkmod/maps/"/> <prefabPath value="E:/games/darkmod/prefabs/"/> </paths>
 <game><type value="Doom 3"/> <fs_game value="darkmod"/> </game>
 <ui><clipper><caulkTexture value="textures/common/caulk"/> </clipper> <textures><browser><mouseWheelIncrement value="64"/> <uniformSize value="128"/> </browser> </textures> <map><maxSnapshotFolderSize value="100"/> <snapshotFolder value="snapshots/"/> </map> <language value="0" volatile="1"/> <camera><showToolbar value="1"/> </camera> <groupDialog><window xPosition="50" yPosition="530" width="350" height="200"/> </groupDialog> <mainFrame><activeLayout value="SplitPane"/> <window xPosition="0" yPosition="42" width="1616" height="876" state="1"/> <embedded><pane name="horizontal" position="788"/><pane name="texcam" position="200"/></embedded> </mainFrame> <xyview><recent origin="0 0 0" scale="1"/> </xyview> <entityInspector><pane position="246"/> </entityInspector> <layers><controlDialog><window visible="0"/> </controlDialog> </layers>  <filtersystem> </filtersystem> <grid><defaultGridPower value="3"/> </grid> </ui>
 <version value="2.0.0"/>
</user>

I always assumed I'd taste like boot leather.

 

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  • 2 weeks later...

I fiddled with the startpack a bit, drew a large cuboid and fiddled a bit with its size, moving it around. Somehow, I managed to make the orthographic view show it in another position than the camera. It became apparent when the camera view shown my cuboid bisecting the little equipment room, while on the orthographic view it was completely outside. I saved and restarted the program, and both views correctly shown the cuboid bisecting the room. I didn't manage to reproduce this again, though.

 

Edit: All right, I think I got it.

 

Steps to reproduce:

 

1. Draw a cuboid somewhere near another object.

2. Select your cuboid.

3. Right-click the map, create a model. The model will be selected along with the cuboid and they will both move together.

4. Move them around.

5. Ctrl-Z until the model disappears.

6. Move the cuboid around, until the camera shows it bisecting another object on the map.

 

DzkmXod.gif

Edited by Gantolandon
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I fiddled with the startpack a bit, drew a large cuboid and fiddled a bit with its size, moving it around. Somehow, I managed to make the orthographic view show it in another position than the camera. It became apparent when the camera view shown my cuboid bisecting the little equipment room, while on the orthographic view it was completely outside. I saved and restarted the program, and both views correctly shown the cuboid bisecting the room. I didn't manage to reproduce this again, though.

 

Edit: All right, I think I got it.

 

Steps to reproduce:

 

1. Draw a cuboid somewhere near another object.

2. Select your cuboid.

3. Right-click the map, create a model. The model will be selected along with the cuboid and they will both move together.

4. Move them around.

5. Ctrl-Z until the model disappears.

6. Move the cuboid around, until the camera shows it bisecting another object on the map.

Wow, that's something new, very odd behaviour. I didn't think this is possible at all - an object showing up in a different position in each view. Can you put that in a bug report on the tracker, please?

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