hypov8 1 Report post Posted February 9, 2015 i should have made it a bit more clear.you allready suport loading of the md3 files. its just missing the textures. i will still add an example md3. extract zip. it will make a folder xrealset prefrences to game xreal.path to xreal foldermod path to base u should be able to load the model. file: MD3 thanks Quote Share this post Link to post Share on other sites
Bikerdude 3736 Report post Posted February 9, 2015 Can't get this to work. I zoomed out such that the model is just a few pixels and still I can select the (pixel-sized) model next to it. Can you give me a concrete example, or maybe another video?I will do a video the next time it starts heppening..I found another bug that I will also make a video of, but in a nutshell -Load up DR,Then you click on the hide all layers button and then highlight one of the layers you want to work in.then start working on DR,then at some random point any brushes you try create are not being draw in ortho.click on show all layers and the brush you just created is then visable.The issue which I will narrow down is that the newly created brush is being drawin in a hidden layer while you create it - very weird. Quote Share this post Link to post Share on other sites
greebo 29 Report post Posted February 9, 2015 The issue which I will narrow down is that the newly created brush is being drawin in a hidden layer while you create it - very weird.The brush should be created in the "active" layer which is the one marked with the star. This doesn't work? Quote Share this post Link to post Share on other sites
greebo 29 Report post Posted February 9, 2015 you allready suport loading of the md3 files. its just missing the textures.Thanks for the example, it's fixed in source (though only in my WIP threading branch). Quote Share this post Link to post Share on other sites
Bikerdude 3736 Report post Posted February 9, 2015 The brush should be created in the "active" layer which is the one marked with the star. This doesn't work?Somehow after a period of time has passed while using DR, brushes stop being created in the selected layer. Like I say I will create a video of it for you along with the other bug. Quote Share this post Link to post Share on other sites
Bikerdude 3736 Report post Posted February 10, 2015 Somehow after a period of time has passed while using DR, brushes stop being created in the selected layer. Like I say I will create a video of it for you along with the other bug.@Greebo, here is the video for this - http://youtu.be/2VmMIExLKjM Quote Share this post Link to post Share on other sites
greebo 29 Report post Posted February 10, 2015 Ok, got it. I added the two problems on the tracker. Quote Share this post Link to post Share on other sites
Bikerdude 3736 Report post Posted February 10, 2015 Grand, I will record a vid for the selection issue when it next happens. Quote Share this post Link to post Share on other sites
Bikerdude 3736 Report post Posted February 10, 2015 Found another bug, will make a video of it tomoz - Some value in the objectives editor are being reset when you go to edit them. Quote Share this post Link to post Share on other sites
Bikerdude 3736 Report post Posted February 11, 2015 Found another bug, will make a video of it tomoz - Some value in the objectives editor are being reset when you go to edit them.http://youtu.be/b2yyyFyuCjY Quote Share this post Link to post Share on other sites
greebo 29 Report post Posted February 11, 2015 Got it. Can you send me that map with that objectives setup? Quote Share this post Link to post Share on other sites
Bikerdude 3736 Report post Posted February 11, 2015 Got it. Can you send me that map with that objectives setup?I can, but you will find that issue with ANY map. Quote Share this post Link to post Share on other sites
7318 10 Report post Posted February 13, 2015 (edited) can't compile master branch on Linux: CXX ui/modelselector/darkradiant-ModelSelector.o In file included from ui/modelselector/ModelSelector.cpp:2:0: ui/modelselector/ModelPopulator.h: In member function ‘virtual void* ui::ModelPopulator::Entry()’: ui/modelselector/ModelPopulator.h:87:26: error: ‘GlobalFileSystem’ was not declared in this scope GlobalFileSystem().forEachFile(MODELS_FOLDER, ^ Makefile:3692: recipe for target 'ui/modelselector/darkradiant-ModelSelector.o' failed make[2]: *** [ui/modelselector/darkradiant-ModelSelector.o] Error 1 make[2]: Leaving directory '/usr/local/share/d3bfg/src/DarkRadiant/radiant' Makefile:742: recipe for target 'all-recursive' failed make[1]: *** [all-recursive] Error 1 make[1]: Leaving directory '/usr/local/share/d3bfg/src/DarkRadiant' Makefile:482: recipe for target 'all' failed make: *** [all] Error 2 Edited February 13, 2015 by 7318 Quote Biel Bestué de Luna - Github Share this post Link to post Share on other sites
greebo 29 Report post Posted February 15, 2015 A new pre-release build is available to be downloaded by the brave. This release should give the startup code some boost as all the heavy parsing is done in parallel threads now - as this was a rather major change, the possibility for crashes is a bit higher in this build. This, plus a ton of small bugfixes, and a facelift of the Find & Replace Shaders dialog to allow for MMB-pinpointing of textures to be found and replaced. Please download and test - and remember to record a memory dump in case of crashes! Quote Share this post Link to post Share on other sites
Bikerdude 3736 Report post Posted February 15, 2015 Apologies for not coming up with the remaining vid-of-that-bug yet Greebo, I haven't been doing that much mapping. I will do at some point with the version you have just posted etc. [update] Blimey, the loading times of the just the app and then a map are insanely quick! And got a dump for you, loaded DR and then clicked on file from the main menu and CTD, dump file. I am still us9ing the 2.02 pre1 prefs atm. Quote Share this post Link to post Share on other sites
greebo 29 Report post Posted February 15, 2015 Got the dump, thanks. Just out of interest, how many times did you have to start to get that crash? Is it occurring often? Quote Share this post Link to post Share on other sites
Bikerdude 3736 Report post Posted February 15, 2015 Got the dump, thanks. Just out of interest, how many times did you have to start to get that crash? Is it occurring often?It was only the 2nd time I ran the latest version (pre2), so what ever is in the code that you beleive is going to cause crashes - its doing so very quickly. Quote Share this post Link to post Share on other sites
greebo 29 Report post Posted February 16, 2015 Ok, I added additional precautions against what I assume was causing the problem. A new pre3 build is up in the first post, let me know if it still happens. Quote Share this post Link to post Share on other sites
Bikerdude 3736 Report post Posted February 16, 2015 Downloading..[update] Blimey, the loading times of the just the app and then a map are insanely quick!btw, map reloading while DR is running is far faster than 181, on my machine it take 2-3 sec comnpared to the 30+ under 181. Quote Share this post Link to post Share on other sites
greebo 29 Report post Posted February 16, 2015 This could be related to the TextureBrowser changes of mine, but I didn't do any actual profiling. Quote Share this post Link to post Share on other sites
Bikerdude 3736 Report post Posted February 16, 2015 Well what ever it is or that you did, its awesome! Quote Share this post Link to post Share on other sites
hypov8 1 Report post Posted February 20, 2015 i realy like the find/replace you have addedmakes it easyer to get the shader names for other tasks to an idear to add to find replce would be to have an option to replace the texture proporsional to textre sizemight be a hard thing to impliment tho?. i have been using notepad for different sized textures. it tiles exactlyif you use find/replace it uses the old scale valueseg.. old texture is 512, stretched 0.5.when u apply the new texture of 1024 it keeps the texture scale of 0.5 instead of being 0.25 to match its tiled amount some issue i have had with 2.0.3pre3, not sure if they have been covered in 3d view if i am in freelook mode. mouse clicks dont work as fastyou need to wait a second for mouse click actions to work again. when creating a decal from a brush face, the texture is rotated sometimes.could it default the texture right side facing up i can make it crash on a new map by making a simple patch mesh, then move it around a few times. cant resize patches in 3d viewer properly, it seems the edge facing 0 0 0 grid is able to move, if centre of patch is over 000 then it wont resize in 3d at all if you use 'load in textures view' from media browser, you cant see the new shaders untill u click 'hide unused', then clicking it again. if you try to move an item like a weapon thats using the 'angle' key, the string gets removed completly.instead of just removing 'angle', could they be replaced with 'roration' (if its not allready set). Quote Share this post Link to post Share on other sites
greebo 29 Report post Posted February 20, 2015 an idear to add to find replce would be to have an option to replace the texture proporsional to textre size might be a hard thing to impliment tho?. i have been using notepad for different sized textures. it tiles exactly if you use find/replace it uses the old scale values eg.. old texture is 512, stretched 0.5. when u apply the new texture of 1024 it keeps the texture scale of 0.5 instead of being 0.25 to match its tiled amountCan you point out two textures (or provide an example) where the Replace function changes the scale? I can try to look into that then. in 3d view if i am in freelook mode. mouse clicks dont work as fast you need to wait a second for mouse click actions to work again.A second? I just tried to select stuff in camera view, but it didn't show such a huge lag. Is this happening in a large map? when creating a decal from a brush face, the texture is rotated sometimes. could it default the texture right side facing upThis is not quite as easy as it may sound, not sure if I can fix that for all cases. i can make it crash on a new map by making a simple patch mesh, then move it around a few times.Can you record a dump file when it happens? Right-click the DarkRadiant.exe and select "Create dump file" after it crashed, then send it to me, please. if you use 'load in textures view' from media browser, you cant see the new shaders untill u click 'hide unused', then clicking it again.This is definitely due to the recent TextureBrowser refactoring I did, so I'll have to look at that one. if you try to move an item like a weapon thats using the 'angle' key, the string gets removed completly. instead of just removing 'angle', could they be replaced with 'roration' (if its not allready set).This is a known issue - #3150. Quote Share this post Link to post Share on other sites
7318 10 Report post Posted February 21, 2015 now I get the following error when compiling on Linux: CXX Document.lo Document.cpp:4:25: fatal error: itextstream.h: No such file or directory #include "itextstream.h" ^ compilation terminated. Makefile:503: recipe for target 'Document.lo' failed make[3]: *** [Document.lo] Error 1 make[3]: Leaving directory '/usr/local/share/d3bfg/src/DarkRadiant/libs/xmlutil' Makefile:426: recipe for target 'all-recursive' failed make[2]: *** [all-recursive] Error 1 make[2]: Leaving directory '/usr/local/share/d3bfg/src/DarkRadiant/libs' Makefile:742: recipe for target 'all-recursive' failed make[1]: *** [all-recursive] Error 1 make[1]: Leaving directory '/usr/local/share/d3bfg/src/DarkRadiant' Makefile:482: recipe for target 'all' failed make: *** [all] Error 2 Quote Biel Bestué de Luna - Github Share this post Link to post Share on other sites
hypov8 1 Report post Posted February 21, 2015 i added a file that u can tryfind, any of the 2 brushes ontop of 1 anotherreplace, the individual brushhave it as an option, to switch between both modes, if you do decide to impliment a second, is a bit of an exaggeration, it seems to be the same on a big map and a new mapspeed i can click at in std view is about 0.06 secondsspeed i can click in freelook is about 0.23 seconds crash dump, i think its right?it seems to crash when i start draging the patch and its edge hits 512 grid units Quote Share this post Link to post Share on other sites