Jump to content
The Dark Mod Forums
Sign in to follow this  
greebo

DarkRadiant 2.0.4 pre-release testing

Recommended Posts

Thanks again, Greebo!

 

Didn't spot any issues with the *pre3, except the rotation bug.

 

I'm also testing *pre4 now.


Clipper

-The mapper's best friend.

Share this post


Link to post
Share on other sites

Got a new build up (pre5) with a few more issues fixed.

Share this post


Link to post
Share on other sites

Thanks, greebo.

 

Connecting lines displaying when one of the connected entities isn't visible came into play immediately for a problem I'm working on. Big big help.

 

Also verified the texture scaling on a new brush is now corrected.

Share this post


Link to post
Share on other sites

You're welcome folks.

 

Connecting lines displaying when one of the connected entities isn't visible came into play immediately for a problem I'm working on. Big big help

That one is not fixed yet, haven't had much time.

Share this post


Link to post
Share on other sites

You're welcome folks.

 

That one is not fixed yet, haven't had much time.

 

Hmmm. Looks like it's working now. Will double-check with a map that was showing the problem.

 

Edit: Nope, you're right. Still broken. Guess it wasn't showing up in the map I was working on when I made my 'fixed' comment.

Share this post


Link to post
Share on other sites

Anybody have a testmap for me with a concrete example of disappearing path connections? I think I fixed the problem, and I need to confirm it.

Share this post


Link to post
Share on other sites

Got it thanks. Path lines stay where they are with this build, I'll put it up for testing.

Share this post


Link to post
Share on other sites

New pre6 build is up, keep an eye out for anomalies, I changed the way the connection lines are rendered quite a bit.

Share this post


Link to post
Share on other sites

The connecting lines are now rendering properly. Good to have them back.

 

However, path nodes are now rendered as wireframes, whereas before they were solid:

 

post-3633-0-56073900-1462109680_thumb.jpg

 

 

 

Edit: path_turn is rendered solid, not wireframe.

Share this post


Link to post
Share on other sites

Thanks for spotting, I've fixed this regression in source, but I'll hold back a bit before uploading the next pre-release build. It's likely that more reports will be coming in.

Share this post


Link to post
Share on other sites

I noticed a quirk with free look, when you're shift-selecting brushes, freelock turns off each time you shift-click, but the freelook "+" symbol remains, which is confusing.


What do you see when you turn out the light? I can't tell you but I know that it's mine.

Share this post


Link to post
Share on other sites

MAJOR PROBLEM!

 

I just took a look at the layers in my WIP and found that the old problem of having objects distributed across different layers has returned.

 

I'm using pre6 (the latest).

 

For example, if I hide all my layers, and display just one of them, DR shows me what seems like random objects from all over the map, that used to be in other layers.

 

I went back to pre3 (April 20 build) and the layers of map versions where I didn't save the map while using pre6 were still okay.

 

Somewhere in pre5 or pre6, the layers have become corrupt. I can't test pre4 or pre5 because I overwrote them with pre6, but I think pre4 is ok because I have a map snapshot from just before pre5 became available, and its layers are okay, and it was most likely written with pre4.

 

If you save your map while using pre6 (and possibly pre5), your layers are now screwed up. If you bring the map up with pre4 or earlier, you can see that the layers were written wrong while you were using pre5/6, which means the corruption is there even if you back up to pre4 or earlier.

 

Luckily, I only lost a half-hour's worth of work. If I hadn't copied the map to a new version number before starting with pre6, and my nightly backups ran, I'd be facing a Very Long session of putting all the objects back into their correct layers.

I'm going back to pre3 until this is corrected. (I don't have pre4.)

Share this post


Link to post
Share on other sites

I think I know where to look for this one, thanks for reporting. Sorry, I hope you didn't lose much work.

 

edit: Got it. The new target line node type was messing up the layer mapping during map load. I'll iron out the freelook toggle stuff and will provide a new version soon.

Share this post


Link to post
Share on other sites

Has http://bugs.thedarkmod.com/view.php?id=4131 been fixed as a consequence of the rotation improvements? The .0001 thing definitely looks like a float number issue, but I've seen FS actually fly out of place when you rotate them enough in 2.0.3. I can't provide a test map right now, but I'll see about it.


My FMs: The King of Diamonds (2016)



| Visit my Mapbook thread sometimes! | Read my tutorial on Image-Based Lighting Workflows for TDM! |

Share this post


Link to post
Share on other sites

The pre7 build in the first post should fix the layers problem after map loading, sorry for that. The freelook toggle stuff has also been fixed, as well as the non-solid path entity boxes.

 

@grayman: can you confirm that your layers get preserved when loading and saving your map with pre7?

 

 

Has http://bugs.thedarkmod.com/view.php?id=4131 been fixed as a consequence of the rotation improvements? The .0001 thing definitely looks like a float number issue, but I've seen FS actually fly out of place when you rotate them enough in 2.0.3. I can't provide a test map right now, but I'll see about it.

I haven't checked.

Share this post


Link to post
Share on other sites

@grayman: can you confirm that your layers get preserved when loading and saving your map with pre7?

 

Yes, pre7 works great! (I only have to redo 30 mins work, so all is good.)

 

I checked the path nodes and they're back to their normal selves now.

 

Thanx for the quick response!

  • Like 1

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Sign in to follow this  

×
×
  • Create New...