Jump to content
The Dark Mod Forums

DarkRadiant 2.1.0 released


Recommended Posts

DarkRadiant 2.1.0 is ready for use. This is a feature release containing a few bugifxes and stabilisations. It's recommended to prefer this version over any previous releases.

 

Windows Downloads are available on github: https://github.com/codereader/DarkRadiant/releases/tag/2.1.0

 

Thanks go out to all the pre-release testers!

 

Please report any bugs or feature requests here in these forums, following these guidelines:

  • Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask.
  • If you run into a crash, please record a crashdump: Crashdump Instructions
  • Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker.

Changes

  • Switched Windows toolchain to Visual C++ 2015
  • Updated backend libraries
  • Grouping
  • Ported patch tesselation code from idtech4, completely replacing the one in DR
  • Fixed the Objectives Numbers not being rendered in the list (Objectives Editor)
  • Added AAS File Visualisation. The dialog is available through the "View" menu and/or by pressing Ctrl-Shift-A (default mapping)
  • Added feature to Pan the camera view by clicking Ctrl-RMB and dragging (#4333: 3d view port shortcut to pan while not in free look)

  • Double-clicking tree view items now expands/collapses them
  • Fixed #4325: Empty func_static entity after switching classname and hitting undo

  • Fixed #4280: Aspect ratio displayed incorrectly in particle editor
  • Fixed: MoveSelectionUP command crashing DR when nothing is selected
  • Tons of refactorings and back-end stuff

  • Fixed various compilation errors in Linux

  • Fixed #4355: Problem with starting a new conversation with the conversation editor
  • Fixed #4375: Moving objects to a hidden layer doesn't cause them to immediately disappear

  • Fixed #4373: Connecting lines are created in Default layer
  • Feature #4380: Allow EntityInspector to select/copy/paste multiple spawnargs at once

  • Feature #4381: Add a clickable Checkbox next to boolean-valued spawnargs in EntityInspector list
  • Fixed #4386: Projected lights don't rotate around their origin anymore

  • Fixed #4373: Connecting lines are created in Default layer. Also, target lines of cloned nodes might appear hidden at first.
  • Fixed #4391: Aimed particles have incorrect orientation or shape

  • Fixed #4365: a few static warnings (llvm/clang static source code analysis)
  • Fixed #4404: The health field on the AI tab is capped at 1000.
  • Added script to check for invalid visportals (i.e. portals with more than one sided textured with textures/editor/visportal)
  • Fixed #4410: Particle distribution parameters not saved to the .prt file (ring parameter for spherical particles)
  • Fixed #3870: Number of selected map items is now shown in the status bar

The list of changes can be found on the our bugtracker changelog.
Have fun mapping!

Link to comment
Share on other sites

Thanks, greebo. From my experience I would say the grouping feature alone is enough to upgrade to this version. During the course of beta testing it has sped up my workflow significantly to the point where I can't see myself mapping without it. This continued DarkRadiant support is really appreciated! B)

My FMs: The King of Diamonds (2016) | Visit my Mapbook thread sometimes! | Read my tutorial on Image-Based Lighting Workflows for TDM!

 

 

Link to comment
Share on other sites

Thanks, everyone.

 

Thanks, greebo. From my experience I would say the grouping feature alone is enough to upgrade to this version. During the course of beta testing it has sped up my workflow significantly to the point where I can't see myself mapping without it. This continued DarkRadiant support is really appreciated! B)

That's really nice to hear!

Link to comment
Share on other sites

I'm really loving some of these new features included but I found a problem in the skin picker:

 

A few of the textures just show up as purely white in the editor (fine in game)

 

exebtRB.png

Link to comment
Share on other sites

door_01_1 works fine for me. Does the problem persist if you do File -> Reload Skins or File -> Reload Materials, or restart DR entirely? Sometimes DR just fails to load resources for some reason; I never got around to reporting the bug because I don't have a more helpful description than that.

  • Like 2

Some things I'm repeatedly thinking about...

 

- louder scream when you're dying

Link to comment
Share on other sites

door_01_1 works fine for me. Does the problem persist if you do File -> Reload Skins or File -> Reload Materials, or restart DR entirely? Sometimes DR just fails to load resources for some reason; I never got around to reporting the bug because I don't have a more helpful description than that.

 

Restarting has fixed the problem, thank you!

 

I can just use that as a temporary fix until the next DR update

Link to comment
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.

  • Recent Status Updates

    • OrbWeaver

      Does anyone actually use the Normalise button in the Surface inspector? Even after looking at the code I'm not quite sure what it's for.
      · 2 replies
    • Ansome

      Turns out my 15th anniversary mission idea has already been done once or twice before! I've been beaten to the punch once again, but I suppose that's to be expected when there's over 170 FMs out there, eh? I'm not complaining though, I love learning new tricks and taking inspiration from past FMs. Best of luck on your own fan missions!
      · 4 replies
    • The Black Arrow

      I wanna play Doom 3, but fhDoom has much better features than dhewm3, yet fhDoom is old, outdated and probably not supported. Damn!
      Makes me think that TDM engine for Doom 3 itself would actually be perfect.
      · 6 replies
    • Petike the Taffer

      Maybe a bit of advice ? In the FM series I'm preparing, the two main characters have the given names Toby and Agnes (it's the protagonist and deuteragonist, respectively), I've been toying with the idea of giving them family names as well, since many of the FM series have named protagonists who have surnames. Toby's from a family who were usually farriers, though he eventually wound up working as a cobbler (this serves as a daylight "front" for his night time thieving). Would it make sense if the man's popularly accepted family name was Farrier ? It's an existing, though less common English surname, and it directly refers to the profession practiced by his relatives. Your suggestions ?
      · 9 replies
    • nbohr1more

      Looks like the "Reverse April Fools" releases were too well hidden. Darkfate still hasn't acknowledge all the new releases. Did you play any of the new April Fools missions?
      · 5 replies
×
×
  • Create New...