Jump to content
The Dark Mod Forums

DarkRadiant 2.2.1 released


Recommended Posts

DarkRadiant 2.2.1 is available for download. This is a feature release containing a few bugifxes and stabilisations. It's recommended to prefer this version over any previous releases. This release contains a bugfix over the 2.2.0 version released shortly before. If you were fast and downloaded the 2.2.0 copy, please upgrade to this one.

Windows Downloads are available on github: https://github.com/codereader/DarkRadiant/releases/tag/2.2.1

Thanks go out to our ever-reliable 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 since 2.1.0

  • #4468: [Map Editing] Ability to scale models
  • #2303: [Design/Coding] Measurement tool for distance
  • #4377: [GUI] Conversation Editor GUI Improvement
  • #4448: [GUI] Add option to validate that Conversation actors are existing in the map
  • #4481: [Compilation/Build] Compilation in Mac OS X
  • #4480: [GUI] Readable Editor refusing to save xdata file if fs_game is set to an absolute path
  • #4479: [Map Editing] Readable Editor not marking the map as modified after hitting "Save and Close"
  • #4475: [GUI] You should be able to snap rotation origin to grid
  • #4443: [Map Editing] Make rotation manipulator's pivot point moveable
  • #2753: [Models] Support for shift/scale/rotation keywords of ASE model
  • #4472: [Map Editing] Worldspawn is not saved as Entity 0 in some scenarios
  • #4471: [Map Editing] DarkRadiant crashes when "Load last map" option is active
  • #4469: [Compilation/Build] Tons of g++ 6.2 compiler warnings
  • #4464: [Compilation/Build] Making all in install/i18n fails when gettext binaries are missing
  • #4467: [GUI] Clicking Entity Pane Columns Messes Up Spawnarg Order
  • #4461: [Compilation/Build] Crash at startup in std::string constructor (g++ 5.3)
  • #4462: [GUI] LayerControlDialog's Hide/Show All button is not graying out correctly
  • #4460: [Design/Coding] Rewrite MenuManager implementation
  • #4360: [General] crash in boost::phyton
  • #4459: [Map Editing] Rare crash opening Texture Tool
  • #4458: [GUI] Layer submenu items in OrthoContextmenu not working in wxGTK
  • #4035: [GUI] Stim/Response Editor partly doesn't work, also crashes DarkRadiant
  • #4455: [GUI] Crash when closing S/R editor in Linux
  • #4454: [GUI] Crash in S/R ClassEditor when right-clicking a Response (Linux)
  • #4457: [Design/Coding] Startup warning "unable to create settings path" in Linux
  • #4456: [Design/Coding] Crash during shutdown due to resources still held by S/R module
  • #4453: [GUI] Add Layer Usage Breakdown tab to Map Info Dialog
  • #4452: [GUI] Add indicator to Layer Dialog to show whether anything in the current selection is part of this layer
  • #4322: [Design/Coding] Problem Playing Speaker Sounds in Entity Inspector Choose Sound Dialog.
  • #4450: [GUI] Sound Chooser doesn't preselect the shader when editing a s_shader spawnarg
  • #4449: [Design/Coding] Build failure on Arch Linux
  • #4366: [Compilation/Build] Linux './configure' script WARNING
  • #4421: [Compilation/Build] Linux build failure
  • #4447: [Design/Coding] Crash due to concurrent XMLRegistry accesses from multiple threads
  • #4444: [Map Editing] Colour of grouped objects should be customisable
  • #4445: [Map Editing] Removing worldspawn from the map prevents new brushes from being drag-created

The list of changes can be found on the our bugtracker changelog.

 

Have fun mapping!

Edited by greebo
2.2.1 bugfix release
Link to comment
Share on other sites

DarkRadiant 2.2.0 is available for download. 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/2.2.0

 

Thanks go out to our ever-reliable 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 since 2.1.0

  • #4468: [Map Editing] Ability to scale models
  • #2303: [Design/Coding] Measurement tool for distance
  • #4377: [GUI] Conversation Editor GUI Improvement
  • #4448: [GUI] Add option to validate that Conversation actors are existing in the map
  • #4482: [GUI] Filter menu disappears from top bar when editing filters
  • #4481: [Compilation/Build] Compilation in Mac OS X
  • #4480: [GUI] Readable Editor refusing to save xdata file if fs_game is set to an absolute path
  • #4479: [Map Editing] Readable Editor not marking the map as modified after hitting "Save and Close"
  • #4475: [GUI] You should be able to snap rotation origin to grid
  • #4443: [Map Editing] Make rotation manipulator's pivot point moveable
  • #2753: [Models] Support for shift/scale/rotation keywords of ASE model
  • #4472: [Map Editing] Worldspawn is not saved as Entity 0 in some scenarios
  • #4471: [Map Editing] DarkRadiant crashes when "Load last map" option is active
  • #4469: [Compilation/Build] Tons of g++ 6.2 compiler warnings
  • #4464: [Compilation/Build] Making all in install/i18n fails when gettext binaries are missing
  • #4467: [GUI] Clicking Entity Pane Columns Messes Up Spawnarg Order
  • #4461: [Compilation/Build] Crash at startup in std::string constructor (g++ 5.3)
  • #4462: [GUI] LayerControlDialog's Hide/Show All button is not graying out correctly
  • #4460: [Design/Coding] Rewrite MenuManager implementation
  • #4360: [General] crash in boost::phyton
  • #4459: [Map Editing] Rare crash opening Texture Tool
  • #4458: [GUI] Layer submenu items in OrthoContextmenu not working in wxGTK
  • #4035: [GUI] Stim/Response Editor partly doesn't work, also crashes DarkRadiant
  • #4455: [GUI] Crash when closing S/R editor in Linux
  • #4454: [GUI] Crash in S/R ClassEditor when right-clicking a Response (Linux)
  • #4457: [Design/Coding] Startup warning "unable to create settings path" in Linux
  • #4456: [Design/Coding] Crash during shutdown due to resources still held by S/R module
  • #4453: [GUI] Add Layer Usage Breakdown tab to Map Info Dialog
  • #4452: [GUI] Add indicator to Layer Dialog to show whether anything in the current selection is part of this layer
  • #4322: [Design/Coding] Problem Playing Speaker Sounds in Entity Inspector Choose Sound Dialog.
  • #4450: [GUI] Sound Chooser doesn't preselect the shader when editing a s_shader spawnarg
  • #4449: [Design/Coding] Build failure on Arch Linux
  • #4366: [Compilation/Build] Linux './configure' script WARNING
  • #4421: [Compilation/Build] Linux build failure
  • #4447: [Design/Coding] Crash due to concurrent XMLRegistry accesses from multiple threads
  • #4444: [Map Editing] Colour of grouped objects should be customisable
  • #4445: [Map Editing] Removing worldspawn from the map prevents new brushes from being drag-created

The list of changes can be found on the our bugtracker changelog.

 

Have fun mapping!

 

Thank you for the release! I am having issues right out of the gate though unfortunately.

 

I did a fresh install and deleted the darkradiant folder under %appdata% but for some reason whenever I open the application it defaults to the console tab view. Also the about screen doesn't seem to be working, I click it and nothing happens. When I go into preferences I get this message in the console 3 times "Cannot disconnect from unconnected menu item."

 

Have you updated the X64 2.2.0 link? Perhaps it's an older build or something

Edited by Goldwell
Link to comment
Share on other sites

Fuckit, yes. There's an issue with the About dialog.

 

 

Thanks for the hint, Goldwell, I've taken out the menu change and released a bugfix version.

 

 

Thank you!

 

I was wondering, is it possible to set it so that when I open up the editor it defaults to the entity tab instead of the console tab?

Link to comment
Share on other sites

If you are half as good as you were back in those days (judging from the screenies you've uploaded every now and than), I wouldn't care much about beeing rusted. ;)

 

Nice to see you back here again.

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

Link to comment
Share on other sites

I was wondering, is it possible to set it so that when I open up the editor it defaults to the entity tab instead of the console tab?

Heh, I asked the same thing a while back...

Dang. After my revival of my mapping activities one week ago i can read such good news today. Even an ability to scale models! Great! :ph34r:

Nice to see that the TDM/DR community is still developing (while i "rusted" some years of inactivity)

Blimey, hello stranger! :blink:

Link to comment
Share on other sites

Is there a way to modify the speed when rotating objects? or even possibly turn it off?

 

Currently rotating objects looks like this:

 

giphy.gif

Link to comment
Share on other sites

I usually use the "Rotate and Scale" Menu for rotations (under Modification). There you can set different values by which should be rotated. Could it be that this value influences the rotation speed for your method, too?

 

Edit: I just noticed that the Rotate and Scale widow does currently not open, when I click it. I will try again after restarting my PC. If it still does not work then, it might be a bug.

 

Edit 2: I just noticed that I had version 2.2.0, not 2.2.1. After updating "Rotate and Scale" works.

Edited by Destined
Link to comment
Share on other sites

Is there a way to modify the speed when rotating objects? or even possibly turn it off?

 

Currently rotating objects looks like this:

 

giphy.gif

Imo that is certainly a bug, does other objects behave like that? What is the name of the object?

 

rotated some objects here using the 2.1.0 version of DR (i still didn't installed the new one) and rotation worked fine and fast.

 

 

@GW, why don't you use the Arbitrary Transform menu..?

IMO if the rotate gizmo is working well, is faster and more convenient to use it.

Edited by HMart
Link to comment
Share on other sites

Is there a way to modify the speed when rotating objects? or even possibly turn it off?

 

Currently rotating objects looks like this:

 

giphy.gif

It works better if you rotate it in the 2D-Views.

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

Link to comment
Share on other sites

I rotated my models on the 3D view was very fast, i think is a bug on the new DR version or the model was not saved from the 3d app with the transforms zeroed or normalized.

 

Installed the new version rotated my models worked exactly like the 2.1.0 version, that to me confirms that the problem is the model or models them self's not DR.

 

 

Hum- Very strange i rotated the model i see in the picture "sack1_low.lwo" , on my end and even tho i do see that he rotates slower than other models it didn't rotated as slow as on that gif?

Edited by HMart
Link to comment
Share on other sites

Rotation speed in 3D view may depend on how far you have zoomed in, or other aspects.

  • Like 1

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

Link to comment
Share on other sites

This is great! Thanks Greebo.

 

A quick question: How do I scale models? I click the menu button and get the bounding box of a model with vertices, but I'm unable to select the verts.

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

    • Petike the Taffer  »  DeTeEff

      I've updated the articles for your FMs and your author category at the wiki. Your newer nickname (DeTeEff) now comes first, and the one in parentheses is your older nickname (Fieldmedic). Just to avoid confusing people who played your FMs years ago and remember your older nickname. I've added a wiki article for your latest FM, Who Watches the Watcher?, as part of my current updating efforts. Unless I overlooked something, you have five different FMs so far.
      · 0 replies
    • Petike the Taffer

      I've finally managed to log in to The Dark Mod Wiki. I'm back in the saddle and before the holidays start in full, I'll be adding a few new FM articles and doing other updates. Written in Stone is already done.
      · 4 replies
    • nbohr1more

      TDM 15th Anniversary Contest is now active! Please declare your participation: https://forums.thedarkmod.com/index.php?/topic/22413-the-dark-mod-15th-anniversary-contest-entry-thread/
       
      · 0 replies
    • JackFarmer

      @TheUnbeholden
      You cannot receive PMs. Could you please be so kind and check your mailbox if it is full (or maybe you switched off the function)?
      · 1 reply
    • OrbWeaver

      I like the new frob highlight but it would nice if it was less "flickery" while moving over objects (especially barred metal doors).
      · 4 replies
×
×
  • Create New...