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Pre-release Testers needed


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Oh crap this is yet another issue related to the TransientWindow stuff. I get the feeling that's the twentieth bug I tried to fix with these damn windows - there is some double-deletion going on somewhere, maybe some shared_ptr deletion gets in the way. Argh.

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Ok, I was barking up the wrong tree here. The crash was due to the "map valid callback" not being reset after ~XYWnd was destroyed. The bug is fixed now and we should be ready for release!

 

The new installer is uploaded to the FTP: http://208.49.149.118/TheDarkMod/DarkRadia...diant-0.9.5.exe

 

That's it for me today, Happy Christmas everybody! :)

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Other than that one thing, I've been using DR for a couple days, a lot, and have not noticed any other issues. (besides the dos window being gone, but I like that!) So it seems that it works fine. It would be better if there was one other person testing too, but oh well.

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Hmm, I get a consistent crash when performing a Shift-Drag select (select partial tall) in Top view, in both haunt_city and mansion_alpha maps. The size of the box does not make a difference. Interestingly this does not happen in bonehoard, although I may be using an old (and much smaller) version of the map.

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It was probably related to selecting degenerate faces, i.e. windings with 0 vertices. These things can happen when clipped brushes are drag-resized or so.

 

(I recently changed the data structure of the Winding class to std::vector, which doesn't like de-referencing the front() reference.)

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(I recently changed the data structure of the Winding class to std::vector, which doesn't like de-referencing the front() reference.)

 

Do you mean this is a problem for empty vectors? I would expect front() to be invalid in this case, but it should work for non-empty vectors.

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After a few more days there's one thing I've noticed. My Texture Browser window doesn't remember it's size and location between DR sessions.

 

I use "Split" view and only open the Texture Browser floating window by hitting T when I want to use it, then I close it. I can open it again later and it does remember the adjusted size and location, but when I close DR and start it again that's when it goes back to default, a tiny window in the wrong place for me.

 

I believe that it used to remember it, but now I'm not sure.

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@Greebo: I'm assuming that you are concentrating full-time on the Thief's Den release, so I haven't been doing the Windows QA testing for the 0.9.5 snapshot. After the release, we will probably want to create an updated installer since there are a couple of minor bugfixes it would be nice to have in 0.9.5.

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I'd give it a go, but since updating SVN I get this error on starting Doom

 

C:\doom3\base\game00.pk4 (2 files)
game DLL: 0x0 in pak: 0x0
Addon pk4s:
file system initialized.
--------------------------------------
Unknown command 'vid_restart'
idRenderSystem::Shutdown()
Shutting down OpenGL subsystem
...shutting down QGL
Couldn't load default.cfg

Civillisation will not attain perfection until the last stone, from the last church, falls on the last priest.

- Emil Zola

 

character models site

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This isn't exactly a DarkRadiant problem, but it sounds like the game can't load your base/pak000.pk4. The default.cfg file is in that package and D3 is missing it obviously.

 

I assume you are starting D3 with +set fs_game darkmod?

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I can create a new installer package this evening, if you want me to.

 

I wouldn't worry about it for now, I almost certainly won't have any time for testing this week (starting a new job tomorrow), and it's probably better to wait for the Thief's Den release in any case to avoid extra divisions of labour.

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This isn't exactly a DarkRadiant problem, but it sounds like the game can't load your base/pak000.pk4. The default.cfg file is in that package and D3 is missing it obviously.

 

I assume you are starting D3 with +set fs_game darkmod?

 

Can you upload that pk4 somewhere. I seem to have lost it, and its also on Doom CD 3 which I can't find.

It's only a small one with a few text files in it, right?

Civillisation will not attain perfection until the last stone, from the last church, falls on the last priest.

- Emil Zola

 

character models site

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TDM does use a fair amount of stock D3 content. :mellow:

 

The zombies are reskinned D3 zombies, some maps use "Hell" textures, and a lot of the "utility"-type textures (light falloff maps and such) are from Doom 3. Also some placeholder sounds, and probably a bunch of other things I forgot.

My games | Public Service Announcement: TDM is not set in the Thief universe. The city in which it takes place is not the City from Thief. The player character is not called Garrett. Any person who contradicts these facts will be subjected to disapproving stares.
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TDM does use a fair amount of stock D3 content. :mellow:

 

The zombies are reskinned D3 zombies, some maps use "Hell" textures, and a lot of the "utility"-type textures (light falloff maps and such) are from Doom 3. Also some placeholder sounds, and probably a bunch of other things I forgot.

 

Most of the code, a lot of virtual shader materials (_black, _white), a whole set of sounds for night/machinery. There is probably a lot more.

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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