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New internal test version


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What do you mean with main window focused? In principle, the shortcuts also work with just the main title bar focused, of course. Can you describe the situation? Is this floating or embedded?

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Seems to be working now. What I saw a few minutes ago was:

 

Click on Main Title bar to get focus

Press say N for entity inspector. Nothing happened

Press S for surface inspector. Nothing

Click on orthoview.

Press S. Surface inspector toggles correctly.

 

But now it seems to work. :blush:

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Nothing new here. I now have a workable floating configuration. Best yet. I've settled for smaller default camera and ortho views but I can go full screen easy. I found a smaller but squarer camera or ortho is actually better than a tall or wide larger version strangely where I kept feeling blinkered. (I must get two monitors one day.) Switching between programs is better. Focus switching is better. Often hard to get the focus away from the entity list input field but I don't think that's new to this version. I'd say release it.

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  • 2 months later...

Okay, new test versions available, consider these release candidates for the upcoming 0.10.0 release. I'd be happy if people could download these and test things like prefab insertions, entity cloning, copy&pasting etc, with special attention to multiple entities ending up with the same name.

 

32-bit: http://www.dramthethief.com/darkmod/files/...-0.10.0pre1.exe

64-bit: http://www.dramthethief.com/darkmod/files/...0.0pre1.x64.exe

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I installed it today and its looking pretty nice, especially the light rendering.

 

One thing I noticed, entities with lights already tied into them like atdm:torch_gothic_wall

aren't showing up in the renderer. Should I put this on the tracker?

|=-=------=-=|

happycheeze.deviantart.com

 

Moddb

 

Gamers Outreach, a nonprofit that uses videogames to raise money for chairty.

|=-=------=-=|

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I installed it today and its looking pretty nice, especially the light rendering.

 

One thing I noticed, entities with lights already tied into them like atdm:torch_gothic_wall

aren't showing up in the renderer. Should I put this on the tracker?

 

Already there :)

 

http://bugs.angua.at/view.php?id=994

"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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Greebo, do you think it would be acceptable to have some test maps in the main mod SVN for the sole purpose of testing renderer (and other features) in DarkRadiant? For example, a small map with some vertex blended models, a skybox, some projected lights etc.

 

I would be reluctant to add such maps to the DarkRadiant source repository, firstly because of the size implications and also because there would be dependencies on assets from the mod itself which would make the maps useless for outsiders.

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Of course it's acceptable. We already have about 180 testmaps in the maps/test/ folder, so there's nothing speaking against having one more for DarkRadiant purposes. Feel free to go ahead!

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Of course it's acceptable. We already have about 180 testmaps in the maps/test/ folder, so there's nothing speaking against having one more for DarkRadiant purposes. Feel free to go ahead!

 

Project "Test Render" is a go! :D

"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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