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DarkRadiant 2.2.0 pre-release testing


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#1 greebo

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Posted 01 January 2017 - 05:41 AM

Here's the next 2.2.0 pre5 build for motivated mappers to test.

Installer x64: https://drive.google...Q3pKcDR3SlBPR1E
Portable x64: https://drive.google...SU8ycWdPd0x1SXM

Installer x86: -
Portable x86: -

If you happen to run into a crash, please record a crashdump: How to record a crashdump

Changes since 2.1.0 can be seen on the Bugtracker changelog, important stuff includes so far:

 

- Make rotation manipulator's pivot point moveable
- Sound Chooser doesn't preselect the shader when editing a s_shader spawnarg
- Measurement tool for distance (Ctrl-Alt-MMB in OrthoView)

- Add option to validate that Conversation actors are existing in the map

- Add sound shader and animation selection dialog to Conversation Command Editor

- Colour of grouped objects is customisable now

- A number of Linux-related fixes

 

Since 2.2.0pre1

- Added Model Scale Manipulator

- Fixed crash in Slackware Linux

- LayerControlDialog's Hide/Show All button is not graying out correctly

- Rewrote MenuManager implementation

- Fixed rare crash opening Texture Tool

- Layer submenu items in OrthoContextmenu not working in wxGTK

- Added indicator to Layer Dialog to show whether anything in the current selection is part of this layer

- Added Layer Usage Breakdown tab to Map Info Dialog

- Linux/Ubuntu: Stim/Response Editor partly doesn't work, also crashes DarkRadiant

- Fixed various crashes in Linux related to Stim/Response Editor

 

Since 2.2.0pre2

- Resolved: Clicking Entity Pane Columns Messes Up Spawnarg Order

- Fixed tons of g++ 6.2 compiler warnings

- Fixed: DarkRadiant crashes when "Load last map" option is active

- Fixed: Worldspawn is not saved as Entity 0 in some scenarios

- Added support for shift/scale/rotation keywords of ASE model

- Added option to be able to snap rotation origin to grid

 

Since 2.2.0pre3

- Fixed Slackware build error

- Fixed crash when loading ASE models containing surfaces with *MESH_NUMTVERTEX == 0

 

Since 2.2.0pre4

- Readable Editor not marking the map as modified after hitting "Save and Close"

- Readable Editor refusing to save xdata file if fs_game is set to an absolute path

- Compilation fixes for Mac OS X


Edited by greebo, 05 February 2017 - 10:45 AM.


#2 Bikerdude

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Posted 01 January 2017 - 06:27 AM

Nice one Greebo, i have already got a use for a few of thise features - namley the conversation checker. The second mission in the crucible campaign has a lot of conversations.

#3 VanishedOne

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Posted 01 January 2017 - 09:30 AM

I like the measurement tool. One piece of probably unintended behaviour: when the tool is active, pressing MMB to rotate the 3D camera will make the measuring lines disappear, but still create a node (though subsequent MMB presses won't); the nodes still exist and will reappear when the tool is used again with Ctrl+Alt+MMB, with the new node being connected to the previous one.


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#4 Nightcrawler

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Posted 01 January 2017 - 03:09 PM

Changes since 2.1.0 [...]

 

- A number of Linux-related fixes

 

Sound great! I hope this implies that you will also release a package for Ubuntu.


Edited by Nightcrawler, 01 January 2017 - 03:17 PM.


#5 greebo

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Posted 01 January 2017 - 11:09 PM

There already is a package for Ubuntu. The Debian Games Group (more specifically Tobi) is maintaining a .deb package which is also available in the software center: https://launchpad.ne...rce/darkradiant



#6 Nightcrawler

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Posted 02 January 2017 - 08:24 AM

Yes, but the package they provide for xenial is broken. DR crashes when I try to start it.

(Discussion over here: http://forums.thedar...untu-1604-lts/)

 

I'm not sure whether this is packaging related or some bug in the code itself.

 

I recall that I ran into the same crash with orbweaver's DR 2.0.2 built for vivid.


Edited by Nightcrawler, 02 January 2017 - 08:45 AM.


#7 greebo

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Posted 02 January 2017 - 10:04 AM

I replied in the other thread.



#8 coldtobi

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Posted 02 January 2017 - 01:28 PM

Hi greebo,

 

do you have some release date in mind? (Debian's freeze is approaching [1] -- so if it is ready by mid-Jan* I'll make sure to upload in time :))

 

[1] https://lists.debian...1/msg00002.html --

 

 

* It has to be uploaded >10 days before freeze -- deadline around Jan 25, but I also need a few days on my side.

--

tobi


Edited by coldtobi, 02 January 2017 - 04:08 PM.


#9 greebo

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Posted 02 January 2017 - 02:22 PM

No, usually I try to code on stuff until my time and motivation runs out and then go into one ore more round of pre-release tests with the fellow mappers around here. I could call it a day earlier if necessary.

 

What's the policy if we miss the freeze date? No darkradiant package for Debian, or no version updates, just bug fixes?



#10 coldtobi

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Posted 02 January 2017 - 04:07 PM

No, usually I try to code on stuff until my time and motivation runs out and then go into one ore more round of pre-release tests with the fellow mappers around here. I could call it a day earlier if necessary.

 

What's the policy if we miss the freeze date? No darkradiant package for Debian, or no version updates, just bug fixes?

 

No worry, Debian 9 ("Stretch") will have at least version 2.1.0.

 

Bugfixes for a stable are possible, but only to fix (severe) problems (like that what I described for Ubuntu in the boost::python thread)

New versions, though, are generally out of scope -- Even if it would fix a (severe) problem; the fix would be "backported" to the old version instead.

 

Tobi



#11 grayman

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Posted 03 January 2017 - 01:59 PM

I moved to the new version this morning, and so far it's been working fine.



#12 greebo

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Posted 03 January 2017 - 02:17 PM

That's nice to hear, thanks. I've got a few more things to pack into this next release, but it's nice to hear early and positive feedback!



#13 Bikerdude

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Posted 03 January 2017 - 05:48 PM

I moved to the new version this morning, and so far it's been working fine.

+1



#14 Dunedain19

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Posted 16 January 2017 - 01:36 PM

I switched yesterday and everything is working fine. Such a pleasure working with the new Conversation Editor GUI! Major props to greebo for implementing my suggestion.  :blush:

 

I have, however, noticed a weird GUI glitch with the Layers system. This has been present for a few versions now and I'm not sure when or how it appeared. I have attached an image that will show what I'm talking about. Basically, this giant rectangular check box has appeared - clicking it does nothing and there is no way to get rid of it.

 

Any suggestions as to how I can remove it?

 

Spoiler

Edited by Dunedain19, 16 January 2017 - 01:38 PM.


#15 greebo

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Posted 16 January 2017 - 11:19 PM

Is this happening in all maps or just this one?



#16 Dunedain19

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Posted 19 January 2017 - 06:57 PM

Yeah. It happens with all of my maps, even brand new ones that don't have any layers.



#17 greebo

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Posted 20 January 2017 - 01:17 AM

This is with the pre-release build only, or has it been occurring before?

 

Anybody else seeing this?



#18 Bikerdude

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Posted 20 January 2017 - 03:36 AM

Nope, but will try to reproduce -

 

@Dunedain19,

 

What are your system specs and what steps did you do to get the issue to appear..?



#19 grayman

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Posted 20 January 2017 - 07:05 AM

I don't see the extra box. I'm on Win7.

#20 Dunedain19

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Posted 20 January 2017 - 02:56 PM

@greebo, it has been happening with previous releases - not just pre-release builds.

 

@bikerdude, my system specs are:

  • Windows 7 Professional (64 bit)
  • 8 GB RAM
  • Intel i5 2500K
  • Nvidia GTX 560 Ti (1 GB)

In order to get the issue to appear, all I have to do is simply load my main WIP map and then open up the layers window (Ctrl + L). Curiously enough, when I boot up DR and start a fresh mapping session, the strange extra box does not appear. However, if I load my main WIP map and then switch to a blank map - but without restarting DR - the strange box remains. So having done this, I suspect that there is obviously some issue with this WIP map in particular. Because the map is extensive, I have created about 60 layers to make it more manageable, would this have any impact? 


Edited by Dunedain19, 20 January 2017 - 02:56 PM.


#21 grayman

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Posted 20 January 2017 - 03:25 PM

Could there be some corruption in the layer assignments at the start of the *.darkradiant file?

#22 Bikerdude

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Posted 20 January 2017 - 04:19 PM

Could there be some corruption in the layer assignments at the start of the *.darkradiant file?

  I have created about 60 layers to make it more manageable, would this have any impact? 

@Can you PM  a copy fo the map and darkradiant file to see if I can repro on my end.



#23 greebo

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Posted 20 January 2017 - 11:50 PM

Yes, looks like it's something in the map triggering that. If you're willing to send it privately, I'm happy to take a look.



#24 Spooks

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Posted 21 January 2017 - 07:36 AM

There's an oddity in the entity pane I think has been there for a while. Seldom I would misclick a spawnarg and hit one of the columns on the top. Then I'm screwed as I have to restart DR because all the spawnargs are ordered differently (in alphabetical order), which gets very confusing. Clicking the columns sorts the spawnargs in ascending/descending but never reverts the order to default.

 

Attached File  entity_pane.jpg   21.63KB   0 downloads

 

As this is strictly a wxWidgets thing, I'd think it would be an easy fix. The model viewer's columns don't have the same behaviour and I don't know how many people really use alphabetical ordering what with the search box.


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#25 greebo

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Posted 21 January 2017 - 08:19 AM

Not sure how to handle that, but you can report it, please.






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