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DarkRadiant 2.2.1 released


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#1 greebo

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Posted 07 February 2017 - 06:30 AM

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, 07 February 2017 - 08:28 AM.
2.2.1 bugfix release


#2 Bikerdude

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Posted 07 February 2017 - 06:52 AM

Nice one Greebo!



#3 Goldwell

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Posted 07 February 2017 - 07:35 AM

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, 07 February 2017 - 07:42 AM.

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#4 greebo

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Posted 07 February 2017 - 08:04 AM

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



#5 greebo

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Posted 07 February 2017 - 08:29 AM

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



#6 Goldwell

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Posted 07 February 2017 - 09:05 AM

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?


The Accountant Series
Part 1: A Noble Home (complete rebuild coming soon) | Part 2: New In town


Lord Edgar Trilogy
Lord Edgar's Bathhouse | Lord Edgar's Disappearance | Lord Edgar's Estate
 
Stand Alone Missions
Spring Cleaning

#7 greebo

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Posted 07 February 2017 - 09:13 AM

That's a separate issue, but yes, it should be feasible.



#8 nbohr1more

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Posted 07 February 2017 - 11:18 AM

Thank you!


Please visit TDM's IndieDB site and help promote the mod:

http://www.indiedb.c...ds/the-dark-mod

(Yeah, shameless promotion... but traffic is traffic folks...)

#9 Johannes Burock

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Posted 07 February 2017 - 12:18 PM

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)


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#10 Obsttorte

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Posted 07 February 2017 - 02:58 PM

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
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#11 Bikerdude

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Posted 07 February 2017 - 03:00 PM

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:



#12 HMart

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Posted 10 February 2017 - 07:14 PM

Thanks greebo if i could i would pay you a beer, scratch that, a bunch of beers!                                                                                                  And if i could i would also click on your "like this" button but alas i can't! :P


Edited by HMart, 10 February 2017 - 07:15 PM.


#13 Goldwell

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Posted 12 February 2017 - 11:40 AM

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


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Part 1: A Noble Home (complete rebuild coming soon) | Part 2: New In town


Lord Edgar Trilogy
Lord Edgar's Bathhouse | Lord Edgar's Disappearance | Lord Edgar's Estate
 
Stand Alone Missions
Spring Cleaning

#14 Destined

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Posted 12 February 2017 - 01:07 PM

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, 12 February 2017 - 01:35 PM.


#15 Bikerdude

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Posted 12 February 2017 - 02:34 PM

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



#16 HMart

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Posted 12 February 2017 - 03:32 PM

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, 12 February 2017 - 03:38 PM.


#17 Obsttorte

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Posted 12 February 2017 - 03:33 PM

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
WIP's: Several. Although after playing Thief 4 I really wanna make a city mission.
Mapping and Scripting: Apples and Peaches
Sculptris Models and Tutorials: Obsttortes Models
My wiki articles: Obstipedia
Let's Map TDM YouTube playlist: ObstlerTube
Texture Blending in DR: DR ASE Blend Exporter

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#18 HMart

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Posted 12 February 2017 - 03:51 PM

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, 12 February 2017 - 04:24 PM.


#19 Obsttorte

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Posted 12 February 2017 - 04:54 PM

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


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WIP's: Several. Although after playing Thief 4 I really wanna make a city mission.
Mapping and Scripting: Apples and Peaches
Sculptris Models and Tutorials: Obsttortes Models
My wiki articles: Obstipedia
Let's Map TDM YouTube playlist: ObstlerTube
Texture Blending in DR: DR ASE Blend Exporter

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#20 kingsal

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Posted 14 February 2017 - 01:18 PM

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.



#21 greebo

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Posted 14 February 2017 - 01:25 PM

That's the way you do it, just click and drag any of the vertices to scale the model.



#22 kingsal

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Posted 14 February 2017 - 03:43 PM

That's the way you do it, just click and drag any of the vertices to scale the model.

Thanks! This is a great addition to the tool set.


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#23 Fieldmedic

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Posted 15 February 2017 - 02:56 AM

Possibility to resize models??? Greebo, you are an ACE!



#24 Fieldmedic

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Posted 16 February 2017 - 06:07 AM

...and patch splitting... :wub:



#25 grayman

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Posted 17 February 2017 - 10:16 AM

That's the way you do it, just click and drag any of the vertices to scale the model.

 

How do I scale in only one direction (again)?






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