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DarkRadiant 2.5.0 pre-release tests


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#1 greebo

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Posted 17 December 2017 - 11:51 AM

Here's the DR 2.5.0 pre2 build for inclined mappers to test. I've rewritten the UI section for setting up the Game and Mod paths and added a new GUI for editing the darkmod.txt and readme.txt files. Some more (and quite major) changes took place under the hood, but these are not really noticeable to mappers, or at least they shouldn't be.

 

New TDM Game Setup Dialog with easier FM editing selection:

 

Attached File  dr_game_setup.png   94.88KB   1 downloads

 

GUI for editing darkmod.txt and readme.txt:

 

Attached File  dr_darkmod_txt_editor.png   353.67KB   1 downloads

Attached File  dr_readme_txt_editor.jpg   75.98KB   0 downloads

 

Windows Installer x64: https://drive.google...Z-Wt_FMSBuSPF3Y
Windows Portable x64: https://drive.google...XeSTGVrO_07YPPg

 

Linux folks need to compile this stuff from source, instructions for various distributions are on the wiki.

 

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

 

Changes since 2.4.0 can be seen on the Bugtracker changelog, important stuff includes so far:

 

- You cannot group/ungroup objects while in Select Group Parts mode
- Add GUI for authoring the darkmod.txt/readme.txt files
- New Game Setup Dialog
- Script input window is receiving duplicate backspace events
- Add Rank to TDM AI tab.
- Replace boost.format with fmtlib
- Replace remaining boost libraries with standard C++11 libraries

 

Changes since 2.5.0pre1

 

- Fixed the black previews when using the darkmod.txt editor in TDM 2.05

- Hide "_missionshots" item from FM list in Game Setup dialog

- Fix GCC compilation

- Fix readme.txt editor preview not growing when resizing the dialog

 

Thanks for testing, as always!



#2 Judith

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Posted 17 December 2017 - 12:05 PM

Awesome, thanks!



#3 the_deep

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Posted 17 December 2017 - 01:15 PM

Got some errors when compiling for Linux (Kde Neon based on Ubuntu 16.04):

 

ui/prefdialog/GameSetupDialog.cpp: In constructor ‘ui::GameSetupDialog::GameSetupDialog(wxWindow*)’:
ui/prefdialog/GameSetupDialog.cpp:42:53: error: invalid use of incomplete type ‘class wxButton
 wxButton* saveButton = new wxButton(this, wxID_SAVE);
                                                    ^
In file included from ../libs/wxutil/dialog/DialogBase.h:3:0,
                from ui/prefdialog/GameSetupDialog.h:4,
                from ui/prefdialog/GameSetupDialog.cpp:1:
/usr/include/wx-3.0/wx/dialog.h:23:28: note: forward declaration of ‘class wxButton
class WXDLLIMPEXP_FWD_CORE wxButton;
                           ^
ui/prefdialog/GameSetupDialog.cpp:43:12: error: invalid use of incomplete type ‘class wxButton
 saveButton->Connect(wxEVT_BUTTON, wxCommandEventHandler(GameSetupDialog::onSave), nullptr, this);
           ^
In file included from ../libs/wxutil/dialog/DialogBase.h:3:0,
                from ui/prefdialog/GameSetupDialog.h:4,
                from ui/prefdialog/GameSetupDialog.cpp:1:
/usr/include/wx-3.0/wx/dialog.h:23:28: note: forward declaration of ‘class wxButton
class WXDLLIMPEXP_FWD_CORE wxButton;
                           ^
ui/prefdialog/GameSetupDialog.cpp:46:57: error: invalid use of incomplete type ‘class wxButton
 wxButton* cancelButton = new wxButton(this, wxID_CANCEL);
                                                        ^
In file included from ../libs/wxutil/dialog/DialogBase.h:3:0,
                from ui/prefdialog/GameSetupDialog.h:4,
                from ui/prefdialog/GameSetupDialog.cpp:1:
/usr/include/wx-3.0/wx/dialog.h:23:28: note: forward declaration of ‘class wxButton
class WXDLLIMPEXP_FWD_CORE wxButton;
                           ^
ui/prefdialog/GameSetupDialog.cpp:47:14: error: invalid use of incomplete type ‘class wxButton
 cancelButton->Connect(wxEVT_BUTTON, wxCommandEventHandler(GameSetupDialog::onCancel), nullptr, this);
             ^
In file included from ../libs/wxutil/dialog/DialogBase.h:3:0,
                from ui/prefdialog/GameSetupDialog.h:4,
                from ui/prefdialog/GameSetupDialog.cpp:1:
/usr/include/wx-3.0/wx/dialog.h:23:28: note: forward declaration of ‘class wxButton
class WXDLLIMPEXP_FWD_CORE wxButton;
                           ^
ui/prefdialog/GameSetupDialog.cpp:49:43: error: invalid conversion from ‘wxButton*’ to ‘int’ [-fpermissive]
 buttonHBox->Add(saveButton, 0, wxRIGHT, 6);
                                          ^
In file included from ../libs/wxutil/dialog/DialogBase.h:7:0,
                from ui/prefdialog/GameSetupDialog.h:4,
                from ui/prefdialog/GameSetupDialog.cpp:1:
/usr/include/wx-3.0/wx/sizer.h:1162:1: note:   initializing argument 1 of ‘wxSizerItem* wxSizer::Add(int, int, int, int, int, wxO
bject*)
wxSizer::Add( int width, int height, int proportion, int flag, int border, wxObject* userData )
^
ui/prefdialog/GameSetupDialog.cpp:50:45: error: invalid conversion from ‘wxButton*’ to ‘int’ [-fpermissive]
 buttonHBox->Add(cancelButton, 0, wxRIGHT, 6);
                                            ^
In file included from ../libs/wxutil/dialog/DialogBase.h:7:0,
                from ui/prefdialog/GameSetupDialog.h:4,
                from ui/prefdialog/GameSetupDialog.cpp:1:
/usr/include/wx-3.0/wx/sizer.h:1162:1: note:   initializing argument 1 of ‘wxSizerItem* wxSizer::Add(int, int, int, int, int, wxO
bject*)
wxSizer::Add( int width, int height, int proportion, int flag, int border, wxObject* userData )

 

 

Got no idea what it means, if it matters at all.

 

EDIT: Also, gettext is a reqcuired package apparently, but isn't mentioned in the instructions.


Edited by the_deep, 17 December 2017 - 01:29 PM.


#4 teh_saccade

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Posted 17 December 2017 - 04:09 PM

For FM selection, it must be placed as if it is installed as downloaded FM, dmapped, etc..?

Also, what is "rank" for ai used for?

Nice gui preview.



#5 Bikerdude

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Posted 17 December 2017 - 05:15 PM

Downloading.



#6 greebo

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Posted 17 December 2017 - 09:42 PM

Got some errors when compiling for Linux (Kde Neon based on Ubuntu 16.04):


Got no idea what it means, if it matters at all.

 

EDIT: Also, gettext is a reqcuired package apparently, but isn't mentioned in the instructions.

 

Damn, I had that fixed, but forgot to push the commit. It's fixed in the "2.5" branch now, you'll need to switch to that branch for this pre-release phase only.

 

The gettext package is in the list of required packages:

 

sudo apt-get install libsigc++-2.0-dev libpng-dev libftgl-dev libglew-dev python-dev libalut-dev libvorbis-dev

sudo apt-get install git g++ gettext automake libtool pkg-config zlib1g-dev libjpeg62-dev libwxgtk3.0-dev libxml2-dev

 

And I seem to recall having added a warning/error to the configure script if the xgettext is missing on the system. What's in your config.log file?



#7 greebo

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Posted 17 December 2017 - 10:02 PM

Thanks people for testing. What I'd be especially interested in is to get feedback about the new Game Setup dialog, which replaces the old way of defining fs_game and fs_game_base through the Preferences. When watching the first few minutes of tutorial videos, I figured that part to be unnecessary confusing for newcomers, who don't think in "mod" or "mod base" terms. These are terms which are no longer appropriate now that TDM is not an add-on for D3 anymore. I wanted to make the initial hurdle for newcomer mappers smaller by just asking them to point DR to the folder where they downloaded TDM, plus entering a mission name.

 

Btw, in case the mission name is not existing, mappers are allowed to enter a new mission name, and DR will create that folder for them:

 

Attached File  dr_game_setup_02.png   14.04KB   0 downloads

 

DarkRadiant also checks if the TheDarkMod.exe is in the specified TDM path and issues a warning, otherwise mappers won't even know they pointed DR to the wrong folder:

 

Attached File  dr_game_setup_wrong_path.png   15.03KB   0 downloads

 

And lastly, it's still possible to enter an absolute path to the mission folder, if mappers prefer to host their WIP mission outside TDM's FM folder:

 

Attached File  dr_game_setup_offsite_mission.png   9.22KB   0 downloads

 

That said, the old way of defining fs_game and fs_game_base is still available for the rest of the game types (Doom 3, Quake 4, XreaL, etc.):

 

Attached File  dr_game_setup_idtech.png   8.9KB   0 downloads

 

When all this is receiving OK feedback, I'll probably need to edit a few wiki pages to reflect these changes.



#8 Destined

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Posted 18 December 2017 - 01:51 AM

This is a great idea and should make it much easier for newcomers! Good work!



#9 Judith

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Posted 18 December 2017 - 03:45 AM

Thanks people for testing. What I'd be especially interested in is to get feedback about the new Game Setup dialog, which replaces the old way of defining fs_game and fs_game_base through the Preferences. When watching the first few minutes of tutorial videos, I figured that part to be unnecessary confusing for newcomers, who don't think in "mod" or "mod base" terms. These are terms which are no longer appropriate now that TDM is not an add-on for D3 anymore. I wanted to make the initial hurdle for newcomer mappers smaller by just asking them to point DR to the folder where they downloaded TDM, plus entering a mission name.

 

That was a good idea and the mission/project selection works for me, i.e. my custom models are incaccessible when I select another mission, etc.

But for some reason the readme preview doesn't work for me, the preview is black.

 

obraz.png



#10 greebo

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Posted 18 December 2017 - 04:22 AM

Any errors in the console? Maybe it fails parsing the main menu GUI.



#11 Judith

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Posted 18 December 2017 - 05:08 AM

Here's the console log:

 

Spoiler

 

Btw. I have all .pk4 content unzipped in TDM root folder, is that a problem?


Edited by Judith, 18 December 2017 - 05:09 AM.


#12 greebo

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Posted 18 December 2017 - 10:22 AM

The unzipped files are not a problem, this is actually how my SVN darkmod is looking like.

 

The log you sent me, is this including the opened package info editors with the black previews? The GUIs are parsed on demand, you need to open the dialogs to get any console warnings about GUI syntax problems.



#13 Judith

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Posted 18 December 2017 - 10:40 AM

Oh, now I get it. Yes, I get the error message after opening the Edit Package window:

 

 

Trying to open file D:/tdm/fms/do/darkmod.txt
Error while parsing guis/mainmenu.gui: DefTokeniser: Assertion failed: Required ";", found "}"
Trying to open file D:/tdm/fms/do/readme.txt



#14 greebo

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Posted 18 December 2017 - 11:30 AM

Got it, thanks for the heads up. There's sloppy syntax in the resetTime scripts which is accepted by the game itself, so I adjusted DR's parser accordingly.



#15 Judith

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Posted 18 December 2017 - 11:45 AM

Glad I could help.



#16 greebo

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Posted 19 December 2017 - 02:07 AM

A new pre-release build (pre2) is up for download, this should fix the black previews.



#17 Judith

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Posted 19 December 2017 - 04:17 AM

Previews work now, thank you! :)



#18 Bikerdude

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Posted 19 December 2017 - 05:28 AM

Downloading...

#19 the_deep

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Posted 19 December 2017 - 05:25 PM

 

Damn, I had that fixed, but forgot to push the commit. It's fixed in the "2.5" branch now, you'll need to switch to that branch for this pre-release phase only.

 

The gettext package is in the list of required packages:

 

 

And I seem to recall having added a warning/error to the configure script if the xgettext is missing on the system. What's in your config.log file?

It compiles and runs just fine now. Thanks a lot!!! :-D I'm gonna' play around with this now.



#20 Judith

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Posted 21 December 2017 - 02:07 PM

This has been a problem for several versions now, so maybe it should belong to the wishlist thread, but... The render preview in DR hasn't been terribly useful, but with fog lights in your level it's completely borked. If fog lights could be ignored in the render preview window, you could at least use it to place normal lights and adjust their radius before jumping to the game to test them:

 

obraz.png



#21 greebo

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Posted 21 December 2017 - 10:37 PM

Yes, I'm aware that the renderer needs a lot of attention, it's always been behind the game's engine. If there isn't such an issue report on the tracker, feel free to open one.



#22 Judith

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Posted 22 December 2017 - 03:20 AM

Awesome, will do.






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