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DarkRadiant 2.5.0 available


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#1 greebo

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Posted 24 December 2017 - 12:01 AM

DarkRadiant 2.5.0 is ready for download. This is a feature release introducing a new Game Setup dialog, which can adapt itself to the selected game type. More specifically, The Dark Mod mappers are now supported by a custom setup dialog with options to create their mission folder setup right from within DarkRadiant, plus a few safety checks to notify them about a possibly wrong folder configuration. Moreover, new dialogs for editing the TDM mission description files (readme.txt and darkmod.txt) have been added featuring a live preview of the edited texts. It's recommended to prefer this version over any previous release.

Windows and Mac Downloads are available on github: https://github.com/codereader/DarkRadiant/releases/tag/2.5.0
 
New TDM Game Setup Dialog with easier FM editing selection:

Attached File  dr_game_setup.png   94.88KB   0 downloads

(more about this feature here: http://forums.thedar...ests/?p=416393)

 

GUI for editing darkmod.txt and readme.txt:

 

Attached File  dr_darkmod_txt_editor.png   353.67KB   0 downloads

Attached File  dr_readme_txt_editor.jpg   75.98KB   0 downloads

 

Thanks go out to all who helped testing this release!

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 2.4.0

  • New Game Setup Dialog
  • One can now group/ungroup objects while in Select Group Parts mode
  • Add GUI for authoring the darkmod.txt/readme.txt files
  • Script input window is no longer receiving duplicate backspace events
  • Added Rank to TDM AI tab.
  • Replaced boost.format with fmtlib
  • Replaced remaining boost libraries with standard C++11 libraries

The list of changes can be found on the our bugtracker changelog.

Nice holidays and have fun mapping!



#2 nbohr1more

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Posted 24 December 2017 - 12:05 AM

Congrats!


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...)

#3 grayman

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Posted 24 December 2017 - 01:04 AM

Got it, thanks!



#4 teh_saccade

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Posted 24 December 2017 - 03:42 AM

can't ~#git clone the link.

Fatal: <link>/info/refs not valid: is this a git repository?

(I'm lazy...)

 

// oh - I just read windows and mac only - sorry. Idk why I glossed over that...


Edited by teh_saccade, 24 December 2017 - 03:43 AM.


#5 greebo

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Posted 24 December 2017 - 05:56 AM

The above is not a Git Clone URL, most people want to directly download the binaries - for Windows, that is.

 

The git clone URL is https://github.com/c...DarkRadiant.git

Linux folks should follow the compilation instructions on the wiki or (if you're on Debian or Ubuntu) wait for a new package to be made available by the Debian Games Group.



#6 Bikerdude

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Posted 24 December 2017 - 06:15 AM

@Greebo, do you want us submit bug reports here or on Github..?



#7 greebo

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Posted 24 December 2017 - 08:07 AM

As usual, post here about them if you're unsure or want to get feedback. Issue reports go to the bugtracker.



#8 ERH+

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Posted 24 December 2017 - 12:16 PM

Why all grids have XX.000000 in bottom-right "current grid size"?


S2wtMNl.gif


#9 greebo

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Posted 25 December 2017 - 12:43 PM

You mean the post-comma stuff? Didn't notice it, it's probably a mistake from the formatting changes when migrating to fmtlib.



#10 ERH+

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Posted 25 December 2017 - 01:01 PM

BTW when I'm using "scripts/convert to ASE" (under previous build) the given new model have "origin" formed like "-1488.0 -12224.0 -5386.0" (even if model had no brush wedges that normally cause .9999 errors). I'm using "snap selection to grid" to get rid of it - but is it a rounding error and model is actually misaligned, or is it literally .00 ?


Edited by ERH+, 25 December 2017 - 01:01 PM.

S2wtMNl.gif


#11 greebo

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Posted 25 December 2017 - 01:19 PM

The "Convert to ASE" script is just converting in the origin vector to a string using Python's format() method:

 

originKey = '{0} {1} {2}'.format(found_func_static_origin.x(), found_func_static_origin.y(), found_func_static_origin.z())
func_static.getEntity().setKeyValue("origin", originKey)

 

There's no explicit format specification passed to the formatter, so I guess the post-comma-zero is just some default.

 

If the "origin" keyvalue is ending with ".0" that's what is written to the map file as well. And a .0 number value will be parsed accordingly by the TDM map file loader, so I don't think there's any danger of getting precision, rounding or misalignment errors.



#12 the_deep

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Posted 25 December 2017 - 01:35 PM

Works like a charm as far as I can tell. Great work!



#13 Judith

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Posted 18 January 2018 - 02:59 PM

This is not a version-related problem, more like DR works from the beginning, but I think it's worth mentioning. It's very weird an unusual that you can select brushes and meshes based on their faces in 2D views.

 

And, you can't select them or move them, if their faces are turned backwards in relation to any given 2D view, which happens with planes and models without faces on the back, like wall panels. Every other game editor and modeling software I know selects geometry based on its wireframe in 2D views.

 

I filed an issue in the bugtracker just in case: http://bugs.thedarkm...iew.php?id=4735


Edited by Judith, 18 January 2018 - 03:01 PM.


#14 LDAsh

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Posted Today, 04:03 PM

Is it no longer possible to disable "uniform texture thumbnail size" in the Texture Browser?  It was always on by default but there was a button above to disable it, now the button is gone?

 

Also, I seem to be having some trouble with the texel scale of textures applied to brush faces when the previous(original) texture was a different size/proportion.  Instead of being "natural" to the default texture scale set in the preferences, it inherits the scale from what was applied before it.  If there's a button/option to control that, I can't seem to find that either.


Edited by LDAsh, Today, 04:16 PM.





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