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DarkRadiant 2.6.0 pre-release testing


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#1 greebo

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Posted 30 April 2018 - 08:59 AM

Here's the DR 2.6.0pre5 build for motivated mappers to test. It doesn't contain many new features, but it's fixing a couple of problems and improves the model exporter. As usual, a bit of refactoring and improvement has been happening under the hood, but this shouldn't have any negative impact.

Windows Installer x64: https://drive.google...6-3qRa2N2Xpa1Oa
Windows Portable x64: https://drive.google...UbPOJ7RBAAn1Sz-

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 2.5.0 can be seen on the Bugtracker changelog, important stuff includes so far:

 

- Add a stopwatch tracking your mapping time
- Make The Model Exporter Respect The "skin" Spawnarg On Export
- Export patches and lights/func_statics to OBJ
- Fixed: Particle Editor Doesn't Save Colour/Fade Colour
- Fixed: Re-exporting .ase models screws up their normals
- Fixed: Export Selected as .LWO Model: Exported models loose smooth shading after export.
- Fixed: DR shouldn't write *.darkradiant files when creating a prefab
- Fixed: CSG Make Room operator does not fill the room on 3-edge prism case
- Cleanup VC++ projects and settings

- Refactor Frontend Renderer (remove the state machine part)

- Fixed: DR doesn't show readable background image changes
- Fixed a syntax error in OBJ export script
- Fixed: Grid size number format in status bar is showing unnecessary post-comma zeros
- Fixed: Undo after changing func_static entity classname results in lost child primitives
- Fixed: Changing entity class from the spawnargs moves it to the Active Layer
- Remove legacy "Convert to ASE..." script

 

Changes since 2.6.0pre1

 

- Added Favourites feature to MediaBrowser tab (see http://forums.thedar...orite-folders/)

 

Changes since 2.6.0pre2

 

- Fixed brush faces rendering as highlighted even though they're not selected

- Fixed light wireframes drawing in the wrong colour (red) when selected

- Adjusted ModelSurface script interface to include getActiveMaterial() method

- Fixed Linux compilation

 

Changes since 2.6.0pre3

 

- Fixed crash at startup when "Load last map at startup" option is enabled

 

Changes since 2.6.0pre4

 

- Fixed DR not remembering location of child windows when placed on any non-primary monitor

 

Thanks for testing, as always!


Edited by greebo, 06 May 2018 - 08:47 AM.


#2 nbohr1more

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Posted 30 April 2018 - 09:07 AM

NICE!!!

:)
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#3 Bikerdude

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Posted 30 April 2018 - 09:50 AM

NICE!!!

+1



#4 Bikerdude

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Posted 30 April 2018 - 09:55 AM

  • Add a stopwatch tracking your mapping time
  • Make The Model Exporter Respect The "skin" Spawnarg On Export, Fixed: Re-exporting .ase models screws up their normals
  • Export patches and lights/func_statics to OBJ
  • Fixed: DR shouldn't write *.darkradiant files when creating a prefab
  • Ooh interesting.
  • Thanks for doing this Greebo
  • hmm So what does that allow mappers to do? could I creat an .OBJ model with an embedded light source? and is said light source configurable in DR?
  • Always nice to have less clutter/


#5 AluminumHaste

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Posted 30 April 2018 - 09:59 AM

Thanks for continuing to work on the project greebo, lots of <3 for ya!


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#6 nbohr1more

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Posted 30 April 2018 - 10:12 AM

hmm So what does that allow mappers to do? could I creat an .OBJ model with an embedded light source? and is said light source configurable in DR?


One use case I can imagine is designing light textures (will come in handy for cubemap lights)
or baked lighting in Blender (etc) so that you can easily get the look you want then export the texture, unwrap UV's (if baking to a surface decal) etc.


Especially useful if you are gonna bake bounce lighting to a texture and use that as a decal for simulated Global Illumination.

Old tutorial on wayback: http://www.fuzzpopfx...utorials/doom3/
  • Judith likes this
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#7 Judith

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Posted 30 April 2018 - 10:13 AM

Oooh, exporting other entities in obj is a great idea, even if they're shapes or helpers. It will allow e.g. lighting your map in offline renderer, like Vray for example. I sometimes use that trick to find interesting lighing just with GI and sun/sky settings. I could do that with brushes already, but having models included in that is much more useful. I use brushes only to seal the models off from the void, so the models actually shape the space I create. Thanks for that Greebo!


Edited by Judith, 30 April 2018 - 10:16 AM.


#8 greebo

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Posted 30 April 2018 - 12:29 PM

Yes, the requested feature was to export a geometric representation of light entities. OBJ itself doesn't support lights per se, so the request was to export placeholders for convenience when working on the scene in modeling apps.



#9 Bikerdude

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Posted 30 April 2018 - 03:00 PM

Right, found first bug -

 

pressing shift-rmb to select the surface of a brush isnt highlighting that face its highlighting the whole brush. In the attached screen shot I have selected the left face as shown by the blue dot.

 

Attached File  Capture.JPG   77.54KB   0 downloads

 

http://bugs.thedarkm...iew.php?id=4787


Edited by Bikerdude, 01 May 2018 - 04:09 AM.


#10 Obsttorte

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Posted 30 April 2018 - 03:46 PM

Yes, the requested feature was to export a geometric representation of light entities. OBJ itself doesn't support lights per se, so the request was to export placeholders for convenience when working on the scene in modeling apps.

So the light isn't baked onto the models geometry? It's just for orientation when continue to work on it in another application?

 

Awesome work btw. :)


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#11 Goldwell

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Posted 30 April 2018 - 05:26 PM

Here's the DR 2.6.0pre1 build for motivated mappers to test. It doesn't contain many new features, but it's fixing a couple of problems and improves the model exporter. As usual, a bit of refactoring and improvement has been happening under the hood, but this shouldn't have any negative impact.

Windows Installer x64: https://drive.google...iMj5rAIqiRZV78c
Windows Portable x64: https://drive.google...LpFSXeP1Zt0T--W

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 2.5.0 can be seen on the Bugtracker changelog, important stuff includes so far:

 

- Add a stopwatch tracking your mapping time
- Make The Model Exporter Respect The "skin" Spawnarg On Export
- Export patches and lights/func_statics to OBJ
- Fixed: Particle Editor Doesn't Save Colour/Fade Colour
- Fixed: Re-exporting .ase models screws up their normals
- Fixed: Export Selected as .LWO Model: Exported models loose smooth shading after export.
- Fixed: DR shouldn't write *.darkradiant files when creating a prefab
- Fixed: CSG Make Room operator does not fill the room on 3-edge prism case
- Cleanup VC++ projects and settings

- Refactor Frontend Renderer (remove the state machine part)

- Fixed: DR doesn't show readable background image changes
- Fixed a syntax error in OBJ export script
- Fixed: Grid size number format in status bar is showing unnecessary post-comma zeros
- Fixed: Undo after changing func_static entity classname results in lost child primitives
- Fixed: Changing entity class from the spawnargs moves it to the Active Layer
- Remove legacy "Convert to ASE..." script

Thanks for testing, as always!

 

 

Did you get a chance to check out this suggested feature yet?

 

http://forums.thedar...vorite-folders/


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#12 greebo

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Posted 30 April 2018 - 10:06 PM

@biker: ok, please file a bugtracker entry. This is likely due to the changes to the front end renderer.

 

@obsttorte: yes, it's just a dummy placeholder, it's not baking anything. That would require quite some work, I suppose.

 

@Goldwell: no, didn't check that thread yet. Will have a read.



#13 Bikerdude

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Posted 01 May 2018 - 03:42 AM

@biker: ok, please file a bugtracker entry. This is likely due to the changes to the front end renderer.

Will do and will file another that might be related (selected entities appear red)



#14 Bikerdude

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Posted 01 May 2018 - 04:37 AM

@Goldwell: no, didn't check that thread yet. Will have a read.

While your having a look at this, I would like to make another small request (better search functionality feature request) -

 

- http://bugs.thedarkm...iew.php?id=4789



#15 greebo

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Posted 02 May 2018 - 05:10 AM

There's a new pre-release build (pre3) available in the first post, including that Favourites feature that has been requested in the other thread, plus fixing a few rendering problems.



#16 grayman

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Posted 02 May 2018 - 02:08 PM

Immediate crash when starting.

 

Dump.



#17 Goldwell

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Posted 02 May 2018 - 06:26 PM

Immediate crash when starting.

 

Dump.

 

I just downloaded it and opened it and no crash here. I'm on windows 10, using the x64 portable version in a fresh folder of course.


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#18 HMart

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Posted 02 May 2018 - 06:54 PM

Some nice features indeed thanks for the continued support greebo. :)   



#19 Judith

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Posted 04 May 2018 - 01:13 PM

Immediate crash when starting.

 

Dump.

 

Same here, I'm on Win 7 x64, I used the installer version instead of portable both versions give me the same error:

obraz.png


Edited by Judith, 04 May 2018 - 01:50 PM.


#20 greebo

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Posted 04 May 2018 - 11:09 PM

That's strange, I'll check whether I made a packaging mistake and upload a new build soon.

#21 HMart

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Posted 05 May 2018 - 10:06 AM

Hello Greebo DR 2.6 is immediately crashing on a map of mine when it starts loading the map and also starts loading the textures, i used the new favorites option on it. The map loads fine on DR 2.5. 

 

crash dump  



#22 greebo

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Posted 05 May 2018 - 11:30 AM

Thanks for the dumps, people, this is appreciated.



#23 greebo

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Posted 05 May 2018 - 11:44 AM

I can reproduce your crash, @HMart, it is connected to the "Load last map at startup" setting. I think I can eliminate this one with some time.

 

@grayman: Not sure about how to repro yours. I see the application is crashing on processing Idle events, which might have to do with some stray pointers left behind. Can you give me more details about when it's crashing? Is this right after the app is started and when it's supposed to display the empty Camera and XY views? Or did you manage to load a map or open any windows?



#24 Judith

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Posted 05 May 2018 - 03:49 PM

I can reproduce your crash, @HMart, it is connected to the "Load last map at startup" setting. I think I can eliminate this one with some time.

 

I can confirm that unchecking that option worked for me as well.



#25 grayman

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Posted 05 May 2018 - 08:25 PM

@grayman: Not sure about how to repro yours. I see the application is crashing on processing Idle events, which might have to do with some stray pointers left behind. Can you give me more details about when it's crashing? Is this right after the app is started and when it's supposed to display the empty Camera and XY views? Or did you manage to load a map or open any windows?

 

Unchecking the "Open last map on startup" stopped the crash.

 

With that box checked, the crash occurred as the windows were coming up. None of the map got to be displayed in any window.






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