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Posts posted by greebo
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Thanks for doing the digging. Libxml2 is so widely used, that it's hard to imagine nobody else has this kind of trouble, so I'm still thinking it must be in the way we use it. Also, why just in Linux, it all doesn't make much sense. I agree it's not worth doing more investigations when an easier alternative is at hand.
Yes, I'd add them to the libs, and I'm probably going to set the PUGIXML_HEADER_ONLY flag, at least in Windows.
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I took the liberty to change the title of the existing issue and link it to this topic here. https://bugs.thedarkmod.com/view.php?id=6472
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Oh boy. Thanks for investigating this, reading the issue description I suspected that the XPath queries might be failing, but I thought it was rather due to the libxml2 version used in newer Ubuntus. I recall now that the automated Ubuntu build on Github is not running the unit tests (couldn't get it to run and gave up at some point) - so I missed that this is breaking stuff.
I searched around for existing code to find out what to pass for that encoding parameter in xmlReadFile, but I couldn't find anything useful, everybody seems to pass NULL as argument, which I ended up doing too.
12 hours ago, OrbWeaver said:I'm all for that, I was that close of doing it when I upgraded libxml2 for Windows. As long as it's supporting XPath and XML Tree manipulations, I'd go for the most light-weight one, maybe even header-only. Our libxml2 usage is confined to xmlutil, so it should be possible to switch. edit: I'd vote for pugixml, it seems to be still alive and has XPath support. It's what I've been using in the TDM game code too.
But still, if it's the tree manipulations that break the queries, we can either try to find out what we are doing wrong here, or move away from pushing the .game data into the registry trees - it might not be necessary after all, since most (if not all) code is relying on the GameManager interface to get do the queries.
For the moment being, I can revert the change to xmlReadFile, so that my repo is functional again.
Are you still investigating this? You seem to have gotten quite far already.
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16 hours ago, Skaruts said:
I tried having separate portable DR installations for each project, but it seems DR isn't properly portable either, as the game setups are also stored globally. So that didn't work either.
You can create shortcuts to DR, passing an fs_game=your_fm parameters to DarkRadiant.exe, e.g.
DarkRadiant.exe fs_game=fms/yourmission
It will override the setting saved to the user.xml file in your settings folder. Works with fs_game_base as well.
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On 1/6/2024 at 7:21 AM, datiswous said:
You can download a portable version of each, although the settings are shared, so it's not really portable.
Since a few versions the settings are saved by minor version - so DR 3.7 is storing its settings in a "3.7" subfolder, and DR 3.8.0 is saving them in "3.8". (DR 3.7.1 and 3.7.2 would use the same "3.7" folder.)
Settings are carried forward the first time you start a newer version. So, when DR 3.9 first starts up, it will use the settings of the highest previous version available, then store its settings in the "3.9" subfolder to not overwrite anything from previous versions. (This is similar to what's Blender is doing, at least I think it is.)
What's correct though is that the "portable" version is not differing from the installed one in terms of where it stores it settings. They both behave the same. One could maybe vote for having the portable version to store its settings right next to the executable. But to support this, we'd need a configurable code path or maybe even a separate compilation for the portable edition.
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On 1/7/2024 at 10:24 PM, demagogue said:
Hopefully you can let me know if DR is something I can run on this laptop or not.
Don't see much in the dump, I'm afraid. I can see it's been running into a critical failure, but that's it. Can you have a look at your darkradiant.log file, or maybe send it to me? Maybe it tells me something.
(You already tried to remove your settings XML files from C:\Users\greebo\AppData\Roaming\DarkRadiant\3.8, I take it?
You can back them up if you need them around. Just move the whole contents of the C:\Users\greebo\AppData\Roaming\DarkRadiant\ folder to somewhere else and start DR. In case you didn't try that already.)
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The crash can be caused by anything. Do you have a crash dump? Otherwise it's nearly impossible to say what went wrong.
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I've pulled in all the recent commits from Orb's branch and adjusted the VC++ solution to compile.
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No, I don't have any idea what the cause could be. Even if I had time to work on DR right now, I wouldn't be able to work on this particular problem, since I don't have a matching native Manjaro installation around.
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8 hours ago, Goldwell said:
I did send you a message on discord back in the end of December about a rather annoying bug which I don't seem to see is fixed in the list. And it's quite frustrating to deal with.
Yes, sorry, didn't look into that yet. I can't make any promises at this point.
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I won't have much time for DarkRadiant in the near future, so don't expect to see much from me in the next few weeks or even months. I thought it might be worth releasing all the fixes we currently have in the repo, so there goes version 3.8.0!
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DarkRadiant 3.8.0 is ready for download.
What's new:
- Feature: Support new frob-related material keywords
- Improvement: Mission selection list in Game setup is not alphabetically sorted
- Improvement: Better distinction between inherited and regular spawnargs
- Improvement: Silence sound shader button
- Improvement: Add Reload Definitions button to Model Chooser
- Fixed: Model Selector widgets are cut off and flicker constantly on Linux
- Fixed: DarkRadiant will not start without Dark Mod plugins
- Fixed: GenericEntityNode not calculating the direction correctly with "editor_rotatable"
- Fixed: RenderableArrow not drawing the tip correctly for arbitrary rotations
- Fixed: Light Inspector crashes on Linux
- Fixed: Models glitch out when filtering then showing them
- Fixed: Skin Editor: models not centered well in preview
- Fixed: "Copy Resource Path" includes top level folders
- Fixed: Skin Editor: internal test skins are shown if Material Editor was open previously
- Fixed: Changing Game/Project doesn't update loaded assets correctly
- Fixed: Model Chooser: initially hidden materials aren't revealed when enabling them
- Fixed: Choosing AI entity class 'atdm:townsfolk_commoner_update' causes crash
- Fixed: Sporadic assertion failure on shutdown due to LocalBitmapArtProvider destruction
- Fixed: Prefab Selector spams infinite error dialogs on Linux
Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.8.0 and of course linked from the website https://www.darkradiant.net
Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going.
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.
The list of changes can be found on the our bugtracker changelog.
Keep on mapping!
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8 hours ago, JackFarmer said:Anyway, thanks for the insights. What else would interest me personally, do you still have contact with people like sparhawk from time to time?
No, not really, have only seen him on the forums many years ago. He deserves a lot of credit for providing the SVN infrastructure in the beginnings of the project, it's been only later when we transferred this to a hosted server.
Memory is blurry, but I think my time working on TDM and his don't overlap that much - I had been getting more active, and he pulled back a bit. He bootstrapped quite a few important systems, IIRC he's been working on light gem and the first Stim/Response and Inventory implementations. From what I recall, he gave the project an organisational backbone in the technical department which is crucial to keep things together. Folks like Spring and NH who have joined long before me could give more insights, I guess.
(Looking at my join date makes me feel old either way. From TDM's current view point, the year 2006 seems like right at the beginning, but actually the mod had already been existing for two years by that time I joined. With the first release in 2009, 2006 is rather in the middle. Heck, I haven't touched the mod code for at least 10 years - and I can still remember a few things, which is a testament of how much it occupied my thoughts back then).
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I'd need to see the logs. Is the MediaBrowser populated with available textures?
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It's possible that the Demo game definition is out of date and needs some looking into (it might lack the "type" attribute in its <game> tag).
Have you tried to select the Doom 3 type instead of the demo?
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Can anybody confirm this crash? If it doesn't happen on other systems, it might be related to the resources/project config.
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You will run into problems with worldspawn geometry, since the engines are usually working with single-precision floats. You'll not be able to distinguish anymore from planes that are 0.5 units apart (which sounds ok, but for angled intersections and sealing geometry this might not cut it, literally).
(This question really is not so much about the editor, which is working with doubles to store geometry - even though the DR renderer is also operating on single precision floats - this provides a huge performance benefit over doubles).
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If it's reproducible, I'd appreciate a bug report with the necessary steps and the involved map. (In case the map is still under covers, a private message with a link is also working for me - I won't disclose the map to anybody.)
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54 minutes ago, AluminumHaste said:
Selecting brushes now has the red outline again!
Fascinating, because I don't recall touching anything related to outlines. Can you confirm it's still broken in 3.6.0? Have any driver updates been applied in the meantime?
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I think you can just pass the map file name along as another argument.
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The shortcut variant is something like this:
C:\path\to\dr\DarkRadiant.exe fs_game=fms/missionDepending on whether you have spaces in your paths, some quoting might be required.
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Changing the project/game setup and paths is a pretty massive change from DR's perspective. Almost everything needs to be re-initialised when setting the paths, which sometimes takes longer than a clean restart. (For similar reasons, the TDM engine itself needs to be restarted completely when you install a FM.) DR is able to make that leap while keeping the same process alive, but it's a very expensive step, and it's better to restart to clean up any resources that are left behind when switching configs (for instance, all defs that have been loaded from another map/project are kept in memory.)
From a design perspective, I'd rather not have loading a map implicitly change the whole project setup. At some points it might not be deducible or even wanted to have the paths changed on map load.
When regularly switching between projects, a possible help might be to create separate DarkRadiant shortcuts, passing the FM project path as argument to DarkRadiant.exe.
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DarkRadiant 3.7.0 is ready for download.
What's new:
- Feature: Skin Editor
- Improvement: Script Window usability improvements
- Fixed: Hitting escape while autosaving crashes to desktop
- Fixed: Def parsing problem in tdm_playertools_lockpicks.def
- Fixed: DR hangs if selecting a lot of entities with entity list open
- Fixed: Float Property Editor's entry box is sticking around after selecting a float key
- Fixed: Spline entities without model spawnarg are unselectable
- Fixed: Entity window resets interior sizing forcing resize each time it is opened
- Fixed: Spline curves should not be created with a model spawnarg
- Fixed: Newly appended curve control vertices aren't shown at first
- Fixed: Light entities are zoomed out in preview window
- Fixed: Entity inspector spawnarg fields not always updated by UI windows such as Model Chooser
Feature: Skin Editor (see video)
Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.7.0 and of course linked from the website https://www.darkradiant.net
Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going.
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.
The list of changes can be found on the our bugtracker changelog.
Keep on mapping!
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4 hours ago, datiswous said:
This issue still remains in 3.6 (under Linux) . If I remember correctly this doesn't happen in Windows (10). Should I create a bugreport in the tracker?
Since it only affects the Model Selector window, I might have fixed that a few commits back. The Model Selector didn't have a parent window set (since it is initialised very early during startup), that's why it had also been possible to focus on the main window even with the Model Selector open.
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DarkRadiant 3.9.0 released
in DarkRadiant Feedback and Development
Posted
DarkRadiant 3.9.0 is ready for download.
What's new:
Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.9.0 and of course linked from the website https://www.darkradiant.net
Thanks to all the awesome people who keep creating Fan Missions!
Please report any bugs or feature requests here in these forums, following these guidelines:
The list of changes can be found on the our bugtracker changelog.
Keep on mapping!