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Posts posted by greebo
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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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1 hour ago, cvlw said:
Usability: the windows risk docking quite aggressively even if not intended. I am liking that the properties parent window holds all of these child windows in one place rather than in separate windows. Perhaps make docking the parent Properties window optional? I like moving this window around and even moving partially off the screen if I don't close it. If I move it too far in any direction, it gets sucked into a dock.
Not much I can change about the docking "magnetism", but as a workaround you can hold down Ctrl or Alt to prevent docking of moved windows.
1 hour ago, cvlw said:Actual bug: the sizing of the objects within the Entity window (N key) resets when closed and needs to be dragged back out every time it is opened. This is the area shown in the attached screenshot.
That should go to the bugtracker please, then I'll look into it for the next release.
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1 hour ago, LDAsh said:
I PM'd you the .DMP file, there is no DarkRadiant.log ever created.
It's trying to create the folder "F:/.../maps/", that's the point where DR was by the time you created the dump. Could there be anything that might block the application from creating that folder?
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You can't even end the process? That doesn't sound like DR is at fault, ending a process is a windows thing.
Next time it stalls, I'd be interested in a memory dump, to see where it hangs.
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Can you check out the latest release 3.6.0, there it should be possible to undock and close that property panel. With the property panel closed, you can hit N to toggle it on demand.
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DarkRadiant 3.6.0 is ready for download.
What's new:
- Feature: Selection Focus (Ctrl-F)
- Feature: Add Radiant.findEntityByName script method
- Feature: Media Browser shows a thumbnail preview when selecting folders
- Feature: Map is remembering layer visibilities between loads
- Fixed: ModelDefs are shown in T-pose
- Fixed: Patch vertices are the wrong colour
- Fixed: Shader Clipboard source gets cleared on 'copy shader' operation
- Fixed: Nodes of hidden layers are still visible after loading the map
- Fixed: Can't close properties window
- Fixed: Merge Action rendering is broken
- Fixed: After using ToggleMainControl_Camera, the center panel is grey after restart
- Fixed: When using ToggleMainControl_Camera, arrow keys cannot be used to move the viewer
- Fixed: Property Panel not remembering undocked/closed tabs
- Fixed: Texture Tool not updating during manipulation
- Fixed: Orthoview ignores filters for surfaces in models
- Fixed: Blue dot when selecting one face removed
- Tweak: Conversation Editor: double-click opens selected conversation
- Tweak: Preference option to disable drag select in camera view
- Tweak: ESC key should clear the resource tree view filter text
- Tweak: New layers function: tooltip popup getting in the way
Feature: Selection Focus (see video)
Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.6.0 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.
Have fun mapping!
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On 11/8/2022 at 12:00 AM, joebarnin said:
However, I did notice something in this version of DR. The Camera view does not behave as expected. Examples:
- In Camera view, the ESC key no longer deselects. In ortho views, ESC deselects fine, but in the Camera window, it doesn't do a thing.
- Undo doesn't seem to redraw in the camera window either.
- Selecting an object in ortho view doesn't highlight it in the camera window.
Are these known issues?
I can't reproduce this. Anything you need to do before this happens? Any layout/camera adjustments that I might not have on my end?
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Hm, if it's not too much work, maybe you could download some of the older versions and see where it started happening?
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On 11/10/2022 at 2:31 AM, thebigh said:
I've been having trouble getting version 3.5 to run properly on Linux. As of a few updates ago, it takes up to ten minutes to start, equally long to load even the smallest map, and then lags like crazy in the 3D view. Quitting DR takes another few minutes and then it leaves keyboard input suppressed entirely- I need to log out to be able to so much as type into a terminal again. I'm not sure what I'm doing wrong here. I'm running on Linux Mint 20.2 Uma 64-bit, MATE 1.24.0. DR isn't producing any log files or giving me any error messages that might help me figure out what's going on.
10 mInutes, seriously? Any hint on when this started to happen? Everything else is working without lag, once it finally started?
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On 11/8/2022 at 8:51 PM, OrbWeaver said:
This does seem to be the cause of the problems. Replacing all calls to FindPage() with GetPageIndex() fixes the issue for me.
Thanks. It appears this bug is fixed in a later wxWidgets version, but the workaround is fine too. I merged your latest master into mine.
Incorrect mouse movement in 3D / 2D views on Plasma Wayland
in DarkRadiant Feedback and Development
Posted
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.