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greebo

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Everything posted by greebo

  1. Yes, the goal of that whole thing should be to make it easier for users to 1) create the materials for their missions and 2) make it easier to experiment with the various keywords and settings. With regards to the lighting preview, I think that DR is not in a too shabby state. We added support for most material keywords and blend stages years ago, and as you can see in the particle editor the blend stages are not a problem. We even have shader expression evaluation support including simulating the rendertime, like "translate time*0.3*shaderParm6".
  2. I actually didn't plan to create a notepad replacement, because it misses the point of a Material Editor for me. Why not edit your .mtr files and hit reloadDecls in-game just as fine? I was thinking more along the lines of the particle editor, which provides entry boxes, sliders, controls, etc. to develop the material stages. A preview is a must too.
  3. It's difficult to answer. We're all doing our best, but nobody can never guarantee anything about any build, not even release versions. If you're in a critical phase in developing your map and don't want to risk anything, I can only recommend to stick with a version you know is working for you. I'd hate to read about anybody having to revert to backups just because I asked about pre-release feedback! Needless to say, if nobody is volunteering to test these beta versions, I'm forced to release the above version as it is. So I appreciate everyone who is helping to test it, this is what helps making the release versions as stable as possible. Since the last release, I didn't touch anything with regards to the saving/loading code, so the chances that this build will corrupt your map are rather slim.
  4. While the pre-release testing of the upcoming DR 2.11 is finishing, I'd like to discuss a possible Material Editor feature. Just to get a picture of whether you guys think this is worth the effort, what it should be able to do at a bare minimum, what the UI could look like, etc. I know this request has been brought forward at least twice in the past, so maybe this feature is worth pursuing.
  5. I don't have time the next few days, can you please push this to the bugtracker?
  6. Ok, thanks, will integrate your master branch! There's nothing implemented for shaders or entities yet, I've been waiting for further feedback. I can make double-clicking the sounds applying the s_shader spawnarg, and I can create an entity from the double-clicked entity class, if that's helpful.
  7. @OrbWeaverLet me know whenever I should merge anything from your branch to have it included it in the release. You can also push it yourself if you feel like it, your Github account should have permissions, iirc.
  8. Here's the DR 2.11.0pre5 build for every interested mapper to test => new features! Feature: Favourite Management Feature: Resource Tree Filtering For more things that have changed or fixed, see the list below. Download Windows Portable x64: https://drive.google.com/file/d/1WocdS8uXBIyKYYzS0JAvKPWK2rg2RaHZ/view?usp=sharing Download Windows Installer x64: https://drive.google.com/file/d/1ZstS9SuTlGlhAKW5AVRyusxDhn0ba-8B/view?usp=sharing 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 2.10.0 can be seen on the Bugtracker changelog, here's the summary: #5127: Managing favorite resources (entities, textures,...) #3250: Extend Search-Feature of browsers #5471: Collapsing a brush while undoing cannot be undone #5388: Skin Chooser starts with expanded All Skins root folder #5482: List model definitions in Model Chooser #5484: Projected lights don't rotate around their origin anymore #5474: Default scale & natural function producing stretched results #5454: Script dialogs don't scale when window is resized #5469: Crash in master on startup Changes since 2.11.0pre3 #5491: Initial GUI improvements to game connection plugin #5455: Prefab Chooser preview: improvements to initial view origin and angles #5456: Imported prefabs are now created at the cursor #5482: modelDef folder is now collapsed right after opening the Model Selector #5498: Linux: Crash when selecting caulk in Texture Browser, saving, loading map #5493: Linux: Crash due to TreeModel column accessed before initialization Changes since 2.11.0pre4 #4900: Material parser doesn't recognise materials with no whitespace between name and block #5501: Request for ai_see added to lights menu #5455: Prefab Chooser preview: improvements to initial view (further tweaked) #5127: Managing favorite resources (entities, textures,...) - added more options to context menu Thanks for testing, as always!
  9. Yeah, this bug bit a couple of mappers already: https://bugs.thedarkmod.com/view.php?id=5474 It's fixed in source, sorry for the inconvenience.
  10. I've uploaded a new test build, use the download link in the first post.
  11. If this is turning out to be a useful approach, then I can see it being used for other things too, yes. Filtering or switching between assets by the toggle buttons on top might actually be efficient to move around between the assets trees. (I'd still use our regular tree view widgets for it though, since this wxListView control is rather limited in terms of what can be rendered, and dealing with selected objects is actually awful.) I also thought about the double-click behaviour - I'm open for input here. Double-clicking a texture would just do "Apply material to selection", not sure about the sound shaders though. It could apply the shader to a selected entity, or it could create a new speaker. (Drag-and-drop might also be useful, though it'd be unusual or at least an unexpected way for doing things in DarkRadiant - not saying we should avoid it, just stating the obvious.)
  12. wxWidgets provides a ListCtrl that looks like this. It's not very customisable, but it can deal with a long list of favourites, wrapping the list around: It's lacking a toolbar to toggle the various favourite types, and I'd introduce a toggle to switch between "Show full Path" and "Show Name only". Is this going in the right direction?
  13. Putting that in a separate tab next to the Media Browser is perfectly feasible. If that's useful, I can see into it and produce a prototype.
  14. Hm. I can see two issues in the list approach. First is the length of the list: I can see that this is working great for 20 items, but if people start adding more items, doesn't it become less useful? Second is the duplicates it introduces: if favourites get added to the same tree view, all the fav items appear twice. They will be targeted by the text search, for instance. (I could bring up a third issue, but it is coding design related - the current favourites approach is based on filtering the tree, leaving the structure untouched. There are no duplicated elements in memory, the favourites just get flagged and this is the thing the filter is using. But let's leave the code problems aside for now, I want to hear about the usability).
  15. Some CI would actually be nice, but I haven't started looking for it so far, except for reading the github page.
  16. No, it's not you or your machine, it's just me breaking the gcc build on a regular basis. The reason why I keep breaking it all that often is that I'm using precompiled headers in VC++ to speed up compilation, so I have a set of #include headers that are always and implicitly included in VC++, but gcc doesn't see that. I do fire up my VM s here and there to have a look and fixing the builds, but often I'm not fast enough and people run into it and report it first - and I'm glad you do, so keep it coming. Actually, it would be nice to get precompiled headers working in g++ too, because it's really chopping down build times.
  17. I've been working on this feature request about favourite management, and I'd like to get some early feedback about its usefulness and what might be missing. Here's a test binary (2.11.0pre2): https://drive.google.com/file/d/1sxEosnECi7rrPKRPNypDCd7xodWXkK4a/view?usp=sharing This is what it currently can do. It allows users to define favourites in Media Browser, Model Selector, Entity Chooser, Sound Chooser, Particles Chooser. All of these provide a context menu option to Add/Remove favourites, and a radio button switch on top to filter the tree: There's a new tab for managing the favourites too: Filtering based on favourites is possible in the Texture Browser: Favourites are saved in the user.xml file, so they are active across maps. @kingsal and everybody else who is interested, I'd appreciate if you could take a look at this build to see if this is going in the right direction.
  18. DarkRadiant 2.10.0 is ready for download. This version adds a couple of interesting features for mappers, like welding/merging patches, opening maps from PK4 files and adjustable light colours and orthoview font sizes. It's recommended to prefer this version over any previous release. It's recommended to prefer this version over any previous release. See the pre-release testing thread for a few feature highlights. Windows and Mac Downloads are available on github: https://github.com/codereader/DarkRadiant/releases/tag/2.10.0 and of course linked from the website https://www.darkradiant.net 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 2.9.0 Feature: User control of font size of "size" numbers on ortho screen Feature: Merge patch / connect patches Feature: Allow DR to open .maps that are inside .pk4s Feature: Expose LayerManager interface to Python scripts Feature: Light colours in the ortho view can be overridden by the colour specified in the scheme Feature: DarkRadiant now warns before saving in case the map file has been modified in the meantime Coding: Linux build has been switched from automake to cmake, refer to the project readme for updated build instructions Improvement: Add dropdown list of all map entity names when editing a "Name of single entity" of an Objective component Improvement: Double-clicking an objective will open the editor. Objectives Dialog will automatically select the first objective entity now. Improvement: Sound and prefab choosers now start with folders expanded Fixed: Creating a model entity creates a "phantom light" near the world origin Fixed: Automatic map saving can crash DarkRadiant Fixed: Layer toggle controls can get out of sync (showing wrong icons) Fixed: Up/down strafe movement not working in camera free look mode Fixed: Can't build Radiant on current arch due to pybind breaking change Fixed: EntityClassManager vs. VirtualFileSystem initialisation order might prevent .def file parsing Fixed: World geometry is blue and cannot be changed when no worldspawn entityDef is defined Fixed: 16-Bit PNGs and 8-Bit Greyscale PNGs with Alpha channel can be loaded correctly (again) Fixed: Creating/renaming/deleting a layer didn't flag the map as modified Fixed: Selected light bounds not updated when editing light_radius spawnarg Fixed: Brushes were not selectable in orthoview when none of its faces were facing upwards The list of changes can be found on the our bugtracker changelog. Have fun mapping!
  19. Next (and probably) final pre-release build is available in the first post. I will release this in the next few days, so any testing is appreciated!
  20. Yes, there are about 5 or 6 code parts making use of fonts, and I moved most of those sizes to the user.xml file. Only the orthoview settings are accessible through the preferences, the rest can only be modified through your user.xml file. Unfortunately the measurement tool still uses the hardcoded default font size 14. If you like to modify it, please open a request on the tracker, I'll see what I can do.
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