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Posts posted by greebo
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Can you maybe try launching DR from the console to see if there's any output? The darkradiant.log file in ~/.cache/ might also give me some insight. Can you paste the log contents after it crashed, please?
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Can you rule out that this might be a permission issue?
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2 hours ago, Deep said:
Does proper instalation of this new version include uninstalling the old one, or does it overwrite?
AND do I have to backup my Radiant files still?
The installer (I think) is overwriting everything in the installation directory, as far as I know, it doesn't remove any previous installation. But I might be wrong on that, since I rarely use the installer myself on my development machine.
You don't need to backup your user settings, since version 3.0 every new minor release (3.x) is using its own separate settings folder and is not overwriting settings from previous versions anymore.
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No, I compiled from source.
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I installed Manjaro XFCE, and scrolling with the mousewheel is moving the camera view as expected, with and without freelook mode. That's in a virtual machine, it is compiled against wxWidgets 3.2.0.
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DarkRadiant 3.3.0 is ready for download.
What's new:
- Feature: Remove menu options which are not applicable to current game
- Feature: Grey-out menu entries that are not applicable
- Feature: FX Declaration Parsing Support
- Feature: FX Chooser
- Feature: Renderer now takes "translucent" keyword into account
- Fixed: Lighting Mode Renderer draws hidden lights
- Fixed: Loading map results in "Real Hard DarkRadiant Failure" exception
- Fixed: Crash when trying to set default mouse or keyboard bindings
- Fixed: Unit Tests intermittently get stuck on Github runner
- Fixed: xmlutil thread safety problems
- Fixed: Some materials aren't displayed correctly
Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.3.0 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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I thought the flatpak is using wxWidgets 3.2.0? But as you had the problem with DR 3.0.0 too, I assume it's not caused by wx3.2. I'll check it out as soon as I get a chance.
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Yes, it's working normally, for me at least. There's no key binding necessary for that either, it's hard-coded to react to the mouse wheel.
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Ok. Testing my existing Arch VM with wxWidgets 3.2.0, mouse wheel is working. Maybe it's something related to XFCE, I'll try to install that version.
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Which Linux distro are we talking about? I can try to repro it in a virtual machine.
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20 hours ago, HMart said:
Sorry if late but if still useful, here is a memory dump of the DR 3.0.0 crash.
https://drive.google.com/file/d/1Ws7FFyG15NTp-q8GuGnWUMKTUVwkoCpY/view?usp=sharing
No luck with this dump, but in this case I think the log file should show something that lead to the crash.
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I've tried to look for similar reports like this, but there's nothing that sounds like the problem here. That might also be due to GLCanvas not being used that much (and wxWidgets 3.2.0 itself is not that widespread yet to begin with). At this point I can only speculate, since I haven't access to any AMD hardware at the moment.
I can offer to look at a crashdump you produce with DR 3.0.0, and see if its trail is also leading to the AMD drivers.
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On 9/7/2022 at 9:37 PM, HMart said:
Unfortunately can't test DR 3.2.0, it always crashs before it opens.
@HMartThis is where it crashes:
atio6axx.dll!00007ffe5c79cc74() Unknown atig6pxx.dll!00007ffe9665c18c() Unknown opengl32.dll!pgldrvLoadAndAllocDriverInfo() Unknown opengl32.dll!LoadAvailableDrivers() Unknown opengl32.dll!__DescribePrimaryPixelFormat() Unknown opengl32.dll!wglNumHardwareFormats() Unknown opengl32.dll!wglSetPixelFormat() Unknown gdi32full.dll!SetPixelFormat() Unknown wxmsw32u_gl_vc14x_x64.dll!wxGLCanvas::FindMatchingPixelFormat(const wxGLAttributes & dispAttrs, tagPIXELFORMATDESCRIPTOR * ppfd) Line 1068 C++ wxmsw32u_gl_vc14x_x64.dll!wxGLCanvas::Create(wxWindow * parent, ...) Line 769 C++ wxmsw32u_gl_vc14x_x64.dll!wxGLCanvas::Create(wxWindow * parent, int id, ...) Line 750 C++ wxmsw32u_gl_vc14x_x64.dll!wxGLCanvas::wxGLCanvas(wxWindow * ...) Line 690 C++
The code is trying to construct a render window, it's heading off somewhere into the ATI drivers where it dies.
It appears that this is something that changed between DR 3.2.0 and DR 3.0.0, at least for you? DarkRadiant 3.2.0 uses the newly released wxWidgets 3.2.0, which seems to be the only relevant change here to me. The GLWidget code hasn't been changed at all for a couple of releases, so maybe it is a problem with wxWidgets 3.2.0 constructing the GLCanvas in a different way than before.
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24 minutes ago, jonri said:24 minutes ago, jonri said:
Screenshots of the application are also mandatory. I could make a wiki page to host them and it would probably be fine, but for maximum stability of the links could we put a Screenshots page on www.darkradiant.net without too much trouble?
Yes, I can upload them to darkradiant.net, no problem. If you want to place them yourself, you can clone https://github.com/codereader/codereader.github.io and create a Pull Request with the screenshots you want to have added. There's already an images/screenshots/ directory in that repo.
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11 hours ago, HMart said:
It says I need to get permission to download that file, please.
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Hm, can anybody with an AMD card confirm this? I'm afraid I don't have an AMD-based GPU around to try this.
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Is DR 3.0.0 or DR 3.1.0 doing the same thing? If yes, it might be a renderer issue introduced during the rewrite.
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Works for me. Is your colour scheme alright?
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2 hours ago, Frost_Salamander said:
Any reason you didn't get to https://bugs.thedarkmod.com/view.php?id=6081?
I do what I can, rest assured. And with all due respect, I don't have to give any reasons for not solving issues to anyone.
As for the issue at hand, I've already started looking into it before you asked, so chances are high that I can fix it in time for the next release. It seems it's a problem with the entity colour wrongly affecting the editor preview pass.
And one more thing, setting the priority on the bugtracker usually doesn't get anybody anywhere, this is not influencing my time nor my motivation. A higher priority might be justified in this case, but often people just want to get "their" reports prioritized and set "Major" or "Block" severity on almost everything. In the end I pick the problems I'm interested in and I can find enough energy for.
edit: Don't get me wrong, I do like coding on DR because mission authors are using it, so for the most part I do it for them. But I do get a bit touchy when I feel that people are trying to "make use" of me and try to assign work to me.
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Better support for "set X on Y" spawnargs to set values on attached entities:
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Blend Light Rendering:
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DarkRadiant 3.2.0 is ready for download.
What's new:
- Feature: Show entityDefs related to selected models in Model Chooser
- Feature: Support for rendering blend lights
- Feature: Implement sorting of Interaction Stages
- Feature: Recognise type of "set x on y" spawnargs
- Feature: OBJ files: loader supports usemtl keywords directly referencing material names (without .mtl file)
- Fixed: Material editor: additional preview object in textures/glass/ materials
- Fixed: Every attempt to load a texture will trigger a SIGSEGV signal caught: 11
- Improvement: Update to wxWidgets 3.2.0
Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.2.0 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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DarkRadiant crash on start if engine path is choosen
in DarkRadiant Feedback and Development
Posted
Thank you. It might be possible that the material parser thread is failing on some declaration. I'm going to try if it does the same on my old D3 installation, I just have to track down the PAK files.