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AluminumHaste

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Everything posted by AluminumHaste

  1. Wow that downloaded and installed pretty fast less than 2 hours. So I converted DR source to the new version, and compiled. Results: Not so good lol. 36 Succeeded, 7 failed.
  2. Seriously why the fuck is a development environment 4.3 GB? Man 2.4 hours left to download
  3. Oh that's always been slow, I always close DR when using Doom 3, I mean just having 2 instances of DR open at the same time and nothing else. The first instance is fast, the second is slow no matter what.
  4. I used to be able to have multiple instances of DR open at a time and each would perform as normal. Today I wanted to finally copy over my waterfall from another map, so I had DR already open with my Noble Cave map, so I opened a new instance of DR to open the other map. The new instance runs incredibly slow, and right clicking on any of the viewports takes over 5 seconds to bring up the menu. This is even before I opened the map. I went back to the original DR window and it's running fine, no performance loss at all. I switch over to the second instance, and it's really slow. For example; I drew out a small brush in the Top viewport, and the brush first shows up in the bottom right viewport, then draws in the bottom left viewport, then the Top viewport, then finally in the Render viewport. This process takes over 7 seconds. But the first instance of DR is running fast.
  5. Yes sir I was, I also made them func_statics, but that makes sense. I don't suppose something like this can be implemented with ease can it? It would be incredibly useful, but I know you guys are very busy.
  6. This hasn't been working for several weeks now, or has been on and off as I usually compile from new source daily almost. What I did in DR today was to create about 24 bars for a jail cell, each made from a square cylinder. I forgot to rotate them 45 degrees, so I selected all of them, then went to Modify->Free Model Rotation and checked to make sure their was a checkmark next to the option, but I didn't have a rotate gizmo for each selected object this time, just one in the middle. So I tried to rotate but DR rotated each one as though they were a single entity. So I deselected them all, checked again to make sure the option was still selected, and reselected just 3 of them, still only one rotation gizmo. So I have to rotate each one manually. I thought for a second that perhaps it only works with entities, but if that's the case, that isn't working either.
  7. Problem seems to be all fixed and I didn't notice any adverse affects so far. Using latest SVN checkout as of 15 minutes ago.
  8. Damned if they do, damned if they don't lol.
  9. Left4Dead is based on the Source Engine, totally different map format and everything. How is that going to work?
  10. How close would you guys say til we're at version 1? Are you waiting for the mod to go Beta?
  11. Awesome thanks . I will download the source and recompile tonight when I get to work. I love working on the weekends, it's so dead. Also I noticed that some models are completely broken. For example the bathtub in waterworks, it's materials refer to marble_white_shiney, but the path doesn't exist. It looks like someone re-organized the textures for the mod.
  12. I'm having that issue also, but pretty much every model is showing up with Shader Not Found.
  13. Just compiling the latest source with the GLSL enabled on Win32 and noticed this in the output window: 42>..\..\radiant\render\OpenGLRenderSystem.cpp(243) : warning C4800: 'const GLboolean' : forcing value to bool 'true' or 'false' (performance warning) And that's about the only warning that I found.
  14. I was getting that too with the last SVN build, but after I restarted my computer, it stopped happening. Try reinstalling and removing all your DR settings.
  15. Strange, it's quite easy to set up and getting the latest bug fixes/features is awesome.
  16. All fixed now Am I the only one that updates his SVN repo everyday?
  17. I did notice there was no .get method defined in GlobalRegistry(), is this why it was failing?
  18. Nah, the playerstart thing is something that should be added as the first entity in your map. But the multiple entities named the same thing, that's a known issue, but I think that's fixed now.
  19. 41>..\..\radiant\render\backend\GLProgramFactory.cpp(115) : error C2228: left of '.get' must have class/struct/union 41> type is ''unknown-type'' 41>..\..\radiant\render\backend\GLProgramFactory.cpp(115) : error C3861: 'GlobalRegistry': identifier not found Shows in the build log: 41>DarkRadiant - 2 error(s), 3 warning(s) ========== Build: 41 succeeded, 1 failed, 1 up-to-date, 0 skipped ========== I did a 'Clean Solution' and the 'Build Solution', same issue. Also double checked to make sure w32deps was up-to-date and it is.
  20. Yeah that's what I've been doing to fix that issue, move some around, sometimes I'll select every other one, then rotate 180 degrees, then randomly select several and move it's texture alignment in the Surface Inspector. But to think, I have at least 400 railings to do atm, and lots more to come, although I can live with it as the coders are way to busy fixing real issues, so maybe after release or if they have time they can maybe add it in.
  21. A couple of things to report with latest SVN build; 1) You can use the CSG Subtract to remove door entities created from brushes. Steps to reproduce. 1) Draw out a brush 2) Right Click in any ortho view and click "Create Entity" 3) Choose: "atdm:mover_door", and click "OK" 4) Surround the new door entity in another brush 5) Click on CSG Subtract, the door entity is now gone. This shows up in the console: CSG Subtract: Subtracting 1 brushes. CSG Subtract: Result: 0 fragments from 1 brush. brushSubtract Looks like DarkRadiant is not recognizing it as an entity. If I open the Entity Inspector with the Door selected I get classname atdm:mover_door name xxxxxx model xxxxxx origin xxxxx The x's are just an example. Also I'm finding it really annoying to have to manually adjust many textures one at a time after I'm done cloning say a ton of steps or railings. Is there a way to randomize the the texture maps on multiple brushes/patches? Here is my dilemma in picture form:
  22. Alright I just did another checkout (which there were a bunch of updates and additions) and recompiled the source, layers are working again.
  23. I just compiled the latest SVN changes, now moving to layers no longer works, also hiding doesn't work. I select a brush, hit "h" and the brush is de-selected but still visible no matter how many times I hit "h". Also hiding a whole layer doesn't do anything. Also nothing is generated in the console when I hit hide layer. I didn't get any errors when compiling, and I went in VS2008 and did a "Clean Solution" then "Build Solution" just in case. No change. Anyone else getting this? I am having issues with my RAID Controller so this could possibly be related.
  24. Yeah I was just talking about simple patch mesh conversions of brushes
  25. Yeah I realized after I posted that, that it makes perfect sense and I've never had an issue with it since the days of qeradiant.
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