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DarkRadiant Pre-Release Testers?


greebo

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I'm looking for a few mappers who want to run a pre-release test of the next DarkRadiant version (which will be 1.1.0). Beware that this is a pre-release test and there might be major bugs in there, so don't use it without doing regular backups of your work.

 

There are a number of improvements in this package, this is the change list (copied straight from the bugtracker) for the upcoming 1.1.0 release:

 

- 0002042: [GUI] Layer Context Menu items is not sorted alphabetically (greebo) - resolved.

- 0001983: [GUI] Issue warning upon trying to use the CSG button? (greebo) - resolved.

- 0000342: [General] XMLRegistry cleansweep without restart upon previously failed startup (greebo) - resolved.

- 0000283: [General] Undo includes texture-to-clipboard function (greebo) - resolved.

- 0002040: [GUI] MainFrame is activating layout even if it is already active (greebo) - resolved.

- 0001992: [GUI] Ortho view positions are reset to origin upon View mode change (greebo) - resolved.

- 0001676: [GUI] Can get stuck without view mode with toggle[viewmode] (greebo) - resolved.

- 0001999: [Map Editing] Texture Tool: Align - top, bottom, left, right, center (greebo) - resolved.

- 0001978: [Map Editing] Supply default s_min and s_max for speakers (orbweaver) - resolved.

- 0001989: [GUI] "Bevel" always creates arches in only one orientation (greebo) - resolved.

- 0002032: [scripting] Expose a simple dialog framework to scripting (greebo) - resolved.

- 0002037: [Design/Coding] Memory leak when using gtk_combo_box_get_active_text() (greebo) - resolved.

- 0002036: [Design/Coding] Refactor globalDebugMessageHandler code (greebo) - resolved.

- 0002035: [GUI] GTK Assertions on keypress/release events (greebo) - resolved.

- 0002034: [GUI] Shortcuts not propagated when main window is focused after switching from Embedded to Floating (greebo) - resolved.

- 0001710: [GUI] Texture tool: Allow resize of brushes (greebo) - resolved.

- 0001708: [GUI] Texture tool: snap brush face vertex to grid (greebo) - resolved.

- 0001680: [GUI] Texture Tool screen goes black after hover text on menu displayed (greebo) - resolved.

- 0001914: [scripting] Cannot create entities due to weak_ptrs being used in the ScriptSceneNode container (greebo) - resolved.

- 0002004: [Map Editing] Move two models and hit undo: only one is properly undone (greebo) - resolved.

- 0002031: [Design/Coding] Win32: assert() expressions evaluated in release builds (greebo) - resolved.

- 0002030: [Design/Coding] Implement a space partitioning system (greebo) - resolved.

- 0002025: [GUI] Add preference option to let DarkRadiant start on a specific monitor (greebo) - resolved.

- 0001971: [GUI] Type accelerator is case sensitive (greebo) - resolved.

- 0001980: [GUI] Make light volume boxes same color as origin marker (greebo) - resolved.

- 0001972: [GUI] Allow for addition of multiple properties at once (greebo) - resolved.

- 0002023: [GUI] Replace XORRectangle with an openGL-based drag-rectangle (greebo) - resolved.

- 0002020: [General] NURBS curves are not displayed correctly (greebo) - resolved.

- 0002016: [General] Reloading defs won't find new entitydefs (greebo) - resolved.

- 0002006: [Map Editing] OBJ export for patches (greebo) - resolved.

- 0001711: [Map Editing] Mapped texture doesn't match texture tool display (greebo) - resolved.

- 0002018: [Design/Coding] Expose Patch interface to scripting (greebo) - resolved.

- Rendering taking transparency of qer_editor images into account (orbweaver)

 

Changes from pre1 to pre2 (2009-12-22):

- Fixed models staying visible after hiding an entity

- Fixed a crash when switching to lighting rendermode

- Fixed Paste Shader command not working

- Added "Fixup Map" algorithm to the TDM Editing Plugin

 

Changes from pre2 to pre3 (2009-12-27):

- Fixed some Filters not working

- Fixed a rare crash in debug builds in Octree code due to concurrency problems.

- 0002064: [saving and loading] Show actual progress during map load (greebo) - resolved.

- 0002063: [Map Editing] editor_setKeyValue keys are set during map load (greebo) - resolved.

- 0002062: [General] EClassMgr warnings: AttributeSuffixComparator cannot compare ... (greebo) - resolved.

- 0000693: [Map Editing] Extreme slowness (possible freeze) with mass applying of textures (greebo) - resolved.

- 0001652: [General] Texture alignment not always preserved on prefab load? (greebo) - resolved.

- 0000910: [GUI] In "Floating" layout, click X to close Camera view, have to select "Camera View" twice to bring it back (greebo) - resolved.

- 0002054: [GUI] Inspector title not matching current tab (greebo) - resolved.

- 0001677: [GUI] Inspector window always open/on top upon view mode change (greebo) - resolved.

- 0000646: [selection System] Extreme slowdown when copying pathnodes when entity properties are open and target selected. (greebo) - resolved.

- 0000575: [Map Editing] Entity dropdown list in EntityInspector is slow in large maps (greebo) - resolved.

- 0001826: [Design/Coding] Don't preload target property editor (greebo) - resolved.

- 0002051: [Design/Coding] gtk_source_buffer_new_with_language fails (greebo) - resolved.

- 0002047: [sound System] segfault in SoundChooser (greebo) - resolved.

 

Changes from pre3 to pre4 (2010-01-06):

- Fixed Component Selection affecting unselected brushes and patches

- Fixed WaveFront's exporter dialog not allowing to select anything

- Fixed a crash in the renderer after reloading models

- 0002071: Fixed crash when loading ASE files without *BITMAP line

 

The windows installers for x64 and x86 can be downloaded here:

32 bit: http://www.bloodgate...t-1.1.0pre4.exe

64 bit: http://www.bloodgate.com/mirrors/tdm/pub/darkradiant/darkradiant-1.1.0pre4.x64.exe

 

If people could check this out and point out any bugs that weren't there in the previous release, I'd appreciate that.

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Isn't it this one? http://bugs.angua.at/view.php?id=1918

Though I wasn't sure whether this one can be marked as resolved or not?

 

You're right, I don't think that one can be marked fully resolved until there is some kind of "auto-blending" applied for decals.

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Just installed (64 bit) so not had time to do much testing yet. But lost my colour scheme which was basically the black and green with modifications. But when I switch to black and green I lose worldspawn brushes - they remain black - even though white by default in that scheme and changing it has no effect. Change background to yellow works. Not tried others yet. I'll try relaunching. Yes, that's fixed it. So, not sure if losing colour scheme is a glitch - I don't recall it before and whether relaunch was always needed to set colours I don't recall as it's not done very often.

 

I'm curious to see what "MainFrame is activating layout even if it is already active" fix effect has. But later. No crashes anyway so far. :)

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Just installed (64 bit) so not had time to do much testing yet. But lost my colour scheme which was basically the black and green with modifications. But when I switch to black and green I lose worldspawn brushes - they remain black - even though white by default in that scheme and changing it has no effect. Change background to yellow works. Not tried others yet. I'll try relaunching. Yes, that's fixed it. So, not sure if losing colour scheme is a glitch - I don't recall it before and whether relaunch was always needed to set colours I don't recall as it's not done very often.

This was a necessary change - I exposed another colour in the scheme manager (for the new drag selection box), so I had to remove any existing user schemes. In the future it should be possible to do such an "upgrade" without losing user settings. I figured most users are using one of the default schemes anyway, so this is not much of a hassle for 90% of the people.

 

I'm curious to see what "MainFrame is activating layout even if it is already active" fix effect has. But later. No crashes anyway so far. :)

This has been a minor change. Having Floating activated, a click on "Floating" in the menus caused the mainframe to activate the layout again, although unnecessary.

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Been testing out DR, and everything seems to be running smoothly. It feels faster to me too. I've run into some crashes on my end though, and was able to reproduce it on two separate maps. I wasn't doing anything special, I just opened up the Thieve's map and tried to go into render mode, DR crashed. I then tried opening the outpost, activated render mode and another crash. I tried a reboot and the crashes still happened. I then tried a very small map I had made. It was just a testing map for ambient light. A small box, textured, and containing a single light and a player start. No crash on that map.

 

I'll see if I can find any other clues.

 

Other than that, a fantastic release. :)

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I must have been tempting fate because it's now crashed and had to use Task Manager to close it. I was repeatedly tweaking some objectives and testing. Each time onn exiting the objectives editor I hit Ctrl + S to save and test in my test map. At one point I found Ctrl + S was no longer apparently working. Click on grid view, Ctr + S but no message window to show saving. When I clicked camera view then Ctrl + S started working again. I continued tweaking objectives and this happened every time after that. Then it occurred to me perhaps the message window was behind the grid view (floating mode.) When I tried to drag it to one side then there was no redraw and it locked up. Relaunch Dark Radiant and it's working normally again.

 

Another problem: Phantom entity after hiding original. Selected entity, press H and the selection disappears but object still there in both camera and grid view. Click on phantom but cannot select it.

 

Test Map on SVN: test/pressure_plate.map

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Another problem: Phantom entity after hiding original. Selected entity, press H and the selection disappears but object still there in both camera and grid view. Click on phantom but cannot select it.

Confirmed, I know what's causing that.

 

I'll try to reproduce the crash in lighting mode too.

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Thought I saw something about transparency but can't find it now. Anyway, I've only one example but it is showing its alpha transparent OK but all entities behind it are also invisible. It also occurs to me that probably most of these textures will have a jpg editor image without transparency.

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Copy and paste shader not working; both key or menu. Not sure if this is intermittent. I saw this the other day but forgot about it because of the crash.

I assume you're using the menu command and not the MMB method? I'll try to reproduce that.

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Confirm paste shader worked in one quick test.

 

Lighting render mode crashes for me now but then it hasn't worked at all for me for a long time (no crash just did nothing.) It used to work well over a year ago but I hardly ever use it so I'm not concerned for me particularly. So it might be a problem with my system, graphics card maybe. If nobody else has this problem I wouldn't worry.

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- I cannot use arrow keys to navigate the media folders: in particular the left and right keys do not open and close directories.

Works for me (up/down certainly moves the cursor). To open folders you need to press + or Shift-Right-Arrow (has always been that way, iirc).

 

- Alt-v and Alt-m do not open their menus.

That's because they are double-assigned: Alt-V is "Paste To Camera" and Alt-M is assigned to "TextTool: Merge Items".

 

Lighting render mode crashes for me now but then it hasn't worked at all for me for a long time (no crash just did nothing.) It used to work well over a year ago but I hardly ever use it so I'm not concerned for me particularly. So it might be a problem with my system, graphics card maybe. If nobody else has this problem I wouldn't worry.

Which map?

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Works for me (up/down certainly moves the cursor). To open folders you need to press + or Shift-Right-Arrow (has always been that way, iirc).

You should consider a change. I mean: why should I press shift for opening or closing the folders? Only left and right should be enough.

To reduce the impact, of course, you should keep also the old way. (Thanks for telling me btw)

 

That's because they are double-assigned: Alt-V is "Paste To Camera" and Alt-M is assigned to "TextTool: Merge Items".

I guess we need to change the letter assigned to the menu then (being underlined it is less problematic than changing the one to the functions).

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You should consider a change. I mean: why should I press shift for opening or closing the folders? Only left and right should be enough.

I cannot consider anything, as it's not my code - ask the GTK developers, they probably know why holding Shift is required. Maybe the Right and Left arrows are used in multi-column treeviews. I tried changing these bindings once in the past, but I couldn't get it to work.

 

I guess we need to change the letter assigned to the menu then (being underlined it is less problematic than changing the one to the functions).

Yes, that's possible.

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"Map already exists" dialog always starts maximized full screen in each session. If I double click its title bar then resize it down small then it stays that way but for that session only. (Vista 64)

Huh? Cannot reproduce that. You are referring to the small popup which appears when saving over an existing map, aren't you? The code doesn't force this window into any size constraints, it should always appear as small as possible.

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