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Posted

I'm going to be away for a few weeks, so I thought I'd wrap up the current SVN state and put it up for people to play around with.

 

http://www.dramthethief.com/darkmod/files/darkradiant/darkradiant-1.7.0pre1.exe (x86)

http://www.dramthethief.com/darkmod/files/darkradiant/darkradiant-1.7.0pre1.x64.exe (x64)

 

There are a couple of good changes in there for you, the changelog can be viewed here:

http://bugs.angua.at/changelog_page.php?version_id=53

 

Please report back if you encounter any weirdness you haven't see in previous versions, especially crashes.

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Posted

The func_emitters all have angled boxes drawn around them in the ortho views.

 

Here's an entity-only view of my WIP:

 

post-3633-131428127648_thumb.jpg

 

How do we turn these off? They're distracting.

Posted

These are the particle quads, it is the state the emitter is in at game time 0 - if you start real time rendering in the cam toolbar you can see how they really behave. There is a problem with these quads in the orthoviews, they are not scaled correctly. I'm aware of that and will of course try to fix it before 1.7.0 goes out.

Posted

These are the particle quads, it is the state the emitter is in at game time 0 - if you start real time rendering in the cam toolbar you can see how they really behave. There is a problem with these quads in the orthoviews, they are not scaled correctly. I'm aware of that and will of course try to fix it before 1.7.0 goes out.

 

Ok, thanks.

 

For now I'll filter out the func_emitters. If I turn all filters off and show all layers and zoom out, the ortho view essentially turns black from all the emitter boxes.

Posted (edited)

particle quads interfere even when they are small,but work with in 2d windows is almost impossible if you have at least one func_emitter

i wish particle quads be removed from DR 1.7.0

Edited by Shadowhide

Proceed with caution!

Posted (edited)

looks like yet another great release! 1.8 is the version that makes FM's for me, right?

 

edit: Add "Select elements using this shader" option

 

that is frickin awesome.

Edited by ungoliant
Posted (edited)

If I understand this correctly, the Real-Time preview has very broad implications for making triggered effects, animated textures, and other dynamic visual changes more convenient for mappers.

 

Does the real-time preview show SEED generated events and objects?

 

LOD transitions?

 

(haven't had a chance to test)

 

What about AI pathing, would that be possible to preview in real-time (maybe not actually animating the AI but having the models move around like Chess pieces and watch torch light... etc.)?

Edited by nbohr1more

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

Posted

There's a problem with skins.

 

I created a model crate01 with the dark_wood skin.

 

I duped it and set the dup next to it. The dup had the default skin instead of dark_wood, even though the properties pane showed the skin as dark_wood. The original crate is on the right and the dup on the left in this picture:

 

post-3633-131437394552_thumb.jpg

 

In the game, everthing's fine, as expected.

 

post-3633-131437397292_thumb.jpg

Posted

Another problem regarding texture visibility. This is similar to patch visibility problems we've had in previous DR versions.

 

Here's a shot with entities filtered out. The patch texture in question is the web. All is well.

 

post-3633-131440922538_thumb.jpg

 

Here's a shot with the entities showing, and the web selected. Not so good.

 

post-3633-131440926749_thumb.jpg

 

And here's a shot with the web not selected. Even worse, because it's invisible. (No, it didn't jump to another layer.)

 

post-3633-131440928951_thumb.jpg

 

 

The sarcophagus model is:

 

models/darkmod/graveyard/sarcophagus_open.lwo

Posted

One more example of the web texture problem.

 

All three smaller textures visible "inside" the larger web texture are beyond the web texture.

 

So drawing order is messed up when the web texture is involved.

 

post-3633-131441885495_thumb.jpg

 

Posted

Ok, on a fresh install of Windows7x64 DR_1.7x64 is crashing when loading a map -

 

Application Name: DarkRadiant.exe

Application Version: 0.0.0.0

Application Timestamp: 4e55dba7

Fault Module Name: StackHash_a27a

Fault Module Version: 0.0.0.0

Fault Module Timestamp: 00000000

Exception Offset: 0000000000000000

Exception Code: c0000005

Exception Data: 0000000000000008

OS Version: 6.1.7600.2.0.0.256.1

Locale ID: 2057

Additional Information 1: a27a

Additional Information 2: a27a2490df54fcc16486d7539cf1241d

Additional Information 3: d654

Additional Information 4: d6548b0b4f99c5039f295bd155cb3af7

 

Im gonna go back to 1.6.1 to see if that crashes as well.

 

[update] 1.6.1 is crashing as well, I think it was because .net wasnt installed at that point, doh!

bhm_banner.jpg

Posted

Another problem regarding texture visibility. This is similar to patch visibility problems we've had in previous DR versions.

 

Here's a shot with entities filtered out. The patch texture in question is the web. All is well.

 

Pic1.jpg

 

Here's a shot with the entities showing, and the web selected. Not so good.

 

Pic2.jpg

 

And here's a shot with the web not selected. Even worse, because it's invisible. (No, it didn't jump to another layer.)

 

Pic3.jpg

 

 

The sarcophagus model is:

 

models/darkmod/graveyard/sarcophagus_open. lwo

Can you give me a testmap showing that scene? I tried to reproduce that but the web texture is showing fine here, so I guess there must be another shader causing that kind as a side-effect perhaps.

Posted

Can you give me a testmap showing that scene? I tried to reproduce that but the web texture is showing fine here, so I guess there must be another shader causing that kind as a side-effect perhaps.

 

 

 

Here 'tis. The map contains everything noted in the pics above.

 

Thanks.

 

web.txt

 

 

 

 

Posted

I created a filter to hide the func_emitters, and DR doesn't remember it if I quit and restart.

 

I also created a number of "team" filters to identify who's on team 0, etc, and DR forgot about those as well.

 

So it looks like filters created with 1.6.2 don't stick.

Posted

I can't reproduce the filter issue, my DR is remembering them fine between sessions. Can you confirm that there is a filter tag saved to your filters.xml in your user settings folder (C:\Users\...\AppData\Roaming\DarkRadiant\filters.xml) after shutdown, something like this:

 

 

Here is a new pre-release build with the following changes:

 

- Fixed the skin issue on entity cloning

- Fixed the render issue with the spiderweb and the sarcophagus, there was a draw order / depthbuffer problem. This might also fix the other problem, not tested that.

- You can manipulate stuff in the cam window again now

- Disabled rendering of particle quads in the ortho views

 

http://www.dramthethief.com/darkmod/files/darkradiant/darkradiant-1.7.0pre2.exe

http://www.dramthethief.com/darkmod/files/darkradiant/darkradiant-1.7.0pre2.x64.exe

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