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Posted (edited)

DarkRadiant 1.8.0 is ready for download. This release contains numerous bug and stability fixes as well as one new feature for flooring objects. Some improvements have also been made to better support different game types.

 

Download DarkRadiant from our website: http://darkradiant.sourceforge.net/. Thanks go out to the brave pre-release testers!

 

Note: if you are a first time DarkRadiant user, you might need to install this redistributable package in order to run this release:

The list of changes can be found on the our bugtracker changelog.

 

As usual, 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.
  • Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker.

As probably not everybody is reading the changelogs, here is the summary of changes:

 

 

New Features / Changes

  • Add Floor command to move objects downward until they touch the ground.
  • Absolute paths should be supported for game-, mod-path etc. (#3480)
  • Renamed Reload Shaders in File menu as it didn't reflect actual functionality.
  • Support for pk3dir/pk4dir (#2971)
  • Select All of Type (Shift-A) improvements (#3246)
  • Remove restriction of having exactly one brush selected when constructing a brush prefab (#3247)

Bugfixes

 

  • Fixed animation preview (#3305).
  • Fixed crash when previewing corrupt model (#3273).
  • GameManager adds duplicates VFS search dirs (#2996).
  • Cancel-Button in the Preferences-dialog does not work. (#3245)
  • TDM Editing: Objective States INVALID and FAILED are reversed. (#3253)
  • TDM Editing: Stim/Response Menu. The "Remove" button is acting like an "Add" button (#3237)
  • Two textfields in the DR-preferences don't show text upon start (#3242)
  • TDM Editing: Readable Editor creates XData file duplicates in certain cases (#3243)
  • Fixed: Minimizing Console window minimizes Dark Radiant (#2942)
  • TDM Editing: Stim/Response menu. "Type" List repeats 3 times (#3236)
  • Particle preview does not render textures (#3061)
  • XreaL Editing: Entity > Classname > Choose entity class *Segmentation Fault*
  • Surface Inspector: Vertical Scale has wrong German translation (#3030)
  • Strange render artefacts in model viewer (#2939)
  • Grid text is not rendered (#2951)
  • Arrows for manipulating objects not working in Camview (#2938)

Tweaks

  • Perform MediaBrowser population code in separate thread (#2987)

Edited by greebo
clarification
Posted

Released exactly when I was planning to launch a new editing session! Now that's what I call support! :laugh:

  • Like 1

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

Posted

Awesome work. Some of the bugs fixed were really annoying, and I can't wait to try out the new floor feature.

 

I'm in a very happy mood :)

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

Posted

Thank you very much, this comes just in time. Especially I like the flooring feature! Great work!

"Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager

Posted (edited)

Thank you very much Greebo!

 

Can someone please tell me how am I supposed to set up my DR Preference Game settings now that we are no longer using Doom 3? Thank you.

 

EDIT: Don't worry. I got DR working now.

Edited by Sir Taffsalot

"I believe that what doesn't kill you simply makes you... stranger"

 

The Joker

Posted

Thanks, greebo.

 

When I went to install the new 2010 64bit redistributable on Windows, the installer told me the version I already have is newer than the one I was trying to install.

 

I'm hoping what it meant was that what I have is the latest and what I was trying to install is the latest; it's just the error message that's badly worded.

 

The new floor feature is terrific, especially for path_corners.

Posted (edited)

When I went to install the new 2010 64bit redistributable on Windows, the installer told me the version I already have is newer than the one I was trying to install.

 

Same here! I think it's okay since DR 1.8 works.

 

EDIT: got ninjaed :ph34r:

Edited by SeriousToni

"Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager

Posted
The new floor feature is terrific, especially for path_corners.

Wouldn't it cause any .99999 error, where collision box for chair legs will sink down, so chair eventually "stand" on seat box? I hope not.

S2wtMNl.gif

Posted

Wouldn't it cause any .99999 error, where collision box for chair legs will sink down, so chair eventually "stand" on seat box? I hope not.

 

I think nearly all the instances of objects falling through the floor are because the mapper tried to place the object directly on the floor, but the object ended up being slightly embedded in the floor. One touch to make physics kick in, and down it went.

 

With the 'floor' feature of 1.8, DR puts the object smack on the floor (or tdm_nodraw solid brush covering the floor, or onto the func_static desktop or shelf or whatever's beneath it), so when physics wakes the object up, it won't fall through.

 

My way of working is to hover moveables 1 unit over the floor, rather than on the floor, letting TDM settle the object properly at spawn time. I will continue with that because I'm comfortable with it. But being able to drop something to the floor using the 'floor' button, then bringing it up +1 is a whole lot easier than having to do everything manually.

Posted

Someone said that there is a possibility now to start a trigger by black jacking an ai - does someone know how to do this? Can't find the thread again :mellow:

"Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager

Posted

Yep, resolved, it is ko_script. You need to fire a script command that sys.target($entity);

 

So I can't let's say "ko_script light_1" to make the light go out, but I must create a script file which name I write into the ko_script entry?

"Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager

Posted

ko_script starts a script command, so you need to have mapname.script that targets stuff with the script command sys.trigger.

 

The objective method allows the targetting simply via completion target. "KO AI with entityname bob" -> completion target -> any targettable entity.

Clipper

-The mapper's best friend.

Posted

Wow in all the excitement these last few days, I didn't even notice the new DR release.

Thanks for this greebo!

  • Like 1

What do you see when you turn out the light? I can't tell you but I know that it's mine.

  • 1 month later...
Posted

When comes the group objects feature?? :D

We had actually been discussing that way back, because I always loved that feature in GTK Radiant. However, it was decided against incorporating it. I think it was because we had the layers feature.

Posted

Oh that's a shame :( It would have been useful in example for imported prefabs or nearly every other object :D

"Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager

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