Jump to content
The Dark Mod Forums

DarkRadiant 1.8.1 pre-release Test


Recommended Posts

I have been using it happily about every other day since download. No other issues to report. I probably won't have much time to dig into the new, or grab screenshots, for a few days.

"The measure of a man's character is what he would do if he knew he never would be found out."

- Baron Thomas Babington Macauley

Link to comment
Share on other sites

Hi,

 

first of all, thanks for your continued support and further development of the editor greebo, it's really appreciated.

I've been trying the new version with the small map I'm playing around with. Showing/hiding stuff seems to be a bit snappier and the AI tab is pretty cool.

I can't seem to reproduce RJFerret's fidings with the AI tab. It's working fine for me.

 

However, I just tried copy/paste from one map to another and I can't seem to get it to work with the new version. When I try to copy one or more brushes from one map to another nothing happens at all. Closing the editor without saving after pasting the geometry will not trigger the "Save/Close without saving" dialog box either.

 

Version 1.8.1:

 

1. Create new map.

2. Draw some brushes.

3. Copy one/multiple brushes.

4. Create new map.

5. Paste.

6. Nothing happens.

 

This happens with prefabs and models as well.

 

 

 

What does work is:

 

1. Open DR 1.8.0

2. Create new map.

3. Draw some brushes.

4. Copy one/multiple brushes.

5. Close DR 1.8.0

6. Open DR 1.8.1

7. Paste.

8. Geometry appears.

 

So something seems to be funky with copying the selection to the clipboard in 1.8.1

Link to comment
Share on other sites

Confirmed nothing apparently resulted from saving prefab, other prefabs do load in, console output before saving prefab:

Opening file F:/Program Files/darkmod/prefabs/deletemetest.pfb and auxiliary file F:/Program Files/darkmod/prefabs/deletemetest.darkradiant for writing...success

 

After attempted import:

[uIManager] Successfully loaded C:/Program Files/DarkRadiant/ui/RenderPreview.glade

OpenGL window configuration: colour-buffer = 32bpp, depth-buffer = 32bpp

Open file F:/Program Files/darkmod/prefabs/deletemetest.pfb for determining the map format...success

Open file F:/Program Files/darkmod/prefabs/deletemetest.pfb for determining the map format...success

 

The contents of the file:

Version 2
// entity 0
{
"classname" "worldspawn"
}

 

What was actually selected was a worldspawn brush and atdm:torch_gothic02_wall.

"The measure of a man's character is what he would do if he knew he never would be found out."

- Baron Thomas Babington Macauley

Link to comment
Share on other sites

@RJ, can you do me a favout and do some screen shots of your issue so I can try and repro your issue.

 

How about a screencast video of me generally going through the aforementioned steps and seeing the results? This should be publicly accessible, but I believe you'll have to click the thumbnail to play it: https://picasaweb.go...feat=directlink

 

You can see the AI tab "live"/accessible with nothing selected, with worldspawn selected, then ghosted out with the AI selected, until deselected/reselected while the AI tab is forefront.

"The measure of a man's character is what he would do if he knew he never would be found out."

- Baron Thomas Babington Macauley

Link to comment
Share on other sites

I don't know if this is unique to this version or me, but when selecting via layer, I can't deselect a func_static, while brushes will. Anyone else?

 

1. Have func_static and worldspawn brushes in a layer.

2. Click the layer button to select all those assigned objects in that layer.

3. Shift-click on a func_static and observe it not changing highlight (it remains selected).

4. Shift-click a brush to see that the worldspawn does properly deselect.

"The measure of a man's character is what he would do if he knew he never would be found out."

- Baron Thomas Babington Macauley

Link to comment
Share on other sites

I don't know if this is unique to this version or me, but when selecting via layer, I can't deselect a func_static, while brushes will. Anyone else?

 

1. Have func_static and worldspawn brushes in a layer.

2. Click the layer button to select all those assigned objects in that layer.

3. Shift-click on a func_static and observe it not changing highlight (it remains selected).

4. Shift-click a brush to see that the worldspawn does properly deselect.

 

That's not unique to the latest version. I just tried it using 1.8.0 and the func_static's origin goes away when you shift-click it, but it's still selected, and highlighted.

 

Good catch.

  • Like 1
Link to comment
Share on other sites

Here's another possible fluke... I selected a func_static and model. I (via shortcut key) hide everything but them. I reverted the func_static to worldspawn and made modifications. I then hit "i" to invert selection. Only the model selected, nothing else did. (It just so happens the model was on default layer, while everything else a different layer.)

 

I could manually shift-click to select them, or drag a box, but "invert selection" is acting like those brushes do not exist.

 

However I believe I did this exact routine previously without problems, but twice now this is the behavior. I wonder if I reverted to worldspawn prior to doing the hide everything but my selection previously?

"The measure of a man's character is what he would do if he knew he never would be found out."

- Baron Thomas Babington Macauley

Link to comment
Share on other sites

Here's another possible fluke... I selected a func_static and model. I (via shortcut key) hide everything but them. I reverted the func_static to worldspawn and made modifications. I then hit "i" to invert selection. Only the model selected, nothing else did. (It just so happens the model was on default layer, while everything else a different layer.)

I can't quite reproduce that. Can you give me clearer directions?

Link to comment
Share on other sites

I don't know if this is unique to this version or me, but when selecting via layer, I can't deselect a func_static, while brushes will. Anyone else?

 

1. Have func_static and worldspawn brushes in a layer.

2. Click the layer button to select all those assigned objects in that layer.

3. Shift-click on a func_static and observe it not changing highlight (it remains selected).

4. Shift-click a brush to see that the worldspawn does properly deselect.

This is the same effect as described here: a func static can have some brushes in different layers, can lead to odd behavior. I'd have to restrict layer assignments making possible useful exploits of this behaviour no longer work.

 

Btw, the prefab and copy/paste problems are fixed in git.

Link to comment
Share on other sites

ive just got the 32bit pre release. wanted to try the detail brushes..

its working ok, but i cant see an option to hide just detail brushes.

if none can you make a filter to hide/show.

 

xreal.game is crashing DR on startup.

its missing < fonts > ... < / fonts >

 

if i use Z rotation on toolbar for entities like player start, i get a strange value of -3.5083545633527932e-015

Link to comment
Share on other sites

  • 3 weeks later...

After long break, I finally got some time to get back to mapping. Bad news - DR 1.8.1 x64 of Nov 27, 2013 23:05:11 screwed up my map.

 

I loaded my map that was made in 1.8.0 x64 release, moved visportal brush (that was blocking vacuum off) 4 units, saved, recompiled and got vacuum leaks. So no matter if I did Ctrl G or move it back in place, apparently I was still getting gaps.

 

Good thing I had that map backed up. So I loaded it in 1.8.0, moved that visportal brush around, saved several times - all good, no issues. Tried 1.8.1 x64 again - fail.

 

Care to compile most recent x64 build so I could try that and confirm the issue? Thanks.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


  • Recent Status Updates

    • Ansome

      Turns out my 15th anniversary mission idea has already been done once or twice before! I've been beaten to the punch once again, but I suppose that's to be expected when there's over 170 FMs out there, eh? I'm not complaining though, I love learning new tricks and taking inspiration from past FMs. Best of luck on your own fan missions!
      · 4 replies
    • The Black Arrow

      I wanna play Doom 3, but fhDoom has much better features than dhewm3, yet fhDoom is old, outdated and probably not supported. Damn!
      Makes me think that TDM engine for Doom 3 itself would actually be perfect.
      · 6 replies
    • Petike the Taffer

      Maybe a bit of advice ? In the FM series I'm preparing, the two main characters have the given names Toby and Agnes (it's the protagonist and deuteragonist, respectively), I've been toying with the idea of giving them family names as well, since many of the FM series have named protagonists who have surnames. Toby's from a family who were usually farriers, though he eventually wound up working as a cobbler (this serves as a daylight "front" for his night time thieving). Would it make sense if the man's popularly accepted family name was Farrier ? It's an existing, though less common English surname, and it directly refers to the profession practiced by his relatives. Your suggestions ?
      · 9 replies
    • nbohr1more

      Looks like the "Reverse April Fools" releases were too well hidden. Darkfate still hasn't acknowledge all the new releases. Did you play any of the new April Fools missions?
      · 5 replies
    • The Black Arrow

      Hope everyone has the blessing of undying motivation for "The Dark Mod 15th Anniversary Contest". Can't wait to see the many magnificent missions you all may have planned. Good luck, with an Ace!
      · 0 replies
×
×
  • Create New...