RJFerret 270 Posted January 11, 2014 Report Share Posted January 11, 2014 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. Quote "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 post Share on other sites
Bikerdude 3741 Posted January 11, 2014 Report Share Posted January 11, 2014 Please somebody let me know if this version works for them, this would be appreciated. I want to leave the VC++ 2010 system behind and switch to VC++ 2012.Just downloaded and installed both and they seem to be fine thus far. Quote Link to post Share on other sites
RJFerret 270 Posted January 11, 2014 Report Share Posted January 11, 2014 Just downloaded and installed both and they seem to be fine thus far. Ditto. Quote "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 post Share on other sites
greebo 61 Posted January 11, 2014 Author Report Share Posted January 11, 2014 Thanks for the confirmation guys. I'll probably leave VC++ 2010 behind very soon then, very likely for the next public release. Quote Link to post Share on other sites
TinyThief 5 Posted January 13, 2014 Report Share Posted January 13, 2014 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 1.8.02. Create new map.3. Draw some brushes.4. Copy one/multiple brushes.5. Close DR 1.8.06. Open DR 1.8.17. Paste.8. Geometry appears. So something seems to be funky with copying the selection to the clipboard in 1.8.1 Quote Link to post Share on other sites
Bikerdude 3741 Posted January 13, 2014 Report Share Posted January 13, 2014 Found a show stopping bug - 1. select a any brush/patch work and then select "save as prefab"2. when you go to import said prefab its corrupt. Quote Link to post Share on other sites
TinyThief 5 Posted January 13, 2014 Report Share Posted January 13, 2014 It actually exports something for you? When I try saving 2 brushes and a model as prefab this is the contents of the test.pfb file: Version 2 // entity 0 { "classname" "worldspawn" } Importing it does nothing. Not even getting an error message. Quote Link to post Share on other sites
Bikerdude 3741 Posted January 13, 2014 Report Share Posted January 13, 2014 @TT it exports a file, but its broken - I'm guessing like yours is. Quote Link to post Share on other sites
RJFerret 270 Posted January 14, 2014 Report Share Posted January 14, 2014 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.gladeOpenGL window configuration: colour-buffer = 32bpp, depth-buffer = 32bppOpen file F:/Program Files/darkmod/prefabs/deletemetest.pfb for determining the map format...successOpen 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. Quote "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 post Share on other sites
RJFerret 270 Posted January 14, 2014 Report Share Posted January 14, 2014 @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. Quote "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 post Share on other sites
greebo 61 Posted January 14, 2014 Author Report Share Posted January 14, 2014 Thanks for testing, folks. Can you please enter your issues on the tracker? I probably won't have time to look into any of these before the weekend at the earliest. Quote Link to post Share on other sites
Bikerdude 3741 Posted January 14, 2014 Report Share Posted January 14, 2014 done- http://bugs.thedarkmod.com/view.php?id=3650 Quote Link to post Share on other sites
RJFerret 270 Posted January 15, 2014 Report Share Posted January 15, 2014 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. Quote "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 post Share on other sites
grayman 2974 Posted January 15, 2014 Report Share Posted January 15, 2014 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. 1 Quote Link to post Share on other sites
RJFerret 270 Posted January 15, 2014 Report Share Posted January 15, 2014 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? Quote "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 post Share on other sites
greebo 61 Posted January 15, 2014 Author Report Share Posted January 15, 2014 Thanks for working out the issues, this is the kind of feedback I need for getting the next release as stable as possible. Anything that is reproducible can be put on the tracker, please. Quote Link to post Share on other sites
greebo 61 Posted January 15, 2014 Author Report Share Posted January 15, 2014 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? Quote Link to post Share on other sites
greebo 61 Posted January 16, 2014 Author Report Share Posted January 16, 2014 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. Quote Link to post Share on other sites
hypov8 1 Posted January 24, 2014 Report Share Posted January 24, 2014 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 Quote Link to post Share on other sites
greebo 61 Posted January 24, 2014 Author Report Share Posted January 24, 2014 If you can provide a working xreal.game file, I'm happy to commit it to git. Quote Link to post Share on other sites
hypov8 1 Posted January 24, 2014 Report Share Posted January 24, 2014 file attatchedi just copied some lines from the doom3.game <fonts> <basepath>fonts</basepath> <extension>dat</extension> </fonts>xreal.game.txt Quote Link to post Share on other sites
motorsep 36 Posted February 12, 2014 Report Share Posted February 12, 2014 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. Quote Link to post Share on other sites
greebo 61 Posted February 12, 2014 Author Report Share Posted February 12, 2014 There is a build from Jan 11th posted a page back, this is lacking one or two commits from github, that's all: http://forums.thedarkmod.com/topic/15729-darkradiant-181-pre-release-test/page__view__findpost__p__330662 Quote Link to post Share on other sites
Bikerdude 3741 Posted February 12, 2014 Report Share Posted February 12, 2014 Found a show stopping bug - 1. select a any brush/patch work and then select "save as prefab"2. when you go to import said prefab its corrupt.@Greebo, have this been fixed though..? Quote Link to post Share on other sites
greebo 61 Posted February 12, 2014 Author Report Share Posted February 12, 2014 @Greebo, have this been fixed though..?Yup, I think I fixed it. Quote Link to post Share on other sites
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