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DarkRadiant 1.8.1 pre-release Test


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Modified python script to fix Bikerdude's tracker issue 3690: Select all models of same type: not working anymore.

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In the meantime, here's the proposed fix for 1.8.1 testers --> select_all_models_of_type.py.txt

 

If anyone's used this fix in 1.8.1, could they please add a 1-liner to say so? When I send greebo the pull request I'd like to be able to point to a confirmation from someone else, to save him a bit of time verifying it.

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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.

Agreed, let's give those a try then. I'll dig up the proper thread to post an update. When it's ready I'll bundle it with the "Select all models" fix and submit them.

select_all_models_of_type.py i have tryed the script. for worldspawn brushes, its not selecting them all for me

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I'd like to nominate/bring this script to your attention for potential inclusion in the next DR release: http://forums.thedar...-script-for-dr/

 

Does this one need anything more do you think? The only thing I can think of is whether it might be handy to have an extra button on the pop-up report "Select entities with missing targets" which might help the user avoid the console. But that wouldn't help him or her find the faulty spawnarg, if the entity had several.

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Does this one need anything more do you think? The only thing I can think of is whether it might be handy to have an extra button on the pop-up report "Select entities with missing targets" which might help the user avoid the console. But that wouldn't help him or her find the faulty spawnarg, if the entity had several.

 

No, it does not need more.

 

Yes, a button that selects them would be wonderful compared to having to wait a day or two for J to bring up the entity list, and type in the now forgotten entity name.

 

Speaking of which, perhaps the pop-up dialog should indicate the list is maintained in the console? Otherwise general users would have no way of knowing to look there, and probably need to keep re-running it to get the name of the next entity to seek.

 

I wouldn't worry about finding the spawnarg, there aren't many and in all the missions I've applied it to, it's been obvious.

"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

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Thanks for testing it hypov8. It's not meant to find worldspawn though. What it does is find all entities that share a 3d model with whatever entities you have selected. So if you select a moss arrow and run it, it'll select all moss arrows in your map. Likewise with anything you can put in the map by using DR's Create Model dialog: furniture, trees, etc. The things you can't use it on are worldspawn, entities made of worldspawn, and invisible entities that don't have a visible model like triggers and targets.

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So, after working with my game using DR (with my game's profile for DR), I switched to Doom 3 and used d3xp in the mod filed. I worked a bit with RoE maps, and then next day I decided to switch back to my game. And I got crash - couldn't switch back to anything from ROE.

 

That's true for any game :( Only killing roaming data would allow going back to default settings and switching to another game.

Edited by motorsep
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