greebo 61 Posted July 14, 2014 Report Share Posted July 14, 2014 In the near future I'm going to need a few mappers who are willing to do some testing and to report issues. Subject to testing is the wxWidgets port of DarkRadiant which I've been working on for more than half a year now. It needs a full functionality check, all the GUI parts have been migrated from GTK+2 to wxWidgets, and some threading and filesystem code has been touched too since they were based on GLib. Apart from less than a hand full of things everything should work the same as it does in DarkRadiant 1.8.1, so don't expect any new features. Performance-wise it should behave the same as well. Any volunteers? I'm going to provide a release build for Windows x64, built on VC++ 2013, which means that you'll need a new redist package, but I'm going to provide links. Test the pre-release build Here's the deal, you'll need the following: Create backups of your work, that's not a bad idea in any case.Create backups of your input.xml and your user.xml file in the C:\Users\you\AppData\Roaming\DarkRadiant folder, you might need them later on. VC++ 2013 redistributables: http://www.microsoft...s.aspx?id=40784 DarkRadiant x64: http://ftp.thedarkmod.com/darkradiant/darkradiant-2.0.0pre11-x64.exeDarkRadiant x86: http://ftp.thedarkmo...0.0pre2-x86.exe Most likely there will be many issues, expect the application to crash or misbehave. Also, it might be possible that user preferences like shortcuts or window positions that have been created with the earlier 1.8.x release are not correctly read by this build. Let me know if that is the case for you. It's probably best to create a backup of your input.xml or user.xml before trying this version. Detailed bug reports with as precise repro steps as possible are the thing I'm going to need now to make this thing stable. For this purpose I've opened a separate version on the bugtracker for the 2.0.0pre-release builds, please use that one when reporting issues. Discussion can go here of course. What to test: basically all features, all the dialogs. Search for bugs, like "Is that checkbox working like it should?" Report back if something is 100% working as expected, then we can tick off that section and others can test something else. Test map manipulation, simulate a first-time DarkRadiant startup like newbies are going to experience (for setting up the mod path etc.). Thanks for all the brave contributing to this test phase. Quote Link to post Share on other sites
New Horizon 524 Posted July 14, 2014 Report Share Posted July 14, 2014 I'm up for helping out. Quote Link to post Share on other sites
SteveL 1042 Posted July 14, 2014 Report Share Posted July 14, 2014 Hi greebo, please count me in. Sorry I fell at the first hurdle and didn't actually help with this work after offering to try, but I'd definitely like to help test it. There are a couple of DR tracker issues I've done a lot of prep work on too, including one that you suggested (searching all PK4s in the installation), that have been waiting for news on wx too as they'll involve new dialogs. Quote Link to post Share on other sites
Bikerdude 3741 Posted July 14, 2014 Report Share Posted July 14, 2014 If you dont get enough volunteers, I will step in. (I am running Windows 7 x64 and have VC++ 2013 installed) Quote Link to post Share on other sites
Obsttorte 1513 Posted July 14, 2014 Report Share Posted July 14, 2014 What is wxWidgets? 1 Quote 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 Link to post Share on other sites
New Horizon 524 Posted July 14, 2014 Report Share Posted July 14, 2014 google to the rescue. wxWidgets: Cross-Platform GUI Library Quote Link to post Share on other sites
Bikerdude 3741 Posted July 14, 2014 Report Share Posted July 14, 2014 wxWidgets: Cross-Platform GUI LibraryI assume this will make it easier for Greebo and orbs to do things in DR ..? Quote Link to post Share on other sites
nbohr1more 2163 Posted July 14, 2014 Report Share Posted July 14, 2014 Yep. Far less OS specific code to care about. Write once, works everywhere. Quote 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...) Link to post Share on other sites
Bikerdude 3741 Posted July 14, 2014 Report Share Posted July 14, 2014 Awesome. Quote Link to post Share on other sites
Obsttorte 1513 Posted July 15, 2014 Report Share Posted July 15, 2014 Ah ok. When I read gui I thought about ingame guis, not about DR ones. Quote 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 Link to post Share on other sites
OrbWeaver 638 Posted July 15, 2014 Report Share Posted July 15, 2014 It's more about maintainability than new features. The GTK libraries have very poor support on Windows, especially with the move to GTK 3.0. wxWidgets by contrast is designed from the beginning for cross-platform support, and might potentially address some of the GTK weirdness that arises on Windows. Quote DarkRadiant homepage ⋄ DarkRadiant user guide ⋄ OrbWeaver's Dark Ambients ⋄ Blender export scripts Link to post Share on other sites
Bikerdude 3741 Posted July 15, 2014 Report Share Posted July 15, 2014 If you dont get enough volunteers, I will step in. (I am running Windows 7 x64 and have VC++ 2013 installed)Revise that, Im in. Quote Link to post Share on other sites
greebo 61 Posted July 17, 2014 Author Report Share Posted July 17, 2014 (edited) Ok, here's the first rough version, you'll need the following: Create backups of your work, that's not a bad idea in any case.Create backups of your input.xml and your user.xml file in the C:\Users\you\AppData\Roaming\DarkRadiant folder, you might need them later on. VC++ 2013 redistributables: http://www.microsoft...s.aspx?id=40784 DarkRadiant x64: see the first postDarkRadiant x86: see the first post Most likely there will be many issues, expect the application to crash or misbehave. Also, it might be possible that user preferences like shortcuts or window positions that have been created with the earlier 1.8.x release are not correctly read by this build. Let me know if that is the case for you. It's probably best to create a backup of your input.xml or user.xml before trying this version. Detailed bug reports with as precise repro steps as possible are the thing I'm going to need now to make this thing stable. For this purpose I've opened a separate version on the bugtracker for the 2.0.0pre-release builds, please use that one when reporting issues. Discussion can go here of course. What to test: basically all features, all the dialogs. Search for bugs, like "Is that checkbox working like it should?" Report back if something is 100% working as expected, then we can tick off that section and others can test something else. Test map manipulation, simulate a first-time DarkRadiant startup like newbies are going to experience (for setting up the mod path etc.). Thanks for all the brave contributing to this test phase. Edited July 20, 2014 by greebo pre2 Quote Link to post Share on other sites
Bikerdude 3741 Posted July 17, 2014 Report Share Posted July 17, 2014 Downloaded. Quote Link to post Share on other sites
nbohr1more 2163 Posted July 18, 2014 Report Share Posted July 18, 2014 Installed it. The default render mode is riddled with z-fighting artifacts in every map I've tested. The light preview mode wont even open. I click on the icon or press F2 and no result is shown itstays in the same render mode. Navigating the map is a tad slower but that could be placebo effect. Console errors: Started logging to C:/Users/Randy/AppData/Roaming/DarkRadiant/darkradiant.logToday is: Thu Jul 17 22:17:43 2014This is DarkRadiant 2.0.0 x64wxWidgets Version: 3.0.1Module registered: LanguageManagerCurrent language setting: enModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\archivezip.dll'Module registered: ArchivePK4ModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\commandsystem.dll'Module registered: CommandSystemModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\eclassmgr.dll'Module registered: EntityClassManagerModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\entity.dll'Module registered: Doom3EntityCreatorModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\entitylist.dll'Module registered: EntityListModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\eventmanager.dll'Module registered: EventManagerModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\filetypes.dll'Module registered: FileTypesModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\filters.dll'Module registered: FilterSystemModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\fonts.dll'Module registered: FontManagerModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\grid.dll'Module registered: GridModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\image.dll'Module registered: ImageLoaderTGAModule registered: ImageLoaderJPGModule registered: ImageLoaderPNGModule registered: ImageLoaderPCXModule registered: ImageLoaderBMPModule registered: ImageLoaderDDSModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\mapdoom3.dll'Module registered: Doom3MapLoaderModule registered: Quake4MapLoaderModule registered: Doom3PrefabLoaderModule registered: MapCompilerModule registered: Quake3MapLoaderModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\md5model.dll'Module registered: ModelLoaderMD5MESHModule registered: MD5AnimationCacheModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\model.dll'Module registered: ModelLoaderMD3Module registered: ModelLoader3DSModule registered: ModelLoaderASEModule registered: ModelLoaderMS3DModule registered: ModelLoaderMDCModule registered: ModelLoaderMD2Module registered: ModelLoaderFMModule registered: ModelLoaderLWOModule registered: ModelLoaderPICOTERRAINModule registered: ModelLoaderOBJModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\particles.dll'Module registered: ParticlesManagerModule registered: ParticlesEditorModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\scenegraph.dll'Module registered: SceneGraphModule registered: SceneGraphFactoryModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\shaders.dll'Module registered: MaterialManagerModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\skins.dll'Module registered: ModelSkinCacheModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\sound.dll'Module registered: SoundManagerModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\uimanager.dll'Module registered: UIManagerModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\undo.dll'Module registered: UndoSystemModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\vfspk3.dll'Module registered: VirtualFileSystemModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\xmlregistry.dll'Module registered: XMLRegistryModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/plugins\dm.conversation.dll'Module registered: ConversationEditorModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/plugins\dm.difficulty.dll'Module registered: DifficultyEditorModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/plugins\dm.editing.dll'Module registered: DarkMod EditingModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/plugins\dm.gui.dll'Module registered: GUI EditingModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/plugins\dm.objectives.dll'Module registered: ObjectivesEditorModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/plugins\dm.stimresponse.dll'Module registered: StimResponseEditorModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/plugins\eclasstree.dll'Module registered: EClassTreeModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/plugins\script.dll'Module registered: ScriptingSystemModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/plugins\wavefront.dll'Module registered: WaveFrontExporterXMLRegistry::initialiseModule calledXMLRegistry: looking for XML files under C:/Program Files/DarkRadiant_2/XMLRegistry: Importing XML file: C:/Program Files/DarkRadiant_2/user.xmlXMLRegistry: Importing XML file: C:/Program Files/DarkRadiant_2/colours.xmlXMLRegistry: Importing XML file: C:/Program Files/DarkRadiant_2/input.xmlXMLRegistry: Importing XML file: C:/Program Files/DarkRadiant_2/menu.xmlXMLRegistry: Importing XML file: C:/Program Files/DarkRadiant_2/commandsystem.xmlXMLRegistry: Importing XML file: C:/Users/Randy/AppData/Roaming/DarkRadiant/user.xmlXMLRegistry: Importing XML file: C:/Users/Randy/AppData/Roaming/DarkRadiant/input.xmlXMLRegistry: Importing XML file: C:/Users/Randy/AppData/Roaming/DarkRadiant/filters.xmlArchivePK4::initialiseModule calledCommandSystem::initialiseModule called.EventManager::initialiseModule called.EventManager: Modifiers found: 3MouseEventManager: Buttons found: 5MouseEventManager: XYView Definitions found: 6MouseEventManager: Observer Definitions found: 12EventManager: Warning: Modifier CTRL not found, returning -1MouseEventManager: Camera Definitions found: 2EventManager successfully initialised.FileTypes::initialiseModule called.UIManager::initialiseModule calledFound toolbar: viewFound toolbar: editFound toolbar: textureFound toolbar: textoolColourSchemeManager: Loading colour schemes...MainFrameLayoutManager::initialiseModule called.OrthoviewManager::initialiseModule called.MainFrame::initialiseModule called.Clipper::initialiseModule calledGridManager::initialiseModule called.SceneGraph::initialiseModule calledRadiantSelectionSystem::initialiseModule called.RadiantModule::initialiseModule called.PreferenceSystem::initialiseModule calledGameManager: Scanning for game description files: C:/Program Files/DarkRadiant_2/games/XMLRegistry: Importing XML file: C:/Program Files/DarkRadiant_2/games/doom3-demo.gameXMLRegistry: Importing XML file: C:/Program Files/DarkRadiant_2/games/doom3.gameXMLRegistry: Importing XML file: C:/Program Files/DarkRadiant_2/games/quake3.gameXMLRegistry: Importing XML file: C:/Program Files/DarkRadiant_2/games/quake4.gameXMLRegistry: Importing XML file: C:/Program Files/DarkRadiant_2/games/xreal.gameGameManager: Found game definitions: Doom 3 Doom 3 Demo Quake 3 Quake 4 XreaL GameManager: Selected game type: Doom 3GameManager: Map path set to C:/TDM/darkmod/maps/GameManager: Prefab path set to C:/TDM/darkmod/prefabs/VFS Search Path priority is:- C:/TDM/darkmod/- C:/TDM/base/VFS::initialiseModule calledfilesystem initialised[vfs] searched directory: C:/TDM/darkmod/[vfs] pak file: C:/TDM/darkmod/tdm_game03.pk4[vfs] pak file: C:/TDM/darkmod/tdm_game02.pk4[vfs] pak file: C:/TDM/darkmod/tdm_game01.pk4[vfs] Directory 'C:/TDM/base/' not found.MaterialManager::initialiseModule called3772 shaders found.OpenGL::initialiseModule called.ShaderCache::initialiseModule called.Camera::initialiseModule called.ConversationEditor::initialiseModule called.UndoSystem::initialiseModule calledDarkMod Editing::initialiseModule called.DifficultyEditor::initialiseModule called.BrushModuleImpl::initialiseModule called.Map::initialiseModule called.Doom3EntityCreator::initialiseModule called.EntityClassDoom3::initialiseModule called.searching vfs directory 'def' for *.defLayerSystem::initialiseModule called.MapFormatManager::initialiseModule called.PatchModuleDef2::initialiseModule called.PatchModuleDef3::initialiseModule called.Doom3MapLoader: initialiseModule called.Doom3PrefabLoader: initialiseModule called.EClassTree::initialiseModule called.EntityListModule::initialiseModule called[filters] Loaded 15 filters from registry.FontManager::initialiseModule calledFontLoader: fonts/english/andrew_script/fontImage_12.dat loaded successfully.FontLoader: fonts/english/andrew_script/fontImage_24.dat loaded successfully.FontLoader: fonts/english/andrew_script/fontImage_48.dat loaded successfully.FontLoader: fonts/english/bamberg/fontimage_12.dat loaded successfully.FontLoader: fonts/english/bamberg/fontimage_24.dat loaded successfully.FontLoader: fonts/english/bamberg/fontimage_48.dat loaded successfully.FontLoader: fonts/english/camberic/fontimage_12.dat loaded successfully.FontLoader: fonts/english/camberic/fontimage_24.dat loaded successfully.FontLoader: fonts/english/camberic/fontimage_48.dat loaded successfully.FontLoader: fonts/english/carleton/fontimage_12.dat loaded successfully.FontLoader: fonts/english/carleton/fontimage_24.dat loaded successfully.FontLoader: fonts/english/carleton/fontimage_48.dat loaded successfully.FontLoader: fonts/english/carleton_bold/fontimage_12.dat loaded successfully.FontLoader: fonts/english/carleton_bold/fontimage_24.dat loaded successfully.FontLoader: fonts/english/carleton_bold/fontimage_48.dat loaded successfully.FontLoader: fonts/english/carleton_condensed/fontimage_12.dat loaded successfully.FontLoader: fonts/english/carleton_condensed/fontimage_24.dat loaded successfully.FontLoader: fonts/english/carleton_condensed/fontimage_48.dat loaded successfully.FontLoader: fonts/english/carleton_glow/fontimage_12.dat loaded successfully.FontLoader: fonts/english/carleton_glow/fontimage_24.dat loaded successfully.FontLoader: fonts/english/carleton_glow/fontimage_48.dat loaded successfully.FontLoader: fonts/english/carolingia/fontimage_12.dat loaded successfully.FontLoader: fonts/english/carolingia/fontimage_24.dat loaded successfully.FontLoader: fonts/english/carolingia/fontimage_48.dat loaded successfully.FontLoader: fonts/english/chrishand/fontImage_12.dat loaded successfully.FontLoader: fonts/english/chrishand/fontImage_24.dat loaded successfully.FontLoader: fonts/english/chrishand/fontImage_48.dat loaded successfully.FontLoader: fonts/english/ellianerelle/fontimage_12.dat loaded successfully.FontLoader: fonts/english/ellianerelle/fontimage_24.dat loaded successfully.FontLoader: fonts/english/ellianerelle/fontimage_48.dat loaded successfully.FontLoader: fonts/english/everett/fontimage_12.dat loaded successfully.FontLoader: fonts/english/everett/fontimage_24.dat loaded successfully.FontLoader: fonts/english/everett/fontimage_48.dat loaded successfully.FontLoader: fonts/english/gothica2/fontImage_12.dat loaded successfully.FontLoader: fonts/english/gothica2/fontImage_24.dat loaded successfully.FontLoader: fonts/english/gothica2/fontImage_48.dat loaded successfully.FontLoader: fonts/english/jd_hand/fontimage_12.dat loaded successfully.FontLoader: fonts/english/jd_hand/fontimage_24.dat loaded successfully.FontLoader: fonts/english/jd_hand/fontimage_48.dat loaded successfully.FontLoader: fonts/english/lotharus/fontimage_12.dat loaded successfully.FontLoader: fonts/english/lotharus/fontimage_24.dat loaded successfully.FontLoader: fonts/english/lotharus/fontimage_48.dat loaded successfully.FontLoader: fonts/english/mac_humaine/fontimage_12.dat loaded successfully.FontLoader: fonts/english/mac_humaine/fontimage_24.dat loaded successfully.FontLoader: fonts/english/mac_humaine/fontimage_48.dat loaded successfully.FontLoader: fonts/english/mason/fontimage_48.dat loaded successfully.FontLoader: fonts/english/mason_glow/fontimage_48.dat loaded successfully.FontLoader: fonts/english/medusa/fontimage_12.dat loaded successfully.FontLoader: fonts/english/medusa/fontimage_24.dat loaded successfully.FontLoader: fonts/english/medusa/fontimage_48.dat loaded successfully.FontLoader: fonts/english/nancy/fontimage_12.dat loaded successfully.FontLoader: fonts/english/nancy/fontimage_24.dat loaded successfully.FontLoader: fonts/english/nancy/fontimage_48.dat loaded successfully.FontLoader: fonts/english/popsies/fontimage_12.dat loaded successfully.FontLoader: fonts/english/popsies/fontimage_24.dat loaded successfully.FontLoader: fonts/english/popsies/fontimage_48.dat loaded successfully.FontLoader: fonts/english/rapscallionpirate/fontimage_12.dat loaded successfully.FontLoader: fonts/english/rapscallionpirate/fontimage_24.dat loaded successfully.FontLoader: fonts/english/rapscallionpirate/fontimage_48.dat loaded successfully.FontLoader: fonts/english/shoppinglist/fontimage_12.dat loaded successfully.FontLoader: fonts/english/shoppinglist/fontimage_24.dat loaded successfully.FontLoader: fonts/english/shoppinglist/fontimage_48.dat loaded successfully.FontLoader: fonts/english/stone/fontimage_24.dat loaded successfully.FontLoader: fonts/english/stone/fontimage_48.dat loaded successfully.FontLoader: fonts/english/summertime/fontimage_12.dat loaded successfully.FontLoader: fonts/english/summertime/fontimage_24.dat loaded successfully.FontLoader: fonts/english/summertime/fontimage_48.dat loaded successfully.FontLoader: fonts/english/treasure_map/fontimage_12.dat loaded successfully.FontLoader: fonts/english/treasure_map/fontimage_24.dat loaded successfully.FontLoader: fonts/english/treasure_map/fontimage_48.dat loaded successfully.25 fonts registered.GUI Editing::initialiseModule called.[GuiManager]: Found 259 guis.ImageLoaderBMP::initialiseModule called.ImageLoaderDDS::initialiseModule called.ImageLoaderJPG::initialiseModule called.ImageLoaderPCX::initialiseModule called.ImageLoaderPNG::initialiseModule called.ImageLoaderTGA::initialiseModule called.LanguageManager::initialiseModule calledFound 2 language folders.MD5AnimationCache::initialiseModule called.MapCompiler: initialiseModule called.MapResourceManager::initialiseModule called.PicoModelLoader: ModelLoaderASE initialised.PicoModelLoader: ModelLoaderLWO initialised.MD5Model::initialiseModule called.ModelCache::initialiseModule called.PicoModelLoader: ModelLoader3DS initialised.PicoModelLoader: ModelLoaderFM initialised.PicoModelLoader: ModelLoaderMD2 initialised.PicoModelLoader: ModelLoaderMD3 initialised.PicoModelLoader: ModelLoaderMDC initialised.PicoModelLoader: ModelLoaderMS3D initialised.PicoModelLoader: ModelLoaderOBJ initialised.PicoModelLoader: ModelLoaderPICOTERRAIN initialised.Doom3SkinCache::initialiseModule called[skins] Loading skins.NamespaceFactory::initialiseModule called.ObjectivesEditorModule::initialiseModule called.ParticlesEditor::initialiseModule called.ParticlesManager::initialiseModule calledQuake3MapLoader: initialiseModule called.Quake4MapLoader: initialiseModule called.RenderSystemFactory::initialiseModule called.SceneGraphFactory::initialiseModule called.ScriptingSystem::initialiseModule called.ScriptingSystem: Python interpreter initialised.Registered script file commands\ase_export.py as aseExportRegistered script file commands\convert_to_ase_and_replace.py as aseConvertAndReplaceRegistered script file commands\example.py as ExampleRegistered script file commands\select_all_models_of_type.py as SelectAllModelsOfTypeRegistered script file commands\shift_textures_randomly.py as ShiftTexturesRandomlyRegistered script file commands\shift_textures_upwards_randomly.py as ShiftTexturesUpwardsRandomlyRegistered script file commands\test_targets.py as test_targetsScriptModule: Found 7 commands.SelectionSetManager::initialiseModule called.SoundManager: initialising sound playbackStimResponseModule::initialiseModule called.WaveFrontModule::initialiseModule calledDefault screen has 1 monitors.Monitor 0 geometry: 1920x1080 at 0, 0ToolbarManager: Instantiating toolbar: viewToolbarManager: Instantiating toolbar: edit Started logging to C:/Users/Randy/AppData/Roaming/DarkRadiant/darkradiant.logToday is: Thu Jul 17 22:17:43 2014This is DarkRadiant 2.0.0 x64wxWidgets Version: 3.0.1Module registered: LanguageManagerCurrent language setting: enModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\archivezip.dll'Module registered: ArchivePK4ModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\commandsystem.dll'Module registered: CommandSystemModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\eclassmgr.dll'Module registered: EntityClassManagerModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\entity.dll'Module registered: Doom3EntityCreatorModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\entitylist.dll'Module registered: EntityListModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\eventmanager.dll'Module registered: EventManagerModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\filetypes.dll'Module registered: FileTypesModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\filters.dll'Module registered: FilterSystemModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\fonts.dll'Module registered: FontManagerModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\grid.dll'Module registered: GridModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\image.dll'Module registered: ImageLoaderTGAModule registered: ImageLoaderJPGModule registered: ImageLoaderPNGModule registered: ImageLoaderPCXModule registered: ImageLoaderBMPModule registered: ImageLoaderDDSModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\mapdoom3.dll'Module registered: Doom3MapLoaderModule registered: Quake4MapLoaderModule registered: Doom3PrefabLoaderModule registered: MapCompilerModule registered: Quake3MapLoaderModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\md5model.dll'Module registered: ModelLoaderMD5MESHModule registered: MD5AnimationCacheModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\model.dll'Module registered: ModelLoaderMD3Module registered: ModelLoader3DSModule registered: ModelLoaderASEModule registered: ModelLoaderMS3DModule registered: ModelLoaderMDCModule registered: ModelLoaderMD2Module registered: ModelLoaderFMModule registered: ModelLoaderLWOModule registered: ModelLoaderPICOTERRAINModule registered: ModelLoaderOBJModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\particles.dll'Module registered: ParticlesManagerModule registered: ParticlesEditorModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\scenegraph.dll'Module registered: SceneGraphModule registered: SceneGraphFactoryModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\shaders.dll'Module registered: MaterialManagerModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\skins.dll'Module registered: ModelSkinCacheModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\sound.dll'Module registered: SoundManagerModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\uimanager.dll'Module registered: UIManagerModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\undo.dll'Module registered: UndoSystemModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\vfspk3.dll'Module registered: VirtualFileSystemModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/modules\xmlregistry.dll'Module registered: XMLRegistryModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/plugins\dm.conversation.dll'Module registered: ConversationEditorModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/plugins\dm.difficulty.dll'Module registered: DifficultyEditorModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/plugins\dm.editing.dll'Module registered: DarkMod EditingModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/plugins\dm.gui.dll'Module registered: GUI EditingModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/plugins\dm.objectives.dll'Module registered: ObjectivesEditorModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/plugins\dm.stimresponse.dll'Module registered: StimResponseEditorModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/plugins\eclasstree.dll'Module registered: EClassTreeModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/plugins\script.dll'Module registered: ScriptingSystemModuleLoader: Loading module 'C:/Program Files/DarkRadiant_2/plugins\wavefront.dll'Module registered: WaveFrontExporterXMLRegistry::initialiseModule calledXMLRegistry: looking for XML files under C:/Program Files/DarkRadiant_2/XMLRegistry: Importing XML file: C:/Program Files/DarkRadiant_2/user.xmlXMLRegistry: Importing XML file: C:/Program Files/DarkRadiant_2/colours.xmlXMLRegistry: Importing XML file: C:/Program Files/DarkRadiant_2/input.xmlXMLRegistry: Importing XML file: C:/Program Files/DarkRadiant_2/menu.xmlXMLRegistry: Importing XML file: C:/Program Files/DarkRadiant_2/commandsystem.xmlXMLRegistry: Importing XML file: C:/Users/Randy/AppData/Roaming/DarkRadiant/user.xmlXMLRegistry: Importing XML file: C:/Users/Randy/AppData/Roaming/DarkRadiant/input.xmlXMLRegistry: Importing XML file: C:/Users/Randy/AppData/Roaming/DarkRadiant/filters.xmlArchivePK4::initialiseModule calledCommandSystem::initialiseModule called.EventManager::initialiseModule called.EventManager: Modifiers found: 3MouseEventManager: Buttons found: 5MouseEventManager: XYView Definitions found: 6MouseEventManager: Observer Definitions found: 12EventManager: Warning: Modifier CTRL not found, returning -1MouseEventManager: Camera Definitions found: 2EventManager successfully initialised.FileTypes::initialiseModule called.UIManager::initialiseModule calledFound toolbar: viewFound toolbar: editFound toolbar: textureFound toolbar: textoolColourSchemeManager: Loading colour schemes...MainFrameLayoutManager::initialiseModule called.OrthoviewManager::initialiseModule called.MainFrame::initialiseModule called.Clipper::initialiseModule calledGridManager::initialiseModule called.SceneGraph::initialiseModule calledRadiantSelectionSystem::initialiseModule called.RadiantModule::initialiseModule called.PreferenceSystem::initialiseModule calledGameManager: Scanning for game description files: C:/Program Files/DarkRadiant_2/games/XMLRegistry: Importing XML file: C:/Program Files/DarkRadiant_2/games/doom3-demo.gameXMLRegistry: Importing XML file: C:/Program Files/DarkRadiant_2/games/doom3.gameXMLRegistry: Importing XML file: C:/Program Files/DarkRadiant_2/games/quake3.gameXMLRegistry: Importing XML file: C:/Program Files/DarkRadiant_2/games/quake4.gameXMLRegistry: Importing XML file: C:/Program Files/DarkRadiant_2/games/xreal.gameGameManager: Found game definitions: Doom 3 Doom 3 Demo Quake 3 Quake 4 XreaL GameManager: Selected game type: Doom 3GameManager: Map path set to C:/TDM/darkmod/maps/GameManager: Prefab path set to C:/TDM/darkmod/prefabs/VFS Search Path priority is:- C:/TDM/darkmod/- C:/TDM/base/VFS::initialiseModule calledfilesystem initialised[vfs] searched directory: C:/TDM/darkmod/[vfs] pak file: C:/TDM/darkmod/tdm_game03.pk4[vfs] pak file: C:/TDM/darkmod/tdm_game02.pk4[vfs] pak file: C:/TDM/darkmod/tdm_game01.pk4[vfs] Directory 'C:/TDM/base/' not found.MaterialManager::initialiseModule called3772 shaders found.OpenGL::initialiseModule called.ShaderCache::initialiseModule called.Camera::initialiseModule called.ConversationEditor::initialiseModule called.UndoSystem::initialiseModule calledDarkMod Editing::initialiseModule called.DifficultyEditor::initialiseModule called.BrushModuleImpl::initialiseModule called.Map::initialiseModule called.Doom3EntityCreator::initialiseModule called.EntityClassDoom3::initialiseModule called.searching vfs directory 'def' for *.defLayerSystem::initialiseModule called.MapFormatManager::initialiseModule called.PatchModuleDef2::initialiseModule called.PatchModuleDef3::initialiseModule called.Doom3MapLoader: initialiseModule called.Doom3PrefabLoader: initialiseModule called.EClassTree::initialiseModule called.EntityListModule::initialiseModule called[filters] Loaded 15 filters from registry.FontManager::initialiseModule calledFontLoader: fonts/english/andrew_script/fontImage_12.dat loaded successfully.FontLoader: fonts/english/andrew_script/fontImage_24.dat loaded successfully.FontLoader: fonts/english/andrew_script/fontImage_48.dat loaded successfully.FontLoader: fonts/english/bamberg/fontimage_12.dat loaded successfully.FontLoader: fonts/english/bamberg/fontimage_24.dat loaded successfully.FontLoader: fonts/english/bamberg/fontimage_48.dat loaded successfully.FontLoader: fonts/english/camberic/fontimage_12.dat loaded successfully.FontLoader: fonts/english/camberic/fontimage_24.dat loaded successfully.FontLoader: fonts/english/camberic/fontimage_48.dat loaded successfully.FontLoader: fonts/english/carleton/fontimage_12.dat loaded successfully.FontLoader: fonts/english/carleton/fontimage_24.dat loaded successfully.FontLoader: fonts/english/carleton/fontimage_48.dat loaded successfully.FontLoader: fonts/english/carleton_bold/fontimage_12.dat loaded successfully.FontLoader: fonts/english/carleton_bold/fontimage_24.dat loaded successfully.FontLoader: fonts/english/carleton_bold/fontimage_48.dat loaded successfully.FontLoader: fonts/english/carleton_condensed/fontimage_12.dat loaded successfully.FontLoader: fonts/english/carleton_condensed/fontimage_24.dat loaded successfully.FontLoader: fonts/english/carleton_condensed/fontimage_48.dat loaded successfully.FontLoader: fonts/english/carleton_glow/fontimage_12.dat loaded successfully.FontLoader: fonts/english/carleton_glow/fontimage_24.dat loaded successfully.FontLoader: fonts/english/carleton_glow/fontimage_48.dat loaded successfully.FontLoader: fonts/english/carolingia/fontimage_12.dat loaded successfully.FontLoader: fonts/english/carolingia/fontimage_24.dat loaded successfully.FontLoader: fonts/english/carolingia/fontimage_48.dat loaded successfully.FontLoader: fonts/english/chrishand/fontImage_12.dat loaded successfully.FontLoader: fonts/english/chrishand/fontImage_24.dat loaded successfully.FontLoader: fonts/english/chrishand/fontImage_48.dat loaded successfully.FontLoader: fonts/english/ellianerelle/fontimage_12.dat loaded successfully.FontLoader: fonts/english/ellianerelle/fontimage_24.dat loaded successfully.FontLoader: fonts/english/ellianerelle/fontimage_48.dat loaded successfully.FontLoader: fonts/english/everett/fontimage_12.dat loaded successfully.FontLoader: fonts/english/everett/fontimage_24.dat loaded successfully.FontLoader: fonts/english/everett/fontimage_48.dat loaded successfully.FontLoader: fonts/english/gothica2/fontImage_12.dat loaded successfully.FontLoader: fonts/english/gothica2/fontImage_24.dat loaded successfully.FontLoader: fonts/english/gothica2/fontImage_48.dat loaded successfully.FontLoader: fonts/english/jd_hand/fontimage_12.dat loaded successfully.FontLoader: fonts/english/jd_hand/fontimage_24.dat loaded successfully.FontLoader: fonts/english/jd_hand/fontimage_48.dat loaded successfully.FontLoader: fonts/english/lotharus/fontimage_12.dat loaded successfully.FontLoader: fonts/english/lotharus/fontimage_24.dat loaded successfully.FontLoader: fonts/english/lotharus/fontimage_48.dat loaded successfully.FontLoader: fonts/english/mac_humaine/fontimage_12.dat loaded successfully.FontLoader: fonts/english/mac_humaine/fontimage_24.dat loaded successfully.FontLoader: fonts/english/mac_humaine/fontimage_48.dat loaded successfully.FontLoader: fonts/english/mason/fontimage_48.dat loaded successfully.FontLoader: fonts/english/mason_glow/fontimage_48.dat loaded successfully.FontLoader: fonts/english/medusa/fontimage_12.dat loaded successfully.FontLoader: fonts/english/medusa/fontimage_24.dat loaded successfully.FontLoader: fonts/english/medusa/fontimage_48.dat loaded successfully.FontLoader: fonts/english/nancy/fontimage_12.dat loaded successfully.FontLoader: fonts/english/nancy/fontimage_24.dat loaded successfully.FontLoader: fonts/english/nancy/fontimage_48.dat loaded successfully.FontLoader: fonts/english/popsies/fontimage_12.dat loaded successfully.FontLoader: fonts/english/popsies/fontimage_24.dat loaded successfully.FontLoader: fonts/english/popsies/fontimage_48.dat loaded successfully.FontLoader: fonts/english/rapscallionpirate/fontimage_12.dat loaded successfully.FontLoader: fonts/english/rapscallionpirate/fontimage_24.dat loaded successfully.FontLoader: fonts/english/rapscallionpirate/fontimage_48.dat loaded successfully.FontLoader: fonts/english/shoppinglist/fontimage_12.dat loaded successfully.FontLoader: fonts/english/shoppinglist/fontimage_24.dat loaded successfully.FontLoader: fonts/english/shoppinglist/fontimage_48.dat loaded successfully.FontLoader: fonts/english/stone/fontimage_24.dat loaded successfully.FontLoader: fonts/english/stone/fontimage_48.dat loaded successfully.FontLoader: fonts/english/summertime/fontimage_12.dat loaded successfully.FontLoader: fonts/english/summertime/fontimage_24.dat loaded successfully.FontLoader: fonts/english/summertime/fontimage_48.dat loaded successfully.FontLoader: fonts/english/treasure_map/fontimage_12.dat loaded successfully.FontLoader: fonts/english/treasure_map/fontimage_24.dat loaded successfully.FontLoader: fonts/english/treasure_map/fontimage_48.dat loaded successfully.25 fonts registered.GUI Editing::initialiseModule called.[GuiManager]: Found 259 guis.ImageLoaderBMP::initialiseModule called.ImageLoaderDDS::initialiseModule called.ImageLoaderJPG::initialiseModule called.ImageLoaderPCX::initialiseModule called.ImageLoaderPNG::initialiseModule called.ImageLoaderTGA::initialiseModule called.LanguageManager::initialiseModule calledFound 2 language folders.MD5AnimationCache::initialiseModule called.MapCompiler: initialiseModule called.MapResourceManager::initialiseModule called.PicoModelLoader: ModelLoaderASE initialised.PicoModelLoader: ModelLoaderLWO initialised.MD5Model::initialiseModule called.ModelCache::initialiseModule called.PicoModelLoader: ModelLoader3DS initialised.PicoModelLoader: ModelLoaderFM initialised.PicoModelLoader: ModelLoaderMD2 initialised.PicoModelLoader: ModelLoaderMD3 initialised.PicoModelLoader: ModelLoaderMDC initialised.PicoModelLoader: ModelLoaderMS3D initialised.PicoModelLoader: ModelLoaderOBJ initialised.PicoModelLoader: ModelLoaderPICOTERRAIN initialised.Doom3SkinCache::initialiseModule called[skins] Loading skins.NamespaceFactory::initialiseModule called.ObjectivesEditorModule::initialiseModule called.ParticlesEditor::initialiseModule called.ParticlesManager::initialiseModule calledQuake3MapLoader: initialiseModule called.Quake4MapLoader: initialiseModule called.RenderSystemFactory::initialiseModule called.SceneGraphFactory::initialiseModule called.ScriptingSystem::initialiseModule called.ScriptingSystem: Python interpreter initialised.Registered script file commands\ase_export.py as aseExportRegistered script file commands\convert_to_ase_and_replace.py as aseConvertAndReplaceRegistered script file commands\example.py as ExampleRegistered script file commands\select_all_models_of_type.py as SelectAllModelsOfTypeRegistered script file commands\shift_textures_randomly.py as ShiftTexturesRandomlyRegistered script file commands\shift_textures_upwards_randomly.py as ShiftTexturesUpwardsRandomlyRegistered script file commands\test_targets.py as test_targetsScriptModule: Found 7 commands.SelectionSetManager::initialiseModule called.SoundManager: initialising sound playbackStimResponseModule::initialiseModule called.WaveFrontModule::initialiseModule calledDefault screen has 1 monitors.Monitor 0 geometry: 1920x1080 at 0, 0ToolbarManager: Instantiating toolbar: viewToolbarManager: Instantiating toolbar: edit [eclassmgr] Entity class 'atdm:ai_builder_guard_ghost' tries to attach 'melee_weapon' at non-existent position 'slung_across_back_rl'[eclassmgr] Entity class 'atdm:ai_builder_guard' tries to attach 'melee_weapon' at non-existent position 'slung_across_back_rl'[eclassmgr] Entity class 'atdm:ai_builder_priest_combatant' tries to attach 'melee_weapon' at non-existent position 'slung_across_back_rl'[eclassmgr] Entity class 'atdm:ai_guard_female_rogue' tries to attach 'melee_weapon' at non-existent position 'slung_across_back_rl'[eclassmgr] Entity class 'atdm:ai_citywatch' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'[eclassmgr] Entity class 'atdm:ai_citywatch_archer' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'[eclassmgr] Entity class 'atdm:ai_citywatch_archer' tries to attach 'missile_weapon' at non-existent position 'bow_holster_pos_rl'[eclassmgr] Entity class 'atdm:ai_citywatch_elite' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'[eclassmgr] attribute editor_usage already set on entityclass atdm:env_ragdoll_citywatch_elite[eclassmgr] Entity class 'atdm:ai_guard_elite' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'[eclassmgr] Entity class 'atdm:ai_guard_archer_01' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'[eclassmgr] Entity class 'atdm:ai_guard_archer_01' tries to attach 'missile_weapon' at non-existent position 'bow_holster_pos_rl'[eclassmgr] Entity class 'atdm:ai_moor' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'[eclassmgr] Entity class 'atdm:ai_moor02' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'[eclassmgr] Entity class 'atdm:ai_proguard' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'[eclassmgr] Entity class 'atdm:ai_proguard_archer' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'[eclassmgr] Entity class 'atdm:ai_proguard_archer' tries to attach 'missile_weapon' at non-existent position 'bow_holster_pos_rl'[eclassmgr] Entity class 'atdm:ai_guard_thug' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'[eclassmgr] Entity class 'atdm:ai_nobleman_armed' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'[eclassmgr] Entity class 'atdm:ai_nobleman02_armed' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'[eclassmgr] Entity class 'atdm:ai_pagan_female' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'[eclassmgr] Entity class 'atdm:ai_pagan_common_armed' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'[eclassmgr] Entity class 'atdm:ai_pagan_common_archer' tries to attach 'missile_weapon' at non-existent position 'bow_holster_pos_rl'[eclassmgr] Entity class 'atdm:ai_thief02_archer' tries to attach 'missile_weapon' at non-existent position 'bow_holster_pos_rl'[eclassmgr] Entity class 'atdm:ai_burglar' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'[eclassmgr] Entity class 'atdm:ai_burglar_professional_archer' tries to attach 'missile_weapon' at non-existent position 'bow_holster_pos_rl'[eclassmgr] Entity class 'atdm:ai_female_thief' tries to attach 'melee_weapon' at non-existent position 'slung_across_back_rl'[eclassmgr] Entity class 'atdm:ai_townsfolk_beggar_armed' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'[eclassmgr] Entity class 'atdm:ai_townsfolk_commoner_armed' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'[eclassmgr] Entity class 'atdm:ai_townsfolk_commoner_archer' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'[eclassmgr] Entity class 'atdm:ai_townsfolk_commoner_archer' tries to attach 'missile_weapon' at non-existent position 'bow_holster_pos_rl'[eclassmgr] Entity class 'atdm:ai_townsfolk_wench_armed' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'[eclassmgr] Entity class 'atdm:ai_undead_skeleton_armed' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'[eclassmgr] Entity class 'atdm:geode_lit_red' tries to attach 'glow' at non-existent position 'glow'[eclassmgr] attribute attach_pos_origin_4 already set on entityclass atdm:stove_small_square[eclassmgr] attribute attach_pos_origin_5 already set on entityclass atdm:stove_small_square[eclassmgr] attribute attach_pos_origin_6 already set on entityclass atdm:stove_small_square[eclassmgr] attribute inherit already set on entityclass atdm:moveable_staff_decorative[eclassmgr] Entity class 'atdm:moveable_lantern_oil_hand' tries to attach 'light' at non-existent position ''[eclassmgr] Entity class 'atdm:moveable_lantern_oil_hand02' tries to attach 'light' at non-existent position ''[eclassmgr] attribute editor_DisplayFolder already set on entityclass atdm:mover_gear_base[eclassmgr] Entity class 'atdm:prop_lantern_on' tries to attach 'light' at non-existent position ''[eclassmgr] Entity class 'atdm:weapon_blackjack' tries to attach 'meleeweap_r' at non-existent position ''[eclassmgr] Entity class 'atdm:weapon_shortsword' tries to attach 'meleeweap_r' at non-existent position ''[eclassmgr] Entity class atdm:damage_fireballdirect_major specifies unknown parent class atdm:damage_fireballDirect[eclassmgr] Entity class sprgs_decompress specifies unknown parent class sprGS_splash_small[eclassmgr] Entity class sprgs_recompress specifies unknown parent class sprGS_splash_smal[shaders] materials/tdm_ghouse_stone.mtr: shader textures/darkmod/stone/cobblestones/cobblestones_rounded_brown already defined.[shaders] materials/tdm_ghouse_stone.mtr: shader textures/darkmod/stone/cobblestones/cobblestones_rounded_sepia_grey already defined.Cannot register statement ActivateAllFilters, this statement is already registered.Cannot register statement DeactivateAllFilters, this statement is already registered. MainFrame: Activating layout EmbeddedToolbarManager: Instantiating toolbar: textureinit.py executedlEventManager: Event ActivateAllFilters already registered!EventManager: Event DeactivateAllFilters already registered! EventManager: Shortcuts found in Registry: 363GL_VENDOR: IntelGL_RENDERER: Intel® HD Graphics 2000GL_VERSION: 3.1.0 - Build 9.17.10.3517GL_EXTENSIONS: GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_blend_color GL_EXT_abgr GL_EXT_texture3D GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_SGIS_texture_edge_clamp GL_SGIS_generate_mipmap GL_EXT_draw_range_elements GL_SGIS_texture_lod GL_EXT_rescale_normal GL_EXT_packed_pixels GL_EXT_texture_edge_clamp GL_EXT_separate_specular_color GL_ARB_multitexture GL_EXT_texture_env_combine GL_EXT_bgra GL_EXT_blend_func_separate GL_EXT_secondary_color GL_EXT_fog_coord GL_EXT_texture_env_add GL_ARB_texture_cube_map GL_ARB_transpose_matrix GL_ARB_texture_env_add GL_IBM_texture_mirrored_repeat GL_EXT_multi_draw_arrays GL_NV_blend_square GL_ARB_texture_compression GL_3DFX_texture_compression_FXT1 GL_EXT_texture_filter_anisotropic GL_ARB_texture_border_clamp GL_ARB_point_parameters GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_env_crossbar GL_EXT_texture_compression_s3tc GL_ARB_shadow GL_ARB_window_pos GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_ARB_vertex_program GL_EXT_texture_rectangle GL_ARB_fragment_program GL_EXT_stencil_two_side GL_ATI_separate_stencil GL_ARB_vertex_buffer_object GL_EXT_texture_lod_bias GL_ARB_occlusion_query GL_ARB_fragment_shader GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_non_power_of_two GL_ARB_vertex_shader GL_NV_texgen_reflection GL_ARB_point_sprite GL_ARB_fragment_program_shadow GL_EXT_blend_equation_separate GL_ARB_depth_texture GL_ARB_texture_rectangle GL_ARB_draw_buffers GL_ARB_color_buffer_float GL_ARB_half_float_pixel GL_ARB_texture_float GL_ARB_pixel_buffer_object GL_EXT_framebuffer_object GL_ARB_draw_instanced GL_ARB_half_float_vertex GL_ARB_occlusion_query2 GL_EXT_draw_buffers2 GL_WIN_swap_hint GL_EXT_texture_sRGB GL_ARB_multisample GL_EXT_packed_float GL_EXT_texture_shared_exponent GL_ARB_texture_rg GL_ARB_texture_compression_rgtc GL_NV_conditional_render GL_EXT_texture_swizzle GL_ARB_sync GL_ARB_framebuffer_sRGB GL_EXT_packed_depth_stencil GL_ARB_depth_buffer_float GL_EXT_transform_feedback GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_ARB_framebuffer_object GL_EXT_texture_array GL_EXT_texture_integer GL_ARB_map_buffer_range GL_EXT_texture_snorm GL_INTEL_performance_queries GL_ARB_copy_buffer GL_ARB_sampler_objects GL_NV_primitive_restart GL_ARB_seamless_cube_map GL_ARB_uniform_buffer_object GL_ARB_depth_clamp GL_ARB_vertex_array_bgra GL_ARB_shader_bit_encoding GL_ARB_draw_buffers_blend GL_ARB_texture_query_lod GL_ARB_explicit_attrib_location GL_ARB_draw_elements_base_vertex GL_ARB_instanced_arrays GL_ARB_fragment_coord_conventions GL_EXT_gpu_program_parameters GL_ARB_texture_buffer_object_rgb32 GL_ARB_compatibility GL_ARB_texture_rgb10_a2ui GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_timer_query GL_INTEL_map_texture GL_ARB_vertex_array_object GL_ARB_provoking_vertex[OpenGLRenderSystem] GLSL shading IS available.[OpenGLRenderSystem] ARB shading IS available.Loading map from C:/TDM/darkmod/maps/baddcog/bc_rivertowne_01.mapOpen file C:/TDM/darkmod/maps/baddcog/bc_rivertowne_01.map for determining the map format...successsuccess[infoFile] Unable to parse info file header: DefTokeniser: no more tokensSanity-checking the layer assignments...done, had to fix 0 assignments.Stage keyword not recognised: screenmap load timer: 1.25 second(s) elapsed--- LoadMapFile ---C:/TDM/darkmod/maps/baddcog/bc_rivertowne_01.map336 brushes194 patches46 entities Quote 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...) Link to post Share on other sites
SteveL 1042 Posted July 18, 2014 Report Share Posted July 18, 2014 Missed this yesterday but I've now installed it. I'm using the x64 build and without deleting my 1.8.1pre5 settings. I've tried loading a published FM and going for a scout around the map. It loaded fast. I like the way the entities count down again as DR exits too. The movement feels no different to me, it's good. Most stuff is working great already, but I found a few issues to report: Basic keyboard shortcutsSome of the defaults are not bound: CTRL+TAB to change orthoview, and Space to clone selection. The ESC key doesn't deselect! And I don't know how to bind this one for myself so I had to use menu Edit > Clear Selection to deselect. Filtering doesn't deselect either by the way... whatever you have selected remains selected even when filtered from view. And if you issue a keyboard command like SelectNudge, the selected-but-filtered entity will be displaced (not sure that differs from 1.8.1 now I come to think of it, but it was unexpected). The selection shortcuts are all working as expected: SHIFT+click, ALT+SHIFT+click, and CTRL+SHIFT+click.As are the manipulation options, Q,W,R,X, and all the basic mouse functions. Top row buttonsTried all the top buttons from Open Map across to Create Decals except the two Rotate toggles. They're working, except maybe for "Select complete tall". I'm not sure what that's supposed to do tbh but it seems to delete the selection while sometimes selecting a few other things. The file open dialog defaults to darkmod/maps instead of fs_game_base. Filter menuI've done one full menu check so far: Every item on the Filter menu is working correctly for me. So are hiding and unhiding and hiding non-selected, and toggling light volumes. The only filter I haven't tested is "Weather Textures". OtherLike nbohr1more said, lighting preview is not enabled. But I'm not seeing any improper zfighting... it's fine this end.My floating window placement isn't being remembered when I close DR properly through the File menu.The python scripts for selecting all of same type, and finding missing targets, are working fine. Quote Link to post Share on other sites
greebo 61 Posted July 18, 2014 Author Report Share Posted July 18, 2014 Thanks, can you push them to the bugtracker, please? You can group items into one bugtracker issue, if they are similar in scope. Quote Link to post Share on other sites
SteveL 1042 Posted July 19, 2014 Report Share Posted July 19, 2014 I've reported 5 of the issues after checking them again this morning:loss of keyboard bindings"select complete tall" deleting selected brusheslighting preview button not enabledcamera view window position being resetfile open dialog always pointing to darkmod/maps on DR startI didn't create a report for the failure to deselect filtered items. That happens in 1.8.1 too I find, and it's so minor that no-one noticed. I checked the "select complete tall" problem in 1.8.1 too, and it happens there too. I'm not sure what that button is supposed to do, but surely not delete brushes in the selection? I did report that one even though it's apparently not new because it's potentially more serious. A mapper might fail to notice the deletion of a brush because the button sometimes selects other things around the original selection. I'll do more testing the evening as I have a clockwork gizmo to build in DR I'm occasionally switching back to v1.8.1 to check behaviour while doing these tests... I hope that's helpful and not messing up my tests and causing me to make bogus reports. They share their AppData of course. Quote Link to post Share on other sites
greebo 61 Posted July 19, 2014 Author Report Share Posted July 19, 2014 I've reported 5 of the issues after checking them again this morning:Thanks. I didn't create a report for the failure to deselect filtered items. That happens in 1.8.1 too I find, and it's so minor that no-one noticed.Items are deselected before they are filtered out so that should not happen, really. Is that reproducible? If yes (sounds like it is), please add another entry, this should be fixed. I checked the "select complete tall" problem in 1.8.1 too, and it happens there too. I'm not sure what that button is supposed to do, but surely not delete brushes in the selection? I did report that one even though it's apparently not new because it's potentially more serious. A mapper might fail to notice the deletion of a brush because the button sometimes selects other things around the original selection.Select Complete Tall actually is supposed to delete the currently selected brush(es). From what I remember, the workflow is "drag brush(es), resize and then use them to select everything that is contained in the current view projection of these brush(es). Delete the selected brushes. Quote Link to post Share on other sites
SteveL 1042 Posted July 19, 2014 Report Share Posted July 19, 2014 Items are deselected before they are filtered out so that should not happen, really. Is that reproducible? If yes (sounds like it is), please add another entry, this should be fixed.Yes, I rep'd it twice more. Only affects entities, not brushes. And you're right, it's more serious than I first thought because hitting backspace will delete the filtered entity. I'll make that tracker with steps to rep it. Select Complete Tall actually is supposed to delete the currently selected brush(es). From what I remember, the workflow is "drag brush(es), resize and then use them to select everything that is contained in the current view projection of these brush(es). Delete the selected brushes. Thanks for the explanation. I've closed the tracker entry. I'd never have guessed that that's what it did from the icon or the name though. Could the tooltip be made more descriptive do you think, something like "Select brush projection" or "Select through brush"? Quote Link to post Share on other sites
greebo 61 Posted July 19, 2014 Author Report Share Posted July 19, 2014 file open dialog always pointing to darkmod/maps on DR startI assume you set both fs_game and fs_game_base? The correct precedence for the fs_game/fs_game_base folders is like this: fs_game takes precedence over fs_game_base takes precedence over enginepath + /base So if you set "fs_game" to "darkmod/fms/saintlucia" and "fs_game_base" to "darkmod" everything works as intended on my end, the map folder is initialised as darkmod/fms/saintlucia/maps/. I added the note to the tracker entry. Could the tooltip be made more descriptive do you think, something like "Select brush projection" or "Select through brush"?Entirely possible, maybe run the wording through some feedback from other mappers who use that feature? Quote Link to post Share on other sites
SteveL 1042 Posted July 19, 2014 Report Share Posted July 19, 2014 I assume you set both fs_game and fs_game_base? The correct precedence for the fs_game/fs_game_base folders is like this: fs_game takes precedence over fs_game_base takes precedence over enginepath + /base So if you set "fs_game" to "darkmod/fms/saintlucia" and "fs_game_base" to "darkmod" everything works as intended on my end, the map folder is initialised as darkmod/fms/saintlucia/maps/. I added the note to the tracker entry. Oops, this one is entirely my error. I have them set correctly in 1.8.1 but the wrong way round in 2.0 . Sorry about that. Quote Link to post Share on other sites
grayman 2974 Posted July 19, 2014 Report Share Posted July 19, 2014 I'm not actively testing 2.0.0pre. However, I installed it to check an existing bug that greebo asked about, then went back to using 1.8.1. Aaaand then I accidently started 2.0.0 and tried to unselect a selection using the ESC key. It didn't work, and I checked the tracker and saw the bug was already filed. So I went back to 1.8.1 and found that the key assignment for "unselect selection" was wiped clean. Apparently DR's settings are shared among revs, even though I have the revs sitting in different folders. How do I get it back? When trying to assign the ESC key in the key shortcuts screen, the ESC key kills the dialog box. Trying to type in Esc or Escape doesn't work, because each individual key is caught. Perhaps I can edit an xml file somewhere. Where might that be? EDIT: I found the xml file, and have put back the missing ESC key. A pox on me for not following instructions. Quote Link to post Share on other sites
SteveL 1042 Posted July 19, 2014 Report Share Posted July 19, 2014 I had to find this out too last night. The file is \Users\xxxxx\AppData\Roaming\DarkRadiant\input.xml If you backed up that folder, you can restore the files and then mark input.xml as read-only then switch freely between versions. If you need to restore it manually, find this entry in the file and restore it as follows:<shortcut command="UnSelectSelection" key="Escape" modifiers=""/> Quote Link to post Share on other sites
greebo 61 Posted July 20, 2014 Author Report Share Posted July 20, 2014 I'm uploading the pre2 build, will be done in a minute. Download links are updated above: http://forums.thedarkmod.com/topic/16399-testers-needed-darkradiant-wxwidgets/ Quote Link to post Share on other sites
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.