Sotha 1909 Posted April 26, 2016 Report Share Posted April 26, 2016 Thanks again, Greebo! Didn't spot any issues with the *pre3, except the rotation bug. I'm also testing *pre4 now. Quote Clipper-The mapper's best friend. Link to post Share on other sites
Bikerdude 3742 Posted April 28, 2016 Report Share Posted April 28, 2016 Filed another bug tracker, scrolling issue when resizing - - http://bugs.thedarkmod.com/view.php?id=4310 Quote Link to post Share on other sites
greebo 86 Posted April 29, 2016 Author Report Share Posted April 29, 2016 Got a new build up (pre5) with a few more issues fixed. Quote Link to post Share on other sites
Bikerdude 3742 Posted April 29, 2016 Report Share Posted April 29, 2016 Nice one fella, downloading. Quote Link to post Share on other sites
grayman 2982 Posted April 30, 2016 Report Share Posted April 30, 2016 Thanks, greebo. Connecting lines displaying when one of the connected entities isn't visible came into play immediately for a problem I'm working on. Big big help. Also verified the texture scaling on a new brush is now corrected. Quote Link to post Share on other sites
greebo 86 Posted April 30, 2016 Author Report Share Posted April 30, 2016 You're welcome folks. Connecting lines displaying when one of the connected entities isn't visible came into play immediately for a problem I'm working on. Big big helpThat one is not fixed yet, haven't had much time. Quote Link to post Share on other sites
Bikerdude 3742 Posted April 30, 2016 Report Share Posted April 30, 2016 That one is not fixed yet, haven't had much time.Its also a biggie as its been around since 2.0.2 if not before. Quote Link to post Share on other sites
grayman 2982 Posted April 30, 2016 Report Share Posted April 30, 2016 You're welcome folks. That one is not fixed yet, haven't had much time. Hmmm. Looks like it's working now. Will double-check with a map that was showing the problem. Edit: Nope, you're right. Still broken. Guess it wasn't showing up in the map I was working on when I made my 'fixed' comment. Quote Link to post Share on other sites
greebo 86 Posted May 1, 2016 Author Report Share Posted May 1, 2016 Anybody have a testmap for me with a concrete example of disappearing path connections? I think I fixed the problem, and I need to confirm it. Quote Link to post Share on other sites
Bikerdude 3742 Posted May 1, 2016 Report Share Posted May 1, 2016 Any map I have worked on upto pre5, will drop you a PM with the map. https://youtu.be/kiqvwdWsqPA Quote Link to post Share on other sites
greebo 86 Posted May 1, 2016 Author Report Share Posted May 1, 2016 Got it thanks. Path lines stay where they are with this build, I'll put it up for testing. Quote Link to post Share on other sites
Bikerdude 3742 Posted May 1, 2016 Report Share Posted May 1, 2016 good man! Quote Link to post Share on other sites
greebo 86 Posted May 1, 2016 Author Report Share Posted May 1, 2016 New pre6 build is up, keep an eye out for anomalies, I changed the way the connection lines are rendered quite a bit. Quote Link to post Share on other sites
Bikerdude 3742 Posted May 1, 2016 Report Share Posted May 1, 2016 Nice one Greebo, downloading now. Quote Link to post Share on other sites
grayman 2982 Posted May 1, 2016 Report Share Posted May 1, 2016 The connecting lines are now rendering properly. Good to have them back. However, path nodes are now rendered as wireframes, whereas before they were solid: Edit: path_turn is rendered solid, not wireframe. Quote Link to post Share on other sites
greebo 86 Posted May 1, 2016 Author Report Share Posted May 1, 2016 Thanks for spotting, I've fixed this regression in source, but I'll hold back a bit before uploading the next pre-release build. It's likely that more reports will be coming in. Quote Link to post Share on other sites
demagogue 1276 Posted May 1, 2016 Report Share Posted May 1, 2016 I noticed a quirk with free look, when you're shift-selecting brushes, freelock turns off each time you shift-click, but the freelook "+" symbol remains, which is confusing. Quote What do you see when you turn out the light? I can't tell you but I know that it's mine. Link to post Share on other sites
Bikerdude 3742 Posted May 1, 2016 Report Share Posted May 1, 2016 Got a very old bug thats been present since the very first version of DR and its always irked me - http://bugs.thedarkmod.com/view.php?id=4312 Quote Link to post Share on other sites
grayman 2982 Posted May 2, 2016 Report Share Posted May 2, 2016 MAJOR PROBLEM! I just took a look at the layers in my WIP and found that the old problem of having objects distributed across different layers has returned. I'm using pre6 (the latest). For example, if I hide all my layers, and display just one of them, DR shows me what seems like random objects from all over the map, that used to be in other layers. I went back to pre3 (April 20 build) and the layers of map versions where I didn't save the map while using pre6 were still okay. Somewhere in pre5 or pre6, the layers have become corrupt. I can't test pre4 or pre5 because I overwrote them with pre6, but I think pre4 is ok because I have a map snapshot from just before pre5 became available, and its layers are okay, and it was most likely written with pre4. If you save your map while using pre6 (and possibly pre5), your layers are now screwed up. If you bring the map up with pre4 or earlier, you can see that the layers were written wrong while you were using pre5/6, which means the corruption is there even if you back up to pre4 or earlier. Luckily, I only lost a half-hour's worth of work. If I hadn't copied the map to a new version number before starting with pre6, and my nightly backups ran, I'd be facing a Very Long session of putting all the objects back into their correct layers. I'm going back to pre3 until this is corrected. (I don't have pre4.) Quote Link to post Share on other sites
greebo 86 Posted May 2, 2016 Author Report Share Posted May 2, 2016 I think I know where to look for this one, thanks for reporting. Sorry, I hope you didn't lose much work. edit: Got it. The new target line node type was messing up the layer mapping during map load. I'll iron out the freelook toggle stuff and will provide a new version soon. Quote Link to post Share on other sites
Bikerdude 3742 Posted May 2, 2016 Report Share Posted May 2, 2016 Thanks Greebo, your work is much appreciated. Quote Link to post Share on other sites
Spooks 703 Posted May 2, 2016 Report Share Posted May 2, 2016 Has http://bugs.thedarkmod.com/view.php?id=4131 been fixed as a consequence of the rotation improvements? The .0001 thing definitely looks like a float number issue, but I've seen FS actually fly out of place when you rotate them enough in 2.0.3. I can't provide a test map right now, but I'll see about it. Quote My FMs: The King of Diamonds (2016) | Visit my Mapbook thread sometimes! | Read my tutorial on Image-Based Lighting Workflows for TDM! Link to post Share on other sites
greebo 86 Posted May 2, 2016 Author Report Share Posted May 2, 2016 The pre7 build in the first post should fix the layers problem after map loading, sorry for that. The freelook toggle stuff has also been fixed, as well as the non-solid path entity boxes. @grayman: can you confirm that your layers get preserved when loading and saving your map with pre7? Has http://bugs.thedarkmod.com/view.php?id=4131 been fixed as a consequence of the rotation improvements? The .0001 thing definitely looks like a float number issue, but I've seen FS actually fly out of place when you rotate them enough in 2.0.3. I can't provide a test map right now, but I'll see about it. I haven't checked. Quote Link to post Share on other sites
Bikerdude 3742 Posted May 2, 2016 Report Share Posted May 2, 2016 Downloading... Quote Link to post Share on other sites
grayman 2982 Posted May 2, 2016 Report Share Posted May 2, 2016 @grayman: can you confirm that your layers get preserved when loading and saving your map with pre7? Yes, pre7 works great! (I only have to redo 30 mins work, so all is good.) I checked the path nodes and they're back to their normal selves now. Thanx for the quick response! Quote Link to post Share on other sites
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