Jump to content
The Dark Mod Forums

Recommended Posts

Posted (edited)

It appears the latest version of DarkRadiant Git from Codereader is full of bugs and breakages, which affect at least the Linux version of the software. Since I just reported a whole list of problems, I decided to also make a thread here to hopefully bring more attention and testers who can confirm them:

Edited by MirceaKitsune
Posted (edited)

Hey Mircea,

I'm running DR 2.2.1 on Ubuntu MATE 16.10. I've built it from source about a month ago. From the issues you mention I can only confirm that Panel sizes are not persisted between startups.

About the issue that Various windows won't open: I'm quite sure this is not a bug, but the way DR is supposed to behave. You already realized that only some menu entries will open as windows (surface Inspector, Patch Inspector,...). However the media browser and texture browser don't open in separate windows, but are displayed in the lower right corner in different tabs by default. Selecting them in the view menu should open the respective tab.

I have stumbled upon a few other bugs however:

  • DR crashes when re-opening the import prefab menu.
  • Selected entities disappear from the 2D-View.
  • Theṙe is no entry for the readable editor in the entity menu. Moreover when I open it via shortkey and try to select a GUI definition, the GUI Definition always switches to guis/readables/sheets/sheet_paper_hand_nancy.gui, no matter what I have select.
  • The MD5 animation viewer doesn't work for me. When I have selected a model and an animation and then click on play, DR freezes.

Can you confirm any of these issues?

Edited by Nightcrawler
Posted (edited)

Hey Mircea,

 

I'm running DR 2.2.1 on Ubuntu MATE 16.10. I've built it from source about a month ago. From the issues you mention I can only confirm that Panel sizes are not persisted between startups.

 

About the issue that Various windows won't open: I'm quite sure this is not a bug, but the way DR is supposed to behave. You already realized that only some menu entries will open as windows (surface Inspector, Patch Inspector,...). However the media browser and texture browser don't open in separate windows, but are displayed in the lower right corner in different tabs by default. Selecting them in the view menu should open the respective tab.

 

I have stumbled upon a few other bugs however:

  • DR crashes when re-opening the import prefab menu.
  • Selected entities disappear from the 2D-View.
  • Theṙe is no entry for the readable editor in the entity menu. Moreover when I open it via shortkey and try to select a GUI definition, the GUI Definition always switches to guis/readables/sheets/sheet_paper_hand_nancy.gui, no matter what I have select.
  • The MD5 animation viewer doesn't work for me. When I have selected a model and an animation and then click on play, DR freezes.

Can you confirm any of these issues?

 

Hi there. It's hard to test more issues right now, until DarkRadiant not sensing my keyboard at all (except for the menus) is solved. Might look at these later though.

 

Oh, and I should definitely mention: I don't use the default layout, where those panels are indeed part of the main window. I use the split layout with 4 windows... where one is the 3D view, one is XY 2D view, one is YZ 2D view, and one is XZ 2D view. The bug might be related to this specific layout, and possibly others that require opening those windows manually.

Edited by MirceaKitsune
  • 3 weeks later...
Posted

For me, I have an issue with glew.h being recognized.

checking GL/glew.h usability... no 
checking GL/glew.h presence... no
checking for GL/glew.h... no
configure: error: GLEW not found

Though I have glew and devel packages installed:

ls -l /usr/include/GL/ 
total 2460
-rw-r--r-- 1 root root  240735 May  8 14:18 glcorearb.h
-rw-r--r-- 1 root root 1018809 Feb 14  2016 glew.h
-rw-r--r-- 1 root root  801495 May  8 14:18 glext.h
-rw-r--r-- 1 root root   80615 May  8 14:18 gl.h
-rw-r--r-- 1 root root  158833 May  8 14:18 gl_mangle.h
-rw-r--r-- 1 root root   73140 Feb 14  2016 glxew.h
-rw-r--r-- 1 root root   47521 May  8 14:18 glxext.h
-rw-r--r-- 1 root root   14642 May  8 14:18 glx.h
-rw-r--r-- 1 root root    3471 May  8 14:18 glx_mangle.h
drwxr-xr-x 2 root root    4096 May  8 23:24 internal/ 
-rw-r--r-- 1 root root   63383 Feb 14  2016 wglew.h

:(

System: Mageia Linux Cauldron, aka Mageia 8

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

    • datiswous

      So on a regular basis I try to start building something in Darkradiant but very quickly I loose interest and give up.
      I tend to
      create a room, position an ai in it (or first ai, then room, probably better) put a light in it Put some stuff in it test the room in tdm Now I had this new idea:
      Start of with a gigantic room. To skip the importance of sealing for the time being and to think broader than one room. Then just use ground without wall, just to visualise the structure of the level.  Then just use prefab walls and other elements (arches, etc.). Just building area's that aren't enclosed. I can always close them at a later point. Maybe this is all very logical from a mappers perspective, but tdm is the first game where I have done any kind of real mapping and I always stop at the start. It just takes too long to make something exciting.
      I want to build something at some point, because over time I accumulated lots of ideas.
      · 13 replies
    • MayheM

      It would be nice to have a link to the forum thread of a mission in download section, rather than having to search for it manually, like on Thief Guild.
      · 1 reply
    • taffernicus

      Anaglypta , floral and damask wallpaper look great in older homes 
      It’s rare to see anyone using “shader not found” wallpaper in their house

       
      · 0 replies
    • Ansome

      Terribly difficult juggling map designing with work, but I'm still alive and chipping away at something very special. I'm actually making a collaboration of sorts with a friend, I make the map itself and he acts as my "Chief Scope Creep Consultant" that checks in every so often to make sure this project isn't getting out of hand. It's a good system!
      · 1 reply
    • JackFarmer

      We don't need artificial intelligence; we need artistic intelligence. 
      Ralf Hütter, Kraftwerk
      · 6 replies
×
×
  • Create New...