Jump to content
The Dark Mod Forums

Recommended Posts

Posted

DarkRadiant 2.6.0 is ready for download. This feature release is further improving on the Model Exporting capabilities and introduces smaller features like a mapping time stopwatch and the ability to define favourites in the Media Browser, making it more convenient to work with a large number of materials. On top of that, this build offers a number of fixes and improvement for various parts of the editor. It's recommended to prefer this version over any previous release.

Windows and Mac Downloads are available on github: https://github.com/codereader/DarkRadiant/releases/tag/2.6.0 and of course linked from the website https://www.darkradiant.net

Thanks go out to all who helped testing this release!

Please report any bugs or feature requests here in these forums, following these guidelines:

  • Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask.
  • If you run into a crash, please record a crashdump: Crashdump Instructions
  • Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker.

Changes since 2.5.0

  • Add a stopwatch tracking your mapping time
  • Make The Model Exporter Respect The "skin" Spawnarg On Export
  • Export patches and lights/func_statics to OBJ
  • Fixed: Particle Editor Doesn't Save Colour/Fade Colour
  • Fixed DR not remembering location of child windows when placed on any non-primary monitor
  • Fixed: Re-exporting .ase models screws up their normals
  • Fixed: Export Selected as .LWO Model: Exported models loose smooth shading after export.
  • Fixed: DR shouldn't write *.darkradiant files when creating a prefab
  • Fixed: CSG Make Room operator does not fill the room on 3-edge prism case
  • Fixed: DR doesn't show readable background image changes
  • Fixed syntax error in OBJ export script
  • Fixed: Grid size number format in status bar is showing unnecessary post-comma zeros
  • Fixed: Undo after changing func_static entity classname results in lost child primitives
  • Fixed: Changing entity class from the spawnargs moves it to the Active Layer

The list of changes can be found on the our bugtracker changelog.

Have fun mapping!

Posted

This is great. The combining models saves me so much time for what I was having to do manually.

  • Like 1

Modeler galore & co-authors literally everything

 

 

Posted

Thanks for this, greebo!

I like how, even after you "retired" as a coder for us, you're still one of our most productive contributors. :laugh:

Keep rocking the free world!

What do you see when you turn out the light? I can't tell you but I know that it's mine.

  • 6 months later...
Posted (edited)

I'm still getting an unspecified error when exporting a collision model, that's taken from a brush model that was exported as .ase and imported by right-click "add model", because it's trying to export the collision model to the same path as the model... and the file is in use by DR, so it's locked.

(please don't make me use zbrush or blender...)

After setting the origins to be the same as the model - if I make a mistake while tweaking it a bit, and try to undo it - I get a "failed to save collision model" and DR crashes.

(I just realised I don't need the collision model, as the brush model is bound to a mover and will cause damage, so dw about it - should push the player back anyway).

Edited by teh_saccade
  • greebo unpinned this topic

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

    • JackFarmer

      "The Year of the Rat." 
      😄

      Al Stewart must be proud of you!
      Happy testing!
      @MirceaKitsune
      · 1 reply
    • datiswous

      I posted about it before, but I think the default tdm logo video looks outdated. For a (i.m.o.) better looking version, you can download the pk4 attached to this post and plonk it in your tdm root folder. Every mission that starts with the tdm logo then starts with the better looking one. Try for example mission COS1 Pearls and Swine.
      tdm_logo_video.pk4
      · 2 replies
    • JackFarmer

      Kill the bots! (see the "Who is online" bar)
      · 3 replies
    • STiFU

      I finished DOOM - The Dark Ages the other day. It is a decent shooter, but not as great as its predecessors, especially because of the soundtrack.
      · 5 replies
    • JackFarmer

      What do you know about a 40 degree day?
      @demagogue
      · 4 replies
×
×
  • Create New...