Nort Posted June 17, 2022 Report Posted June 17, 2022 Just updated my DR to 3.0.0, and began aligning my textures, when I noticed that it stepped from whole numbers, to very slightly off numbers, like for example: 0 - 1 - 2 - 3.0000000000000004 - 4 - 5 - 6.000000000000001 - 7.000000000000001 - 8. These numbers are consistent when using both the horizontal and vertical shift buttons. Even when I try to manually type in "6", it adjusts it to "6.000000000000001". I'm afraid to texture things now, because I want textures to be in whole numbers. Quote
Nort Posted June 17, 2022 Author Report Posted June 17, 2022 ...and it's consistent too: I just started a whole new map, and made a single brush, and no texture, and it still steps in these increments. :S Quote
Nort Posted June 17, 2022 Author Report Posted June 17, 2022 Oh, and it has auto-aligned every texture in my level to these off-numbers too! What have you done?! :S :S :S Quote
AluminumHaste Posted June 18, 2022 Report Posted June 18, 2022 It's just the representation in the editor. The map file itself is identical. 2.14: Version 2 // entity 0 { "classname" "worldspawn" // primitive 0 { brushDef3 { ( 0 0 1 -64 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "_default" 0 0 0 ( 0 1 0 -7.5 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "_default" 0 0 0 ( 1 0 0 -7.5 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "_default" 0 0 0 ( 0 0 -1 -64 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "_default" 0 0 0 ( 0 -1 0 -8 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "_default" 0 0 0 ( -1 0 0 -7.5 ) ( ( 0.0625 0 -0.1875 ) ( 0 0.0625 0.828125 ) ) "_default" 0 0 0 } } } 3.0 Version 2 // entity 0 { "classname" "worldspawn" // primitive 0 { brushDef3 { ( 0 0 1 -64 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "_default" 0 0 0 ( 0 1 0 -7.5 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "_default" 0 0 0 ( 1 0 0 -7.5 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "_default" 0 0 0 ( 0 0 -1 -64 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "_default" 0 0 0 ( 0 -1 0 -8 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "_default" 0 0 0 ( -1 0 0 -7.5 ) ( ( 0.0625 0 -0.1875 ) ( 0 0.0625 0.828125 ) ) "_default" 0 0 0 } } } No extra 0's with a 1 on the end. 2.14: 3.0 Quote I always assumed I'd taste like boot leather.
Nort Posted June 18, 2022 Author Report Posted June 18, 2022 Oh. So it's just "extra precision" then. ...but without actually having extra precision. It's still a bug, but not as disastrous as I thought. Quote
AluminumHaste Posted June 18, 2022 Report Posted June 18, 2022 Yeah, tag @OrbWeaver and @greebo But this is the reason that they have beta tests for DarkRadiant, to catch things like this. Quote I always assumed I'd taste like boot leather.
greebo Posted June 18, 2022 Report Posted June 18, 2022 No harmful behaviour here, it's just a formatting issue, the underlying value doesn't differ. The difference between 2.14 and 3.0 is the fmtlib version DR is using. It appears that the fmtlib update to version 8.1.1 introduced a change in formatting behaviour when omitting the format specifier. Explicitly setting the format specifier to "g" removes the rounding of the rightmost digits: fmt::format("{0:g}", value) Quote
greebo Posted June 18, 2022 Report Posted June 18, 2022 And @Nort, I'd appreciate you editing your status update to clarify the situation, to not needlessly get people scared about map corruption. Quote
IZaRTaX Posted June 18, 2022 Report Posted June 18, 2022 I have the same issue Quote Level Designer https://izartax.wixsite.com/zartax
greebo Posted June 18, 2022 Report Posted June 18, 2022 https://bugs.thedarkmod.com/view.php?id=5981 Quote
Nort Posted June 18, 2022 Author Report Posted June 18, 2022 2 hours ago, greebo said: And @Nort, I'd appreciate you editing your status update to clarify the situation, to not needlessly get people scared about map corruption. Sure. I'll do that. Just understand that I was actually pretty scared there for a moment. Quote
Nort Posted June 20, 2022 Author Report Posted June 20, 2022 Since this bug also affects the rotation step value, you actually lose the ability to enter such a value completely, and have to rely on direct input, or only rotate in 90 degrees, in order to rotate textures. Hopefully solving this, will also solve the nasty effects I sometimes get when I use "Fit" with certain values, and the texture just becomes some kind of smear. Quote
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.