Popular Post greebo Posted September 23, 2022 Popular Post Report Share Posted September 23, 2022 DarkRadiant 3.3.0 is ready for download. What's new: Feature: Remove menu options which are not applicable to current game Feature: Grey-out menu entries that are not applicable Feature: FX Declaration Parsing Support Feature: FX Chooser Feature: Renderer now takes "translucent" keyword into account Fixed: Lighting Mode Renderer draws hidden lights Fixed: Loading map results in "Real Hard DarkRadiant Failure" exception Fixed: Crash when trying to set default mouse or keyboard bindings Fixed: Unit Tests intermittently get stuck on Github runner Fixed: xmlutil thread safety problems Fixed: Some materials aren't displayed correctly Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.3.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. 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. The list of changes can be found on the our bugtracker changelog. Have fun mapping! 10 4 Quote Link to comment Share on other sites More sharing options...
nbohr1more Posted September 23, 2022 Report Share Posted September 23, 2022 Congrats again! ( pretty quick update! ) 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 comment Share on other sites More sharing options...
New Horizon Posted September 23, 2022 Report Share Posted September 23, 2022 Darkradiant just keeps getting better and better! Amazing work. Thanks Greebo! Quote Link to comment Share on other sites More sharing options...
Deep Posted September 24, 2022 Report Share Posted September 24, 2022 (edited) Does proper instalation of this new version include uninstalling the old one, or does it overwrite? AND do I have to backup my Radiant files still? Edited September 24, 2022 by Deep Quote Yer the nicest func_mover I've ever met. Link to comment Share on other sites More sharing options...
thebigh Posted September 24, 2022 Report Share Posted September 24, 2022 Nice work! DR just keeps getting more and more awesome. Quote My missions: Stand-alone Duncan Lynch series Down and Out on Newford Road the Factory Heist A House Call The House of deLisle Link to comment Share on other sites More sharing options...
greebo Posted September 24, 2022 Author Report Share Posted September 24, 2022 2 hours ago, Deep said: Does proper instalation of this new version include uninstalling the old one, or does it overwrite? AND do I have to backup my Radiant files still? The installer (I think) is overwriting everything in the installation directory, as far as I know, it doesn't remove any previous installation. But I might be wrong on that, since I rarely use the installer myself on my development machine. You don't need to backup your user settings, since version 3.0 every new minor release (3.x) is using its own separate settings folder and is not overwriting settings from previous versions anymore. Quote Link to comment Share on other sites More sharing options...
Deep Posted September 24, 2022 Report Share Posted September 24, 2022 Ok, thanks for the reply. I'm only wanting one version of DR on my system and didn't know if I'd end up with 2 sets of settings or a mixed bag o' files ( of those not being over written). Excited to develop with the newish rendering capabilities and shadows etc. - one more thing greebo, will DR ever support "overbright" for lights.... I'm asking for a friend. ( please say yes) lol Reason- exporting lighting to other platforms is a tricky business, but absolutely necessary for what I'm doing. It seems that the light intensity in DR is very low when brought into other rendering software. I know the Q4 editor allowed for this, and was usefull. - anyway thanks for all yer hard work! Quote Yer the nicest func_mover I've ever met. Link to comment Share on other sites More sharing options...
jonri Posted September 25, 2022 Report Share Posted September 25, 2022 The Flathub package has been updated, it should be available once their system finishes building it. 2 Quote Link to comment Share on other sites More sharing options...
greebo Posted September 25, 2022 Author Report Share Posted September 25, 2022 13 hours ago, Deep said: - one more thing greebo, will DR ever support "overbright" for lights.... I'm asking for a friend. ( please say yes) lol Reason- exporting lighting to other platforms is a tricky business, but absolutely necessary for what I'm doing. It seems that the light intensity in DR is very low when brought into other rendering software. I know the Q4 editor allowed for this, and was usefull. There is a lightscale setting in the .game file, which can be used to make lights brighter or darker in DR's render view. Not sure how this could help when exporting scenes to other engines, but that's about the only thing we have here to adjust light brightness globally, other than changing every light in the scene. See for example doom3.game, Line 133: <lightScale>2</lightScale> Quote Link to comment Share on other sites More sharing options...
Deep Posted September 25, 2022 Report Share Posted September 25, 2022 Thank you Quote Yer the nicest func_mover I've ever met. Link to comment Share on other sites More sharing options...
joebarnin Posted September 25, 2022 Report Share Posted September 25, 2022 While upgrading to 3.3.0, BitDefender antivirus reports this: "The file E:\games\DarkRadiant\modules\sound.dll is infected with Gen:Variant.Tedy.207462 and was moved to quarantine. It is recommended that you run a System Scan to make sure your system is clean." Should I be worried? Quote Link to comment Share on other sites More sharing options...
greebo Posted September 26, 2022 Author Report Share Posted September 26, 2022 I don't think that the file has problematic code in it, but I can't prove it to you. I'm afraid these positive detections happen every now and then, something is triggering the scanners. Uploading the sound.dll file to the online scan services shows this: https://www.virustotal.com/gui/file/7fe3607c7dd33cfee7cef53d0ccbdd3142a9f8860cfe24d639c4be043136c4dc It confirms that BitDefender doesn't like the file, for what it's worth. I could look into creating a checksum of the uploaded files next time I create a release, but this doesn't really add much value other than you're being able to prove that the file's the same as the original on my system. If the sound.dll gets infected on my machine while I build the release, the checksum would still be matching. One could make sure and compile DR from source code, to rule out anyone messed with the released files on my computer or on Github. 1 Quote Link to comment Share on other sites More sharing options...
joebarnin Posted September 26, 2022 Report Share Posted September 26, 2022 Thanks for the explanation. I suspect it is spurious; I’ll go ahead and use the dll. Quote Link to comment Share on other sites More sharing options...
AluminumHaste Posted September 26, 2022 Report Share Posted September 26, 2022 I still have the bug where the 2D ortho views don't show the outline on brush selections. I built from source this morning and ran it with local debugging on, and when I draw a new brush in an ortho view, visual studio shows: Exception thrown at 0x00007FF965B3477C in DarkRadiant.exe: Microsoft C++ exception: std::invalid_argument at memory location 0x000000000014EB40. Exception thrown at 0x00007FF965B3477C in DarkRadiant.exe: Microsoft C++ exception: std::invalid_argument at memory location 0x000000000014EB40. Exception thrown at 0x00007FF965B3477C in DarkRadiant.exe: Microsoft C++ exception: std::invalid_argument at memory location 0x000000000014EB40. Exception thrown at 0x00007FF965B3477C in DarkRadiant.exe: Microsoft C++ exception: std::invalid_argument at memory location 0x000000000014EB40. Exception thrown at 0x00007FF965B3477C in DarkRadiant.exe: Microsoft C++ exception: std::invalid_argument at memory location 0x000000000014EB40. Exception thrown at 0x00007FF965B3477C in DarkRadiant.exe: Microsoft C++ exception: std::invalid_argument at memory location 0x000000000014EB40. Exception thrown at 0x00007FF965B3477C in DarkRadiant.exe: Microsoft C++ exception: std::invalid_argument at memory location 0x000000000014EB40. Exception thrown at 0x00007FF965B3477C in DarkRadiant.exe: Microsoft C++ exception: std::invalid_argument at memory location 0x000000000014EB40. Exception thrown at 0x00007FF965B3477C in DarkRadiant.exe: Microsoft C++ exception: std::invalid_argument at memory location 0x000000000014EB40. And it keeps throwing that error as I drag the brush around. Might be related? Quote I always assumed I'd taste like boot leather. Link to comment Share on other sites More sharing options...
Frost_Salamander Posted October 8, 2022 Report Share Posted October 8, 2022 In DR 3.3.0 if I try to resize a light attached to an entity, the light model itself moves. This doesn't seem to happen in 3.2.0. Is this a setting somewhere, or has something changed? dr_light_resize.mp4 Quote TDM Community Github: https://github.com/thedarkmodcommunity My fan missions: The Hare in the Snare, Part 1, The Lieutenant Series: In Plain Sight High Expectations Foreign Affairs Link to comment Share on other sites More sharing options...
greebo Posted October 9, 2022 Author Report Share Posted October 9, 2022 Is this option enabled on your end? Quote Link to comment Share on other sites More sharing options...
Frost_Salamander Posted October 9, 2022 Report Share Posted October 9, 2022 4 hours ago, greebo said: Is this option enabled on your end? Yes that was it. It was enabled in 3.2.0 and disabled in 3.3.0. Where is that preference stored? For some reason, I thought user preferences were shared across DR instances (i.e. stored in user home directory). Or is that not the case? Only asking so I can rule out different settings in multiple instances of DR before raising something in the forum/bug tracker... Quote TDM Community Github: https://github.com/thedarkmodcommunity My fan missions: The Hare in the Snare, Part 1, The Lieutenant Series: In Plain Sight High Expectations Foreign Affairs Link to comment Share on other sites More sharing options...
greebo Posted October 9, 2022 Author Report Share Posted October 9, 2022 I don't recall changing anything in that regard, I didn't rename or change anything between these two releases. But it's easy to click on one of those toggle buttons by mistake, I'm doing that myself here and then. Quote Link to comment Share on other sites More sharing options...
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