Jump to content
The Dark Mod Forums

Itches, Glitches & Anything Else...


Recommended Posts

@jdude: Can you send me the leaked map so that I can have a look at it? Which version of DarkRadiant are you using (it looks like 0.8.1 to me)?

 

I had such a screen once, that was during the float to double transition, but this build was never available for download.

 

@capela: What are you talking about? Do you have problems finding the leak spots?

Link to post
Share on other sites
  • Replies 1.9k
  • Created
  • Last Reply

Top Posters In This Topic

Top Posters In This Topic

Popular Posts

Since I've stumbled over the same issue (and even tracked a needless bugreport), I've just commited the following:   Index: def/tdm_mover_base.def ===================================================

That's a pretty ambitious project that will require almost every trick in the book. I can sort of envision how you might use fences, skyboxes, and archways to assist with compartmentalization but over

I'd say it is perfectly doable if you make it almost planar, or with only mild height differences. The images below show how I would do it:   See how the mountains and houses always block the view f

Posted Images

I have fixed the leaks so I don't know if it will still do it, but I can still send you the map if you'd like. I'm also using the newest DR release, not 0.8.1 and I'm using the updated svn version of TDM.

Link to post
Share on other sites

If you're suspecting that the leaks or the pointfile are causing this, I can of course produce a leaked map on my own (nothing easier than that :)). I'll open an issue so that I don't forget.

Link to post
Share on other sites
I need to talk about leeks to, but not today. My real problem is that i can't make the transaction from Domedit to darkradiant, i just can't, everything in Darkradiant seems so more confused, i think i need help, please, whats wrong with me?

 

i never did much with dromed, but it looked quite straightforward when I played with it. Anyway, to get started with DR I suggest to read some of the beginners tutorials on Doom3World. Some things are a little bit different in DR then in DoomEdit, so you might give ti a try with DoomEdit first and follow the tutorials. How to create a simple room and such things. I found the tutorials quite helpfull and easy to follow. If you used Doomedit with the tutorials the transation to D is much simpler, because it is close enough to be the same, but not 100% exact maybe to follow the tuts.

 

Also it might be helpfull if you try to remember your specific problems and how you resolved them. I think that other Dromeders might have similar issues, so having a readme, that tells them what to expect and how to deal with it, would be most certainly helpfull.

Gerhard

Link to post
Share on other sites

jdude, it looks from your image that you have several of the new buttons missing from the toolbar; so while you might be using the latest version, you've still got an old configuration. You probably need to clear out your user settings from the user folder in 'documents and settings' (under 'application data').

Link to post
Share on other sites

Can anyone please tell me whats the mean of "Shader not found"

 

As you can see when i use doomedit everything is ok

 

doom3edittz7.th.jpg

 

but when i use Darkradiant i have that textures "Shader not found"

 

darkradiantuy1.th.jpg

Link to post
Share on other sites

I have a similar problem with models, specifically the shrub/plant models.

 

edit: Also I've been getting very strange texture problems. The textures change what they are and look very very distorted from the original. This usually occurs randomly, but restarting DR fixes it. Here's a picture of the problem:

errorba4.th.jpg

Link to post
Share on other sites
Can anyone please tell me whats the mean of "Shader not found"

Shader not found is usually appearing if DarkRadiant doesn't understand the shader definition. Mostly this is due to addnormals(), heightmap() and other map expressions, the support for this is still lacking. Is this a DarkMod-specific texture or a custom one? Can you post the shader definition here?

 

I have a similar problem with models, specifically the shrub/plant models.

edit: Also I've been getting very strange texture problems. The textures change what they are and look very very distorted from the original. This usually occurs randomly, but restarting DR fixes it. Here's a picture of the problem:

This looks really strange, never occurred to me. Especially if it happens randomly I rather suspect that your drivers may have some glitches.

Link to post
Share on other sites

I've actually found that it only occurs if I minimize DR and then play doom3, exit then re-open DR. I believe there are new drivers for my video-card I will install them and let you know if the problem persists.

Link to post
Share on other sites
Shader not found is usually appearing if DarkRadiant doesn't understand the shader definition. Mostly this is due to addnormals(), heightmap() and other map expressions, the support for this is still lacking. Is this a DarkMod-specific texture or a custom one? Can you post the shader definition here?

This looks really strange, never occurred to me. Especially if it happens randomly I rather suspect that your drivers may have some glitches.

 

 

Yes they are custom textures and it seems all my wood textures have the same problem.

 

I have a folder at the "Betamapper Repository" name "capela" where you can see the textures in this case the wood01, wood02, etc , and the mtr file. I have a similar code for allmost every textures and they are ok.

Link to post
Share on other sites

Ah, there is an error in your material file, at line 984: the opening bracket is missing.

textures/Braven/Window04

}

DarkRadiant aborts parsing of the material file when it encounters an error and a warning is displayed in the console window. If you fix that bracket, all the materials below Window04 should work again.

Link to post
Share on other sites

There seems to be a discrepancy between the amount of brushes loading on the loading screen and the actual number of brushes in a level. Upon loading my level the number of brushes loaded goes above 5500, but on the bottom after loading the amount of brushes in my level says only 5315. I don't know if this matters at all, it doesn't seem to affect anything but just in case no body has noticed I thought I should post it.

Link to post
Share on other sites

The reason is that during map load the number of primitives (=brushes+patches) is displayed, whereas the status bar is just displaying the brush count. This is an ancient feature and patches were probably non-existent at that time.

Link to post
Share on other sites

Heh, while (slightly) refactoring the Doom3Entity code, you get to see really delightful things like NameCallbackCallback:

typedef Callback1<const std::string&> NameCallback;
typedef Callback1<const NameCallback&> NameCallbackCallback;

I swear, a few more months and I develop a full-grown allergy against callbacks. :D

Link to post
Share on other sites

Does anybody know if the sorting of keyvalues in the map file makes any difference?

 

In my working copy I have replaced the UnsortedMap with a std::map, which makes the spawnargs alphabetically sorted ("angle" is listed before "classname", both in the EntityInspector and the map file).

 

edit: Nevermind, it should not make any difference, at least from looking at the map parsing code in the SDK.

 

edit: Nevermind²: I went with std::vector<:pair> to create an unsorted map.

Link to post
Share on other sites
This looks really strange, never occurred to me. Especially if it happens randomly I rather suspect that your drivers may have some glitches.

 

I'm still having the same trouble with 7.4 ati drivers. This occurs when I have DR running in the background and I play Doom3 in fullwindow mode, then quit and go back to DR. It is fixed by restarting DR but it's becoming a bit of a pain to have to load everything over and over. My card is a x1950 pro 256. The textures which become distorted have random scattered images on them and have a shininess to them which can be seen in textured mode in the 3d view.

Link to post
Share on other sites

I've been creating model doors by two methods with no problem that I noticed:

 

Create brush, give it atdm:mover_door, select model in entity inspector and click button 'Choose Model'

 

Or...

 

Create model, edit the name func_static to atdm:mover_door

 

But now I find with the first method I see the origin point appears in DR to be way out - maybe 25 units to one side and some 1500 units high. Yet both doors work fine in the game. There is no other entity listed in the entity list. I've rebooted XP and started with a fresh map but still the same. This is the top view HERE as the side view the origin is too high to get in the same image.

 

I can't understand when this started as it could not have always been like this - I've made a hell of a lot of test doors and done a lot of rotating testing where I've paid attention to the centre of rotation.

Link to post
Share on other sites

So, this happens only when creating a brush, making it into a atdm:mover_door and set the model? Seems like a bug, assuming that you applied the same model in both cases?

Link to post
Share on other sites

Yes both same door model, greebo.

 

Well, this might give a clue as to where the flaw lies maybe. I just reloaded the test map and the rogue is now in the normal correct position. Rubbing my eyes I created a new door and on this one the origin showed in the wrong place again. I then saved the map and instantly it was corrected. Maybe that's why I never noticed before since I save very frequently. Since the doors work OK in game it presumably is a temporary display glitch but is reproduceable. Let me know if you want any log output or whatever or an entry in bug tracker.

Link to post
Share on other sites

Yes, please open an issue with a link to your post above, so that I can investigate it sometime. I can't do that right now, due to the scenegraph issues, but I'll come to it eventually. Maybe the brushes cause the origin to be misinterpreted, but I can't be sure right now.

Link to post
Share on other sites

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.


×
×
  • Create New...