greebo 39 Posted November 1, 2009 Author Report Share Posted November 1, 2009 I think there's no reason not to introduce an intermediate entityDef "atdm:moveable_barrel_base" in between moveable_base_barrel and the actual moveable. Quote Link to post Share on other sites
Fidcal 174 Posted November 1, 2009 Report Share Posted November 1, 2009 OK, there's already a atdm:moveable_barrel_base. I'll add it to that. Is it possible to add something like: "editor_color" "_default" ...to override the inheritance and get back to the original default? Quote Link to post Share on other sites
greebo 39 Posted November 1, 2009 Author Report Share Posted November 1, 2009 Not possible, but I guess that can be added. Not much benefit for the effort though, is it? Quote Link to post Share on other sites
Fidcal 174 Posted November 1, 2009 Report Share Posted November 1, 2009 No, probably not. OK, I've changed moveable barrels to be the same as other moveables. I'll leave the AI alone - though I might change it on my local copy. Quote Link to post Share on other sites
PinkDot 0 Posted November 8, 2009 Report Share Posted November 8, 2009 I don't know whether this one has been raised already - Reloading commands in Dark Radiant reload only models/defs/scripts used in the map or maybe present at the time of launching DR (not sure about that). But they won't find any new assets added. The only way to add new asset to map is by restarting DR, which takes time for any medium or large map. Could that be changed, so apart from reloading, DR also looks for new ones? Quote Link to post Share on other sites
greebo 39 Posted November 9, 2009 Author Report Share Posted November 9, 2009 Which specific reload command are you referring to? The reload shaders command should definitely find new stuff too, as should the reload models command. Quote Link to post Share on other sites
PinkDot 0 Posted November 9, 2009 Report Share Posted November 9, 2009 DR didn't find my new entity added - that's for sure. I'll double check the other ones. Quote Link to post Share on other sites
greebo 39 Posted November 9, 2009 Author Report Share Posted November 9, 2009 So you hit "Reload DEFs" and your new entityDef has not been listed? Quote Link to post Share on other sites
PinkDot 0 Posted November 9, 2009 Report Share Posted November 9, 2009 That's right - entity didn't appear on the list. But it did after restarting DR. Quote Link to post Share on other sites
greebo 39 Posted November 10, 2009 Author Report Share Posted November 10, 2009 Ok, please put that on the tracker then, the entityDef should be listed after reload. Probably it's just a matter of clearing out the Create Entity dialog after reloading the defs. Quote Link to post Share on other sites
PinkDot 0 Posted November 10, 2009 Report Share Posted November 10, 2009 Done. Quote Link to post Share on other sites
jdude 18 Posted November 15, 2009 Report Share Posted November 15, 2009 Any news on fixing the decal issue in the renderer? Quote Link to post Share on other sites
greebo 39 Posted November 15, 2009 Author Report Share Posted November 15, 2009 Nope. I'm working on better scripting support for brushes and patches currently, which takes quite some reorganisation and refactoring. Quote Link to post Share on other sites
jdude 18 Posted November 15, 2009 Report Share Posted November 15, 2009 K no worries then I can keep using 9.12 for decal work. Quote Link to post Share on other sites
Theothesnopp 25 Posted November 26, 2009 Report Share Posted November 26, 2009 just a quick question because i dont think its darkradiant that is a problem just.goth this after the last update.when i toggle preview (f3) nothing happens except that the the grey "vacuum" turns into black.is there a new key for it or is it a bug? Quote Link to post Share on other sites
greebo 39 Posted December 27, 2009 Author Report Share Posted December 27, 2009 I've tagged a couple of issue reports on the tracker with "Feedback". @SneaksieDave: could you review these sometime? I guess most of these are not an issue anymore or might be obsolete by now. Quote Link to post Share on other sites
SneaksieDave 40 Posted December 28, 2009 Report Share Posted December 28, 2009 Yep will do, just looking for a decent chunk of time (running around a bit frantic with end of year stuff). Quote Link to post Share on other sites
Fidcal 174 Posted January 7, 2010 Report Share Posted January 7, 2010 With a big map it can be hard to move the grid view around. Typically I zoom out and find the area I want to work, drag the view to centre it, zoom in, then regionsSetXY. I have key R set to that. But now I'm sometimes trying with a zoomed in view, drag, R, drag, R so I am pulling the view around to find what I want but it only ever shows that region so it moves smooth. I'm just wondering if there is a case for an 'auto-regionSetXY' mode. When set, the grid view would automatically set regionXY on release of the RMB. Ditto if zooming in or out. Since you can't see anything outside of the view anyway, why waste processing time on it. [EDIT] In fact the only time you would want to disable this mode is if you want to refer to something else in camera. I've not put this on the wishlist as I'm unsure myself. Just wondered if anyone else had tried this drag and region idea. Quote Link to post Share on other sites
greebo 39 Posted January 7, 2010 Author Report Share Posted January 7, 2010 What you described is already happening in the code behind the scenes. Only the parts intersecting a certain view volume are rendered, everything else is culled. This is happening for both the cam and the ortho, dynamically. Quote Link to post Share on other sites
Fidcal 174 Posted January 7, 2010 Report Share Posted January 7, 2010 Yes, sorry. Wasn't thinking. I tend to scroll, hit R for regionXY so I can more easily view sideways. Quote Link to post Share on other sites
Fidcal 174 Posted January 20, 2010 Report Share Posted January 20, 2010 Browsing the Dark Radiant console I saw: LoadLibrary failed: 'G:/DarkRadiant/modules/wavefront.dll'GetLastError: The application has failed to start because its side-by-side configuration is incorrect. Please see the application event log for more detail. WARNING: Failed to load module G:/DarkRadiant/modules/wavefront.dll:The only log I can find is darkradiant.log in the users folder. This also has the above error and further down: ModuleLoader: Loading module 'G:/DarkRadiant/plugins/wavefront.dll'Module registered: WaveFrontExporter What would this error affect? Quote Link to post Share on other sites
greebo 39 Posted January 20, 2010 Author Report Share Posted January 20, 2010 Do you have the File > Export Selection as OBJ... menu item? Then you don't need to worry about anything, the console warning is probably due to a packaging error on my behalf. edit: Yeah, I had the output folder for the wavefront plug-in set differently for x86 and x64 builds, so you probably have a 32-bit module leftover in your x64 package. My bad, but it won't do any harm, it will be fixed in the next release. Quote Link to post Share on other sites
Fidcal 174 Posted January 20, 2010 Report Share Posted January 20, 2010 OK, thanks. Yes, that menu item is there but I've not used it. Quote Link to post Share on other sites
Fidcal 174 Posted January 21, 2010 Report Share Posted January 21, 2010 Rarely needed but Dark Radiant crashed when I tried to move an entire map (using Alt + arrows) but it worked OK if I first dragged out a brush and imported the map (probably the same if I just opened and added a brush then selected only the main map.) This was a big map. Not tried with a small one. Quote Link to post Share on other sites
greebo 39 Posted January 22, 2010 Author Report Share Posted January 22, 2010 Rarely needed but Dark Radiant crashed when I tried to move an entire map (using Alt + arrows) but it worked OK if I first dragged out a brush and imported the map (probably the same if I just opened and added a brush then selected only the main map.) This was a big map. Not tried with a small one.Any steps so I can try to reproduce that? Quote Link to post Share on other sites
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