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Posted

Usually, I'm posting this in the internal forums, but I figured I could announce it here just as fine.

 

I've uploaded a new DarkRadiant snapshot and it can be downloaded here: Snapshot Page (0.9.11pre2)

 

Note: this is not a regular release, hence the name 0.9.11pre2. It's "just" an intermediate windows release build on the way to the upcoming 0.9.11. It contains both the latest code and the latest bugs. Instabilities or crashes might occur when using any new features. If you're still not scared off, be sure to grab it. :)

Posted

The safest bet is to install this to a separate folder. If you install it over a previous installation, there might be wrong DLLs in the modules folder which might cause DR to crash.

Posted

Ah, I think that fix did not make it into the recent snapshot (snapshot build is 3022, but I fixed this in 3023). Stay tuned for the next snapshot.

  • 4 months later...
Posted

A new snapshot release is available in the link in the first post. The latest pre-release is 0.9.7pre10.

 

Major changes:

- New Namespace with improved name/prefab/target/link handling

- "Bind Entities" feature

- "Make visportal" feature

 

@BEAR: Please check out this new build, with regard to your issue report: #905

  • 3 weeks later...
  • 2 weeks later...
Posted

A new snapshot is available on the sourceforge snapshot page: the version is pre12, it fixes a crash when selecting models with "empty" surfaces.

  • 1 month later...
Posted

Updated my first post. A new snapshot build is available on our website, with a couple of issues resolved:

 

DarkRadiant 0.9.8pre4: http://darkradiant.sourceforge.net/snapshot.php

 

edit: I can't connect to the sourceforge FTP (again), so here's the direct link clicky

 

- Select All in Layer feature added.

- Fixed: DarkRadiant doesn't emit a warning when a shader is not found.

- Fixed: assigning brushes to layers does not make DR show the * reminder to save the map.

- Fixed: Orphaned func_static origin after drag degenerate.

- Fixed: Creation of a atdm:mover_door entity from a brush causes all worldspawn to become linked.

- Fixed: Models contained in PK4 files are not showing up.

  • 1 month later...
Posted

There is a new snapshot available, to address a bug in the LightInspector code, causing light properties to be written to any newly selected lights without further user interaction. This is especially nasty if a user is hitting Shift-A to extend the selection to all lights, which modifies all light spawnarg in the whole map.

 

The bug has been fixed in 0.9.8pre10 and upwards.

 

Get the snapshot from the DarkRadiant website: http://darkradiant.sourceforge.net/snapshot.php

 

(Note: you need to install the VC++ 2008 redistributable package in order to run this snapshot.)

  • 2 weeks later...
Posted

A new snapshot is available, with a few bugfixes: 0.9.8pre12

 

Get the snapshot from the DarkRadiant website: http://darkradiant.sourceforge.net/snapshot.php

 

Fixed:

- Objectives Editor: Wrong default for missing "mandatory" spawnarg

- Holding down Ctrl-Alt reports "Unknown Event" in the status bar

- Don't auto-select row upon entity selection in Entity Inspector

- DR crashes when show inh props is clicked with multiple entities selected

- Space in entity inspector duplicates entity

- libxml2 upgrade to 2.7.2 and WS32_32 dependency

  • 3 months later...
Posted

Another new snapshot is available now. Consider this a release test, because it contains a couple of new features which haven't been fully tested in terms of packaging.

 

Get the snapshot from the DarkRadiant website: http://darkradiant.sourceforge.net/snapshot.php

 

New features include:

- A newly written Command System (it's now possible to type commands in the console tab)

- A Scripting System plugin, which allows for embedding Python scripts in DarkRadiant

- New MainFrame Layout handling

 

The script interface is not fully done yet, but many systems like ShaderSystem or the EntityDef-Classes are already exposed. For instance, it's possible to take advantage of DarkRadiant's full-blown .def or .mtr parsers and iterate over all known shaders, respecting all the .PK4 files etc. The PK4-System (the so-called VFS) is also exposed to scripting.

Posted

On first launch, my interface setup is lost (not a big deal, plus I backed it up). But worse, when I go to Preferences | Interface, the entry is blank -- nothing to choose. I use Split mode, and can't figure a way to get that. It's also not remembering last settings, as each time it starts up with the entity browser opened.

 

 

Edit: added ui from previous install for comparison

post-58-1236091763_thumb.jpg

post-58-1236092096_thumb.jpg

Posted
On first launch, my interface setup is lost (not a big deal, plus I backed it up). But worse, when I go to Preferences | Interface, the entry is blank -- nothing to choose. I use Split mode, and can't figure a way to get that. It's also not remembering last settings, as each time it starts up with the entity browser opened.

 

 

Edit: added ui from previous install for comparison

 

It's no longer located there. You might have missed Greebo saying in a couple of threads, that the window setup is now located under 'view | Window Layout in the menu, and that the changes are instant.

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