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DarkRadiant 0.9.7 released


greebo

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I gladly announce the availability of DarkRadiant 0.9.7, which can now be downloaded from our website at sourceforge:

 

http://darkradiant.sourceforge.net/

 

The list of changes can be found here: Changes since 0.9.6 and on our bugtracker changelog.

 

Beware that it might take a while until all the sourceforge mirrors have the download available - in case it doesn't work, try again in a couple of hours.

 

As usual, 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.
  • Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker.

Enjoy!

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It seems that camera window works much faster now! :)

 

BTW, in DromEd there was 'Light Bright' command (in camera window one could see fully lit map). Very, very useful. Is there something like that in DarkRadiant?

Edited by Bukary

Cartographer's Note FM: in production.

Download Old Comrades, Old Debts FM or Mistrz Effects demo and see my old projects!

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Yes, but there are lots of editor objects visible (no_solid, no_clip, paths etc.), so one can not check how the map looks in the game. I don't remember if it is possible to filter everything (with the exception of architecture, AI and objects) in render view. I will have to try this in the evening.

Cartographer's Note FM: in production.

Download Old Comrades, Old Debts FM or Mistrz Effects demo and see my old projects!

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I was thinking about a rendered light-bright mode as a possible renderer improvement; I don't think this would be immensely difficult and might have some advantages over the non-lit render mode as you say.

Yes, that would be great and very useful improvement. If it is not that difficult, go for it! :)

Cartographer's Note FM: in production.

Download Old Comrades, Old Debts FM or Mistrz Effects demo and see my old projects!

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Yes, that would be great and very useful improvement. If it is not that difficult, go for it! :)

 

The "Filters" you see in the menu are defined in an XML file, so it is possible (and easy) to add your own filters. And it should be possible to make a filter that hides everything like portals, clip and collision, objects and paths, but leaves the map and objects intact.

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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is there a way to filter out the collison and the other brushes that cover up the models in the model viewer?

 

The only option I saw was to toggle the monsterclip

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happycheeze.deviantart.com

 

Moddb

 

Gamers Outreach, a nonprofit that uses videogames to raise money for chairty.

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is there a way to filter out the collison and the other brushes that cover up the models in the model viewer?

 

The only option I saw was to toggle the monsterclip

The collision textures (the green ones) can be filtered by "Collision Textures" and the shadowmesh (the black textures) can be filtered by "Shadow Textures".

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[Nevermind. I thought I found a bug, but I was wrong. Sorry. There's no way to delete my post?]

Edited by Bukary

Cartographer's Note FM: in production.

Download Old Comrades, Old Debts FM or Mistrz Effects demo and see my old projects!

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Due to a nasty crash when using the "Save as..." command on maps with speaker entities in them, here is a new build from the latest development branch:

 

http://72.8.59.188/TheDarkMod/DarkRadiant/...t-0.9.8pre1.exe

 

This release supercedes the recent 0.9.7 release. No other major changes against 0.9.7 are included in this package, mainly the above issue is addressed.

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