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DarkRadiant x64


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Over the last few days, I've been chewing on getting DarkRadiant to run natively on the Windows x64 platform. It's finally working now on my system, but I need some confirmation by users with 64-bit Windows, i.e. Vista 64.

 

Is anybody else using Vista 64 and willing to give this a try? The download is here:

 

http://72.8.59.188/TheDarkMod/DarkRadiant/...9.9pre3.x64.exe

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Note that I found a bug in the above package, all the rendered grid text is missing due to a font that seems to be missing in the new GTK+ releases. I changed the font in SVN already, but the above package won't show any rendered text output (clipper numbers, grid coordinaes, XYZ).

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  • 2 weeks later...

mmm... I must have missed this thread. I've been using DR 0.9.8.1 for some weeks in Vista with no special problem - though I've heard aero gives some problem but I don't use it. I'll see if I can get to this this version. Anything specific we are supposed to test?

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mmm... I must have missed this thread. I've been using DR 0.9.8.1 for some weeks in Vista with no special problem - though I've heard aero gives some problem but I don't use it. I'll see if I can get to this this version. Anything specific we are supposed to test?

Nothing specific, it's just a different "flavour" of DarkRadiant with the exact same functionality, only making advantage of the x64 architecture. It is told that native x64 apps are supposed to run faster if they are CPU-intensive, but I can't say whether this actually makes a difference.

 

The 32-bit DarkRadiant runs without problems as well, as you observed, I just wanted to have an x64 DarkRadiant.

 

In DarkRadiant 0.9.9, there will be both x86 and x64 release versions available. I can also create a new x64 snapshot for you if you intend to use it earlier.

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64bit applications can also use more than 2 (windows) respective 3 (linux) gigabyte of memory, so for really huge maps that can make a difference. :)

"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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Been using this for an hour so reasonably OK. But then it started to fail to redraw the background from below the title bar. So title bar OK and windows like camera and ortho OK but menus and buttons lost. So, say I open light inspector and whisk it around it leaves a string of ghost images covering those.

 

Closed and restarted but it returned after a few minutes. I suspect both time might have been after some patch operation, eg, I just created a decal. The time before I think I made a cylinder then inverted it. I'll keep watch on this but might make it semi-unusable.

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'Add property' crashes DR x64 to the desktop. First time I saw an error something like failed to allocate memory, maybe libmem.dll something like that and large number of bytes. That was on a light. But on reload I can repeat this crash with other maps and on a func_static so assume it is on all entities. Didn't see the error message again though.

 

I'll add it to bugtracker.

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I'll have to pick this up tomorrow I'm afraid as I've had a bad time trying to get back my earlier 32bit version.

 

Trying to get back to my 32 bit version I had problems so had to delete files but now I've lost all my keys again. What is the command name for the thing that does 'select everything in top orthoview' please.

 

[EDIT] Sorry. I mean, 'filter out everything that is not visible in top orthoview'

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OK, starting afresh. I've renamed my appData DR and Dark Radiant folders so I can restore my 32 bit anytime.

 

Fresh install of pre3 v64 in new folders. Minor glitch: It asks for engine path with default C:\games\doom3 so I select browse. But when I navigate to my doom folder on drive G and select 'open' it doesn't get selected but returns to the default C:\games\doom3. I'll type in the path manually.

 

I'll test this later and later the other version to see if I can find out anything.

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OK, pre3 64 bit straight out of the box with no config changes by me I right click ortho and create a model birdcage. Then click classname in entity inspector and 'Add property'. DR freezes at this point. M$oft's error message gives...

 

Problem signature:
 Problem Event Name:	APPCRASH
 Application Name:	darkradiant.exe
 Application Version:	0.0.0.0
 Application Timestamp:	49438468
 Fault Module Name:	libglib-2.0-0.dll
 Fault Module Version:	2.18.3.0
 Fault Module Timestamp:	492b2abc
 Exception Code:	c0000005
 Exception Offset:	000000000002b700
 OS Version:	6.0.6001.2.1.0.768.3
 Locale ID:	2057
 Additional Information 1:	55ff
 Additional Information 2:	d88a11956c1bdb22689b538d363d26f2
 Additional Information 3:	8c0a
 Additional Information 4:	518778a3d76ea3f92fab9ad6b50fd1cb

 

I'll try the other version again now.

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Success with pre4 though. Again I deleted both DR folders and installed fresh. No crash on loading so [the previous test I did on this version] we can put down to some conflict in the config I guess. Selecting 'Add property' works OK as normal. So I'll persevere with this version. I'll replace my previous configs one by one to see which one if any crashes it.

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pre4- x64...

 

First I restore my previous input.xml. No problem and I get my shortcut keys back OK.

 

Next I restore user.xml and I get my layout OK. No crash.

 

Next I restore doom3.game and this produces the crash on loading. I think this happened before some months ago and then I restored the default and copied in my custom filters. I'll try that again.

 

I get 'GameManager: No valid game files found, can't continue.

 

I remove my custom filters and it loads normally. I'll check the filters format to see if I missed a bracket or something... Yes looks like I clipped out a line or included a duplicate.

 

I forgot colors.xml - mainly because there is no default file. Now added my original and that works OK too.

 

So now all is working. I'll keep this installed and work with it to see if any other glitches surface. Thanks greebo.

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Ok, good to hear it's working in principle, thanks for testing. :)

 

As for your filter settings, the new version will include a Filters Editor for you, and your filter settings will be saved to a filters.xml file in the user settings folder, so you won't have to mess around with the doom3.game file anymore.

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Still get the background stops being rewritten and still can't find a common factor. It just seems after 10 or 20 minutes but I can't decide if it is triggered by any particular action.

 

One thing I just found though, I normally have DR maximized. If I UNmaximize it then restore it again that seems to clear the problem and I don't have to relaunch DR. Only done that once so far but I'll try again next time.

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