intruder on 27/9/2012 at 15:07
No, that didn't help.
I'm going to turn off D3D9 support for DromEd to see if this might be the cause.
EDIT:
Aha, turning off the D3D9 render options fixed the issue.
Quote:
; if multisampling is enabled it's also possible to activate it for HW based edit mode with this (may cause
; problems with some cards/drivers)
;d3d_disp_hw2d_msaa
I will turn off multisampling and activate D3D9 again. Maybe I've got one of those cards..
The Watcher on 27/9/2012 at 15:12
Quote Posted by intruder
When I click at their location, I am able to select them and they get highlighted as usual. When I click somewhere else, they "disappear" from the editor windows.
Sure you're not running into brush shading issues? Try pressing Ctrl+7 and then move the view..
intruder on 27/9/2012 at 15:29
The command "editor_disable_gdi" is the cause.
Now my DromEd.cfg looks like this and all brushes are visible again:
Quote:
use_d3d_display
;editor_disable_gdi
edit_screen_depth 32
d3d_disp_hw2d_msaa
editor_water_alpha 0.7
LarryG on 27/9/2012 at 15:59
Huh. Glad you found that.
Yandros on 27/9/2012 at 18:17
I've opened up my current build of Drymian Codex and processed it in 1.19, and don't see many issues. It did a full optimize + objcast in about 3-4 minutes, whereas it took a good half hour in 1.18, so that's a tremendous improvement. Also Otto, the fan racing is something I dealt with in 1.18 (although I managed to moderate it some by adjusting process priority), but that's no longer an issue in 1.19 either.
The main thing I've noticed that requires attention in the 1.19 build is particles, especially larger ones. Torches and the like are fine, but I have a few braziers with larger flame particles, and those look a bit different. The alpha seems to be higher even though it's set the same as before, so apparently 1.19's alpha rendering updates have affected particle alpha compared to 1.18. Not a big deal, I will just go in and lower it and perhaps tweak the size a bit, but just so you know it's something you may see if you migrate an existing mission. My smaller particles seem OK or at least not different enough to bother with.
The only other thing I noticed so far in my limited time playing with it is that the environmental ambients seem, well, a little louder. That may just be a misperception on my part, I don't know, but at least its a trivial thing to go lower the volumes in my schema file and reload.
R Soul on 27/9/2012 at 19:01
Don't forget that T2 has two volume sliders: Main volume and Ambient volume. If you made a new installation to look at this patch, they might not be at your usual values.
Yandros on 27/9/2012 at 19:08
Good suggestion, I'll check it tonight.
sNeaksieGarrett on 27/9/2012 at 19:54
Has anyone else run into dromed keybinding issues? The new dromed has a cool menus.cfg (up until now i've been using a custom menus.cfg but nothing compared to this new one) and in dromed it lists keybindings for texture palette, etc. Well, for the life of me I can't get F5-F7 to work. I've tried them multiple times. I even added the below lines to both menus.cfg and dromed.cfg. No luck. What am I missing?
Code:
bind_edit_F3 find_obj @@ ; find an object
bind_edit_F5 obj_tree ; open the object hierarchy
bind_edit_F6 edit_obj ; edit currently selected object
bind_edit_F7 texture_pal ; open the texture palette
bind_edit_F8 cam_to_brush ; teleport camera to selected object
vexd on 27/9/2012 at 19:55
The menu options in dromed 1.19 don't appear to be working for me. I can create, manipulate brushes/objs and all that but I have to type relight_level or portalize in the command box or alter the level and try to go to game-mode to make it prompt me to update lights/geometry. Any ideas as to what I have fouled up?