Dragging items halfway across the map using the grid was far more tricky as the mouse wouldn't properly register my click as I needed to zoom in a lot to be able to click inside of it. At one point, I even decided to make a texture file be mirrored to save myself the pain. It's hard to explain with words exactly how inconsistent and messy the surface inspector is when you are trying to fix an image. But it was absolutely horrendous and made the final result be inconsistent in the end. It's always confirming but with 1.6, they for some reason want you to confirm your changes. Or rather, 1.5 doesn't really have a confirm button. S used to close the inspector without losing any progress in 1.5 whereas with 1.6 it's like a cancel button. Then sometimes when I accidentally pressed S as a way to minimize the surface inspector -> It forgot all of my progress and I had to redo this process. At one point I started almost crying. Thus I had to manually shift every single texture on my own and manually resize them by clicking on the arrows. Doing it the opposite way would completely disregard the other properties of FIT or NATURAL. Mirroring textures by simply doing a negative or positive next to horizontal or vertical stretch and then pressing FIT or NATURAL would forget the shift I previously made. Horrible and takes a ton of time to find the particular texture you want. You had to manually search and find them from the big dropdown list and then select the texture you want by scrolling around. You can't input textures manually in the surface inspector by typing the texture name. The issues I had with 1.6 are the following: In general, though, I had a truly awful experience with it when it first came out, and reverted back to 1.4 within just a few days. There were also reports of 1.5 corrupting map files as well, although I don't recall if those were confirmed or not. I couldn't even tell you how many times on the Filefront forums I had to tell people this, it truly was that common. To a newbie, it's very confusing, especially since they didn't actually do anything wrong most of the time. When this occurs and the map is loaded in-game, the user will get the error sv_setBrushModel: null. My primary issue with Radiant 1.5 is that it is bugged and can create brushless entities in the map, and the user won't know until they have already compiled it, which is frustrating and a total waste of time (Back in the day, compiles took hours). Here's a screenshot of it from years ago: It's still the buggiest thing in 1.4, 1.5 and 1.6. I think the vertex editor in 1.5 was also a bit better than 1.4, but just barely. Specifically what is missing in Radiant 1.6? I think the free rotate tool was missing, but was there anything else? I never really used 1.5 much. Not to derail the thread - but I'm honestly curious, and since this was a hot topic on filefront back in the day, I figure some civil discourse may be helpful. But once it actually works to use, it's so much better IMO. I never had bugs with 1.5 except on certain. The G-Wing map we released was made with 1.6 and it made me want to hang myself. 1.6 was cancer to me, there's so many missing features that I can't fathom how it is actually called 1.6.
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