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stgatilov

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  • Birthday 08/26/1989

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  1. Are you going to build two separate missions knowing that player will only see one of them? I think this is "cool in theory", but in reality using such a feature requires tremendous amount of work from mapper, so nobody will use it.
  2. That is interesting question. I think no? In principle, I guess I can cover it as well. If I want to expose persistent info from mission as gui vars, I can as well copy some gui vars into persistent info before mission.
  3. The new behavior is available in the latest dev17026-10712. If you set cvar s_overrideParmsMode to 1, then you get the new behavior. The old behavior is under value 0, which is default yet. Also there is "debug mode" if you set value to 2. In this case the new behavior is used, but console warnings are posted when a sound being started shows difference in behavior (i.e. the engine computes both behaviors and complains if they are different). Right now you'll see regular warnings about various AI sounds: they have wrong effective volume in TDM 2.12 and before due to this issue. As for modifying the missions, I think the main blocker is the new DarkRadiant behavior. @greebo @OrbWeaver, could you please comment why DR automatically sets s_minDistance and s_maxDistance spawnargs since recently?
  4. The new behavior is available in the latest dev17026-10712. If you set cvar r_envmapBumpyBehavior to 1, then you get new behavior. The old behavior is for value 0, which is default yet. The missions/core files are not adjusted yet. But I'd say everything is ready to do it.
  5. In the latest dev17026-10712, GUI debriefing is supported. It works exactly the same way as GUI briefing. It would be great if someone tries it For the nearest future, I'd like to support passing information from game script to GUI debriefing. So that you could show different things in debriefing depending on what player did in the mission.
  6. Yes, this is a bug. In svn rev 17012 I fixed this warning in case player closes objectives with anything but Escape button.
  7. I tried the script on the core assets, and find an interesting case called textures/darkmod/metal/flat/tiling_1d/gen_smooth_gold01 This material has time-dependent envmap color: { blend add maskalpha cubeMap env/gen1 red sintable[time*0.1] green sintable[time*0.1] blue sintable[time*0.1] texgen reflect } I wonder whether it was intentional or not. Here is how it looks: I suppose it would be worthwhile to manually review the modified materials, because in some cases the color adjustment was actually meaningful...
  8. If you did not delete the contents of the directory where you installed TDM with tdm_installer, all the log files should be there. Their filenames are suffixed with data&time, so they can only be removed manually. If you find them, you can just share all of them, I'll find the error in the logs.
  9. Yes, this behavior of DR would become a big problem after this change. Because all sound sources will be efficiently muted... Meanwhile, I think most of the maps were created before this behavior. So other opinions on setting zero sound spawnargs are welcome.
  10. I have DR 3.0.0. (I rarely update it since I rarely use it)
  11. I imported them into DR, still don't see any s_xxxDistance spawnargs there:
  12. So the sound has full volume on distances up to minDistance, and no volume at distances above maxDistance. I have not found any special meaning for maxDistance = 0 in the code, so I assume such a sound will never be heard due to zero volume. Also, there are some default values littered around the code. Most importantly, sound shader gets minDistance = 1 and maxDistance = 10 by default. Also I think I have seen min=0, max = 10 somewhere in the code. There is little difference between minDistance = 1 and minDistance = 0. Mostly the difference is that fading does not happen within 1 meter of the sound source. Supposedly, setting minDistance = maxDistance = 0 will cause sound to be completely muted. If you want a sound to always have full volume, I think you should set e.g. minDistance = maxDistance = 1000. Of perhaps set "global" flag instead, which disables distance computation completely. Although this probably has different effect (like maybe global sound passes through walls too). Or if you want it to be sharply disabled at 10 meters, then set minDistance = maxDistance = 10... but I see no point in sounds that can be disabled based on distance without any fade. Finally, as I have described at the very beginning of the post, "minDistance" "0" as spawnarg has no effect on current TDM versions. I don't see mindistance/maxdistance settings in these two prefabs in SVN. Maybe this were the issues that someone fixed recently. Or... could it be that you confuse spawnargs with sound shader settings? Actually, I don't see the distance settings on sound shaders either.
  13. As far as I see in the code, minDistance/maxDistance specify the range in meters where volume falloff happens. Let's introduce F(d) as piecewise linear function. Then: F(0) = F(minDistance) = 1 F(maxDistance) = F(+infinity) = 0 F(d) changes linearly from minDistance to maxDistance The sound gain is multiplied by F(d)^2 (i.e. falloff is turned quadratic). If we talk about real physics, the falloff from point sound should linear without any caps. The gain should be multiplied by (1 / d). However, real sound sources are never perfectly concentrated at a point. If a sound source has size S, then the volume at distances up to O(S) will look like constant. I suppose default minDistance is nonzero to replicate this effect. The existence of maxDistance is harder to justify physically. Perhaps it is here for optimization reasons (don't process sounds farther than this). As for quadratic falloff instead of linear, I think the simply wanted the sound to fade away to zero smoothly.
  14. I implemented a tool to replace spawnarg automatically. Here is the list of missions using the paradigm of settings zero sound spawnargs: I wonder: does it happen automatically in DarkRadiant somehow? Or everyone explicitly specify zero? And if you intentionally specify zero, what do you want to achieve this it?
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