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Status Replies posted by stgatilov
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What I see a lot in made subtitles (except the ones I make), is that people make an fm_root.subs and then put the inline subtitles in a seperate file, instead of just putting everything in that fm_root.subs file and I wonder why.. It doesn't matter off course, but I wonder why people do that.
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Shadow maps is all around me.
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I thought about how to make translucency, interactions, and fog play nice with each other.
And it seems to require "single-pass" shadows, which we only have with shadow maps now.
And shadow maps also are required for volumetric lights and alpha-tested shadows.It seems stencil shadows are doomed.
But without proper resolution management and soft shadows, we can't just get rid of stencil shadows
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The Dark Mod 2.11 is out!
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The list of available missions look OK in-game.
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Bumped into an interesting piece of wisdom called Hyrum's Law:
With a sufficient number of users of an API, it does not matter what you promise in the contract: all observable behaviors of your system will be depended on by somebody.-
One example from recent practice: I had to advise my colleague to not use std::hash<int>, because while it makes some useful things on MSVC, it is a plain identity function for integers on GCC. That's because standard does not control the quality of hash functions at all, so GCC decides to put the hash finalizer into the hash table. I think he just used boost hash function in the end: it has same implementation on all platforms.
Another case is C++11 random. We all know that C rand sucks for many reasons, and different algorithm on different platforms is one of the reasons. For testing purposes, it is often desirable to have exactly the same PRNG on all platforms. For that reason C++11 generators are fully defined by the standard: std::mt19937 works exactly the same way on Windows and Linux. But the distributions are not fixed. So if you use std::mt19937 + std::uniform_int_distribution, then you'll get different results on MSVC and GCC. Reinvent that wheel yourself
Another example might be std::deque. Ideologically, people expect it to be a linked list of chunks. But it seems (I did not test this myself, I prefer reinventing such wheels) that MSVC implementation has very small size of chunks, so it boils down to be a worse version of std::list.
In all of the cases, all implementations fully comply with the standard requirements. But as a programmer, you might expect or implicitly rely on some properties in terms of performance/reproducibility and thus depends on implementation details, which are not cross-platform.
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Bumped into an interesting piece of wisdom called Hyrum's Law:
With a sufficient number of users of an API, it does not matter what you promise in the contract: all observable behaviors of your system will be depended on by somebody. -
Bumped into an interesting piece of wisdom called Hyrum's Law:
With a sufficient number of users of an API, it does not matter what you promise in the contract: all observable behaviors of your system will be depended on by somebody. -
I just figured out how to make subtitles work in TDM (srt) for ingame cutscenes and how to automatically generate the srt file in Kdenlive's speech recognition (I just had to edit it a bit).
Kdenlive is a free and open source multiplatform pretty advanced video editor.
Test case is the first builder gost scene in Requiem saying:
1 00:00:00,180 --> 00:00:02,140 the builder be with you this night 2 00:00:02,600 --> 00:00:04,840 there will be secrets all around you 3 00:00:05,040 --> 00:00:06,439 so have a keen eye
The following page gives you the basic info:
https://wiki.thedarkmod.com/index.php?title=Subtitles
These 2 tutorials give you the info for creating the srt files:
If you run into the problem the Kdenlive cannot find your Python PATH, then here is a solution:
https://www.mail-archive.com/kde-bugs-dist@kde.org/msg672183.html
Edit: During the installation of Python, in the installer, if you select more options, you can specify to set the PATH. I tried this on another Windows computer and this fixed the issue. Much easier solution.
This is all the code for the testcase:
Spoilerfm_root.subs file in subtitles folder in fm's root:
// Requiem subtitles subtitles fm_root { verbosity story srt "sound/voices/Hanno1.ogg" "subtitles/hanno1.srt" }
hanno.srt file in same folder:
1 00:00:00,180 --> 00:00:02,140 the builder be with you this night 2 00:00:02,600 --> 00:00:04,840 there will be secrets all around you 3 00:00:05,040 --> 00:00:06,439 so have a keen eye
Maybe I will create a seperate (text,images based) tutorial on the wiki.
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There's now image gallery functionality on the wiki. I asked taaaki to enable this and he did.
See here for an example:
https://wiki.thedarkmod.com/index.php?title=The_Hare_in_the_Snare:_Part_1_(FM) (scroll down to the Gallery section and click on one image)
You can still have the old functionality by middle click on an image.
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Wow, that's cool!
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I vaguely recall someone recently complained about two-sided materials (curtains?) not getting lighting from both sides
I just found a piece of code that's supposed to do just that
Where was that discussed? (@nbohr1more?)
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Yes, it only works with negative Z channel, so it is incompatible with RGTC compression.
So it requires forceHighQuality (i.e. disable texture compression) but was still broken. Supposedly, I fixed it for 2.10: https://bugs.thedarkmod.com/view.php?id=5862
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Please, can we finally group the missions by year in the game menu?
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If you just change sort-by-name to sort-by-year-than-name, you'll probably meet resistance
But if you add some buttons for different sorting orders, then everyone will be happy.
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Hey greebo, I was wondering what the newest DM version is and my question is does it contain all of the previous fixes from all other updates? ... I am using version 2.14.0_revea114 with the widget 3.1.3 and the build date is Nov 3 2021. I like this version because zoom on cursor, and the hor/virt scale was fixed on small faces ( wouldn't go lower than 1) So, does the newest version contain all of this and more? can't find this info. - THANK YOU! must say, this editor is fantastic btw! - DeeP
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Hello there. I have read from the TDM Moddb page detailing that you are the author of the "Faster loading times".
For that, I want to give you my utmost respect and my thanks. Loading times are something I absolutely hate, I can't even bear to wait 10 seconds for a game to load, but I just have to deal with it.
Thankfully, you have made it absolutely bearable now!
Again, thank you very much for such a great feature, I dare say that 2.10 is absolutely worth it just for the fast loading times than the rest, but I don't want to belittle the others, the volumetric light and lighting improvements are also fantastic!
Since I know curiosity will kill me, I might as well ask you something...
Is it possible to give this enhancement to other games? If not, at least Doom 3 itself?-
Maybe I did the majority of tweaks if you start counting them, but in reality some of the hardest improvements were done by @cabalistic. In fact, he started the whole motion of loading times optimization by his own initiative, and I merely joined it.
And these changes were heavily discussed with the whole team, of course. So if you want to thank for these changes, you need to thank the whole team
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Hi, can you add EFX to St. Lucia?
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I find it alarming that 5 missions with 2.10-only elements take 15% of space among all 158 released missions.
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I don't see any videos of noticeable size. Vocal set alone is hardly responsible for a lot of space. It is the amount of assets in general (textures, models, sounds) which takes space. I'm afraid we have to reconsider what a "normal size of FM" is, and think if the the new scale will bring problems in future.
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I'm going dark
Feel free to reassign all my tickets and delete unfinished work (multi-light shaders, x-ray view, etc) in trunk
Special thanks to @nbohr1more and @stgatilov for putting up with my countless bugs and making great company
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Sad to hear.
I hope you are OK, and it's just real life that needs attention.Thank you for working on the game!
Despite my complaints, you have improved TDM a lot. Without you, rendering would have been near Doom 3 level still.-
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2.07 article at moddb: https://www.moddb.com/mods/the-dark-mod/news/the-dark-mod-207-stability-release