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stgatilov

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Status Replies posted by stgatilov

  1. 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.

    1. stgatilov

      stgatilov

      Wait... but "fm_root.subs" also starts with "fm_", doesn't it?

      I don't see how your wording is different...

    2. (See 3 other replies to this status update)

  2. Shadow maps is all around me.

    1. stgatilov

      stgatilov

      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 😥

    2. (See 9 other replies to this status update)

  3. The Dark Mod 2.11 is out!

    1. stgatilov

      stgatilov

      The list of available missions look OK in-game.

    2. (See 11 other replies to this status update)

  4. 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.

    1. stgatilov

      stgatilov

      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.

    2. (See 4 other replies to this status update)

  5. 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.

    1. stgatilov

      stgatilov

      Love and hate are close friends 😉
      Also: there are libraries that everyone complains about and libraries that nobody uses 😁

    2. (See 4 other replies to this status update)

  6. 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.

    1. stgatilov

      stgatilov

      That's why I prefer to not call STL cross-platform: given its popularity, it's no longer just interface that people depend on, it's the implementation. And implementation of STL is entirely different on every platform.

    2. (See 4 other replies to this status update)

  7. 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:

    Spoiler

    fm_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.

    1. stgatilov

      stgatilov

      Obviously, you'll see the minimum of these two numbers on screen...

      Otherwise, it's not a problem.

    2. (See 7 other replies to this status update)

  8. Oops, I hope commit 16666 opened no gateways to Hell

    1. stgatilov

      stgatilov

      Committing the changes to TDM gameplay code is like playing with devil: one wrong step, and it takes your soul 😉

    2. (See 2 other replies to this status update)

  9. 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.

    1. stgatilov

      stgatilov

      Wow, that's cool!

  10. 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?)

    1. stgatilov

      stgatilov

      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

    2. (See 8 other replies to this status update)

  11. Please, can we finally group the missions by year in the game menu?

    1. stgatilov

      stgatilov

      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.

    2. (See 6 other replies to this status update)

  12. 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

     

    1. stgatilov

      stgatilov

      This question is definitely about DarkRadiant.

    2. (See 4 other replies to this status update)

  13. 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?

    1. stgatilov

      stgatilov

      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 😁

  14. The TDM script reference on the wiki page seems to be pasted twice over. It's already a long enough page as it is... 🥵

  15. Hi, can you add EFX to St. Lucia?

  16. I find it alarming that 5 missions with 2.10-only elements take 15% of space among all 158 released missions.

    1. stgatilov

      stgatilov

      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.

    2. (See 6 other replies to this status update)

  17. 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

    1. stgatilov

      stgatilov

      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.

       

    2. (See 3 other replies to this status update)

  18. New laptop. So long, Intel. No more head bumping.

    1. stgatilov

      stgatilov

      So you don't use Intel Graphics anymore? No one would defend the weak? =)

    2. (See 6 other replies to this status update)

  19. Most popular video about Moldova:

    1. stgatilov

      stgatilov

      Sad... I'm afraid all of this is typical for ex soviet union countries, but it usually appears to much lesser degree than in Moldova.

    2. (See 5 other replies to this status update)

  20. I bought HDMI switcher. Only to learn that my monitor has no HDMI input.

    1. stgatilov

      stgatilov

      Installed RX550, connected via DisplayPort. After a bit of testing, I had to reevaluate my view on soft shadows performance =)

    2. (See 3 other replies to this status update)

  21. Put an nVidia 1060 and an AMD 570 into my work PC. Vendor-specific issues should get resolved faster.

    1. stgatilov

      stgatilov

      Wow!

      And I have not yet got to the shop to get AMD part...

      Hope to catch up soon =)

    2. (See 1 other reply to this status update)

  22. Lesson of the day: Spawnargs are stored in the savegame, so adding a new spawnarg, don't expect it to show up when you load up a saved game. :-)

    1. stgatilov

      stgatilov

      Many years ago, savegame also had all "editor" spawnargs stored in them. They took most of the size of save files =)

    2. (See 2 other replies to this status update)

  23. Second morning with -35°C. Clothing is tiresome. Skin dries up. Wife is depressed. We only want to eat and sleep like bears.

  24. Second morning with -35°C. Clothing is tiresome. Skin dries up. Wife is depressed. We only want to eat and sleep like bears.

    1. stgatilov

      stgatilov

      Squirrels are the most dangerous animals you can meet here in winter =) But in summer there are disease-carrying ticks, which substitute poisonous spiders, I guess...

    2. (See 11 other replies to this status update)

    1. stgatilov

      stgatilov

      Thank you very much for the writeup! I am surprised myself with so many changes =) (While double-Cabalistic looked weird, it was more correct=))

    2. (See 6 other replies to this status update)

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