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stgatilov

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Everything posted by stgatilov

  1. There are many uses of this texture, and all of them use this compression algorithm. Perhaps replace it with full black texture would be better, since it already works that way. I wonder why this texture was even created with (1, 1, 1)... //matt black - there are already blacks but cannot get _black nor bc_black to reference as diffusemap // NB: this texture still has default specular reflections. For complete black, use black_pure below textures/darkmod/sfx/black_matt { qer_editorimage textures/darkmod/sfx/black_matt_ed diffusemap textures/darkmod/sfx/black_matt } The original code comes from 2008. And there is also 4151, where black_pure and white_pure materials were added. I hope someone familiar with assets will help decide
  2. This is caused by DXT1 compression of textures/darkmod/sfx/black_matt.tga. This image has constant color (1, 1, 1) everywhere, i.e. almost black. Previously, the image was compressed by OpenGL driver, so you could get different results depending on vendor. I got (0, 0, 0) everywhere, you probably got the same. But someone else on another vendor could get something else. Now, compression is done by our code, same for everyone. It compresses the color to (0, 1, 0). Obviously, this is a bit closer to (1, 1, 1) than (0, 0, 0) Notice that DXT1 uses 5 bits for red and blue but 6 bits for green. So while it is possible to represent 1/255 value for green, it is not possible to do the same for red and blue. However, this 1 tick adds a bit of green to the overly black picture, and then you apply huge gamma correction (basically take sqrt of all color components) and this green becomes noticeable. Some ways to fix the issue: Use _black texture. It is (0, 0, 0), and I am rather sure it will be compressed to (0, 0, 0) by all implementations. Modify textures/darkmod/sfx/black_matt to be full black (0, 0, 0). Add forceHighQuality to the stage which blends textures/darkmod/sfx/black_matt. Add DDS version of textures/darkmod/sfx/black_matt to core assets. Note that points 1, 2, 4 produce equivalent output, i.e. force texture to (0, 0, 0) color. Point 3 leaves the texture as (1, 1, 1), but there is no way to do this for all materials: the keyword has to be added to each material. Points 1 and 3 look bad because they fix the problem now, but don't stop the problem from happening again in the future.
  3. So, should I simply desaturate the current image, i.e. convert to grayscale?
  4. See this wiki page: https://wiki.thedarkmod.com/index.php?title=New_light_leaks_in_2.12 I have bound changing both cvars + reloadModels to [ and ] respectively. I guess I'll toggle them a lot in the nearest future.
  5. I think I have already discovered this page once. @taaaki, could you please remove it somehow, or put redirect onto the main downloads page? Otherwise we'll always forget to update it.
  6. The first one happens with old cvar values and shadow maps, so it is something different. The second one is indeed this problem. I also added two more cases on this map to the table. I guess I'll just apply the global workaround here. And I suspect similar fate will be for most of Grayman's missions...
  7. I guess I have seen both approaches in games. Most of the games I played probably do it like TDM: can only quickload a quicksave file. But maybe that is just the old trend. Now I'm playing Prey, and apparently it quickloads the latest save, even if that was an automatic save. I must admit it is really annoying, because the game often decides to save me at random places, while I enjoy some save scumming and usually want to reset to the moment which I considered OK myself. So I quickload only to discover that some random autosave happened later, and then have to go to the menu in order to manually load the latest quicksave. I guess it is not annoying with manual saves though.
  8. The old oval had thicker bottom line to give the illusion of 3D slope. The new oval is fully symmetric and looks like fully 2D shape. Which one is better?
  9. Look William Steele 1 mission. This is the one which was broken by the 2.11 change which is reverted in 2.12.
  10. Just go ahead and propose another image I'm not an artist at all.
  11. Oh no, it does not. But some rare pages do work.
  12. Unfortunately, TDM forum deletes the separator between the numbers. So I have to guess where one number ends and the next starts Also, user can rename screenshot manually, or push it through something that would rename it automatically. Thenwe won't see coordinates on screenshot address on forums.
  13. There are free VNC clients for Windows, like TightVNC for instance. It should work of course, but I'd expect performance would be awful over network.
  14. The most reliable approach is installing Linux natively. But if you don't want to actually use it regularly, you'll just waste a lot of time and space for nothing. It is possible to run TDM in virtual machine, but you should check that virtual machine supports at least OpenGL 3.3 on Linux guest (and Windows host). Most of them do not. VMWare is perhaps the only one which does support it. I currently build and test TDM on Linux inside VMWare. Here are the instructions: https://wiki.thedarkmod.com/index.php?title=VMWare:_Virtual_machine_with_Linux With non-default cvar "r_gpuBufferNonpersistentUpdateMode 1" it runs more or less OK performance-wise.
  15. Virtualization part is required here. TDM executables are x86 binaries, while people have ARM processor. I'm pretty sure all the lightweight tools you know require can only run the binaries built for the same architecture.
  16. I have created wiki page: https://wiki.thedarkmod.com/index.php?title=New_light_leaks_in_2.12 For now: ws1_north: put into the table. Global workaround applied. cos3_sacricide: I confirmed the issue, put it into the table. Perhaps wait for more cases on this map to decide whether to workaround it locally or globally. cos0_thief: As I noted just above, I believe this cases to be broken on 2.11 too, so I did not put it into the table.
  17. This issue on cos0_thief happens even with old settings, although the leak becomes a bit "wider" with new settings. I believe this location is broken beyond the 2.12 changes.
  18. I had disabled GUI target markers when I started game, and then forgot about it. Outside space is the only area which has no detailed map, only a basic scheme of station modules. As the result, navigating without GUI markers becomes very hard there. I spend so much time searching for an entrance every time! There is also an optional quest to find some guy. His tracking bracelet points to the outside area, but unlike interior areas, the its map does not show where exactly he is. I'm pretty sure he is impossible to find without GUI marker.
  19. We are going to start beta phase soon. Maybe it's time take a break and integrate current state into 2.12?
  20. Sometimes when I try to post comment in bugtracker page that I opened days ago, bugtracker says my session is expired and my comment is lost.

    I have discovered plausible workaround. When I see expiration message, I open browser's dev tools, go to network tab and refresh page. Then I select POST request and copy my text from its content.

  21. I can't say I like it But many missions seem to work fine with new optimizations. Even New Job, which I guess was the showcase of "architecture modules" (models everywhere instead of brushes), looks fine. Even if you set "disabled" as default, you will still have to playtest all the missions in order to enable it back where it works. The same seemingly impossible task. Except that getting a report for wrong lighting is very likely, while getting a report for a missed optimization opportunity is basically impossible.
  22. I think this tab allows you to see VCS commits. In case of DarkRadiant, git repo is integrated into bugtracker, in case of SVN, it is not integrated. You should search bugtracker using "View Issues" tab, the second from top.
  23. Changelog of 2.12 development: release212 (rev 16989-10651) * Training Mission reverted to 2.11 state, except for text changes about new controls. beta212-07 (rev 16982-10651) * Fixed save/load of turrets. * Fixed some more cases of camera clipping during force-crouched mantle (6425). * Fixed crash if player wins twice in quick succession (6489). * Added angRotate script event. * Fixed church_altar prefab (6285). beta212-06 (rev 16970-10644) * Fixed light leaks workaround dropped after save + load (post). * Force doors which connect visportal to cast shadows regardless of light flow (post). * Improved candle vs junk detection for new frob controls (6316). * Fixed player getting stuck at start of "One Step Too Far" (post). * Fixed warning on spawning atdm:env_ragdoll_tdm_spider. * Fixed wrong skin in mechanical/switches/switch_rotate_lever prefab (6479). * Fixed double slash in lady02 subtitle decls (post). * Fixed rotated versions of safe03_wall prefab (6268). * Tweaked fogging of health potion. * Fixed overbright skins for nature bushes (6478). * Fixed Grandfather_clock_victorian_01 model (6383). * Removed pause from looping sound machinery/machines/m3_loop (6384). * Fixed broken func_portals in Training Mission (4352). * Minor improvements in Saint Lucia mission. * Doubled game scripts memory limit (post). * Improved normal map of long banners (6355). beta212-05 (rev 16950-10635) * Fixed player seeing through ceiling when mantling into crouched state (6425). * Improved how frobbing works on junk items (6316). * Toggled states of player movement are saved and restored properly (6458). * Fixed back image loading optimization. * Added canCloseDoors spawnarg on AI, which allows to block closing only (6460). * Rats and spiders are non-shoulderable by default (6456). * Increased wait in screenshot_viewpos macro command (6331). * Added forest models from The Valley abandoned mission. * Fixed frobstage on sign models (6457). * Added vine arrows to training mission (4352). * Improved Merry Chest prefabs (6459). * Fixed normal map of dirt_packed_muddy (4668). * Fixed nails in door_boarded_up01 model. * Fixed attachments of atdm:fireplace_place_base (6474). * Fixed editor image of blocks_large_sandstone, rough_grey_dirty_sepia_grey_trim (6281, 6464). * Added editor image for grey_dirty_trim material. * Adjusted tooltip for auto-search bodies. beta212-04 (rev 16932-10626) * Added massive package of subtitles for AI sounds (6240, thread). * Fixes in envshot command (5796). * Added nature/dirt/ash_and_coals texture (6441). beta212-03 (rev 16902-10623) * Improved subtitles layout and location ring picture (p1 p2). * Fixed broken remote render with soft stencil shadows. * Added color buffer clears to fix remote render breaking skybox (6424). * Fixed warning generated by remote render (6424). * Fixed min_lod_bias being ignored if no other LOD settings is specified (6359). * Now changing LOD settings effects objects with min_lod_bias immediately (6359). * Fixed text & background alignment in mission lists (6337). * Fixed gaps in chandelier models (6433). * Added missing editor texture for carpet/runners/ornate_red_black03_end (6435). * Further expansion of listRenderLightDefs and listLightEntityDefs commands. beta212-02 (rev 16889-10613) * Fixed underwater rendering due to missing doublevision shader (post). * Exclude more lights from the new light portal flow optimizations (5172, 6321). * black_matt is now fully black, no tiny green bias (post). * Fixed lockpick interruption when mouse cursor switches between door and handle. * Extended listRenderLightDefs and listLightEntityDefs commands. * Fixed church_altar.pfb (6285). * Added window01_curtains01.lwo in separate parts (6356). * tdm_open_doors now opens locked doors too. * Fixed rare case of getting NaN in spline mover. * Added r_skipEntities cvar, similar to "filter entities" in DR. * Added editor spawnargs for volumetric light properties (6322). * Fixed radius override and added position override for script-based stims. * Fixed warnings with wrong virtual function overrides. beta212-01 (rev 16879-10584) * Fixed player falling through elevator when shouldering a body (6259). * Rebalanced volume of all player footsteps (6348). * Fixed weird animation when mixing drawn bow and main menu (2758). * Fixed all kind of issues with bc_teatray material. * Added alternative frob controls mode tdm_holdfrob_drag_all_entities for dragging on hold. * Fixed non-actor entities always getting full splash damage. * Hide console before screenshot with screenshot_viewport command (6331). * Added tdm_subtitles_ring cvar to disable subtitles location ring. * Added mission.cfg as a temporary way for mission to override non-archived cvars (5453). * Cvars "pm_lean_*" are no longer archived (6320). * Removed some cvar overrides from atdm:player_base. * CFrobLock now supports script events: Lock, Unlock, ToggleLock, IsLocked, IsPickable (6329). * Simplified flee script event, supported fleeing from non-actor entity and fleeFromPoint. * Fixed crash on some non-standard cases of flinderize. * Can set spawnarg "douse 0" on damageDef to not extinguish lights from splash damage. * Added setFrobMaster script event. * Added script-based stim type, which triggers only when stimEmit script event is called. * Added on/off script events to func_emitter entity. * Added setSmoke script event to change particle decl for a func_smoke. * Added hasInvItem script event to check if player has some item. * Added launchGuided script event to start guided projectiles. * Added getInterceptTime script event for shooting projectile and running target. * Added "bounce_sound_min|max_velocity" spawnargs to control projectile bounce sounds. * Added "postbounce_*" spawnargs to change projectile properties after bounce. * Fixes to moor guard ragdoll (6345). * Fixed wench AI sounds (6284). * Added new experimental entityDef for an automatic turret. * Official missions no longer pretend to be part of 3-mission campaign (6338). * Removed AI PAIN messages console spam. * Removed excessive "s_volume 0" from base loot entityDefs (6346). * Replaced symbol on the proguard's belt. * Default value of com_maxfps increased from 144 to 300. * Improved idEntityPtr, fixed some warnings. dev16854-10518 * High mantle animation has become much faster (6343). * Crouching while on ladder/rope now causes player to slide instantly. * Added "forceShadowBehindOpaque" hack to workaround shadow leaks in old missions (5172). * Fixed and revised underwater "double vision" effect (6300). * Add scratch images have alpha = 1, which fixes some mirror materials (6300). * Added warning if material output color depends on input alpha, fixed it in core assets (6340). * Support several independent user addon scripts (6336). * Fixed missing headbob and footsteps at very high FPS (4696). * Fixed player hanging mid-air in a jump at very high FPS (6333). * Don't crash if player's head does not exist (6326). * Added "fade in fast" options for frobhelper (6342). * Removed "show tooltips" option, now it is always on (6344). * Added default spawnarg values to "text" debug entityDef (6325). * Fixed some uninitialized values, float overflows and NaNs across the code. * Reorganized covered furniture models from Seeking Lady Leicester (6289). dev16842-10488 * Major changes in frob/use controls: holding frob does different thing now (6316, thread). * Fixed some electric lights not spawning. * It is no longer necessary to specify extension to reference PNG image. * Added cvar tdm_show_viewpos and command screenshot_viewpos (6331). * Fixed hanging when light is moved through a plane with many visportals (3815, thread). * Fixed multipage readables stuck on empty page, improved page flipping (6313). * Fixed WAV sounds playing in main menu, all sounds are streaming now (6330). * Fixed light leaks along scissor rectangle boundary with soft stencil shadows (thread). * Better subtitles location visualization (6264). * Changed position of subtitle blocks and subtitle font (6264). * Internal refactoring of idImage class (6300). * Fixed rare bug in renderworld raycasting... might happen with particle collisions. * Fixed warnings in newspaper_bridgeport0X core readable GUI (6245). * Added vec4 GUI keyword (6164). * Renamed pm_lean_toggle cvar to tdm_toggle_lean. * Improved "head bob" and "mantle roll" settings in main menu. * Updated FFmpeg to 4.4.4 (6314). Known issues: * Various problems after image refactoring: underwater, mirrors, etc. dev16829-10455 * Allowed to mantle while carrying/manipulating an object (5892, thread). * Allowed to change weapon while mantling or on rope/ladder (6319). * Several leaning improvements (6320, thread). * Parallel shadow-casting lights are deprecated, use parallelSky instead (6306). * Added many menu settings for autoloot body, blackjack helper, and other (6311). * Deleted option for autolooting bodies with one item per frob, added menu setting (6257). * Added cvar to modify all head bobbing settings (6310). * Fixed some corner cases with multiloot (6270). * Fixed frob helper's "always visible" mode (6318). * New&fixed versions of atdm:lamp_electric_square_3_lit_unattached (6315). * Fixed UV map on Stove models (6312). * Reworked r_showPrimitives + deleted code for rendering from CPU buffers. * Shortened name of end-mission autosaves (6294). * Consistent names of various arrows. Known issues: * Some electric lights don't spawn. dev16818-10434 * Fixed projectiles flying through player and enemies sometimes (6292). * Lights with noshadows spawnarg pass through walls again (5172). * Disabled portal flow culling optimization for parallel lights (5172, 6306). * Faster light-entity interactions matching if light is noshadows due to spawnarg (6296). * Compression of images to DXT1/3/5 is done in software (6300). * Cleaned up rounding math routines (6300). * r_showportals 2 is easier to understand now * Changed rules for getting start areas of parallelSky light (6306). dev16814-10408 * Optimized portal flow culling for shadowing lights (5172). * Extended dmap diagnostics to info_portalSettings, improved editor descriptions (6224). * Added test commands: tdm_open_doors and tdm_close_doors. * Minor adjustments to ear-cutting algorithm in dmap. * Minor refactoring in image compression code (6300). dev16809-10394 * r_shadowMapSinglePass is enabled by default now. * Fixed lack of shadows in volumetric lights under r_shadowMapSinglePass (6271). * Fixed interaction rendering on materials with polygonOffset (5868). * Optimized code for finding light-entity interactions on large maps (6296). * Optimized moving shadowing lights: don't create interactions in unreachable areas (5172). * More refactoring in backend: tonemap shader (6271). * Added more covered furniture models (6289). * Added wall models from Seeking Lady Leicester (6293). Known issues: * Some noshadows lights no longer pass through walls. dev16801-10370 * Supported -durationExtend for inline subtitles (6262). * Added blue noise dithering to tonemap shader, which fixed color banding of fog (6271). * Optimized away unnecessary render copy under "useNewRenderPasses 1" (6271). * Refactored blend and fog lights into new backend architecture. For troubleshooting, reduce cvar useNewRenderPasses to 1 or 0 (6271). * Added 30 case to max FPS selection in settings menu. dev16792-10357 * Fixed particles bound to animated joints (6099). * idVec3 is no longer initialized to zero by default (6280). * Integrated Address Sanitizer tool and fixed a few found bugs (6280). dev16789-10349 * Deleted old backend completely + some cleaning (6271). * Fixed map icon wrong name (thread). * Now light entities support noPortalFog spawnarg (6282). * Support fonts aspect ratio correction (6283). * Fixed playerstart customization (thread). * Refactored "render pass" part into new backend architecture. For troubleshooting, try cvar "useNewRenderPasses 0". Also "textures/particles/blacksmokepuff" now works (6271) * Now arithmetic expressions in materials support min/max functions (6271). * Minor initialization cleanup (6280). dev16785-10319 * "r_shadowMapSinglePass 1" now respects noselfshadows flag (6271). * Continued refactoring in shadow maps and render-pass shaders (6271). dev16783-10307 * Backported new rendering backend to uniforms, should work like the old one now (6271). * "Auto" lockpicking difficulty now unlocks pin from after one cycle (6256). * Added "auto-search bodies" feature under tdm_autosearch_bodies cvar (6257). * Added r_shadowMapAlphaTested cvar for single-pass shadow maps (6271). dev16781-10289 * Added first version of direction and volume cues to subtitles (6264). * Allow subtitles to extend duration of sound sample (6262). * Improved slot allocation algorithm for subtitles, a subtitle no longer changes slot (6264). * Fixed bug that stereo sample plays for 2x duration due to length confusion. * Upgraded libpng and rebuilt third-party packages. * Internal fixes of depth bounds test asserts. dev16778-10275 * Allow limited mantling with a shouldered body (5892). * Fixed toggle creep and improved settings layout in the menu (6242). * Fixed bounding boxes of animated entities and particles, enabled r_useEntityScissors by default (6099). * Trigger call_on_exit before call_on_entry when switching locations. * Don't expand bounds of surfaces with turbulent deform (5990). * Removed "gui" spawnarg on GUI message to avoid first frame (6117). Known issues: * Particles bounds to animated joints broken. Changelog of earlier versions can be found here.
  24. List of major console variables and commands: PLAYER tdm_holdfrob_* --- set of variables that affect the reworked frob controls. tdm_autosearch_bodies --- automatically take items attached to unconscious bodies on frob. pm_headbob_mod, pm_lean_* --- allows to reduce some player movements. HELPER tdm_show_viewpos, screenshot_viewpos --- embedding viewpos into screenshot for better bug reports. tdm_open_doors, tdm_close_doors --- cheats to make mission testing faster. TROUBLESHOOTING r_useLightPortalFlow, r_useLightPortalFlowCulling --- improved light-entity interaction culling. Most major effect on shadows. This cvar is responsible for causing light leaks with stencil shadows, please report all of them! (thread) r_useNewRenderPasses --- selects from several renderer backend code paths. This is similar to the old r_useNewBackend cvar which has been deleted. r_shadowMapSinglePass --- faster code path for filling shadow maps. r_useEntityScissors, r_animationBounds --- improved bounds estimates for rendered entities. r_postprocess_dither --- new dithering in tonemap postprocessing for less color banding. r_shadowMapAlphaTested --- experimental mode for alpha-tested surfaces with shadow maps, where transparent areas of texture don't cast shadows. s_realTimeDecoding --- selects code path for decoding sound samples. tdm_subtitles_* --- many cvars for subtitle improvements (location cue, duration extension, debug text).
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