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#851 revelator

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Posted Yesterday, 10:07 AM

Heh somehow my answer ended up being posted before the forum decided that you had posted your's.



#852 revelator

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Posted Yesterday, 10:09 AM

Dooh seems i forgot the ! before height fixed now.


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#853 RPGista

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Posted Yesterday, 08:25 PM

Replaced old TGA code with the more recent TGA2 code, benefit is that we no longer require the image flipping code hacks that has plaged TGA for years.

Also it supports way more formats ;) 8, 15 ,16 ,24, 32 bit with RLE or without.

 

Visually it's a bit crisper, but nothing fancy.

 

This sounds pretty good, man. BTW, we definitely dont thank our coders enough, all you guys are real cool...


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#854 nbohr1more

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Posted Yesterday, 10:41 PM

Latest SVN still in good shape except this stove in Penny Dreadful 2: All the way Up:

 

Attached File  penny2_1_2018-08-16_22.52.42.jpg   24.58KB   0 downloads

 

This is producing some sort of shadow geometry cracks.

 

Any chance there was a missed case for model geometry in your precision change?


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#855 duzenko

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Posted Today, 02:04 AM

I'll let Duzenko chime in there.

 

As I recall, there was this strange stub function on the game side for activating the cvar which is why

I was having a little trouble with some of the fix mechanisms for initialization operations like reloadImages.

 

In my mind r_postprocess shouldn't be doing anything on the game side and should work like all other render cvars.

 

I guess the some of this game side design stems from the use of r_postprocess with effects like influence vision (scripts)

for when the player is cursed, etc. They wanted modders to have more SDK access to these effects

so they moved some rendering control to the game side but it really doesn't belong there in Doom 3 GPL branches.

I can't comprehend the commit 7620.

It's full of formatting changes like this.

-		basePath = Mem_CopyString(buff.c_str());
+		basePath = Mem_CopyString( buff.c_str() );

Any attempt to find actual changes is going to turn to a waste of time.

When I did a bulk formatting change by mistake in 2016 I got a slap on the wrist from @grayman.



#856 Bikerdude

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Posted Today, 04:54 AM

Any chance there was a missed case for model geometry in your precision change?

There are gaps in the shadows, because there are gaps in the model. The shadow mesh just needs to be tweaked.


Edited by Bikerdude, Today, 04:54 AM.


#857 revelator

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Posted Today, 05:17 AM

Formatting was an error, it was set from one of My own projekts but I forgot to turn it off. Thats fixed for future changes now though. In case you want to see My changes just search for revelator, i commented All of Them.





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