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Beta Testing 2.06


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#326 duzenko

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Posted 12 December 2017 - 03:18 AM

Guys, how does the reloadimages command work for you? Yesterday it made the soft shadows disappear, now I got the whole screen go black. x64 on Intel CPU, nvidia GPU, seta r_fboResolution "1",
seta r_fboSharedDepth "0", seta r_fboSharedColor "0", seta r_useGLSL "1" seta r_useFBO "1".

 

Also, while it's not super important, but r_showShadows 1 and 2 don't work either, making soft shadows disappear as well.

The FBO textures might be getting reset with reloadimages. Looks like a bug.

r_showShadows always make shadows disappear, but with soft shadows on they also don't produce the shadow volume geometry because soft shadows are rendered off screen. Looks like a bug too.


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#327 Judith

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Posted 12 December 2017 - 03:39 AM

I just reported this in bugtracker.



#328 Destined

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Posted 12 December 2017 - 05:06 AM

Yes

Great! I have added a small comment on that to the Wiki-page for sleeping AI.



#329 grayman

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Posted 12 December 2017 - 07:11 AM

Great! I have added a small comment on that to the Wiki-page for sleeping AI.

 

Thanks.



#330 grayman

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Posted 12 December 2017 - 07:18 AM

I would just upload the .pk4 to the darkmod ftp (which runs on the same server as the wiki and other darkmod resources) and link it on the wiki page.

 

Getting a "cannot connect" error atm.

 

I'll try again later.



#331 grayman

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Posted 12 December 2017 - 07:22 AM

Flashbombs in 2.06

 

Per this issue, can folks report on their experience with flashbombs?

 

Any problems?

 

Thanks.



#332 Bikerdude

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Posted 12 December 2017 - 07:33 AM

Getting a "cannot connect" error atm.

I beleive I posted the ftp detail for that ftp sever in a members only thread, but dont have access to that anymore. So I can haver a look for it when I get home, otherwise drop Taaaki an email.



#333 grayman

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Posted 12 December 2017 - 08:02 AM

I beleive I posted the ftp detail for that ftp sever in a members only thread, but dont have access to that anymore. So I can haver a look for it when I get home, otherwise drop Taaaki an email.

 

Yes, I have the details.

 

I'll deal with this after 2.06 is gone. I don't have time to tinker with this now. It's good enough as is. It's not like Dropbox is suddenly going to fail.



#334 Bikerdude

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Posted 12 December 2017 - 08:17 AM

  • I'll deal with this after 2.06 is gone.
  • I don't have time to tinker with this now. It's good enough as is. It's not like Dropbox is suddenly going to fail.
  • fair enough
  • Is it on your personal DB account, I only ask as there a number of dead links on the forum/forum where people have used the aformentioned instead of the darkmod/official mirrors.

We should ask Taaaki is there is any reason why team members dont or cant have the ability to upload files other than images to the wiki and for those files to be bigger than 500k.



#335 stgatilov

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Posted Yesterday, 08:50 AM

How is dmap working in the beta?

 

Have you met any maps on which dmap crashes?

As of now, Bikerdude's WIP seems to be the only map with serious dmap issues (as noted in 4661).

 



#336 Judith

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Posted Yesterday, 09:11 AM

Didn't have any problems with dmap on x64, but I only have a small WIP with lots of custom meshes and one test AI walking around.



#337 grayman

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Posted Yesterday, 09:22 AM

How is dmap working in the beta?

 

Have you met any maps on which dmap crashes?

As of now, Bikerdude's WIP seems to be the only map with serious dmap issues (as noted in 4661).

 

 

I just dmapped Behind Closed Doors using 64-bit dmap. BCD's map file is 46MB, and it took 5:14 on an SSD. No crash.

 

BCD is one of the largest maps.



#338 grayman

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Posted Yesterday, 09:33 AM

Dmapped Politics (Nhat3).

 

35MB.

 

5:12, no crash.



#339 grayman

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Posted Yesterday, 09:50 AM

Dmapped Lords & Legacy.

 

35MB

 

2:30, no crash.



#340 Bikerdude

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Posted Yesterday, 01:44 PM

I will give my city map a run under 2.06 this evening.



#341 AluminumHaste

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Posted Yesterday, 08:10 PM

Physics completely broken still at high FPS.

When running a very simple test map with uncapped FPS, I get over 666 fps.

 

When the mission starts, I'll jump and get stuck in the air. I can look around and randomly can drop back down.

Also, while running the player doesn't make any footstep sounds.

 

Limiting FPS via rivatuner fixes the issue, as well as enabling VSync


I always assumed I'd taste like boot leather.

 

#342 teh_saccade

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Posted Yesterday, 09:55 PM

http://forums.thedar...ysics/?p=415315

Explanation as to why - good luck fixing the physics over 60fps.

 

//assume refresh rate of monitor is 60/59hz therefore fps w/vsync will be same.


Edited by teh_saccade, Yesterday, 09:55 PM.


#343 Judith

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Posted Today, 04:24 AM

Yup, it's not like the physics is broken, it was never designed to work with such high fps. Other engines have this too. Everything is designed for 60 Hz max.






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