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Beta Testing 2.06


grayman

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I then decided to play for a little Volta 2 (fantastic mission btw), just to test the visual changes and the first thing i noticed, was that the water behaved bad, don't know if is a already known problem but the way i can describe it, is that everything below the water line was moving side to side in a constant motion, like a pendulum, the water "warp" effect was also not working correctly. The soft stencil shadows looked fantastic and i didn't saw any serious problems with them, at least in the little i played. Water bug aside 2.06 looks very promising to me. :)

 

I'm playing on a AMD R9 270X with the latest Adrenalin drivers.

Post your .cfg

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Something has changed, and from the look of it, it's something like "bloom threshold" value. Not sure if there is anything like that in the engine, but it would be cool to have such options to tweak (by mappers rather than players, IMO). DX9 Unreal Engine has basically 2 values for that, bloom scale and bloom threshold:

 

Bloom scale 3, bloom threshold 0:

Bloom scale 3, bloom threshold 0,3, something like we have now in 2.06:

 

Look for r_postprocess_* cvars

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Decided to download 2.06 and see the new goodies, the first thing that really impressed me was the text clarity in the menus, just this put a big smile in my face, fantastic work guys.

 

I then decided to play for a little Volta 2 (fantastic mission btw), just to test the visual changes and the first thing i noticed, was that the water behaved bad, don't know if is a already known problem but the way i can describe it, is that everything below the water line was moving side to side in a constant motion, like a pendulum, the water "warp" effect was also not working correctly. The soft stencil shadows looked fantastic and i didn't saw any serious problems with them, at least in the little i played. Water bug aside 2.06 looks very promising to me. :)

 

I'm playing on a AMD R9 270X with the latest Adrenalin drivers.

 

Btw does Volta 2 implement EFX? I heard reverb in the caverns and i don't recall hearing it before but i'm not sure.

 

Both 64 and 32 bits version have the water bug on my end.

Commented in that mission beta thread about the glprogs conflict

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Post your .cfg

 

 

unbindall
bind "ENTER" "_impulse51"
bind "ESCAPE" "togglemenu"
bind "SPACE" "_moveup"
bind "-" "_impulse50"
bind "0" "_impulse10"
bind "1" "_impulse1"
bind "2" "_impulse2"
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bind "7" "_impulse7"
bind "8" "_impulse8"
bind "9" "_impulse9"
bind "=" "_impulse49"
bind "[" "_impulse48"
bind "\" "_mlook"
bind "]" "_impulse47"
bind "^" "_impulse0"
bind "`" "_impulse0"
bind "a" "_moveleft"
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bind "d" "_moveright"
bind "e" "_impulse46"
bind "f" "_impulse44"
bind "g" "inventory_use '#str_02396'"
bind "i" "_impulse30"
bind "k" "inventory_cycle_group '#str_02392'"
bind "l" "inventory_use '#str_02395'"
bind "m" "inventory_cycle_maps"
bind "o" "_impulse19"
bind "p" "inventory_cycle_group '#str_02389'"
bind "q" "_impulse45"
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bind "v" "inventory_hotkey '#str_02397'"
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bind "y" "clientMessageMode 1"
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bind "PAUSE" "pause"
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bind "RIGHTARROW" "_right"
bind "ALT" "_strafe"
bind "CTRL" "_button5"
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bind "DEL" "_lookdown"
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bind "END" "_impulse18"
bind "F3" "_impulse17"
bind "F4" "savegame quick"
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bind "F7" "_impulse22"
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bind "MWHEELUP" "_impulse15"
seta gui_mediumFontLimit "0.30"
seta gui_smallFontLimit "0.15"
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seta net_socksPassword ""
seta net_socksUsername ""
seta net_socksPort "1080"
seta net_socksServer ""
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seta win_ypos "-8"
seta win_xpos "-8"
seta sys_lang "english"
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seta s_globalFraction "0.8"
seta s_subFraction "0.75"
seta s_playDefaultSound "1"
seta s_volume_dB "0"
seta s_meterTopTime "2000"
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seta image_blockChecksum "0"
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seta si_name "DOOM Server"
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seta gui_iconSize "1.0"
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seta tdm_door_control "0"
seta tdm_inv_use_on_frob "1"
seta tdm_inv_loot_sound "frob_loot"
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seta tdm_hud_hide_lightgem "0"
seta tdm_hud_opacity "0.7"
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seta tdm_ai_hearing_challenging "1.0"
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seta tdm_ai_hearing_nearly_deaf "0.2"
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seta tdm_melee_invert_parry "0"
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seta tdm_melee_mouse_thresh_ "0"
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seta tdm_drag_limit_force "1"
seta tdm_collision_damage_scale_horiz "0.5"
seta tdm_collision_damage_scale_vert "1"
seta tdm_frob_fadetime "100"
seta tdm_frob_width "10.0"
seta tdm_frob_distance_default "63"
seta pm_lean_toggle "0"
seta pm_lean_door_bounds_exp "8.0"
seta pm_lean_door_max "40"
seta pm_lean_door_increments "10"
seta pm_lean_to_valid_increments "25"
seta pm_lean_forward_stretch "15"
seta pm_lean_forward_height "0.4"
seta pm_lean_forward_time "400.0"
seta pm_lean_forward_angle "2"
seta pm_lean_stretch "2"
seta pm_lean_height "0.4"
seta pm_lean_time "400.0"
seta pm_lean_angle "15.0"
seta tdm_reattach_delay "100"
seta tdm_crouch_toggle_hold_time "400"
seta tdm_toggle_crouch "1"
seta tdm_footfall_sounds_movetype_specific "1"
seta pm_mantle_minflatness "0.707"
seta pm_mantle_height "0.2"
seta pm_mantle_reach "0.5"
seta pm_weightmod "1"
seta pm_push_max_mass "200"
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seta pm_push_accel_time "1000"
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seta pm_push_maximpulse "300"
seta pm_pushmod "0.15"
seta pm_max_swimspeed_mod "1.4"
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seta tdm_savegame_compress "1"
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seta tdm_mainmenu_confirmquit "1"
seta tdm_debug_aastype "aas32"
seta tdm_allow_http_access "1"
seta tdm_proxy_pass ""
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seta tdm_ai_show_aasfuncobstacle_state "0"
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seta tdm_ai_opt_update_enemypos_interleave "48"
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seta in_pitchspeed "140"
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seta gui_configServerRate "0"
seta com_savegame_preview_format "jpg"
seta com_numQuickSaves "2"
seta com_guid ""
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seta com_preloadDemos "0"
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seta logFile "0"
seta com_showFPS "0"
seta com_purgeAll "0"

 

 

 

Commented in that mission beta thread about the glprogs conflict

Ok :)

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I've found a rather subtle bug in 2.06.

 

I discovered it while trying to create a new entity that is basically a blast of lightning, that works using the sound system for lights. The brightness of the light is controlled by the volume of the sound. I've created a custom sound that is 20 seconds of silence followed by the sound of a blast of electricity.

 

In 2.05, this plays perfectly. The light appears during the blast of sound and nothing is visible during the silence.

 

in 2.06, the light appears several seconds before or after the sound. The two do not sync. If you use Restart Mission from the main menu, the sound is much closer to the light appearing (though still not exactly at the same time).

 

One difference I notice is that the sound does not play during the "Press Attack to Start" window in 2.05. It DOES play during that window in 2.06. I don't know if that's related to the issue, but it seems like a good bet.

 

Comparison (with the waiting in between cut out):

 

You can use "sound_test" as a testmap in this package: http://www.mindplaces.com/save/sound_test.pk4

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The next package build is ready for testing.

 

7337 – Add support for "no_efx" flag in sound shaders (stgatilov)

7354 – 4696: Cap FPS at 250 (although it usually runs at 210-220) (stgatilov)

7359 – Partially reverted 6900 "Apply the cvar ‘sensitivity’ to 2d mouse cursor as well". See issue 4663. (stgatilov)

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Don't know that the issue is, but if you have e.g. music or UI sound fx that should have no EFX reverb, but they do, then yes. My initial idea was to exclude all "sfx game" and "ambience zoned" stuff from EFX, and leave "ambience" in, if mappers would like to have make music in the game world as well.

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The next package build is ready for testing.

 

15115 – Fix for 4684. (duzenko)

15127 – 4708: heatHazeDepth fix via maskDepth (duzenko)

15128 – 4708: maskDepth for bc_flaskglass material (duzenko)

15130 – 4708: Added maskDepth to water_stream (duzenko)

 

7361 – 4716: Fixed initial OpenAL offset in a sound sample. (stgatilov)

7362 – Removed unused source file (accidentally added?). (stgatilov)

7363 – Renamed source code directory name macro to "darkmod_src". (stgatilov)

7364 – Removed obsolete linuxBuild.sh (stgatilov)

7365 – #4721. Updated file COMPILING.txt. (stgatilov)

7366 – Spelling change (grayman)

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I've found a rather subtle bug in 2.06.

 

I discovered it while trying to create a new entity that is basically a blast of lightning, that works using the sound system for lights. The brightness of the light is controlled by the volume of the sound. I've created a custom sound that is 20 seconds of silence followed by the sound of a blast of electricity.

 

In 2.05, this plays perfectly. The light appears during the blast of sound and nothing is visible during the silence.

 

in 2.06, the light appears several seconds before or after the sound. The two do not sync. If you use Restart Mission from the main menu, the sound is much closer to the light appearing (though still not exactly at the same time).

 

One difference I notice is that the sound does not play during the "Press Attack to Start" window in 2.05. It DOES play during that window in 2.06. I don't know if that's related to the issue, but it seems like a good bet.

 

 

Pls file an issue.

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Has anyone noticed anything unusual with flashbombs in 2.06?

 

http://bugs.thedarkmod.com/view.php?id=4611

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Water shader still has stripe-corruption problems with FBO in the lastest version (just reporting)

 

The_Dark_Modx64_2018_01_08_10_26_34_762.

Edited by lowenz

Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S.

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