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Beta Testing 2.06


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#451 duzenko

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Posted 23 December 2017 - 03:12 AM

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



#452 duzenko

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Posted 23 December 2017 - 03:14 AM

 

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



#453 Abusimplea

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Posted 23 December 2017 - 03:41 PM

Bugtracker issue?

Filed as 4712 - also stumbled upon a bug regarding bug list page size selection.



#454 duzenko

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Posted 25 December 2017 - 02:17 PM

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



#455 HMart

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Posted 26 December 2017 - 11:47 AM

Post your .cfg

Spoiler

 

Commented in that mission beta thread about the glprogs conflict


Ok :) 



#456 Springheel

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Posted 27 December 2017 - 04:04 PM

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.mindplace.../sound_test.pk4


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#457 grayman

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Posted 29 December 2017 - 11:29 PM

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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#458 Judith

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Posted 30 December 2017 - 05:42 AM

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

 

10 x yes! Now we can start testing and excluding sounds to decide which approach is most suitable. :)


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#459 Bikerdude

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Posted 30 December 2017 - 06:22 AM

10 x yes! Now we can start testing and excluding sounds to decide which approach is most suitable. :)

Hmm will this fix the issue Spoonman and I have been having in both of his maps..?



#460 Judith

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Posted 30 December 2017 - 06:50 AM

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.



#461 AluminumHaste

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Posted 30 December 2017 - 02:08 PM

I guess I can't use soft shadows on the work machine.

 

I just see a grid of black dots.

 

Attached File  darkmod_2017-12-30_13.46.52.png   941.41KB   1 downloads


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#462 Bikerdude

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Posted 03 January 2018 - 10:31 AM

I'm getting the malloc on DMAP again, same map under 2.05 compiles without indecent.


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#463 nbohr1more

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Posted 03 January 2018 - 10:35 AM

I'm getting the malloc on DMAP again, same map under 2.05 compiles without indecent.


32-bit or 64-bit?
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#464 Bikerdude

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Posted 03 January 2018 - 04:15 PM

32-bit or 64-bit?

Sorry, 32bit. I have had to go back to 2.05 for the time being.

 

The last time this was an issue was because dmap was falsly seeing/creating stuff a very long way from map origin.



#465 AluminumHaste

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Posted 05 January 2018 - 08:45 PM

When changing the option for EAX I get 2 mouse cursors:

 

Attached File  double cursor.jpg   82.05KB   0 downloads


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#466 grayman

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Posted 05 January 2018 - 10:30 PM

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)



#467 grayman

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Posted 05 January 2018 - 10:34 PM

When changing the option for EAX I get 2 mouse cursors:

 

 

 

File an issue, pls.



#468 grayman

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Posted 05 January 2018 - 10:36 PM

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.



#469 Springheel

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Posted 06 January 2018 - 09:23 AM

 

Pls file an issue.

 

It was filed and already fixed in the last update. :)


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#470 Springheel

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Posted 06 January 2018 - 09:29 AM

Has anyone noticed anything unusual with flashbombs in 2.06?

 

http://bugs.thedarkm...iew.php?id=4611


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#471 AluminumHaste

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Posted 06 January 2018 - 09:30 AM

 

File an issue, pls.

 

Issue Tracked: http://bugs.thedarkm...iew.php?id=4725


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#472 AluminumHaste

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Posted 06 January 2018 - 09:37 AM

Has anyone noticed anything unusual with flashbombs in 2.06?

 

http://bugs.thedarkm...iew.php?id=4611

 

Made a test map, testing......


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#473 AluminumHaste

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Posted 06 January 2018 - 09:47 AM

I just dropped 300 flash bombs, tried throwing at their faces at high velocity, tried dropping at their feet, everything worked great.

 

Attached File  wavytestmap.map.txt   26.01KB   1 downloads


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#474 grayman

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Posted 06 January 2018 - 09:49 AM

 

It was filed and already fixed in the last update. :)

 

LOL! I guess I should pay more attention.

 

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#475 lowenz

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Posted 08 January 2018 - 04:59 AM

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, 08 January 2018 - 05:00 AM.

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