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Beta Testing 2.07

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#251 nbohr1more

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Posted 14 January 2019 - 10:59 AM

To my knowledge, the object space vs world-space difference has existed since 2.06.
I think the 2.06 change was made so that the world-space tangents are calculated on the GPU rather than CPU?

I suspect one of the new 2.07 b5 clamps might be affecting the range of allowed tangent values.

Not to be a bother, but if I am going to attempt a fix on this it'll be trial and error...

If you have a small test map, it'll help me confirm my changes. :)
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#252 Judith

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Posted 14 January 2019 - 11:03 AM

IMO the easiest way to see if that's the case would be to revert the changes to the previous beta version. I won't be able to make a test map, definitely not tonight.



#253 nbohr1more

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Posted 14 January 2019 - 11:08 AM

Right.

I want to partially revert http://bugs.thedarkm...iew.php?id=4955

so that the fix remains for diffuse tangents but fiddle with specular clamps.

I need a pathological example to confirm my findings since most maps look just fine
(largely because we are VERY conservative with the use of specular in our materials).
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#254 Judith

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Posted 14 January 2019 - 11:15 AM

Btw. I've seen a glitch like that in my models once, but turns out it was my fault. Changing the pivot / origin point rotation, i.e. aligning it to the scene axes, messes up the shading/specularity. You can move it around if you want to, but you shouldn't rotate it.



#255 nbohr1more

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Posted 14 January 2019 - 11:13 PM


float R2f = clamp(localL.z * 4.0, 0.0, 1.0);

Had a hard time parsing why there would be much change from the previous SVN commit?...
but that line appears to be the key to adjusting this behavior in the current interaction.fs
I've been tinkering with 3.0 or 4.0 at the end of the line.
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#256 Judith

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Posted Yesterday, 02:08 AM

You don't need a test map for this, just load A Matter of Hours and take a look at the vertical pipes in the first location. You may need to turn on the postprocess, so the contrast is slightly higher. You should be able to see the lines between the faces on the pipes. It's a bit subtle, but it confirms that smoothing is broken for all the models now.

 

obraz.png

 

Correct look:

obraz.png

 

Another example, faces on round objects:

obraz.png


Edited by Judith, Yesterday, 02:41 AM.

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#257 Gin

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Posted Yesterday, 08:46 AM

Could you please add a line seta logFile "2" to the end of Darkmod.cfg file and then try to reproduce the crash again?

It you succeed, immediately save the contents of qconsole.log located either at fms\ac1 or fms\arena (depending on which FM was installed when the crash happened),

You can either attach it renamed to .txt file or post its contents surrounded by spoiler tags in square brackets.

 

I would be happy to hear any more details about how and when it happens. The current details look weird (64-bit-specific 2.07 crash... hmm)

I started these two missions recently and did not see any crash.

Where is your TDM installation located? Can you e.g. create a txt file there without UAC/admin dialogs, or delete some pk4?... Which OS you use?

Finally happened again. Here's the log from Arena.

Spoiler



#258 nbohr1more

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Posted Yesterday, 09:10 AM

You don't need a test map for this, just load A Matter of Hours and take a look at the vertical pipes in the first location.
You may need to turn on the postprocess, so the contrast is slightly higher.
You should be able to see the lines between the faces on the pipes. It's a bit subtle,
but it confirms that smoothing is broken for all the models now.


Fiddled with all the possible places in the shader that might affect this but the same vertex normal
problem was apparent. I tried reverting the shader and found that the lights don't render?

Something must've changed on the C++ source side too.
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#259 grayman

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Posted Yesterday, 10:13 AM

I decided to play my missions for a little while with 2.07 beta 5.

 

I selected WS1, 2, 3, and 4 individually for download, then noticed that ALL missions were downloading.

 

1 - Is there a way to terminate this nicely, other than killing TDM?

 

2 - Can the "ALL" button be moved elsewhere, so it's not next to the "Select for Download" button? I guarantee I won't be the only person to make this mistake.

 

thx



#260 nbohr1more

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Posted Yesterday, 10:15 AM

Finally happened again. Here's the log from Arena.

Spoiler


Thanks!

I notice that's a pretty old Nvidia driver.

What are your OS and OS patch versions?
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#261 nbohr1more

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Posted Yesterday, 10:19 AM

I decided to play my missions for a little while with 2.07 beta 5.
 
I selected WS1, 2, 3, and 4 individually for download, then noticed that ALL missions were downloading.
 
1 - Is there a way to terminate this nicely, other than killing TDM?
 
2 - Can the "ALL" button be moved elsewhere, so it's not next to the "Select for Download" button? I guarantee I won't be the only person to make this mistake.
 
thx


I might be able to fix this if Obsttorte isn't able to address it in the short term.
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#262 Springheel

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Posted Yesterday, 10:33 AM

I decided to play my missions for a little while with 2.07 beta 5.

 

I selected WS1, 2, 3, and 4 individually for download, then noticed that ALL missions were downloading.

 

1 - Is there a way to terminate this nicely, other than killing TDM?

 

2 - Can the "ALL" button be moved elsewhere, so it's not next to the "Select for Download" button? I guarantee I won't be the only person to make this mistake.

 

thx

 

If there's no way to cancel it, then we definitely should have some kind of "are you sure" prompt.  Otherwise that's going to be at least two hours of downloading from an accidental click.


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#263 Gin

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Posted Yesterday, 07:52 PM

Thanks!

I notice that's a pretty old Nvidia driver.

What are your OS and OS patch versions?

I should probably go update that. Windows 10 Home version 1803.

Edit: updated my driver but I can still perform the crash.


Edited by Gin, Yesterday, 08:31 PM.


#264 nbohr1more

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Posted Yesterday, 10:30 PM

Thanks again.

I'd hold off on any further system changes until the next beta round but I
must mention that Microsoft doesn't really play well with patch levels that
aren't paired to your driver version. The latest drivers are meant to work
with 1809.

1803 has this infamous standby memory bug before 17134.320

https://forums.guru3...03-1809.420251/
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#265 nbohr1more

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Posted Today, 12:42 AM

Missions with AAS96 out of date have been fixed:

Spoiler


This was due to a def change with the spiders.
The missions are packed with updated def files so they will work in 2.06 as well.
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#266 nbohr1more

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Posted Today, 01:53 AM

I might be able to fix this if Obsttorte isn't able to address it in the short term.


Try SVN rev 15563
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