Jump to content


Photo

Beta Testing 2.07

beta

  • Please log in to reply
345 replies to this topic

#301 Spooks

Spooks

    Advanced Member

  • Member
  • PipPipPip
  • 545 posts

Posted 19 January 2019 - 12:15 PM

Btw. why shadowcaulk? Models are there to cast their shadows (or those cast by a dedicated shadow mesh). This looks like a very uncommon way of doing things.

 

The wall modules won't seal the level. Why shadowcaulk over caulk then? Honestly, I don't remember why I do it now! I just remember there was a bad drawback with caulk that I discovered and it turned me to shadowcaulk, which did a better job. At any rate, one benefit is that you can freely turn off the shadow casting on any wall module in a concave room (conditionally through LOD or not), because if there is any light, it will be casting light on the wall modules, the modules themselves won't cast shadows inwards, to the room. The exception is the trim, but if it's minimal or the light is cast not too dramatically, the player won't notice. As regards to the material issue, don't worry guys i fixed it :)

 

Should I track this one?


  • STiFU, nbohr1more and Anderson like this

My FMs: The King of Diamonds (2016)

 

| Visit my Mapbook thread sometimes! | Read my tutorial on Image-Based Lighting Workflows for TDM! |


#302 stgatilov

stgatilov

    Lead Programmer

  • Active Developer
  • PipPipPip
  • 1722 posts

Posted 20 January 2019 - 04:24 AM

New release codenamed beta207-06 is out.

Update as usual for beta.

 

Changelog added at the very beginning of this thread.


  • Judith and Anderson like this

#303 lowenz

lowenz

    Uber member

  • Member
  • PipPipPipPip
  • 2059 posts

Posted 20 January 2019 - 05:39 AM

Can we now use safely the singlepass SM?


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.


#304 Judith

Judith

    Advanced Member

  • Member
  • PipPipPip
  • 1990 posts

Posted 20 January 2019 - 05:48 AM

Proper smoothing is back, thanks!



#305 lowenz

lowenz

    Uber member

  • Member
  • PipPipPipPip
  • 2059 posts

Posted 20 January 2019 - 07:25 AM

Found this little change in the cfg file: seta pm_bobup "0.035" up from 0.03 of old versions. Why?


Edited by lowenz, 20 January 2019 - 07:25 AM.

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.


#306 lowenz

lowenz

    Uber member

  • Member
  • PipPipPipPip
  • 2059 posts

Posted 20 January 2019 - 07:32 AM

Can we now use safely the singlepass SM?

It seems that now the game simply crash forcing the singlepass to 1.


Edited by lowenz, 20 January 2019 - 07:33 AM.

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.


#307 nbohr1more

nbohr1more

    Darkmod PR, Wordsmith

  • Development Role
  • PipPipPipPipPip
  • 9508 posts

Posted 20 January 2019 - 04:26 PM

It seems that now the game simply crash forcing the singlepass to 1.


Confirmed.
Please visit TDM's IndieDB site and help promote the mod:

http://www.indiedb.c...ds/the-dark-mod

(Yeah, shameless promotion... but traffic is traffic folks...)

#308 stgatilov

stgatilov

    Lead Programmer

  • Active Developer
  • PipPipPip
  • 1722 posts

Posted 22 January 2019 - 01:42 AM

*
POPULAR

New update is up: beta207-07

Please update.

 

This is considered a "release candidate".

Meaning that most likely it will become the final 2.07 release.


  • Judith, lowenz, HMart and 2 others like this

#309 VanishedOne

VanishedOne

    Advanced Member

  • Member
  • PipPipPip
  • 1004 posts

Posted 24 January 2019 - 07:56 PM

Something seems to be up with shadowing on the model used by e.g. atdm:ai_guard_generic_02. A quick check in 2.06 indicates it's new to 2.07.

 

Attached File  itb_2019-01-25_00.35.44.jpg   86.29KB   0 downloads


  • stgatilov likes this

Some things I'm repeatedly thinking about...

- louder scream when you're dying


#310 Springheel

Springheel

    Creative Director (retired)

  • Admin
  • 37756 posts

Posted 24 January 2019 - 08:15 PM

Which shadow mode is that?
TDM Missions:   A Score to Settle   *   A Reputation to Uphold   *   A New Job   *    A Matter of Hours
 
Video Series:   Springheel's Modules   *   Speedbuild Challenge   *   New Mappers Workshop  *   Building Traps

#311 stgatilov

stgatilov

    Lead Programmer

  • Active Developer
  • PipPipPip
  • 1722 posts

Posted 25 January 2019 - 10:29 AM

Which shadow mode is that?

Stencil.

 

One way to reproduce is: boot up e.g. Chalice of Kings and teleport e.g. to (3877 3265 160).

There is guard standing there.

Obtain a lantern somehow (e.g. spawn atdm:playertools_lantern and pick it up), enable it and fly around him.



#312 duzenko

duzenko

    Uber member

  • Active Developer
  • PipPipPipPip
  • 2283 posts

Posted 25 January 2019 - 11:14 AM

Stencil.

 

One way to reproduce is: boot up e.g. Chalice of Kings and teleport e.g. to (3877 3265 160).

There is guard standing there.

Obtain a lantern somehow (e.g. spawn atdm:playertools_lantern and pick it up), enable it and fly around him.

Looks like shadow volume on the thin armor surface overlaps with the surface itself

Play with r_shadowpoligonOffset/factor to prove

Separate shadow LOD?



#313 stgatilov

stgatilov

    Lead Programmer

  • Active Developer
  • PipPipPip
  • 1722 posts

Posted 25 January 2019 - 11:23 AM

I'm already in process of "bisecting".

Unfortunately, the issue is older than automation, which makes it slower.

 

Also created issue 4979.


  • nbohr1more likes this

#314 nbohr1more

nbohr1more

    Darkmod PR, Wordsmith

  • Development Role
  • PipPipPipPipPip
  • 9508 posts

Posted 25 January 2019 - 11:49 AM

Hmm... related to:

 

Square Root problems?

 

http://bugs.thedarkm...iew.php?id=4877

 

AFAIK recall a few math lib changes were also made for mantling improvements or coincided with them...

 

Historically, we saw stencil issues where MSVC updates muddled with Epsilon behavior so we had to exclude

parts of the stencil calc from inline optimizations.


Please visit TDM's IndieDB site and help promote the mod:

http://www.indiedb.c...ds/the-dark-mod

(Yeah, shameless promotion... but traffic is traffic folks...)

#315 stgatilov

stgatilov

    Lead Programmer

  • Active Developer
  • PipPipPip
  • 1722 posts

Posted 25 January 2019 - 12:04 PM

I found the commit which caused the problem --- see issue 4979.


  • duzenko and nbohr1more like this

#316 Springheel

Springheel

    Creative Director (retired)

  • Admin
  • 37756 posts

Posted 25 January 2019 - 12:12 PM

Looks like shadow volume on the thin armor surface overlaps with the surface itself

Play with r_shadowpoligonOffset/factor to prove

Separate shadow LOD?

 

Yes, all AI have both shadowmeshes and LOD stages. Has there been a change to how they work since 2.06?


TDM Missions:   A Score to Settle   *   A Reputation to Uphold   *   A New Job   *    A Matter of Hours
 
Video Series:   Springheel's Modules   *   Speedbuild Challenge   *   New Mappers Workshop  *   Building Traps

#317 duzenko

duzenko

    Uber member

  • Active Developer
  • PipPipPipPip
  • 2283 posts

Posted 25 January 2019 - 02:52 PM

 

Yes, all AI have both shadowmeshes and LOD stages. Has there been a change to how they work since 2.06?

Never mind, it was my bug



#318 Spooks

Spooks

    Advanced Member

  • Member
  • PipPipPip
  • 545 posts

Posted 25 January 2019 - 07:05 PM

I've not had a chance to test since my last post, which was a workweek ago. When I said I "fixed it" I meant the remark from VanishedOne. I assumed the problem might have been fixed in beta 7 but as it has not I have indeed gone ahead and tracked it.

 

Reopen http://bugs.thedarkm...iew.php?id=4955. The bug is back on beta 7. I cross referenced both in my WIPs and in the view position in William Steele.


  • stgatilov likes this

My FMs: The King of Diamonds (2016)

 

| Visit my Mapbook thread sometimes! | Read my tutorial on Image-Based Lighting Workflows for TDM! |


#319 stgatilov

stgatilov

    Lead Programmer

  • Active Developer
  • PipPipPip
  • 1722 posts

Posted 25 January 2019 - 11:55 PM

Reopen http://bugs.thedarkm...iew.php?id=4955. The bug is back on beta 7. I cross referenced both in my WIPs and in the view position in William Steele.

Yes.

I added some missing clamps, and now it should work exactly as the old shader did in 2.05.

And in 2.05, the crate looks exactly the same.

I think in the end it is the crate which should be fixed.



#320 Spooks

Spooks

    Advanced Member

  • Member
  • PipPipPip
  • 545 posts

Posted 26 January 2019 - 01:35 AM

By no means do I think it's somehow a problem in the crate. Or rather, if you think the 2.05 shader is the problem, the crate's not the only thing affected. I've noticed black splotches and over-brightened specularity on cylinder patches in my map that were not there during the previous beta. Here is a cropped picture, with magnification:

 

kTL1SiM.png

 

The light is coming from behind, from the window, and that four-sided, cylindrical patch exhibits the bug on a face that's facing somewhat away from the light, yet is getting inordinately strong specular (and clipping to black), compared to simple interaction shader or enhanced on beta 6. Honestly, I think there's something wrong with the 2.05 shader in and of itself, because I've encountered similar stuff in 2.06, like the stair models I talked about earlier in the thread. I don't remember it being this bad though. If needs be I can make a test map, but not today, maybe on Sunday.


  • Anderson likes this

My FMs: The King of Diamonds (2016)

 

| Visit my Mapbook thread sometimes! | Read my tutorial on Image-Based Lighting Workflows for TDM! |


#321 stgatilov

stgatilov

    Lead Programmer

  • Active Developer
  • PipPipPip
  • 1722 posts

Posted 26 January 2019 - 02:46 AM

By no means do I think it's somehow a problem in the crate. Or rather, if you think the 2.05 shader is the problem, the crate's not the only thing affected. I've noticed black splotches and over-brightened specularity on cylinder patches in my map that were not there during the previous beta. Here is a cropped picture, with magnification:

If you ask me, I would happily delete all those things called "rim light" and "fresnel" from the shader. At least for 99% of objects.

All those weird components raised to insane power... they are doomed to have unintentional effects.

 

Speaking of the crate tin WS4, its lighting is weird even with simple shader.

But simple shader doesn't have all those risky components, so it does not look so obviously wrong.

Try to move candle yourself near the crate with simple interaction. It is not correct.

 

UPDATE: added an image into 4955.

The crates have smoothed vertex normals, which generates absolutely crazy tangent space, so any hope of proper lighting disappears.


  • Anderson likes this

#322 duzenko

duzenko

    Uber member

  • Active Developer
  • PipPipPipPip
  • 2283 posts

Posted 26 January 2019 - 03:11 AM

If you ask me, I would happily delete all those things called "rim light" and "fresnel" from the shader. At least for 99% of objects.

 

+1



#323 Judith

Judith

    Advanced Member

  • Member
  • PipPipPip
  • 1990 posts

Posted 26 January 2019 - 03:56 AM

Please leave any major graphics tweaks for next version, 207 was supposed to be a stability release, and messing with stuff like smoothing makes it anything but.
  • stgatilov likes this

#324 stgatilov

stgatilov

    Lead Programmer

  • Active Developer
  • PipPipPip
  • 1722 posts

Posted 27 January 2019 - 04:11 AM

New beta build (codename: beta207-08) is available.

Changelog is here, as usual.

 

P.S. Please play some time with Stencil shadows. I have a feeling they are overlooked ;)

 


  • Anderson likes this

#325 STiFU

STiFU

    Uber member

  • Development Role
  • PipPipPipPip
  • 3573 posts

Posted 30 January 2019 - 01:49 AM

It's getting awfully quiet here. Does that mean all issues are resolved in the newest beta version, or did nobody test it? :-)





Also tagged with one or more of these keywords: beta

0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users