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  1. Today
  2. There is 4x4 matrix used for culling, and 4x4 matrix used for shading. The shading matrix is computed by Doom 3 code now (under default "r_spotlightBehavior 0"). This matrix defines how the lighting will actually look. This matrix defines the light polytope. Even when TRU are not orthogonal, the polytope is not necessarily a frustum, because start/end points define falloff direction. The culling matrix is computed from the shading matrix: most parts are taken "as is", but front/back planes are computed from the vertices of light polytope. This matrix is only used in some culling code, and that's the only reason why it exists (deleting it would save us from confusion). It always defines a frustum in case of orthogonal TRU. This matrix does not affect how the light looks, except that the light can be culled away it the frustum is fully outside view, so it must contain the polytope of the shading frustum. In principle, we can take bounding box of the light polytope and set culling matrix corresponding to this box, and most likely it will be OK too. The shading matrix defines the behavior, the culling matrix is merely an implementation detail of TDM engine. DarkRadiant does not need any fancy culling, so it only need to reproduce the shading matrix correctly.
  3. Yes, that's one way. But you don't even need to overwrite the current installation, you can also run the new version side by side with the old one, using a separate folder for 2.14. That way you can switch back to the old version if you don't like it. When switching back and forth, depending on how old your current version is, you might lose a keyboard shortcut or two. (If the old version is 2.12 or 2.13, I think no shortcuts will be lost.)
  4. This change significantly improved the appearance of the reflective lake in the grass demo. Thank you!
  5. Yesterday
  6. Not sure if the following is helpful info, but I found that adding // before map textures/common/mirror.tga for shader textures/common/mirror returns the mirror effect on (those) mirrors in 2.10 . So after edit it looks like this: Btw. the file textures/common/mirror.tga is actually an editor image and is located in textures/editor/ instead of textures/common/ and therefor you see shader not found in DR in the material editor. The camera# shaders also work again after a similar edit in the tdm_camera.mtr file.
  7. It is truely amazing how fast new and useful features and also bugfixes find their way into DR. Great work! Just a stupid question: I setup my current DR for my WIP project. What would be the easiest way to update DR without losing my settings? Can I just download and extract it into my current DR folder savely?
  8. @duzenko Sounds great. Let me know if I can help test something out. I haven't tried "svn" builds of TDM before, but I'm sure I'd be able to figure it out.
  9. A nice mission! Exploring took me longer than expected, especially finding those safe deposit boxes, even though I have to admit the clues were there the whole time. I enjoyed the overall theme - Four Flags seems to be way more fun than Six Flags. And just today, what's the chance, I was thinking that it would be nice to have occasional more modern music in TDM missions, just as a throwback to a couple tracks from the original games, so I was very pleasantly surprised. What I disliked was mostly already said: some parts of the building seemed a bit too empty of people and because the NPCs also seemed to be super attentive, the contrast between how careful I had to be on the ground floor and in the rest of the building seemed a bit strange. And the first cutscene was just way too silly for me. I don't think this method worked well together with the stuttering fps, low visual quality of the models and artifacts of the engine like the lady's shadow seemingly being bald. It reminded me of this cinematic masterpiece where somebody remade the whole of Titanic in The Sims 2. The playable scene after that was hilarious though.
  10. I think I fixed black mirrors in svn but I'm not sure how problematic the silverware is now I'd think it hasn't changed much for a while
  11. I'm still confused Aren't BFG light space transform matrices calculated from the projection matrix? Didn't you say a while ago that we need BFG projection for that?
  12. Turns out, this is NOT a Dark Mod mission at all. I remembered wrong! Woe is me... The mission I was sort of remembering was the second mission in the Death's Cold Embrace campaign, A Formula For Success. The Highwater Mansion was the house, and the snowy street outside the one I could recall.
  13. It sounds like the DR frustum is OK, but we already know that the preview light rendering is broken for projected lights. So some changes are definitely needed, but they may not be related to this recent work. I already tried a simple copy-paste of the game code to fix the rendering, but it didn't work. However that was right at the beginning when I had no idea what the X/Y/Z/W values were supposed to be doing in the matrix, so it was basically cargo cult programming. Now we have a better idea of the correct behaviour as well as more thorough unit tests, so perhaps a careful integration of the game code would be more successful.
  14. But basically we stick with D3 projections for now visually while we still keep using BFG projections for culling? If so, DR changes are not needed (for TDM at least)
  15. Not exactly, since you have to do the conversion. But one can follow the code in current SVN, and see what R_ComputeSpotLightProjectionMatrix puts into "oldProject" under "r_spotlightBehavior 1". Although I'd say it must be checked against the reference (i.e. check the visual result against Doom 3 BFG).
  16. I think the DR change would be as trivial as copy-pasting the BFG projection function from TDM
  17. Zerg Rush

    Free games

    POSTAL: Classic and Uncut Banned in over ten countries, realistic, non-stop-killing, action-strategy psychological thriller. No aliens, no mutants, no stupid quest for the dragon's balls. Just good antisocial, psychotic shoot-'em-up action, strategy and government intervention. Blast, maim and fire-bomb your way through 17 levels (plus 4 new levels and 24 new characters in the expansion pack). Exploit mass murder opportunities, mow down marching bands, spray protesters, charbroil whole towns. Enter multiplayer mode Go Postal with up to 15 other death row candidates. Includes the original POSTAL and the Special Delivery Expansion Pack A fast-paced, guns-blazing, mind-numbing isometric view killing spree Look at the world through the eyes of a psycho! Minimum system requirements: System: Windows XP / Vista / 7 / 8 / 10 Processor: 1.4 GHz or faster Memory: 512 MB RAM Graphics: 3D graphics card compatible with DirectX 9.0c Mac notice: The game is 32-bit only and will not work on macOS 10.15 and up Shadow Warrior Classic Complete Lo Wang. The very name strikes fear in fortune cookie-eating Mafia men and small children everywhere. He is the reason most ninja wannabees have sold off their combat sandals to the local pawn shop. Lo Wang is Shadow Warrior. #1 Assassin. #1 Yakuza abuser. #1 Freak fragger. #1 Mutant mutilator. #1 Reason to be scared of the dark. Enter the Land of the Rising Sun and spread ninja charisma like napalm for there are undead sumos to be uzied, samurai to be shurikened, and bulldozers to be boarded. Don’t forget to goose the geishas and make sure your dinghy isn’t hanging out... Minimum system requirements: System: Windows XP / Vista / 7 / 8 / 10 Processor: 1.8 GHz Memory: 1 GB RAM Graphics: 3D graphics card compatible with DirectX 9.0c Sound: soundcard compatible with DirectX 9.0c Mac notice: The game is 32-bit only and will not work on macOS 10.15 and up.
  18. I checked a few missions which show up in my lists of "weird" ones, and the projected lights exactly match right now (compared to 2.00, 2.04, 2.05 --- whatever is necessary to boot FM). Regarding DarkRadiant, the frustum it shows also matches the old behavior of Doom 3 and TDM. I'd say it would be great to do the following in DR: Warn mappers when they try to create a projected light with unbounded frustum. Such lights will not work well. They'd better know it immediately. If Doom 3 BFG mapping is a real thing and DR needs to support it, then you'll need to implement different computation specifically for D3BFG (well, unless you have already).
  19. The interviewer looks like a movie scientist from Independence Day or other movies. Pretty cool answers from the computer.
  20. The black mirror happens to me as well in svn. Will look into it.
  21. I think extending the deadline to around the middle of January makes sense.
  22. Switched the default behavior to the old one (r_spotlightBehavior 0) on code SVN. I'll do some comparison testing on real FMs, but most likely that's the end of the story.
  23. @duzenko I suppose so yes. Although in version 2.09b, the mirror is present but causes visual glitches on the silver serving trays on the table when the mirror and the serving trays are in view at the same time.
  24. In this case, isn't it the primary issue that the mirror itself is black?
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