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Showing content with the highest reputation on 10/09/20 in Posts

  1. While doing some render system refactoring I noticed that projected lights were not rendering correctly in lighting preview mode, and thought it was something I had broken until I regressed to earlier revisions and discovered that it has actually been broken for some time (in fact I tried checking out revisions from 3 years ago and the problem still reproduced). Projected lights are something of a "bug trap" because I think most mappers don't use them or the DR lighting preview very much and therefore they don't get a lot of testing. The behaviour I see is that while the rendered light projection obeys the shape of the frustum (i.e. the light_up and light_right vectors), it seems to ignore the direction of the light_target vector and always points the light straight downwards. The length of the target vector has an effect (on the size and brightness of the light outline on the floor), but the direction is ignored. Note that the problem only applies to the rendered light itself. The frustum outline appears to be correct (as it is handled with different code). I believe the problem is with how the light texture transformation is calculated in Light::updateProjection(), although I can't be sure. I will make an effort to debug this although projective texture transformations are near the limit of my mathematical abilities (I can understand the general concept and probably figure out the process step-by-step by taking it slowly), but might have to ask @greebo for assistance if the maths becomes too hard. Another approach is to try and revert the relevant code back to when (I think) it was working correctly after I initially got projected lights working, although that might have been 10 years ago or more so a straight git bisect isn't practical.
    2 points
  2. I can help you with the maths, too. Just in case.
    2 points
  3. Been trying to install it the third time, got the same error as shown in pic
    1 point
  4. ABZU is on Epic Store. It's a relaxing diving game. As a scubadiver myself, I found it quite nice, but generally, it's not too engaging. When you're feeling down, sick or hung-over, this game is definitely a nice change of pace.
    1 point
  5. I think projection matrix for this case is computed in R_ComputeSpotLightProjectionMatrix in tr_lightrun.cpp. On the other hand, I have no idea if DarkRadiant needs the same matrix and uses the same conventions.
    1 point
  6. The current plan is to start 2.09 beta in December 2020. Keep in mind that we planned to start 2.08 beta in December 2019 too
    1 point
  7. Split screen would never work as the guard can see where the thief is lol
    1 point
  8. Did you install TDM into a privileged location such as "Program Files"? What happens if you relocate it to C:\darkmod\ ?
    1 point
  9. Imagine a garden with fireflies sitting on stuff, when you come close they fly away into the dark. So I made a big firefly with wings and stuff and made it fly: FireFly Video Next is scaling it all down to fly size.
    1 point
  10. In the following video you see a little white cube that's a func_rotating on the x axis, randomishly triggered by a trigger_timer to invert rotation. Bound to that is the red square plane, that's also a func_rotating, but on the z axis. Bound to that is the little blue cube, that's a sliding door (auto open auto close) named Target. Bat Mechanics The Bat itself is green in the video and is made up of two wing shaped atdm:mover_door's (auto open auto close) bound to a func_mover named Bat (the body of the bat). With 2 little scripts, activated once by atdm:target_callscriptfunction's, the Bat is following and turnig towards the Target: void MoveToTarget() { float min = 10; float max = 20; float rand = min + sys.random(max - min); $Bat.time (rand/30); $Bat.accelTime (0); $Bat.decelTime (0); $Bat.moveTo( $Target ); sys.wait (0.1); sys.trigger($ScriptMove); } void LookAtTarget() { vector direction=$Bat.getOrigin()-$Target.getWorldOrigin(); $Bat.setAngles(sys.VecToAngles(-direction)+'0 0 0'); sys.wait (0.1); sys.trigger($ScriptLook); } If anyone wants a bat flying around in their mission, just pm me for the model and stuff : )
    1 point
  11. I cant answer the issue about the mirrors but you can also get the full download at Moddb: https://www.moddb.com/mods/the-dark-mod/downloads/the-dark-mod-208-full
    0 points
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