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  1. Different denominations of Imperial currency on a single material. Some ways to go finishing the pack, but when it’s done it will be made available for all mappers to use and the assets will be CC0:
    20 points
  2. Happy mapping on this beautiful, because rainy and cold, Saturday to all mapping taffers! kingsal's beastmen, regular pagans, a very fitting AI from another misson and selected mages will be populating this area. You cannot see it in this screenshot, but you feel the humidity when walking around ingame, I am already exhausted!
    17 points
  3. DarkRadiant 3.7.0 is ready for download. What's new: Feature: Skin Editor Improvement: Script Window usability improvements Fixed: Hitting escape while autosaving crashes to desktop Fixed: Def parsing problem in tdm_playertools_lockpicks.def Fixed: DR hangs if selecting a lot of entities with entity list open Fixed: Float Property Editor's entry box is sticking around after selecting a float key Fixed: Spline entities without model spawnarg are unselectable Fixed: Entity window resets interior sizing forcing resize each time it is opened Fixed: Spline curves should not be created with a model spawnarg Fixed: Newly appended curve control vertices aren't shown at first Fixed: Light entities are zoomed out in preview window Fixed: Entity inspector spawnarg fields not always updated by UI windows such as Model Chooser Feature: Skin Editor (see video) Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.7.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. The list of changes can be found on the our bugtracker changelog. Keep on mapping!
    16 points
  4. My first attempt a starting something from scratch in blender and baking normal maps - took me a lot longer than it felt like it should but now there some new ingots for the currency pack:
    15 points
  5. DarkRadiant 3.6.0 is ready for download. What's new: Feature: Selection Focus (Ctrl-F) Feature: Add Radiant.findEntityByName script method Feature: Media Browser shows a thumbnail preview when selecting folders Feature: Map is remembering layer visibilities between loads Fixed: ModelDefs are shown in T-pose Fixed: Patch vertices are the wrong colour Fixed: Shader Clipboard source gets cleared on 'copy shader' operation Fixed: Nodes of hidden layers are still visible after loading the map Fixed: Can't close properties window Fixed: Merge Action rendering is broken Fixed: After using ToggleMainControl_Camera, the center panel is grey after restart Fixed: When using ToggleMainControl_Camera, arrow keys cannot be used to move the viewer Fixed: Property Panel not remembering undocked/closed tabs Fixed: Texture Tool not updating during manipulation Fixed: Orthoview ignores filters for surfaces in models Fixed: Blue dot when selecting one face removed Tweak: Conversation Editor: double-click opens selected conversation Tweak: Preference option to disable drag select in camera view Tweak: ESC key should clear the resource tree view filter text Tweak: New layers function: tooltip popup getting in the way Feature: Selection Focus (see video) Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.6.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. The list of changes can be found on the our bugtracker changelog. Have fun mapping!
    14 points
  6. This is very unfinished work in progress. It's coming along nicely though. There are 5 ways in and out of this room.
    14 points
  7. TDM 2.11 is ready for beta test This is how to get beta versions: Upgrade from any version (fast): 1 - Start tdm_installer in darkmod folder. 2 - On the first screen, check "Get custom version" and click "Next". Choose the first name in beta/2.11 list, should look like "beta211-NN". 3 - Click on "Refresh" button to ensure that it is not going to download too much stuff. 4 - Continue installing with "Next". Fresh install (slow): 1 - Create darkmod folder anywhere you like. 2 - Download the TDM Installer from downloads section of the website. Extract tdm_installer executable from the downloaded ZIP and place it into your darkmod folder. 3 - Start tdm_installer (in case of Linux, first edit file permissions to allow executing it). 4 - On the first screen, check "Get custom version" and click "Next". Choose the first name in beta/2.11 list, should look like "beta211-NN". 5 - Continue installing with "Next". In general, upgrade is recommended over fresh install. If you don't want to lose your current TDM installation, then you can copy the whole TDM directory and upgrade the copy. This way you can have both 2.11 beta and 2.10 at the same time. At the end of installation, tdm_installer resets your config by renaming darkmod.cfg to darkmod_{datatime}.cfg. This is a recommended procedure on upgrade, otherwise you are likely to have issues due to old config. If you need your old config for some reason, you can always find it in darkmod folder. 32-bit builds of TDM are deprecated, so they are not present in beta versions. They will be added at the very end of beta phase. Notes 1 - This effort is to find out if we broke anything in TDM with our 2.11 changes, if a new 2.11 feature isn't working correctly. We won't be trying to fix bugs that have been around for a long time. Instead, we will create an issue in bugtracker (if not yet present), to fix it after beta. 2 - If you find something wrong, it would be helpful if you report whether the issue happens in 2.10 too. By the way, you can easily get 2.10 version: just copy your darkmod folder and run tdm_installer on the copy, selecting "release210" on the custom version screen. 3 - Please try to be specific when reporting a problem. What you were doing, where you were when the problem occurred, can you reproduce it, etc. This wiki article provides many suggestions for good bug reports. Thank you for testing !
    9 points
  8. Improved on the central area today, still lots to do everywhere else, quite happy with this though.
    9 points
  9. PLAYERS * Volumetric lights appeared late before the previous beta, so the quality of volumetrics in 2.10 was rather poor, and the dithering pattern was very annoying to look at. The feature received a lot more development, and now adheres to the standards of modern rendering. The dithering pattern is gone, performance should be much better, and now you won't miss volumetrics even if you prefer to play with stencil shadows all the time! (thread) * Thanks to a certain "AI-heavy" mission, the game code has received major optimizations. It is most noticeable in low performance conditions, when game modelling takes a lot of CPU time. Previously the game could easily descend into the "spiral of death" with FPS falling below 5, now it is way harder due to better scheduling of AI thinking. There is a variety of other game code optimizations which make our lives slightly better. * New version includes several optimizations for shadows, mostly stencil shadows. A long-standing inefficiency of stencil shadows with antialiasing is fixed, new tile-based optimization is added for soft stencil shadows (thread), small lights with large meshes work faster due to BVH efforts (thread). On the side of shadow maps, the rules for distributing the resolution budget are changed: small distant lights no longer steal precious bandwidth for themselves. * There are several improvements on gameplay side as well. The core mechanics of blackjacking enemies has received subtle, yet helpful improvements (thread). Now you can grab many close pieces of loot by holding down the frob button, instead of picking up each item individually. There are several improvements to crouching, making it more responsive (thanks to @Daft Mugi). The in-game downloader now supports "sort by release date" ordering. * There were a ton of small bugfixes for issues like: bow stuck after load, wrong strafe-walk sound, crash when saving shortly after the death of an elemental, issues with leaning onto doors, missing fracture sounds after loading a save, X-ray glitch in the first frame, toggling solidity/visibility, etc. MAPPERS * The engine now supports OBJ model format. This format is much more popular than ASE and LWO. The engine loading code is very lightweight: it will use your model exactly is as, and load it very quickly. The OBJ format is preferred for large meshes due for faster loading times. The only possible downside is somewhat larger download size compared to LWO, although not much and not always (thread). * Renderer should deal with large meshes much faster, thanks to BVH optimizations. Recall that idTech4 was made for very low-poly models. When renderer frontend sees a "surface" in a model, it always treats this surface as an atomic piece, doing all computations for all of its vertices and triangles. This is very good for low-poly models, can heavily drag performance down with large meshes, as several recent missions noticed during beta. The BVH data structure breaks every surface into smaller chunks, allowing renderer to quickly cull away whole chunks. This makes a big difference in case of large meshes (e.g. terrain) lit by many small lights (thread). * You no longer have to write frob-highlight stages in materials, since they are added implicitly. The problem with these stages was that were very easy to forget, which resulted in no highlight on frobable items. Also it increased cognitive load and scared mappers away. While writing frobstages is no longer necessary, the old stages work just fine. So mappers can still customize frob-highlighting if they really want to (thread). * It is now legal to override a single decl of core game in your mission. Recall that "decl" means a material, a skin, an entityDef, a particle, etc. Note that overriding a whole file from core game always worked as expected, but overriding a single decl from a file did not work reliably before (despite the common belief that it should). * The major cleaning of shaders resulted in some changes in lighting model. The aim was to make TDM lighting closer to the standard Phong model, and make it more logical in general. The changes should rarely make a big difference, aside from probably stronger specular (thread). * Added error-reporting to the GUI scripting engine. Implementing GUI scripts is very hard, error-prone, and confusing. Aside from surprising differences in Doom 3 GUI behavior compared to e.g. Javascript in DOM, a lot of confusion was caused by total lack of any error handling whatsoever! In the new version, all possible errors should result in easy-to-understand console warnings, so writing correct GUI is much easier. Also, we fixed a few features, and added a few new ones to the GUI engine (thread). * dmap command received minor improvements. Yet another big rewrite happened for T-junctions fixing code, since it took tremendous amount of time on one mission. Also a few precision improvements were made. * Other small fixes and additions: added script functions getAnimRate / setAnimRate for tweaking animations added script function setObjectiveNotification for silent objective change added script function getCurInvItemCount for interaction with inventory added script variable "AI_ENEMY_TACTILE" to the base AI scriptobject, which is true whenever the AI is in tactile range of an enemy added spawnarg absence_alert_increase for loot items as a proper substitute for absence_alert, giving control over how much an AI gets alerted if that piece goes missing added spawnargs allow_idle_anims / allow_random_headturning for customization during a running mission, useful i.e. for cutscenes AIs notice broken fracture entities trigger_multiple now works on stationary AIs almost doubled tracemodel limits, raising the restrictive limits for making collision meshes for moveable items ASSETS * We fixed all loading warnings on all assets. This became possible after creating an automatic map generator which forces the engine to load all assets from every group. All the references to missing files are fixed too, which means a variety of assets have become available: old noblewoman skin moor helmet electrical arcs stone window decals yellow banner skin wine barrel lampion lights graffiti decals by Necrobob * New assets were added: Full-scale modular ship prefabs with interiors, allowing anyone to assemble a ship for a nautical mission in a matter of seconds. 1 merchant galleon and 2 smaller sailing ships are available. Camgoyle sentry, a magical stone guardian based on the security camera shooting magical projectiles at the player, first seen in Written in Stone. The prefab also includes a power source pedestal. Fully useable audiograph for playing recorded sounds, first seen in the Accountant and Shadow of Northdale missions. A new full-featured scriptobject makes them easy to implement and control via spawnargs. Wiki A set of 6 bronze vintage lamps has been added for particulary posh establishments. A new open-top carriage, the barouche. PROGRAMMING Under the hood, we updated third-party libraries, and moved to Visual Studio 2022. The "Debug With Inlines" configuration was split into "Debug Editable" (with hot-reload support) and "Debug Fast" (fastest debuggable). Marking the final step in transition to tdm_installer, the old tdm_update program is finally removed, with TDM packaging code extracted to standalone program.
    8 points
  10. Thanks a lot everyone! The update is now live and the initial post and title got also updated properly. I wish everybody the most of fun! As a nostalgic piece, take this photo of the Dark Mod Mug I won back in the day (it still is on my cupboard - I love it!)
    8 points
  11. Good news for everyone who needs to bridge the time gap for the current FM contest: As a 10 year anniversary I now finished the update for my Fan Mission. It is currently being reviewed by the Team who can hopefully put it up into the mission downloader. After the Update is officially available I'll update this thread with proper information. *excited screeching*
    8 points
  12. Very early WIP... less than half of the base map done so far, design subject to change but mostly stabilized by now. My first experience with the building modules: While I find the origins and seemingly unnecessary backfaces on some a little overhand, they're amazing and it's hard to think how we went without them for so long.
    7 points
  13. The next new entity type for TDM: the audiograph. The model has been made by Epifire and was first seen in use in Goldwell's FMs, but with the new dedicated entity definition and scriptobject it's now easy to use and supports various new features. Introduction from the new wiki article It will be released with TDM 2.11 (rev 16646), but it will also work on earlier versions and can be downloaded here: Google Drive.
    7 points
  14. Remade SeriousToni's painting model, so it can serve both as decoration and loot item. 500 coins for such a sloppy cutout job might be a bit of a wishful thinking though
    6 points
  15. Hi guys, just wanted to let everyone know I bought a brand new gaming pc, so now I can beta test without anymore problems I'm gonna go play long awaited Lucy now
    6 points
  16. The volumetrics code is vastly expanded in the latest dev build. They are blurred, and rendered on half resolution. As the result, the annoying pattern is not visible anymore, and the effect is cheaper in terms of GPU work. Enjoy
    6 points
  17. Oh my god! This is Windows VM inside a goddamn M1 macbook! There are tons of shader errors BTW, most of them are probably false issues, but I guess I should review them.
    5 points
  18. Nice, this reminds me of Full Moon Fever (a mission I think of very highly).
    4 points
  19. alright, this one is my bad. I just deleted the entire archive and redownloaded the FM. Now the issue seems to be gone. Perhaps I had an extraneous material file that overwrote something? I don't know, but everything seems to be working as normal. Thanks for looking into this. And now I have learned to delete and reinstall an FM before reporting a bug
    3 points
  20. I found two objects with missing textures in 2.11 beta 1 (also, missing in earlier 2.11 dev asset versions). They look fine using 2.10 assets. Are these actually missing textures or another issue? Hazard Pay. Crumpled note. 2602.16 -275.42 -2215.75 40.6 67.4 0.0 Iris. Trash can. 363.84 1181.95 -381.25 27.4 -142.7 0.0 Is there a way to automate finding these? @AluminumHaste Using your getviewpos screenshot trick. Thanks!
    3 points
  21. I think I fixed it on the latest trunk.
    3 points
  22. Got volume lights, AI patrols, snow and more working. Half of the map still hasn't been put in place, doing a few readables then hoping to get to that after a few more changes.
    3 points
  23. 2.11 beta 01 is currently in the installer list. The thread about it will be out soon but you can test it now. That said, we need to bisect your performance problem by having you test older builds starting with 2.08
    3 points
  24. Changelog of 2.11 development: dev16481-9881 * Updated Visual C++ from 2017 to 2022, build game and idlib as on VC project (5820). * Updated all third-party libraries (5881). * Render scale does not affect main menu GUI. * Optimized compass rendering: don't copy depth buffer. * Fixed debug polygons not showing up. * Don't draw debug lines in subviews. * Don't open game console by tilde if com_allowConsole is 0 on Linux (post). * Moving GUI slider with mouse now results in discrete increments. * Restored code for 16-bit colors (via r_fboColorBits cvar only). * Game console bottom line gets thinner on smaller console font. * Added tuneDown command to quickly ender very low graphics mode. * Added r_fboScaling cvar which allows to change Render scale filtering to nearest. * Avoid purging/reloading all images on Alt+Tabbing in Windows. Known problems: * Won't boot on Windows 7 dev16485-9903 * Optimized iteration over active entities by switching from linked list to array. * Fixed bow sometimes not working on savegame load (5928). * Allow headbob cvar changes to persist between sessions (post). * Player speed modifiers (like pm_runmod) are no longer archived (post). * Applied Clang build fixes by @Partmedia (post). * Fixed "testVideo withAudio" command. * Fixed unbounded brush AAS warning by trying to process each edge of brush once (5648). * Use double precision for winding splits in dmap and collision. * Reworked FFmpeg player to not use deprecated functions, fixed protocol warning (5881). * Fixed 2GB overflow in printMemInfo. Known problems: * Won't boot on Windows 7 * JPEG saving and loading crashes on Linux. Setting r_screenshot_format to "png" may help... dev16487-9919 * Fixed saving/loading JPEG crash on Linux (5881). * Fixed wrong sound on strafe right (5554). * Major refactoring and optimization on LOD system, LOD entities no longer "think" (5944). * Improved time distribution of stims and LOD checks for more solid performance. * Optimized creation/destruction of script threads. * Optimized idClip = broad phase collision detection (5954). * Reduced size of Linux executable back from 24 MB to 18 MB by removing globals. * Now in-game downloader prints URL of download to game console. Known problems: * Won't boot on Windows 7 dev16498-9944 * Updated Tracy library, hopefully fixed running on Windows 7 (post). * Fixed crash on loading save done while elemental is dying (5845). * Implemented multiloot on holding frob button (5984). * Crouched state does not affect player speed on ladder/rope (5961). * Crouch-toggle takes effect on keydown rather than release (5973). * Added setviewpos to screenshot filename (5819). * Show estimate for total number of pickpockets on end-mission screen (5678). * In-game downloader: show asterisk/sharp at the beginning (5842). * Trigger entities now work on AI which stands still (5319). * Added setObjectiveNotification, which allows to change objective silently (5967). * Added script functions to add/remove frob peers (5976). * AIs notice destroyed fracture entities (5978). * Enabled frobhelper by default (post). * Fixed some architecture skins by Nort. * Fix graffiti materials (5930). * Now default quicksave/quickload are F5/F9 (post). * Minor optimizations: SSE in idRenderMatrix, cache "drunk" spawnarg. * Looped bind does not cause crash, although behavior is undefined (post). Known problems: * Night to Remember, Cole Hurst 1 Eaton: cannot start missions due to hard error. * Painter's Wife: killing elemental should cause hard error (mission fixed). dev16519-9985 * Now AIs think once per frame on low FPS when several game tics are modelled (5992). * More responsive crouch toggle (5973, thread). * Added "absence_alert_increase" as correct implementation of "absence_alert" (5987). * Allow drawing up to 4 postprocessing surfaces, as long as draw order is right (thread). * Missions can be sorted by date in in-game mission downloader. * Added getAnimRate/setAnimRate script events (540). * Fixed lean-peeking sound not always stopping when player goes away from door (5899). * Fixed wrong sounds of func_fracture after save/load (5363). * Fixed scorch and smear01 decals (5970). * Fixed fx/sparks effect, set "triggered 1" for newly added effects (5034). * Fixed startup image/sound warnings on some AIs (5993). * Fixed joints warnings on zombies (5466). * Fixed "screw" skin not showing in DR on appropriate models (5217). * Fixed for frobability in kitchen_cupboard_openable.pfb (5989). * Added editor images for panel_halfcircle_walnut and panel_vase_polished_walnut. * Bumped maximum number of edges to 1 million for stencil shadows, added overflow warning. * Fixed debug cvars tdm_ai_opt_forceopt and tdm_ai_opt_forcedormant 5992). * Tiny optimization: memcpy is now using streaming stores only at vertex cache. * Removed support of bindless textures (5891). * Extracted tdm_package and removed tdm_update source code (5076). dev16574-10036 * Add Dragofer's fully mapped ship prefabs, vintage lamps set, barouche carriage and camgoyle sentry turret with power source (4687) * Added BVH-based interaction culling for large meshes (5886, thread). * Added warnings for wrong GUI code, fixed them in core GUI (5869, thread). * Fixed leaning against non-axis-aligned door (5899). * Fixed skin of non-rotating security camera (6004). * Tweaked inlining and optimization, new debug builds Fast/Editable. * Disabled multiple rendercopies for warping materials (post). * Created materials for previously unreferenced textures, now available for use (5563, 5178) * Fixed 50 skin-related, auto-detected bugs that were generating console warnings (6019) * Female mage legs are now textured (5994) * Adjusted LOD offsets for atdm:nature_pine to avoid popping (3987) * Wooden torches now have burning/burnt tops (1293) * tdm_grass_clump and tdm_wildgrass particles no longer render fullbright (5689) * Added inclusion guards to all core script files (4427) * small_round_furnace_openable.pfb fixed with regards to model gaps and door origin (6018) * Fixed underwater_bubblesbubbles particle (5198) * Fixed burnt log end cap texture alignment (4896) * Added unlit and moonlit versions of textures/darkmod/window/ornate/round_spokes01 (5857) * Added specularmap to rivet_strip01 textures (5999) * Restored plain_robes skin for mages, pagan_orb_effect particle, fix windows in tudor building4 etc. (5690) * Fixed models that made use of missing materials (4390) * Diffusemap for wallpaper_ornamental_01_red now matches its normalmap (4798) * Hardwood materials now use wooden footstep sounds (4988) * Fixed skins for 6-candle chandeliers and nails (5900, 5217) * All fence_spike_01_tall models are now solid (6010) * Fixed typo in shouldered manbeast name (5877) dev16599-10071 * Fixed startup error on: Night to Remember, Cole Hurst 1 Eaton (5845). * Shadow maps refactoring: now volumetrics work if stencil shadows are selected (5880, post). * Fixed SSAO on new AMD driver (post). * Ensured that mission decls silently override same-named core decls (5766). * Fixed order of operations in expressions in materials and GUI scripts (6026). * GUI scripts: do not block autoupdate for window registers referenced in scripts; fixed vector component indexing, allow expressions on the right side of Set command (6028, thread). * Major refactor of objectives GUI: checkboxes no longer empty on failure screen (5852). * Added pm_mantle_tilt_mod cvar to tone down mantle movements. * Fixed noclip while shouldering a body (5244). * Fixed textures/skies/cubeSky material (5218). * Fixed items frobability in cabinet prefabs (6025). * Hundreds of fixes for core asset issues that were detected by a new systematic procedure. There should be far fewer broken assets and console warnings. Ongoing process (6019). * testmap command no longer sets developer mode, saving us from some warnings. * Started refactoring of interaction shaders (5828). dev16617-10107 * Major changes in ambient/interaction shaders for more consistency (5828, thread). * Major changes in blackjack knockout behavior (4289 thread). * Optimized stencil shadows with antialiasing by using scissors (5851). * Stencil shadow shadows tile-based culling optimization (6076 thread). * Added wiki article (link) about Tracy timeline profiler; thread names fix, print version. * More asset changes to fix warnings, added "load all assets" test maps (6019). * Added teleportArea command, which allows to find area by number (6083). * Refactored ambient interaction shader, deleted unused ambientRimColor (5828). * Fixed overflow crash in idAASBuild::GetFaceForPortal. * Enabled GL debug groups by default, fixed borderless FBO mismatch warnings. * Added transparent grate textures (6089). * Fixed textures/common/mirror. Known issues: * ambientCubicMap broken yet, will be restored in future (6090). * Visual look has changed, mostly with stronger specular. dev16625-10132 * "Light from above" behavior applies only to lights of ambient_world type (6090). * Major changes in normal-dependent ambient shading (6090). * Optimized FixGlobalTJunctions in dmap, restored vertex grid snapping (6085). * Updated "Tears of Saint Lucia" mission with EFX and other fixes (thread). * Replaced algorithm for assigning shadow maps resolution. * Fixed a brief wrong frame with X-ray (6109). * Added getCurInvItemCount script function (6096). * Fixed old rendering backend. * Slightly better culling due to fixed depth bounds computation. * Added textures/darkmod/window/metal_irregularpanes_moonlit_bright (6119). dev16629-10139 * Added implicit generation of frobstages and simple customization macros (5427, thread). * Added support for OBJ models (thread). * Fixed chandelier_gas4 model (6125), improved wooden chest prefab sounds (4206). * Optimized silhouette preprocessing during model loading. dev16650-10157 * Volumetric lights reimplemented: dither pattern removed, performance improved (5850). * Added audiograph entity and assets. * Fixed shader compilation with r_softShadowsMipmaps on some Linux AMD GPUs (post). * Fixed bug in new frobstage_xxx material macros (5427). * Massive frobstages refactoring in materials: new macros are used now (5427). * Trace model: limits increased and refactoring (5887). * Massive cleaning of prefabs, automaton station script fix (6013). * Fixed rotten_paper_nancy_hand GUI in world view. * Perfume bottle model uses smooth shading, lampion skin fixes. * Some cleanup: idRenderMatrix memory alignment, face planes in SEED model clone, Elbrus FFmpeg compile fix, old shaders disabled. beta211-01 (rev 16656-10189) * Many improvements in new volumetric lights implementation + added cvars (5850, thread). * r_softShadowsMipmaps: fixed render scale, fixed screenshots. * Faster shadow volume generation with BVH, more cvars and tweaking (5886). * Optimized stencil shadows: turbo shadow vertices are static on GPU. * Improved solidness / visibility logic on models (6175). * Added spawnargs allow_idle_anims and allow_random_headturning. * Avoid sound amplification due to negative sound loss spawnarg (5913). * Fixed weird glitch on game load (6149). * Removed one frame of latency from "com_smp 0" mode (5875). Changelog of earlier versions can be found here.
    3 points
  25. Shadow maps are still too limited to function without stencil shadows, and too GPU-expensive. Another problem is that even now shadow maps often offer bad quality in TDM. Stencil shadows don't support alpha-testing and volumetrics, but they just work and provide you with pixel-perfect shadows without huge performance cost. Shadow maps just cannot work perfectly by themselves. Of course this is partly caused by weak implementation. But I regularly see the same pixelization artifacts in modern AAA games, which makes me think that without constant tweaking by artists they can't work properly.
    3 points
  26. What about it?
    3 points
  27. I got a feature in the works, allowing to select and manipulate only "focused" items, which should hopefully be useful for manipulating grouped items without having to disband the group. There's a demo video here: https://www.darkradiant.net/images/videos/selection_focus.mp4 It works like this: You select some items in the map. It doesn't matter what it is, it can be a group or many groups or just two unrelated brushes. Hit Ctrl-F to enter focus mode (the command is called "ToggleSelectionFocus" if you want to bind your own shortcut) Your actions will be restricted to just that selection You cannot select other items that are not in the group (unless you use Layer or Filter selections, or Invert selection) You'll get a visual indication about the focused items in the ortho view Grouping information is ignored while in focus, you can select single parts of any group You can select, move, rotate, delete, edit vertices etc. Hit Ctrl-F again to exit, or (maybe more intuitively) hit ESC until you left the focus The previous selection (before entering focus) is now active again, you can proceed manipulating that I'd appreciate if you folks could have a go and try it and then give feedback about it. There's no release yet, but you can grab a portable release from Github: https://github.com/codereader/DarkRadiant/actions/runs/3403010325
    3 points
  28. Summary Greetings dear friends! To celebrate the tenth anniversary of the release of my FM, I have published a (hopefully) worthy update to it. Version 2 of my FM called "Sneak & Destroy" uses many new features that have been added to TDM over the years, fixes numerous bugs that were overlooked at the time, but the FM still remains true to the original one. So if you had problems playing this FM lately, if you never played this FM or if you wish to revisit a tiny but lovely part of the TDM history, this update is for you! Download the latest version via the in-game downloader and celebrate the past 10 years with me together! Improvements Visual improvements to city area and interior rooms Enriched the scenes with additional audio Fixed critical bugs that were introduced as TDM was updated Added triggered Conversations for NPCs Added EFX support to all areas Changed multiple aspects of the map in terms of better gameplay and progression Corrected and inserted new writings in books and notes Reduced amount of loot necessary to end mission Added lantern and looking glass to inventory Made use of new particle effects to enhance visual quality Screenshots Credits Thanks go to: bikerdude for being on call to bugfix and improve the map with me Dragofer for pushing ideas for scripting things jysk, Baal & datiswous for finding even the tiniest bugs Springheel for reintroducing me to DR after almost 10 years with his tutorials Greebo for working on the newest tools to update my rusty FM Grayman – I hope I made you a little bit proud Have fun! SeriousToni - 12.04.2012 - 17.11.2022
    3 points
  29. The assets are too damn good. BTW, does anybody need beta testers for December mission releases?
    3 points
  30. This calls for a new Bank Heißt Mission!
    3 points
  31. dev16650-10157 is available. P.S. Clipmodel bug is fixed in it too.
    3 points
  32. Updated the download link with an update for the audiograph: Added custom sounds for switching on/off, loading/unloading and generic background noise for when a recording is playing, provided by Goldwell. More control over when playing a recording will trigger targets. The trigger_max spawnarg allows to limit how often targets can be triggered, while the trigger_from spawnarg(s) allows to restrict triggering to only when the spindle is played from a specific audiograph(s). More flexible support for scripting. Scripts can load any spindle regardless of whether the player has it in his inventory. Spindles can be returned either to the player's inventory or to the place they were loaded or picked up from. This allows the audiograph to be fully operated from scripts. Thanks! I actually needed an audiograph for my map, but figured I'd do it "properly" so that we have an easily reusable audiograph entity for the core mod. If you need help with implementing a crematory I can advise. S/R is fine for making stuff happen by bringing 2 entities close to each other (i.e. furnace and body), but it gets messy if you want a sequence of events to happen and more detailed stuff like placing particle emitters at specific joints. That can be done as a custom addon, just need to add a frob response to the audiograph that calls up a script which makes a video patch and a light appear until the sound is no longer playing (is_playing is 0).
    3 points
  33. The old spawnarg was not working they way it was advertised: 5987 It only allows NaN to be stored, but is not the reason. Just like bloom expands them to large quads.
    2 points
  34. Beta testing for 2.11 has now been officially opened!
    2 points
  35. I'm locking this thread until 2.11 beta testing is over.
    2 points
  36. I'm not, that's a standard torch with no extra spawnargs. For a moment I thought there was something wrong with the setup in my map, just noticed what's happening: There are still issues with lighting not being recorded properly in screenshots, even when using shadow maps instead of stencil shadows where it was previously known to occur.
    2 points
  37. Yes, just create it as a func_animate entity. I believe you can make them play a specified animation when triggered, otherwise take a look at animation script events in the TDM script reference.
    2 points
  38. @ Peter_Spy: I understand what you mean. I ran the image through my photo editor and this is what I got. I added the stone texture effect...
    2 points
  39. That's in fact a "con": Non-intuitive / obscure feature. Post above amended. Bring up the loot item and press "use" (as if taking a potion).
    2 points
  40. Thanks! Dishonored is definitely a influence for these. So far everything is being done in substance designer using a base material I made. All of the height information is generated directly in the material (no high poly baking/no photo conversion) and comes from combining alpha elements sourced from the public domain (https://publicdomainvectors.org/, https://www.rawpixel.com/category/53/public-domain, etc), generators within substance designer, or alpha textures I just made myself which substance designer can bevel and extrude.
    2 points
  41. I think you can just pass the map file name along as another argument.
    2 points
  42. No not at all. I am glad you found them useful. I was bored by all the same sounding doors so I tried to add new ones that fit the looks of the models. Have fun with them! Can't wait to see what you did with them
    2 points
  43. The shortcut variant is something like this: C:\path\to\dr\DarkRadiant.exe fs_game=fms/mission Depending on whether you have spaces in your paths, some quoting might be required.
    2 points
  44. Flatpak is updated and should show up on Flathub in a bit.
    2 points
  45. I hope you did set the cvar before starting mission? Just to make sure... because otherise it did not apply. Anyway, it is indeed possible. Locally, I don't see much difference, but I see that shadow computation takes too much, and it seems to take about 1 ms less (out of 14ms) without BVH. I think I'll make BVH shadow computations more coarse, and hopefully it will help.
    2 points
  46. Fixed this issue. I added r_volumetricDustMultiplier in slightly different way. Adding cvar is not a big problem, but adding it to the menu would require many people to request that. I admit factor = 0.5 on Hazard Pay looks like what I expected volumetrics to be when I initially worked on them
    2 points
  47. I updated the flatpak earlier today and the new version is now available on Flathub. Unforunately the crash when opening certain dialogs is still present for me, but hopefully I'll have more time to look into that this week.
    2 points
  48. I'm likely going to shelf this one, given there isn't much support from anyone else while any method of implementing it properly is beyond my knowledge. I did want to suggest one more idea that came to mind first, which would have multiple uses and also be per-map without inducing changes by default. Could we get ambiental blur with an ambient light or fog light texture designed to support blurring by distance? It would require a custom fog shader if one is possible for this purpose, but this approach would allow mappers to add and customize it to their own liking and do so per area. It can for example be used underwater to make it more blurry the lower it goes, in places like a cold cave or refrigerator, or to simulate blurry mist which in some cases appears to be a thing you can see with the naked eye early in the morning. A nice photo to go with the later idea... it's not DOF per say but shows how mist with a little background blur can make sense, blur and color intensity could be adjusted separately so anyone can tweak it to their desired purpose.
    2 points
  49. Why even consider editing the existing materials to respond to the _color spawnarg? This seems totally unnecessary - just make a new material and skin definition for your colorable material and then if you want to color an ai you can select that option from the skin browser without altering the look of any core assets at all.
    2 points
  50. I do have some cut content from a mission originally intended for my Shadows of Northdale campaign. I have wanted to rework it for a while and this seems like a perfect opportunity to put it to good use. So provided folks are okay with that, I will enter. Half of the mission will be brand new and half will be from the existing map. And of course, I have prepared a video!
    2 points
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