HMart
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Everything posted by HMart
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I certainly don't like the idead of HTML based guis, just the idea of using HTML/CSS and perhaps even java script to do guis, specially when I hated that stuff, when I did my old website work... makes me shiver, also I bet Doom 3 gui system would be way way faster than anything using HTML and CSS, but that's my opinion. IMO if a new gui system is seriously being considered than a immediate mode gui could be a good choice, based on what I read about it they are way easy to maintain and work with (but do need more backend work). I looked at dear imgui some time ago because of it, seems to be a very nice immediate gui system but, also seems to be more directed to do guis for tools than for games. Cegui does look to be a reasonable choice, don't know if is a immediate mode gui or retained mode one but it has apparently good tools and that is a plus in my book. There's also noesis seems to be very powerful and has full support for vector images (instead of only pixel based like in TDM), but even thou it has a free version not sure if it can be used on TDM (no source code acess). But imo the best would be to improve the already existing gui system, no need to relearn a new gui system/language and old guis would be totally compatible, just improve new ones with any new functionally that is introduced. And perhaps if someone is brave enough, work/improve the quake 4 gui editor that came with idtech 4.
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[Suggestion] Improving inventory grid functionality
HMart replied to zergrush's topic in The Dark Mod
That is perfectly possible but personally, not sure if I like the idea of having extra buttons popup, needed to experience it first. -
[Suggestion] Improving inventory grid functionality
HMart replied to zergrush's topic in The Dark Mod
Unless the TDM team changed the gui system, in a way that I was not aware, TDM gui's, shouldn't support mouse drag functionality. Having said that, it is certainly not impossible to change it to support it, if you know c++ coding, know the gui system iner workings, deeply enough, and also important, have time and incentive to do it. I know of at lest one idtech 4 game the one in the link bellow, where drag&drop and more is supported, is also the idtech 4 game with the most complex fullscreen gui's that I've seen to this day, unless he totally replaced the original idtech 4 gui system, for flash or something (like in doom 3 BFG) than he most have changed it deeply. https://www.moddb.com/games/icarus-starship-command-simulator/videos/video-2 -
Unless is me seeing things, for a "quad" it looks very strange it has flat corners?! Isn't the gui quads normal squares?
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Afaik original idtech 4 used AMD 3Dc (or was it ATI2N?) format to compress all their normal maps, how bad was it compared to RGTC? And I assume those work faster on AMD GPU's being a format made by them.
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Yes that is a valid reason to use it, I forgot to say that I have a freesync monitor, so I don't normally see tearing, unless fps's go bellow 45fps (45hz) that in my case is rare, I have a reasonable PC and I play at 1080p, no MSAA.
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MSAA in this engine is indeed a FPS killer, specially playing above 1080p. Afaik the engine should be capped at 60hz at default, even with vsync off, unless of course, you use the new uncap FPS option in the menu settings, there's also the "max fps" where you can cap the fps to 60 if you want but logically it should only take effect with uncap fps set to on (why would you uncap the fps and then cap it to 60, when the engine does that for you, is beyond me). Personally I prefere to just use the normal engine capped fps and not use those settings, nor vsync because afaik it can potentially cause input lag.
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Hi guys I need help in two questions, not related to TDM so me posting here and would appreciate any help even if is only a small hint. 1) Is how to access mesh vertices on model sprites, like the player icons in Doom 3? I wanted that to put stuff at the corner vertices xyz positions of the "sprite" quad, in game, but failed. I only know how to do that through the model surface, using sprite->renderEntity->hModel->Surface(i) but for some reason, it always returns null, even thou the sprite/icon has a material and it renders! So you don't need a surface to render? 2) How to render a sprite above everything else? Like the player weapon that doesn't intersects anything. I looked at the weapon code but failed to see how the "weaponDepthHack" system works. I also used the "sort postProcess" in the material but it didn't do what i wanted. And that's it, again any help appreciated. Btw what I'm making right now, is a selection/frob effect based on quad "sprites" (like the Doom 3 player icons quad's) and the quad intersects the surface where the selected object is resting on. For example if the selected object is a book the selection quad intersects the table and cuts parts of the effect and that is not good. For now I solved it by pushing the quad more away from the object, towards the player camera/view and it works more or less but there's still occasions that it intersects, there the second question.
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On normal idtech 4 you can't, so TDM team changed that, if that is maps, have you tried stencil shadows? Btw your work looks very nice, you have talent for that stuff. About having perfect transparency sorting, afaik there's nothing you can do, unless Order-independent transparency is included or even ray tracing and you know how probable that is.
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Have you updated the AMD GPU drivers recently? If you didn't and they worked before in TDM than imo it can't be the GPU drivers. Not really connected to TDM but after some recent windows 10 updates, I started having serious problems in visual studio 2015, so is no surprise to me that recent windows updates could be f things up on TDM, because of messing with OpenGL. edit: Tested Requiem and did everything you said, lean forward, frob and no clip and saw no black box. TDM 2.09/64 (not final version) my GPU AMD RX 570X, so if it ends being the GPU, perhaps this only happens on modern Vega cards?
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Looking at the c++ code the restart only seems to set a new delay and set the time to the current time then continue is called to go to the top of the for loop. if ( fxaction.restart ) { if ( fxaction.random1 || fxaction.random2 ) { totalDelay = fxaction.random1 + gameLocal.random.RandomFloat() * (fxaction.random2 - fxaction.random1); } else { totalDelay = fxaction.delay; } laction.delay = totalDelay; laction.start = time; } continue; perhaps this continue triggers when restart is used? Is called before the code above in the for loop // // see if it's delayed // if ( laction.delay ) { if ( laction.start + (time - laction.start) < laction.start + (laction.delay * 1000) ) { continue; } } The logic that I read in that is, if the amount of time that passed, is less than, total of delay, don't do the FX effect. So if you want to restart the effect, you set delay to zero? Also looking at the Doom 3 fx files, I have yet to see one, where restart is set to 1, could be a unfinished feature, why, because all Doom 3 fx effects that I saw, seem to be a do once forget effects, mostly used for the monster teleport/spawn effect. Also searching through all the Doom 3 scripts the only place where startFx() is used is in the ai_character.script and ai_monster_base.script, again only for the teleport effect.
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Redundant calculations in some code (Optimized away by compiler?)
HMart replied to totallytubular's topic in I want to Help
What about glossiness could he include it? I think that would work fine with current non PBR materials. You would need a extra gloss texture thou. -
Nice list, wings3D was the first 3D tool that I ever used before landing on Luxology Modo and it was a fantastic box modeling tool for its time. Btw about web based 3D apps, this is a nice read about the pros and cons of such tools... https://www.gdcvault.com/play/1024465/Insomniac-s-Web-Tools-A
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Redundant calculations in some code (Optimized away by compiler?)
HMart replied to totallytubular's topic in I want to Help
I'm not a very good coder, so I can't say if the guy is right or wrong but that most be code made by John Carmack, when he was testing the first version of the MegaTexture tech (virtual texturing like is called in other engines), so is hard for me to believe he did that with no intention, that guy is a genius coder he doesn't do anything without reason or sheer stupidity, so if true that code is not well optimized than most be just fast test code that he thrown together to make the MT feature work for early testing. Btw the doom 3 mod that makes the feature work, shows that this early version is not usable at all, first because "terrain" mesh's in this engine, are not optimized at all (no dynamic tessellation) second and more important fact, because .mega files in doom 3 are not compressed at all and can take GB of drive space, while in Quake Wars .mega files are a couple of MB. -
Holly hell Filizitas is this your first game?! Is very very impressive, everything looks very professional, is almost like you worked in the industry already, congrats.
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On original Doom 3 very few impulses and buttons are used, even thou the list is big, so the same most be true for TDM. buzzwall imo there's a easy way to know what is used or not, not sure about TDM engine but for doom 3, impulses are managed in the player.cpp file in PerformImpulse() function called inside the player Think() function and other places, you can see in the TDM player file if that is there, and if it is than you can see the current impulses the player can use, you can also search the code base for "usercmd.impulse == IMPULSE_NAME" for any impulse being used directly, or "usercmd.buttons & BUTTON_NAME" for buttons in this case.
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A "impulse" is just a key that you press and even still pressed, does its job once, a "button" is a key that you press and it repeats its job while pressed.
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That looks fantastic peter_spy, but is that floor real geometry? It seems like it to me or is using parallax occlusion mapping?
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You are right but so is he, CRT's have big cons but they also had huge benefits that we lost going TFT, LCD's and now LED's. This explains better than me:
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Can't that be disabled if you use the compatibility option "disable fullscreen optimizations" or something like it? My windows is not in English. Also sorry for not getting it but please explain how "You can change resolution of TDM window by dragging its corner" while playing the game in fullscreen? Don't that need the mouse cursor to be free? And in fullscreen (even window fullscreen) there's no window corner per se, so how do you grab it? Will you get the mouse to the corner and just drag down? And the resolution changes in real time? I never saw that in any game.
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What? Is this a joke? If not how will you be able to change resolution when in fullscreen?
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For someone that claims not knowing much about engines, you seem to be very sure that QS is a silver bullet. Just because you played something, on a engine that was faster than TDM engine that doesn't always mean said engine, is better or TDM engine is to blame for the slowness of the mission or even the slow mission, would run faster or load faster on QS, giving the same parameters and effects. The performance of a game/map/mission has many many factors beyond just the quality of the engine. Btw the performance of a map has nothing to do with the size of the map file in MB. I can make a 5MB map run very slow, all depends on what you put on it. Now about changing engines, I'm not from the TDM team but this has been asked before for UE4 and the answer was no, at this time is VERY improbable that the current TDM team, are willing to ditch decades of work and start from scratch in many stuff, just to change engines, is not a plug and play thing. Also TDM engine, is being constantly updated by the TDM team and imo is faster to improve a engine that you know deeply than to change the game to another one and have to learn a new engine internals from scratch.
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Don't know anything about stim/response because I don't work with TDM engine, so the following may not work for you at all or TDM has something better, look at its wiki to be sure. Now I'm also, not really sure if the following suggestion is what you want but original idtech 4 projectiles add a https://modwiki.dhewm3.org/GetProjectileState_(script_event), see if it still works in TDM, one fast way to see if it probably does, is to see in the tdm_defs.script if the projectile state definitions are there, if they are then the GetProjectileState script func, probably works fine, and if it does, then by using those "enum" values, you can know the current state of the projectile and call a function, on any script_object script bound to the projectile, depending on its state, using https://modwiki.dhewm3.org/CallFunction_(script_event) or any TDM equivalent. Btw make sure to use a script_object script and "bind" it to the projectile, using spawnarg, key/val "scriptobject" "script_object_name", in the projectile definition file (if any), if not, CallFunction will not work or break, you can use https://modwiki.dhewm3.org/HasFunction_(script_event), to make sure the function exists in the entity.
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Feature Discussion: Material Editor
HMart replied to greebo's topic in DarkRadiant Feedback and Development
IMO a material editor would be awesome. btw some people don't know but original idtech 4, comes with a material editor included, but I assume most don't use it, mostly because, they prefer to edit the materials by hand but this is because the material editor, like almost all original idtech 4 tools, has a tendency to crash, it can also sometimes corrupt the material definition file and is not very user friendly, so people avoid using it, but a good stable material editor, would get users i'm certain. About what it should have and look like, first imo the most important feature of the material editor is the preview, if possible, it should be a accurate representation of how it will look like ingame, second it needs to support all original idtech 4 material key words (and of course new TDM ones), it should at lest, support materials with GLSL shader stages in the preview, supporting old ARB ones would be nice (for those working with Dhewm 3 engine for example) but I comprehend if it doesn't get included. How it could look like, I really don't know, i've not used many material editors before to make a comparation, but imo the Unity suggestion is a good one, you guys could also look at the material editor that comes with original idtech 4 (but of course improve on it). One thing that imo it needs thou, is the ability to edit the material code by hand in the editor, if you so desire, for example, if you know a keyword by memory, you don't need to search for it, just open the material code section/tab and input the keyword by hand there. It should be able to open and save multiple materials, found on a single .mtr file. This is what comes to mind at the moment. -
Welcome to the age of overpromises and overhype, not even what happened with No Man's sky, made the higher ups at CDP RED manage the hype.
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