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HMart

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Everything posted by HMart

  1. Can you show the actual script code? Is better to know what is really happening, at lest to me, because at first glance it should work. But you should know that I'm not a TDM mission maker, even thou I do know a fair bit about idTech 4 scripting and c++ coding, but because of the changes done to TDM engine and scripting, what i know may not apply in TDM. But in any case are you really sure you are calling PlayerHealth = $player1.getHealth(); sys.print("health now = " + PlayerHealth + "\n"); after doing the damage? I know you say the light gem shows new damage, so this is indeed strange. Btw just to debug, try to manually set the player health with $player1.setHealth(value) and see if it prints the new value. If it still prints the wrong thing then there's something wrong, with how you are calling the code or some bug on how the explosion damage handles the player. Also I would use sys.println instead, it does the same but includes the newline automatically less typing imo.
  2. No problem btw there's no vertex blend texture, the vertex colors are baked in the mesh itself, meaning they should be exported in the .ase file itself. And yes the first "path" in a material is just a material name, it can be any unique identifier, the real textures are defined inside the material itself. materialname { //global space { // diffuse material stage blend diffusemap map path/to/the/real/texture.tga } } or materialname { //global space diffusemap path/to/the/real/texture.tga }
  3. If you already know this ignore it but if you don't, then know that if's in materials stages turn on and off those stages, so you need to make sure you are setting parm11 to a valid value above zero in a script somewhere. But if removing those, didn't solved the problem, then the problem could be the vertex colors itself, are you sure the model has the correct vertex color info on it? Afaik the engine only supports grayscale vertex colors in the RGB format no alpha. Also instead of blend diffusemap keyword try the blend add (gl_src_one gl_dst_one) not sure if this matters but the basic example for vertex colors in this link uses it. I haven't used vertex blending for a very long time so all of this is rusty on my mind unfortunately. Also not sure what you mean with ""lawn_vertex_blend" is the vertex-blended DDS image file exported from Blender and is also referenced in the .ase file." but a material name like yours "textures/darkmod/map_specific/lawn_vertex_blend" shouldn't be a link to a real texture, in reality that is just a virtual path to a fake folder that DarkRadient uses to display in the media section of the editor. You can have a material with just a single word on its name and it will show in the media tab, just not inside a folder but in the global space. it is like this: virtual path/material name { material code } or material name { material code }
  4. Indeed func_movers don't do anything unless you script them but they have a good amount of script functions to make it easy to use and is also imo what makes them powerful and versatile, but if a func_door does the job you want, by all means use it.
  5. One thing I love about idTech 4 and people using this engine, is that we always find many ways to reach the same conclusion, that usage of the sliding door, is really clever and funny at the same time, at lest to me. Thou the first thing that came to my mind when I read the question was using a func_mover, it exists exactly for that, I'm surprised if there's nothing in TDM wiki about it, if there's not here are something about it, and a more powerful and complex tutorial here thou a slide door is just a special binary func_mover.
  6. That indeed sounds useful, but those Eevee renders do seem to be more advanced than what TDM can do, like those reflections and shadows, seem to be way ahead, is that really simple OpenGL lighting? Seems more like some kind of modern PBR system.
  7. I have just no words....
  8. MLAA has a bad tendency to smooth text indeed but imo SMAA is better than that, specially at x2 or above. This is what Unity docs say about it. Is all a matter of opinion but if is good for Unity is good for TDM?
  9. to add to what lowenz said MLAA from AMD is generally considered better than FXAA on AMD hardware, for obvious reasons, so if you have one, is better to use that instead of FXAA. But unfortunately many games only implement FXAA, and forcing it on the GPU driver smooths everything on screen, including the text and GUI elements, that is not generally what you want. That happens the same with FXAA forced on the nvidia drivers... But today IMO is better to forget FXAA and MLAA and support/use SMAA (Enhanced subpixel morphological antialiasing) that is a updated version of MLAA.
  10. oh I didn't knew that, I just seem to recall Reshade having a TAA like shader but I most be wrong then.
  11. Like AluminumHaste said MSAA is for edge of geometry/polygons, if you want to affect textures/shaders/transparencies, you need to use a post-process AA like TAA (it will blur the scene a little contrary to old school MSAA thou). You can use Reshade for TAA. Ops: MirceaKitsune sorry you already knew msaa was for geometry only, didn't read your reply well sorry...
  12. Holly s*** that graphically, for a TDM mission, is very impressive indeed, very professional.
  13. I don't deserve that credit, using parallel lights to light windows is user thebigh process.
  14. Sorry for the off topic but nice out of the box thinking thebigh. But IMO doing that light from behind effect, would be best done through the window material using a blend add stage. Or I would use a cheap blend light instead of a real parallel light. (just put the global material keyword 'blendLight' in the light material and do a blend add) Blend lights don't support specular and normal mapping, but for such effect I don't think that matters anyway, but I could be wrong. Plus you can project a texture with blend lights as well and so you could create a blend add (black&white) mask texture that would light the glass parts and not the wood parts of the window, where on real life, light wouldn't never show though.
  15. Personally have really no good opinion on this, mostly because I have almost no knowhow, on how TDM (or idtech 4 for that matter) low level render works. So I really don't know, if killing old parallel lights, would be good or not, but if you think they are more trouble than good... And how many daylight missions exist in TDM anyway? Honest question. But, to those that perhaps want to do day light, would making sun light, still be mostly the same using the parallelSky? One thing that IMO was cool about the parallel light, compared to other lights, is that it doesn't care where it is on the world, it only cares about its axis rotation, and it afaik was capable to "project" light from any direction, is that conserved with parallelSky? I'm asking because the sky part, in its name to me makes it sound, like it only can cast light in a semi-sphere, like a dome. Edit: Reading this on TDM wiki explained a few more things, it seems I was wrong when I thought parallel lights didn't cared where they were on the world, it seems they do for portal flowing at lest.
  16. Indeed I saw a big increase in performance has well. This new light culling system is doing wonders, fantastic job. Btw to test this new version, I played Volta 2 for a while and in that part where you need to swim against the current, to get too the gold bottle, I was unable to do so, no matter how much i tried, but I remember being able to do that very easily, does the swimming system got changed or is a bug?
  17. Agree on FXAA indeed but it would be cool if you looked at SMAA (Enhanced subpixel morphological antialiasing) as well, is a upgraded version of MLAA (rival of FXAA) from AMD, made by Crytek and Universidad de Zaragoza. Is always subjective but many say it looks better than both FXAA and MLAA while being almost as fast. Never tried it in TDM but I know that Reshade has a SMAA shader, could be a way for you to test how it looks in comparation to FXAA ingame and later decided if is worth to write a inhouse one. And IMO no need to replace multisampling it can work along side post process AA systems very well.
  18. $speaker_sausages.setKey("s_volume", 2); That is a spawn time script function meaning what it does, only happens when a entity spawns, so would need to restart the mission for it to make effect, if you want to change something during gameplay, you need to call other functions like /** * Fades the sound on this entity to a new level over a period of time. Use SND_CHANNEL_ANY for all currently playing sounds. */ scriptEvent void fadeSound(float channel, float newLevel, float fadeTime); or /** * Set the volume of the sound to play, must be issued before startSoundShader. */ scriptEvent void setSoundVolume(float newLevel);
  19. I'm not anti frame rates if that was the idea i passed ;D nor I think playing at 30fps is equal to 60fps or higher, I'm just saying that in a uneven frame timing scenario, playing at constant 30fps can feel smoother (less stuttery) than at very uneven 60fps or higher and that is true, but in a equal situation, I will prefer 60fps (or more) above 30fps any day! (real frame rates not AI fake ones...)
  20. Not only that but IMO today with Nvidia AI frame generation (or any equivalent tech that AMD may eventually come up with), frame rate numbers lost all their meaning (at lest with frame generation turned on), with DLSS3 FG you can have a "60" fps game that can feel like a or less than a 30 fps game ( on input lag and if that is the base frame rate from where DLSS AI is working from). High frame rate numbers are a good way to sell GPU's ...
  21. I'm sure they will create a stable 2.12 version, when its done! But the official game release is at version 2.11! The 2.12 is still in heavy development and so, will have bugs and most probably break very easily, it shouldn't be used for real play, only to help TDM code team, to test, find bugs and regressions. This dev version is accessible to the general public, only by courtesy of the TDM team, so we can experience and see how the game engine is developed, bugs and all, don't make them regret it, if more people start complaining, instead of helping, they will more than likely closed it behind doors, like they did before and do the public testing, only way later when is more stable. But that also makes it longer to release, because they will have less people testing, will have to do most of the testing themselves and because, afaik 1 or 2 people, are working on the engine at the moment, it will take way more time to develop and then test to the final release. And it will very probably come with more bugs, than if they did early public testing like they do now. Unlike paid comercial developers, TDM team doesn't have a dedicated paid bug testing team, we the players are the tester, is the lest we can do for be giving this fantastic free game. And so IMO complaining the development branch is not stable, doesn't help, they know that, if you want a more stable version and not experience bugs, then use only the oficial 2.11 release, wait for the final oficial 2.12 release, again, when its done.
  22. I was thinking about this the other day, after seeing that Source engine add a func_occluder entity, while idTech4 has not, Valve at lest thought they were still useful for something, I bet they are used to help optimize the HL 2 outside areas, that game has plenty of those. That lead me to search about the subject and saw this two links, imo they have some useful info. https://www.gamedeveloper.com/programming/rendering-the-great-outdoors-fast-occlusion-culling-for-outdoor-environments https://bazhenovc.github.io/blog/post/gpu-driven-occlusion-culling-slides-lif/
  23. Then is something else thanks for the info.
  24. Just for curiosity, If any of you are running with unlocked frame rate, lock the game to 60fps (or 60hz) and see if the problem goes away?
  25. I comprehend but you do lose volumetric effects with stencil but only the really recent missions have volumetric lights. Btw In reality there's a big difference between what shadow maps are capable off and stencil maps are capable off, unfortunately because of backwards compatibility with old missions and the fact that for a long time, only stencil was available, TDM team add to limit shadow mapping capabilities mostly to what stencil can do.
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