Jump to content
The Dark Mod Forums


Active Developer
  • Content Count

  • Joined

  • Last visited

  • Days Won


Everything posted by stgatilov

  1. Looking at the code, used_by_inv_id spawnarg is not read anywhere. I guess that note on wiki is a king of feature request. UPDATE: I don't see inv_id either.
  2. I think it was a better idea to make @taaaki know this, maybe this is some misconfiguration on his part. Without his assistance, communication with support would be problematic anyway.
  3. Did you try to set gamma/brightness in game console? Usually you press Ctrl+Alt+Tilde to open game console. Type r_gamma 1.5 or r_brightness 2 there and hit Enter. Check if it affects the visual look.
  4. It depends on .proc file. If you use the old one, there is no "prelight" in the .proc file. As the result, it works. If you dmap it, then prelight version gets added to the .proc file. The engine sees that and chooses a different code path in one place, which results in incomplete lighting. I'll look into it.
  5. Bugs... they happen from time to time I recall how I reviewed this code and missed it. Perhaps should add a random test on this function (i.e. compare to results of generic implementation). Anyway, I have recalled where I saw a big outdoors map with huge light, I have found it in my installation. It was Noble Cave by AluminumHaste. Unfortunately, it has not portals outdoors, maybe because adding them broke shadows. Calling @AluminumHaste...
  6. Dragofer reported a problem with shadows, but it turned out to be an entirely different problem (5106). Basically, TDM 2.07 introduced a horrible bug to stencil shadows. Most likely, it only affects precomputed stencil shadows for projected/directional lights. Also, it does not affect mappers having too old CPUs. If you dmapped anything with TDM 2.07 with projected/directional lights, it might be worth to re-dmap it with TDM 2.08 when it comes out. P.S. Still, I would be happy to see some testmap with (global) parallel light broken
  7. Well, I did not achieve anything good about this problem. Only fixed popping on perfectly flat walls with rough bumpmap (by hacking shading equation). Looking here and here, I see the following solutions: Offset the front cap of the shadow volume along outer normal by some constant distance. "Front cap" is the part which matches the backfaces. Then enable lighting for backfaces (probably can be done even now with cvar). So, it should make things better, but may introduce light leaks on nearby objects. Render front faces as normal, but then additionally render backfaces where stencil value >= 2. In simple cases there is only one layer of shadow polygons in front of it, and such places will be lit by ordinary shading, which should be smooth and dark anyway. Hack shading equation, so that it makes triangle darker when angle between triangle normal and light direction is small. This is the easiest to do, but my attempts to do so made polygonization or apples even more obvious. I did not try points 1 and 2. Maybe something to consider in future. Point 2 sounds interesting.
  8. I have bumped into an old issue about glitches with directional lights: 3818. At the same time, I have recently fixed a bug in interaction culling, which happens when light source illuminates many portals areas at once. If we are lucky, that bug could be the only one It would be great to check it on some test map. But creating a testmap from scratch would be a horrible waste of time. I wonder if someone had experimented with parallel lights and vast outdoors areas and saw shadows randomly disappearing. If yes could you please share your test map?
  9. Yes, we compiled it with VC 2017. Of course, it needs proper redist package to be installed. To be honest, the only thing which surprises me is that TDM 2.07 works fine but TDM 2.07-hotfix does not. This is almost the same code built with same tools and settings. How can it be?
  10. Maybe it makes sense to define damage zones then. And significantly reduce damage on non-vulnerable bones. I agree, but I don't see any indication that creators of steambots wanted them to be invulnerable to ordinary weapons. I think not. They are "steam bots" , so they somehow work purely on steam.
  11. I second Goldwell's proposal: run the vcredist executables located in your TDM root directory. Aside from that, TDM 2.08 will no longer depend on VC redistributable (just like it was until 2.05), so you should be able to run SVN version on a fresh Windows. UPDATE: Finally, if nothing helps, you can use procmon to see where it looks for these DLLs. But this would take considerable time and effort. P.S. Upgrades "through several major versions" are rarely pain-free. Windows 10 already had 5-10 revisions released.
  12. I found that steambots were intended to be immune to KO, but "ko_zone" "" did not work because damage zones were not defined. I have added "ko_immune" "1". So now it is impossible to knockout a steambot, only destroy it with a sword.
  13. I think it takes me two sword hits to "kill" a bot, and one blackjack hit from behind to "knockout" it.
  14. I have found issue 5053 and have a question about lantern bot. Is it OK that it can be knocked out with blackjack? Should a knocked-out lantern bot look the same way as dead lantern bot?
  15. Yes, of course I see it. There is another problem, which bugs TDM since 2.06 maybe. When user saves/loads a game, the screen blinks showing some random things. There is also a long-standing issue 4967 on our roadmap about it, although it probably describes some different effects (but for the same reason). I agree that it is sad. While it does not harm anyone and has low priority, it makes the apparent difference between a polished game and WIP build.
  16. I'm not sure what you mean by "CMS". If this is CMS aka wordpress, then there is website and forums. If you mean wiki, then here is the wiki. If you mean bugtracker, then here is one. Switching from one system to another is always a lossy process. Also, pretty much everything I listed above on TDM side is better and more well-known than builtin solutions which GitHub provides. MediaWiki is the widest-known wiki engine. Mantis is very popular too, although today's trend is using the awful Jira-monster. Forum is probably not so good (I have never heard about our Forum engine until now). As for website, is there anything except for GitHub pages on GitHub? This is perhaps not important for all the hipster developers hanging around, talking about trends and coolness... but I regularly browse through years-old history. I do SVN blame and read commits from 2008 explaining why something was done. I dig issues from TDM 1.04 times. I search over the forums to find what some stale shader was doing originally and how to use it. Migration from svn to git can save most of the history, but migrating other things sounds like an even more stupid idea. Well, we have CI/autobuild (thanks to Cabalistic). TDM bugtracker is very good, much more detailed than GitHub tracker yet not monstrous like Jira. And it is filled with lots of useful history SVN blame and SVN log is enough for history. Insights... is it the metric like who made more commits and which months was more "productive" ? ? That's the reason why I suggested creating an official mirror of source code repo on GitHub. And don't forget about "increased visibility", which is also very important. It would be a waste of time. There is already one such repo by Nbohr1more, and it gets constant warnings about its size (BTW, I have a reduced git repo with third-party libs excluded from history). Moreover, I think it is updated only manually now. In order to set up a mirror, collaboration with our admin is necessary to provide automatic updates. Just converting the repo and putting it on GitHub would be useless.
  17. I have created an issue: 5079 Also, hopefully fixed the problem in the latest revision of code SVN. Grayman, I guess it is trivial for you to build an executable yourself? Here is what remains to be done here: I recall that I tried to validate that background thread does nothing under cvar when I looked through related commits. But I failed to verify it, since the place where requests are put into thread's queue has not check for the cvar. Then I even put a breakpoint into the background thread and noticed that it loads a few images. I regret I did not raise alarm immediately ?
  18. I'm afraid newer version of the library won't help. Also, changing to a newer library is not an option. I think minizip allows to have several unzFile handles into one pk4 file and use them in parallel. In fact, D3 code already does that: since you can open 10+ files in one Zip and store them anywhere, they duplicate unzFile handle using unzReOpen. Therefore right now only opening a file has to be guarded --- reading it is already OK, as long as you don't share the particular file between threads (which is logically wrong anyway).
  19. I have tried to add critical section over the whole OpenFileReadFlags and OpenFileWrite methods. I have run 45 repeats without a crash already. So I think it is a good fix to lock a mutex in most of the methods of idFileSystem, and allow only simple reading/writing concurrently. Meanwhile, I'm not certain which locking mechanism should I use. There is Sys_EnterCriticalSection which works with globally numbered sections, and Sys_MutexLock which can work with locally created lock. The global numbering across locks allows to avoid deadlocks by checking that locks are taken in order of increasing number in all possible call stacks. However, if there are many places to have locks, then this list of critical sections can turn into a mess pretty soon.
  20. You can create a .seq file, where just write your console commands, one per line. All lines without special character (@ or $ or #) are passed directly to game console. Then you can execute this seq file by running console.py mysequence.seq. It will not repeat by itself,but may be useful. Besides, you can always copy/paste commands in the .seq file ? Or you can use any utility you like to repeatedly run console.py mysequence.seq (batch/shell/python). Note that you can also "call" existing .seq-files like @file mysequence.seq. Sometimes it is convenient for composability. So you can start console.py without any argument, then call your script from there --- the console won't close automatically after the script is over. Anyway, the simplest way to repeat same script over and over again is to execute repeat.py mysequence.seq. Basically, it simply executes console.py mysequence.seq 100 times in a row, checking for error code every time (to stop on crash). No need to copy/paste or use batch It does not restart TDM by itself --- I had to add "exit" command to make it restart. UPDATE: It turned out that console.py does not finish automatically when a script is over. So you have to add $sys.exit(0) or @finish at the end of your script to make it work with repeat.py. P.S. I don't know if builtin game console supports repeat. Maybe it does. Maybe you can add support for it like: repeat "disconnect; purgeimages; loadgame" 100 (easy to do if quoted text is passed as single argument).
  21. I think it should be wrapped into a critical section it you want to open files form different threads...
  22. Something like 30 attempts should be enough for sure (look at the console files generated --- they are numbered), usually it crashes on 1-5 attempt. You might also want to use Grayman's config file to have similar conditions. BTW, different VS may be important too.
  23. Run pip install psutil. And do the same for all other missing modules. Also, look into readme.md, it has this info ?
  24. Opening files is not threadsafe. In BFG it is the same. Basically, there is a set of functions which return a string as "const char*", pointing to internal buffer. I wonder what should we do with them to make them threadsafe but avoid allocation. Maybe make internal buffer threadlocal? It should not be too costly. UPDATE: 20 matches of static char ???[???] across the code. I think changing signature is not a good option, since it would require fixing a lot of usages...
  • Create New...