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Everything posted by stgatilov
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I think one day I'll get member offsets using libclang. And I'm pretty sure typeinfo will be removed soon... not even sure which will happen earlier.
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How did you get away without #define private public ? As far as I remember, it is required to get member pointers.
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Darkmodx64 keeps getting deleted off computer
stgatilov replied to Flaniel's topic in TDM Tech Support
Hello, @Flaniel! Some random ideas: You have some kind of antivirus, which does not like the executables. I'd suggest looking through antivirus logs to see if it has ever messed with TDM files. You have hardware problem. It might be HDD/SSD, or RAM. Better check them to be sure. I can probably say something else if you provide the logs of tdm_installer: they are called like tdm_installer_1637476178.log. I'll be able to see exact error message at least. If only executables disappear, you can easily restore them by unpacking tdm_shared_stuff.zip. -
Find or get tdm_installer. Use instructions in beta testing thread to get beta210-01.
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Ha... the outline does not show at all on some doors,which is also not fixable. Unless everyone likes the depth-ignoring outline, but we have already left this behind I hope.
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I have finally committed all the updates to the mission database. The mirrors will catch up soon. I jumped the gun a bit, since originally I wanted to commit them closer to the end of beta. But it is hard to beta-test 2.10 with all the old missions around...
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Mission "Away 0: Stolen Heart" @Geep and @_Atti_. It overrides mainmenu_background.gui for a custom background. I deleted this file, instead added mainmenu_background_custom.gui with following contents: windowDef BackgroundCustomAway0 { rect 0, 0, 640, 480 background "guis/assets/custom_title" BACKGROUND_DEFAULT_BEHAVIOR(BackgroundCustomAway0) } Also added the following to mainmenu_custom_defs.gui: //stgatilov #5323: set custom background to main menu: #define MM_BACKGROUNDS_META_ALLSIMPLE BackgroundCustomAway0 Tested the changes: in 2.10 it works fine, background is modified successfully. In 2.09 everything is fine, but default background is shown instead of the custom one.
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Since a major update (v4) came after I did that, my old pk4 archive is no longer relevant. So I took fresh pk4 from mission SVN, applies exactly the same changes, and committed a new pk4. Checked that it works well on 2.10 beta.
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There was update to Briarwood Manor on October, 11-th, hence the file which I prepared is no longer relevant. I took the latest version from missions SVN, applied the same changes that I described in quoted post, and committed to missions SVN.
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It turned out that the path "guis/assets/dragon_claw_background" was wrong. Changed it to "guis/assets/mainmenu/dragon_claw_background".
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I think you need to set "r_newFrob 0" and "r_frobOutline 0" to restore old behavior. I put asterisk in "r_frob*" to denote that there are many cvars with this prefix. Game console supports autocomplete, i.e. you can write "r_frob", then press Tab, and see all cvars/cmds with this prefix. Then you can execute each one individually and read description. I recall autocomplete did not work on Linux build though, but maybe recent GLFW changes fixed that?... Also, you can type "listCvars" to see all cvars, and maybe "listCvars r_frob*" or "listCVars r_frob" will show you the list of frob-related cvars.
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conanfile.py: no longer available: zlib/1.2.11
stgatilov replied to Alberto Salvia Novella's topic in TDM Tech Support
Why no? It looks like it helped, but other packages are missing too. Do you have bincrafters remote? As far as I remember, it is not enabled by default on fresh installation, you need to add it manually. -
Yes, padding is a problem. One possible thing is to check every 8 bytes instead of 4 bytes: I guess it is already done like that in 64-bit builds. Of course, it allows the check to miss uninitialized members, but I don't think there is a way around it.
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Beta releases will be relevant for 2 months, and dev releases for 10 months after that. Are you sure you won't ask to return back the old order in February/March?
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Anyway, the generated typeinfo is wrong. If you try to compile TDM with it, you'll get a lot of errors. Most of the are due to not understanding C++11, and it is not wise to eradicate C++11 from headers or trying to #ifdef every little thing.
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By #ifdef-ing by ID_TYPEINFO. I have committed a fixed version. It turned out your problem was mainly due to ID_TYPEINFO being defined when building TypeInfo C++ code. I committed fixed version.
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Yes, except for silencing #error directive.
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conanfile.py: no longer available: zlib/1.2.11
stgatilov replied to Alberto Salvia Novella's topic in TDM Tech Support
Does it help if you replace "zlib/1.2.11@conan/stable" with "zlib/1.2.11" in conanfile.py ? -
I did not consider it important enough In fact, the announcement is for experienced players, and they will immediately notice this change, but they are probably OK with either approach. It is the new players who will benefit most (much less confusion), but I suppose they won't read the beta announcement anyway.
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I lock this thread, because beta testing has started. There will be no dev builds until 2.10 is released. After that I'll extract all the comments to a separate unpinned thread, to start afresh for a new dev. cycle.
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No, I committed all the changes to SVN at that time. But typeinfo parser is very fragile. I'm sure it quickly broke after that due to normal development.
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Well, we will have to fix them then. By the way, 2.10 beta will soon start, and I think I'll commit all these modified FMs, so people will start getting them from in-game downloader.
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The wiki page says when it was working. It was later than 2.00.
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Changelog of 2.10 development: dev16202-9175 * Major changes in security camera (5528, 4731, Wiki). * Entity limit removed raised to 64K (5439, announcement). * Added secrets tracking system for mappers to use (5549, Wiki). * Integrated Sotha's "automaton" AI from Ulysses into core assets. * Menu: improved the main page and the "new game" page to make it easier for new players. * Menu: ask for confirmation on game restart, fixed menu music setting. * Menu: show checkboxes near objectives after mission is failed (5049). * Fixed rare crash in script-generated frobs (5542). * Added idPlayer::GetObjectiveVisible script event (5543). * Fixed rare collision bug causing lags (5439, r9157). * Debug visualization no longer blocks SMP performance improvements (5468). * Fixed script-generated game saves by disabling screenshot due to SMP. * Added missing frob highlight to plaster materials (4487). * Removed missing material reference in skin "wench/purple_bodice". * Minor fixes to mirroring: puddle, bc_teatray. Known problems: Volta 1, Volta 2, and Snowed Inn don't start due to broken menu. dev16215-9224 * More work on security camera (5528, Wiki) --- not finished yet. * Massive changes in dmap to make it faster (5562, 5488, announcement). * Fixed vertices merging in dmap which could cause sparklies (5486). * OpenAL (sound) upgraded to 1.21.1, fixing bsinc resampler (5564). * Added first implementation of tooltips in settings menu (2626). dev16225-9284 * Map loading optimizations: texture storage, parallel image loading, models loading (5591). * Fixed map not starting after prior error + removed 5 seconds delay at the end of loading (5118). * Removed mandatory snapping from dmap, fixing thin objects like ropes (5486). * Improved precision of windings in dmap compilation (5580). * SIMD code cleanup: enabled AVX on Linux, disabled denormals (4550). * Dropped visportals are now further classified as "leaky" and generic ones (5353, wiki). * Fixed creation of script threads with object method call (4713). * Added cvar s_alReverbGain to tone down EFX reverb (5587). * r_materialOverride fixed with Frontend Acceleration. * Fixed when player is in the void with "r_useLightAreaCulling 0". * Minor fixes in menu tooltips. * Fixed GL debug groups on AMD (5280). * Changes in FPS counter, which make displayed value more stable when com_showFpsAvg is large. dev16238-9330 * Frob highlight replaced with frob outline (5427) --- not finished yet. * Linux platform-specific code now uses GLFW for window, GL-init and input handling (5510, 5293, testing). * Windows build can change desktop resolution once again; also made "borderless" mode default (5510). * New dmap diagnostics for location separators and location entities (5354). * Dmap leak pointfiles are much shorter now (5592). * FFmpeg video formats further restricted to mp4+h264+aac and roq (4845, announcement). * Fixed occasional crash at the end of RunScript AI task, happening e.g. in WS3 mission (5538). * Debug cvars r_lockSurfaces and r_maxTri improved. * Upgraded GLFW to 3.3.4. * Added generic hash map in the code; fixed race condition in shader loading during map start (5597). * Refactoring of Clear methods in code (5593). * Added slider in menu for reverb cvar s_alReverbGain (5587). * Menu tooltip improvements. * Experimental: localization system now accepts string placeholders (5261). dev16256-9358 * Implemented new object manipulation and body dragging physics (5599 announcement). * Extracted static geometry into its own VBO in VertexCache, fixing performance regression since 2.07 (5598). * Added weapons to inventory grid (5601). * Fixed in-game mission downloader warning when downloading localization pack (5551). * Fixed in-game mission downloader warning when FM is not available on the chosen mirror (5551). * Disabled bindless textures by default because it does not work on modern AMD GPUs. * Reduced lower limit on texture units to 32, probably fixing the "Too few!" startup error on bad GL drivers. * Allow choosing adaptive VSync in setting menu. * Fullscreen options in menu: borderless goes first + block resolution when borderless is selected. * Interaction table performance optimization when loading from savefile. * Changed number of contacts in physics to 32 everywhere + minor filling optimization (3871). * Save missions.tdminfo immediately after FM download finishes. * Better logging of FM downloads under LC_MAINMENU & LT_INFO (5551). * Saint Lucia FM: adjusted mission loading GUI to display tip for about 20% of loading time (5118). dev16269-9407 * Reimplemented frob-highlighting of surfaces (5427). * Removed TDM version display in the main menu. * Replaced r_glProfiling and r_logSmpTimings with Tracy profiler library. * Better handling of position-independent executable setting on Linux. * Improved third-party libs usage: fixed OpenAL build on GCC10, fixed rebuilding libs with GCC different from 5. dev16325-9462 * PNG image format is now supported in materials, PCX support removed (5665). * Major refactoring of image formats in: SEED, screenshots of all kind. DevIL library removed (5665). * Rough prototype of .srt subtitles in briefing video (2454). * Fixed stack overflow crash if CPU-resident image is defaulted e.g. when not found (5665). * Mission statistics now show number of game loads. * Silenced "missing vertex or index cache" console warning. * Calling "set" in GUI script with not enough arguments now results in Error instead of crash (5323). * Debug cvar r_skipFog expanded to filter out boundaries. * r_immediateRenderingEmulate = 1 by default, probably fixing debug visualization for people using deprecated GL profile. * Fixed GPL header in source code files. dev16330-9508 * Extended support of subtitles to both briefing video and in-game sounds (2454: BEWARE interface will change!) * Support updating the currently installed mission in in-game downloader (5661). * Supported hide_distance for particle emitters and geometry of light entities (5668). * JPG and PNG images are no longer compressed by pk4/zip (they are already compressed by themselves). * Fixed entity arguments broken in event system after entity limit removal (5439). The bug crashed Snowed Inn on startup. * Refactored entity think code, optimized away thinking of frobable entities. * Added con_nowrap cvar: it caps lengthy lines in game console instead of wrapping them to the next line. * Added a ton of trace scopes in game, dmap, and loading (enabled by com_enableTracing 1 and Tracy connection). * Minor fixes: parallelSky, r_showViewEntities, image_preload 0, r_singleModelName. Known problems: GUI is not drawn in-game until paper is frob-highlighted. dev16335-9550 * Added hot-reload support: LOD settings, _color and shaderParms, noshadows, angle, targets, frobmovers + rotate/translate, bound entities (5683). * Fixed error on respawning an AI (5683). * Added con_fontSize cvar, which allows making console font smaller, also enabled mipmapping. * Refactored shaders loading, which fixes SMP-specific crash on AMD drivers (5012). * Non-bound lights are turned off when they are hidden e.g. using LOD (post). * Fixed noshadows_lod_N not working sometimes (5691). * Fixed GUI rendering on parchments --- known problem from previous build. * Fixed color banding in lockpick success/failure highlights. * Changing tdm_lod_bias has immediate effect without restart. * Small fix towards loading RGTC normal maps from DDS. * Removed old broken code for entities binding/unbinding (5414). * Some showPrimitives fixes. * Automation: fixed bug with astronomical timer for game controls (not used anywhere yet). dev16342-9552 * Merged branch with major changes in main menu GUI (5323, thread). Known problems: All the missions from the list do not work as expected in main menu: custom background is missing, empty briefing page is shown, in rare cases even briefing/debriefing video can disappear. This will be properly fixed only when 2.10 is released. Right now you can download fixed pk4 file by direct link from the same page --- fixed version should work as expected. dev16350-9577 * Support "set X on head" spawnarg for attached heads (post). * Fixed lockpicking getting stuck if you go away (5715). * Hopefully fixed random flickering when frob-highlighting objects with stencil shadows enabled. * Fast and deterministic normal maps compression on CPU (5716). * Optimized OGG files loading. * Optimized TGA files loading. * Continued work on X-ray support. * Continued work on subtitles support (2454). * Added new models and prefabs by @Wellingtoncrab. * Added material textures/darkmod/window/wooden_frame01/wooden_frame01_dark. * Probably fixed reloadModels for .lwo files. dev16358-9588 * Fixed crashes in image loading on AMD driver (5591). * Fixed occasional crashes in TGA loading optimization (5716). * Generate mipmaps for non-DDS textures in software, see cvar image_mipmapMode. * Frob outline disabled by default, see r_frobOutline (thread). * Tweaked render order ("sort last") for particle materials. * Continued work on subtitles (2454). * Removed [cleanup] button in mod selection menu (thread). dev16368-9627 (*) * Major changes in frob highlight/outline: translucency, alpha test, shine-through (5427). * Restored geometric frob outline under r_frobOutline 2 (5427, post). * Fixed bug breaking GL core profile, which usually caused black menu on AMD (post). * (WIP) Volumetric light effect. * Renderer's "safe mode" changed to windowed 800 x 600 (post). * Cap volume parameter in sound shader by 1.5 (4627). * Lockpicking sound no longer affected by EFX reverb. * Some changes in time handling, fixed timescale on uncapped FPS (5324, 4698). * Reduced pause on game start from 1.0 to 0.1 seconds (5314). * Minor dmap (aas) acceleration (5562). * Minor optimizations in models / sounds loading. * Don't drop held item after bumping dead/unconscious AIs (3516). * Tweaked render order ("sort last") for particle materials, reverting some. * Some changes in randomization (5763). * Minor fix in game console. * Adjusted stlucia.pk4 to avoid tdm_installer analysis... unsuccessfully. * Changed integration of doctest unit tests. Known problems: some maps broken with "clip model outside world bounds" warning spam. dev16390-9648 * Fixed "clip model outside world bounds" warning spam on some maps (post). * Fixed sparklies on hard geometric frob outline with bloom (5427). * DDS textures can be used in image programs, although they should not (5781). * Fixed spotlights/projected lights illuminating objects outside their frustum (5529). * Continued work on volumetric light shader: LOD, stencil, etc. (5816). * Allow xray shader in GUI overlays, fixed rare crash. * Do not spam warnings when index cache is not ready yet, e.g. during noclip on large map. * Minor fix of game console behavior. * (WIP) Changed frustum of spotlights when near != 0 (5815). * Fixed AlertDuration of security camera (5528). * Fixed normalmaps: flagstones_mossy_01 (5777), flagstones_gravel (5760), ash_001 and ash01_crumb_edge (5784), blocks_large_mildew (5786), ornament_shield_white_eagleandpallets (5803). * Added material for rough_grey_blocks (5789). * Added missing "torn" skins for all paintings. * Commented out additional camera screen materials (5676). beta210-01 (rev 16399-9702) * Projected lights: restored TDM 2.07 behavior, fix lighting outside frustum (5815). * Fixed light frustum precision (4888). * Major changes in volumetric lights (5816). * Continued work on security camera (5528). * X-ray improvements. * Fixed severe slowdown with soft stencil shadows and antialiasing. * Allow lifting ragdolls above ground, unless they have "ground_when_dragged" (5599). * Fixed mirrors getting black under "image_useTexStorage 1" (topic). * Added script events: vecRotate, getCalibratedLightgemValue, setSolid, getEntityFlag. * Take entity orientation account in flinderization offsets. * Removed "emitter_size" spawnarg. * Fixed r_showLights. * Refactor shaders: extracted common code to includes. beta210-02 (rev 16411-9731) * Fixed dbghelp.dll issue which blocked running TDM on fresh Windows 7 (issue). * Fixed rare depth fighting when SSAO is on. * Fixed OpenGL error with shadow maps when no light fallbacks to stencil implementation. * Fixed envshot command (5796). * Restored materials and prefabs for multiple camera GUIs. * X-ray: supported "suppressInSubview" spawnarg on lights (also affects other subviews like mirrors) * Added X-ray related assets: materials, visible/invisible skins. * Added script events: getLocationPoint, pointIsInBounds, getTraceSurfType. * Preserve opacity towards AIs and restore frobability in script event setSolid. * Func_emitters can now be bound without the particle flickering rapidly. * Fixed "condump unwrap". * Added display case models without glass to allow them to have breakable glass. * Added forcescreenaspect + hcenter GUI keywords for aspect-ratio-independent images. * Removed a few subtitles lines which were for testing only. * Internal typeinfo changes. beta210-03 (rev 16421-9771) * Reverted to 2.09 frob-highlight: no outline, use material frob stages. * Added three new frob outline presets by @kingsal and @nbohr1more. * Changed the way volumetric lights are set up (see wiki page). * Volumetric lights respect noshadows and don't affect lightgem. * Added script events: getHealth, setHealth, setSolid,projectDecal; fixed getLocationPoint. * Added script event getEnemy and canSee to security camera. * Add Epifire's flinder models to the security cameras. * Fixed subtitles going sticky on save/load. * Slightly reduced subtitles font size, added semi-transparent black background. * Added subtitles to Saint Lucia mission. * Fixed dmap issue in generating unoptimized collision maps for patch-only entities (5859). * Elemental no longer has 8 legs, wasting time in inverse kinematics. * Some optimizations in frontend: fix disabled optimization, avoid vertex data copy. * Added r_useInteractionTriCulling -1 mode to move some CPU load to GPU. * Fixed lamp cubemap light textures. * Fixed language switches broken by new main menu GUI. * Fixed occasional spam about slow jobs (threshold is now 100 ms instead of 10 ms). * Corrected OpenGL usage of clipping planes in shadow map generation. * Console printing is now threadsafe, which could crash Frontend Acceleration. * Improvements in system console on Windows. * Allow all SIMD code supported by compiler on Elbrus CPU. beta210-04 (rev 16441-9798) * Security camera now supports AI detection, also fixed volumetric lights. * Fixed save/load for volumetric lights, supported scrolling light materials. * Fixed scrolling light textures (5860). * Fixed uncompressed normal maps and backface lighting (5862). * stain01bwet material now works as it always did, no depth fighting (5325). * Skip X-ray rendering when it is already within subview. * Removed parchment from message about secrets (5549). * Fixed and upscaled droppuddle texture (5870). * Extended tooltips in video settings menu. * Fixed randomization of gui::random_value on game load. * A bit more subtitles in Saint Lucia mission. * Fixed 1280 x 960 resolution in 4:3. * Fixed rare graphic bug in some debug tools. * Small optimization in frontend: reuse index array for interaction. beta210-05 (rev 16457-9815) * Fixed bright lines on the boundary of light volume on AMD drivers (5876). * Fixed secret counter increased multiple times on single-count entities (5549). * Security camera: "sweepWaitSoundOffset" spawnarg controls snd_end timing. * Security camera: snd_sparks and snd_death can be used simultaneously. * Security camera: split "seeAI" spawnarg into "seeAI", "seeAnimals", "seeBodies". * Fixed the xray model stuck in place when shouldered. * Improved player GUI for taking damage. * Added spawnarg "animal_patrol_wait" to allow animals that move continuously (post). * Portal sky scissor optimization. * A bit of cleaning in source code conan dependencies (5839). * Fixed hover highlight on Restart Game button in settings menu. * Volumetric lights refactoring. beta210-06 (rev 16472-9845) * Fixed saving/loading of suppressInSubview for X-ray. * Fixed language setting being ignored on restart (post). * Reimplemented rotation in new grabber code, rotating heavy objects is easy now (post). * Fixed weird spots sticking on screen sometimes when bloom is on (post). * Fixed seeAI setting for security camera towards AIs on hostile teams; updated editor descriptions. * Fixed one more bug causing tdm_installer to analyze installation. * image_downsize no longer affects loading screens and other GUIs. * Fixed lighting with "image_useNormalCompression 0". * Added editor description for nodrop spawnarg. * Reorganized mapper tool prefabs, fixed Epifire's wall-mounted security camera prefab. * Removed non-working 16-bit color option from the menu settings. * Improved EFX in New Job mission (5594). * Fixed issue in Saint Lucia mission: all voiceovers being played on mission restart (4828). * Some more corrections to subtitles in Saint Lucia mission. beta210-07 (rev 16474-9850) * Set r_useMultiDrawIndirect to 0, fixing NaN flickering on AMD drivers. * Fixed X-ray combined with Render Scale. beta210-08 (rev16475-9853) * Fixed crash on index cache resize with now default "r_useMultiDrawIndirect 0". Changelog of earlier versions can be found here.
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Here is the list of new cvars and commands: GENERIC r_volumetricSamples, r_volumetricDither --- quality settings of the new volumetric lights. tdm_show_menu_tooltips --- can disable tooptips in the main menu. r_frobOutlinePreset --- a command to switch between different preset styles of frob-highlight outlines. It modifies various outline-related cvars, setting them to predefined values. You can later adjust them individually. r_newFrob, r_frob* --- a bunch of cvars for tweaking the new frob-highlight outline. Here are the main ones: *) r_newFrob controls surfaces highlighting *) r_frobOutlinePreset controls outline around highlighted objects con_fontSize, con_fontColor --- allows to adjust font of game console, e.g. make it smaller so see more text on one page. DEBUGGING ONLY image_levelLoadParallel, image_useTexStorage, image_mipmapMode --- various switches to optimize loading times. We have already seen several issues caused by image_useTexStorage, and there may be more... tdm_drag_new, tdm_drag2_* --- cvar to enable new dragging behavior, plus a bunch of cvars for tweaking how it works. If dragging, carrying, pulling or throwing does not work well, you can try switching tdm_drag_new back to 0 to see if the problem is caused by the new grabber code. r_spotlightBehavior --- changes the way how spotlights (projected lights) compute their light volume, and how projection and falloff textures are applied. If projected lights look wrong on a map, you may try a few options to see if this was broken by 2.10 or was wrong from the very beginning. Note: map restart is required for the change to take effect. dmap_compatibility --- switch some parts of dmap code to older algorithms which were used in previous version of TDM. Note that it does not perfectly reproduce behavior of old dmap, because it is too hard to put every improvement under "if". This cvar can be used to dmap an old map if you don't intend to rework it in major way (although you should still test it thoroughly if you want to release the newly dmapped version).