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stgatilov

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Posts posted by stgatilov

  1. On 12/7/2023 at 9:53 PM, revelator said:

    Hmm been a while since i played it but the part that got me most was when i had to spacewalk outside the station and got lost in the debris xD.

    I had disabled GUI target markers when I started game, and then forgot about it.

    Outside space is the only area which has no detailed map, only a basic scheme of station modules.
    As the result, navigating without GUI markers becomes very hard there. I spend so much time searching for an entrance every time!

    There is also an optional quest to find some guy.
    His tracking bracelet points to the outside area, but unlike interior areas, the its map does not show where exactly he is. I'm pretty sure he is impossible to find without GUI marker.

  2. I can't say I like it

    But many missions seem to work fine with new optimizations.
    Even New Job, which I guess was the showcase of "architecture modules" (models everywhere instead of brushes), looks fine.

    Even if you set "disabled" as default, you will still have to playtest all the missions in order to enable it back where it works. The same seemingly impossible task.
    Except that getting a report for wrong lighting is very likely, while getting a report for a missed optimization opportunity is basically impossible.

    • Like 3
  3. 3 hours ago, datiswous said:

    Is it normal that "Repositories" in the bugtracker only shows DarkRadiant?
    I thought this was the way to search the bugtracker, but now it doesn't seem possible.

    I think this tab allows you to see VCS commits.
    In case of DarkRadiant, git repo is integrated into bugtracker, in case of SVN, it is not integrated.

    You should search bugtracker using "View Issues" tab, the second from top.

    • Like 2
  4. Changelog of 2.12 development:

    release212 (rev 16989-10651)
    * Training Mission reverted to 2.11 state, except for text changes about new controls.

    beta212-07 (rev 16982-10651)
    * Fixed save/load of turrets.
    * Fixed some more cases of camera clipping during force-crouched mantle (6425).
    * Fixed crash if player wins twice in quick succession (6489).
    * Added angRotate script event.
    * Fixed church_altar prefab (6285).

    beta212-06 (rev 16970-10644)
    * Fixed light leaks workaround dropped after save + load (post).
    * Force doors which connect visportal to cast shadows regardless of light flow (post).
    * Improved candle vs junk detection for new frob controls (6316).
    * Fixed player getting stuck at start of "One Step Too Far" (post).
    * Fixed warning on spawning atdm:env_ragdoll_tdm_spider.
    * Fixed wrong skin in mechanical/switches/switch_rotate_lever prefab (6479).
    * Fixed double slash in lady02 subtitle decls (post).
    * Fixed rotated versions of safe03_wall prefab (6268).
    * Tweaked fogging of health potion.
    * Fixed overbright skins for nature bushes (6478).
    * Fixed Grandfather_clock_victorian_01 model (6383).
    * Removed pause from looping sound machinery/machines/m3_loop (6384).
    * Fixed broken func_portals in Training Mission (4352).
    * Minor improvements in Saint Lucia mission.
    * Doubled game scripts memory limit (post).
    * Improved normal map of long banners (6355).

    beta212-05 (rev 16950-10635)
    * Fixed player seeing through ceiling when mantling into crouched state (6425).
    * Improved how frobbing works on junk items (6316).
    * Toggled states of player movement are saved and restored properly (6458).
    * Fixed back image loading optimization.
    * Added canCloseDoors spawnarg on AI, which allows to block closing only (6460).
    * Rats and spiders are non-shoulderable by default (6456).
    * Increased wait in screenshot_viewpos macro command (6331).
    * Added forest models from The Valley abandoned mission.
    * Fixed frobstage on sign models (6457).
    * Added vine arrows to training mission (4352).
    * Improved Merry Chest prefabs (6459).
    * Fixed normal map of dirt_packed_muddy (4668).
    * Fixed nails in door_boarded_up01 model.
    * Fixed attachments of atdm:fireplace_place_base (6474).
    * Fixed editor image of blocks_large_sandstone, rough_grey_dirty_sepia_grey_trim (6281, 6464).
    * Added editor image for grey_dirty_trim material.
    * Adjusted tooltip for auto-search bodies.

    beta212-04 (rev 16932-10626)
    * Added massive package of subtitles for AI sounds (6240, thread).
    * Fixes in envshot command (5796).
    * Added nature/dirt/ash_and_coals texture (6441).

    beta212-03 (rev 16902-10623)
    * Improved subtitles layout and location ring picture (p1 p2).
    * Fixed broken remote render with soft stencil shadows.
    * Added color buffer clears to fix remote render breaking skybox (6424).
    * Fixed warning generated by remote render (6424).
    * Fixed min_lod_bias being ignored if no other LOD settings is specified (6359).
    * Now changing LOD settings effects objects with min_lod_bias immediately (6359).
    * Fixed text & background alignment in mission lists (6337).
    * Fixed gaps in chandelier models (6433).
    * Added missing editor texture for carpet/runners/ornate_red_black03_end (6435).
    * Further expansion of listRenderLightDefs and listLightEntityDefs commands.

    beta212-02 (rev 16889-10613)
    * Fixed underwater rendering due to missing doublevision shader (post).
    * Exclude more lights from the new light portal flow optimizations (5172, 6321).
    * black_matt is now fully black, no tiny green bias (post).
    * Fixed lockpick interruption when mouse cursor switches between door and handle.
    * Extended listRenderLightDefs and listLightEntityDefs commands.
    * Fixed church_altar.pfb (6285).
    * Added window01_curtains01.lwo in separate parts (6356).
    * tdm_open_doors now opens locked doors too.
    * Fixed rare case of getting NaN in spline mover.
    * Added r_skipEntities cvar, similar to "filter entities" in DR.
    * Added editor spawnargs for volumetric light properties (6322).
    * Fixed radius override and added position override for script-based stims.
    * Fixed warnings with wrong virtual function overrides.

    beta212-01 (rev 16879-10584)
    * Fixed player falling through elevator when shouldering a body (6259).
    * Rebalanced volume of all player footsteps (6348).
    * Fixed weird animation when mixing drawn bow and main menu (2758).
    * Fixed all kind of issues with bc_teatray material.
    * Added alternative frob controls mode tdm_holdfrob_drag_all_entities for dragging on hold.
    * Fixed non-actor entities always getting full splash damage.
    * Hide console before screenshot with screenshot_viewport command (6331).
    * Added tdm_subtitles_ring cvar to disable subtitles location ring.
    * Added mission.cfg as a temporary way for mission to override non-archived cvars (5453).
    * Cvars "pm_lean_*" are no longer archived (6320).
    * Removed some cvar overrides from atdm:player_base.
    * CFrobLock now supports script events: Lock, Unlock, ToggleLock, IsLocked, IsPickable (6329).
    * Simplified flee script event, supported fleeing from non-actor entity and fleeFromPoint.
    * Fixed crash on some non-standard cases of flinderize.
    * Can set spawnarg "douse 0" on damageDef to not extinguish lights from splash damage.
    * Added setFrobMaster script event.
    * Added script-based stim type, which triggers only when stimEmit script event is called.
    * Added on/off script events to func_emitter entity.
    * Added setSmoke script event to change particle decl for a func_smoke.
    * Added hasInvItem script event to check if player has some item.
    * Added launchGuided script event to start guided projectiles.
    * Added getInterceptTime script event for shooting projectile and running target.
    * Added "bounce_sound_min|max_velocity" spawnargs to control projectile bounce sounds.
    * Added "postbounce_*" spawnargs to change projectile properties after bounce.
    * Fixes to moor guard ragdoll (6345).
    * Fixed wench AI sounds (6284).
    * Added new experimental entityDef for an automatic turret.
    * Official missions no longer pretend to be part of 3-mission campaign (6338).
    * Removed AI PAIN messages console spam.
    * Removed excessive "s_volume 0" from base loot entityDefs (6346).
    * Replaced symbol on the proguard's belt.
    * Default value of com_maxfps increased from 144 to 300.
    * Improved idEntityPtr, fixed some warnings.

    dev16854-10518
    * High mantle animation has become much faster (6343).
    * Crouching while on ladder/rope now causes player to slide instantly.
    * Added "forceShadowBehindOpaque" hack to workaround shadow leaks in old missions (5172).
    * Fixed and revised underwater "double vision" effect (6300).
    * Add scratch images have alpha = 1, which fixes some mirror materials (6300).
    * Added warning if material output color depends on input alpha, fixed it in core assets (6340).
    * Support several independent user addon scripts (6336).
    * Fixed missing headbob and footsteps at very high FPS (4696).
    * Fixed player hanging mid-air in a jump at very high FPS (6333).
    * Don't crash if player's head does not exist (6326).
    * Added "fade in fast" options for frobhelper (6342).
    * Removed "show tooltips" option, now it is always on (6344).
    * Added default spawnarg values to "text" debug entityDef (6325).
    * Fixed some uninitialized values, float overflows and NaNs across the code.
    * Reorganized covered furniture models from Seeking Lady Leicester (6289).

    dev16842-10488
    * Major changes in frob/use controls: holding frob does different thing now (6316, thread).
    * Fixed some electric lights not spawning.
    * It is no longer necessary to specify extension to reference PNG image.
    * Added cvar tdm_show_viewpos and command screenshot_viewpos (6331).
    * Fixed hanging when light is moved through a plane with many visportals (3815, thread).
    * Fixed multipage readables stuck on empty page, improved page flipping (6313).
    * Fixed WAV sounds playing in main menu, all sounds are streaming now (6330).
    * Fixed light leaks along scissor rectangle boundary with soft stencil shadows (thread).
    * Better subtitles location visualization (6264).
    * Changed position of subtitle blocks and subtitle font (6264).
    * Internal refactoring of idImage class (6300).
    * Fixed rare bug in renderworld raycasting... might happen with particle collisions.
    * Fixed warnings in newspaper_bridgeport0X core readable GUI (6245).
    * Added vec4 GUI keyword (6164).
    * Renamed pm_lean_toggle cvar to tdm_toggle_lean.
    * Improved "head bob" and "mantle roll" settings in main menu.
    * Updated FFmpeg to 4.4.4 (6314).
    Known issues:
    * Various problems after image refactoring: underwater, mirrors, etc.

    dev16829-10455
    * Allowed to mantle while carrying/manipulating an object (5892, thread).
    * Allowed to change weapon while mantling or on rope/ladder (6319).
    * Several leaning improvements (6320, thread).
    * Parallel shadow-casting lights are deprecated, use parallelSky instead (6306).
    * Added many menu settings for autoloot body, blackjack helper, and other (6311).
    * Deleted option for autolooting bodies with one item per frob, added menu setting (6257).
    * Added cvar to modify all head bobbing settings (6310).
    * Fixed some corner cases with multiloot (6270).
    * Fixed frob helper's "always visible" mode (6318).
    * New&fixed versions of atdm:lamp_electric_square_3_lit_unattached (6315).
    * Fixed UV map on Stove models (6312).
    * Reworked r_showPrimitives + deleted code for rendering from CPU buffers.
    * Shortened name of end-mission autosaves (6294).
    * Consistent names of various arrows.
    Known issues:
    * Some electric lights don't spawn.

    dev16818-10434
    * Fixed projectiles flying through player and enemies sometimes (6292).
    * Lights with noshadows spawnarg pass through walls again (5172).
    * Disabled portal flow culling optimization for parallel lights (5172, 6306).
    * Faster light-entity interactions matching if light is noshadows due to spawnarg (6296).
    * Compression of images to DXT1/3/5 is done in software (6300).
    * Cleaned up rounding math routines (6300).
    * r_showportals 2 is easier to understand now
    * Changed rules for getting start areas of parallelSky light (6306).

    dev16814-10408
    * Optimized portal flow culling for shadowing lights (5172).
    * Extended dmap diagnostics to info_portalSettings, improved editor descriptions (6224).
    * Added test commands: tdm_open_doors and tdm_close_doors.
    * Minor adjustments to ear-cutting algorithm in dmap.
    * Minor refactoring in image compression code (6300).

    dev16809-10394
    * r_shadowMapSinglePass is enabled by default now.
    * Fixed lack of shadows in volumetric lights under r_shadowMapSinglePass (6271).
    * Fixed interaction rendering on materials with polygonOffset (5868).
    * Optimized code for finding light-entity interactions on large maps (6296).
    * Optimized moving shadowing lights: don't create interactions in unreachable areas (5172).
    * More refactoring in backend: tonemap shader (6271).
    * Added more covered furniture models (6289).
    * Added wall models from Seeking Lady Leicester (6293).
    Known issues:
    * Some noshadows lights no longer pass through walls.

    dev16801-10370
    * Supported -durationExtend for inline subtitles (6262).
    * Added blue noise dithering to tonemap shader, which fixed color banding of fog (6271).
    * Optimized away unnecessary render copy under "useNewRenderPasses 1" (6271).
    * Refactored blend and fog lights into new backend architecture. For troubleshooting, reduce cvar useNewRenderPasses to 1 or 0 (6271).
    * Added 30 case to max FPS selection in settings menu.

    dev16792-10357
    * Fixed particles bound to animated joints (6099).
    * idVec3 is no longer initialized to zero by default (6280).
    * Integrated Address Sanitizer tool and fixed a few found bugs (6280).

    dev16789-10349
    * Deleted old backend completely + some cleaning (6271).
    * Fixed map icon wrong name (thread).
    * Now light entities support noPortalFog spawnarg (6282).
    * Support fonts aspect ratio correction (6283).
    * Fixed playerstart customization (thread).
    * Refactored "render pass" part into new backend architecture. For troubleshooting, try cvar "useNewRenderPasses 0". Also "textures/particles/blacksmokepuff" now works (6271)
    * Now arithmetic expressions in materials support min/max functions (6271).
    * Minor initialization cleanup (6280).

    dev16785-10319
    * "r_shadowMapSinglePass 1" now respects noselfshadows flag (6271).
    * Continued refactoring in shadow maps and render-pass shaders (6271).

    dev16783-10307
    * Backported new rendering backend to uniforms, should work like the old one now (6271).
    * "Auto" lockpicking difficulty now unlocks pin from after one cycle (6256).
    * Added "auto-search bodies" feature under tdm_autosearch_bodies cvar (6257).
    * Added r_shadowMapAlphaTested cvar for single-pass shadow maps (6271).

    dev16781-10289
    * Added first version of direction and volume cues to subtitles (6264).
    * Allow subtitles to extend duration of sound sample (6262).
    * Improved slot allocation algorithm for subtitles, a subtitle no longer changes slot (6264).
    * Fixed bug that stereo sample plays for 2x duration due to length confusion.
    * Upgraded libpng and rebuilt third-party packages.
    * Internal fixes of depth bounds test asserts.

    dev16778-10275
    * Allow limited mantling with a shouldered body (5892).
    * Fixed toggle creep and improved settings layout in the menu (6242).
    * Fixed bounding boxes of animated entities and particles, enabled r_useEntityScissors by default (6099).
    * Trigger call_on_exit before call_on_entry when switching locations.
    * Don't expand bounds of surfaces with turbulent deform (5990).
    * Removed "gui" spawnarg on GUI message to avoid first frame (6117).
    Known issues:
    * Particles bounds to animated joints broken.

    Changelog of earlier versions can be found here.

    • Like 2
  5. List of major console variables and commands:

    PLAYER

    tdm_holdfrob_* --- set of variables that affect the reworked frob controls.

    tdm_autosearch_bodies --- automatically take items attached to unconscious bodies on frob.

    pm_headbob_mod, pm_lean_* --- allows to reduce some player movements.

    HELPER

    tdm_show_viewpos, screenshot_viewpos --- embedding viewpos into screenshot for better bug reports.

    tdm_open_doors, tdm_close_doors --- cheats to make mission testing faster.

    TROUBLESHOOTING

    r_useLightPortalFlow, r_useLightPortalFlowCulling --- improved light-entity interaction culling. Most major effect on shadows. This cvar is responsible for causing light leaks with stencil shadows, please report all of them! (thread)

    r_useNewRenderPasses --- selects from several renderer backend code paths. This is similar to the old r_useNewBackend cvar which has been deleted.

    r_shadowMapSinglePass --- faster code path for filling shadow maps.

    r_useEntityScissors, r_animationBounds --- improved bounds estimates for rendered entities.

    r_postprocess_dither --- new dithering in tonemap postprocessing for less color banding.

    r_shadowMapAlphaTested --- experimental mode for alpha-tested surfaces with shadow maps, where transparent areas of texture don't cast shadows.

    s_realTimeDecoding --- selects code path for decoding sound samples.

    tdm_subtitles_* --- many cvars for subtitle improvements (location cue, duration extension, debug text).

    • Like 3
  6. On 11/30/2023 at 5:45 PM, nbohr1more said:

    The impacted missions have not been edited yet. If you wish to assist further, set con_noPrint 0 and getviewpos 1 then capture screens and post them to the authors mission thread.

    To be honest, perhaps it's better to make a wiki page for this kind of issues.

    Most of the authors probably won't fix the missions themselves.

    • Like 2
  7. I have gone outside station.

    So... I have 6 buttons to accelerate along 3 axes, mouselook to rotate around 2 axes and 2 buttons to rotate around third axis. And 1 button to remove velocity limit and 1 button combo to brake.

    I suppose this is a nod to Descent (which I also did not play).
    Quite surprised to see such complex controls in a modern game.

  8. So, I started playing Prey.

    I see many similarities with TheDarkMod controls đŸ€”
    Mantling, leaning, crouching, grabbing objects to move and throw, even dragging bodies.

    Perhaps both Prey and TDM use the same game mechanics from System Shock.
    Did System Shock allow dragging bodies BTW? Dragging bodies even feels equally useless in TDM and Prey.

    My brother played System shock 2 but I did not.
    But my vague memory says Prey is a game of the very same kind.

  9. 9 hours ago, MirceaKitsune said:

    I'm seeing the weirdest thing on my map, not public yet but I have the case for testing: Not only does the light leak, and it does so even as I've textured the walls with shadowcaulk... a light actually leaks only while the door is closed, once I open it the undesired light goes away.

    I guess this is some kind of issue with blocked portals.
    I think I need to create a test map.

    Is the light moving all the time?
    Does anything change if you move door/visportal a bit? Maybe visportal is exactly on the surface of door bounding box?

  10. 11 hours ago, MirceaKitsune said:

    Wasn't sure if I should still post this since the mystery was somewhat solved, but just to confirm this case can be found in the wild with FM's other than mine

    Yes, you still should.
    We don't know what we are going to do with these issues.
    Without knowing how many of them exist, we can't make a decision.

    Quote

    (I can reinstall it and go there to get a viewpos if anyone's interested)

    Viewpos is imbued in image filenames, although some guessword is left for minuses.
    It is at 2800 -1020 -515.

    • Like 2
  11. 20 hours ago, MirceaKitsune said:

    Though this is a more general question and less related to light leaking bugs per say, I'd still like to ask to be sure: Does using shadowcaulk instead of caulk teach lights to better detect rooms and ignore entities behind such brushes, thus texturing walls with it improves performance?

    No, it does not.

    Caulk, shadowcaulk, or any other opaque material are the same for the sake of area/portal structure.
    All brushes with such textures are blockers of the same kind.

    The difference is that caulk is not rendered, is not lit, and does not cast shadows.
    Shadowcaulk is supposed to cast shadows (while still not being rendered and not lit).

    • Thanks 1
  12. 37 minutes ago, datiswous said:

    I guess maybe I could do:

    r_customWidth 1280
    r_customHeight 720
    screenshot
    r_customWidth 1920
    r_customHeight 1080

    But I don't know if I could put that in a command.

    I think it won't work until game restart, and won't work at all in fullscreen/borderless mode.

    Yes, it's either we need to fix the old tiled rendered, or we need to allow rendering screenshot frame with different resolution.

    • Like 1
  13. 5 minutes ago, MirceaKitsune said:

    There's another bug in latest dev I was waiting to report: I noticed I can place electrical lights in DarkRadiant where they show up just fine, but when opening the map in TDM they do not spawn any longer. The console provides a warning which suggests an invalid newline causing the engine not to load the def though DR doesn't mind it. I don't override the file in my FM nor had any errors while running the installer and updating so I'm presuming something got broken.

    WARNING:file def/tdm_lights_static_electric.def, line 612: newline inside string

    Yes, this will be fixed in next dev build.

    • Like 1
    • Thanks 1
  14. The modules are comprised of models, they are completely ignored by the area-portal graph. And now they don't cast shadows if it is proved that light beams travelling though visportals don't touch them.

    If you use caulk to create areas, then there is nothing that would cast shadows: brushes don't cast shadows because they don't exist (caulk), and modules don't cast shadows because according to area-portal graph they are not hit by light to begin with.

    There is internal material called "shadowcaulk".
    As far as I understand, it is not drawn as ordinary surfaces, but it does cast shadows. I think in order to work properly with new optimization, shadowcaulk should be preferred to caulk for the brushes.

    • Like 1
  15. 1 hour ago, kingsal said:

    Damn I just had this bow crash but didnt have the debugger. :( 
    Please mention me if you guys come up with a solution in here. For some reason I feel like Im getting it more than others, it might be because I use a lot of arrows when testing my missions. 

    Perhaps because you have too many proguards and they pee too much.

    I think the core parts for it to trigger is when player switches weapons and then shoots bow at the same time when one of these guards perform "urinate" animation.

    Maybe we should try to make a test map with horde of these guys, making sure they can run "urinate" animation.
    By the way, does it has some condition? I can't find any references to this animation in def files, but I think there should be some condition...

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