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stgatilov

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Everything posted by stgatilov

  1. Played this now. I would say the way key is attached to the green guy should be fixed. I only say a tiny piece of red metal, and have hard time frobbing it.
  2. There are two ways of using multisampling in OpenGL. The "older" one is to ask OS for multisampled default framebuffer. It must be done during OpenGL initialization, and can surely depend on OS and window manager, and uses OS-specific functions and settings. The "newer" one is to ask OpenGL for multisampled off-screen framebuffer. This framebuffer is newer visible directly. It is completely unrelated to OS: a pure OpenGL call. And it has nothing to do with windows. That's what TDM uses since 2.07 at least. It is strange if multisampling in TDM depends on windows manager. It should be more of a driver issue.
  3. Maybe glxinfo -l ? UPDATE: Please post full output of glxinfo -l, it should have GL_MAX_SAMPLES and other constants.
  4. Gamma/brightness. They don't work for you now.
  5. Could you also please try setting r_tonemap 0 for some broken version? UPDATE: And also probably check r_bloom 0...
  6. Ok, then could you please check the last one: test16019-8980 (note: the last digit is different!) UPDATE: Oh, wait a bit... this one is not ready yet. UPDATE2: Should be ready now.
  7. These changes are OK. Let's continue bisection then Please try version test16019-8981.
  8. Windowed mode is r_fullscreen 0. You should also set r_customWidth and r_customHeight to some good values, because otherwise you can get a window which spans over 3-4 screens As far as I know, r_fullscreen 2 (borderless) only has distinctive effect on Windows yet. On Linux it should work exactly the same as r_fullscreen 1 (traditional fullscreen). Very strange images indeed. Perhaps your computer has gained consciousness and you should drop it into lava until it has exterminated humanity... Just to be sure: did you reset config on each of these versions? (defaults can be slightly different) Normally tdm_installer should do it by default, but I recall you wrote it did not work. That's why I'm asking to be sure. P.S. By the way, was you config named darkmod.cfg or Darkmod.cfg when installer did not rename it? UPDATE: Could you please try some "broken" version with r_postprocess_sharpen 0 ? And in case menu looks good, try toggling "Sharpen" in Video settings.
  9. Perhaps start with looking at GL_MAX_SAMPLES value in glxinfo? UPDATE: Do you have such problem in other OpenGL applications?
  10. Well, it does not make sense the other way. I guess mappers know well that they can have "zones" which are open to void, but as soon as they put any entity there, they get a leak. So the flood fill obviously starts from every entity. As for visleafs, they are simply connected components of nonopaque BSP volumes, separated by visportals and opaque volumes. UPDATE: I think it is easy to check by putting many copy/pasted sealed rooms, and checking various console messages. The number of visleaf areas is printed there, I guess.
  11. Did you try changing the rendering cvars listed in the second post? Could you please bisect by dev builds? I.e. install various "devXXXXX-YYYY" versions from dev/2.09 in tdm_installer and check which was the first to fail. Did you always have this problem with resolution, having to set it custom in config? UPDATE: Did you try windowed mode?
  12. I don't know where you got such defaults. Default is no antialiasing and no anisotropic filtering, because it is the most widely supported and the fastest configuiration.
  13. As far as I remember, any entity is enough to make sealed area pass through compiler, not only player-start. So if you put at least one entity per room, it is quite expected that you will get many visleafs without visportals
  14. I have met a few random lights which look like a huge spot with 64-bit colors and Bloom on because they have insane brightness. Perhaps I should start reporting them to authors (if that's their assets).
  15. Most likely you had old settings of r_postprocess_XXX cvars when you made screenshot. Reset all these cvars to defaults, and you should get exactly the same picture as you had in 2.07. We tried to rethink it in better way, but "better way" broke something more important, like gamma underwater. In tdm_installer, you can restore your config at the end of install. You can also restore it manually afterwards. I have reviewed exact changes, and I think that there are not too many cvars that you might have wrong. It's only these r_postprocess_XXX and rendering switches that can harm your life. The best idea would be to look through cvars listed here and reset each of them to its default value (just added postprocessing cvars to that list). Of course, we might decide to change default value of some cvars during beta. I think I'll write about it if I don't forget.
  16. Too hard to implement: the world areas, portals, AAS go too deep into the game to update them. Right now the only viable idea for updating brushes is to display added brushes as models, without changing portals, areas, and AAS. I was also thinking about making dmap incremental (faster runs after small changes), but I'm not yet sure I really want to attempt this P.S. Added a video in the first post.
  17. Yes, it is TDM only. There is quite a piece of "automation" code I had to add. Sort of yes, depending on settings. One mode updates on save, the other one just updates constantly. Oh yeah, I forgot to write it: the hot reload feature is for entities only! If you change something that needs dmap (adding rooms, portals, etc.), it won't work properly. So if you add a wall in editor, it simply won't appear in the game. I think the most that you can do is to delete some func_static stairs, and guards will probably fall and get stuck there. You are not the first one with this idea If people keep saying it, it will be implemented.
  18. And don't forget to record crash dumps when if it crashes! Otherwise the testing effort will yield no result. Just to be sure: you have com_fixedTic 1, i.e. "uncapped FPS" ? Because the default mode is tied to 60 FPS frequency pretty hard.
  19. Now that TDM 2.09 has gone beta, it is possible to use "hot reload" for maps, i.e. upload map changes into the game without restarting it. I'm creating this forum post to gather all the discussion and feedback regarding it, including the DarkRadiant side of things. I have written the wiki article about it, though it is rather technical and probably more suited to people who want to understand the new system well. The instruction how to use it is with DR is in the DarkRadiant section: Start TheDarkMod game. Select the FM and start the map you want to work with. Open game console and ensure that com_automation cvar is set to 1 (i.e. automation is enabled). Start DarkRadiant. Select the FM and open the map --- that same ones that you opened in TDM. Now you are ready use any features from the "Connection" menu. I suggest trying the "Enable camera synchronization" mode first. Among numerous hot reload settings, "Enable map update mode" is surely the most advanced. Here is one video I made for hot reload: The current GUI in DR is pretty bad. Ideas regarding it are welcome. Right now the idea is to create a persistent window for all "Game Connection" stuff, looking approximately like this (LEDs can cause problems though): And if you manage to try all the hot-reload modes and think that some of them are unnecessary, please say so. There is major feeling that exposing both "map update" and "map reload" is probably superfluous.
  20. Full changelog of 2.09 development. dev15976-8815 Includes all the changes from trunk which did not get into 2.08: * RGTC compression is now used by default. * More work on X-ray view. * Cull objects behind mirrors (4946). * AAS limit hit by Painter's Wife removed. * Warnings when approaching event limit (5270). * Dragofer's massive manbeast fixes. * Cabalistic's FBO refactoring, parallel jobs fixes, and new rendering backend. Known problems: * HeatHaze shaders don't work (i.e. no heat/glass/water distortion). * Changing texture anisotropy leaves screen black. * Lights with stencil shadows don't illuminate properly until you reloadModels or switch shadows (after loading save). dev15981-8875 * Fixed known problems of previous build. * Revised OpenGL loading, version and extensions. * Fixed warning about "bad internalFormat". * Optimizations in new backend: individual shadow scissors. * OpenAL: show active device name properly in console. * Various guards against NaN (5296). * Refactored lightgem rendering with triple buffering. * Disable "Omit Frame Pointers" on Linux build. * Fixed occasional crashes due to inventory cursors (5302). * Fixed "Render Scale" slider in settings menu. * Fixed rendering of several parchment fonts (link). dev15987-8910 * Rotation hack fixed: bad rotation is now embedded into model for all entities (4970). * Hot reload: added command reloadMap (5316). * Fixed bad highlight on lockpicking. Also hardened GUI scripts against such errors (5311). * Fixed black preview screenshots in in-game downloader (4488). * Enabled r_useBumpmapLightTogglingFix by default: bumpy surfaces will be darkened when light falls under low angle. * New rendering backend linkage fix on AMD. * Better window resize on Windows. * Cleaning hacks: r_testSpecularFix is always on (as in 2.08), r_testStencilSelfShadowFix is always off (as in 2.08). * EditAFs: spawned entities are now frobable/draggable by default (5297). * Fixed crash when unlocking door in "Hidden Hands: The Lost Citadel" (5318). * savegame_admin and target_savegame: fixed missing spawnclass. * Removed player_sounds_doublevision and similar spawnargs, removing warnings (5170). Known problems: * Several FMs do not boot due to rotation-hacked entity cm or md5 model: "A Night to Remember", "The Elixir", "Rightful Property", "Siege Shop", "William Steele 4: The Warrens". (All of these FMs repacked, make sure you have latest version). dev16010-8948 * decl_stack: Every warning about missing image/sound is followed by detailed explanation how it was referenced (5170). * Fixed occasional bug in concatenation of GUI commands (5323). * Skin files: process hyphens in unquoted model paths correctly (5322). * Automation system: implemented on Linux, fixed file leak. * Supported reloadmap-diff automation command for fast hot-reload integrated into DarkRadiant in future (5316). * Fixed doors occasionally getting stuck after hours of gameplay (5331). * Creeping now works in "always run" mode (5320). * Fixes for new rendering backend: ambientGamma and lightgem, bloom scissoring. * Updated comments in mainmenu_briefing_video.gui for FFmpeg cinematics (5323). * Fixed printing deleted pointer on startup (5170). * Disabled "Door %s is not within a valid AAS area" warning (5170). * Fixed warning spam when TDM is minimized (introduced after 2.08). * Fixed parsing error when precaching "play XXX" GUI command, fixing a warning (5170). * If ASE material is not referenced by its meshes, don't try resolving this material in TDM, don't post warning (5170). * Fixed a bunch of assets referencing nonexistent files (5170). * Added respawn console command for debugging (5316). * Added setGameTime/getGameTime console commands for debugging (5331). * mainmenu_briefing_video.gui no longer resets cinematics on startup (5324). * Changed when mapStart GUI command is set up, removed MainMenuWatchDog (5323). dev16017-8976 * Added experimental gamepad support (instructions here: 5400). * Conversation and other sounds are no longer stopped by saving or going to main menu (4341). * r_useNewBackend is now enabled by default (note: this cvar is archived, so default takes effect only when you delete config file). * Much more debug output for GUI scripts in darkmod.log under LC_MAINMENU/LT_DEBUG. * Shorter paths in darkmod.log. * Fixed cutoffTimeMap on particles with SMP on (5141). * Minor main menu GUI cleaning (add notime everywhere). * Added cathedral_torn skin. dev16027-9022 * Disabled additional color correction by default. Now the game should look exactly like 2.07 in terms of overall brightness/color. * Now gamma/brightness is applied to everything, including underwater view, GUIs, and main menu --- like in 2.07. * Added sharpening filter in postprocessing (enabled by default). * Major refactoring of particle systems (5138). * Fixed bounding box computation for particle systems (5136). * Fixed soft shadows (in new backend, which is default now). * Fixed unbinding/rebinding entities during game, including the crash in WS7 forge (5409). * Fixed crash with Kingsal's custom fire arrows. * Fixed "borderless" fullscreen mode (ironically, it was broken since its first release). * Improvements in new backend for old GPUs (r_gpuBufferNonpersistentUpdateMode?). * Faster shadow map generation under shadowMapSinglePass 1 (new backend only). * Experimental many-light rendering under shadowMapSinglePass 2 (new backend only). * Added mapLayout linear to particle static collisions, allowing stuff like snow and fire (5437). Only for particle deform yet. * Probably fixed some problems when changing anisotropy in menu. * Added debug cvar r_glBlacklistExtensions to disable GL extensions. * Improved randomness of idRandom. * Added sys.saveConDump script function (5369). Please don't abuse it. * Supported weights and checksums in in-game missions downloader (5349). Known problems: * Joint binds broken: attached keys are at guards' legs. dev16034-9041 * Fixed known problem of previous build: joint binds. * com_smp is now ON by default, and cannot be disabled in menu settings. * Exposed r_useParallelAddModels as experimental "Frontend Acceleration" in main menu. * Fixed crashes in r_useParallelAddModels 1 mode (5441). * Fixed mipmapping of DDS textures (for r_useBindlessTextures 1). * Added limited support for collisionStatic in particle models (5437). * Fixed sounds from unlit/extinguished gas lamp (5216). * Renderer cleanup (removed ARB shaders completely, deprecated ftransform). * Reduced spam from non-triangular faces in LWO. beta209-01 (rev 16037-9042) * No changes since dev16034-9041: exactly the same version. beta209-02 (rev 16055-9057) * Removed tdm_ambient_method cvar and "ambient stages" from all stock materials (5449). * Fixed antialiasing on Linux (link). * Fixed reflections with custom renderscale (link). * Fixed bug with objects disappearing in mirrors (5327). * Fixed tdm_show_keys not showing keys inside closets sometimes. * Hopefully fixed cases of volume loss on frobbing closed handleless door (5462). * Dmap now warns if brush has several sides with mirror texture (4707). * Fixed rare issue with "Frontend Acceleration" (r_useParallelAddModels). * Some rendertools fixes (5257). * Added Dragofer's models and prefabs: desk, shelf, bed. * Added horizontal display cabinet by Bikerdude. * Fixed blue elemental skin. * Fixed chest prefabs (4287, 5245). * Added grime to textures/washroom/mirror. beta209-03 (rev 16100-9077) * Changed directory where hack-rotation proxies are saved (5186). * Disabled warning about hack-rotated func_statics during dmap (5186). * Hot reload should now work on s_XXX spawnargs. * s_drawSounds works properly due to temporarily disabling com_smp. * LoadStack (decl_stack) hardened against dangling pointers, works with image_preload 0 (5433). * Fixed more issues with image_preload 0. * Added Rodin's Eve statue models, entityDef atdm:statue_eve, and skins (link, 5489). * Added EFX to "New Job" FM. * Added naval clock model and prefab decorative/misc/naval_clock.pfbx (4687). * Fixed models/darkmod/lights/non-extinguishable/chandelier_ornateNN.lwo (5481). * Fixed /prefabs/ai/standing_townsfolk_playing_dice.pfb (5332). * Fixed speed potion loading error by deleting its definition (link). * Fixed rotation-hacked lock handles in /prefabs/containers/openable/MerryChestN.pfb (5186). * Added missing editor image on utility_grate_001 (5438). * Fixed models/darkmod/furniture/display_case01.lwo, added openable versions (4692). * Some mechanical models (gears and wheels) replaced with high-poly equivalents. * textures/particles/ripple_1 duplication resolved. * Fixed blue elemental skin. * Renamed many prefab files to avoid spaces, ampersands, pluses, etc. beta209-04 (rev 16125-9086) * Fixed bad patterns with SSAO on some drivers. * Fixed some types of debug rendering. * Gamepad settings are stored in file, also added default bindings. * Major reorganization of prefabs directory, improved positioning of some prefabs. * Added steam engine models and prefabs /prefabs/mechanical/steam_engine_003_*.pfbx. * Added firefly particles, animations and prefabs (see /prefabs/nature/fireflies/*). * Recently added /models/darkmod/furniture/desk3_drawer_tall_subdivided_papers.lwo factored into skin. beta209-05 (rev 16131-9102) * Fixed flash while quicksaving. * Fixed triangular particles bug (5138). * Fixed rare crash due to dangling blood marker on Now And Then (5515). * Fixed excessive click while lockpicking (5312). * Fixed removal of entity currently grabbed by player (1084). * Fixed portal sky with stopTime and jittered screenshots (5494). * Restored tdm_ai_citywatch_lesser_lean entityDef. beta209-06 (rev 16137-9108) * Fixed failed click when picking lock successfully. * Spacing tweak to quit dialog.
  21. Brief overview GRAPHICS 1) Required OpenGL version raised to GL 3.3. This version is supposed to be final for the nearest years. ARB shaders removed completely. Some further cleanup done. 2) The rendering now works on the "new backend" by default, and the old backend is marked for removal in future. The new backend is not only a major refactoring of OpenGL-related code, but also a strong movement towards minimizing driver overhead. It includes improvements like: UBO streaming, bindless textures, multidrawindirect commands, lightgem triple buffering. 3) The additional color correction that got included into 2.08 has been disabled. Also gamma/brightness settings now affect everything, including: underwater, GUIs, menu, etc. As the result, the gamma/brightness behavior of TDM 2.07 is fully restored. 4) RGTC texture compression is now used by default for normal maps. The plan is to convert existing normal maps to DDS files with RGTC compression in future (to reduce load times). For now compression is done during level load. 5) The well-known cvar com_smp aka "Multi Core Enhancement" optimization has become stable enough to be enabled by default and to be removed from the settings menu. Its place in experimental settings is now taken by the new parallel optimization: cvar r_useParallelAddModels aka "Frontend Acceleration". Needless to say, this mode has got a major overhaul and numerous fixes. 6) Added sharpening filter, which is applied to the final rendered image and improves its look. It is enabled by default, controlled by "Sharpen Image" setting in the menu. 7) Fixed "borderless" fullscreen mode (Windows-only). Ironically, it was broken in 2.08 release and worked exactly the same as ordinary fullscreen mode. Now it should hopefully work as intended. MAPPING 1) First implementation of "hot reload" feature: updating new map changes without restarting game. It is also integrated into DarkRadiant (with the help of DarkRadiant devs , of course). Here is the wiki page about it (beware: it is quite technical ). Please report related issues and feedback to the dedicated forum discussion. 2) Finally, the rotation hack is totally removed from any map when player loads it. For any entity, bad rotation is embedded into its model. Internally, the transformed model is saved on player's machine as "proxy model" (4970). 3) Particle systems were greatly refactored, fixing the issue with bounding box (5136). Added "mapLayout linear" mode to particle static collisions, which allows snow or fire to stop at objects (5437). See also wiki page about particle collisions. 4) Every warning about missing image/sound is followed by detailed explanation how it was referenced. It is controlled by decl_stack cvar and is enabled by default. It is already helping us in a desperate fight with console warnings 5) A bunch of console warnings were fixed or disabled. More fixes will follow in future. 6) GUI scripts got some attention due to the story of menu refactoring (5323 - not done yet). Fixed awful bug about lost GUI commands. Added much more debug logging under LC_MAINMENU/LT_DEBUG. ASSETS 1 ) Added bed/shelf/desk prefabs and desk models by Dragofer. 2) Streamlined and cleaned up TDM's prefabs. Make sure to also get DR 2.11 for its greatly improved handling of prefabs! (5499) 3 ) Added new statue provided by LDAsh. 4 ) Added moving version of Epifire's steam engine as a prefab provided by bikerdude. (beta4) 5 ) Added blue version of the fire elemental. 6 ) Added display cabinet provided by bikerdude. 7 ) Added naval clock decorative item by Dragofer. 8 ) Added openable version of the display case with prefabs. 9 ) Added Dram's animated firefly particles and prefabs in 4 colours. 10) Added or restored ambient AI entities and prefabs. 11 ) Fixed sounds from unlit/extinguished gas lamp (5216). 12 ) Various asset fixes: cathedral_torn skin for paintings, chandelier_ornate02 model, restored prefab of AIs playing dice etc. 13 ) Fixes for the manbeast character by Dragofer and Kingsal. GAMEPLAY 1) Conversation and other sounds are no longer stopped by saving or going to main menu (4341). 2) Added experimental gamepad support (instructions here 5400). 3) Creeping now works in "always run" mode (5320). BUGFIXING cull objects behind mirrors (4946), AAS limit on dmap, inventory cursor crashes (5302), blurry parchments fonts, lockpick highlight, black screenshot in downloader (4488), crash on door unlocking (5318), hyphens in skin files (5322), doors stuck after long play (5331), bind/unbind crash (5409), custom fire arrows crash; TROUBLESHOOTING CVARS * r_useNewBackend --- which rendering backend to use. Default value of 1 means using the new one. In case of graphical issues, it might be worth trying to set it to 0 to check if issue goes away. Note: please report all problems which happen with value of 1, but don't happen with value of 0 ! Most likely the old backend will be deleted completely by TDM 2.10, so if there is any problem with it, it's better to know about it now. * r_usePersistentMapping, r_useMultiDrawIndirect, r_useBindlessTextures, r_gpuBufferNonpersistentUpdateMode --- cvars for enabling/disabling various code paths in rendering backend (some of them only work with new backend). In case of graphical problems, changing one of these might help. But even if it does, please report the original issue to us! * r_useParallelAddModels --- controls new acceleration for rendering frontend. Can be changed in Experimental graphics menu under name "Frontend Acceleration". It can potentially cause crashes, including rare and nondeterminstic ones =( * g_entityBindNew --- switches the code for binding entities between the old and the new one. Might be relevant in case of crashes, attachment/bind issues. * r_postprocess_XXX (6 cvars) --- affect color correction and gamma/brightness. If you decide to use old darkmod.cfg, then be sure to reset them all to defaults, otherwise you'll have overly bright main menu. MORE CVARS * r_shadowMapSinglePass --- experimental optimization for shadow maps only. By default it is 0 (disabled), it can be enabled to 1 (generate many shadow maps at once) and 2 (compute interactions from many light at once). We would be happy if you post your results * in_pad* --- configuring gamepad (experimental). See more info here. * decl_stack --- enables/disables "stack trace" for missing asset warnings. NEW COMMANDS * reloadMap --- that's manual hot reload command without DR. Forces reload of changes from the .map file. * respawn {entityname} --- deletes and spawns afresh entity with specified name (from .map file). * bindPadButton ??? --- controls experimental gamepad bindings, see instructions.
  22. TDM 2.09 is ready for beta test In order to update, you have to use the new tdm_installer this year. Custom mirrors file is not needed any more. Windows 64-bit, Fresh install (slow): 1 - Create darkmod folder anywhere you like. 2 - Download the TDM Installer. Extract tdm_installer.exe from the downloaded ZIP and place it in your darkmod folder. 3 - Start tdm_installer.exe. 4 - On the first screen, check "Get custom version" and click "Next". Choose the first name in beta/2.09 list, should look like "beta209-NN". 5 - Continue installing with "Next". Windows 64-bit, Upgrade from any version (fast): 1 - Download the TDM installer. Extract tdm_installer.exe from the downloaded ZIP and place it in your darkmod folder. 2 - Start tdm_installer.exe. 3 - On the first screen, check "Get custom version" and click "Next". Choose the first name in beta/2.09 list, should look like "beta209-NN". 4 - Click on "Refresh" button to ensure that it is not going to download too much stuff. 5 - Continue installing with "Next". Linux 64-bit, Fresh Install (slow): 1 - Create darkmod folder anywhere you like. 2 - Download the TDM Installer. Extract tdm_installer.linux64 from the downloaded ZIP and place it in your darkmod folder. 3 - Make tdm_installer.linux64 executable: "chmod +x tdm_installer.linux64" 4 - Start tdm_installer.linux64. 5 - On the first screen, check "Get custom version" and click "Next". Choose the first name in beta/2.09 list, should look like "beta209-NN". 6 - Continue installing with "Next". Linux 64-bit, Upgrade from any version (fast): 1 - Download the TDM installer. Extract tdm_installer.linux64 from the downloaded ZIP and place it in your darkmod folder. 2 - Make tdm_installer.linux64 executable: "chmod +x tdm_installer.linux64" 3 - Start tdm_installer.linux64. 4 - On the first screen, check "Get custom version" and click "Next". Choose the first name in beta/2.09 list, should look like "beta209-NN". 5 - Click on "Refresh" button to ensure that it is not going to download too much stuff. 6 - Continue installing with "Next". In general, upgrade is recommended over fresh install. If you want to have 2.08 installation nearby, then you can copy it and upgrade the copy. If your current installation has a lot of custom stuff (own maps, downloaded FMs, etc.), then you can copy only the core archives named "tdm_*.pk4" --- tdm_installer will reuse whatever it can from them. At the end of installation, tdm_installer resets your config by renaming darkmod.cfg to darkmod_{datatime}.cfg. This is a recommended procedure on upgrade, otherwise you are likely to have issues due to old config. If you need your old config for some reason, you can always find it in darkmod folder. 32-bit builds of TDM are deprecated, so they are not present in beta versions yet. They will be added to beta-testing later. Notes 1 - This effort is to find out if we broke anything in TDM with our 2.09 changes, if a new 2.09 feature isn't working correctly. We won't be trying to fix bugs that have been around for a long time. Instead, we will create an issue in bugtracker (if not yet present), to fix it after beta. 2 - If you find something wrong, it would be helpful if you report whether the issue happens in 2.08 too. By the way, you can easily get 2.08 version: just copy your darkmod folder and run tdm_installer on the copy, selecting "release2.08" on the custom version screen. 3 - Please try to be specific when reporting a problem. What you were doing, where you were when the problem occurred, can you reproduce it, etc. This wiki article provides many suggestions for good bug reports. Thank you for testing !
  23. Posted new version of installer. Now it automatically renames darkmod.cfg to something like darkmod_201213_125637.cfg. And there is a button to restore it back. And you can of course do it manually at any moment later.
  24. I can always rename darkmod.cfg to darkmod_201213_1855.cfg and provide a button "Restore old config".
  25. Fun fact: while this code about "ambient method" never gets executed now, it still generates warnings about missed textures pretty often. That's when artist decided to move a texture to a different directory, but updated the path only in the main map, and did not change it in this "ambient method" block. Note that all referenced images get "preloaded" when material is parsed.
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