Jump to content
The Dark Mod Forums

stgatilov

Active Developer
  • Posts

    7244
  • Joined

  • Last visited

  • Days Won

    280

Everything posted by stgatilov

  1. I have same problem with these formats as with FFmpeg. Too much use cases, too much bloat. Unfortunately, we are hooked on the FFmpeg monster and cannot get out. But maybe not introduce more monsters? Basically, this:
  2. I think it is related to 3989. I would appreciate if you write exact steps to reproduce the problem. I mean a list of the actions that player must do, including coordinates of all locations.
  3. Meanwhile, I have managed to build TDM for Linux/Elbrus platform. We did not try to run it yet, but that is planned for the near future. I'm attaching a full patch against current SVN. I will not commit changes to ThirdParty/artefacts/ffmpeg/* and ThirdParty/artefacts/ogg/*, but will commit changes in ThirdParty/artefacts/devil/include/IL/il.h. Also, keep in mind that ThirdParty/custom/openal/conanfile.py.original is a new file --- it has no function but to mark TDM-specific changes to original recipe. Note that I did not do anything specific to Elbrus, only added missing checks for x86 architecture, and removed one weird check for LCC compiler. Fixed some generic bugs (i.e. wrong filename case on Linux --- was already reported by someone). Also, I extended third-party build system, now it is possible (although not very straightforward) to use it and build TDM for any architecture. I hope that guy with 64-bit PowerPC will also be pleased @duzenko, @cabalistic, I wonder what do you think about it. Can I merge it to trunk? Should I merge it to release branch? elbrus.patch
  4. The number of mirrors is not too high today, and new mirror would definitely be welcome. However, we have been split on the question of whether we could use a server as official mirror when its owner has zero posts on these forums. The TDM code does not properly verify downloads, so we must be sure that mirrors owners can be trusted. Sorry.
  5. Yeah, also keep in mind that the ugliness of SSAO is not noticeable on still screenshots. It exhibits light leaking behind edges of big occluders, which catch attention as unnatural when you move around.
  6. Please download this binary and test it. The command is called overrideSurfaceMaterial, and it changes the material of the surface directly in the model. So all entities with same model are affected. Moreover, the change is persistent: I guess something like reloadModels all is needed to reset materials back to normal. TDM restart of course works too: the command never changes anything on HDD
  7. I'm trying to popularize the new wiki article about reporting problems. It has a section about console dumps. Please read it carefully, and you will learn a way to capture a complete console dump up to the very moment of the crash. According to condump, you use TDM 2.07. Meanwhile, 2.08 beta has a fix against rare but well-known crash in AAS tool. It would be great it you try to dmap and play your map with latest 2.08 beta. If the problem happens in latest 2.08 beta too, it please provide your FM for inspection. Even if I won't fix it, I hope I would be able to narrow down the search for the culprit.
  8. I think it is impossible to export particle effects from Maya, because Maya has its own particle systems, and Doom 3 engine has its own. As for MASH, it seems to be similar to the SEED system of TDM. Anyway, I think you can take the final geometry and export it as single mesh.
  9. Greebo compiled maya plugin for up to 2012 version of Maya. You can download binaries here. I thought about refreshing this plugin, but it seemed to me that artists have abandoned Maya in favor of Blender.
  10. I meant "nobody had time to clean in in TDM".
  11. And by the way, do you try to compile it for x86 architecture or for Elbrus architecture? The Doom 3 code was pretty much tied to the specifics or x86 architecture, and I guess nobody had time to clean this up.
  12. Which GPU exactly it has? Which version of OpenGL it supports? Do I understand it right that you have physical access to the machine, and in theory you can run the game (if everything is OK) ? It is not the best time to spend time on this now due to ongoing beta for the new release. But maybe I could try to fix build myself, if it won't take too much time. Although I don't think any changes will get into trunk before 2.08 is out.
  13. Hello! I never imagined I will meet anything Elbrus-related in person I must admit I have more questions than I should Regarding the changes. I like them being so compact, but I think I have problems with both of them. The check for C++ standard is both unnecessary and incorrect. The support for C++14 in Visual C++ compiler is not tied to -std=c++14 keyword (which is not supported, I guess). I think CMake added special keywords for C++ standard exactly for this reason: different compiler implement this setting differently. And according to documentation, CXX_STANDARD_REQUIRED should already produce an error if C++14 is not supported. So I'd better not add an explicit check and more code. By the way, does LCC support C++? And C++14 in particular? Did you manage to build the engine in the end? The situation with il.h is more complicated. This header is merely a build artifact produced by conan. So if this change is applied as is, it will persist until someone decides to rebuild DevIL and commits new artefacts. Which probably won't happen soon though. Moreover, fixing this in DevIL repository also won't help, because DevIL has recently migrated from C to C++, which I personally won't like, so we stay on older version. I had an idea of wiping DevIL out of TDM, but that won't be easy.
  14. There was an idea of creating a new GUI screen which would show in-game screenshot with sliders including gamma, brightness, and other postprocessing settings. See 5163
  15. Perhaps it is time to fix it? I have no idea what to do. Except that delete the specularmap line. It is already fixed. Zero timestamp means that all files inside PK4 were last modified at the beginning of the epoch. Even if you change a file inside and repack it, the game will still think it was modified at the beginning of the epoch and won't notice changes.
  16. With your config file, I cannot reproduce the problem. Are you using 4K monitor, several monitors, and/or GUI scaling in OS? It looks the same for me on GeForce too. Although I have both GPUs at once, so I'm not entirely sure. The reason I did not notice that is that my taskbar is usually auto-hiding. I'm afraid we have a choice between 1) leaving this mode as it is now, and 2) removing it entirely. Does anyone use borderless mode and thinks it is better than fullscreen in any regard?
  17. Pray for a Linux guru to come and share his wisdom with us I'm pretty sure it is something about Linux windowing system (I guess it is called X, although today it might be Wayland). I'm afraid any Linux player will be more helpful in the diagnostics of the problem than me. Maybe @PranQster could help.
  18. This would be absolutely useless, because there is no support for borderless mode on Linux. It is only handled on Windows, and merely moves/resizes the window by a few pixels.
  19. Maybe it is heatHaze shader? Every postprocessing shader uses the saved texture of the FBO, which is not multisampled, I guess.
  20. Does not help. I even tried to replace this pseudorandom with another one which I used for dither yesterday (sin + fract), it looks pretty the same. This fixes the problem for me. I see no error messages in debug context, no errors when reloading programs. The issue happens on objects which are far enough from the player, so I guess mipmapping is the culprit. Should I capture a trace and look at GL states during SSAO rendering?
  21. Yes, I reproduce it on RX 550. Any plan?
  22. Post you config, please. Maybe with condump to avoid more questions.
  23. There are four reload commands which check for timestamps: reloadDecls reloadImages reloadSounds reloadGuis All of them check for timestamp, which means that files inside pk4 should not be reloaded (unless forced). That's how it works now, and how it worked in 2.07. However, reloadDecls is the only command which explicitly checks for "zero" timestamp, and reloads decl in case of match. So in 2.07 they were not reloaded inside pk4 file, while in 2.08 they do reload due to the change 5042. I think I will remove the explicit check for zero timestamp, and it would work as before.
  24. I believe the engine only differentiates between local files and files within pk4. Do I understand you right that you want everything inside pk4 files to be considered "not changed" in all reload commands?
×
×
  • Create New...