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revelator

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Everything posted by revelator

  1. https://sourceforge.net/projects/cbadvanced/files/Tools/current.patch/download link to the changes i have done so far for review before i push them on svn. fixed allmost all warnings, some like the OpenAL macros i just had to suppress -> void returning a value, well depends how it return it, but then its completly valid but msvc seems to think this is fubar because it is handled by macros huh ?!?. Other were mostly type cast warnings, and some refered to deprecation so i turned off the deprecation flags on them since we obviously use those functions. a few warnings remain but they require a more deft touch since they involve some huge structs of chars cast to a const value for localization. Also cleaned up a few things and moved a few things around to more sensible areas. A little optimization also made it in but im not sure if it has any noticable impact since i cannot run the profiler on win7 to check :/ Should be able to apply the patch with svn's patch function if anyone wants to have a closer look.
  2. Yikes the msvc profiler for msvc 2013 and upto 2017 is broken on win 7 with the latest update and theres no plans on fixing it. It will hard reset your pc if run and probably ruin the solution files as well, just a warning.
  3. Ok made a few modifications. GLSL stencil shadows where missing depthbounds testing so added. made lightdepthbounds global so now the cvar sets it globally in one place instead of all over the engine. moved a few externs into tr_local.h. renamed an added function which was named the same as another function causing an unintended overload. modified depth copy function to only make a depth copy in case it changed (which it does allmost constantly..) but it should yield some small optimization (no adverse effects yet). reverted an experiment with RB_RenderDrawSurfListWithFunction and RB_RenderDrawSurfChainWithFunction, also optimized RB_RenderDrawSurfChainWithFunction, so that it leaves the depthhack before scissoring in case width and height values are invalid or negative. Runs fine and no adverse effects i can see, but would be fun to see a profiling run, so im going to setup just that in a bit.
  4. Started some sommer cleaning of the code, nothing fancy just yet Have to make sure im not breaking stuff before i commit.
  5. need to write condump ambientmess.txt in the console after reloadGLSLprograms to dump the strings to a text file dont need to call it specifically ambientmess.txt i just used ambient.txt the main thing is getting to the console dump.
  6. Yep somewhat better, still a bit darker but cranking up gamma a bit alleviates that
  7. Ah slipped that one, sorry. Retesting with the assets from trunk
  8. Hey HMart, thanks yeah its good to be back on my feet again, the last few years was a pita for me litterally since i had broken that particular part.
  9. Sorry took a while, had some slight problems accessing the svn server which only got fixed very late yesterday. Since i live in denmark my timezone might be different, to most people here so i was up until 1 am yesterday. Cranked up gamma through the roof but it was not enough to actually get the same light as in 2.06 but it made it atleast possible to navigate. Water looks better in 2.07 so thats an improvement i found it a bit unrealistic before because it would have this weird looking 16 bit lookalike mirror effect, now it's darkly transparent and the mirror effect seems to have been toned down some. Might indeed be some problem with ambient lights, so i copied of the shaders from 2.07 and tried with those and it helped a bit, but it was still darker than 2.06. Not sure if i need any material defs to go along with the new shaders ? your project is freaking huge so it might take me a while to find my way around.
  10. nope seems they are located somewhere else on the svn, ill take a stroll to see whats there
  11. Using same settings as previous version 2.06 no changes, but there was a few additions to some settings that did not exist in previous versions so ill try toying a bit with the settings on them.
  12. Im with him, friction happens at times, but dont let that discourage you from discussing it with the party involved, misunderstandings are sometimes unavoidable, text is not exactly the best way to convey feelings of support, and sometimes end up in the eye of the beholder as something completely different. Take a break but dont leave and if the party involved watches this it should clear up this debacle. Best wishes from someone who himself has been on a major hiatus due to health problems.
  13. Tried the new engine, and im impressed it runs pretty well. So you went for a hybrid approach ? using parts of the BFG engine like the updated vertex cache in 2.07, guess it went better ironing out some incompatibilities from standard idtech 4 than it did for me hehe. Theres a little light bleed in some missions, and its rather dark compared to earlier versions, the light bleed might be something that needs looking at in those missions (not all of them have it) so i suspect shaders ?. Not completely sure why its so dark though, but then again it is called darkmod
  14. Holy crap i hope they caught those idiots, sadly violence seems more the norm every day, personally i prefer to discuss it, even loudly if that's what it takes but i newer in my life been the first to throw a punch on anyone. Im starting at physio therapy next month, so i guess most is covered in that regard. But i allways start early even though most would rather wait and see, i guess it comes from being a cross motorcycle runner in my early days. If you had a big accident (and i did have some...) there was no other way to stay in the game than to hop on that beast again the first chance you got or you would loose your appetite for it completely because of fear. This might also explain why i was able to make every day work to some degree besides having a major back injury, cause over the years i developed a rather strong tolerance to pain in general, and why noone suspected me of having a broken back. Still in case of back injuries this should have been investigated just for good measure.
  15. That's a good idea, im having less trouble standing than sitting after the operation allthough i use a desktop it might still be fine. Doing as much as my back is allowing me to allready and yes you do need variety, especially at my age, i turned 50 yesterday. Also after 10 years i look forward to being able to take some long walks again, i pretty much could'nt walk further than a few hundred meters before, so even a trip to the nearest shop was impossible without transportation.
  16. Hehe something like that might indeed fit now it seems. Yeah beats me to, as the Guy who put those screws inside my back said he was not even aware that my back had been broken since i was obviously able to walk albeit with a lot of pain, and the MR scans had showed nothing that would indicate a broken back. He actually first found out about it under the operation if you can believe that sigh...
  17. Thanks atm. im not able to spend as many hours in front of the screen as i used to, but hopefully soon . Tbh i had no idea that getting access to the depthbuffer would spur so much work, steveL has done some amazing stuff with my initial codepiece, and the other devs have taken it to a level i would not have imagined I feel kinda bad because in the few years i been away i forgot allmost everything i had learned about C++, so it will take me some time to get back in the game again. Upside might be that i probably wont make the same coding mistakes again (i hope...).
  18. Finally back, though it is step by painfull step atm. After 10 years they finally operated my back injury, and guess what... in those 10 years i had been walking around with a broken back !?!, so not weird at all that i was in constant pain ouch . So now i have 8 titanium screws holding things together and two artificial diskus to replace the ones that where grinded down to nothing. I have a lot of catching up to do, but i had a look at the latest darkmod source and yowsa you been busy. I had no idea my little contribution would spawn that much activity, great work guys . I also noticed you kept compatibility with some ARB shaders, cool. I started cleaning up the source a bit, and fixed a few whoopsies in the VBO code. Unfortunatly i lost all my work as my computer broke down recently and im not even able to get my old revelation port running correctly anymore since i made a load of changes in both the menu gui and removed a ton of deprecated cvars so im back to square one on my engine, cause one of the things i lost where the fixed materials and gui code for it sigh. So ill probably see what i can get out of fhDoom as a base for a new project, the ARB compatibility for one would be most nice to have since fhDoom still cannot play the expansion (shaders not ported yet). Besides that i will keep an eye on darkmod, and lend a hand if needed.
  19. Nothing to show yet im afraid so far only the basic code for the framework has been done. but below is the code if anyone wants to toy with it. and the header also need some support functions in other parts of the idtech4 source code to determine if framebuffers are avaliable and to hook into the idImage class. Ill upload an experimental branch of my own engine to github soon for people to hack at feel free to change things as you see fit for darkmod.
  20. Ok it compiles now, so my code cant be all wrong even though im pretty novice when it comes to C++ Next step implement some effect that uses the frambuffer code so it can be tested, if anyone want to chime in and help with the effort they are welcome. Funny thing idtech4 has a function with a rather presumptious name implying that it uses framebuffers allready, it does not but it does use texture generating. Could be fun moving those parts to real framebuffers to see what gains if any it could accomplish.
  21. Its an interface for various effects that use framebuffers to create things like bloom - hdr lighting - ssao - blur - shadowmaps etc.
  22. work in progress. Still needs interfaces for ARB shading since the xreal code was GLSL based it does not quite fit with the above.
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