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duzenko

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Everything posted by duzenko

  1. @stgatilov Please review revision 8530 mark default FBO as sRGB-capable (via WGL flags - Linux needs to be fixed separately) r_fboSRGB applies on next restart. Its start state is cached in glConfig SRGB correction is enabled accordingly - on startup - and never toggled in runtime To me it gives zero visual difference on bright shots. @all Feel free to experiment with r_gamma and r_postprocessing (I don't use either of those).
  2. Ok, that makes sense. We can try and play with this, as clearly my attempts were half-assed. It would be cool to see what difference sRGB does on render pictures. I vaguely recall reading somewhere on the Internet that sRGB makes no effect on default FBOs. Maybe it's not true.
  3. That's a lot of text Some I agree with, but mostly doubt. Maybe I'm just confused, so let me ask. Suppose that true. How come blitting from sRGB FBO to default darkens the picture? How come rendering in linear FBO and blitting to default produces the same result as rendering in default FBO?
  4. No objections from me since I use neither. I do use ambient min brightness, wouldn't want that lost. After playing with this for months, I am more frustrated and confused than ever The default framebuffer (the one we blit to) is always linear. Unless I'm completely mistaken, it means there must be a conversion and there's no way we can send sRGB frame to monitor without that. And there's still the issue of the digital GPU-monitor interface, which is normalized for all DWM windows and is most likely linear as well. Not that I'm an expert in that, but speculating here.
  5. FWIW my Lenovo has a preinstalled app that can soft-limit charge at 70%. I don't use it. I buy new stuff before old breaks.
  6. Shadow maps require much more video memory. Also, they are less tested and have both general and TDM-compatibility issues. Then open world, online multiplayer, PBR\RTX, etc, LOL
  7. Good catch on that epsilon bug. Sorry I mis-ported it from SSE.
  8. @greebo Doesn't the bugtracker use the forum account?
  9. The only thing coming to mind is one being x32 and other x64
  10. BTW I updated to 1909 and VS profiler still does not work (No code was running...)
  11. I have zero real world experience with steam bots but my imagination suggests that swords should be pretty useless against thick metal structures if bots have vulnerable circuitry in outside parts they should be knocked out pretty easy do bots make any use of electricity? I'd think electric contacts are susceptible to short-term disruption when kicked
  12. Classic dll hell I for one am deeply frustrated but those errors. Since it just works for everyone else, it's clearly a MS ball drop. VC14 is vs2015, right? Didn't we compile 2.07 with 2017? Do you have the VS2017 installed and does it also fails when run under debugger? See what toolset is configured in VS solution config. After that, only MS support can help.
  13. I assume only unzSetOffset64/unzGetCurrentFileInfo64 need sync point? Or what is the point of unzSetOffset64 here? By newer version I meant that D3's original zip interface could be thread-unsafe but since that the lib might have evolved in this regard and now offer some other approach to do this?
  14. I think I found the 'state' you were looking for It's the zip file current position, changed on line 2725 in FileSystem.cpp I leave it to you how to best address this. Maybe the modern version of our Zip library can do this better in another way. Off to midnight mass now
  15. So I created a `test.seq` disconnect purgeimages loadgame And run python repeat.py test.seq However it only issues those commands once and just sits there after the map loads What am I missing to make it repeat?
  16. I think that function is not called for files in pk4's? And both the .map and loading background .tga are packed. Can you run disconnect; purgeimages; loadgame looped in game console automatically?
  17. It works now How much time should I give it? First few tries show no crash
  18. Need help C:\dev\darkmod\devel\auto\scripts>python repeat.py enter_game_exit.seq Traceback (most recent call last): File "console.py", line 7, in <module> from automation import automation, tdm_process, commands_runner File "..\automation\__init__.py", line 2, in <module> from .tdm_process import tdm_process File "..\automation\tdm_process.py", line 2, in <module> import psutil, os, time ModuleNotFoundError: No module named 'psutil' FAILED!
  19. I still fail to repeat this crash, so any additional hints could help
  20. I tried from inside the VS debugger and it just works each time, debug and release
  21. Do you think maybe it's idFileSystemLocal or idLexer that is unsafe? Are you running TDM with pk4's or uncompressed? It could be the pak linked list in FileSystem idFileSystemLocal::BuildOSPath >> static char OSPath? What local string? What is its C++ identifier? The only local idStr I can see - netpath - is not used for files in pk4's. BTW still not able to repeat it.
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