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Posts posted by duzenko
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1 hour ago, stgatilov said:
I think "gui" spawnarg is used for customizing the message .gui file:
string gui_name = getKey("gui"); if (gui_name == "") { gui_name = "guis/tdm_message.gui"; // the default value } gui = $player1.createOverlay(gui_name, 10);
You can delete the line, but if someone uses the customization, it won't help them.
Well, this is TDM-era script, and the trigger C++ must predate that
QuoteWhat's the duplication exactly?
Does the engine handle "gui" spawnarg automatically?On triggers it displays the (separate) message GUI immediately (idEntity::ActivateTargets). Not sure why it's not visible after the first frame - that code makes me sleep
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It appears as gui duplication caused by the standard def "atdm:gui_message".
At the same time, it calls a script function "tdm_gui_message::showMessage" and triggers redraw of "guis/tdm_message.gui" linked via its "gui" property.
The glitch seems to go away when I comment out line 59 in tdm_message.def
// "gui" "guis/tdm_message.gui"
@nbohr1more @stgatilov who can advise on this?
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On 11/14/2022 at 10:19 PM, stgatilov said:
Radeon 3000 is TeraScale 1 architecture.
While it technically supports the required OpenGL version 3.3, nobody has made it run recent TDM thus far.
I think @duzenko even got such a card and tried to understand what's going on, but to no avail.The only option is to use older version of TDM (and thus better run older FMs too).
That was Intel HD 3000/2000 if we're thinking the same issue
Fortunately, I never had to suffer TDM on any AMD older than GCN
But I'm pretty sure versions 2.05 and most likely 2.06 should work on AMD 3000, they were not far from original D3
Probably no sense to try any new mission/game version anyway. if even D3 can only run on low, then it's one of those entry-level cards like 3450 or similar. Recent missions are too heavy for those.
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Here's a 60gps phone video, also seemingly right
https://e1.pcloud.link/publink/show?code=XZd8WQZ8WaOTicVS3jarNa6RLe7ABka9dpX
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I can't repeat this on my end.
Is there a decent free program to capture the game video? I tried Windows game bar but it seems to capture at 30 fps.
Here's the capture file: https://e1.pcloud.link/publink/show?code=XZW8WQZ1WCAgUYXA98oXTyi3LyFnk0jNChk
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Quick saving bug is related to screenshot taking for a save game. Has been broken for a while now. I was kinda expecting this one to be notice before the other fram bugs though.
But going straight to quick loading... huh.
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On 11/4/2022 at 11:37 PM, Daft Mugi said:
Did you see the TDM main menu?
The distorted frame shows after launching the game from the desktop and before the main menu displays.
Can't remember ever seeing it although I'm on AMD as well
But I never tried it with the MESA drivers - and usually my AA is off
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Btw i have an ubuntu 22 virtual machine and I cannot get past the main menu. Mouse cursor is not working for me.
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@Daft Mugi In case it's not always reproducible could you add a getviewpos in the training mission where the text is about to show?
I have been rather busy lately IRL, e.g. this weekend I want to go looking for a used microwave, before that I was traveling, and before that I had some delivery business to attend to. Which is why it's going slow.
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Wow, how do you notice those frame bugs?
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I think it's a totally reasonable request however personally I'd work around it differently.
It depends greatly on your monitor and room brightness however I'd just set gamma to 1.0 and adjust monitor brightness to room brightness.
In the end you'll end up with adequate GUI backgrounds. If you think the world is too dark now, use the ambient min brightness cvar.
In the ideal world we would not have this problem if we had been conscious about little details like this in the past. I believe this is best fixed in standard .gui/texture assets rather that applying all sorts of hacks on top of it.
When you think about, a separate .gui brightness setting makes sense, if applied universally to all guis.
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1 hour ago, Daft Mugi said:
@duzenko Thank you for the candidate.
Unfortunately, I don't have a Windows machine to test this. I use Linux.
Could you please post a (text) patch here either as an attachment or code block, so I can compile my own build?
It's in svn already
Svn rev 10128
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@Daft Mugi Bugfix candidate: https://e1.pcloud.link/publink/show?code=kZgaGRZ7jc22QYsg1byKxtbEPFqPBRdXdGX (current dev build required)
Svn rev 10128
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Maybe the beta version did not update right for me
Will try with clean download
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@Daft Mugi sorry, but it seems that your location is not correct
At least for me it moves into the sky
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3 hours ago, Daft Mugi said:
Thank you for the suggestion. I tried com_smp set to 0 and the stale frame was still there.
Would viewpos coordinates work instead of a save?
MISSION: Written in Stone setviewpos 270 -535 537 180 // Or, bind to a key for convenience bind "j" "setviewpos 270 -535 537 180"
To test (always reproducible):
- Pick up the glasses on the desk.
- Enable glasses.
- Look at the candle on the desk.
- Disable glasses.
- Turn around and look at a dark area.
- Enable glasses. (The previous x-ray view of the candle will blink briefly before fading to the current x-ray view.)
I don't have much experience with graphics programming, so I'm afraid I can't help much with this one other than testing.
Thank you for working on this!
I suppose it might be enough, now a matter of me having spare time to look into it
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OK, so to start with, play towards obtaining the x-ray glasses where you can reproduce the bug and save there.
Now upload that save somewhere for me.
Or if you feel like jumping into the C++ code, look for the GUI x-ray flag that triggers that late frame copy
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On 9/8/2022 at 12:10 AM, Daft Mugi said:
@duzenko Hey, checking on the status of this.
Has this been fixed? If not, does this have a bug tracker ticket?
Thanks!
I would think we don't have a ticket yet for this - feel free to create.
The big problem here is it's hard for me to notice that single bad frame.
Can you help with testing? You'd need to run a dev build and get to the point where you can reproduce it
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On 7/26/2022 at 4:49 AM, cabalistic said:
Have you read the docs? https://www.glfw.org/docs/3.3/group__input.html
GLFW_CURSOR_DISABLED is very much intentional.
It should release the mouse cursor automatically if you alt+tab out of the window, so this is the intended behaviour for regular users. There should be a cvar to keep it ungrabbed for dev work, iirc.
Is there any way to get mouse cursor working with GLFW_CURSOR_DISABLED in my VM? It only works with GLFW_CURSOR_HIDDEN for me.
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I've had the same issue recently
It went away after I updated and reverted svn a few times
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Maybe we could do some sort of transparency fade-in to hide that?
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Just now, nbohr1more said:
This still happens when "in_grabMouse" is set to 1 ?
The problem with in_grabMouse 0 is that it loses cursor in windowed mode
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22 minutes ago, OrbWeaver said:
Windowed mode + console is the only way I can get the mouse back on Linux. I think it's unavoidable: the game is capturing the mouse for freelook and does not give it back until you do something which interrupts the game, e.g. bringing down the console.
You mean you have this problem as well? Did it start last year after switch to GLFW?
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@cabalistic Why
GLFW_CURSOR_DISABLED?
For me it causes the mouse cursor to never move unless the cursor is released for e.g. game console. I'm changing to GLFW_CURSOR_HIDDEN as that seems to be the intended flag.
https://stackoverflow.com/questions/4431637/hiding-mouse-cursor-with-glfw
[Bug] Player Message stale first frame
in TDM Tech Support
Posted
You're right of course, but what would be the final solution? The gui code confuses me.
Simplest way might be to use a different spawnarg (other than "gui") to pass gui name to the standard script. But we'd have to fix it on each mission level - too much stress.
Then we could add more hacks to the gui code, such as ignore standard "gui" for "some" entities - but what would be the filtering criteria?