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duzenko

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Posts posted by duzenko

  1. 8 hours ago, stgatilov said:

    I'm afraid it is not a proper fix: it will only help for "default" messages.

    There are ton of missions which use "atdm:gui_message" with custom "gui" set, you fix will do nothing for them.
    For instance:

    // entity 1769
    {
    "classname" "atdm:gui_message"
    "name" "message_citywatch_gate1"
    "angle" "-90.000000"
    "delay" "0"
    "force" "1"
    "gui" "guis/volta_sign_small.gui"
    "lines" "2"
    "origin" "345.751 1089.88 213"
    "show" "1"
    "text" "Finnley Murray"
    }

    Just ask almost any mapper around.

    Here is e.g. a list of missions which all probably suffer from the problem:

    "gui" "guis/tdm_message_no_art.gui"
       hazard/hazard.pk4 -> maps/hazard_night.map
       northdale2/northdale2.pk4 -> maps/m2.map
       sirt/sirt.pk4 -> maps/sirt.map
       ac1/ac1.pk4 -> maps/ac1.map
       painterswife/painterswife.pk4 -> maps/city.map
       ac2/ac2.pk4 -> maps/ac2_autosave.map
       itb/itb.pk4 -> maps/itb.map
       nobleaffairs/nobleaffairs.pk4 -> maps/noble_affairs.map
       northdale1/northdale1.pk4 -> maps/m1.map
       ws1_north/ws1_north.pk4 -> maps/ws1_north.map
       away0/away0.pk4 -> maps/away0.map
       ac2/ac2.pk4 -> maps/ac2.map
       ws5_commerce/ws5_commerce.pk4 -> maps/ws5_commerce.map
       snowed_inn/snowed_inn.pk4 -> maps/snowed_inn.map
       airpocket/airpocket.pk4 -> maps/airpocket.map

    And that is just one particular value of "gui" spawnarg on messages, there are many others.

     

    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?

  2. 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

    Quote

    What'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 😕

  3. 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?

    • Like 1
  4. 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.

  5. 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.

  6. 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):

    1. Pick up the glasses on the desk.
    2. Enable glasses.
    3. Look at the candle on the desk.
    4. Disable glasses.
    5. Turn around and look at a dark area.
    6. 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

    • Thanks 1
  7. 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

  8. 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.

  9. 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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