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duzenko

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Posts posted by duzenko

  1. On 9/22/2021 at 8:49 AM, STiFU said:

    Live the idea of the contest!! Very good!

      

    Nbohr's posts always look like this these days and I always wonder how he does it. @nbohr1more do you write your posts in some other editor and perform manual linebreaks (and maybe even have different lineendings than what the forum expects)?

     

    Edit: I just copy pasted the post to notepad++ and enabled showing of whitespace characters. What are you doing there mate? 🙂

    image.thumb.png.e7b890a12ee40b67dcea45c4c2b8177e.png

    I think I first noticed it here https://forums.thedarkmod.com/index.php?/topic/20169-the-history-of-bloom/&do=findComment&comment=446309

    It looks rather cool, mostly because he's a no-nonsense person and his formatting kinda underscores that in my mind

  2. On 9/21/2021 at 9:02 PM, stgatilov said:

    I think I fixed all calls in svn rev 9595.

    Here are executables from the latest SVN, most likely compatible with the latest dev build.
    It would be great if someone can verify that everything works properly now even with "r_glCoreProfile 2" (default).

    You did

    Spoiler

    image.png

      

    On 5/15/2021 at 5:04 PM, nbohr1more said:

    @cabalistic it sounds like the GUI is using legacy GL somewhere?

    You were right all along

    It's still frustrating as heck that it didn't raise any GL errors

    And I'm not sure what we're left with in the end - half-core profiles that do something specifically forbidden by specification? Crazy

    • Like 1
  3. 4 hours ago, stgatilov said:

    Because they are more permissive.
    Maybe some popular game used CPU pointers in core profile, so drivers decided to support it.

    Anyway, it is a big error for core profile, and it must be fixed.

    Agree about fixing the error

    I just can’t imagine a game requiring a core profile and then doing client arrays. Oh, wait…

  4. 1 hour ago, stgatilov said:

    I think I fixed all calls in svn rev 9595.

    Here are executables from the latest SVN, most likely compatible with the latest dev build.
    It would be great if someone can verify that everything works properly now even with "r_glCoreProfile 2" (default).

    What is it supposed to fix? Core profile on pre-GCN Radeons? Why did all other drivers work if it's about the removed legacy stuff? I can test tomorrow, but I'm skeptical.

  5. 5 hours ago, greebo said:

    That's already fixed, at least I'd like to believe that: https://bugs.thedarkmod.com/view.php?id=5706

    But I appreciate your readiness to look into it, helping hands are always welcome.

    I just created three UI/UX bugs in the tracker. While I'm practically zero skilled in DR they feel like immediate improvements.

    OTOH they could be intended operation? I can work on each of them if green lighted

  6. DR does not start for me when compiled from master. It just exits immediately

    @stgatilov@OrbWeaver@greebo Anything obvious I could have missed?

    The exception message is "Cannot find the main module in any of the paths: C:/dev/tdm/drsrc/install/modules/; C:/dev/tdm/drsrc/install/plugins/"

    EDIT: Apparently I need to build all the projects manually. I assumed they were included as project dependencies

    Spoiler

    image.png

     

  7. 1 hour ago, kingsal said:

    Good to hear, i didnt know about this spawnarg but if it hides those items then thats a start. Although as Cabal said i think it looks weird and broken when it occludes half the object.

    That's two evils we're choosing from here

  8. 45 minutes ago, NeonsStyle said:

    Nice! I guess you're the type to kick a guy when he's down! You do that to homeless people too? What a turd! I can do a good job

    kicking myself, I don't need a turd like you doing it.

    I see why you're upset, but sometimes lessons are painful

    It's not nearly worst what could happen in life, no need to drive up the heat

    Every mapper or digital creator here is on your side

  9. 4 minutes ago, cabalistic said:

    The cost scales with the complexity of the highlighted object. A simple gold coin isn't really a concern, but a guard or other complex geometry may be a different matter. So be sure you test the right thing.

    Also, the hack means that while the outline is generally hidden by depth, it is not a perfect match. It will often slightly protrude into the depth-occluded region, which is not a critical concern, but it does look a little ugly to my eye.

    It's not too bad though, is it?

    I mean, no way it can suck as much as soft stencil shadows we used to have a while back? :)

  10. 2 hours ago, Dragofer said:

    This seems to be the effect of the "Cleanup" button in the mission list, which Neonsstyles said on Discord he used.

    Judging by the text it sounds like it should mostly just delete savegames that accumulated while playing, but in fact it deletes almost all files that are outside of .pk4's. This thing is a landmine for a mapper, and now someone has stepped into it without making a backup.

    Reproduction is easy:
    1) Go to your darkmod/fms/stlucia folder and extract the .pk4 (so you get darkmod/fms/stlucia/maps etc.).
    2) Open TDM, go to the missions list, click on Mission 2: St. Lucia and click on "Cleanup" and then "Delete".
    3) Go to your darkmod/fms/stlucia folder again, now almost all the extracted files outside of the .pk4 have been deleted.

    Thanks

    Do you think anything here needs fixing?

    Or it's intended operation? I'm asking because someone put it there for a reason a while ago, not something new

  11. 1 hour ago, kingsal said:

    @duzenko There are plenty of examples. Its not likely to "break" a mission, but its going to reveal things the author intended to hide. Its like having xray vision in some cases.

    I was actually talking about an unreleased mission, but I checked volta 1 and found a couple examples: 

     

      Hide contents

    @ -1982 4246 -603

    @ -408 3941 -788

     

    Keys like this are a pretty common example.

     


    For my own missions im not *that* concerned with this, but its an unintended consequence and in my mind can break immersion and in worse case mess up the author's intent.

    Thanks

    I tested the two coordinates provided, and the frob ignore depth cvar hides outline for both

    Am I correct that if that cvar is in the 'right' state by default then the issue is fixed?

  12. 16 hours ago, geegee said:

    It isn't a bug, it's a feature.  With the frob highlight on as currently set default in the 2.10 dev builds, you can see it thru' desks, walls, etc.  So if this is implemented in the final build I'll have to go through my wannabe FM taking this new feature into account, relocating switches, loot, readables etc., or covering the entities with target_set_frobable, or whatever else that'll work to make it play right.  The game is a THIEF homage, and there's stuff that's supposed to be hidden from thieves, not telegraphed through walls etc.  That's the whole point of the game.

    I never made TDM - I'm late to the party - so I'll go with whatever and do so thankfully because I appreciate the work, the result, and it's great fun working with DR then checking it out in a great game engine.  Going thru' my wannabe FM to redo things to account for this feature won't be much problem, the time spent a drop in the bucket compared to the time already spent learning tricks.  

    But what about all the FM authors who're no longer here, who's going to fix up their FMs to put back the mystery.

    What are the steps for me to reproduce?

  13. 18 hours ago, HMart said:

    I've seen something similar, in my case all sliders in the menu lack the visual movable slide and the value label, also some missions lack the "start mission" string, I assume all this is because of the changes being done to the menu system by stgatilov and will be solved sooner than later. 

    Image_preload 0?

  14. 23 minutes ago, stgatilov said:

    The new dev build is available, so now everyone can test the new approach.

    To be honest, I forgot to add a cvar to enable/disable the new RGTC code, so on the new dev build it is always on.
    I'm afraid you'll have to install old/new versions side-by-side if you want to make a comparison.

    image_useNormalCompression does that?

    You mean there's no more driver compression, only ours or none

    • Like 1
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