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Everything posted by duzenko
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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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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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Linux testers needed: new window management and input handling
duzenko replied to cabalistic's topic in The Dark Mod
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. -
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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The problem with in_grabMouse 0 is that it loses cursor in windowed mode
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You mean you have this problem as well? Did it start last year after switch to GLFW?
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Linux testers needed: new window management and input handling
duzenko replied to cabalistic's topic in The Dark Mod
@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 -
I remember in the good old scons days we could change something and the second compile would be fast. Now every time I run make it just rebuilds the whole codebase. Is there a way to quickly edit and run?
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Somehow I got it to the point where I can debug the code in VSCode However the mouse cursor only moves when the game console is active Any clues?
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It's crazy I still don't get any .o files or even build\linux64 folder However make -j$(nproc) succeeds EDIT Actually, I do get the .o files but under build/CMakeFiles/TheDarkMod.dir
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Neither do I see any .o files
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I actually can't find any .obj's - where are they supposed to be? Near their .cpp's?
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https://ibb.co/BfvgnGk
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Then, if I try make -j4 it does not bomb out but gives a miriad of undefined reference errors https://ibb.co/HTFX3mc
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I'm trying to build the project using the steps on our Wiki. It just uses up all memory and then kills the terminal window I'm running it from Any ideas? https://ibb.co/RTFnLXG [url=https://ibb.co/RTFnLXG][img]https://i.ibb.co/RTFnLXG/image.png[/img][/url] Surely 16GB should be sufficient for make -j?
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You "only" need to have a better PC than the author of the mission you're playing. That's the only actual sysreq.
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Water effects not rendered through warp glass
duzenko replied to Frost_Salamander's topic in TDM Editors Guild
I'm not sure how the automatic auto-incrementing counter-offset fits into this equation -
Water effects not rendered through warp glass
duzenko replied to Frost_Salamander's topic in TDM Editors Guild
Can I have a screenshot with a console version on it? Use shift+tilde for partial console view -
Water effects not rendered through warp glass
duzenko replied to Frost_Salamander's topic in TDM Editors Guild
Sort is per material There is additional drawSortOffset entity spawnarg that allows mapper to mark some entities to draw "a little later" but it's very rigid. I think it covers like 90% of all situations though. It's main problem is that it has to be set manually for each 'fixed' entity by mapper who must understand the technical 3D scene breakdown. I don't know about script support and I don't think it's a good direction to take. Scripts are for game events IMHO. Now one new thing I just noticed is we already have sort by distance for SEED objects. I wish I knew how to use it for translucents. -
Water effects not rendered through warp glass
duzenko replied to Frost_Salamander's topic in TDM Editors Guild
Umm... ok -
Water effects not rendered through warp glass
duzenko replied to Frost_Salamander's topic in TDM Editors Guild
Put the downloaded exe into the folder with the dev build and run it from there -
Water effects not rendered through warp glass
duzenko replied to Frost_Salamander's topic in TDM Editors Guild
We don't really need universal or fully automatic solution If there is a workflow that allows to achieve a particular result with minimum effort from mapper it should be good enough Some problems can even be solved on the material level E.g. glass is safe to render after water, etc. -
Water effects not rendered through warp glass
duzenko replied to Frost_Salamander's topic in TDM Editors Guild
Ugh, I missed your replies, sorry @Frost_Salamander Are you using the exe from my link? It's supposed to be 32-bit, unlike what you reported above I remember, it's just my understanding/belief that users in general prefer one quality slider instead of dozens of individual console switches. So it's my honest attempt to make life simpler for everyone. AFAIK it only "groups" surfaces by their type I.e. first it renders regular materials, then translucent, and in the end post-processing But the order of surfaces inside each group is not defined. There's a fixed auto-offset added, but it's more like a legacy fix for some old obscure bug than anything relevant to the question in hand