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duzenko

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Everything posted by duzenko

  1. Rather unexpectedly (for me) this seems to actually fix that there as well
  2. @Frost_Salamander Thank, I've been able to do further tweaking to get this one and the second map version as well to work with old renderer and r_ignore 1 https://drive.google.com/file/d/0B9OoHSmkeSeNZWdyZFliQkNsVTA/view?usp=sharing&resourcekey=0-4XspmLMtaTte6z6CuIB42g Can you confirm this on your side?
  3. There should be one face in total Just replace the current material name on the surface to "anything_else"
  4. Good question Yes, just one face And ideally with a material name that does not exist, such as "test_warp". I'll write a material file for it and give it to you later. This standard two-sided reflective material is messy.
  5. Sorry, can we have another model/material combination here? I'm asking because since the window is two-sided (per material) and has a reflection stage which triggers it to generate a second set of back faces, on top of already having two geometry layers It makes debugging and testing cumbersome
  6. If you require the GL3.1 feature, then you should request/check what context you're given by the driver AFAIR the version 3.1 was "funny" in that regard - you can neither request version nor profile (core or compatibility) when creating context so can only check its version after it has been created. Also when it comes to HD3000, at least on windows its drivers were full of bugs on the features that were only just added in GL3.1. I think it was the only formally 'compatible' chip that we refused to support when we required 3.1 as minimum version. I suppose the modern Mesa drivers are much better in that regard.
  7. I vaguely recall someone recently complained about two-sided materials (curtains?) not getting lighting from both sides

    I just found a piece of code that's supposed to do just that

    Where was that discussed? (@nbohr1more?)

    1. Show previous comments  6 more
    2. duzenko

      duzenko

      I don't understand

      Does it only work with inverted blue channel? Because there's another way to achieve it.

    3. kingsal

      kingsal

      Im not sure, like I said I didn't test this myself because it wasn't critical to my mission. @Spooksmight know more.

    4. stgatilov

      stgatilov

      Yes, it only works with negative Z channel, so it is incompatible with RGTC compression.

      So it requires forceHighQuality (i.e. disable texture compression) but was still broken. Supposedly, I fixed it for 2.10: https://bugs.thedarkmod.com/view.php?id=5862

  8. Here I single out the window entity and no clipped into it So it's two layers now, and I think it was only one?
  9. Something else changed though and it now behaves differently It was 14 surfaces to draw, now it's 16
  10. I think that's the only change worth your time right now Yes, please attach new version
  11. I stick to IPS's because my wife's work is in Photoshop (even though her employer put shitty cheap TN's in their office) And because my last TN was god-awful to the point of traumatizing For that latter reason I have prejudice against everything Acer, too
  12. I totally forgot about that Still, if we just add the drawSortOffset spawnarg on the window entity it's unlike to make it overlap properly, no? It's hard for me to check because the test map window is a brush, not an entity. I think this request is different to that, - @Dragofer asked for "regular" translucents, while we're talking about screenshot-based distortions here.
  13. https://drive.google.com/file/d/0B9OoHSmkeSeNZWdyZFliQkNsVTA/view?usp=sharing&resourcekey=0-4XspmLMtaTte6z6CuIB42g When game has loaded, go to console and toggle r_ignore 0/1 to switch this on and off This is not a 'fix', just something to play around while we discuss this further We still need to decide how we make your design to opt it into this
  14. @Frost_Salamander Should it be implemented as material flag. entity spawnarg, or global map parameter? I'm reluctant to force enable this for all because it's a huge potential fps drop in existing missions BTW I can see the splash particle now but you should really stretch it to the size of the rain particle because it's rather confusing otherwise
  15. Exactly If it does not have a second function on long push, it has to trigger on push down by default Otherwise those american teens are going to start assuming that guns fire only when you release the trigger
  16. OK, so I was wrong It's not only about surface draw order but also the fact that each distortion takes a backdrop screenshot as a texture So multiple surfaces/materials will require multiple screenshots, and it's at least worth a preliminary discussion @stgatilov BTW I'm not seeing rain splash effect on my config at all
  17. I think what you need here is a switch that toggles xray mode on the camera itself.
  18. How easy is it to reproduce the crash?
  19. If you don't have access to assets svn then I'd put it into the bug tracker and post link to it on the forums But if it's mission-specific then it should go to that FM thread or PM with mapper
  20. Virtually nobody maintains the assets and I am not aware of any automated workflow like that This is community project and pretty much diy
  21. Would you consider fixing the model/material/skin/sound issues?
  22. TLDR; or update dbghelp.dll https://github.com/wolfpld/tracy/issues/301
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