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duzenko

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Posts posted by duzenko

  1. 2 hours ago, Frost_Salamander said:

    Let me get this straight:

    - I change the window so it's only using the warp texture on one face.  Does it matter what's on the other side?

    - I use a material name that doesn't exist.  How do I do that?  Should I copy/paste the existing shader to a new one, call it 'test_warp' and put that in the map?  You won't have it, but is the point that you will write one?

    Sorry if I'm being thick - just want to make sure I understand before I upload a new version...

    There should be one face in total

    Just replace the current material name on the surface to "anything_else"

  2. 8 minutes ago, Frost_Salamander said:

    Sure, but I'll need you to specify exactly what you need because I don't really understand what's happening on the same level as you do. Name it and I'll add it to the map.

    If it's not two-sided how do we replicate the issue?  Do you want a 'window' with only one face textured with the warp glass?

    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.

  3. 18 minutes ago, greebo said:

    Yes, so the 1.40 profile is needed after all. I haven't checked the TDM engine code, but I assume there must be a workaround in place there to achieve instanced rendering on older drivers. Not sure how much work that would be.

     

    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.

     

  4. 11 minutes ago, nbohr1more said:

    Related internal discussion?

     

    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.

  5. 2 hours ago, Xolvix said:

    Launcher icons on a smart phone. At least for me, since it needs to differentiate between launching the app and a "long-hold" in case you want to show app info, uninstall, etc.

    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 😕

  6. 1 hour ago, Nort said:

    I've never programmed how a shader is drawn in my life, but it seems like you're saying that this "screenshot" is sent out of the graphics card, to become an actual texture. Why? Can't you take the output of the first render pass, with one effect, and use it as an input for a second render pass, and so on? ...or, ideally, if you're really savvy, just apply the effects on the first pixel-by-pixel pass. Anything but sending the data out of the graphics card before it's fully rendered - that must take ages.

    That's what I meant, yes:

    Quote

    you take the output of the first render pass, with one effect, and use it as an input for a second render pass, and so on

     

  7. 2 hours ago, datiswous said:

     

    What would be the best way to supply such fixes? A forum topic?

    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

  8. 11 hours ago, Nort said:

    You mean myself? Only if they start appearing as console warnings in my maps again. Many of these issues were tied to entities which I only used as placeholders. I also think that the devs surely have access to tools which can automatically scan for missing skins and such things, and probably find hundreds of these little mistakes, if they just took ten minutes to look for them.

    Virtually nobody maintains the assets and I am not aware of any automated workflow like that

    This is community project and pretty much diy

  9. On 5/17/2022 at 4:27 PM, Nort said:

    These are all bugfixes, but I consider those to be improvements:

    • Many stock models (like the city watch model) use materials which are missing. The engine will encounter these and flood the log in warnings, to the point where I'm hesitant to even use them. Please fix these models - there are likely a lot of them.
    • In fact, there are a lot of various warnings in general, which seem avoidable. Ideally there should be no warning that will leave the user wondering if he's doing something wrong, when it's actually just the fault of the dev team, which he can do nothing about.
    • When you set a mover_door entity to be pickable, it requests a "snd_lockpick_lock_picked" sound, which is not an inherited sound, resulting in a warning. I don't want to have to manually add this to every pickable door. (The stock sound for this property exists, but is fairly inappropriate, so it should probably just default to a "nosound" value.)
    • Every ambient sound for a location, when first played, starts off at max volume, before fading to the appropriate location "volume" property setting. The wiki mentions a "pop" which can occur, because of how the Doom 3 engine handles sounds, but this seems larger than a pop - it's a full second of sound, and adding "_z" to the files, does not help at all. Can you add a "fivolume" property, which sets at what volume the fade in starts (possibly defaulting to "-60", as opposed to "0")?
    • When you start up Dark Radiant, the bottom bar doesn't actually say which size the grid is, until you select a new one. (It just displays the grid icon.)
    • Some models lack a list of matching skins. (The "models/darkmod/architecture/modules/interior_set01_corner.lwo" model has a set of matching skins presented in the skin selector, while the almost indentical "models/darkmod/architecture/modules/interior_set01_corner_door_right_empty.lwo" model, doesn't present such a list (despite skins being available for it).)

    Here is even more, based on the console warnings I got from the last time I ran my map:

    • The images "sleeve_frill" and "sleeve" on "wench/green_dress" in "skins/tdm_ai_townsfolk_wench.skin" (or at least removing the calls to them if they're not supposed to be there).
    • The image "models/md5/chars/nobles/noblewoman/noblelegs" on the female mages and archmages.
    • ...and all the idle animations for the female mages and archmages, because at this point it's getting hard to read the console because all the missing animation warnings.

     

    Would you consider fixing the model/material/skin/sound issues?

  10. 3 hours ago, Gadavre said:

    duzenko

    I put the updated dbghelp.dll (v 10.0.16353.1000) file in the game package. But now a new problem has appeared (api-ms-win-crt-private-1-1-0.dll)  ... Please give me the entire  dll library of files to launch the game on windows 7

    image.thumb.png.bec4219dc0f9564f0ad21119a9b8c8cb.png

     

    Quote

    To obtain the latest version of DbgHelp.dll, go to https://developer.microsoft.com/windows/downloads/windows-10-sdk and download Debugging Tools for Windows.

     

    • Like 1
  11. 13 hours ago, Nort said:

    I'm posting a reminder in case you forgot, because it's been over 24 hours now, and I haven't heard back from you. Have you been able to reproduce the bug? Where do I upload the files, and exactly which files?

     

    No, I have not

    You could upload to e.g. Google drive

    Anything that shows the problem

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