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Posts posted by duzenko
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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.
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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
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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.
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5 minutes ago, Frost_Salamander said:
the only other thing I did (and I forgot to mention, sorry) is I made the windows a bit thinner, but that shouldn't have made a difference in terms of the number of surfaces right?
I suppose so - I will play with it more
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1 hour ago, Frost_Salamander said:
here you go. The warp window on the far right (as you face the water) is now a func_static.
Something else changed though and it now behaves differently
It was 14 surfaces to draw, now it's 16
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1 minute ago, Frost_Salamander said:
you could just change one of the windows that are using clear_warp to a func_static. Do you want me to attach a new version of the test map? If so, is there anything else I can put in it to make it more useful?
I think that's the only change worth your time right now
Yes, please attach new version
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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
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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.
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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
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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
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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
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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:
Quoteyou 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
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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
BTW I'm not seeing rain splash effect on my config at all
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I think what you need here is a switch that toggles xray mode on the camera itself.
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How easy is it to reproduce the crash?
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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
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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
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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?
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3 hours ago, Gadavre said:
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
QuoteTo obtain the latest version of DbgHelp.dll, go to https://developer.microsoft.com/windows/downloads/windows-10-sdk and download Debugging Tools for Windows.
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TLDR;
Quoteadd "#undef TRACY_HAS_CALLSTACK" at the end of TracyCallstack.h
or update dbghelp.dll
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Fixed in svn (revision: 9923) if I understand the problem correctly
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What's the expected behavior for entities bound to each other?
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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
Water effects not rendered through warp glass
in TDM Editors Guild
Posted
There should be one face in total
Just replace the current material name on the surface to "anything_else"