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Everything posted by duzenko
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Testers and reviewers wanted: BFG-style vertex cache
duzenko replied to cabalistic's topic in The Dark Mod
@nbohr1more Do we want to rename this thread to 2.07 alpha testing or something? -
I can't see the weird background there but the compass draws half-shadowed. I suppose that's not good? Never mind, it's my local changes.
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I can't repeat that compass background bug. Please attach your .cfg and if easy a test map or a map name where this plays up. I can see however a compass offset on the screen with r_fboResolution < 0.
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I will check today
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Device gamma ramp won't show on screenshots. It is applied on the video card output stage.
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The brighter the light, the less it was affected by the old gamma. So for bright lights little changed. For dim lights, meh. They might look more diluted in ambient. Will anyone notice/complain? That's basically the question. So far the unofficial @NB's releases have been met with zero feedback towards gamma, except it was "too dark" in earlier versions. After I defaulted to old gamma for values > 1 nobody has brought it up. Now there's also the multi-light shader and what it does is processes both ambient and point "regular" lights. The custom-projection lights, post processing surfaces, fog/blend still go unaffected. Not sure what you meant by old/new gamma. The current svn will use logarithmic formula for gamma > 1 and linear formula for gamma < 1. Or you're talking about restoring the device gamma ramp? Now there's one last issue with few folks who unexpectedly reported using r_gamma < 1. I guess I'd have to make the linear formula kick in for gamma < 0, extending the cvar range.
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Testers and reviewers wanted: BFG-style vertex cache
duzenko replied to cabalistic's topic in The Dark Mod
Snatched! -
Can we sort out the terms here. I was talking about the ambient silhouette highlighting from all sides, not that "specular" stuff from the point light direction.
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I never noticed it. Can you see that with ARB shaders? GLSL?
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Is it something we want to add to the engine? https://www.epicgames.com/unrealtournament/forums/filedata/fetch?id=343728 If so, does it need to be per material or per entity?
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Testers and reviewers wanted: BFG-style vertex cache
duzenko replied to cabalistic's topic in The Dark Mod
Regret not in TDM 2.07. Try forcing r_useGLSL 1 in game console. -
Feature request: emissive materials/volumetric lights
duzenko replied to peter_spy's topic in TDM Editors Guild
You would need to add that to the test map for me to look at.- 215 replies
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Feature request: emissive materials/volumetric lights
duzenko replied to peter_spy's topic in TDM Editors Guild
What should be the next step?- 215 replies
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Feature request: emissive materials/volumetric lights
duzenko replied to peter_spy's topic in TDM Editors Guild
Either http://bugs.thedarkmod.com/view.php?id=4888 or the very correct projection shadow emulation - see the texture corner-to-corner rod. It would be casting that kind of shadow, depending on the view angle- 215 replies
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Feature request: emissive materials/volumetric lights
duzenko replied to peter_spy's topic in TDM Editors Guild
For custom projection textures, can't do. Only can work around the few standard textures I can break down to an algebra function with more or less precision (biground, exp, quadratic, etc)- 215 replies
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Feature request: emissive materials/volumetric lights
duzenko replied to peter_spy's topic in TDM Editors Guild
New build: shadow maps shader fixed to allow transparency https://drive.google.com/file/d/1dqR1zaOADwkWO9bRN0JlHZatL63mzbJK/view?usp=sharing- 215 replies
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Feature request: emissive materials/volumetric lights
duzenko replied to peter_spy's topic in TDM Editors Guild
Would you maybe revisit a couple of your released maps to make use of it? The new test build: using the light colorusing the falloff textureadded an optional volumetric intensity param lights/glowtest/light_shaft { volumetric 0.1 { forceHighQuality map lights/falloff_exp2 colored zeroClamp } } fixed what I suspect to break shadow maps on nVidia https://drive.google.com/file/d/1dqR1zaOADwkWO9bRN0JlHZatL63mzbJK/view?usp=sharing I'll be looking at the transparent shadow caster now.- 215 replies
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Is the the only difference? The black thumbnail? Try r_fbo 0/1 and restart TDM.
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Testers and reviewers wanted: BFG-style vertex cache
duzenko replied to cabalistic's topic in The Dark Mod
Yes, it should work like on the right picture. I'm talking about darkmod.cfg, not the autocommands.cfg -
How do we know if TDM uses "exclusive" or "non-exclusive"?
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Testers and reviewers wanted: BFG-style vertex cache
duzenko replied to cabalistic's topic in The Dark Mod
Then it must be something in your old .cfg that prevents the shadow maps to show? -
Testers and reviewers wanted: BFG-style vertex cache
duzenko replied to cabalistic's topic in The Dark Mod
This is what I get. It could easily be an nvidia compatibility issue, even though it was supposed to be fixed before the last alpha build. The volumetric build could be based on an earlier svn version, so you can also try the same recreated darkmod.cfg with the last build @nbohr1more posted - that should work (even if it won't). EDIT. I can confirm that the volumetric build seems like to be incompatible with nvidia implementation of GL_TEXTURE_COMPARE_MODE. The nbohr1more's build is supposed to work. -
Borderless Windowed Fullscreen By "default" you mean there is nothing the program needs to do and it's activated automatically?
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Feature request: emissive materials/volumetric lights
duzenko replied to peter_spy's topic in TDM Editors Guild
You should control the start/end with the falloff texture (I know it does not work just yet)- 215 replies
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Testers and reviewers wanted: BFG-style vertex cache
duzenko replied to cabalistic's topic in The Dark Mod
Does the volumetric build also fail to show shadow maps? If so, try clearing your darkmod.cfg