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duzenko

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Everything posted by duzenko

  1. No one has complained because no existing mission features it yet OTOH a cvar is better than nothing and we can return to this later I still like LOD better for this
  2. You realize that the mission creators don't target your PC specs? Why do you insist on having it with all bells and whistles at 60 fps? Feel free to contribute a source code patch that would achieve that, it would be very much welcome, but understand that the next mission that comes out after that will push the graphics details even further and you will have to start from scratch again Did you try the parallel jobs cvar like I advised above?
  3. Originally I tied it to Level of details, but @stgatilov moved it to a new cvar, making it IMHO harder for 'normal' users to configure
  4. Can we have some walkthrough spoilers in the first post, like where to get lock codes, etc.
  5. How does it end? Did he get reunited with the family objective complete?
  6. Do we support the old backend in 2.10? Seems to have no frob highlight?
  7. Those are for custom GUI's in new missions
  8. What about lightgem? I remember that being major drama trigger. It breaks missions!11
  9. Should work in the next beta In this version I think you can uncomment the materials in tdm_camera.mtr and that should do it
  10. We could argue that players seeing the light with their own eyes would assume they will have to stay out of it. I'd say it might be rather frustrating UX to never know if a light is going to tag you or not. I mean, it's the ultimate goal here - to let player through but the player themselves has no way to know if the light in front of them is decorative or not.
  11. The logic behind this thing is confusing me How come visible lights aren't supposed to be affecting LG and AI? Quite counter-intuitive to players as well
  12. In alternative reality I can parse pdb's and get all type info from there
  13. I have no idea!11 I can see that text save code calls class methods to get members, could it be it? No idea how it works with sizeof/offsetof though, maybe those are immune to access modifiers?
  14. What is more important, how to prevent the uninitialized spam in the console for regular - no type info - builds?
  15. It seems that all "uninitialized members" are in fact paddings added for complex members like structs or template parameters It's easy enough to filter when dealing with simple types, but templates aren't supported by TypeInfo and will have to be assumed always ok.
  16. I have put a few more fixes and cut some corners Revision 9713 seems to work I am particularly puzzled about the define private public trick, that I had to disable to make the modern compiler happy.
  17. Hmm, I worked around a few more issues and it now seems to produce something Not sure if my fixes make enough sense to you? Svn 9711
  18. Yes, it did work in June 2017 There's a number of things that broke since then, the ones I noticed so far #error include tracy sizeof(char) in const declaration Fixed the first two, but the third is a tough one
  19. Dear mappers, please be aware of this decorative light option introduced in upcoming 2.10 It aims to highlight the light volume and produces something like the existing fog particle with the intended effect of better speed and arguably better visuals It looks like this in game The test map we have been testing recently is courtesy of Bikerdude: download To enable this effect you will need to mark your light material with the volumetricLight keyword, like this lights/test_mansion01_window04_vol { description "volumetricLight for mansion01 window04" volumetricLight { map lights/mansion01_window04 colored zeroClamp } } Volumetric lights use projection and falloff textures to generate the volumetric effect. With shadow maps on, they also take shadows in the account. There's also an optional parameter after volumetricLight that toggles max speed vs decent look mode. Credits: @peter_spy for the original test map and direction @Bikerdude for great support during the reintroduction effort this year @stgatilov for taking the implementation on a completely different quality level @all for being cool and awesome
  20. Works in D3, but not in any TDM versions I have tried so far
  21. You mean you were able to run it locally with a bunch of changes but never commited those changes to svn?
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