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MirceaKitsune

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Everything posted by MirceaKitsune

  1. For near-future reference: Is there a script function that allows me to print a message on the screen to the player, which shows up for a little then fades away? I searched the script reference wiki page but nothing for the word "message". Also how do I check if the player is holding the USE key? Probably going to need that as well soon.
  2. Noticed there might be new library pathing issues after the switch to cmake. I only tried "make" not "make install" but since the former should work too I still reported this for tonight. DR won't start after cmake migration: Cannot find the main module in any of the paths
  3. Just tried r_fboResolution. Sadly it's not an option: It works but the performance loss is huge! Even at 1.5 which would be the right amount to get some decent AA, the FPS loss is gigantic. Unless another form of AA is implemented in the engine, my only options are to either get the normal one working or leave it like this which is ugly. There must be other Linux users with the free drivers though, is there no knowledge on how this could be solved?
  4. glxinfo -l.txt The value seems to be 8. This would explain why in the past setting it to 16x disabled the feature while using 4x seemed to work. Problem is that now even 4x is no longer working, none of the settings will allow AA to work. I can imagine... that would be like rendering at an increased resolution right? Perhaps that's why AA worked in the past for me? I think I might have had that enabled at some point... I had to disable it because it caused the view to shrink and show corruption when going underwater (some sort of shader issue). Like I said Xonotic and others have AA working for me. But I heard the free Linux video drivers are iffy when it comes to AntiAliasing, so perhaps the engine properly needs to tell Mesa how to set it? There are a few Linux specific bugs left, such as the TDM window stealing the mouse pointer when alt-tab switching to another window in front. Luckily no more bad ones at least, I had to struggle to get sound working back when there was no 64bit engine.
  5. If you mean an APU it's something I would have liked having myself. I still use a GPU as the only good CPU I could find didn't have integrated graphics, and that's probably slower than a dedicated video card anyway. Hopefully special support isn't needed for either though.
  6. Was thinking of doing that... thanks for confirming, opened one.
  7. Submitted an issue on the bug tracker as well for this: https://bugs.thedarkmod.com/view.php?id=5445
  8. A very basic one... like Destined said if you write in a window you'll get a basic form of search. I suggested a better alternative recently, so far no response to my idea.
  9. glxinfo doesn't appear to say anything about GL_MAX_SAMPLES, I attached the full output. The issue doesn't occur in Xonotic when I enable 4x AA, over there I can clearly see the filter smoothing the edges when on and the same effect as in TDM when off... this should thus be TDM specific. I attached a cropped jpg exported at 100% quality, should be the same as a png... need to ask the forum admins if they can raise the attachment limit to 1 MB per post, 500 KB is rather limiting. glxinfo.txt
  10. Doesn't seem to. This is with sharpen disabled and 4x AA, settings applied at startup.
  11. Just yesterday I noticed that AA isn't working for me. I don't know if it's specific to the new version, I had issues with it in the past though sometimes it worked. I posted a separate thread to debug this here as it seems like a separate discussion. I do wish other types of AA could be added to the engine, I've seen others engines use stuff like Temporal AA which look pretty nice (blurry but in a tasteful way).
  12. I get the feeling antialiasing does not wish to work for me, even when I use the 4x or 16x option in the main menu. I remember getting the impression that it worked sometimes in the past, but yesterday I looked at the edges of some objects and could clearly see the jagged edges of the geometry. I wonder if this is specific to the Linux version: I have an AMD card and use the free amdgpu driver... there was talk about Mesa having issues handling AA properly depending on how the engine calls it. What do you suggest I check?
  13. In this case it really feels like something vanilla TDM could and would make sense to offer. So just as you have $player1.getHealth(), could we have a $player1.getAir() as well? And in this case a $player1.setAir() too to be able to change it? This is an obvious limitation to be fair, and I'm assuming it would take a few minutes to implement such a hook for mod makers to use. If so maybe it can still hit 2.9, so it wouldn't take until next year to be able to use it? @Dragofer@stgatilov@SpringheelAny thoughts on adding those functions to the player script? Is it something the devs would agree on and still possible to do before 2.9 goes out of Beta? If I have the time and knowledge, I might change the player script myself and post the updated with those functions... maybe I can even add a hook to let mods make the player crouch / jump and other things I needed to use in my mod but was missing functions for.
  14. It might help to see it, sure! Though in this case it really feels like core TDM should make a change to the player script and add functions for accessing the breath: This sounds like a big limitation including for mappers.
  15. Thanks. Luckily no need to reset the config: I played with those color correction settings recently and knew where to find them. That is if it only involves the r_postprocess_ColorCorrect* cvars, I reset those to their new defaults of 0. The menu brightness remains an issue if the brightness setting is turned up; I settled for using r_postprocess_brightness 1.0 + r_postprocess_gamma 1.5 which gives a nice distribution and lets me see properly in dark rooms. By the way, a little thought: I noticed the menu setting for r_bloom_weight only goes up to 0.7. Any reason why it's not a full 1.0? Since it seems to look a bit more significant that way when using lower brightness settings... I was partly tempted to use higher ones just to get more realistic looking glare.
  16. Alright; I started replaying the FM Down by the Riverside last night, restarted it tonight on the new version. Everything seems to be wonderful: The sharpness filter is looking great, I even turned it all the way up to 1 and love the results it offers Shadow maps are also faster than stencil shadows for the first time, I permanently switched over to the shadowmapping option for better results... r_shadowMapSinglePass shows no noticeable issues either. In terms of actual bugs I can't see any. The only thing that even comes close is that midway through the loading screen (when the map first starts) the screen will show pink square corruption for half a second before the normal loading GUI resumes. It might have done this before too but was only a black screen at the time. The one and only change I find questionable is the decision to make menus and HUD items follow the brightness and gamma of the scene. The issue with this is that I have my luminosity and contrast turned up to get proper visuals: This gives me just the right results in the world, however it makes the main menu and objectives page horribly bright. Would it be possible to rethink this in a better way? Here are two screenshots taken with the same brightness settings, one in-game and one from the main menu... you can probably see that the game one looks balanced but the yellow menu background is glowing to almost white! For reference I have r_postprocess_brightness = 1.5 with r_postprocess_gamma = 1.5.
  17. Cheers. A little suggestion then if it's possible: When a geometry change is detected... could there be a mode that automatically pauses the game, runs dmap, then unpauses it on the updated version? Just like running dmap while being connected, but instead of ending up in the main menu everything seamlessly resumes once the map has recompiled. Only thinking of this for completions sake... I can't say I see myself using even the live entity updates so this offers more than enough in terms of helping mappers
  18. I seemingly have the knowledge to do that, unless something more than my experiences with scripting so far is involved. Main problem with that is I'd need to modify a default script, talk with the devs to see if they approve the change, and even if they do wait for the next TDM release (one every 6 - 12 months) so it can be normally used by everyone.
  19. Such great work again! As I want to have the latest version and helping with testing is the least I can do for all your work, I got the installer and am upgrading to the latest beta right now. Will let you know if I find any bugs... for reference I'm testing on Linux (openSUSE Tumbleweed) x64, AMD card running on the free video drivers (amdgpu / Mesa). And as suggested in another post I'm going to enable r_shadowMapSinglePass too and see how much that improves FPS and if without breaking stuff.
  20. Didn't think mapping could be even further improved, yet this feature sounds like a great way to do it. Thank you for another great idea! So if the player modifies the map in DR and saves it, they can automatically alt-tab switch to TDM and see the changes? First issue that pops to mind is how adding or removing areas may cause the player to get stuck inside walls or left floating / falling in the void, unless there's a smart way to know how to reposition them. The rest I'm assuming solutions have been found for... like caching newly added textures in realtime, I know the engine wants every asset to be loaded at map start. Something that would be equally useful, perhaps even more if not as much as this change: Could DarkRadiant offer a button to launch TDM on the map currently being edited? So each time you want to test you don't have to manually open TDM then type the name of the map in the console, just hit one button and it all happens for you.
  21. tdm_events.script seems to contain documentation for the same functions as the Scripting Reference page. I search these periodically, however they don't provide functions or information for a few of the things needed.
  22. Fun fact: I never knew about testmap, always used dmap followed by map separately. This is actually a little easier now that I know about it!
  23. Aha... I see it now: So I would use $player1.heal("air", 1) to make the breath restore more rapidly. But how do I decrease the breath down to a certain amount as well... should I use heal with a negative value, a $player1.damage() event I can call with the right damage def, or perhaps there's a flag I can use to make the player act as if underwater? Also I don't even know how to read the breath of the player... we have $player1.getHealth() but no such thing as a getAir().
  24. Much appreciated. The speaker remains unclear so for now I'm not implementing the sound part... it's no emergency anyway. I took note of the entity finding script, just what I needed for what I hope to do next Using "player self = $player1" will correctly let me access the AI flags; I assumed that $player1 is automatically of type player, but now that I think twice it's indeed a plain entity definition. I can correctly read flags like self.AI_CROUCH now... but when it comes to crouching how can I also set it and tell the player to crouch? I looked in the builtin scripts directory but couldn't find any reference for the word "breath". Wasn't the breath potion a default asset? Search isn't helping me and this time I used a search engine too.
  25. Never thought of using Google to search a forum... also I don't use Google to avoid being spied on, I default to DuckDuckGo. That thread offers exactly the info I needed! So to boost the player speed you use something among the lines of: vector boost = $player1.getMove() * '10 10 1'; $player1.applyImpulse($player1, 0, $player1.getOrigin(), boost); I haven't tested it yet but if it works that should take care of that. Please let me know about finding entities of a given type within a certain radius, still don't know where to start there. The sound isn't urgent for what I'm doing for now. Oh, and another important thing I need: How do I know if the player is crouching?! The script reference has no function related to crouch, though I can probably access that via a player variable. It would also help my plan if I could read and modify the player's breath. Can I at least set a flag that makes the breath system behave as if the player is underwater and suffocating even when they aren't? Update: Found the flags to check the player's movements: $player1.AI_CROUCH, $player1.AI_RUN, $player1.AI_JUMP, $player1.AI_CREEP, $player1.AI_ONGROUND. However if I attempt to use them like that I get unknown value errors! Other parts of the player script use this though, why doesn't it work in my case? Update 2: Also found how to make a custom GUI follow the HUD settings... just use "gui::HUD_Opacity" and "gui::iconSize" in your definition
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