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Spooks last won the day on January 27

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  1. Alright, so I did some more testing and it's just a bug fix for a very old glitch that I've encountered a lot as well, I thought it was going to be an ease-of-use feature but I suppose you just do the same sky light setup you would've before without having to deal with glitching shadows.
  2. Hey, so, how does parallelSky work? I can't get a light to shine through the portal_sky texture on a fresh 2.08 installation. "parallelSky 1" with or without "parallel 1" also in the spawnarg list do nothing, I've tried it in two different FM WIPs and the result is a regular parallel light. Does it have to be sized as big as the ambient_world light (covering the entire map)? That feels very counterintuitive to what the new feature is purported to do.
  3. Nope, it's been off for the whole beta test phase. It must be something on my side then, maybe some leftover file I tested for cabalistic... Let me delete my glprogs folder and run the updater again, see what happens. Yeah, what do you know, the problem's no longer present. I completely forgot I had to put up custom shaders when we were testing the parallax corrected cubemaps/ssao. Phew.
  4. Yeah, that didn't seem to fix it.
  5. It's not specifically that water shader, I originally saw this on one of my window surfaces. It should be fragmentProgram heatHazeWithDepth.vfp, but there's no depth now. Just checked some of the windows in king of diamonds and it's the same.
  6. Hey i've not been testing, RL is too busy. I fired TDM up with the latest patch to take some screenshots and noticed a warp bug. checked the last two pages the bug tracker but I haven't seen it mentioned: It's the old "stuff rendering in front" bug, even those curved posts in the background are because of it. I don't think any of my cvars have changed in any meaningful way for this to be on my side, at any rate if someone could check for themselves I'd appreciate it, it should be easy to spot.
  7. Things are pretty hectic over here, I wasn't on the forums for a week so even that ping might've not been a saving grace if I didn't log in to divert responsibilities from other things I gotta do... Anyway, yeah! The command seems to work alright, reloading the game properly resets the materials, but reloadModels all doesn't reset material changes on brushes, aptly enough. I'm not sure that's that important, though.
  8. I had the temporary solution more in mind, in that case, but I don't mean to imply that there'd be a constant cursor update - that is to say that the texture on surfaces would change as you look around. I meant more like how r_materialoverride does it, if you want another surface under the cursor to get replaced you have to look at it and input the new command again. Just clearing that up in case there was misunderstanding. I do agree that another opinion would be valuable, how I would use it is not general enough to be extrapolated, I can see the use-case of this command being comfortably exhausted without the mapper having to reload their map again but I might be unduly generalizing. How I see its use is the ability to test one surface (a building facade, road, wallpaper) change against the context of others you already have put down in DR. Replacing multiple brush surfaces in-game might be extra flexible but like you said it would be harder to do and I think it overlaps into regular DR functionality at that point.
  9. Hey, here is a little note-to-self/funny tidbit of note. Nbohr1more alerted me earlier to the presence of r_testSpecularFix in the beta thread and I've been checking out the differences intermittently while testing for other stuff. Overall it does look a bit poorer, there's less fresnels to go around, but it's definitely better math, metal is actually shiny now more often than not. Anyway, point being I was going through some of my old WIPs for testing now and I noticed a very stupid trick that the fix broke that I thought you'd get a kick out of seeing. I was making a glass material a long time ago that was basically a heathazewithdepth.vpf stage with a blend filter for the color of the glass afterwards and no need for a diffusemap. Consequently, I seem to remember that I couldn't make regular lights reflect off it, it seemed to need a diffusemap for that purpose. I ingeniously set up this code block: { blend diffusemap map _black rgb 8 } What it did was miraculously make specular work without the need of a specularmap keyword to be defined, and upping the rgb (to 8 and above) made it factor the lights more strongly. I loaded this map tonight and I saw that the specular practically disappeared between r_testSpecularFix 0 and 1. I dug in and realized that the mere rgb factor on the diffusemap used to bump the specular and that furthermore that was the reason I couldn't get the specularmap keyword to work without a diffusemap in hand. I reformatted it like this now and it works the same: { blend specularmap map _white rgb 1 } Here are screenshots of the difference that having a specular makes on this particular surface, for illustration: I managed to notice it now and I don't think anybody else uses this trick in their maps (even I don't anymore), but I think it's a very good abject example of exactly how this got fixed
  10. I was going to recommend Awaiting The Storm too, spent a good 10 minutes clicking on FMs on the mission page randomly because I couldn't remember its name, lol.
  11. Update: I'm now fairly sure that it's another .dds vs .tga issue. TGAs actually work with the makeAlpha keyword, but the thing is I'm 90% certain I've made it work with .dds textures (spec maps) before. I don't know if something's changed or I'm crazy, but at least I've narrowed the issue down to file formats.
  12. Hello, yes, specularFix 0 seems to do nothing with regard to the problem. Epifire's cubemap testing map could be a useful testbed (cabalistic posted about parallax cubemaps in his thread), provided one inverts the "Marble_Wall_001_mask.tga" texture so the mask is more clearly visible.
  13. Hey, the alpha masking material technique that I found about circa 2016 doesn't work anymore, as far as I can tell. I'm not sure what's causing it, but the map makealpha() or the gl_dst_alpha, gl_one blending mode doesn't seem to do what it did before. Something about the change from ARB to GLSL? Dunno. Can somebody who has an earlier version of TDM (2.07, 2.06) test this one for me? Put this snippet in a material definition that's used somewhere in a map: { maskcolor map makealpha (textures/darkmod/stone/cobblestones/flagstones03_shiny_s) //here I use the specular of the texture alpha 1 } { blend gl_dst_alpha, gl_one maskalpha map textures/darkmod/stone/brick/blocks_large_whitestone } In theory it should overlay a bricks texture but modulate it by the specular map of some flagstones. If it doesn't work try { maskcolor map makealpha (textures/darkmod/stone/cobblestones/flagstones03_shiny_s) //here I use the specular of the texture alpha 1 } { blend gl_dst_alpha, gl_one maskalpha cubeMap env/gen2 texgen reflect } That one is a cubemap stage that I've personally used before, so I know it should be masked... EDIT: This isn't a purely personal whim, Epifire's materials use this trick so I don't know if any of them with this thing have made it into the mod; if they have they'd be broken in a way that's very hard to spot but is important for them working correctly.
  14. Hello! That @ apparently did not catch me at all, so here I am almost 3 months later checking the thread manually. Yes. I still think it's useful. Can you elucidate how temporary "temporary" is? Does it disappear on map change/reload?
  15. r_useFBO was already set to 1 and updating to beta 3 did not fix the aliased font.
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