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Spooks

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Posts posted by Spooks

  1. I'd love to listen to you talk about your process of lighting...ever thought of doing a live build?

    I have, actually! Never gotten to try recording one, though, it always seems whatever layout I try to start seems to spiral out of control, haha. I do have a leftover brush map with, like, six rooms total though. I was going to retrofit it to an April Fools map, but on such short time I'd rather focus on my current project instead. So who knows, maybe I'll take that tiny layout and do a Let's Build series of videos with it, the idea has been kicking around in my head for awhile now...

    • Like 4
  2. Not certain it's just pitfog_to_black either, I've been testing the same foggy scene on both 2.05 and 2.06 for my WIP and my delta1_fog light also looks different, maybe thinner. Personally, I liked how it had less mid-tones but if it's causing stuff like mat_black textures to show through then it's deffo an issue.

  3.  

    I'll look into the rgb keyword first though. I can only imagine it's going to be a nightmare restarting the engine to view the textures each change.

     

    You don't have to, type ReloadDecls, ReloadImages or ReloadSurface when the crosshair is over the texture, to reload it in-game. As for the question, the light probably calculates the shadows from everything inside and that's causing the catastrophic drop in frames. Not sure why it's only noticeable at some points (probably visleaf related), but yes, kind of a bad idea. You could make a bunch of smaller lights that cover the areas you want to be moonlit and drag their light_origin points to the same place. I'm certain that'd alleviate at least some of the lag.

  4. You can tint a diffuse texture inside the material file with the "rgb" keyword -- several of our textures use this method, like the darkbrown wood panels. It's, of course, limited by the original color of the diffuse, so your mileage will vary.

     

    As for a shader, do you mean a type of light that desaturates the colors it shines on? That sounds pretty interesting, but I don't know if it would simulate moonlight that well. Perhaps something like a filter light might do it... but as far as shaders go, not sure anyone would be up for making one from scratch for this sort of thing.

  5. I've not reported anything in a month or two, but I think I still have the one super-stuttery test map in my beta installation. Still keeping an eye on the thread, whenever a new update package is available, I'll give it a spin and report.

     

    It's hard to gaige, but it seems to be better - or at least more in parity with 2.05 - now. The console still opens more slowly the lower your FPS is. I am glad to report that The Builder's Blocks is no longer broken under 2.06!

    • Like 1
  6. I've not reported anything in a month or two, but I think I still have the one super-stuttery test map in my beta installation. Still keeping an eye on the thread, whenever a new update package is available, I'll give it a spin and report.

    • Like 1
  7. R Soul, make sure you set dist_check_period to a numeric value in your def. That setting determines how often the game should check if the player's past the LOD switch distance and perform the switch. A value of 1 = one second, 0.5 = half a second, so on. It's integral for the LOD system to actually work.

  8. Problem with that, though, (and I assume you're asking this in reference to Bienie's FM) is that the way the luteplayer is set is awful. Pulling back the curtain a bit, I could not actually make him play music and there was a big problem where, if he died, the music would not stop. How I solved the problem is this: I didn't. I worked around the issue by just putting a speaker where he sits and making him immortal. He has no visual, tactile or aural acuity, so he cannot get alerted, he has insane amounts of health and he is encased in a protective barrier of monster clip so he won't go anywhere. This is why you can have a complete massacre at Skipper's Tavern and he'll continue to happily strum the lute.

     

    I could've sworn some other mission had a lute player, but I'd be damned if I could tell. The tune he plays I nicked from a Springheel (I think?) mission, where it was used on a gramophone.

  9. Is there a hotkey / command in DR I can use to jump to a selected entity in perspective view? E.g. I got something selected in 2D view, but I have the camera far away, and I want to see the object in perspective view quickly.

     

    Besides what Obs said, you can also ctrl+middle click on the 2D viewport to send the perspective window's camera there. Ctrl+tab (if you're not in the 4-view layout) and ctrl+MMB again, if the camera is still off by an axis.

    • Like 1
  10. I agree with Abusimplea.

     

    I have submitted a minor glitch to the bugtracker.

    Please assign this one at some point too. The Builder's Blocks is broken in 2.06 the last time I checked.

     

    I did an incomplete runthrough of Lords and Legacy in 2.06. Not a lot to report, the playtest went smoothly. Areas which had previously given me poor FPS seemed to perform better, but take that with a grain of salt since it's been awhile since I played that one. That's about it.

     

    re: Goldwell's test of Edgar's Bathhouse, I still maintain the sluggish feeling is the result of the input lag issue. Duzenko suggesting that lowering soft shadow quality in order to increase FPS sounds to me like it's just trying to treat the symptoms rather than the root cause. TDM has missions that will tank your FPS at certain places (or in certain situations such as alerting a lot of AI) even on good hardware. The resulting discussion of capping the soft shadow values in the menu to lower values was good, since I think 96 costs way too much FPS too, but I think the issue Goldwell reported got away from you.

  11. You say ambient lights contribute to lightgem.

    The ambient/simple ambient affects brightness of ambient lights on different surfaces - were you aware of this?

     

    I was, your gameplay experience is actually different depending on which ambient method you use, normal or enhanced. The lights change brightness and affect the lightgem.

     

    I thought this was about just divorcing our gamma slider from the Windows gamma one, which would be sane enough on its own. On paper this sounds like not that bad of an implementation of a "soft gamma" in order to eliminate the ugly banding.

     

    Of note is that a mapper could choose to place a texture other than an ambient light as their ambient_world, a map could also have no ambient lights at all. It's a fringe case, but something to keep in mind.

     

    Every type of light contributes to visibility, unless it has ai_see 0 set on it. If you want to do anything with them, that's something worth looking into, or the lightgem adjustment mentioned in the previous post. How you'd make it conditional to only ambient lights, I don't know.

  12. Metaphors aside, name a country more than a few hundred years old that hasn't committed atrocities against someone else? Humans of all skin colours are inherently tribal and have always been capable of great violence against out-groups.

     

    While it's important to understand history and how we have been impacted by it, we don't hold children responsible for the actions of their parents, or their grandparents, or their great, great, great grandparents. I don't suspect you're suggesting otherwise, but I'm not sure how the historical context relates to what I've said earlier.

     

    I don't judge the sins of the father, except for when people proudly integrate them into their cultural identity. At that point, of course, it's no longer your ancestors' fault, it is yours.

     

     

    When you say "those traits", which ones are you referring to?

     

    White, male. Heterosexual to a lesser extent. We can argue what ethnicities "white" encompasses besides anglo-saxon, but I don't see that going anywhere.

     

    Are you saying the concept of "white privilege" is intended to make racists feel guilty?

     

    No, but if it ended up making them feel guilty, I'd say it's a nice side benefit.

     

     

    I think that class issues are far more significant than race issues. A lot of what gets blamed on skin colour often has more to do with class than anything else. Race provides a much quicker and more convenient way to divide into in-groups and out-groups, however, which is what people are prone to do.

     

    I agree completely. If we could shift racist discourse into classist one, it would be a lot easier to effect meaningful change to society. Unfortunately, you can't just disregard centuries of systemic, ingrained racism and as long as that remains in the public conciousness, it will continue to poison the well. Ween people off that first, maybe then we could address the class issues before the ice caps melt and we go extinct.

     

     

     

    re: the video that was posted earlier in the thread, I watched it and I can't really say anything about it. It's just run of the mill fear mongering, there's nothing to even rebut. Also, "cuck" gets used unironically, which made me squee in glee, so thank you for that.

  13. None of those traits are inherently beneficial. They depend entirely on the context of the individual's environment.

     

    It's important to spell this out so nobody takes reactionary logical leaps along the lines of "people discriminate against me because I'm white/male". With that said, it effaces the issue. We don't live in the land of hypotheticals, the context of the real world is that America displaced and enslaved african people, committed genocide against the native population and then put up a white picket fence in front of the crematorium where it piled all the corpses, so it wouldn't look so unseemly. Rome did something similar before it, and oh, I don't know about Great Britain, really, they may or may not have, who's to say. In this world's timeline those traits are inherently, socially beneficial - history's certainly proven it.

     

    Everything is an issue of classism if you want to be reductive, but racism is what you engage in when you don't want to feel bad about classist issues. You can't have compassion for people in classes lower than yours if you completely exclude them from the caste system and treat them as an altogether different type of human, see. Or skip that altogether and just label them property.

     

    Reducing "white privilege" to an issue of class just generalises the term to the point where a racist can hand-wave it without feeling guilty. You don't let racists go scot-free.

    • Like 1
  14. What do you have in r_fbosharedcolor ?

     

    It's set to 0, if I set it to 1 the warp material and the particle get sorted properly but this glitch happens:

     

    GXNJfJt.jpg

     

    It occurs both with heatHaze and heatHazeWithDepth so it's different than the one discussed in 4684.

  15. That would be issue 4684, on the latest package it is still the same, since by the looks of the patch notes no changes were committed to that one.

     

    BTW, @stgatilov, I've seen the sky glitch as far as the first version of the beta when noclipping and looking at the void. It only happens at random locations/angles though, so it wasn't replicable enough to report. FBO being on is definitely the cause, but I can't fathom what's causing it. I saw the same behaviour when testing the color grading shader posted on the forums a couple of months ago, but I assume you're not using that.

  16. re 4685: warp materials do not disappear now, but they render in front of "afterfog" materials:


    5H9vC8x.jpg

     

    A bug of a lesser degree but a bug nonetheless.

     

     

    edit: I don't know what it is in this update, but Multicore Enhancement doesn't cause stuttering on my system (and crashing) anymore! About five FPS increase in heavy scenes, so yay for that.

    • Like 1
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