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nbohr1more

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Posts posted by nbohr1more

  1. I confirmed that the noPortalFog material flag fixes this behavior:

    Modified delta1_fog material def:

    // legacy fog material
    fogs/delta1_fog
    {
        fogLight
        noShadows
        noPortalFog // prevents fog distance from closing portals
        {
            map        _fog
            alpha    0.5
            colored
        }
    }

    I'll look into added an entity flag because that's way more convenient than using override materials.

    • Like 1
    • Thanks 1
  2. Thank you for the details and test map!

    I will try to get testing done tonight but I see that our engine still has support for the "noportalfog" global material keyword.

    There may already be a noportalfog light material in our repo that we can test ( converted from Doom 3 ).

    Too bad it's not an entity spawnarg but I think I can add that too.

     

    • Like 1
  3. 23 minutes ago, DeTeEff said:

    One way to make stuff to been seen through caulk/portals is to combine them with other func_statics. Like combining a rock-func_static on the ground in one visleaf with a huge tower in the background (within another visleaf) and if you can see the rock, the engine will render the tower as well. But that is func_statics. Is the method you're suggesting something along these lines?

     

    Yes, that is the proposal. I believe this technique should work for other entity types too. Only brushes would be immune to this method AFAIK.

  4. Hmm, the only other thing I can think of is creating an invisible entity within the region you want lights (etc) to be seen and using def_attach to connect it to the affected lights and emitters so the portal calculation thinks the entity is closer to you?

    @Dragofer @duzenko  perhaps we need a new noFogBoundary flag option?

  5. 1 hour ago, Justice01 said:

    Recently updated to 2.11 and decided to go back and play "A house of locked secrets". Selected mission and TDM restarted. All I get now is a black screen upon load and have to force quit out of client. OS info: 

    Edition    Windows 10 Home
    Version    21H1
    Installed on    ‎6/‎13/‎2021
    OS build    19043.2364
    Experience    Windows Feature Experience Pack 120.2212.4190.0

    Can someone try this FM and see if they are able to reproduce? Also, to switch FM's manually, is it simply a matter of updating 'currentfm' file to a new name?  (Just tried and answered my own question).

    Did you update to the latest version of "House of Locked Secrets" ?

    What CPU and GPU ( and driver versions )?

  6. 38 minutes ago, stgatilov said:

    The last time (5553) @Daft Mugi reported it "working well".
    I imagine it should work, no?

    I believe the "working well" comment was in regards to "no crashing".

    Daft Mugi also demonstrated that the peek action is rendering the wrong data or viewport orientation.

    Not sure why it works in Windows and fails under Linux. Must be something in viewport translation math? Still pretty weird since other viewport translation code works in Linux too...

    • Like 1
  7. 26 minutes ago, Woodsie69 said:

    I have a question regarding the "look through keyhole" feature in TDM 2.11.

    I have almost finished "Seeking Lady Leicester" and tried out this feature on multiple keyholes.

    What I get is darkness, sometimes outside architecture and sometimes a keyhole shaped look at the door around the keyhole.

    Is it only working if the author(s) implement it in FM's?

    Install is running on Linux Mint 21.1 Cinnamon

     

    I believe the keyhole peek feature only works in Windows at the moment. The black screen is an improvement as previous versions would hard crash to desktop if you attempted to peek with Linux.

  8. 31 minutes ago, vorob said:

    Thanks for release! Will definetly play it on my current machine. 

    Yesterday i was testing my retro hardware and was surprised by 5 fps outdoor :)

    It's a laptop from 2009 with C2d CPU clocked at 3000mhz and Geforce 260m (close to 250 desktop). 

     

    p.s. zero gpu load is a bug. In reality it's working hard!

    photo_2023-03-22_22-33-23.jpg

    Very cool! Try using the image_downSize console variables and lower the Resolution Scale.

    Other tweaks here:

    https://wiki.thedarkmod.com/index.php?title=Performance_Tweaks

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