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Nort

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Everything posted by Nort

  1. Oh. So it's just "extra precision" then. ...but without actually having extra precision. It's still a bug, but not as disastrous as I thought.
  2. It doesn't just manifest in the console, and even when it's internal, it will still hinder further development. The console isn't just some alien gadget that spits out nonsense. It's to be used as an indicator of if things go wrong. ...so when a warning appears in the console, that's where warnings come from, and you should take those warnings seriously. It's like saying "Oh, we don't bother with those blinking 'Alert' indicator lights. They always do that.". It's great that you verify your own work, but even you have this weird attitude where you feel that this engine should be held together with tape and glue, and only be fixed after it's fallen apart, and even then it seems you'd just go "Do I feel inspired to deal with that, or is that someone else's mess that I don't feel like dealing with?". I don't understand why this attitude is so prevalent around here, around my beautiful waifu engine. Now that I've temporarily removed my patches from 3.0.0, my console is just pages of red warnings again, and this is somehow not an urgency to you. It's just weird.
  3. As long as they start with testruns and consulting the console for errors, so that we don't get more issues, they can take as long as they want, because that means that I don't have to keep expanding my patch. Right now we have a bigger problem, though, because apparently some "volunteer" has been messing with the counting system on 3.0.0. ...and so now the engine can't even count to three, and I'm having to build my maps out of untextured brushes. ...and about dealing with people, is that what you think I do? ...because I think I suck pretty bad at dealing with people. People are weird, squishy things that I'll never understand.
  4. Update:
    It turns out that the bug wasn't as bad as I thought. It's just a rounding error.

    Back up your maps before you start editing them in 3.0.0!

    I don't like the looks of this bug.

    1. greebo

      greebo

      I'd strongly prefer if you didn't shout around alarms until you are sure there is really something bad happening. While keeping backups is always advisable for a multitude of reasons, you make it sound like there is some sort of map corruption going on specifically in 3.0.0, which is a very serious claim.

    2. Nort

      Nort

      I very much thought that at the time I made this post. ...and if this bug would extend to the vertex coordinates, and rotation values, it could mean leaks throughout the entire geometry. ...but it seems to just be a rounding error, thankfully.

  5. Oh, and it has auto-aligned every texture in my level to these off-numbers too! What have you done?! :S :S :S
  6. ...and it's consistent too: I just started a whole new map, and made a single brush, and no texture, and it still steps in these increments. :S
  7. Just updated my DR to 3.0.0, and began aligning my textures, when I noticed that it stepped from whole numbers, to very slightly off numbers, like for example: 0 - 1 - 2 - 3.0000000000000004 - 4 - 5 - 6.000000000000001 - 7.000000000000001 - 8. These numbers are consistent when using both the horizontal and vertical shift buttons. Even when I try to manually type in "6", it adjusts it to "6.000000000000001". I'm afraid to texture things now, because I want textures to be in whole numbers.
  8. Since I'm only looking for things that are not working, there sure are a lot of entries which aren't useful to me. ...but the list of extensions stand out because if this piece of info happens to not be useful at all, and we can cut it, then that's a sixth of the log that nobody has to read anymore. It all hinges on what you think is important, greebo. If you says it stays, it stays.
  9. Thanks, I appreciate it, but since I'm looking to commit it in the bugtracker sooner or later, I really value your input: Are these extensions important to know for you? What are they able to tell you if somebody has an issue and is posting their DR console log?
  10. We laughed at the first censorship laws and said that they'd never be able to enforce them, and they've been quite successful at driving away childporn and mass shooting videos. Don't underestimate the government.
  11. This is both discomforting and hilarious to me. It's hilarous because I don't like children, and I don't want them on the internet, making it seem like Sonic tapping Tail's kneecaps is some kind of popular new porn. Would this restore sanity to the internet again? ...and what will happen to the children? Imagine suddenly waking up into a world you've never known, and you open the front door by physical VR-like controls you have to get used to, and you step out into a world where you're not allowed to kill people, and where you can't slap the kneecaps of Tails, because he doesn't even exist in this dimension. What will you do? What will all the children of the UK do, if they were suddenly thrust into the real UK? Will there be a revolution? We'll just have to wait and see, I guess. ...or protest. Whatever.
  12. It's about a sixth of a fresh Dark Radiant console log, by the way. It's a good portion.
  13. It only becomes a problem if you're using wordwrap while checking the log file. It's nothing major. I just figured I'd let you know, in case you were looking for something to do.
  14. I'm complaining because there shouldn't be a console spam to begin with. The console spam exists because somebody, or some people, has been doing a sloppy job, and since I can trace back some console logs to months ago, they've also left it that way. ...and it's been part of the project for so long at this point, that people have begun to just get accustomed to them, thinking that spelling shaders right, or checking shader dependencies, "isn't important". If you can't be bothered to check dependencies before you remove a shader, then don't remove the shader. This is important, and shouldn't be fixed in hindsight by somebody else somewhere down the line, just because you "weren't feeling motivated enough" to check the console log for the color red.
  15. I've noticed that the "Default" shader not being found, is printed just after it goes through listing the layers and the groups of the map (of which I have fifty messages reporting a name of " "" ".). ...and so maybe the code for the groups automatically applies a shader to them for some weird reason. Can I get at that code? Where is it located?
  16. My patches are merely fixing the effects of a cause which has to be fixed on the dev end. When they do things like remove shaders that are in use, or remove legacy model support, I can do my best to reroute shaders, but sometimes my best won't be good enough. The most glaring issue right now, is that the female mages don't have any legs by default. They are just floating in mid-air at this point. I've managed to find some leg models, but the result is horrible. ...but that's all I can do. ...so this isn't fixed until the devs learn to testrun things. These issues are still happening, and more issues will continue to happen, until they do that.
  17. Can we just not take this personally? I am literally telling you how to solve this. I am not trying to insult you. I just want things to work, and not have to clean up unneccessary spill from other's messes.
  18. ...and add "immature" to that, I guess. I'm asking for basic quality control, and making sure that stuff works. Stop crying over it.
  19. Part of a basic developer workflow, is to do testruns before you upload a commit. Especially when you do things like strip an entire model (like the female pagan), or several shaders (when you changed models for the wench and the beggar), you don't just rip them out of there, without any respect for their use. You claim that you're not doing that, but you very much are. This is what you've accused me of doing, when all I've done is fixed your problems. ...because you are holding different people to different standards. ...and the result of the lack of prooftesting, is tiny little errors, which will gradually degrade both end-user experience (in the form of missing shaders on models, and idle animations producing no sounds), and developer workflow. ...and once you have enough errors that you've swept under the rug in this manner, then development will grind to a halt, because developers won't be able to wrap their heads around what shader is used for what purpose anymore. ...and after that we'll get no more AI models, because nobody is willing to model them anymore. ...and it all starts with you doing testruns and checking the console. That's your basic responsibility as a developer.
  20. (Yes, I'll upgrade to 3.0.0 later today. Sorry if this has changed.) I'm just wondering: Is it really necessary to list the names of every single extension of my graphics card, in the Dark Radiant log? ...because even though they're all on a single line, just look at the line: No other line even comes close to this line. If it's important, then it's important, but if it's not, can't you just print "2022-06-16 11:33:49 (13468) GL_EXTENSIONS: 376 found."?
  21. Yes, I know what entity 0 is. That's why I brought up worldspawn to begin with. You know, you might be on to something with the "telling which project to use" solution, because I'm getting such a console message too, that it's unable to locate the current FM path. Thank you. I'll look into how to fix that. Yes, this is what unfixed errors ultimately lead to: User demoralization. Users have no choice but to lower their standards, and think less of the program. They see it as inevitable, and this is a view that is also pushed onto the user class by these devs. ...but the rude reality of it is, that it's just a matter of incompetence and laziness, why these errors were not fixed a long time ago. These are obviously the best people we've got, working in their spare time, but they could be doing a better job if they just cared a bit more. Hold these people to a higher standard, and hopefully they'll begin to hold themselves to a higher standard as well. The console can be completely error free, and I'll do my best to keep it as error free as possible on my end.
  22. My focus has been on the internal stuff, yes. You'll likely only notice it if you enable the hidden console, and see that almost all the red, glowing warnings are gone. From what I hear, not even the devs pay attention to the console. ...but I do. These patches are mostly for my own peace of mind, I guess.
  23. Okay. Looking forward to dealing with that next month, when I start scripting.
  24. Here's some music I made (although the original creators are Mars Argo and likely also Titanic Sinclair).

     

    Mars Argo - Doctor (Sick Girl) (Simplified).mid

    1. Xolvix

      Xolvix

      Well now you need to make maps for Doom if you're both a MIDI composer and a mapper. :)

      What tool do you use to create MIDI tracks?

    2. Nort

      Nort

      Anvil Studio. Feel free to recommend me something better, because it's kind of awkward to use.

      I've done better stuff, of course, but I figured I'd just entertain you with something recent, since Doctor is actually floating about in various pieces on the internet, and there's no one good version of it.

  25. On second thought, what is frob_action_script? Is it a function, like frob_action_script()? Is it a spawnarg? ...because if it's a spawnarg, then that's a weird restriction. Why would a spawnarg care how many parameters you put into your function? ...and if it's a function, in some languages you can overload functions, which is that you can just write another frob_action_script(), but which takes two parameters. In any case, maybe your way works. I don't know how objects work.
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