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Posts posted by snatcher
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I now understand what is going on and how to approach the misleading getTime() and wait() at a millisecond level.
Thanks, stgatilov.
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23 hours ago, chumbucket91 said:
Stretching ideas a bit further, how much scripting work would it take to have this mod add options to the options menu? Would be nice to have sliders to control the slot count, save time interval, and a tri-bool setting for "enabled", "enabled unless the FM says no manual saves are allowed", or "disabled".
My advise is to ship the mod the way you like it. Period.
If you think your mod is too extreme and want to please a broader audience then try to get that sweet spot.
Configurable settings should always be your last option.
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Thanks nbohr1more! It all is in there.
We are moving from:
- (2.12) Vertical Sync No and Uncap FPS Off
to:
- (2.13) Vertical Sync Yes and Uncap FPS On.
I don't personally care to be honest, but it is worth noting players will soon get marginal differences depending on their setup. It would be nice to measure 2.12 (capped 60fps) vs 2.13 (uncapped 300fps).
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This is how wait() cascades in the source code:
void idThread::Event_Wait( float time ) { WaitSec( time ); } void idThread::WaitSec( float time ) { WaitMS( SEC2MS( time ) ); } void idThread::WaitMS( int time ) { Pause(); waitingUntil = gameLocal.time + time; }
realClientTime from getTime() and time from wait() seems to be the same at a point in Game_local:
// update the game time framenum++; previousTime = time; time += idMath::Imax(int(timestepMs * g_timeModifier.GetFloat()), 1); realClientTime = time; this->minorTic = minorTic;
Therefore both getTime() and wait() are not reliable, at least, for precise timed events.
I truly hope someone makes me look like a fool! I don't want any of this to be true.
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Vertical Sync On or Off seems to produce varied results as well.
My conclusion is that getTime() is not reliable, at least, for precise timed events.
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Can anybody explain what is going on here?
Download the script attached to this post and place it in script/tdm_user_addons_tic_test.script
Script contents:
void user_addon_init_tic_test() { float waitTime = sys.getTime() + 0.5; while (1) { if (sys.getTime() >= waitTime) { sys.println(waitTime - sys.getTime()); waitTime = sys.getTime() + 0.5; } sys.waitFrame(); } }
- Launch any mission
- Check the console
- Switch Uncap FPS On and Off and/or toy with the Max FPS
- Go back to the mission and check the console
Can you see how the output varies greatly depending on the setting? I didn't expect a perfect zero every time by any means but since we are putting "time" to the test and not "frames" I expected consistent outputs regardless of the FPS settings.
This is what getTime() does in the source code:
void idThread::Event_GetTime( void ) { ReturnFloat( MS2SEC( gameLocal.realClientTime ) ); }
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Well done @chumbucket91 ! The mod works just as advertised
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Yeah, the imperfect but reasonable gamma counterbalance is somewhere between 1 and 1.1. Thanks for the feedback, thebigh.
One benefit of this change is that brightness can now be increased and whites stay in check.
2.12; gamma 1.2; brightness 2
2.13b1; gamma 1.2; brightness 2
It is worth noting that in 2.12 the brightness slider goes from 0.5 to 2 and in 2.13b1 brightness goes from 0.5 to 3 therefore I don't know if my comparison is fair.
Once again, I am just trying to be constructive before this goes to the bin.
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1 hour ago, nbohr1more said:
[...] if compression is enabled the base gamma value should be 1 or lower to improve contrast but ( again ) that is a personal preference.
What I detect here is that with gamma set to 1 the game already looks a tad darker than before, but not too much to raise any alarm. I find this solution a good compromise if we are to embrace the new tone mapping. The Dark Mod shouldn't be shy about darkness anyway. By default, that is.
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- Mandrasola: Some windows have lost their mojo
2.12
2.13b1
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@Taffingtaffer, @Baal, @Daft Mugi, @Frost_Salamander, @thebigh, @JackFarmer, @kingsal, @datiswous
On 1/15/2025 at 8:44 PM, snatcher said:Do please compare 2.12 with gamma set to 1.2 (default) and 2.13b1 with gamma set to 1 (not the default).
What do you think?
I don't fully understand this change but I am sure there are good reasons behind it it and that the math checks. I am just trying to stay positive.
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An addition to my, never acknowledged (too much asking, I know), previous report:
- AT1: Lucy's quest: funny things going on in the background during the briefing
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6 hours ago, wesp5 said:
I noticed something about the font though, don't know if it's 2.13 only: in the mission list the lower pixels of letters are cut!
Screenshot?
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The implementer simply forgot to set the gamma to 1 by default (where it actually belongs).
With gamma set to 1 blacks are a tad darker, whites aren't as bright and saturation is improved.
Do please compare 2.12 with gamma set to 1.2 (default) and 2.13b1 with gamma set to 1 (not the default).
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@stgatilov, have you tried my patch (including the gui) and is it 100% clear what it does? Do not hesitate to ask otherwise. I won't be bringing this topic again after 2.13.
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On 1/9/2025 at 9:28 PM, Frost_Salamander said:
I feel for you here, [...]
It's fine, this topic serves different purposes. Thanks for your comments.
On 1/9/2025 at 9:28 PM, Frost_Salamander said:As a mapper I would want just a single spawnarg to set if I want a name displayed. Preferably a new one like 'display_name'.
We already have 'shouldered_name' and I propose 'grabbed_name'.
On 1/9/2025 at 9:28 PM, Frost_Salamander said:I'm not sure I would want all objects to be named by default. I don't see the need for it and maybe this change is what's putting others off. Ideally existing maps wouldn't change.
I can help you make up your mind. Find attached to this post version 1.3 of the Nameless Objects Mod. Download it an place it in your root TDM folder. You need, in addition, Core Essentials, which is available in the TDM Modpack. Just grab the relevant pk4 and place it along with the Nameless Objects mod:
- x_modpack46_core_essentials.pk4
- z_nameless_objects_mod_v1.3.pk4
Launch a mission (in example Business As Usual) and grab some junk. Do names bother you?
Delete both pk4 once you are done.
EDIT - The latest version can be found in the opening post.
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Let's wait until jivo is ready to resume his wonderful work. The Visible Player Hands Mod is the best use-case I can think of to get your project started. But we need jivo.
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On 4/20/2024 at 7:50 PM, snatcher said:
I wouldn't like this to remain as a mod and I volunteer to add names to all core defs for 2.13. I would, of course, use the translation system so that names can be translated in the future to languages other than English. I can name all core defs in a couple of rainy mornings but the Development Team must guarantee this work won't go to waste.
The idea is that we name all core objects today and we let it stay: nothing changes in the source code and nothing gets displayed on screen. We get stuff done in the background and someday perhaps, all or part of it sees the light in some form.
If I was an outsider it would feel a little disheartening to see that somebody volunteers to do something that has zero impact on the game today but the potential to bring interesting things in the future and the response is mostly silence.
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Good show @ptw23, welcome!
On 1/7/2025 at 1:40 AM, ptw23 said:I had a few other ideas in mind, like custom AI path-finding algorithms that could not be fitted into scripts, math/data algorithms, statistical models, or video generation/processing, etc. but really interested if anyone has ideas for use-cases.
The Visible Player Hands Mod by @jivo could perhaps use some external support
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1 hour ago, stgatilov said:
As far as I see, currently there is "2.11 mode" in the code, and this new patch removes it.
No, "2.11 mode" has been upgraded to "2.11 + hold-frob". Nothing is lost, more is added.
This patch meets the requirements of all voices heard in this topic. A happy ending.
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dev17251-10920 on Windows
- By Any Other Name: file maps\byanyothername.script, line 2075: endTime redeclared
- The Heart of Saint Mattis: Press escape during the initial cutscene and the game freezes
Can anybody else confirm?
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No idea.
You mean this, right?
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If this solution (or similar) makes it into the game we will have to review at some point:
- tdm_holdfrob_delay / cv_holdfrob_delay
- CanHoldFrobAction()
There is an excess of code / code-checks now.
It would be worth reviewing as well:
- tdm_holdfrob_drag_body_behavior / cv_holdfrob_drag_body_behavior
- tdm_holdfrob_drag_all_entities / cv_holdfrob_drag_all_entities
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Find attached to this post the (almost) full solution.
Files edited:
- game\Player.cpp
- game\gamesys\SysCvar.h
- game\gamesys\SysCvar.cpp
I took fresh sources this morning from: https://svn.thedarkmod.com/publicsvn/darkmod_src/trunk/
I added a master cvar tdm_holdfrob_shouldering to control A or B:
- 0 = Shoulder/unshoulder on frob [default]
- 1 = Shoulder/unshoulder on hold-frob
@Daft Mugi's implementation remains 100% genuine as long as tdm_holdfrob_shouldering remains 0.
I say "almost" full solution because I added menu strings directly in mainmenu_settings_gameplay.gui instead of using lang files. Should the solution get approved this will, of course, change.
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There's the possibility that cvar tdm_holdfrob_delay is currently set to 0 in your install. Manually set it to 300 [default] using the console if this is the case.
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Quick and Dirty Autosave Mod
in The Dark Mod
Posted
You want to increase it a little?
How about 6 minutes between saves with a maximum of 4 "soft" saves and a 5th "hard" save. That way we have a permanent save every 30 minutes of gameplay.