Jump to content
The Dark Mod Forums

datiswous

Member
  • Posts

    2449
  • Joined

  • Last visited

  • Days Won

    33

Posts posted by datiswous

  1. On 2/28/2022 at 6:14 PM, JackFarmer said:

    You really do not have to watch that movie. :)

    Usually every month I go to a movie event called Straight to video. We watch movies with low imdb ratings, usually from the 80s.

    Although some of these aren't really fun, like:

     

  2. There's an issue with stencil shadows in this area:

    Spoiler

    written_2022-02-23_00_09_30.thumb.jpg.8da26c082b9583ab037444c02fb9d80d.jpg

    The shadows on the ceiling move around whenever the player moves their view .

    Another thing I noticed is that in the main menu, whenever the snow-falling animation loops, there is a delay and the mouse movement is frozen for half a second. This happens like ones in 5 seconds. The original video file is 10 seconds.

    Edit: After restart TDM I can't reproduce the looping snowflake menu issue anymore.

  3. 7 hours ago, Wellingtoncrab said:

    I have read this feedback also on darkfate.

    darkfate?

     

    Spoiler
    17 hours ago, Wellingtoncrab said:

    I am working on the first first patch now and will look to see if I can smooth the edges on that ending as I see how it might be confusing.

     

    Did you change something to the ending compared to the beta? Maybe I shouldn't read player reviews here..

  4. 1 hour ago, Bergante said:

    a pure Mission Update shouldend be as big  as the Original Mission .

    I agree. If the update is only in the *.map file, it shouldn't be needed to download the full fm pk4. I also think that translations should be separate downloads.

  5. 5 hours ago, OrbWeaver said:

    I think we're mixing up different issues here.

    Sorry

     

    5 hours ago, OrbWeaver said:

    'm not clear what the expected behaviour is here. As far as I know, the looping property does not mean "play sounds from the playlist in sequence", it means "play a single sound file in a continuous loop". If you are playing a single sound in a continuous loop, you never stop playing it, which means there is no obvious point at which the engine can switch to playing a different sound.

    I just tested and what happens is that if you set s_looping 0 , only one (random) sound from that list is played one time. If you set s_looping 1 , one (random) sound is played, then the first sound of the list is looped.

    Edit: What seems to work is setting the wait spawnarg to > 0 and no s_looping . Then it randomly loops through the sounds in the list, this only works well with sounds of similar length I think by specifying the length as minimum wait time, otherwise sounds are played over each other (which also has it's use). Seems more like a workaround.

     

  6. 3 hours ago, OrbWeaver said:

    In order to use entityDef properties as defaults for sound shaders, you would need to create a specific entityDef for each and every sound shader (e.g. "speaker_hum01", "speaker_hum02", "speaker_ambientdogbark" or whatever). This seems like a lot of work for very little gain,

    You only need a def file for a certain type of speaker and set default values, which then show up as default spawnargs in DR. Then for every sound shader you can change those. The above example is the entityDef atdm:speaker_ambient_music . If I use that and add s_looping to that entitydef file, it shows up as a default in every sound shader you add to that specific speaker. I mean off course you might need a couple of those defs, but not for every shader. Most sound shaders have the same stuff applied and the rest you can omit or add it not-active.

     

  7. 40 minutes ago, OrbWeaver said:

    It seems like a bug that explicitly setting s_looping 0 does not override the looping keyword in the sound shader. The sound shader keywords should be defaults that can always be overridden on a per-speaker basis.

    Ah ok good to know. I was just thinking, wouldn't it be more useful to put such settings in def files instead, so they show up in DR as defaults?

     

  8. 24 minutes ago, OrbWeaver said:

    I've never known looping to switch between different sounds in a shader. Are you absolutely sure this behaviour was in previous versions in the game?

    No I think looping is not needed for looping randomly through a playlist, but maybe some people think that.

    Also, some sound shaders have looping in them whitch forces the looping so devining s_looping in DR does nothing.

    For example here:

    loop_vent_1     // D3 replacement
    {
    	editor_displayFolder	ambient/environmental
            	minDistance 1
    	maxDistance 6
    	volume -2
    	looping
    
    	sound/ambient/environmental/steam01_loop.ogg
    	sound/ambient/environmental/steam02_loop.ogg
    }
  9. On 12/28/2021 at 9:54 AM, Spooks said:

    I think there is something wrong with looping sound shaders that have a playlist of sound files to go through. They may play something from the playlist at first but then they'll get stuck looping the very first item in it and never randomly choose another. This obviously wasn't the case in the last version of the game.

    Please corroborate, you can test with a regular speaker with 's_shader' set to 'animal_dog_distant' or 'frob_instrument_victrola', and 's_looping' set to '1'. If the dog bark/ditty is always the same on your end too, then it's a bug.

    I noticed this yesterday as well.

    I am reading on https://iddevnet.dhewm3.org/doom3/sounds.html :

    Quote

    The cvar s_maxSoundsPerShader limits the maximum number of sounds that can be in a shader. This is set to 0 (no limit) for high end systems and 1 for low end systems (which means it always plays the first sound in the list).

    I don't know how is determent what kind of system you have, or it could even be broken in tdm and therefore always on 1.

    In the sound shader you can add minSamples <int> with the number of sound files. Maybe that helps. I'll test later if this still works.

×
×
  • Create New...