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  1. That is slightly less than 4k but imo is still a really a high rez, specially for this engine, that is ~7.3 million pixels that the engine has to calculate/shade, per pixel 60 times or more, every second! also why MSAA (multisampling anti-alising) can be very expensive on this engine, it increases pixel count. So like nbohr1more said, if you have it on, lower it or better disable MSAA, at that rez IMO you don't need it anyway and it has no effect on geometry faces/surfaces, only on geometry edges and if you really want AA, also like nbohr1more said, force a post process one (FXAA or better if possible TAA) using the Nvidia driver. You can also try to lower the rendering scale and increase the sharpening filter to counter balance the loss of definition in the video options menu. About the CPU the fact you have low CPU utilization and high GPU utilization, shows you are getting GPU bound in this case, so increasing thread count in the game console, I don't think will help but try it. Btw sorry if you already know this but if you don't, at lest may explain to you why this "old" game, is so heavy even for your modern very expensive GPU, this game uses a modified Doom 3 engine, with better support for multicore CPU's and other modern stuff making it way faster than original Doom 3 engine, but is still using the old forward render and unlike more modern renders like deferred render or forward+, that can render hundreds of (non shadow casting) dynamic lights, before getting slow, a old forward render like of Doom3/TDM, can get really slow with a relatively low number of dynamic lights in a scene, worse if they all cast shadows, and on this game all lights are fully dynamic and in many missions most of them cast shadows, real time shadows, there's no light baking of any kind.
  2. Granted, that might happen to a player once, but then the player will have learned that there are two types of grabber-interactions, the toggle-type which he/she knows from Lights and Food, and the hold-type which he/she knows from bodies. Anyway, there is no harm in trying this, right? Even if we just end up hiding it behind a disabled cvar for the people who like it.
  3. Players might hold Junk while moving it and be surprised when it is suddenly dropped on frob release, because there is no way the player can know which mode they are in. With bodies, there is a noticeable difference right away between dragging and shouldering. With lights, the light does not move on hold and will extinguish/toggle, so there's also a clear difference for the player to notice right away. (Edit: It seems that a lot of the reasons I was '@'ed have been answered already, so I'll skip those.)
  4. Thanks for summarizing the most relevant arguments. Saved me from reading this monster of a thread in its whole. It is obvious that a lot of thought from a lot of smart people has already gone into this. Still, it kind of rubs me the wrong way that the grabber-interaction with bodies is so fundamentally different than the rest and it frequently annoys me that I can't hold-type-grab junk objects as well. So maybe, to catch two flies with one stone, the hold-type-grabber-interaction just needs to be added to a few more entity types. In other words, stick to the frobbing-rules you guys developed in this thread, but additionally add hold-type-grabber-interaction to Junk and Tools, and if possible, Loot as well. Entity type Short Press Long Press Junk Toggle-Grabber Hold-Grabber Food Toggle-Grabber Eat Loot Pick-up Hold-Grabber?? Bodies Shoulder Hold-Grabber Lights Toggle-Grabber Exstinguish Tools Inventory Hold-Grabber (Highlighted interactions in the table differ from the new control scheme)
  5. I get that and full disclosure: I did not read the full thread, it's just too much! I was absent in recent months, so I missed all of this. That makes a lot of sense. Although, to solve this, one could communicate via audio cue ("uh uh") that no use-type-interaction is available for that entity. Anyway, there is an incredibly easy way to solve the inconsistency while staying true to the original control scheme and that is to simply swap shouldering and grabber. Entity type Short Press Long Press ...Release Button Junk Grabber Nothing Nothing Food Grabber Eat Nothing Loot Pick-up Nothing Nothing Bodies Grabber Shoulder Nothing Lights Grabber Exstinguish Nothing Tools Inventory Nothing Nothing This way, every interaction that was originally "frob + use" (shouldering, eat, exstinguish) will the become long-press-frob. So, the long-press simply becomes a shorthand for special action, nice and clean. While I do love the hold-type-grabber to death, I'd be willing to sacrifice it for a consistent control-scheme. (@stgatilov @Daft Mugi) Right now, we have this weird mixture of hold-type- and toggle-type-grabber that I guarantee you, will confuse new players (and streamers). I say, either fully embrace the lovely new hold-type-grabber (which I am still all for) or drop it completely.
  6. Horror themed fan mission - exploration of seemingly deserted keep in the middle of swamps. Spiders, undead, darkness. ----------------------------------------------------------------------------------------------------------------------------- This is the story about the fate of my family. My uncle, Ralph Mac Roberts, is the baron of a keep nestled deep within the Rahenaen marshes. It was once an important outpost tasked with guarding one of the few Builder roads that cross the marsh, but after the Inventor`s Guild built a system of nearby dams that flooded the whole land, the road closed and there was no longer anything to watch over anymore. The keep itself needed reinforcement against the raising water level and the trade routes become almost impassable, not only for the carriages but for lone couriers as well. There hadn`t been any messages coming from the keep for over a year and my father was about to assemble a caravan so he could go on an expedition to the keep himself. However, in the middle of the night before he was set to leave, a carrier pigeon landed on his windowsill. My father received the letter and read the apologies from my uncle and his family, excusing their long absence. As a way to make reparations for their extended silence, my uncle invited me to the keep to stay there for a fortnight or so. My uncle had instructed me to leave my horse three leagues away from the keep by the nearest charcoal burning hut and hike the remainder of the road on foot, as the trek through the marsh is treacherous for horses. The weather will be awful this time of year, but my father insists that I should go anyways to ensure that our relatives are okay. These plains become dreadfully deserted - to the point where you more expect to meet the dead than the living. And by the way - I think I`m lost. ----------------------------------------------------------------------------------------------------------------------------- Download link: https://1drv.ms/u/s!Aj1DVS465udZgVkXteBbr6cUxdPH Thanks: to the TDM team for great tools, and all the contributors for their assets, to betatesters: Amadeus, Bienie, Boiler's_hiss, Dragofer, Filizitas, Judith, nbohr1more, s.urfer, again to Amadeus for proofreading and text tweaks, and to all the players for their time! Few screenshots: http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/?p=434716 http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/?p=429558 http://forums.thedarkmod.com/topic/19886-fm-marsh-of-rahena-beta-testing/?p=434507 Enjoy! Walk-through !major spoilers! Finding a way across the marsh area: Getting inside: Bed objective: Light sources: Maps: Enemies: Room objective: Hut objective: Sealed objective: Gold: Key: Bodies:
  7. Figured out questions #1 and #2, got it working just as desired I have to use two light sources which is better anyway as I get control over each one, this way I made the visible light half intensity which also prevents raising your lightgem excessively if a guard sees you while carrying it, whereas the spectrum component is less saturated so it doesn't completely colorize the symbols. Haven't tried #3 yet so please let me know if there's any chance to make text in readables work. This is the def and material setup I had to use for the lantern: Just add the custom lamp to your map and that's all! lights/tdm_lanternlight_spectrum { spectrum 1 lightFalloffImage makeintensity( textures/lights/brightround ) { map textures/lights/tdm_lanternlight forceHighQuality colored zeroClamp red ((.1 * sintable [(time * ( 1 + Parm3 ) ) ]) +.9) * Parm0 green ((.1 * sintable [(time * ( 1 + Parm3 ) ) ]) +.9) * Parm1 blue ((.1 * sintable [(time * ( 1 + Parm3 ) ) ]) +.9) * Parm2 } } light_lantern_oil_omni_spectrum_0 { "inherit" "light_lantern_oil_omni" "light_radius" "192 192 192" "_color" "0.125 0 0.5" "texture" "lights/tdm_lanternlight" } light_lantern_oil_omni_spectrum_1 { "inherit" "light_lantern_oil_omni" "light_radius" "192 192 192" "_color" "0.75 0.5 1" "texture" "lights/tdm_lanternlight_spectrum" } atdm:moveable_lantern_oil_hand_colorme_lit_spectrum { "inherit" "atdm:moveable_lantern_oil_hand_colorme_lit" "_color" "0.25 0 1" "def_attach" "light_lantern_oil_omni_spectrum_0" "def_attach_1" "light_lantern_oil_omni_spectrum_1" }
  8. Changelog of 2.11 development: beta211-08 (rev 16770-10264) * Fixed crash when minimizing TDM on Windows (post). * Added HD carpets (thread). * Fixed player getting delayed and lower damage on high fall ending with mantle (6231). * Removed wrong LOD stage in atdm:env_ragdoll_commoner_female. * Reverted addition of default "map of" inventory item. * Made it easier for modders to substitute invgrid parchment background (6241). beta211-07 (rev 16758-10258) * Fixed extinguished candles stim-lighting each other on game start (6223). * Added menu settings for sheathe toggle, and changed default (6232 thread). * Saint Lucia mission improvements (thread). * Fixed GUI warnings in New Job. * Renamed "New Missions" to "Missions List" in main menu (6230). * Fixed initial difficulty highlight on Objectives screen (6229). * Fixed Objectives title slightly cut off on low text scale (6234). * Added mansion01 window assets (6235). * Fixed normal map of turquoise_uneven (6222). * Allow user to tweak pm_noclipspeed (6237). beta211-06 (rev 16739-10248) * Saint Lucia mission improvements (thread). * Fixed rare crash during melee combat (6225). * Fixed func_peek crash on Linux (5553). * Fixed bottle crash in "Pearls and Swine" (6227). * Fixed textures of cheapbeermug (post). * Fixed warnings in book_ornate_gothic readables (post). * Fixed minor issue in broad phase of collision detection. beta211-05 (rev 16727-10239) * Fixed rare NaN blocks from volumetric lights on AMD driver (post). * Fixed rare thin holes in geometry on low "render scale". * Fixed major performance regression in "r_shadowMapSinglePass 1" mode. * Added subtitles to New Job mission (5914). * Fixed subtitles hidden during CameraView type of cutscene (6197). * Fixed last character of subtitles occasionally clipped away (5914). * Fixed missed alert count if player hides into darkness during guard's combat startup (6211). * Added blueprint assets by Dram. * Fixed UV map in bwindow01_frame model (6217). * Allow female guards to sleep on floor (6208). * Dmap messages about PlanarGraph and EarCut now include 3D world position. * Some minor rounding changes in text placement in GUI. * Restored value of pm_bobup from 2.10. beta211-04 (rev 16714-10226) * Fixed wrong lightgem values briefly after game load/start (6088). * Fixed alert counter for civilians immediate alert (5286). * Some main menu text made translatable (2960). * New assets: Precursor "ancient" loot by Kingsal, galleon wreck, gothic cabinet, grandfather clock with new clock scriptobject, pagan menir (standing stone statue), pair of large marble lion statues, feather duster prop * Make sure all newly created door entities have the right rotate value set (5051) * Fix missing normalmap for audiograph, fixed shadowmesh for armchair_victorian_02.ase * Various small asset fixes (missing faces in LOD stage of boiler02_med.lwo, mangled stairs in galleon.lwo, gaps in spade models, normals on desk2 and desk3 models, UV issues on various other models) (3771). * Improved resolution for shield_goldarms texture (4894). * Added "looping" keyword to looping clock ticking sounds. * Exclude female pagan materials from release builds. beta211-03 (rev 16689-10219) * Avoid copying of large array on AMD, fixing a terrible performance regression (thread). * Enabled Frontend Acceleration = r_useParallelAddModels by default. * Fixed error when same decl file exists packed and unpacked with different case (post). * Don't crash TDM if automation port is occupied: warn, retry, and disable instead (thread). * New Job: the mission is no longer unfinishable if you guess the safe combination without visiting the Lord's room + visportal fixes. * Ambient world prefab: expanded light radius from 1K to 10K. * Added currency pack, cobblestone pack, furniture pack and tiling treasure hoard texture * Added wall mounted locks, improved sofa and leather ottoman * Added star wallpaper * Block CMake build without setting build type (post), fixed CMake + MSVC build. beta211-02 (rev 16670-10208) * Fixed bugs with counting number of alerts (5286, 6186). * Fixed bugs in in-game and savegame screenshots (link). * Disable GL debug groups to fix performance on some AMD drivers. * Added a lot of new assets from Epifire's missions (6188). * Added and refactored locks/safes by Obsttorte, Epifire, Dragofer. * Added book skins by Wellingtoncrab. * Fixed missing wastebasket material in Hazard Pay (link). * Support r_skipAmbient and r_skipInteractions in new backend. * Added spawnarg call_used_action_script on frobable movers. * Fixed definitions of ambient lights with normal-dependent color (6090). * Fixed KOBoxSize not being restored for the sake of blackjack. beta211-01 (rev 16656-10189) * Many improvements in new volumetric lights implementation + added cvars (5850, thread). * r_softShadowsMipmaps: fixed render scale, fixed screenshots. * Faster shadow volume generation with BVH, more cvars and tweaking (5886). * Optimized stencil shadows: turbo shadow vertices are static on GPU. * Improved solidness / visibility logic on models (6175). * Added spawnargs allow_idle_anims and allow_random_headturning. * Avoid sound amplification due to negative sound loss spawnarg (5913). * Fixed weird glitch on game load (6149). * Removed one frame of latency from "com_smp 0" mode (5875). dev16650-10157 * Volumetric lights reimplemented: dither pattern removed, performance improved (5850). * Added audiograph entity and assets. * Fixed shader compilation with r_softShadowsMipmaps on some Linux AMD GPUs (post). * Fixed bug in new frobstage_xxx material macros (5427). * Massive frobstages refactoring in materials: new macros are used now (5427). * Trace model: limits increased and refactoring (5887). * Massive cleaning of prefabs, automaton station script fix (6013). * Fixed rotten_paper_nancy_hand GUI in world view. * Perfume bottle model uses smooth shading, lampion skin fixes. * Some cleanup: idRenderMatrix memory alignment, face planes in SEED model clone, Elbrus FFmpeg compile fix, old shaders disabled. dev16629-10139 * Added implicit generation of frobstages and simple customization macros (5427, thread). * Added support for OBJ models (thread). * Fixed chandelier_gas4 model (6125), improved wooden chest prefab sounds (4206). * Optimized silhouette preprocessing during model loading. dev16625-10132 * "Light from above" behavior applies only to lights of ambient_world type (6090). * Major changes in normal-dependent ambient shading (6090). * Optimized FixGlobalTJunctions in dmap, restored vertex grid snapping (6085). * Updated "Tears of Saint Lucia" mission with EFX and other fixes (thread). * Replaced algorithm for assigning shadow maps resolution. * Fixed a brief wrong frame with X-ray (6109). * Added getCurInvItemCount script function (6096). * Fixed old rendering backend. * Slightly better culling due to fixed depth bounds computation. * Added textures/darkmod/window/metal_irregularpanes_moonlit_bright (6119). dev16617-10107 * Major changes in ambient/interaction shaders for more consistency (5828, thread). * Major changes in blackjack knockout behavior (4289 thread). * Optimized stencil shadows with antialiasing by using scissors (5851). * Stencil shadow shadows tile-based culling optimization (6076 thread). * Added wiki article (link) about Tracy timeline profiler; thread names fix, print version. * More asset changes to fix warnings, added "load all assets" test maps (6019). * Added teleportArea command, which allows to find area by number (6083). * Refactored ambient interaction shader, deleted unused ambientRimColor (5828). * Fixed overflow crash in idAASBuild::GetFaceForPortal. * Enabled GL debug groups by default, fixed borderless FBO mismatch warnings. * Added transparent grate textures (6089). * Fixed textures/common/mirror. Known issues: * ambientCubicMap broken yet, will be restored in future (6090). * Visual look has changed, mostly with stronger specular. dev16599-10071 * Fixed startup error on: Night to Remember, Cole Hurst 1 Eaton (5845). * Shadow maps refactoring: now volumetrics work if stencil shadows are selected (5880, post). * Fixed SSAO on new AMD driver (post). * Ensured that mission decls silently override same-named core decls (5766). * Fixed order of operations in expressions in materials and GUI scripts (6026). * GUI scripts: do not block autoupdate for window registers referenced in scripts; fixed vector component indexing, allow expressions on the right side of Set command (6028, thread). * Major refactor of objectives GUI: checkboxes no longer empty on failure screen (5852). * Added pm_mantle_tilt_mod cvar to tone down mantle movements. * Fixed noclip while shouldering a body (5244). * Fixed textures/skies/cubeSky material (5218). * Fixed items frobability in cabinet prefabs (6025). * Hundreds of fixes for core asset issues that were detected by a new systematic procedure. There should be far fewer broken assets and console warnings. Ongoing process (6019). * testmap command no longer sets developer mode, saving us from some warnings. * Started refactoring of interaction shaders (5828). dev16574-10036 * Add Dragofer's fully mapped ship prefabs, vintage lamps set, barouche carriage and camgoyle sentry turret with power source (4687) * Added BVH-based interaction culling for large meshes (5886, thread). * Added warnings for wrong GUI code, fixed them in core GUI (5869, thread). * Fixed leaning against non-axis-aligned door (5899). * Fixed skin of non-rotating security camera (6004). * Tweaked inlining and optimization, new debug builds Fast/Editable. * Disabled multiple rendercopies for warping materials (post). * Created materials for previously unreferenced textures, now available for use (5563, 5178) * Fixed 50 skin-related, auto-detected bugs that were generating console warnings (6019) * Female mage legs are now textured (5994) * Adjusted LOD offsets for atdm:nature_pine to avoid popping (3987) * Wooden torches now have burning/burnt tops (1293) * tdm_grass_clump and tdm_wildgrass particles no longer render fullbright (5689) * Added inclusion guards to all core script files (4427) * small_round_furnace_openable.pfb fixed with regards to model gaps and door origin (6018) * Fixed underwater_bubblesbubbles particle (5198) * Fixed burnt log end cap texture alignment (4896) * Added unlit and moonlit versions of textures/darkmod/window/ornate/round_spokes01 (5857) * Added specularmap to rivet_strip01 textures (5999) * Restored plain_robes skin for mages, pagan_orb_effect particle, fix windows in tudor building4 etc. (5690) * Fixed models that made use of missing materials (4390) * Diffusemap for wallpaper_ornamental_01_red now matches its normalmap (4798) * Hardwood materials now use wooden footstep sounds (4988) * Fixed skins for 6-candle chandeliers and nails (5900, 5217) * All fence_spike_01_tall models are now solid (6010) * Fixed typo in shouldered manbeast name (5877) dev16519-9985 * Now AIs think once per frame on low FPS when several game tics are modelled (5992). * More responsive crouch toggle (5973, thread). * Added "absence_alert_increase" as correct implementation of "absence_alert" (5987). * Allow drawing up to 4 postprocessing surfaces, as long as draw order is right (thread). * Missions can be sorted by date in in-game mission downloader. * Added getAnimRate/setAnimRate script events (540). * Fixed lean-peeking sound not always stopping when player goes away from door (5899). * Fixed wrong sounds of func_fracture after save/load (5363). * Fixed scorch and smear01 decals (5970). * Fixed fx/sparks effect, set "triggered 1" for newly added effects (5034). * Fixed startup image/sound warnings on some AIs (5993). * Fixed joints warnings on zombies (5466). * Fixed "screw" skin not showing in DR on appropriate models (5217). * Fixed for frobability in kitchen_cupboard_openable.pfb (5989). * Added editor images for panel_halfcircle_walnut and panel_vase_polished_walnut. * Bumped maximum number of edges to 1 million for stencil shadows, added overflow warning. * Fixed debug cvars tdm_ai_opt_forceopt and tdm_ai_opt_forcedormant 5992). * Tiny optimization: memcpy is now using streaming stores only at vertex cache. * Removed support of bindless textures (5891). * Extracted tdm_package and removed tdm_update source code (5076). dev16498-9944 * Updated Tracy library, hopefully fixed running on Windows 7 (post). * Fixed crash on loading save done while elemental is dying (5845). * Implemented multiloot on holding frob button (5984). * Crouched state does not affect player speed on ladder/rope (5961). * Crouch-toggle takes effect on keydown rather than release (5973). * Added setviewpos to screenshot filename (5819). * Show estimate for total number of pickpockets on end-mission screen (5678). * In-game downloader: show asterisk/sharp at the beginning (5842). * Trigger entities now work on AI which stands still (5319). * Added setObjectiveNotification, which allows to change objective silently (5967). * Added script functions to add/remove frob peers (5976). * AIs notice destroyed fracture entities (5978). * Enabled frobhelper by default (post). * Fixed some architecture skins by Nort. * Fix graffiti materials (5930). * Now default quicksave/quickload are F5/F9 (post). * Minor optimizations: SSE in idRenderMatrix, cache "drunk" spawnarg. * Looped bind does not cause crash, although behavior is undefined (post). Known problems: * Night to Remember, Cole Hurst 1 Eaton: cannot start missions due to hard error. * Painter's Wife: killing elemental should cause hard error (mission fixed). dev16487-9919 * Fixed saving/loading JPEG crash on Linux (5881). * Fixed wrong sound on strafe right (5554). * Major refactoring and optimization on LOD system, LOD entities no longer "think" (5944). * Improved time distribution of stims and LOD checks for more solid performance. * Optimized creation/destruction of script threads. * Optimized idClip = broad phase collision detection (5954). * Reduced size of Linux executable back from 24 MB to 18 MB by removing globals. * Now in-game downloader prints URL of download to game console. Known problems: * Won't boot on Windows 7 dev16485-9903 * Optimized iteration over active entities by switching from linked list to array. * Fixed bow sometimes not working on savegame load (5928). * Allow headbob cvar changes to persist between sessions (post). * Player speed modifiers (like pm_runmod) are no longer archived (post). * Applied Clang build fixes by @Partmedia (post). * Fixed "testVideo withAudio" command. * Fixed unbounded brush AAS warning by trying to process each edge of brush once (5648). * Use double precision for winding splits in dmap and collision. * Reworked FFmpeg player to not use deprecated functions, fixed protocol warning (5881). * Fixed 2GB overflow in printMemInfo. Known problems: * Won't boot on Windows 7 * JPEG saving and loading crashes on Linux. Setting r_screenshot_format to "png" may help... dev16481-9881 * Updated Visual C++ from 2017 to 2022, build game and idlib as on VC project (5820). * Updated all third-party libraries (5881). * Render scale does not affect main menu GUI. * Optimized compass rendering: don't copy depth buffer. * Fixed debug polygons not showing up. * Don't draw debug lines in subviews. * Don't open game console by tilde if com_allowConsole is 0 on Linux (post). * Moving GUI slider with mouse now results in discrete increments. * Restored code for 16-bit colors (via r_fboColorBits cvar only). * Game console bottom line gets thinner on smaller console font. * Added tuneDown command to quickly ender very low graphics mode. * Added r_fboScaling cvar which allows to change Render scale filtering to nearest. * Avoid purging/reloading all images on Alt+Tabbing in Windows. Known problems: * Won't boot on Windows 7 Changelog of earlier versions can be found here.
  9. Can't believe I missed this FM and played this now almost two years late. Congrats @Wellingtoncrab, what an incredible achievement. I loved every bit of it and it is sooooooo beautiful! Those volumetric lights really go a long way!! How the hell did you pull off I also loved the idea that you start out with almost nothing and have to acquire your tools, which kind of introduces some metroid vania elements to your FM. And that writing... Damn! If I had to be really nitpicky, I would say that your FM had too many tools scattered around that you don't really need. Tool scarcity is always a sure-fire way to create tension, so I think your FM would have been even better if there were less flashbombs, water arrows etc., and more loot instead.
  10. Changelog of 2.11 development: beta211-08 (rev 16770-10264) * Fixed crash when minimizing TDM on Windows (post). * Added HD carpets (thread). * Fixed player getting delayed and lower damage on high fall ending with mantle (6231). * Removed wrong LOD stage in atdm:env_ragdoll_commoner_female. * Reverted addition of default "map of" inventory item. * Made it easier for modders to substitute invgrid parchment background (6241). beta211-07 (rev 16758-10258) * Fixed extinguished candles stim-lighting each other on game start (6223). * Added menu settings for sheathe toggle, and changed default (6232 thread). * Saint Lucia mission improvements (thread). * Fixed GUI warnings in New Job. * Renamed "New Missions" to "Missions List" in main menu (6230). * Fixed initial difficulty highlight on Objectives screen (6229). * Fixed Objectives title slightly cut off on low text scale (6234). * Added mansion01 window assets (6235). * Fixed normal map of turquoise_uneven (6222). * Allow user to tweak pm_noclipspeed (6237). beta211-06 (rev 16739-10248) * Saint Lucia mission improvements (thread). * Fixed rare crash during melee combat (6225). * Fixed func_peek crash on Linux (5553). * Fixed bottle crash in "Pearls and Swine" (6227). * Fixed textures of cheapbeermug (post). * Fixed warnings in book_ornate_gothic readables (post). * Fixed minor issue in broad phase of collision detection. beta211-05 (rev 16727-10239) * Fixed rare NaN blocks from volumetric lights on AMD driver (post). * Fixed rare thin holes in geometry on low "render scale". * Fixed major performance regression in "r_shadowMapSinglePass 1" mode. * Added subtitles to New Job mission (5914). * Fixed subtitles hidden during CameraView type of cutscene (6197). * Fixed last character of subtitles occasionally clipped away (5914). * Fixed missed alert count if player hides into darkness during guard's combat startup (6211). * Added blueprint assets by Dram. * Fixed UV map in bwindow01_frame model (6217). * Allow female guards to sleep on floor (6208). * Dmap messages about PlanarGraph and EarCut now include 3D world position. * Some minor rounding changes in text placement in GUI. * Restored value of pm_bobup from 2.10. beta211-04 (rev 16714-10226) * Fixed wrong lightgem values briefly after game load/start (6088). * Fixed alert counter for civilians immediate alert (5286). * Some main menu text made translatable (2960). * New assets: Precursor "ancient" loot by Kingsal, galleon wreck, gothic cabinet, grandfather clock with new clock scriptobject, pagan menir (standing stone statue), pair of large marble lion statues, feather duster prop * Make sure all newly created door entities have the right rotate value set (5051) * Fix missing normalmap for audiograph, fixed shadowmesh for armchair_victorian_02.ase * Various small asset fixes (missing faces in LOD stage of boiler02_med.lwo, mangled stairs in galleon.lwo, gaps in spade models, normals on desk2 and desk3 models, UV issues on various other models) (3771). * Improved resolution for shield_goldarms texture (4894). * Added "looping" keyword to looping clock ticking sounds. * Exclude female pagan materials from release builds. beta211-03 (rev 16689-10219) * Avoid copying of large array on AMD, fixing a terrible performance regression (thread). * Enabled Frontend Acceleration = r_useParallelAddModels by default. * Fixed error when same decl file exists packed and unpacked with different case (post). * Don't crash TDM if automation port is occupied: warn, retry, and disable instead (thread). * New Job: the mission is no longer unfinishable if you guess the safe combination without visiting the Lord's room + visportal fixes. * Ambient world prefab: expanded light radius from 1K to 10K. * Added currency pack, cobblestone pack, furniture pack and tiling treasure hoard texture * Added wall mounted locks, improved sofa and leather ottoman * Added star wallpaper * Block CMake build without setting build type (post), fixed CMake + MSVC build. beta211-02 (rev 16670-10208) * Fixed bugs with counting number of alerts (5286, 6186). * Fixed bugs in in-game and savegame screenshots (link). * Disable GL debug groups to fix performance on some AMD drivers. * Added a lot of new assets from Epifire's missions (6188). * Added and refactored locks/safes by Obsttorte, Epifire, Dragofer. * Added book skins by Wellingtoncrab. * Fixed missing wastebasket material in Hazard Pay (link). * Support r_skipAmbient and r_skipInteractions in new backend. * Added spawnarg call_used_action_script on frobable movers. * Fixed definitions of ambient lights with normal-dependent color (6090). * Fixed KOBoxSize not being restored for the sake of blackjack. beta211-01 (rev 16656-10189) * Many improvements in new volumetric lights implementation + added cvars (5850, thread). * r_softShadowsMipmaps: fixed render scale, fixed screenshots. * Faster shadow volume generation with BVH, more cvars and tweaking (5886). * Optimized stencil shadows: turbo shadow vertices are static on GPU. * Improved solidness / visibility logic on models (6175). * Added spawnargs allow_idle_anims and allow_random_headturning. * Avoid sound amplification due to negative sound loss spawnarg (5913). * Fixed weird glitch on game load (6149). * Removed one frame of latency from "com_smp 0" mode (5875). dev16650-10157 * Volumetric lights reimplemented: dither pattern removed, performance improved (5850). * Added audiograph entity and assets. * Fixed shader compilation with r_softShadowsMipmaps on some Linux AMD GPUs (post). * Fixed bug in new frobstage_xxx material macros (5427). * Massive frobstages refactoring in materials: new macros are used now (5427). * Trace model: limits increased and refactoring (5887). * Massive cleaning of prefabs, automaton station script fix (6013). * Fixed rotten_paper_nancy_hand GUI in world view. * Perfume bottle model uses smooth shading, lampion skin fixes. * Some cleanup: idRenderMatrix memory alignment, face planes in SEED model clone, Elbrus FFmpeg compile fix, old shaders disabled. dev16629-10139 * Added implicit generation of frobstages and simple customization macros (5427, thread). * Added support for OBJ models (thread). * Fixed chandelier_gas4 model (6125), improved wooden chest prefab sounds (4206). * Optimized silhouette preprocessing during model loading. dev16625-10132 * "Light from above" behavior applies only to lights of ambient_world type (6090). * Major changes in normal-dependent ambient shading (6090). * Optimized FixGlobalTJunctions in dmap, restored vertex grid snapping (6085). * Updated "Tears of Saint Lucia" mission with EFX and other fixes (thread). * Replaced algorithm for assigning shadow maps resolution. * Fixed a brief wrong frame with X-ray (6109). * Added getCurInvItemCount script function (6096). * Fixed old rendering backend. * Slightly better culling due to fixed depth bounds computation. * Added textures/darkmod/window/metal_irregularpanes_moonlit_bright (6119). dev16617-10107 * Major changes in ambient/interaction shaders for more consistency (5828, thread). * Major changes in blackjack knockout behavior (4289 thread). * Optimized stencil shadows with antialiasing by using scissors (5851). * Stencil shadow shadows tile-based culling optimization (6076 thread). * Added wiki article (link) about Tracy timeline profiler; thread names fix, print version. * More asset changes to fix warnings, added "load all assets" test maps (6019). * Added teleportArea command, which allows to find area by number (6083). * Refactored ambient interaction shader, deleted unused ambientRimColor (5828). * Fixed overflow crash in idAASBuild::GetFaceForPortal. * Enabled GL debug groups by default, fixed borderless FBO mismatch warnings. * Added transparent grate textures (6089). * Fixed textures/common/mirror. Known issues: * ambientCubicMap broken yet, will be restored in future (6090). * Visual look has changed, mostly with stronger specular. dev16599-10071 * Fixed startup error on: Night to Remember, Cole Hurst 1 Eaton (5845). * Shadow maps refactoring: now volumetrics work if stencil shadows are selected (5880, post). * Fixed SSAO on new AMD driver (post). * Ensured that mission decls silently override same-named core decls (5766). * Fixed order of operations in expressions in materials and GUI scripts (6026). * GUI scripts: do not block autoupdate for window registers referenced in scripts; fixed vector component indexing, allow expressions on the right side of Set command (6028, thread). * Major refactor of objectives GUI: checkboxes no longer empty on failure screen (5852). * Added pm_mantle_tilt_mod cvar to tone down mantle movements. * Fixed noclip while shouldering a body (5244). * Fixed textures/skies/cubeSky material (5218). * Fixed items frobability in cabinet prefabs (6025). * Hundreds of fixes for core asset issues that were detected by a new systematic procedure. There should be far fewer broken assets and console warnings. Ongoing process (6019). * testmap command no longer sets developer mode, saving us from some warnings. * Started refactoring of interaction shaders (5828). dev16574-10036 * Add Dragofer's fully mapped ship prefabs, vintage lamps set, barouche carriage and camgoyle sentry turret with power source (4687) * Added BVH-based interaction culling for large meshes (5886, thread). * Added warnings for wrong GUI code, fixed them in core GUI (5869, thread). * Fixed leaning against non-axis-aligned door (5899). * Fixed skin of non-rotating security camera (6004). * Tweaked inlining and optimization, new debug builds Fast/Editable. * Disabled multiple rendercopies for warping materials (post). * Created materials for previously unreferenced textures, now available for use (5563, 5178) * Fixed 50 skin-related, auto-detected bugs that were generating console warnings (6019) * Female mage legs are now textured (5994) * Adjusted LOD offsets for atdm:nature_pine to avoid popping (3987) * Wooden torches now have burning/burnt tops (1293) * tdm_grass_clump and tdm_wildgrass particles no longer render fullbright (5689) * Added inclusion guards to all core script files (4427) * small_round_furnace_openable.pfb fixed with regards to model gaps and door origin (6018) * Fixed underwater_bubblesbubbles particle (5198) * Fixed burnt log end cap texture alignment (4896) * Added unlit and moonlit versions of textures/darkmod/window/ornate/round_spokes01 (5857) * Added specularmap to rivet_strip01 textures (5999) * Restored plain_robes skin for mages, pagan_orb_effect particle, fix windows in tudor building4 etc. (5690) * Fixed models that made use of missing materials (4390) * Diffusemap for wallpaper_ornamental_01_red now matches its normalmap (4798) * Hardwood materials now use wooden footstep sounds (4988) * Fixed skins for 6-candle chandeliers and nails (5900, 5217) * All fence_spike_01_tall models are now solid (6010) * Fixed typo in shouldered manbeast name (5877) dev16519-9985 * Now AIs think once per frame on low FPS when several game tics are modelled (5992). * More responsive crouch toggle (5973, thread). * Added "absence_alert_increase" as correct implementation of "absence_alert" (5987). * Allow drawing up to 4 postprocessing surfaces, as long as draw order is right (thread). * Missions can be sorted by date in in-game mission downloader. * Added getAnimRate/setAnimRate script events (540). * Fixed lean-peeking sound not always stopping when player goes away from door (5899). * Fixed wrong sounds of func_fracture after save/load (5363). * Fixed scorch and smear01 decals (5970). * Fixed fx/sparks effect, set "triggered 1" for newly added effects (5034). * Fixed startup image/sound warnings on some AIs (5993). * Fixed joints warnings on zombies (5466). * Fixed "screw" skin not showing in DR on appropriate models (5217). * Fixed for frobability in kitchen_cupboard_openable.pfb (5989). * Added editor images for panel_halfcircle_walnut and panel_vase_polished_walnut. * Bumped maximum number of edges to 1 million for stencil shadows, added overflow warning. * Fixed debug cvars tdm_ai_opt_forceopt and tdm_ai_opt_forcedormant 5992). * Tiny optimization: memcpy is now using streaming stores only at vertex cache. * Removed support of bindless textures (5891). * Extracted tdm_package and removed tdm_update source code (5076). dev16498-9944 * Updated Tracy library, hopefully fixed running on Windows 7 (post). * Fixed crash on loading save done while elemental is dying (5845). * Implemented multiloot on holding frob button (5984). * Crouched state does not affect player speed on ladder/rope (5961). * Crouch-toggle takes effect on keydown rather than release (5973). * Added setviewpos to screenshot filename (5819). * Show estimate for total number of pickpockets on end-mission screen (5678). * In-game downloader: show asterisk/sharp at the beginning (5842). * Trigger entities now work on AI which stands still (5319). * Added setObjectiveNotification, which allows to change objective silently (5967). * Added script functions to add/remove frob peers (5976). * AIs notice destroyed fracture entities (5978). * Enabled frobhelper by default (post). * Fixed some architecture skins by Nort. * Fix graffiti materials (5930). * Now default quicksave/quickload are F5/F9 (post). * Minor optimizations: SSE in idRenderMatrix, cache "drunk" spawnarg. * Looped bind does not cause crash, although behavior is undefined (post). Known problems: * Night to Remember, Cole Hurst 1 Eaton: cannot start missions due to hard error. * Painter's Wife: killing elemental should cause hard error (mission fixed). dev16487-9919 * Fixed saving/loading JPEG crash on Linux (5881). * Fixed wrong sound on strafe right (5554). * Major refactoring and optimization on LOD system, LOD entities no longer "think" (5944). * Improved time distribution of stims and LOD checks for more solid performance. * Optimized creation/destruction of script threads. * Optimized idClip = broad phase collision detection (5954). * Reduced size of Linux executable back from 24 MB to 18 MB by removing globals. * Now in-game downloader prints URL of download to game console. Known problems: * Won't boot on Windows 7 dev16485-9903 * Optimized iteration over active entities by switching from linked list to array. * Fixed bow sometimes not working on savegame load (5928). * Allow headbob cvar changes to persist between sessions (post). * Player speed modifiers (like pm_runmod) are no longer archived (post). * Applied Clang build fixes by @Partmedia (post). * Fixed "testVideo withAudio" command. * Fixed unbounded brush AAS warning by trying to process each edge of brush once (5648). * Use double precision for winding splits in dmap and collision. * Reworked FFmpeg player to not use deprecated functions, fixed protocol warning (5881). * Fixed 2GB overflow in printMemInfo. Known problems: * Won't boot on Windows 7 * JPEG saving and loading crashes on Linux. Setting r_screenshot_format to "png" may help... dev16481-9881 * Updated Visual C++ from 2017 to 2022, build game and idlib as on VC project (5820). * Updated all third-party libraries (5881). * Render scale does not affect main menu GUI. * Optimized compass rendering: don't copy depth buffer. * Fixed debug polygons not showing up. * Don't draw debug lines in subviews. * Don't open game console by tilde if com_allowConsole is 0 on Linux (post). * Moving GUI slider with mouse now results in discrete increments. * Restored code for 16-bit colors (via r_fboColorBits cvar only). * Game console bottom line gets thinner on smaller console font. * Added tuneDown command to quickly ender very low graphics mode. * Added r_fboScaling cvar which allows to change Render scale filtering to nearest. * Avoid purging/reloading all images on Alt+Tabbing in Windows. Known problems: * Won't boot on Windows 7 Changelog of earlier versions can be found here.
  11. PLAYERS * Volumetric lights appeared late before the previous beta, so the quality of volumetrics in 2.10 was rather poor, and the dithering pattern was very annoying to look at. The feature received a lot more development, and now adheres to the standards of modern rendering. The dithering pattern is gone, performance should be much better, and now you won't miss volumetrics even if you prefer to play with stencil shadows all the time! (thread) * Thanks to a certain "AI-heavy" mission, the game code has received major optimizations. It is most noticeable in low performance conditions, when game modelling takes a lot of CPU time. Previously the game could easily descend into the "spiral of death" with FPS falling below 5, now it is way harder due to better scheduling of AI thinking. There is a variety of other game code optimizations which make our lives slightly better. * New version includes several optimizations for shadows, mostly stencil shadows. A long-standing inefficiency of stencil shadows with antialiasing is fixed, new tile-based optimization is added for soft stencil shadows (thread), small lights with large meshes work faster due to BVH efforts (thread). On the side of shadow maps, the rules for distributing the resolution budget are changed: small distant lights no longer steal precious bandwidth for themselves. * There are several improvements on gameplay side as well. The core mechanics of blackjacking enemies has received subtle, yet helpful improvements (thread). Now you can grab many close pieces of loot by holding down the frob button, instead of picking up each item individually. There are several improvements to crouching, making it more responsive (thanks to @Daft Mugi). The in-game downloader now supports "sort by release date" ordering. * There were a ton of small bugfixes for issues like: bow stuck after load, wrong strafe-walk sound, crash when saving shortly after the death of an elemental, melee combat crash, issues with leaning onto doors, missing fracture sounds after loading a save, X-ray glitch in the first frame, toggling solidity/visibility, lightgem on game load, etc. MAPPERS * The engine now supports OBJ model format. This format is much more popular than ASE and LWO. The engine loading code is very lightweight: it will use your model exactly is as, and load it very quickly. The OBJ format is preferred for large meshes due for faster loading times. The only possible downside is somewhat larger download size compared to LWO, although not much and not always (thread). * Renderer should deal with large meshes much faster, thanks to BVH optimizations. Recall that idTech4 was made for very low-poly models. When renderer frontend sees a "surface" in a model, it always treats this surface as an atomic piece, doing all computations for all of its vertices and triangles. This is very good for low-poly models, can heavily drag performance down with large meshes, as several recent missions noticed during beta. The BVH data structure breaks every surface into smaller chunks, allowing renderer to quickly cull away whole chunks. This makes a big difference in case of large meshes (e.g. terrain) lit by many small lights (thread). * You no longer have to write frob-highlight stages in materials, since they are added implicitly. The problem with these stages was that were very easy to forget, which resulted in no highlight on frobable items. Also it increased cognitive load and scared mappers away. While writing frobstages is no longer necessary, the old stages work just fine. So mappers can still customize frob-highlighting if they really want to (thread). * It is now legal to override a single decl of core game in your mission. Recall that "decl" means a material, a skin, an entityDef, a particle, etc. Note that overriding a whole file from core game always worked as expected, but overriding a single decl from a file did not work reliably before (despite the common belief that it should). * The major cleaning of shaders resulted in some changes in lighting model. The aim was to make TDM lighting closer to the standard Phong model, and make it more logical in general. The changes should rarely make a big difference, aside from probably stronger specular (thread). * Added error-reporting to the GUI scripting engine. Implementing GUI scripts is very hard, error-prone, and confusing. Aside from surprising differences in Doom 3 GUI behavior compared to e.g. Javascript in DOM, a lot of confusion was caused by total lack of any error handling whatsoever! In the new version, all possible errors should result in easy-to-understand console warnings, so writing correct GUI is much easier. Also, we fixed a few features, and added a few new ones to the GUI engine (thread). * dmap command received minor improvements. Yet another big rewrite happened for T-junctions fixing code, since it took tremendous amount of time on one mission. Also a few precision improvements were made. * Other small fixes and additions: added script functions getAnimRate / setAnimRate for tweaking animations added script function setObjectiveNotification for silent objective change added script function getCurInvItemCount for interaction with inventory added script variable "AI_ENEMY_TACTILE" to the base AI scriptobject, which is true whenever the AI is in tactile range of an enemy added spawnarg absence_alert_increase for loot items as a proper substitute for absence_alert, giving control over how much an AI gets alerted if that piece goes missing added spawnargs allow_idle_anims / allow_random_headturning for customization during a running mission, useful i.e. for cutscenes AIs notice broken fracture entities trigger_multiple now works on stationary AIs almost doubled tracemodel limits, raising the restrictive limits for making collision meshes for moveable items door movers can now call "used_action_script" whenever something like a key, lockpick or other item is used on them, if they have the spawnarg "call_used_action_script" "1". ASSETS * Many new assets from capable creators in our community have been incorporated into the core assets. These include: Loot assets: Detailed coins and ingots with accompanying lore. Link Ancient loot items suitable for museums, collectors and ancient sites, first seen in the Volta series. A tiling treasure hoard texture for those with unimagineable wealth. 6 detailed book skins including 3 that are lootable, a first for TDM. Link Security assets Highly detailed standing and wall safes - with or without an accompanying combination lock. Link The combination "safe lock" is now part of core assets and can be operated by either scrolling or frobbing. Mappers no longer need to track down this asset and include it with their FM files as a custom asset. Wall-mounted locks in the style of those commonly found in the original Thief games. Camgoyle sentry, a magical stone guardian based on the security camera shooting magical projectiles at the player, first seen in Written in Stone. The prefab also includes a power source pedestal. Link Fully useable audiograph for playing recorded sounds, first seen in the Accountant and Shadow of Northdale missions. A new full-featured scriptobject makes them easy to implement and control via spawnargs. Wiki Furniture assets Posh upholstered armchairs and sofas for the wealthiest nobles. Link A new high-detail grandfather clock with a working scriptobject and a mantle clock. Link A gothic-style cabinet. Link Office assets Including bundled stacks of paper, blueprints, a letter, crumpled paper, waste bins, an end table and an ornate table. Nautical assets Full-scale modular ship prefabs with interiors, allowing anyone to assemble a ship for a nautical mission in a matter of seconds. 1 merchant galleon and 2 smaller sailing ships are available. Link Link Link A large galleon ship wreck in 2 pieces for those sailors who have met an unfortunate end. Decorative assets An impressive multi-tiered wall fountain, first seen in the mansion in Noble Affairs. A new pair of marble lion statues. Link A standing stone menir with carved symbols on it, ideal for pagan missions. Link Stone pedestal with purple cloth for presenting valuable items. Textures High-resolution cobblestone textures for detailing the streets of TDM. Link Starry wallpaper. Lamps A set of 6 bronze vintage lamps has been added for particulary posh establishments. Link Thief-style charge post streetlamp. A new open-top carriage, the barouche. Link Miscellaneous other models, including: wall planter, 7 small "foliage" herbs, 2 mine carts, 6 shop signs, equippable feather duster and 5 decor plates * We fixed all loading warnings on all existing assets. This became possible after creating an automatic map generator which forces the engine to load all assets from every group. All the references to missing files are fixed too, which means a variety of assets have become available: Old noblewoman skin, plain mage robes skin, moor helmet, electrical arcs, stone window decals (5178), yellow banner skin (5563), wine barrel (Link), grass particles (5689), lampion lights and more graffiti decals. PROGRAMMING Under the hood, we updated third-party libraries, and moved to Visual Studio 2022. The "Debug With Inlines" configuration was split into "Debug Editable" (with hot-reload support) and "Debug Fast" (fastest debuggable). Marking the final step in transition to tdm_installer, the old tdm_update program is finally removed, with TDM packaging code extracted to standalone program.
  12. I've just raised this: https://bugs.thedarkmod.com/view.php?id=6334 If you have lights randomly extinguishing on map start and you can't figure out why, it might be because the light is surrounded by a merged water entity and the engine thinks it's submerged. There are links to test maps I've made available in the bug report. Screenshot below illustrates the issue. The arrow is pointing to the water line, and the circled torches are below the water line. The walls are made of glass so it's easier to see what's going on. If you run into this, the workaround is to simply not merge your water entities!
  13. Not so long ago I found what could make a pretty good profile picture and decided to try it out on these new forums. But I couldn't find a button anywhere that would let me change it. I asked on Discord and it seems Spooks also couldn't find anything anywhere. So I logged into an old alternative account and, lo and behold, that account has a button. This is on the first screen I get when I: 1) click on my account name in the top-right of the browser -> 2) click on 'profile'. Compared to my actual account: Are you also missing this button on your account? It'd be very much appreciated if that functionality could be restored to any of the affected accounts.
  14. This is a Skyrim-style door which opens just a bit into a black_matt "void" before teleporting the player to a different area of the map, which may represent the other side of the door. This is used for connecting physically separated map areas with each other, such as when there's an exterior/interior split of a building or ship to allow for more mapping freedom. It's based off the func_mover, so it's only distantly related to normal doors and works slightly differently. Usage is to specify rotate/translate/move_time/accelTime/decelTime/snd_open/snd_close, target an info_player_teleport entity and optionally the corresponding door on the other side. It'll trigger all other targets and automatically detect up to 2 door handles. Currently no support for locking or AI pathing. At the end of the video you see something to be careful of: don't put bright lights on the other side of the door where the player can get seen. Also noticed the audio is a little bit delayed in this video. teledoor.pk4 The download comes with a prefab and entity def with tooltips for new spawnargs. Drop or extract the .pk4 in your FM folder and you will find a new entity atdm:teledoor in the folder movers/doors. Remember to update your tdm_custom_scripts.script if you've already modified yours. This is the scriptobject: And entity def:
  15. Changelog of 2.10 development: dev16202-9175 * Major changes in security camera (5528, 4731, Wiki). * Entity limit removed raised to 64K (5439, announcement). * Added secrets tracking system for mappers to use (5549, Wiki). * Integrated Sotha's "automaton" AI from Ulysses into core assets. * Menu: improved the main page and the "new game" page to make it easier for new players. * Menu: ask for confirmation on game restart, fixed menu music setting. * Menu: show checkboxes near objectives after mission is failed (5049). * Fixed rare crash in script-generated frobs (5542). * Added idPlayer::GetObjectiveVisible script event (5543). * Fixed rare collision bug causing lags (5439, r9157). * Debug visualization no longer blocks SMP performance improvements (5468). * Fixed script-generated game saves by disabling screenshot due to SMP. * Added missing frob highlight to plaster materials (4487). * Removed missing material reference in skin "wench/purple_bodice". * Minor fixes to mirroring: puddle, bc_teatray. Known problems: Volta 1, Volta 2, and Snowed Inn don't start due to broken menu. dev16215-9224 * More work on security camera (5528, Wiki) --- not finished yet. * Massive changes in dmap to make it faster (5562, 5488, announcement). * Fixed vertices merging in dmap which could cause sparklies (5486). * OpenAL (sound) upgraded to 1.21.1, fixing bsinc resampler (5564). * Added first implementation of tooltips in settings menu (2626). dev16225-9284 * Map loading optimizations: texture storage, parallel image loading, models loading (5591). * Fixed map not starting after prior error + removed 5 seconds delay at the end of loading (5118). * Removed mandatory snapping from dmap, fixing thin objects like ropes (5486). * Improved precision of windings in dmap compilation (5580). * SIMD code cleanup: enabled AVX on Linux, disabled denormals (4550). * Dropped visportals are now further classified as "leaky" and generic ones (5353, wiki). * Fixed creation of script threads with object method call (4713). * Added cvar s_alReverbGain to tone down EFX reverb (5587). * r_materialOverride fixed with Frontend Acceleration. * Fixed when player is in the void with "r_useLightAreaCulling 0". * Minor fixes in menu tooltips. * Fixed GL debug groups on AMD (5280). * Changes in FPS counter, which make displayed value more stable when com_showFpsAvg is large. dev16238-9330 * Frob highlight replaced with frob outline (5427) --- not finished yet. * Linux platform-specific code now uses GLFW for window, GL-init and input handling (5510, 5293, testing). * Windows build can change desktop resolution once again; also made "borderless" mode default (5510). * New dmap diagnostics for location separators and location entities (5354). * Dmap leak pointfiles are much shorter now (5592). * FFmpeg video formats further restricted to mp4+h264+aac and roq (4845, announcement). * Fixed occasional crash at the end of RunScript AI task, happening e.g. in WS3 mission (5538). * Debug cvars r_lockSurfaces and r_maxTri improved. * Upgraded GLFW to 3.3.4. * Added generic hash map in the code; fixed race condition in shader loading during map start (5597). * Refactoring of Clear methods in code (5593). * Added slider in menu for reverb cvar s_alReverbGain (5587). * Menu tooltip improvements. * Experimental: localization system now accepts string placeholders (5261). dev16256-9358 * Implemented new object manipulation and body dragging physics (5599 announcement). * Extracted static geometry into its own VBO in VertexCache, fixing performance regression since 2.07 (5598). * Added weapons to inventory grid (5601). * Fixed in-game mission downloader warning when downloading localization pack (5551). * Fixed in-game mission downloader warning when FM is not available on the chosen mirror (5551). * Disabled bindless textures by default because it does not work on modern AMD GPUs. * Reduced lower limit on texture units to 32, probably fixing the "Too few!" startup error on bad GL drivers. * Allow choosing adaptive VSync in setting menu. * Fullscreen options in menu: borderless goes first + block resolution when borderless is selected. * Interaction table performance optimization when loading from savefile. * Changed number of contacts in physics to 32 everywhere + minor filling optimization (3871). * Save missions.tdminfo immediately after FM download finishes. * Better logging of FM downloads under LC_MAINMENU & LT_INFO (5551). * Saint Lucia FM: adjusted mission loading GUI to display tip for about 20% of loading time (5118). dev16269-9407 * Reimplemented frob-highlighting of surfaces (5427). * Removed TDM version display in the main menu. * Replaced r_glProfiling and r_logSmpTimings with Tracy profiler library. * Better handling of position-independent executable setting on Linux. * Improved third-party libs usage: fixed OpenAL build on GCC10, fixed rebuilding libs with GCC different from 5. dev16325-9462 * PNG image format is now supported in materials, PCX support removed (5665). * Major refactoring of image formats in: SEED, screenshots of all kind. DevIL library removed (5665). * Rough prototype of .srt subtitles in briefing video (2454). * Fixed stack overflow crash if CPU-resident image is defaulted e.g. when not found (5665). * Mission statistics now show number of game loads. * Silenced "missing vertex or index cache" console warning. * Calling "set" in GUI script with not enough arguments now results in Error instead of crash (5323). * Debug cvar r_skipFog expanded to filter out boundaries. * r_immediateRenderingEmulate = 1 by default, probably fixing debug visualization for people using deprecated GL profile. * Fixed GPL header in source code files. dev16330-9508 * Extended support of subtitles to both briefing video and in-game sounds (2454: BEWARE interface will change!) * Support updating the currently installed mission in in-game downloader (5661). * Supported hide_distance for particle emitters and geometry of light entities (5668). * JPG and PNG images are no longer compressed by pk4/zip (they are already compressed by themselves). * Fixed entity arguments broken in event system after entity limit removal (5439). The bug crashed Snowed Inn on startup. * Refactored entity think code, optimized away thinking of frobable entities. * Added con_nowrap cvar: it caps lengthy lines in game console instead of wrapping them to the next line. * Added a ton of trace scopes in game, dmap, and loading (enabled by com_enableTracing 1 and Tracy connection). * Minor fixes: parallelSky, r_showViewEntities, image_preload 0, r_singleModelName. Known problems: GUI is not drawn in-game until paper is frob-highlighted. dev16335-9550 * Added hot-reload support: LOD settings, _color and shaderParms, noshadows, angle, targets, frobmovers + rotate/translate, bound entities (5683). * Fixed error on respawning an AI (5683). * Added con_fontSize cvar, which allows making console font smaller, also enabled mipmapping. * Refactored shaders loading, which fixes SMP-specific crash on AMD drivers (5012). * Non-bound lights are turned off when they are hidden e.g. using LOD (post). * Fixed noshadows_lod_N not working sometimes (5691). * Fixed GUI rendering on parchments --- known problem from previous build. * Fixed color banding in lockpick success/failure highlights. * Changing tdm_lod_bias has immediate effect without restart. * Small fix towards loading RGTC normal maps from DDS. * Removed old broken code for entities binding/unbinding (5414). * Some showPrimitives fixes. * Automation: fixed bug with astronomical timer for game controls (not used anywhere yet). dev16342-9552 * Merged branch with major changes in main menu GUI (5323, thread). Known problems: All the missions from the list do not work as expected in main menu: custom background is missing, empty briefing page is shown, in rare cases even briefing/debriefing video can disappear. This will be properly fixed only when 2.10 is released. Right now you can download fixed pk4 file by direct link from the same page --- fixed version should work as expected. dev16350-9577 * Support "set X on head" spawnarg for attached heads (post). * Fixed lockpicking getting stuck if you go away (5715). * Hopefully fixed random flickering when frob-highlighting objects with stencil shadows enabled. * Fast and deterministic normal maps compression on CPU (5716). * Optimized OGG files loading. * Optimized TGA files loading. * Continued work on X-ray support. * Continued work on subtitles support (2454). * Added new models and prefabs by @Wellingtoncrab. * Added material textures/darkmod/window/wooden_frame01/wooden_frame01_dark. * Probably fixed reloadModels for .lwo files. dev16358-9588 * Fixed crashes in image loading on AMD driver (5591). * Fixed occasional crashes in TGA loading optimization (5716). * Generate mipmaps for non-DDS textures in software, see cvar image_mipmapMode. * Frob outline disabled by default, see r_frobOutline (thread). * Tweaked render order ("sort last") for particle materials. * Continued work on subtitles (2454). * Removed [cleanup] button in mod selection menu (thread). dev16368-9627 (*) * Major changes in frob highlight/outline: translucency, alpha test, shine-through (5427). * Restored geometric frob outline under r_frobOutline 2 (5427, post). * Fixed bug breaking GL core profile, which usually caused black menu on AMD (post). * (WIP) Volumetric light effect. * Renderer's "safe mode" changed to windowed 800 x 600 (post). * Cap volume parameter in sound shader by 1.5 (4627). * Lockpicking sound no longer affected by EFX reverb. * Some changes in time handling, fixed timescale on uncapped FPS (5324, 4698). * Reduced pause on game start from 1.0 to 0.1 seconds (5314). * Minor dmap (aas) acceleration (5562). * Minor optimizations in models / sounds loading. * Don't drop held item after bumping dead/unconscious AIs (3516). * Tweaked render order ("sort last") for particle materials, reverting some. * Some changes in randomization (5763). * Minor fix in game console. * Adjusted stlucia.pk4 to avoid tdm_installer analysis... unsuccessfully. * Changed integration of doctest unit tests. Known problems: some maps broken with "clip model outside world bounds" warning spam. dev16390-9648 * Fixed "clip model outside world bounds" warning spam on some maps (post). * Fixed sparklies on hard geometric frob outline with bloom (5427). * DDS textures can be used in image programs, although they should not (5781). * Fixed spotlights/projected lights illuminating objects outside their frustum (5529). * Continued work on volumetric light shader: LOD, stencil, etc. (5816). * Allow xray shader in GUI overlays, fixed rare crash. * Do not spam warnings when index cache is not ready yet, e.g. during noclip on large map. * Minor fix of game console behavior. * (WIP) Changed frustum of spotlights when near != 0 (5815). * Fixed AlertDuration of security camera (5528). * Fixed normalmaps: flagstones_mossy_01 (5777), flagstones_gravel (5760), ash_001 and ash01_crumb_edge (5784), blocks_large_mildew (5786), ornament_shield_white_eagleandpallets (5803). * Added material for rough_grey_blocks (5789). * Added missing "torn" skins for all paintings. * Commented out additional camera screen materials (5676). beta210-01 (rev 16399-9702) * Projected lights: restored TDM 2.07 behavior, fix lighting outside frustum (5815). * Fixed light frustum precision (4888). * Major changes in volumetric lights (5816). * Continued work on security camera (5528). * X-ray improvements. * Fixed severe slowdown with soft stencil shadows and antialiasing. * Allow lifting ragdolls above ground, unless they have "ground_when_dragged" (5599). * Fixed mirrors getting black under "image_useTexStorage 1" (topic). * Added script events: vecRotate, getCalibratedLightgemValue, setSolid, getEntityFlag. * Take entity orientation account in flinderization offsets. * Removed "emitter_size" spawnarg. * Fixed r_showLights. * Refactor shaders: extracted common code to includes. beta210-02 (rev 16411-9731) * Fixed dbghelp.dll issue which blocked running TDM on fresh Windows 7 (issue). * Fixed rare depth fighting when SSAO is on. * Fixed OpenGL error with shadow maps when no light fallbacks to stencil implementation. * Fixed envshot command (5796). * Restored materials and prefabs for multiple camera GUIs. * X-ray: supported "suppressInSubview" spawnarg on lights (also affects other subviews like mirrors) * Added X-ray related assets: materials, visible/invisible skins. * Added script events: getLocationPoint, pointIsInBounds, getTraceSurfType. * Preserve opacity towards AIs and restore frobability in script event setSolid. * Func_emitters can now be bound without the particle flickering rapidly. * Fixed "condump unwrap". * Added display case models without glass to allow them to have breakable glass. * Added forcescreenaspect + hcenter GUI keywords for aspect-ratio-independent images. * Removed a few subtitles lines which were for testing only. * Internal typeinfo changes. beta210-03 (rev 16421-9771) * Reverted to 2.09 frob-highlight: no outline, use material frob stages. * Added three new frob outline presets by @kingsal and @nbohr1more. * Changed the way volumetric lights are set up (see wiki page). * Volumetric lights respect noshadows and don't affect lightgem. * Added script events: getHealth, setHealth, setSolid,projectDecal; fixed getLocationPoint. * Added script event getEnemy and canSee to security camera. * Add Epifire's flinder models to the security cameras. * Fixed subtitles going sticky on save/load. * Slightly reduced subtitles font size, added semi-transparent black background. * Added subtitles to Saint Lucia mission. * Fixed dmap issue in generating unoptimized collision maps for patch-only entities (5859). * Elemental no longer has 8 legs, wasting time in inverse kinematics. * Some optimizations in frontend: fix disabled optimization, avoid vertex data copy. * Added r_useInteractionTriCulling -1 mode to move some CPU load to GPU. * Fixed lamp cubemap light textures. * Fixed language switches broken by new main menu GUI. * Fixed occasional spam about slow jobs (threshold is now 100 ms instead of 10 ms). * Corrected OpenGL usage of clipping planes in shadow map generation. * Console printing is now threadsafe, which could crash Frontend Acceleration. * Improvements in system console on Windows. * Allow all SIMD code supported by compiler on Elbrus CPU. beta210-04 (rev 16441-9798) * Security camera now supports AI detection, also fixed volumetric lights. * Fixed save/load for volumetric lights, supported scrolling light materials. * Fixed scrolling light textures (5860). * Fixed uncompressed normal maps and backface lighting (5862). * stain01bwet material now works as it always did, no depth fighting (5325). * Skip X-ray rendering when it is already within subview. * Removed parchment from message about secrets (5549). * Fixed and upscaled droppuddle texture (5870). * Extended tooltips in video settings menu. * Fixed randomization of gui::random_value on game load. * A bit more subtitles in Saint Lucia mission. * Fixed 1280 x 960 resolution in 4:3. * Fixed rare graphic bug in some debug tools. * Small optimization in frontend: reuse index array for interaction. beta210-05 (rev 16457-9815) * Fixed bright lines on the boundary of light volume on AMD drivers (5876). * Fixed secret counter increased multiple times on single-count entities (5549). * Security camera: "sweepWaitSoundOffset" spawnarg controls snd_end timing. * Security camera: snd_sparks and snd_death can be used simultaneously. * Security camera: split "seeAI" spawnarg into "seeAI", "seeAnimals", "seeBodies". * Fixed the xray model stuck in place when shouldered. * Improved player GUI for taking damage. * Added spawnarg "animal_patrol_wait" to allow animals that move continuously (post). * Portal sky scissor optimization. * A bit of cleaning in source code conan dependencies (5839). * Fixed hover highlight on Restart Game button in settings menu. * Volumetric lights refactoring. beta210-06 (rev 16472-9845) * Fixed saving/loading of suppressInSubview for X-ray. * Fixed language setting being ignored on restart (post). * Reimplemented rotation in new grabber code, rotating heavy objects is easy now (post). * Fixed weird spots sticking on screen sometimes when bloom is on (post). * Fixed seeAI setting for security camera towards AIs on hostile teams; updated editor descriptions. * Fixed one more bug causing tdm_installer to analyze installation. * image_downsize no longer affects loading screens and other GUIs. * Fixed lighting with "image_useNormalCompression 0". * Added editor description for nodrop spawnarg. * Reorganized mapper tool prefabs, fixed Epifire's wall-mounted security camera prefab. * Removed non-working 16-bit color option from the menu settings. * Improved EFX in New Job mission (5594). * Fixed issue in Saint Lucia mission: all voiceovers being played on mission restart (4828). * Some more corrections to subtitles in Saint Lucia mission. beta210-07 (rev 16474-9850) * Set r_useMultiDrawIndirect to 0, fixing NaN flickering on AMD drivers. * Fixed X-ray combined with Render Scale. beta210-08 (rev16475-9853) * Fixed crash on index cache resize with now default "r_useMultiDrawIndirect 0". Changelog of earlier versions can be found here.
  16. Changelog of 2.10 development: dev16202-9175 * Major changes in security camera (5528, 4731, Wiki). * Entity limit removed raised to 64K (5439, announcement). * Added secrets tracking system for mappers to use (5549, Wiki). * Integrated Sotha's "automaton" AI from Ulysses into core assets. * Menu: improved the main page and the "new game" page to make it easier for new players. * Menu: ask for confirmation on game restart, fixed menu music setting. * Menu: show checkboxes near objectives after mission is failed (5049). * Fixed rare crash in script-generated frobs (5542). * Added idPlayer::GetObjectiveVisible script event (5543). * Fixed rare collision bug causing lags (5439, r9157). * Debug visualization no longer blocks SMP performance improvements (5468). * Fixed script-generated game saves by disabling screenshot due to SMP. * Added missing frob highlight to plaster materials (4487). * Removed missing material reference in skin "wench/purple_bodice". * Minor fixes to mirroring: puddle, bc_teatray. Known problems: Volta 1, Volta 2, and Snowed Inn don't start due to broken menu. dev16215-9224 * More work on security camera (5528, Wiki) --- not finished yet. * Massive changes in dmap to make it faster (5562, 5488, announcement). * Fixed vertices merging in dmap which could cause sparklies (5486). * OpenAL (sound) upgraded to 1.21.1, fixing bsinc resampler (5564). * Added first implementation of tooltips in settings menu (2626). dev16225-9284 * Map loading optimizations: texture storage, parallel image loading, models loading (5591). * Fixed map not starting after prior error + removed 5 seconds delay at the end of loading (5118). * Removed mandatory snapping from dmap, fixing thin objects like ropes (5486). * Improved precision of windings in dmap compilation (5580). * SIMD code cleanup: enabled AVX on Linux, disabled denormals (4550). * Dropped visportals are now further classified as "leaky" and generic ones (5353, wiki). * Fixed creation of script threads with object method call (4713). * Added cvar s_alReverbGain to tone down EFX reverb (5587). * r_materialOverride fixed with Frontend Acceleration. * Fixed when player is in the void with "r_useLightAreaCulling 0". * Minor fixes in menu tooltips. * Fixed GL debug groups on AMD (5280). * Changes in FPS counter, which make displayed value more stable when com_showFpsAvg is large. dev16238-9330 * Frob highlight replaced with frob outline (5427) --- not finished yet. * Linux platform-specific code now uses GLFW for window, GL-init and input handling (5510, 5293, testing). * Windows build can change desktop resolution once again; also made "borderless" mode default (5510). * New dmap diagnostics for location separators and location entities (5354). * Dmap leak pointfiles are much shorter now (5592). * FFmpeg video formats further restricted to mp4+h264+aac and roq (4845, announcement). * Fixed occasional crash at the end of RunScript AI task, happening e.g. in WS3 mission (5538). * Debug cvars r_lockSurfaces and r_maxTri improved. * Upgraded GLFW to 3.3.4. * Added generic hash map in the code; fixed race condition in shader loading during map start (5597). * Refactoring of Clear methods in code (5593). * Added slider in menu for reverb cvar s_alReverbGain (5587). * Menu tooltip improvements. * Experimental: localization system now accepts string placeholders (5261). dev16256-9358 * Implemented new object manipulation and body dragging physics (5599 announcement). * Extracted static geometry into its own VBO in VertexCache, fixing performance regression since 2.07 (5598). * Added weapons to inventory grid (5601). * Fixed in-game mission downloader warning when downloading localization pack (5551). * Fixed in-game mission downloader warning when FM is not available on the chosen mirror (5551). * Disabled bindless textures by default because it does not work on modern AMD GPUs. * Reduced lower limit on texture units to 32, probably fixing the "Too few!" startup error on bad GL drivers. * Allow choosing adaptive VSync in setting menu. * Fullscreen options in menu: borderless goes first + block resolution when borderless is selected. * Interaction table performance optimization when loading from savefile. * Changed number of contacts in physics to 32 everywhere + minor filling optimization (3871). * Save missions.tdminfo immediately after FM download finishes. * Better logging of FM downloads under LC_MAINMENU & LT_INFO (5551). * Saint Lucia FM: adjusted mission loading GUI to display tip for about 20% of loading time (5118). dev16269-9407 * Reimplemented frob-highlighting of surfaces (5427). * Removed TDM version display in the main menu. * Replaced r_glProfiling and r_logSmpTimings with Tracy profiler library. * Better handling of position-independent executable setting on Linux. * Improved third-party libs usage: fixed OpenAL build on GCC10, fixed rebuilding libs with GCC different from 5. dev16325-9462 * PNG image format is now supported in materials, PCX support removed (5665). * Major refactoring of image formats in: SEED, screenshots of all kind. DevIL library removed (5665). * Rough prototype of .srt subtitles in briefing video (2454). * Fixed stack overflow crash if CPU-resident image is defaulted e.g. when not found (5665). * Mission statistics now show number of game loads. * Silenced "missing vertex or index cache" console warning. * Calling "set" in GUI script with not enough arguments now results in Error instead of crash (5323). * Debug cvar r_skipFog expanded to filter out boundaries. * r_immediateRenderingEmulate = 1 by default, probably fixing debug visualization for people using deprecated GL profile. * Fixed GPL header in source code files. dev16330-9508 * Extended support of subtitles to both briefing video and in-game sounds (2454: BEWARE interface will change!) * Support updating the currently installed mission in in-game downloader (5661). * Supported hide_distance for particle emitters and geometry of light entities (5668). * JPG and PNG images are no longer compressed by pk4/zip (they are already compressed by themselves). * Fixed entity arguments broken in event system after entity limit removal (5439). The bug crashed Snowed Inn on startup. * Refactored entity think code, optimized away thinking of frobable entities. * Added con_nowrap cvar: it caps lengthy lines in game console instead of wrapping them to the next line. * Added a ton of trace scopes in game, dmap, and loading (enabled by com_enableTracing 1 and Tracy connection). * Minor fixes: parallelSky, r_showViewEntities, image_preload 0, r_singleModelName. Known problems: GUI is not drawn in-game until paper is frob-highlighted. dev16335-9550 * Added hot-reload support: LOD settings, _color and shaderParms, noshadows, angle, targets, frobmovers + rotate/translate, bound entities (5683). * Fixed error on respawning an AI (5683). * Added con_fontSize cvar, which allows making console font smaller, also enabled mipmapping. * Refactored shaders loading, which fixes SMP-specific crash on AMD drivers (5012). * Non-bound lights are turned off when they are hidden e.g. using LOD (post). * Fixed noshadows_lod_N not working sometimes (5691). * Fixed GUI rendering on parchments --- known problem from previous build. * Fixed color banding in lockpick success/failure highlights. * Changing tdm_lod_bias has immediate effect without restart. * Small fix towards loading RGTC normal maps from DDS. * Removed old broken code for entities binding/unbinding (5414). * Some showPrimitives fixes. * Automation: fixed bug with astronomical timer for game controls (not used anywhere yet). dev16342-9552 * Merged branch with major changes in main menu GUI (5323, thread). Known problems: All the missions from the list do not work as expected in main menu: custom background is missing, empty briefing page is shown, in rare cases even briefing/debriefing video can disappear. This will be properly fixed only when 2.10 is released. Right now you can download fixed pk4 file by direct link from the same page --- fixed version should work as expected. dev16350-9577 * Support "set X on head" spawnarg for attached heads (post). * Fixed lockpicking getting stuck if you go away (5715). * Hopefully fixed random flickering when frob-highlighting objects with stencil shadows enabled. * Fast and deterministic normal maps compression on CPU (5716). * Optimized OGG files loading. * Optimized TGA files loading. * Continued work on X-ray support. * Continued work on subtitles support (2454). * Added new models and prefabs by @Wellingtoncrab. * Added material textures/darkmod/window/wooden_frame01/wooden_frame01_dark. * Probably fixed reloadModels for .lwo files. dev16358-9588 * Fixed crashes in image loading on AMD driver (5591). * Fixed occasional crashes in TGA loading optimization (5716). * Generate mipmaps for non-DDS textures in software, see cvar image_mipmapMode. * Frob outline disabled by default, see r_frobOutline (thread). * Tweaked render order ("sort last") for particle materials. * Continued work on subtitles (2454). * Removed [cleanup] button in mod selection menu (thread). dev16368-9627 (*) * Major changes in frob highlight/outline: translucency, alpha test, shine-through (5427). * Restored geometric frob outline under r_frobOutline 2 (5427, post). * Fixed bug breaking GL core profile, which usually caused black menu on AMD (post). * (WIP) Volumetric light effect. * Renderer's "safe mode" changed to windowed 800 x 600 (post). * Cap volume parameter in sound shader by 1.5 (4627). * Lockpicking sound no longer affected by EFX reverb. * Some changes in time handling, fixed timescale on uncapped FPS (5324, 4698). * Reduced pause on game start from 1.0 to 0.1 seconds (5314). * Minor dmap (aas) acceleration (5562). * Minor optimizations in models / sounds loading. * Don't drop held item after bumping dead/unconscious AIs (3516). * Tweaked render order ("sort last") for particle materials, reverting some. * Some changes in randomization (5763). * Minor fix in game console. * Adjusted stlucia.pk4 to avoid tdm_installer analysis... unsuccessfully. * Changed integration of doctest unit tests. Known problems: some maps broken with "clip model outside world bounds" warning spam. dev16390-9648 * Fixed "clip model outside world bounds" warning spam on some maps (post). * Fixed sparklies on hard geometric frob outline with bloom (5427). * DDS textures can be used in image programs, although they should not (5781). * Fixed spotlights/projected lights illuminating objects outside their frustum (5529). * Continued work on volumetric light shader: LOD, stencil, etc. (5816). * Allow xray shader in GUI overlays, fixed rare crash. * Do not spam warnings when index cache is not ready yet, e.g. during noclip on large map. * Minor fix of game console behavior. * (WIP) Changed frustum of spotlights when near != 0 (5815). * Fixed AlertDuration of security camera (5528). * Fixed normalmaps: flagstones_mossy_01 (5777), flagstones_gravel (5760), ash_001 and ash01_crumb_edge (5784), blocks_large_mildew (5786), ornament_shield_white_eagleandpallets (5803). * Added material for rough_grey_blocks (5789). * Added missing "torn" skins for all paintings. * Commented out additional camera screen materials (5676). beta210-01 (rev 16399-9702) * Projected lights: restored TDM 2.07 behavior, fix lighting outside frustum (5815). * Fixed light frustum precision (4888). * Major changes in volumetric lights (5816). * Continued work on security camera (5528). * X-ray improvements. * Fixed severe slowdown with soft stencil shadows and antialiasing. * Allow lifting ragdolls above ground, unless they have "ground_when_dragged" (5599). * Fixed mirrors getting black under "image_useTexStorage 1" (topic). * Added script events: vecRotate, getCalibratedLightgemValue, setSolid, getEntityFlag. * Take entity orientation account in flinderization offsets. * Removed "emitter_size" spawnarg. * Fixed r_showLights. * Refactor shaders: extracted common code to includes. beta210-02 (rev 16411-9731) * Fixed dbghelp.dll issue which blocked running TDM on fresh Windows 7 (issue). * Fixed rare depth fighting when SSAO is on. * Fixed OpenGL error with shadow maps when no light fallbacks to stencil implementation. * Fixed envshot command (5796). * Restored materials and prefabs for multiple camera GUIs. * X-ray: supported "suppressInSubview" spawnarg on lights (also affects other subviews like mirrors) * Added X-ray related assets: materials, visible/invisible skins. * Added script events: getLocationPoint, pointIsInBounds, getTraceSurfType. * Preserve opacity towards AIs and restore frobability in script event setSolid. * Func_emitters can now be bound without the particle flickering rapidly. * Fixed "condump unwrap". * Added display case models without glass to allow them to have breakable glass. * Added forcescreenaspect + hcenter GUI keywords for aspect-ratio-independent images. * Removed a few subtitles lines which were for testing only. * Internal typeinfo changes. beta210-03 (rev 16421-9771) * Reverted to 2.09 frob-highlight: no outline, use material frob stages. * Added three new frob outline presets by @kingsal and @nbohr1more. * Changed the way volumetric lights are set up (see wiki page). * Volumetric lights respect noshadows and don't affect lightgem. * Added script events: getHealth, setHealth, setSolid,projectDecal; fixed getLocationPoint. * Added script event getEnemy and canSee to security camera. * Add Epifire's flinder models to the security cameras. * Fixed subtitles going sticky on save/load. * Slightly reduced subtitles font size, added semi-transparent black background. * Added subtitles to Saint Lucia mission. * Fixed dmap issue in generating unoptimized collision maps for patch-only entities (5859). * Elemental no longer has 8 legs, wasting time in inverse kinematics. * Some optimizations in frontend: fix disabled optimization, avoid vertex data copy. * Added r_useInteractionTriCulling -1 mode to move some CPU load to GPU. * Fixed lamp cubemap light textures. * Fixed language switches broken by new main menu GUI. * Fixed occasional spam about slow jobs (threshold is now 100 ms instead of 10 ms). * Corrected OpenGL usage of clipping planes in shadow map generation. * Console printing is now threadsafe, which could crash Frontend Acceleration. * Improvements in system console on Windows. * Allow all SIMD code supported by compiler on Elbrus CPU. beta210-04 (rev 16441-9798) * Security camera now supports AI detection, also fixed volumetric lights. * Fixed save/load for volumetric lights, supported scrolling light materials. * Fixed scrolling light textures (5860). * Fixed uncompressed normal maps and backface lighting (5862). * stain01bwet material now works as it always did, no depth fighting (5325). * Skip X-ray rendering when it is already within subview. * Removed parchment from message about secrets (5549). * Fixed and upscaled droppuddle texture (5870). * Extended tooltips in video settings menu. * Fixed randomization of gui::random_value on game load. * A bit more subtitles in Saint Lucia mission. * Fixed 1280 x 960 resolution in 4:3. * Fixed rare graphic bug in some debug tools. * Small optimization in frontend: reuse index array for interaction. beta210-05 (rev 16457-9815) * Fixed bright lines on the boundary of light volume on AMD drivers (5876). * Fixed secret counter increased multiple times on single-count entities (5549). * Security camera: "sweepWaitSoundOffset" spawnarg controls snd_end timing. * Security camera: snd_sparks and snd_death can be used simultaneously. * Security camera: split "seeAI" spawnarg into "seeAI", "seeAnimals", "seeBodies". * Fixed the xray model stuck in place when shouldered. * Improved player GUI for taking damage. * Added spawnarg "animal_patrol_wait" to allow animals that move continuously (post). * Portal sky scissor optimization. * A bit of cleaning in source code conan dependencies (5839). * Fixed hover highlight on Restart Game button in settings menu. * Volumetric lights refactoring. beta210-06 (rev 16472-9845) * Fixed saving/loading of suppressInSubview for X-ray. * Fixed language setting being ignored on restart (post). * Reimplemented rotation in new grabber code, rotating heavy objects is easy now (post). * Fixed weird spots sticking on screen sometimes when bloom is on (post). * Fixed seeAI setting for security camera towards AIs on hostile teams; updated editor descriptions. * Fixed one more bug causing tdm_installer to analyze installation. * image_downsize no longer affects loading screens and other GUIs. * Fixed lighting with "image_useNormalCompression 0". * Added editor description for nodrop spawnarg. * Reorganized mapper tool prefabs, fixed Epifire's wall-mounted security camera prefab. * Removed non-working 16-bit color option from the menu settings. * Improved EFX in New Job mission (5594). * Fixed issue in Saint Lucia mission: all voiceovers being played on mission restart (4828). * Some more corrections to subtitles in Saint Lucia mission. beta210-07 (rev 16474-9850) * Set r_useMultiDrawIndirect to 0, fixing NaN flickering on AMD drivers. * Fixed X-ray combined with Render Scale. beta210-08 (rev16475-9853) * Fixed crash on index cache resize with now default "r_useMultiDrawIndirect 0". Changelog of earlier versions can be found here.
  17. The concern that newcomers and players that play the game occasionally don't know or cannot figure out some features looks like a recurring topic. Since we cannot rely on the training mission alone I propose a "global tip system". First, we need a setting: In-game tips: Yes/No This setting must be easily accessible and therefore it should be included in the main menu or stand out in the settings screen. Now, when the setting is enabled players will get tips in ANY and ALL missions when triggering a condition for the first time. Examples: Player frobs a (shoulderable) ragdoll for the first time: To shoulder a body frob it and press "Use". Drop the body by pressing "Use" again. Player frobs a moveable extinguishable light for the first time: You can extinguish a candle by pressing "Use" while holding it. Find fire sources to relight candles. Player frobs a moveable switchable lantern for the first time: Press "Use" while holding moveable lights to switch them on and off. Player unlocks a door (or object) with a key for the first time: You can lock it again by selecting the appropriate key and pressing "Use". Player shoots a water arrow for the first time: Did you know water can clear blood stains and make moss grow stronger? Player shoots a rope arrow for the first time: Press "Attack" while hanging on the rope to swing. ...
  18. Thanks. Those methods might not work well unfortunately: Using an objective is overkill as they're meant to be standard characters you dynamically drop to the map and should just work... triggering would have worked but apart from the AI being made to patrol, I don't think it's possible for a def to reference another def as a target since those need to be linked on the map and there's no name for the AI to refer to the attachment by for a trigger. What do attached lights that turn off when the wearer dies use? Actually I think the Automaton has that so I can probably look at its example for the lamp component. It probably wouldn't work for my rotator though, stopping rotation is different from turning off a light... unless the light is also targeted or uses the SR system so I can reach the "use" stimuli via spawnargs after all? Another option would be having my fan as a texture, it's thin enough anyway: I define a version of the material that rotates and one that doesn't then switch the skin. But then the question becomes how does the AI change the skin of an attached entity on death? And a flat surface is uglier anyway I want to be up to date with quality standards so I'll have to think about this.
  19. Though this is a more general question and less related to light leaking bugs per say, I'd still like to ask to be sure: Does using shadowcaulk instead of caulk teach lights to better detect rooms and ignore entities behind such brushes, thus texturing walls with it improves performance? At first I thought that's the case but likely not since I think the recent light optimizations use visportals to check rooms outside of the light's field of vision.
  20. Thanks for the replies, gonna try those spoiler Tags again now for my short review (oh well it inserted one above my text now and I can't seem to delete it on mobile - this text editor is strange)
  21. Obviously they aren't all going to be in the same place... you're only meant to see one at a time after all, not giving away too much mechanics wise. But I found an interesting design to go with for a main character, and with all shiny crystals lined up in order I'm amazed how beautiful this looks even if it's just a circumstance of testing! Needless to say it wrecks my FPS to look at, no surprise for 6 volumetric lights attached and thus recalculated each frame.
  22. Just finished this mission and wow I gotta say in great honor to Grayman and of course the rest of the team picking it up, this was something I've never seen before in any other TDM mission, especially visually wise. I am so happy that grayson gave green light for other experienced mappers to finish his last mission. And what came out of this is really something special. I'll put my review in spoiler tags since I'm now referring to critical mission details. Edit - How do I put spoiler text here on mobile?? [spoiler] test [/spoiler][SPOILER] test [/SPOILER] [spoiler[spoiler [sfah
  23. Aha, thank you for this clarification! I see what's happening now: I was expecting that the building modules still cast shadows by default, which I was in fact hoping got disabled since their performance impact can be felt... in addition I thought texturing the walls with normal caulk would still work as they create closed rooms, but indeed caulk isn't a shadow caster so I shall replace them with shadowcaulk as suggested. There's another bug in latest dev I was waiting to report: I noticed I can place electrical lights in DarkRadiant where they show up just fine, but when opening the map in TDM they do not spawn any longer. The console provides a warning which suggests an invalid newline causing the engine not to load the def though DR doesn't mind it. I don't override the file in my FM nor had any errors while running the installer and updating so I'm presuming something got broken. WARNING:file def/tdm_lights_static_electric.def, line 612: newline inside string
  24. I'm on dev16829-10455: With a new map I'm working on I keep noticing lights leaking through walls. The walls are thin caulk brushes (8 units thick) as I'm using the building modules. Sometimes a lamp on the other side will shine straight through the wall over the floor or ceiling. In one case I noticed this happen even if the room where that lamp is located was behind a closed door / portal, meaning the engine should know the light doesn't reach you and should be disabled entirely yet it still worked. I've reworked my map since so I no longer have it. But in this screenshot I took, the brightness you see on the ceiling in the middle is from a gas lamp mounted on the wall on the other side. In this case closing the door to the right while standing in the same spot makes the glow go away once the door is shut, but like I said there was another case where the light shined through a caulk room even when its door was closed and I was standing outside.
  25. Public release v1.7.6 (with Dark Mod support) is out. Improvements since the final beta 14 are: Fixed a few remaining bugs with zip/pk4 support. Game Versions window now properly displays TDM version. Import window no longer has a vestigial off-screen TDM field (because TDM doesn't need or support importing). Web search option is now disabled if an unknown/unsupported FM is selected. If an FM with an unknown or unsupported game type is selected, the messages in the tab area now no longer refer to Thief 3 ("Mod management is not supported for Thief: Deadly Shadows"). The full changelog can be viewed at the release link. The de facto official AngelLoader thread is here: https://www.ttlg.com/forums/showthread.php?t=149706 Bug reports, feature requests etc. are usually posted there. I'll continue following this thread though. Thanks everyone and enjoy!
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