nbohr1more 2096 Posted May 7, 2020 Report Share Posted May 7, 2020 I converted the specular to black and white with the "makeIntensity" keyword and it cured the flickering but I'm afraid that workaround is only masking a general problem with specular decals. I tried replacing the TWOSIDED_DECAL_MACRO with other decal attributes and still the colored specular decals flicker. Quote Please visit TDM's IndieDB site and help promote the mod: http://www.indiedb.com/mods/the-dark-mod (Yeah, shameless promotion... but traffic is traffic folks...) Link to post Share on other sites
duzenko 654 Posted May 7, 2020 Report Share Posted May 7, 2020 4 hours ago, stgatilov said: Perhaps it is time to fix it? I have no idea what to do. Except that delete the specularmap line. Can I help somehow? Quote It is already fixed. Zero timestamp means that all files inside PK4 were last modified at the beginning of the epoch. Even if you change a file inside and repack it, the game will still think it was modified at the beginning of the epoch and won't notice changes. idDeclFile::Reload still checks for zero timestamps. That's what bothered me last night. It reloads all packed materials, at least. Seemingly .def's and .prt's as well. Quote Link to post Share on other sites
duzenko 654 Posted May 7, 2020 Report Share Posted May 7, 2020 On 3/11/2020 at 5:38 PM, nbohr1more said: I found the first "color specular: bug (Tears of St Lucia basement): The yellow patch on the ground flickers with r_testSpecularFix enabled. A few other places in this mission have these strange specular patches. Probably attempts to make it look moist? FWIW I can't repeat it on my side Quote Link to post Share on other sites
nbohr1more 2096 Posted May 7, 2020 Report Share Posted May 7, 2020 46 minutes ago, duzenko said: FWIW I can't repeat it on my side That is because I fixed the material. tdm_decals_legacy.mtr Broken: textures/decals/stain01bwet { TWOSIDED_DECAL_MACRO qer_editorimage textures/decals/stain01bwet.tga { blend gl_dst_color,gl_zero map textures/decals/stain01b.tga } specularmap textures/decals/stain01b_s.tga } "Fixed" Rev 15923 textures/decals/stain01bwet { TWOSIDED_DECAL_MACRO qer_editorimage textures/decals/stain01bwet.tga { blend gl_dst_color,gl_zero map textures/decals/stain01b.tga } { blend specularmap map makeIntensity(textures/decals/stain01b_s.tga) } } The issue is that this "fix" is probably hiding a general issue with this scenario. If another mapper tries to create a decal with colored specular they will see the bug. 1 Quote Please visit TDM's IndieDB site and help promote the mod: http://www.indiedb.com/mods/the-dark-mod (Yeah, shameless promotion... but traffic is traffic folks...) Link to post Share on other sites
duzenko 654 Posted May 8, 2020 Report Share Posted May 8, 2020 15 hours ago, nbohr1more said: That is because I fixed the material. tdm_decals_legacy.mtr Broken: textures/decals/stain01bwet { TWOSIDED_DECAL_MACRO qer_editorimage textures/decals/stain01bwet.tga { blend gl_dst_color,gl_zero map textures/decals/stain01b.tga } specularmap textures/decals/stain01b_s.tga } "Fixed" Rev 15923 textures/decals/stain01bwet { TWOSIDED_DECAL_MACRO qer_editorimage textures/decals/stain01bwet.tga { blend gl_dst_color,gl_zero map textures/decals/stain01b.tga } { blend specularmap map makeIntensity(textures/decals/stain01b_s.tga) } } The issue is that this "fix" is probably hiding a general issue with this scenario. If another mapper tries to create a decal with colored specular they will see the bug. Can you guess what they tried to achieve here? I suspect blending with gl_dst_color is what adds the orange tone since the torch light is yellow Quote Link to post Share on other sites
Araneidae 36 Posted May 8, 2020 Report Share Posted May 8, 2020 I have noticed one problem since 2.07: I can't edit the brightness settings anymore. To be precise, the Brightness and Gamma sliders are there under Video Settings, but they don't do anything when I move them, used to work with 2.07. Otherwise it looks ok so far. Please to say that sound now works out of the box (actually, maybe it already did for 2.07, can't quite remember now). System is Fedora 32 XFCE. Quote Link to post Share on other sites
cabalistic 746 Posted May 8, 2020 Report Share Posted May 8, 2020 23 minutes ago, Araneidae said: I have noticed one problem since 2.07: I can't edit the brightness settings anymore. To be precise, the Brightness and Gamma sliders are there under Video Settings, but they don't do anything when I move them, used to work with 2.07. Otherwise it looks ok so far. Please to say that sound now works out of the box (actually, maybe it already did for 2.07, can't quite remember now). System is Fedora 32 XFCE. They don't do anything in the menu, unfortunately, but they should have a clear effect in-game. 1 Quote Link to post Share on other sites
Araneidae 36 Posted May 8, 2020 Report Share Posted May 8, 2020 2 hours ago, cabalistic said: They don't do anything in the menu, unfortunately, but they should have a clear effect in-game. Ta, I'll try that and report back if it still doesn't work! Presumably this is a regression, because the Gamma popup used to be quite helpful. Quote Link to post Share on other sites
cabalistic 746 Posted May 8, 2020 Report Share Posted May 8, 2020 Not exactly a regression, no. Gamma/brightness were completely reimplemented and are no longer changing the desktop/OS gamma, but instead handling it ingame as an image post-processing step. Unfortunately, the consequence is that it no longer affects the menu. In all likelihood we'll remove the popups for this release, as it'll take some effort to make them work with the new implementation. Quote Link to post Share on other sites
duzenko 654 Posted May 8, 2020 Report Share Posted May 8, 2020 48 minutes ago, cabalistic said: Not exactly a regression, no. Gamma/brightness were completely reimplemented and are no longer changing the desktop/OS gamma, but instead handling it ingame as an image post-processing step. Unfortunately, the consequence is that it no longer affects the menu. In all likelihood we'll remove the popups for this release, as it'll take some effort to make them work with the new implementation. A bigger issue here is the sliders are supposed to have nozzles (and I think they did at some point?) Feels like a major UX problem 2 Quote Link to post Share on other sites
duzenko 654 Posted May 8, 2020 Report Share Posted May 8, 2020 1 hour ago, duzenko said: A bigger issue here is the sliders are supposed to have nozzles (and I think they did at some point?) Feels like a major UX problem Made a fool of myself The thumb shows with image_preload 1 (default value) 1 Quote Link to post Share on other sites
duzenko 654 Posted May 8, 2020 Report Share Posted May 8, 2020 Assets revision: 15925 Should fix the GUI feedback for gamma and brightness Quote Link to post Share on other sites
nbohr1more 2096 Posted May 9, 2020 Report Share Posted May 9, 2020 6 hours ago, duzenko said: Assets revision: 15925 Should fix the GUI feedback for gamma and brightness Cannot compile: from /home/randy/tdm_src/trunk/framework/Console.cpp:17: /home/randy/tdm_src/trunk/framework/../renderer/GuiModel.h:16:10: fatal error: ..\ui\Rectangle.h: No such file or directory #include "..\ui\Rectangle.h" ^~~~~~~~~~~~~~~~~~~ compilation terminated. Probably needs to be added to the Linux project files? 1 Quote Please visit TDM's IndieDB site and help promote the mod: http://www.indiedb.com/mods/the-dark-mod (Yeah, shameless promotion... but traffic is traffic folks...) Link to post Share on other sites
stgatilov 1142 Posted May 9, 2020 Author Report Share Posted May 9, 2020 11 hours ago, cabalistic said: Not exactly a regression, no. Gamma/brightness were completely reimplemented and are no longer changing the desktop/OS gamma, but instead handling it ingame as an image post-processing step. Unfortunately, the consequence is that it no longer affects the menu. In all likelihood we'll remove the popups for this release, as it'll take some effort to make them work with the new implementation. There was an idea of creating a new GUI screen which would show in-game screenshot with sliders including gamma, brightness, and other postprocessing settings. See 5163 2 Quote Link to post Share on other sites
lowenz 602 Posted May 9, 2020 Report Share Posted May 9, 2020 And it's a good idea! Ah, maybe move the "language" choice to a "game" section along with the "gameplay" elements. Quote Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S. Link to post Share on other sites
duzenko 654 Posted May 9, 2020 Report Share Posted May 9, 2020 2 hours ago, stgatilov said: There was an idea of creating a new GUI screen which would show in-game screenshot with sliders including gamma, brightness, and other postprocessing settings. See 5163 It's possible and should be quite simple actually The currentRender persists when the GUI menu shows Or we could have a fixed screenshot as a texture Quote Link to post Share on other sites
duzenko 654 Posted May 9, 2020 Report Share Posted May 9, 2020 3 hours ago, nbohr1more said: Cannot compile: from /home/randy/tdm_src/trunk/framework/Console.cpp:17: /home/randy/tdm_src/trunk/framework/../renderer/GuiModel.h:16:10: fatal error: ..\ui\Rectangle.h: No such file or directory #include "..\ui\Rectangle.h" ^~~~~~~~~~~~~~~~~~~ compilation terminated. Probably needs to be added to the Linux project files? Wrong slash in include path Try now Quote Link to post Share on other sites
nbohr1more 2096 Posted May 9, 2020 Report Share Posted May 9, 2020 5 hours ago, duzenko said: Wrong slash in include path Try now Thank you. Quote Please visit TDM's IndieDB site and help promote the mod: http://www.indiedb.com/mods/the-dark-mod (Yeah, shameless promotion... but traffic is traffic folks...) Link to post Share on other sites
nbohr1more 2096 Posted May 12, 2020 Report Share Posted May 12, 2020 SSAO Comparisons: OFF: ON: OFF: ON: OFF: ON: 2 Quote Please visit TDM's IndieDB site and help promote the mod: http://www.indiedb.com/mods/the-dark-mod (Yeah, shameless promotion... but traffic is traffic folks...) Link to post Share on other sites
nbohr1more 2096 Posted May 12, 2020 Report Share Posted May 12, 2020 OFF: ON: OFF: ON: 3 Quote Please visit TDM's IndieDB site and help promote the mod: http://www.indiedb.com/mods/the-dark-mod (Yeah, shameless promotion... but traffic is traffic folks...) Link to post Share on other sites
demagogue 1252 Posted May 12, 2020 Report Share Posted May 12, 2020 You can definitely see the situations where it contributes, daytime outdoor scenes and big stretches of light-colored textures that break up the texture and give it some dimensionality, both of which are kind of rare for our game environments, but it makes a big difference when it makes a noticeable difference at all. 1 Quote What do you see when you turn out the light? I can't tell you but I know that it's mine. Link to post Share on other sites
nbohr1more 2096 Posted May 12, 2020 Report Share Posted May 12, 2020 Yeah, a mission like "Full Moon Fever" with ultra dark ambient light lots of direct lighting, interesting contrast lights, interesting light textures and lighting that naturally enhances the shapes of objects does not benefit at all. Quote Please visit TDM's IndieDB site and help promote the mod: http://www.indiedb.com/mods/the-dark-mod (Yeah, shameless promotion... but traffic is traffic folks...) Link to post Share on other sites
cabalistic 746 Posted May 12, 2020 Report Share Posted May 12, 2020 AO exclusively affects ambient lighting - if ambient is weak or overlaps with direct light, you won't see much of an effect. Also, a few missions have some AO already baked into the textures, reducing the difference. If you really want to see SSAO in action, I can recommend William Steele 5 Quote Link to post Share on other sites
stgatilov 1142 Posted May 12, 2020 Author Report Share Posted May 12, 2020 18 minutes ago, cabalistic said: AO exclusively affects ambient lighting - if ambient is weak or overlaps with direct light, you won't see much of an effect. Also, a few missions have some AO already baked into the textures, reducing the difference. Yeah, also keep in mind that the ugliness of SSAO is not noticeable on still screenshots. It exhibits light leaking behind edges of big occluders, which catch attention as unnatural when you move around. Quote Link to post Share on other sites
Abusimplea 168 Posted May 12, 2020 Report Share Posted May 12, 2020 I only use the lowest SSAO setting and it definitely improves all scenes noticably (even in missions where the author added "fake SSAO" on some edges). For me, it makes bright and dark environments more believable by adding that tiny amount of extra darkness where it belongs. SSAO is not as impactful as soft shadows. But i would miss it if it would disappear. Quote Link to post Share on other sites
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