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stgatilov

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Changelog of 2.13 development:

dev17042-10732
* Restored ability to create cvars dynamically, fixing bow in missions (5600).
* Fixed issue where .cfg files were saved every frame (5600).
* Added sys.getcvarf script event for getting float value of cvar (6530).
* Extracted most of constants from weapon scripts into cvars (6530).

dev17035-10724
* Support passing information between game and briefing/debriefing GUI via persistent info. Also changed start map & location selection, added on_mission_complete script callback (6509 thread).
* New bumpmapped environment mapping is now default (6354).
* New behavior of zero sound spawnarg is not default (6346).
* Added sound for "charge post" model (6527).
* Major refactoring of cvars system to simplify future changes (5600).
Known issues:
* Bow does not shoot in some missions (only in this dev build): thread

dev17026-10712
* Nested subviews (mirrors, remotes, sky, etc.) now work properly (6434).
* Added GUI debriefing state on mission success (6509 thread).
* Sound argument override with zero now works properly under cvar (6346 thread).
* Environment mapping is same on bumpy and non-bumpy surfaces under cvar (6354 thread).
* Default console font size reduced to 5, added lower bound depending on resolution.
* Added high-quality versions of panel_carved_rectangles (6515).
* Added proper normal map forĀ stainglass_saint_03 (6521).
* Fixed DestroyDelay warning when closing objectives.
* Fixed the only remaining non-threadsafe cvar (5600).
* Minor optimization of depth shader.
* Added cm_allocator debug cvar (6505).
* Fixed r_lockView when compass is enabled.

dev17008-10685
* Enabled shadow features specific to maps implementation (poll).
* Auto-detect number of parallel threads to use in jobs system (6503).
* Improved parallel images loading, parallelized sounds loading, optimized EAS (6503).
* Major improvements in mission loading progress bar (6503).
* Core missions are now stored uncompressed in assets SVN (6498).
* Deleted a lot of old rendering code under useNewRenderPasses + some cleanup (6271).

dev16996-10665
* Environment mapping supports texcoord transforms on bumpmap (6500).
* Fully disabled shadows on translucent objects (6490).
* Fixed dmap making almost axis-aligned visportals buggy (6480).
* com_maxFps no longer quantizes by milliseconds on Windows 8+.
* Now Uncapped FPS and Vsync are ON by default.
* Supported Vsync control on Linux.
* Added set of prototype materials (thread).
* Fixes to Stone font to remove stray pixels (post).
* Loot candlestick no longer toggle the candle when taken.
* Optimized volumetric lights and shadows in the new Training Mission (4352).
* Fixed frob_light_holder_toggle_light on entities with both skin_lit and skin_unlit.
* Now combination lock supports non-door entities by activating them.
* Added low-poly version of hedge model (6481).
* Added tiling version of distant_cityscape_01 texture (6487).
* Added missing editor image for geometric02_red_end_HD (6492).
* Added building_facades/city_district decal material.
* Fixed rendering with "r_useScissor 0" (6349).
* Added r_lockView debug rendering cvar (thread).
* Fixed regression in polygon trace model (5887).
* Added a set of lampion light entityDefs.
Ā 

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On 3/14/2024 at 11:24 AM, datiswous said:

The installer still creates a new empty folder called "saintlucia". Could someone fix that?

You can delete or ignore it šŸ˜

I suppose you switched to some old version where the mission was called "saintlucia" ?

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dev17008-10685 is available.

Speaking of the new parallelization, it would be great to check that the new version does not get slower than the older ones šŸ¤”
The only different there is number of threads used in jobs system. Previously it was always 2 threads, now it is (NumberOfPhysicalCores - 1). However, detection of physical cores number might be buggy --- the numbers are reported near the beginning of game console.

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It detected my CPU core count correctly, 12 physical 24 virtual. :)Ā Ā 

Btw just curious but what's the reason, for the cpu core data to not be printed at the top? Next to the cpu name and features like AVX and SSE stuff.Ā 

Not complaining, critiquing or anything, if is like that, it most be because of a good reason.Ā  I just found it odd that's all, because I add to travel down a bit on the console before I saw the cpu core count and thought "why? when there's CPU info already at the top?".Ā 

Ā 

Edited by HMart
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3 hours ago, stgatilov said:

I suppose you switched to some old version where the mission was called "saintlucia" ?

NO, the current 2.12 + installer creates that folder on a new complete install, nothing to do with old versions.

The new installer creates a folder that is not used and then the advice is to ignore it.

Edited by datiswous
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8 hours ago, HMart said:

Btw just curious but what's the reason, for the cpu core data to not be printed at the top? Next to the cpu name and features like AVX and SSE stuff.

Right now core count is printed by job system, and features are printed by SIMD processing system.
From the implementation point, vectorization and multithreading are orthogonal...

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The standard info above the inventory grid is ALL, but it's with black letters, so hard to see on a dark background (and usually in TDM it's Dark). If you click on it and cycle through it becomes white:

thiefsden(2024-03-2810-51-45)(449.25902_5162.25).thumb.jpg.04e70c4ccdb0e7e886a45cd366bf822c.jpgthiefsden(2024-03-2810-52-09)(449.25902_5162.25).thumb.jpg.77583dd12ee86bc1be20acabb0e0771e.jpg

Maybe just make it White by default?

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  • 3 weeks later...
On 3/28/2024 at 10:58 AM, datiswous said:

The standard info above the inventory grid is ALL, but it's with black letters, so hard to see on a dark background (and usually in TDM it's Dark). If you click on it and cycle through it becomes white:

thiefsden(2024-03-2810-51-45)(449.25902_5162.25).thumb.jpg.04e70c4ccdb0e7e886a45cd366bf822c.jpgthiefsden(2024-03-2810-52-09)(449.25902_5162.25).thumb.jpg.77583dd12ee86bc1be20acabb0e0771e.jpg

Maybe just make it White by default?

I agree! I never even noticed that there was a title there. I will include this in my patch until it's included in core...

Edited by wesp5
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  • 2 weeks later...

So because of bugtracker 5600, does that mean that 10 FMs (Written in Stone, Northdale 1 and 2, Volta 2, Hazard Pay, etc.) do not work in this new dev build, and yet, the dev build was released anyway? That's not cool.... The bow is kind of an important gameplay element, especially for Hazard Pay. Why even release this build if it breaks 10 existing FMs?

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1 hour ago, Amadeus said:

So because of bugtracker 5600, does that mean that 10 FMs (Written in Stone, Northdale 1 and 2, Volta 2, Hazard Pay, etc.) do not work in this new dev build, and yet, the dev build was released anyway? That's not cool.... The bow is kind of an important gameplay element, especially for Hazard Pay. Why even release this build if it breaks 10 existing FMs?

Good question.

Maybe because I don't feel myself too guilty breaking these missions?
Maybe because I know that fixing them will be a long story. And I feel confident that we (or more likely I šŸ˜ž) will be able to fix all of them by 2.13.

You might have noticed that I have also enabled two behavior changes in the latest build (1 2).
In these cases it is not even mappers' fault that behavior change is needed.
I have a script which can update all missions at once so that they work properly both in 2.12 and dev builds. But somehow I feel I should wait for at least some feedback on the new behavior before doing a massive change to dozens of missions.

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29 minutes ago, stgatilov said:

Maybe because I don't feel myself too guilty breaking these missions?

Why? Do you have resentment toward these 10 missions in particular? Do you not care if you break any and all missions on your whim and then release a public build? Breaking existing missions and then making a public dev build available with broken FMs doesn't really seem like a great thing to do. I get that missions get broken from time to time because improvements need to be made to the core game, but this is essentially a public release (even though it is a "dev build" it is still a "public dev build" available to anyone and everyone, and with that comes certain expectations). You didn't even notify the affected FM authors beforehand. This is just not cool.Ā 

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7 minutes ago, wesp5 said:

What is the problem with bugtracker 5600? Does the player start without a bow now?

There are 10 released FMs that use custom arrow scripts for a variety of reasons. With this current dev build, if you try to use the bow, it just doesn't work. It's broken

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1 hour ago, stgatilov said:

Good question.

Maybe because I don't feel myself too guilty breaking these missions?

I can understand your frustrations, however the main reason why we have had to replace the core files is because we donā€™t have the ability to make tweaks to the core game without doing this.

Ā 

In particular having the bow speed reduced from 6 seconds to 3 feels a lot better ingame. And itā€™s something that I personally have in all of my missions since I saw it in Kingsalā€™s mission the first time.

Ā 

If itā€™s possible for us to tweak that variable without needing to replace the .script file that would be really handy.

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1 hour ago, Goldwell said:

I can understand your frustrations, however the main reason why we have had to replace the core files is because we donā€™t have the ability to make tweaks to the core game without doing this.

I you cannot change course, nobody can.

TDM Modpack 4.0

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1 hour ago, waxhead said:

On Debian (testing)Ā dev17035-10724 runs very "laggy" for some reason (even the menu). Last time I experienced the same "laggyness" was on a non-accelrated VNC connection to another machine.

And... running another update and the problem is solved. Sorry for the noise.

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