Frost_Salamander Posted June 24, 2022 Author Report Share Posted June 24, 2022 14 minutes ago, duzenko said: There should be one face in total so you mean a patch? Quote TDM Community Github: https://github.com/thedarkmodcommunity My fan missions: The Hare in the Snare, Part 1, The Lieutenant Series: In Plain Sight High Expectations Foreign Affairs Link to comment Share on other sites More sharing options...
Frost_Salamander Posted June 24, 2022 Author Report Share Posted June 24, 2022 okay I see what you mean now - this material is 2-sided, so even with a patch you see it on either side. In the new version of the map, the last window on the right (which used to be empty) is now a patch textured with 'test_warp', so it's one face but with a 2-sided material. render.map Quote TDM Community Github: https://github.com/thedarkmodcommunity My fan missions: The Hare in the Snare, Part 1, The Lieutenant Series: In Plain Sight High Expectations Foreign Affairs Link to comment Share on other sites More sharing options...
nbohr1more Posted June 25, 2022 Report Share Posted June 25, 2022 @duzenko to verify a general cure for this type of issue, the mission "Lords and Legacy" has a torch at the beginning whose heat haze particles break the texture stages of the glass behind them. Likewise the mission "Too Late" has a torch which with haze particles cause the water to render without the overlay texture. 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 comment Share on other sites More sharing options...
duzenko Posted June 25, 2022 Report Share Posted June 25, 2022 @Frost_Salamander Thank, I've been able to do further tweaking to get this one and the second map version as well to work with old renderer and r_ignore 1 https://drive.google.com/file/d/0B9OoHSmkeSeNZWdyZFliQkNsVTA/view?usp=sharing&resourcekey=0-4XspmLMtaTte6z6CuIB42g Can you confirm this on your side? Quote Link to comment Share on other sites More sharing options...
duzenko Posted June 25, 2022 Report Share Posted June 25, 2022 2 hours ago, nbohr1more said: @duzenko to verify a general cure for this type of issue, the mission "Lords and Legacy" has a torch at the beginning whose heat haze particles break the texture stages of the glass behind them. Likewise the mission "Too Late" has a torch which with haze particles cause the water to render without the overlay texture. Rather unexpectedly (for me) this seems to actually fix that there as well 1 Quote Link to comment Share on other sites More sharing options...
nbohr1more Posted June 25, 2022 Report Share Posted June 25, 2022 Woo! setting r_ignore 1 cures the torch issue in Too Late! THANK YOU! 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 comment Share on other sites More sharing options...
Frost_Salamander Posted June 25, 2022 Author Report Share Posted June 25, 2022 @duzenko I get a 403 when I try to download that - permissions need tweaking? Quote TDM Community Github: https://github.com/thedarkmodcommunity My fan missions: The Hare in the Snare, Part 1, The Lieutenant Series: In Plain Sight High Expectations Foreign Affairs Link to comment Share on other sites More sharing options...
duzenko Posted June 25, 2022 Report Share Posted June 25, 2022 1 minute ago, Frost_Salamander said: @duzenko I get a 403 when I try to download that - permissions need tweaking? Dunno, seems to work for me Quote Link to comment Share on other sites More sharing options...
Frost_Salamander Posted June 25, 2022 Author Report Share Posted June 25, 2022 Just now, duzenko said: Dunno, seems to work for me Is it because you are signed in to your Google account? Quote TDM Community Github: https://github.com/thedarkmodcommunity My fan missions: The Hare in the Snare, Part 1, The Lieutenant Series: In Plain Sight High Expectations Foreign Affairs Link to comment Share on other sites More sharing options...
duzenko Posted June 25, 2022 Report Share Posted June 25, 2022 Just now, Frost_Salamander said: Is it because you are signed in to your Google account? Probably, but it's shared to anyone with a link Are you signed in ? Quote Link to comment Share on other sites More sharing options...
duzenko Posted June 25, 2022 Report Share Posted June 25, 2022 @Frost_Salamander Try this: https://e1.pcloud.link/publink/show?code=kZgaGRZ7jc22QYsg1byKxtbEPFqPBRdXdGX Quote Link to comment Share on other sites More sharing options...
Frost_Salamander Posted June 25, 2022 Author Report Share Posted June 25, 2022 1 minute ago, duzenko said: @Frost_Salamander Try this: https://e1.pcloud.link/publink/show?code=kZgaGRZ7jc22QYsg1byKxtbEPFqPBRdXdGX That worked. Now, what do I do with this? Move it all to my TDM folder and run it? Quote TDM Community Github: https://github.com/thedarkmodcommunity My fan missions: The Hare in the Snare, Part 1, The Lieutenant Series: In Plain Sight High Expectations Foreign Affairs Link to comment Share on other sites More sharing options...
duzenko Posted June 25, 2022 Report Share Posted June 25, 2022 Just now, Frost_Salamander said: That worked. Now, what do I do with this? Move it all to my TDM folder and run it? Yes Quote Link to comment Share on other sites More sharing options...
Frost_Salamander Posted June 25, 2022 Author Report Share Posted June 25, 2022 (edited) Is it supposed to be all black like this? Anyways, I can kind of see that it's working (this is the warp window I'm looking through here) Edited June 25, 2022 by Frost_Salamander Quote TDM Community Github: https://github.com/thedarkmodcommunity My fan missions: The Hare in the Snare, Part 1, The Lieutenant Series: In Plain Sight High Expectations Foreign Affairs Link to comment Share on other sites More sharing options...
nbohr1more Posted June 25, 2022 Report Share Posted June 25, 2022 Hmm… The water in “No Honor Among Thieves” mission 2 ( anoott.map ) appears to be broken. There are also strange oddities like the effect only working at some distances or viewing angles. The effect also seems to break when rendered in front of the legacy moon ray patches. I wonder if it conflicts with the new “sort last” flag ? 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 comment Share on other sites More sharing options...
nbohr1more Posted June 26, 2022 Report Share Posted June 26, 2022 Yes, the water is cured by setting "sort decal" instead. There are fog particles that also misbehave due to the conflict. I guess I could copy the material def to the FM and try modifying the copy... 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 comment Share on other sites More sharing options...
duzenko Posted June 26, 2022 Report Share Posted June 26, 2022 13 hours ago, nbohr1more said: Yes, the water is cured by setting "sort decal" instead. There are fog particles that also misbehave due to the conflict. I guess I could copy the material def to the FM and try modifying the copy... Hopefully that won't be necessary But the thing is, the build before my changes to sort order also seem to view-flicker in that location Do you have an svn commit that last worked here? Quote Link to comment Share on other sites More sharing options...
nbohr1more Posted June 26, 2022 Report Share Posted June 26, 2022 5 hours ago, duzenko said: Hopefully that won't be necessary But the thing is, the build before my changes to sort order also seem to view-flicker in that location Do you have an svn commit that last worked here? There was some flicker as far back as 2.10 for the fog patches and particles. Something between 2.09 and 2.10 broke that as I recall. I don't recall any flicker on the water in the latest dev build: dev16498-9944 If this functions the way I am guessing, we can probably remove the sort flags from 90% of our material defs because depth and view distance should be enough to cover what goes into the additional buffers. Eg. I think we are on the verge of having transparency that "just works" with no need to consider sorting situations. EDIT: As of SVN revision 9967 NHAT is working including the fog patches. Too Late is no longer fixed though... Edit 2: "Too Late" IS fixed if you set LOD quality to highest ( I see that this is functioning as designed since this feature requires more rendering power etc ) 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 comment Share on other sites More sharing options...
duzenko Posted June 27, 2022 Report Share Posted June 27, 2022 6 hours ago, nbohr1more said: Edit 2: "Too Late" IS fixed if you set LOD quality to highest ( I see that this is functioning as designed since this feature requires more rendering power etc ) What about those other glitches in NHAT - do they come back too? As for the sort keywords - well, any mention of _currentRender and it's ignored already automatically @Frost_Salamander Regarding your problem - maybe try the latest dev build? Quote Link to comment Share on other sites More sharing options...
Frost_Salamander Posted June 27, 2022 Author Report Share Posted June 27, 2022 (edited) 4 hours ago, duzenko said: @Frost_Salamander Regarding your problem - maybe try the latest dev build? Will do - I can get that from tdm_installer right? Edited June 27, 2022 by Frost_Salamander Quote TDM Community Github: https://github.com/thedarkmodcommunity My fan missions: The Hare in the Snare, Part 1, The Lieutenant Series: In Plain Sight High Expectations Foreign Affairs Link to comment Share on other sites More sharing options...
duzenko Posted June 27, 2022 Report Share Posted June 27, 2022 Yes Quote Link to comment Share on other sites More sharing options...
Frost_Salamander Posted June 27, 2022 Author Report Share Posted June 27, 2022 So just tried with latest dev version and it looks the same as 2.10. That is, still can't see the water through warp glass. I tried both the test map (render.map) and my current WIP map. The console says my version is 2.11/64 #9944 Quote TDM Community Github: https://github.com/thedarkmodcommunity My fan missions: The Hare in the Snare, Part 1, The Lieutenant Series: In Plain Sight High Expectations Foreign Affairs Link to comment Share on other sites More sharing options...
stgatilov Posted June 27, 2022 Report Share Posted June 27, 2022 As you probably remember, I'm strongly against tying LOD setting to all kind of unrelated graphics settings I did not look the latest commits yet, but I think I glimpsed this kind of dependency... Quote Link to comment Share on other sites More sharing options...
stgatilov Posted July 2, 2022 Report Share Posted July 2, 2022 So, the latest commits are trying to add "sort by distance/depth" for some surfaces, as well as allow several copies of currently rendered framebuffer. I wonder: how is the problem of Z sorting solved for translucent objects? I mean: the engine probably already has some sorting for translucent objects to make translucency correct... where is it implemented in the code? Quote Link to comment Share on other sites More sharing options...
duzenko Posted July 2, 2022 Report Share Posted July 2, 2022 Ugh, I missed your replies, sorry @Frost_Salamander Are you using the exe from my link? It's supposed to be 32-bit, unlike what you reported above On 6/27/2022 at 10:29 PM, stgatilov said: As you probably remember, I'm strongly against tying LOD setting to all kind of unrelated graphics settings I did not look the latest commits yet, but I think I glimpsed this kind of dependency... I remember, it's just my understanding/belief that users in general prefer one quality slider instead of dozens of individual console switches. So it's my honest attempt to make life simpler for everyone. 4 minutes ago, stgatilov said: So, the latest commits are trying to add "sort by distance/depth" for some surfaces, as well as allow several copies of currently rendered framebuffer. I wonder: how is the problem of Z sorting solved for translucent objects? I mean: the engine probably already has some sorting for translucent objects to make translucency correct... where is it implemented in the code? AFAIK it only "groups" surfaces by their type I.e. first it renders regular materials, then translucent, and in the end post-processing But the order of surfaces inside each group is not defined. There's a fixed auto-offset added, but it's more like a legacy fix for some old obscure bug than anything relevant to the question in hand Quote Link to comment Share on other sites More sharing options...
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