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Beta testing 2.11


stgatilov

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2131271229_ring(2022-12-1323-51-52)(-117.25-15.23340.25).thumb.jpg.e109cc519f8de5ee31ae95b4864c31fd.jpg

2.11 Beta 2 (and earlier) clearly has an issue with rendering reflections. At first I noticed it with the puddle decal, now I'm seeing that using the mirror texture will also result in weird effects.

Should be noted I currently turned off all custom performance optimization cvars after noticing they no longer improve FPS or work reliably, thus this is a bug everyone should be seeing unless it's driver / platform specific.

Again it's an early map I'm not ready to share yet, if necessary I'll look into splitting that structure into a different map and share it here. But this should be possible for anyone to achieve by making a closed building inside the world brushes (textures/smf/portal_sky) then using textures/common/mirror on the floor.

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27 minutes ago, nbohr1more said:

This can happen if you have r_useEntityScissors enabled.

Please confirm that it happens when that is set to 0.

True. It's 0 now however, I disabled it due to the cutoff entities. So it's likely happening for a different reason.

I changed the structure of the original room a bit and that seems to have improved it. It might be reacting differently based on the visportals around it and other geometry parameters.

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4 hours ago, MirceaKitsune said:

2.11 Beta 2 (and earlier) clearly has an issue with rendering reflections. At first I noticed it with the puddle decal, now I'm seeing that using the mirror texture will also result in weird effects.

Have you tried other missions that have reflections, such as "A Good Neighbor" or "Tears of St. Lucia"? How do those look?

"A Good Neighbor" has that large flooded area, and "Tears of St.Lucia" has puddles at the very beginning.

  Maybe it's related to the issue @Amadeus had and fixed?

On 12/6/2022 at 11:49 AM, Amadeus said:

alright, this one is my bad. I just deleted the entire archive and redownloaded the FM. Now the issue seems to be gone. Perhaps I had an extraneous material file that overwrote something? I don't know, but everything seems to be working as normal. Thanks for looking into this. And now I have learned to delete and reinstall an FM before reporting a bug :D 

 

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1 hour ago, Hooded Lantern said:

here use this link and never miss again ;) its my startpage

https://forums.thedarkmod.com/index.php?/discover

I usually just use the unread content button, which is pretty much the same thing. But alas, it seems like I just haven't been visiting too often the last few weeks.

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1 hour ago, madtaffer said:

In Shadows of Northdale 1, fog appears/disappears based on camera angle. I have GT730.

northdale1-08f141-2283-8-45-39-80-67.jpg

Does it happen in TDM 2.10 too? You can have multiple darkmod folders with different TDM versions.

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Lots of new assets added in this one, and a fix to A New Job for a bug that made it unfinishable if you guessed/knew the safe combination, without searching the lord's room.

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On 12/2/2022 at 8:42 PM, stgatilov said:

* Enabled Frontend Acceleration = r_useParallelAddModels by default.

This is in the settings still listed under "Experimental features". Maybe time to remove that title?

On 12/2/2022 at 8:42 PM, stgatilov said:

* Ambient world prefab: expanded light radius from 1K to 10K.

Where is this for?

Btw. there is an ambiant world light prefab and an atdm:ambient_world entity. Do these have different use cases?

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23 hours ago, datiswous said:

Where is this for?

Btw. there is an ambiant world light prefab and an atdm:ambient_world entity. Do these have different use cases?

There is a mapper_tools prefab folder that contains prefabs meant to make it easy to start a new mission or test map. The ambient_world light included in those prefabs was relatively small and I often ended up resizing it massively.

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10 hours ago, Dragofer said:

Any success with testing the stealth score fixes? I believe @Daft Mugiand @Araneidaewere interested in testing them.

I think there still may be an issue with:

On 12/3/2022 at 2:57 PM, Dragofer said:

1) fleeing civilians don't add to stealth score or total sighting time if they were suddenly fully alerted at a close distance. 5286

On 2.11 beta 2 with "z_tdm_loot_stealth_stats.pk4", I found a civilian who gets alerted and runs away without adding to the stealth score. (See series of screenshots.)

On the mission "A Good Neighbor" at -677.05 172.53 -92.94   14.0 -83.2 0.0.

#1

Suspicions  0
Searches    0
Sightings   0
Seen Time   0
Score       0


#2

Suspicions  1
Searches    0
Sightings   0
Seen Time   0
Score       0


#3

Suspicions  0
Searches    1
Sightings   0
Seen Time   0
Score       2


#4

Suspicions  0
Searches    0
Sightings   0
Seen Time   0
Score       0


#5

Suspicions  0
Searches    0
Sightings   0
Seen Time   0
Score       0

 

lady-stealth-broken.webp

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Thanks - looks like if you alert civilians anything less than suddenly they get into a pre-combat state for one frame where the ignorePlayer flag gets enabled, so my check for the "fleeing" state comes too late. It should be solvable by instead checking whether the AI is at all capable of fighting.

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@Dragofer  I'm still experiencing the issue where the lady sees me and runs away without adding to the stealth score using rev 10220. Is there an updated script in the assets SVN? Am I missing a file?

I'm now using 2.11 beta 3 with rev 10220.

Nothing to see here. I was using the wrong revision by mistake, because I updated the wrong build directory through a script.

Seems fixed to me with rev 10220. Thanks!

Edited by Daft Mugi
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