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stgatilov

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But doomx64 is not an ID4 Tech game (like TDM), so maybe you'll have some issues with that specific forced optimization.

Edited by lowenz

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.

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On 7/28/2022 at 1:01 PM, cabalistic said:

Makes zero difference on the newest driver. Don't think that particular trick survived whatever magic overhaul they pulled for this update. All the better, though :)

Anyway, would have been shocking if they had managed such a massive update without introducing new bugs. In this case, they broke the findMSB function in GLSL - the compiler goes haywire on it in ssao.frag.glsl (line 81). It does work if we just use the fallback that's already in the shader behind an #ifdef, and I just checked and the fallback doesn't seem to perform any different on my NVIDIA card, so ... 🤷‍♂️ Would be the easiest way to fix it that I can see.

I applied this workaround at Rev 10065

I didn't see any performance difference either ( GTX 1050 ). I guess if someone howls we can use a vendor check and pass the result via an app variable ?

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Issues:

1) Objectives/Difficulty text not showing:

https://i.postimg.cc/gJpKVgnj/The-Dark-Modx64-2022-08-10-00-49-28-058.jpg
 

2) Controls Menu labels overlap:

https://i.postimg.cc/Wzb6KtmP/The-Dark-Modx64-2022-08-10-00-51-25-040.jpg

Edited by lowenz

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.

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5 hours ago, lowenz said:

This is happening in other missions besides "In Plain Sight"? You have updated to v1.2 ?

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3 hours ago, lowenz said:

Other FMs too!

 

I am unable to replicate locally. Are you using the Dev Build executable rev 10036 or are you compiling the latest SVN trunk? If the latter, I believe that some of the GUI code has changed and you would need newer core GUI assets.

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19 minutes ago, lowenz said:

Compiling the trunk of course (to have the SSAO fix)

You'll need to download the latest dev build (which contains assets, including GUIs), then replace the .exe and glprogs by compiling from trunk.

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3 hours ago, Dragofer said:

You'll need to download the latest dev build (which contains assets, including GUIs), then replace the .exe and glprogs by compiling from trunk.

Correction:

The SVN glprogs will work with the Dev Build executable

The Dev Build executable must be paired to the Dev Build gui while the SVN executable must be paired with the SVN gui.

The next Dev Build will have the proper pairing. If you prefer, I can zip the SVN gui folder so you will have the latest.

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  • 3 weeks later...

Some mirror textures were broken by the latest Dev build dev16599-10071:

Lord Edgar's Bathouse ( upstairs )  :

1848355301_bathhouse(2022-08-2920-40-10)(-27.11249.95861.1).thumb.jpg.21aef53f6e92ff48b19789adec77fe3e.jpg

@Dragofer  ?

Edit:

Fixed in Rev 16614

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Hmm.  Just starting a new map (inplainsight) and I get the following crash to desktop:

Spoiler
Switching to EFX 'location_inn_area' (#2)

Changed location from 'location_start' to 'location_inn_area'.
Trying to load image guis/assets/mainmenu/buttons_start/arrow_up from frontend, deferring...
Trying to load image guis/assets/mainmenu/buttons_start/arrow_down from frontend, deferring...
Trying to load image guis/assets/mainmenu/black_swirl from frontend, deferring...
Trying to load image guis/assets/hud/inventory_icons/loot_icon_ruby from frontend, deferring...
Trying to load image guis/assets/mainmenu/buttons_start/arrow_up_hover from frontend, deferring...
Trying to load image guis/assets/mainmenu/buttons_start/arrow_down_hover from frontend, deferring...
*** longjmp causes uninitialized stack frame ***: terminated
signal caught: Aborted
si_code -6
Trying to exit gracefully..
--------- Game Map Shutdown ----------
ModelGenerator memory: 44 LOD entries with 0 users using 704 bytes.
--------- Game Map Shutdown done -----
Shutting down sound hardware
idRenderSystem::Shutdown()
...shutting down QGL
I18NLocal: Shutdown.
------------ Game Shutdown -----------
ModelGenerator memory: No LOD entries.
Shutdown event system
--------------------------------------
shutdown terminal support
About to exit with code 0

 

This is after switching to the latest beta (dev16599-10071), have been playing CoSD1 faultlessly with the previous beta (dev16574-10036).

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Just tested myself, same build, same mission. No problems on my end.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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