thebigh Posted January 17 Report Posted January 17 3 hours ago, snatcher said: @Taffingtaffer, @Baal, @Daft Mugi, @Frost_Salamander, @thebigh, @JackFarmer, @kingsal, @datiswous What do you think? I don't fully understand this change but I am sure there are good reasons behind it it and that the math checks. I am just trying to stay positive. I had a quick play around with my mission DeLisle, which is designed to have slightly darker ambient than most missions, and with more little subtle point lights here and there to break up the darkness. I found 2.13b1 with gamma=1 to be overall darker than 2.12, g=1.2. I bumped it up to 1.1, and found the brightness was then pretty similar but the contrast was slightly more washed out. The little eerie candle flames, which were supposed to add distinct blues and greens to the scene, have faded towards sepia and the pitch black areas have become noticeably grey. This isn't at all what I was going for. It slightly detracts from the mood of the level. Quote My missions: Stand-alone Duncan Lynch series Down and Out on Newford Road the Factory Heist The Wizard's Treasure A House Call The House of deLisle
snatcher Posted January 18 Report Posted January 18 (edited) Yeah, the imperfect but reasonable gamma counterbalance is somewhere between 1 and 1.1. Thanks for the feedback, thebigh. One benefit of this change is that brightness can now be increased and whites stay in check. 2.12; gamma 1.2; brightness 2 2.13b1; gamma 1.2; brightness 2 It is worth noting that in 2.12 the brightness slider goes from 0.5 to 2 and in 2.13b1 brightness goes from 0.5 to 3 therefore I don't know if my comparison is fair. Once again, I am just trying to be constructive before this goes to the bin. Edited January 18 by snatcher 1 Quote
datiswous Posted Monday at 09:33 AM Report Posted Monday at 09:33 AM On 1/17/2025 at 11:43 PM, stgatilov said: I'll simply revert the defaults (except for r_tonemapOnlyGame3d maybe) and consider this new code as "delete whenever you want". If the common opinion is that it looks worse, and mappers don't want their levels to look like this, then there is no point in wasting time and attention on it (I mean maintaining, testing missions against it, etc.). Here: https://wiki.thedarkmod.com/index.php?title=What's_new_in_TDM_2.13#Graphics it says tonemapping is altered Quote Tonemapping has been altered to improve appearance of overly bright colors. Such colors are no longer clamped at value = 1 and they desaturate at high brightness. Finally, brightness slider should be much more useful now ( post ). So you didn't revert the defaults? 1 Quote
stgatilov Posted Monday at 09:47 AM Report Posted Monday at 09:47 AM 13 minutes ago, datiswous said: Here: https://wiki.thedarkmod.com/index.php?title=What's_new_in_TDM_2.13#Graphics it says tonemapping is altered I deleted the line. Quote
datiswous Posted Monday at 10:09 AM Report Posted Monday at 10:09 AM (edited) Ok, so the info on the wiki article "What's new in tdm 2.13" is wrong? Nevermind. I see the page just got updated. Edited Monday at 10:11 AM by datiswous Quote
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