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Particle hiding does not work for v1.03 anymore


Sotha

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Just gave v1.03 a spin in my WIP map.

 

I have rain in my map, which is implemented as several rain patches, which have spawnargs:

dist_check_period 0.5

dist_check_xy 1

hide_distance 550

 

These are needed so that only the patches near the player are emitting rain. This worked for v1.02.

 

In v1.03 all the patches are emitting rain all the time, causing performance issues.

 

It looks as if these hide_distance spawnargs do not work anymore. :(

Clipper

-The mapper's best friend.

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Nice, just one hour after the release the first bug that slipped through is discovered. Damn it! Let's hope for a quick 1.04 Update... :)

 

I can only guess, but this is probably related to our last-minute fix of NHAT3 where we rolled back some of the LOD changes.

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Nice, just one hour after the release the first bug that slipped through is discovered. Damn it! Let's hope for a quick 1.04 Update... :)

 

I can only guess, but this is probably related to our last-minute fix of NHAT3 where we rolled back some of the LOD changes.

 

Unfortunate!

 

The good side is that there are not many missions with rain, so no existing maps get performance issues because of this. There is plenty of time to fix this and there is no big harm in the mean time.

Clipper

-The mapper's best friend.

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As far as I know, I posted that greebos last-minute fix is not correct, and also posted a patch that should work. Here it is again:

 

--- game/entity.cpp     (revision 4380)
+++ game/entity.cpp     (working copy)
@@ -797,14 +797,13 @@
{
       m_LOD = NULL;

-       // greebo: Disable this for TDM 1.03
-       return false;
-
       int d = (int) (1000.0f * dict->GetFloat( "dist_check_period", "0" ));

+       float fHideDistance = dict->GetFloat( "hide_distance", "0.0" );
+
       m_DistCheckTimeStamp = 0;
       // a quick check for LOD, to avoid looking at all lod_x_distance spawnargs:
-       if (d == 0)
+       if (d == 0 || fHideDistance < 0.1f)
       {
               // no LOD wanted
               return false;
@@ -821,8 +820,6 @@

       m_LOD->noshadowsLOD = dict->GetBool( "noshadows", "0" ) ? 1 : 0;        // the default value for level 0

-       float fHideDistance = dict->GetFloat( "hide_distance", "0.0" );
-
       idStr temp;
       // distance dependent LOD from this point on:
       m_LOD->OffsetLOD[0] = renderEntity.origin;

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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Feel free to commit a fix to the trunk, the darkmod_src repository has already been merged from release.

 

I am away from home, and have only sporadic network (and svn seemed down for a while too) so it will not be before the 27th or possible 28th, I guess.

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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