Daraan on 14/3/2013 at 23:10
Damn even with 1.20 there is still a visual bug if you use Renderer: Render -> Order
Strangly in editor game mode it's displayed how i want it but with thief.exe it's totally wrong :mad:
How it looks in editor:
(
http://imageshack.us/a/img547/4366/dump000.jpg)
Inline Image:
http://imageshack.us/a/img547/4366/dump000.th.jpgHow it looks ingame:
(
http://imageshack.us/a/img194/3331/dump001.jpg)
Inline Image:
http://imageshack.us/a/img194/3331/dump001.th.jpgHonestly both screenshots were taken ingame and this is what makes the whole thing much more confusing.
If I look to the left all windows are solid and if I sway to the right ~in the middle all windows are suddenly displayed properly.
(Short explanation about the setup: the house and the windows are separate objects. The windows are placed a bit inside of the wall so normaly you can't see the glass. But here comes 1.19(20) with the Render Order trick. With the usage of a transparent texture you (I) can create the effect you see in the second screenshot. But sadly :erg: if I play my mission with thief.exe it's messed up :(
Wasn't there an 'official' bug reporting thread?
That might increases my chance that this will be fixed in version 1.21:cheeky:
Thelvyn on 15/3/2013 at 00:06
Sweet thanks for keeping us updated, it is appreciated :)
PinkDot on 15/3/2013 at 00:26
Great news! I was hoping that the New Dark team would continue their works and there you go! So unexpected! :)
I'd love to hear something more about the viewport background image. I can see some commands to enable/disable it but how can I actually set it up and choose the image? And first of all - is it what I am thinking of - an image which may serve as a reference for building level geometry?
LarryG on 15/3/2013 at 00:27
Quote Posted by Daraan
Wasn't there an 'official' bug reporting thread?
That might increases my chance that this will be fixed in version 1.21:cheeky:
I've not seen such a thread. But if Raven is watching TTLG posts, it would probably help if some admin started one. And maybe set some guidelines in the first post, like "attach files that expose the problem, crash dumps and any other failure information that DromEd provides." I know, as an ex-software developer with more than 30 years under my belt (note to self: gotta lose some weight; that belt has gotten much too much tighter over the past 10 years ...), that the ability to debug problems is generally in direct proportion to the amount of supporting information provided. It ups your chances greatly. The fact that our Raven has been able to fix as much as this without much more than random posts complaining about things is amazing. My hat (if I were wearing one) would be off to this bird!
The Watcher on 15/3/2013 at 00:47
Quote Posted by PinkDot
I'd love to hear something more about the viewport background image. I can see some commands to enable/disable it but how can I actually set it up and choose the image? And first of all - is it what I am thinking of - an image which may serve as a reference for building level geometry?
modders_notes.txt seems to have some documentation for it - "Viewport BG Images in Dromed" section from line 472. I haven't tried it yet, but yes - it certainly does look like a way to use a reference image for building geometry.
LarryG on 15/3/2013 at 02:56
Quote Posted by The Watcher
modders_notes.txt seems to have some documentation for it - "Viewport BG Images in Dromed" section from line 472. I haven't tried it yet, but yes - it certainly does look like a way to use a reference image for building geometry.
Oh wow! Tried it. Works great! I put myself at the center of where I want the reference image to be and read off my xyz for where I want the reference image to be and then start messing around with scaling and positioning the image until I'm happy with it. Seems not to support jpg. But gif and png work. I bet all of the normal DromEd recognized image file types will work. This will save me lots of time in following my mission layouts. Happy I am.
Quote:
The bg settings aren't saved anywhere, however after closing the configuration dialog the full
command lines for the set bg images will be output to mono. You can then save these command lines somewhere and
either manually enter them again or place them in a batch file that is executed with the "run" command.
Better than nothing. I guess there wasn't any extra space in the mission file formats (mis & cow, or gam) to save that to. Oh well. My test reference image settings ended up:
Code:
set_bg_image 2 "Basilica" 164. 150. 690.5 728. 428.25 270. 0.5 0 1
That lined up the reference image I had been working with just perfectly,
[ATTACH=CONFIG]1631[/ATTACH]
[ATTACH=CONFIG]1632[/ATTACH]
and surprise! I found a spot where I had done the geometry wrong and hadn't noticed (oops!)
PinkDot on 15/3/2013 at 23:39
That BG image looks like a nice feature, but I haven't tried that yet - I have encountered some problem, which currently makes me stick with v1.19.
I have a double monitor setup and for some reason, Dromed 1.20 launches game mode on the other monitor, instead of the main one. My second monitor is some old 4:3 one, and what happens is that I get some error message about the missing resolution mode and Dromed in result reverts to 640x480 resolution. Version 1.19 works as expected - game mode launches on the main monitor, which works in HD.
Has anyone encountered that issue too? Is that something I could change in some config file?
Daraan on 15/3/2013 at 23:46
Yes I sometimes have that 640x480 issue as well. Seems kinda random for me.
If I start gamemode via Game->MyRess it works fine again.
Maybe as well check your Game->GameModeSettings in 1.20
alt+g just sents the command game_mode but you can also set your resolution behind so you could try to edit keybind.cfg and look for that line.(Line128 for me)
LarryG on 16/3/2013 at 01:16
Quote Posted by PinkDot
That BG image looks like a nice feature, but I haven't tried that yet - I have encountered some problem, which currently makes me stick with v1.19.
I have a double monitor setup and for some reason, Dromed 1.20 launches game mode on the other monitor, instead of the main one. My second monitor is some old 4:3 one, and what happens is that I get some error message about the missing resolution mode and Dromed in result reverts to 640x480 resolution. Version 1.19 works as expected - game mode launches on the main monitor, which works in HD.
Has anyone encountered that issue too? Is that something I could change in some config file?
Did you try reading the release notes? Right near the top:
Quote:
Note to anyone with multiple GPUs or display devices:
Due to a bug fix the game may now end up using the "wrong" device (again), or rather the correct
device because it previously used the wrong. Go to the Video options menu and change the device
under "Hardware Driver". Alternatively edit "cam.cfg" and remove the line "d3d_driver_index"
to restore default device usage.
Telliamed on 16/3/2013 at 08:44
Seems like there's a newish format for fonts, 8-bit anti-aliased. Guess I'll have to update the font tool. Maybe put out a fancier editor. But damn if I'm not already way behind on getting DarkLoader working again.
And a reminder of GNU General Public License yadda-yadda source code, redistribution, derivative works and all that.
The change to FM language handling isn't described very well. Short of it is, put "fm_language whatever" in your cam_mod.ini and it will read FM resources in that language, no more having to rename folders and such. (And remember not to package any configs with the language set. Unless you really want to.) I haven't checked if it falls-back to the default language. In any case, when translating a mission you should be sure to have all the localized resources in each language folder.