#Alpine Faction

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desert crown
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im convinced multiverse is a thing

gaunt lotus
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well i fully believe that you think you had it for this reason

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but it's verifiable on a technical level

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like this is something that can be evaluated/determined objectively

desert crown
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i understand that

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but a year ago it was the opposite for me

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i will swear on alot of things

brave crown
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well I really can't comment on what may have been the case on different server versions in the past (and I don't even know what game version the servers you're referencing would have been running), but what you're saying should never have been true, unless some game version was messing up client detection in a really unlikely way

I wouldn't dispute that you and/or others thought it worked that way in the past, but I can't see it ever having been true

In any event, it's definitely and verifiably not true now, and that's all that really matters at this point :p

desert crown
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._.

gaunt lotus
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i could only see this being a thing if some server host was running a different, external voting method or possibly on older PF? or pf gold servers

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but that would have been way longer than 1 year ago

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and they would have needed to, for some reason, exclude 1.2 clients specifically from voting

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which wouldn't make a lot of sense

brave crown
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The only reason that RFSB which identifies itself as a 1.2 client (or a PF client, they look the same at this level) has ever existed is because someone wanted to use a browser but not have it known that they were using a browser

desert crown
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I don't have the words to explain what has happened.

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but i am 100% confident in the past.

brave crown
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you are either remembering incorrectly, or you had incorrect information given to you back then, which you are correctly remembering (but it was still wrong back then ) ๐Ÿ˜›

desert crown
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idk why i would get a hacked version if it was to aid/block votes.

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but no you misunderstand

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ive opened that one before

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and sat in servers

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and not been able to affect a vote

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like

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this is a memory burned into me

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i wouldn't have that client otherwise

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idk what has happened

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but i know what i was doing

brave crown
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AFAIK the only reason any server version has ever excluded a connected client from a vote was because it identified itself as a browser (or Alpine thought it was a bot, but that's very recent)

desert crown
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sigh

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i suppose

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its possible

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i renamed it

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when i got the other one

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but i have no memory of that

gaunt lotus
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welcome to old age

brave crown
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๐Ÿคท it doesn't matter why they were mixed up ultimately, but just use 5.1.4 in the future and there are no issues anywhere

desert crown
gaunt lotus
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my memory is like a container with storage shares attached to it, and the shares are all run by different companies

brave crown
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Alpine specifically allows browsers to connect even if the server is running settings/gamemodes that are brand new and unsupported in old versions... because browsers don't do anything that compatibility would matter for. But I can't extend that same allowance to pre-Alpine 1.2 clients because they don't support the functionality

so any browser that identifies itself as a browser is fine ๐Ÿ™‚ And I've gone through and built detection for every browser version I know to exist except those where it's impossible to do so, because they falsely identify themselves as RF1.2 clients

desert crown
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:/

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i just don't know what ive mixed up

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sorry.

brave crown
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It's all good, but just yeah that's why that browser can't connect to the KOTH server but RFSB 5.1.4 can without issue ๐Ÿ™‚

desert crown
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i didn't even know there were versions

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i jsut thoguht it was the same programme

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with a tweak

brave crown
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I don't know if it looks any different visually - probably doesnt

desert crown
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no

thorny pumice
brave crown
thorny pumice
brave crown
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so, uh, question... have any mappers ever found a difference between the "One Way" keyframe movement type and the "Lift" keyframe movement type?

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I was having a tough time trying to separate the functionality for the two. Then I discovered that my "Lift" keyframes were reading as "One way" keyframes and I couldn't figure out why. Thought I had a bug.

Then I found a line in the code that reads movers from RFL files on map load...

      if ( mci.keyframe_move_type >= MKMT_LIFT )
        mci.keyframe_move_type = MKMT_ONE_WAY;```

So uh, unless this is handled somewhere else differently, the game _literally_ is changing "Lift" movers to "One way" when the map is loaded lol
crude oyster
brave crown
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well... it seems like setting "Lift" never did anything anyway ๐Ÿ˜› it just changed it to "One Way" when loading lol

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I think it would make more sense personally to have lift work like one way, but only move one segment per activation

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as opposed to one way which goes from start to finish

crude oyster
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Maybe volition had plans for lift but just never got around to finishing it.

Yeah that could possibly be useful and something we don't have an easy way of doing currently.

brave crown
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yeah, agreed on both

crude oyster
# brave crown yeah, agreed on both

Actually think thats the exact behaviour I wanted for my teleport destination selectors in galileo 2. Got it simulated using a bunch of mover pause and other events but would have been handy to just be able to set to lift instead. ๐Ÿ˜›

thorny pumice
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I thought it did work like that, but clearly my mind is not recalling well. ๐Ÿ˜„

wraith comet
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Ah, classic Volition.

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I'm glad I can actually read code properly now.

boreal ether
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@brave crown shouldnt you update this for next game night

brave crown
wraith comet
brave crown
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I fixed the "Force Orient" option on movers for when Alpine's new mover code is used (ie. when "Legacy Movers" is unticked in level properties)

this option crashed the game if used with translating movers in the stock game. I am also just removing the flag at level load if "Legacy Movers" is on, simply to avoid the crash. But the new functionality won't apply

Also, I'm not aware of a function of "Force Orient" for rotating movers in the stock game (though it didnt crash like translation movers). In Alpine movers mode, rotating movers with "Force Orient" ticked will maintain their orientation throughout the rotation

brave crown
brave crown
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Good news ๐Ÿฅณ Just pushed what I'm hoping is the last required changes to the mover code, at least for AF 1.2

(assuming @crude oyster is not able to break my code in his testing :p )

There is still a todo list for AF 1.2, but it's getting smaller and smaller by the day. I always avoid giving specific dates, but it's getting close now ๐Ÿฅณ

glacial storm
desert crown
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@fast crescent #1376930844597551146 message

brave crown
# glacial storm Nice to know. Btw, what's the status on DX11 renderer progress. It still has som...

DX11 has had a bunch of improvements in AF1.2 and the only outstanding issues I'm aware of are lack of AA support and lack of static mesh vertex lighting - have you identified others?

also some performance issues
Could you expand on this? ๐Ÿ˜ฎ As far as I am aware, DX11 should perform better than DX9 virtually 100% of the time, are you saying there are currently performance issues with DX11?

RF client comparison page
Good call, I kind of forgot that page existed... whoops. Yeah, will get that updated with AF 1.2's release

glacial storm
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@brave crown This performance issue

brave crown
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Oh right

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did you test the AF 1.2 beta by chance?

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I didn't do anything specifically about that in the 1.2 beta but a bunch of DX11 changes were implemented, so I'm wondering if you have the same issue there

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i havent noted that issue myself either so it's hard to know exactly what's causing it for you :\

glacial storm
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I will check AF 1.2 beta. My results were from AF 1.1

brave crown
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actually wait, you know I do have that issue ๐Ÿ˜ฎ I just never noticed before

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in glass_house on AF 1.2 in DX11, my FPS is in the 4000-5000 range without scoped, with sniper scope it's in 2000-3000

glacial storm
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Oh wait, you can uncap fps?

brave crown
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yes

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(in Alpine)

glacial storm
brave crown
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for me? sec

glacial storm
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For me in DX9, the numbers barely change at all

wraith comet
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Oh, right. I should download the Beta probably. I've been too busy yelling expletives at my computer while writing code.

brave crown
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3000-4000 both scoped and non-scoped, though scoped does seem to hover in the 3000 range more than unscoped

glacial storm
wraith comet
brave crown
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Hmm, it seems as though AA is being applied in DX11 already, just the launcher won't let you select it

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and the performance impact isn't even that high, which is cool

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DX11 with 8x MSAA

Level: l14s1   Average frames per second: 2063.14   min: 7.99   max: 4065.04

DX11 without AA

Level: l14s1   Average frames per second: 2282.24   min: 8.24   max: 4504.50
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same test with DX9 for comparison

DX9 with 8x MSAA

Level: l14s1   Average frames per second: 1266.93   min: 8.94   max: 2518.89

DX9 without AA

Level: l14s1   Average frames per second: 1279.90   min: 8.68   max: 2754.82
gaunt lotus
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you can probably always force AA via driver settings and application profiles

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perf hit with AA should be minimal in RF because there's so much gpu headroom

glacial storm
brave crown
glacial storm
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Also, I noticed that Kava Aesir section gives much less performance in AF 1.2 than in 1.1 (using DX11 in both cases)

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In 1.2, I am getting performance closer to the DX9 renderer

brave crown
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Hm that one is interesting, and surprising. Well, I suppose Alpine 1.2 is doing mesh lighting for skeletal meshes and 1.1 wasn't, so that might explain a dip

glacial storm
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Quite a dip actually from 80-ish fps in 1.1 to 45-ish fps in 1.2 ๐Ÿฅฒ

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I get around 40ish fps in DX9

brave crown
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interesting, here are my results for that map:

AF 1.1, DX9:

Level: rfrev_kva00b   Average frames per second: 363.14   min: 19.66   max: 1277.14```

AF 1.2, DX9:

Level: rfrev_kva00b Average frames per second: 362.17 min: 9.13 max: 1270.65```

AF 1.1, DX11:

Level: rfrev_kva00b   Average frames per second: 1113.86   min: 18.87   max: 2481.39```

AF 1.2, DX11:

Level: rfrev_kva00b Average frames per second: 946.71 min: 19.17 max: 2145.92```

brave crown
brave crown
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thank you @crude oyster for all the testing you did of the movers ๐Ÿฅณ I really appreciate it!

I'm also very happy that we're hopefully done with needing to work out issues in the mover code before AF 1.2's release ๐Ÿ˜„

desert crown
brave crown
desert crown
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i literally just clicked spectate lol

brave crown
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well thats interesting lol

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it happened because the camera was invalid

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now why is the question ๐Ÿ˜›

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FP spec?

desert crown
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so we were in DR2

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and

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spirit said he didn't know hwo to do a section

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so i killed myself

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entered spectate

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clicked to him

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crash

brave crown
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crashed when you got to him or just when you entered spec at all

desert crown
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when i got to him

brave crown
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ok

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yeah im not sure why the camera was invalid at that point - it seems like maybe he landed and the game tried to play the landing sound while you were switching but before the camera was actually set

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should be able to safely handle that to prevent a similar crash in the future though

brave crown
desert crown
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Prayge appreciate

desert crown
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Runners Rally PO2

brave crown
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are you in dx9 or dx11

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added a new command - sv_restrict_status, to allow a server to quickly understand which clients are able to play in their server based on features and such. I figured this was a necessary thing to add so everyone can understand what's going on - I look at this daily and there are still enough moving pieces that I get confused sometimes ๐Ÿ˜›

desert crown
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it was dx9 but

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i thought that didn't matter?

brave crown
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It does but dx9 should have been fine so there probably is an entry that needs to be added

desert crown
brave crown
crude oyster
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When making breakable windows with a custom glass texture, would having RF use the custom texture on the shards or having a way to specify the shard texture to use on each window, be in the realm of possibility for Alpine? ๐Ÿค” Want to have some breakable stained glass windows, but when the window suddenly changes to a completely different window when it shatters, it ruins the effect. ๐Ÿ˜›

desert crown
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this happened on the config for spectate Eyes

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also worth noting the crash reverted the settings maybe

brave crown
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what were you doing? this crash is in the shadow rendering code, I have never seen a crash there before

desert crown
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so i had renamed and moved mouse sense but it went back to default i had before

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i was just roaming a map in freecam @brave crown

brave crown
desert crown
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ah

brave crown
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yeah that one I have absolutely no idea

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looks like it crashed trying to look up faces to render a player shadow on

desert crown
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would the map help?

brave crown
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dmsoepowerb1.rfl I can see it :p

desert crown
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oh

brave crown
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Yeah that one is going to be a ๐Ÿคท unless it continues to happen lol

I'm not aware of any new code that interacts with this area of the stock game at all. I don't know what happened but it's something obscure

desert crown
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is what it is salute

brave crown
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probably an issue in the stock game if I were to guess, just based on what I'm seeing

desert crown
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fair enough

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ok exited game

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new sens for spectating is 0.025

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(usually it was 0.05)

brave crown
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@green cobalt DX11

green cobalt
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@brave crown my hero

brave crown
boreal ether
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You got more map info, ie the date the map was made?

brave crown
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as well as anything from mapname_info.tbl

boreal ether
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I know it does. But too lazy to tippy tappy type that

brave crown
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The problem is where else to put it - there is the short-lived text at the bottom when loading a new map, but having that always show when scoreboard is up would interfere with the spectating text

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I don't know anywhere to put it on the scoreboard.. granted, I do plan to optimize the scoreboard in AF 1.3 so there might be a place for it at that point

That being said, I'm not sure the value in having map_info with limited info and map_info_ext with extended info. Those could probably just be the same command

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@boreal ether where would make sense to you? I'm definitely not opposed to making that info more readily available but it needs to be in a way that doesnt look bad and overlap other stuff :p

desert crown
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oh @brave crown

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i forgot

brave crown
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oh, this didnt actually crash

desert crown
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i can tell you from the fact i had to reopen my game

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yes it did

brave crown
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the process was hanging and you held alt (which always forcibly closes a hung process)

desert crown
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oh O_o

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i was alt tabbing ๐Ÿ™

brave crown
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yeah

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I think it was on a map load or something

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so it was busy

desert crown
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i see

brave crown
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and you held alt which forced it to kill itself

desert crown
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just bad timing

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i sometimes alt tab on the end screen

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just bad timing ig

brave crown
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yeah

desert crown
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oh well ^_^

fallow valley
brave crown
fallow valley
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pretty cool to see though

brave crown
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yeah i hope it'll make it easier for people to configure servers ๐Ÿ™‚

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I use it myself for our servers too :p

boreal ether
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also, donno if you wanna fix this. not critical: The gap

brave crown
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lolpup I feel like that's probably just a scaling issue since this menu was never supposed to be rendered at such a high resolution lol

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but I can see if there actually is a weird offset on that slignment

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putting a team indicator on the spectate name box at the bottom

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auto now auto scaling the spectaee name box based on the length of their name

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so it wont overflow like it always does when people have long names lol

gaunt lotus
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two flags is weird

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but one flag might be weird too

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idk

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maybe one flag with a border

thorny pumice
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1 flag would make me think the player being spectated has the flag, so 2 or none I think?

brave crown
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the issue is that rf uses the same icon both to indicate "player has this flag" and to indicate "player is on this team" lol

I thought this was the easiest way to clearly communicate the info though - i think itd look weird to have 1 :\

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Could maybe just change the text to

Spectating (RED):
Goober```
brave crown
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Good news - my to-do list for alpine 1.2 is officially down to less than 5 items :p

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At this stage it may be possible to release this coming weekend. I'm not committing to that, but it's possible

crude oyster
brave crown
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In alpine 1.2 you'll be able to launch dedis the classic way with very limited features. It may be fully deprecated after that.

The new way is just... Better :p for many many reasons. For your purposes, with the new method, you don't actually have to specify anything you don't want to change, so configs are stupid simple

fast crescent
brave crown
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@crude oyster re your latest issue on glass shards: automatically using the glass pane texture would definitely look odd because it wouldn't be shattered at all :p setting a custom texture may be in the cards for down the road though. For 1.3 I have some work I am hoping to do on destructible brushes anyway so it would probably be a good time

brave crown
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@crude oyster I believe you and a few other mappers have asked for the ability to multi link with 1 key press ๐Ÿ˜›

thorny pumice
brave crown
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I considered that, but that doesn't seem particularly friendly to anyone who has any level of colourblindness :\ I also think tbh it could hurt the readability of the name text to anyone

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maybe it is the best option though, idk

gaunt lotus
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that might be the best option I'd think

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there was an item that I raised a while back where we talked about making it so at the HUD would have team dependent colors so if you're on team red the hud is red and so on

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but in an ideal world the player would be able to pick what colors they would want for that and it would determine the team's colors and stuff as well

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all that to say this could be something where you implement the color and then down the line it becomes customizable

brave crown
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Good point. Honestly, might be a good idea to just set the colour(s) now, use them here, and then over time work to spread that out over the other HUD elements

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If the colours can be customized, my fears kinda just go away :p

crude oyster
crude oyster
boreal ether
brave crown
brave crown
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in case anyone was ever curious (I was lol), the decisionmaking on whether you can create a link is:

  • If source is a trigger, yes
  • If sourse is an event, yes
  • If source is a nav point, only if destination is an event
  • if source is a clutter, only if destination is a light
brave crown
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also made the errors given during attempting to create links far more descriptive

thorny pumice
brave crown
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absolutely, some people do :p

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but yeah, coloured text is probably just the best option

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i implemented it like that for now at least

thorny pumice
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At least the text would match the skins? ๐Ÿ˜‚

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Team grey vs team brown

desert crown
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@brave crown just got to the point where i crashed and can confirm this was an alt-tab moment,

brave crown
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Alright - in just under the wire, but the final new gametype for Alpine v1.2 is now done.

Escalation - a symmetrical control-point based tug-of-war style gametype with either 3 or 5 control points

(it's virtually identical to 3CP/5CP from TF2, if you're familiar)

brave crown
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snuck this RED change into 1.2 - something I've wanted personally for a while ๐Ÿ˜›

I don't like the way the button looks though, will figure out how to lay those buttons out better tomorrow

glacial storm
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Btw I recently was watching RF PS2 playthrough and I noticed that on PS2, the entities have proper shadows instead of blob shadows like in the PC version. Any way these can be added in Alpine?

wraith comet
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Rafalh wasn't interested in implementing it, but Goober might be more open to doing so. Kinda depends. I can't imagine it'd be easy, though.

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I imagine that you could get a very close approximation using projected shadows via the model's lowest LOD.

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(You don't actually have to use the model's lowest LOD though. That's just a common optimization technique for this.)

desert crown
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@brave crown myself and @burnt parcel were talking about the flashlight and we're wondering it theres a way we can control when and where the player would be able to get it?

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rather than just having it from the start immediately cuz its a button

burnt parcel
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(having the hotkey toggelable as an on and off state as an event for example)

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So you can disable it entirely, or turn it on at specific areas

brave crown
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Hm. Technically you could already disable it entirely - you can control the colour, intensity, range, and radius in MAPNAME_info.tbl. But you can't use it at all then.

So, ok a few things:

  1. Headlamp_State can be used to toggle the flashlight on/off using event activation instead of the hotkey (not the same as what you're saying, but just to mention)
  2. I would be up for putting a "Allow flashlight key by default" checkbox in level properties, and if it's off, the flashlight hotkey doesn't work. I'd also be down for an event - maybe Set_Gameplay_Rules or something - which lets the mapper control whether the flashlight hotkey can be used (event name being generic so it could be used for other things in the future)
  3. The bigger issue with this plan is that there's no way to include the status of that in the savegame file. I do have a plan to revamp the savegame file in the near future and add compatibility with stuff that is missing it currently, but that won't be in this release
brave crown
# glacial storm Btw I recently was watching RF PS2 playthrough and I noticed that on PS2, the en...

Anything is possible with the requisite work of course ๐Ÿ˜›

My understanding is that the code that the PS2 version used for full mesh shadows was removed from the PC version entirely. Probably because whatever they were doing didn't work properly across GPUs (PS2 was easier in that way because the player's GPU was predictible)

That being said, implementing mesh shadows would be a nice feature. It's definitely not making it in AF 1.2, but it could be considered for 1.3 perhaps. You should submit it to the AF github repo as a feature req so its not forgotten about ๐Ÿ™‚

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#1376930844597551146 message

Oh @desert crown @burnt parcel sry meant to tag you on the above

brave crown
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does this top toolbar look workable?

I reduced some string lengths (meters -> m, Camera Speed -> Camera, etc.) and shifted everything a bit to the left, so the buttons all fit on the UI when its put into a window

desert crown
wraith comet
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I don't actually know how the PS2 shadows worked on a technical level.

brave crown
burnt parcel
# brave crown Hm. Technically you could already disable it entirely - you can control the colo...

As far as the savegame thing, cant you do the old syncing tricks we did in multiplay to get around that? Lets say a player saved the game in a section that was light on, I could use a space phone connected to a counter that would track the objects remaining instead? Its jank, but nothing that the old RED hasnt already trained me to do. Otherwise, yeah giving the mapper control in the context of a SP mission would be huge. If the player finds a flashlight, then they can use it. Then perhaps later that flashlight breaks, or is lost, then I would disable it. Event controlled lets me choose when its used and leaves a lot of the logic up to the other events.

wraith comet
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It would pretty much give the same look more or less.

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If we're considering this though, it would also make sense to implement the model darkening from death by fire. Which was also in PS2.

brave crown
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I'm not opposed to adding the functionality now before the save game support exists for it, would be straightforward to handle that later on

gaunt lotus
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i think for shadows and most other gfx, probably worth establishing a cutoff that that should only be dx11 most likely

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otherwise you are burning time implementing it on both sides

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also... if mesh shadows were available in MP, it would be gameplay affecting (in the same way shadows in csgo and cs2 are a bigger deal than they were in 1.6) as they will project around corners and stuff, which has never been a thing in mp

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not that this is a reason to not implement them, but because there's no good way to gate the behavior otherwise it would probably need a sv_meshlighting or something parameter to enable/disable

brave crown
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Yeah, a dedicated server configurable setting same as whether screen shake removal is allowed

gaunt lotus
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the only problem is that i would need to find... a numpad

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i dont think i have a numpad in this house

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this is a numpad free location

brave crown
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usb numpad time

gaunt lotus
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i have that

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but its connected to my KVM for switching PCs...

brave crown
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c'mon mapping's more important than that

gaunt lotus
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nope, its definitely not

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that's how the bread gets made

brave crown
gaunt lotus
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is there a keyboard shortcut for this and play multi? ๐Ÿ‘ฟ

brave crown
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there is not - F7 and F8 are for play and play(camera) in SP, but no hotkeys currently for the multi versions

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there could be though. Any suggestions? :p

gaunt lotus
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F9, F10?

brave crown
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but F9 and F10 seem free

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at least based on docs

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will need to actually check the code

gaunt lotus
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how about you just put RED into the game

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so that we can map sauer style

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like dignified human beings

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that create things with their camera directly

brave crown
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Question for the mappers out there - currently Alpine RED sets a default level ambient light of 0,0,0 on a new rfl file when you begin creating a level

Stock game sets 40,40,40

I changed it to 0,0,0 because that matches moreso what other level editors do, but I'm second guessing myself because its a deviation from the norm. Does anyone have thoughts on this?

Of course the mapper can set it to whatever they want after that, the question is just about the default value for a new rfl file

brave crown
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@crude oyster @burnt parcel @nimble sierra @boreal ether would you mind commenting on the above? It makes no difference either way to me, just want to go whichever way makes the most sense/reduces unnecessary steps for everyone ๐Ÿ™‚

boreal ether
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40,40,40 by default for me.

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should be Lighting , Save, Pack, play, etc in this order.

brave crown
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good point

boreal ether
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also is it possible to make the UV unwrap editing window larger like it was in pure faction

brave crown
brave crown
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is the UV unwrap window in the stock editor PF sized or AF sized

boreal ether
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the uv editor in AF is stock/legacy size

boreal ether
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yeh boi !

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ricky asked for the buttons to be changed too

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AF vs PF

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not sure if you want to put the build button up there too? like in PF:

brave crown
#

space is at a premium up there, think I'll leave that one off

#

everyone knows to press space anyway realistically

boreal ether
#

kk

#

man that UV edit window is so much better on PF, hope you can implement it

brave crown
boreal ether
#

be cool if you can allow head lamps in Multi would be limited by server settings of course.

desert crown
#

it just looks goofy

#

XD

brave crown
#

technically I could allow it - I specifically disallowed it. But the reason I did that is because they're not synced for clients, so no one else can see your headlamp turned on :p

#

without netcode to sync it and some way to show on the third person player model that the player is using a headlamp/flashlight, it would just be too wonky

gaunt lotus
#

yeah you'd need to either attach another model to the existing ones or modify every character

brave crown
#

yeah

gaunt lotus
#

maybe we add that to the roadmap for 1.4... the skins, casino, and misc gambling update

brave crown
#

hats

desert crown
gaunt lotus
#

yep

desert crown
#

ui_zoomerrot

crude oyster
brave crown
#

Yeah I think I'll set that default back to 40,40,40

#

of course the mapper can always change it, but yeah, good point

brave crown
burnt parcel
gaunt lotus
#

i wasn't asked but i'm not sure why you'd change it at this point anyway tbh

brave crown
#

My initial thought was that it made sense to do so because that's what Unreal, Unity, Hammer, etc. all do (no global illumination/ambient light unless configured)

#

which I don't think is bad reasoning, but when it isn't a problem as is, probably best to leave well enough alone

burnt parcel
#

Maybe offering a global RED setting for lighting, like we have for default textures and their resolution. That way I can tune it to always be that way at my own preference

brave crown
#

Yeah that was my next thought ๐Ÿ˜› Adding new RED user preferences isn't something I have the framework in place for though (yet), so that'll have to get bumped to later

#

I do have some more RED UX things I intend to work on for AF 1.3 as well, like subdirectory support in user_maps\textures to create multiple Custom categories in texture mode for better organization

burnt parcel
#

Yeah that would be amazing to sort my own custom textures instead of the janky system I have in place now

brave crown
#

And automatically adding assets referenced by room effects, Swap_Textures and Switch_Model events, and the level default geo texture, to the packfile when generated

brave crown
glacial storm
brave crown
#

I think most of 1.3 is going to end up being UI/UX improvements, between the game and the editor, tbh

#

that is something I did have working at one point (I have a video somewhere of it), but unfortunately it seems like the PC FP weapon model files lack the right prop points to properly support it ๐Ÿ™

#

Might revisit it at some point though, technically I could add those prop points. It'd be a pain though

glacial storm
brave crown
#

Custom weapon models almost certainly wouldn't work properly with a feature like that regardless of how well it works with the stock models

gaunt lotus
#

the only way that it could is if the settings for the sway were exposed in .tbls

brave crown
#

it works fine for these models, but for the Assault Rifle and some other FP models, it didn't work right

gaunt lotus
#

but that's gonna get messy probalbvy

brave crown
glacial storm
nimble sierra
brave crown
burnt parcel
boreal ether
#

when is release for the newer AF Red Editor @brave crown

brave crown
#

it will be with AF 1.2

boreal ether
#

and you don't have a release date for that, if i remember rightly from GN

brave crown
#

I intentionally avoid giving specific dates because I don't want to miss them :p Assuming no major issue is found, as of now, I am expecting AF 1.2 to be released within the next week +/- a few days

#

What I may (probably will) end up doing is cluing up all the features in the next day or so, then releasing a RC build for people to try out (basically a second beta), so if there are any important bugs remaining, they can be found and fixed before the full release next weekend-ish

brave crown
thorny pumice
wraith comet
#

It's meant to essentially simulate the inertia caused by moving around stylistically. RF1 PS2 and RF2 PS2 had it, but you could also disable it.

wraith comet
#

The horizontal movements were intentionally inverted by Volition.

#

This is also how the sway works in the PS2 version of RF2.

#

Your current implementation of sway is actually much closer to the RF2 implementation because while the sway directions are shared by both games, RF1 had a bit of semi-complex animation blending or interpolation going on to smoothen out the sway, and RF2 doesn't.

#

Just some interesting info I wanted to point out.

#

If you want to see what I'm talking about in action, the easiest way is to load up either game in PCSX2, load into a multiplayer match with no bots, and move your head around a lot while paying very close attention. You'll notice these things I'm outlining above. Additionally, RF1 seems to have some interpolation on the first person walk cycle bob animation that is missing on PC that timed the bobbing to the player's footsteps. You'll also notice that the footstep sounds on PC are out of sync with your actual steps, unlike PS2.

#

This is why the bobbing animation on PC is a lot more "jerky" compared to the smooth bobbing of the PS2 version.

#

(RF2 also lacks this bobbing interpolation and footstep sound sync on console, just like how it lacks the animation blending/interpolation. But it looks fine in RF2 because the bobbing animations were designed for this.)

thorny pumice
wraith comet
thorny pumice
#

That's my point, I don't think it makes sense logically. I understand the concept, just for Me, it's a change too far. I'd deffo want it disabled.

wraith comet
#

That's respectable. I'm just saying that it isn't really supposed to make sense logically. It basically boils down to: They wanted to simulate inertia, but realized that gameplay-wise it would be a bad thing to change the gun aiming position when doing so, so it's sort of ignored for the sake of visual flair.

#

(In practice though, i find it's not very noticeable and just looks like your shot fired where you were aiming while in the process of turning, and then your gun's barrel swayed away from that position after the shot.)

#

(They put in some work to try and mask the fact that it doesn't completely logically line up.)

#

(But if you're looking really close, you can still tell. Usually only if you are intentionally spinning around in a circle and shooting.)

#

(I know this is very pedantic and shows that I have spent far, far too much time analyzing weapon sway in a 20 year old game. But I'm putting it out there in-case the information is useful later on.)

gaunt lotus
#

the key thing for me here is that while the effect is cool when you're playing with joysticks, it's because joysticks do not offer direct control over your movements except within a narrow range. when you're turning by holding the stick in one direction, the game is essentially playing itself in that the camera will continue to turn at a rate defined by whatever your sensitivity value is. when you let go of the stick, the camera slowly decelerates and then stops. the weapon model animating accordingly helps the player feel out and gauge the timing of the stick movements they're making. it's not a very realistic effect or approximation of how aiming weapons actually works, because you do not (or really should not) sway when aiming weapons IRL - you learn to pivot while keeping a fixed shooting stance.

but when you aim with a mouse none of the above is true. you are always in direct and total control over the camera's movements. if you tried to adjust the sway animation so that it was responsive proportional to your camera's movement, it would look ridiculous. so it has to be bound to some fixed range of motion which will only appear somewhat correct some of the time. the wider that range of motion, the more ridiculous it looks. in the video above, assuming that you were aiming with a mouse, it would look and feel completely absurd to me. when you aim with a mouse - if you have the gun models on, those become an additional (fixed) reference point for you to judge your aim/camera movements based upon. there's a reason that like, very few if any major FPS games past the early console era have weapon sway on their gun models like this.

that's not to say that it shouldn't be an option in the client. it would be cool to be able to approximate the PS2 versions gameplay on the PC build - especially for singleplayer or people that want to play with joysticks. and for steamos/windows handheld gaming where playing the emulated version probably eats more battery than the pc build.

brave crown
#

there's a reason that like, very few if any major FPS games past the early console era have weapon sway on their gun models like this.
While I agree with the core of your point, I'm surprised to see you say this. I'm pretty sure every modern CoD (at least those that I've played) do this, as well as most if not all Source/Source 2 titles

gaunt lotus
#

i dont think any of those games have anywhere near as much sway as above

#

apex, ow, cs, even the new battlefield does not

brave crown
#

oh ok the magnitude is probably lighter for sure

gaunt lotus
#

i mean its almost non-existent

#

if anything

#

they do have lots of bobbing animations

#

and gun models are often reflective or have lighting according to the env, so that can make it seem like sway sometimes

brave crown
#

https://youtu.be/Me43XXHeblw?t=18
this video is something totally unrelated from my YT channel, but at this timestamp he's turning while staying still with the AK and there is a minor amount of weapon sway applied, though yeah it is done differently. RF's was almost certainly done for the GoldenEye-style fine aim mode on PS2 first and foremost, other games I think tend to do less pointing of the barrel during the sway and more just lagging the movement of the full weapon model slightly behind the speed of the camera movement

gaunt lotus
#

yeah this is a lot less visually disruptive

brave crown
#

actually, that type of "sway" is probably totally workable with what is available in RF. I'm pretty sure the reason it doesn't work right on some guns (AR, etc.) PS2-style in PC RF is because there's some "barrel" dummy missing from the model, so it's just moving the full weapon model rather than the end of it

#

yeah, it just kind of makes the weapon model feel less static

#

from memory CoD4 did kind of a blend between RF PS2 style and CS2 style, but it's been a while since I played that

boreal ether
#

whats chance of npcs ever working in rf mp

brave crown
#

It's certainly possible to do, but it would be a huge amount of work, and is not something I personally really plan to spend the time on. Chances are difficult to gauge - would depend on if someone was motivated

#

I'd certainly help someone who was willing to take the lead on implementing that into Alpine, but it's not something I personally think is worth spending the enormous amount of time on

gaunt lotus
#

they already work in mp

#

:>

brave crown
#

@crude oyster fingers crossed that I've finally got static mesh lighting working in DX11 lol. Still needs to be tested some more to make sure there's no weird niche issues but...

boreal ether
#

@brave crown does Dm-Distant Weep work in DX11 ?

brave crown
#

did it not before? ๐Ÿ˜ฎ

boreal ether
#

no, was all black

#

or dark

brave crown
#

oh i see what you mean

#

This is dx11 in Alpine 1.1, the screenshot above is DX11 in Alpine 1.2

boreal ether
#

seems to work ok in the beta, but also in the beta if you load the lobby map. the weapons are all dark and light meshes

brave crown
#

Also found out today that when rendering meshes, Rf applies a 2.0 scale to level ambient light in SP but a 3.2 scale in MP

#

If anyone else has ever wondered why meshes are darker in SP than mp that is why lol

boreal ether
#

is that be mistake or did they have a reason for it ?

crude oyster
crude oyster
brave crown
brave crown
brave crown
crude oyster
wraith comet
#

Something I am keeping in mind, though, is that Goober's current implementation is pretty early. So it's a bit more extreme than the sway usually looks in RF1 by default.

#

(It's pretty close to the RF2 sway though. Probably a bit too strong but close.)

#

@brave crown If you can get this working before I get the new Steam Controller, I will gladly canonize you into my book of legends.

brave crown
crude oyster
brave crown
#

turned out to be super easy ๐Ÿ˜›

crude oyster
brave crown
#

i didn't even try to do that :p i guess the renderer sees them similarly

#

oh the fire pit is a keyframe?

crude oyster
brave crown
#

this map where everything is a mesh turned out great for testing my dx11 mesh lighting stuff lol

crude oyster
gaunt lotus
#

very cool, hope there's a cvar to turn it off :>

brave crown
#

well, the dynamic light cvar :p

crude oyster
#

So is dx11 performance only marginally better then dx9 now and all the gains were just from lack of lighting? I get 200fps on this map in dx9 and 1100fps in dx11 on 1.2 beta. But looks like you are only getting around dx9 fps now, or do you just have a ton of stuff running in the background atm? ๐Ÿ˜›

brave crown
#

i do have a zillion things open, and i was also recording :p I mean, applying lighting is going to be a bit of a performance hit for sure but it shouldn't be astronomical

crude oyster
boreal ether
boreal ether
brave crown
brave crown
brave crown
brave crown
#

@boreal ether I deleted the map_info_ext command, map_info now just lists all the info on the level

brave crown
#

AF 1.2 is on track for an RC release most likely later tonight

#

squeezed in a few last minute things like populating the listen server map selection list for RUN mode with whichever of the known RF run maps the user has installed

brave crown
#

Few last minute things that needed to get clued up - RC will likely be bumped to tomorrow. The idea is to release an RC this weekend which should be feature complete for the full release. Full release slated for next weekend (before GN), assuming no major issues are found in the RC.

I also just updated https://dedi.alpinefaction.com/ so now it has everything that can be configured for dedicated servers in AF 1.2 ๐Ÿฅณ

crude oyster
brave crown
#

That's not a bad idea tbh lol

brave crown
#

Here's Alpine Faction v1.2.0-rc1, ready for testing - everyone welcome! ๐Ÿฅณ (PLEASE GIVE ME FEEDBACK)

IMPORTANT NOTES - READ BEFORE DOWNLOADING

  • This is a Release Candidate, which means that in theory it should be ready for a full release. The purpose of this RC release is to identify any bugs before the "proper" release. My intent is for the "proper" AF v1.2 release to happen in about a week.
  • If you notice bugs, please let me know in this thread so they can be handled before the full release.
  • DO NOT overwrite your stable Alpine 1.1.0 install with this. Put it in a different folder.
  • DO NOT use the in-game server list favourites function to favourite the FF KOTH test server.
  • For those of you who play matches in the match server, please continue using Alpine v1.1.0 stable for matches, not this RC. For all other purposes, feel free to use this RC.
  • For level designers - while the level editor in this RC should be fully stable, there is a very small chance that maps made using this RC could become corrupt if a bug is discovered. Please, test the editor and report any issues if you find them, but always keep a backup of your map using the stable AF v1.1.0 editor just in case.

Now for the fun stuff:

The full changelog for Alpine is here if you'd like to read about the new features and bug fixes: https://github.com/GooberRF/alpinefaction/blob/master/docs/CHANGELOG.md

crude oyster
#

Found something DX11 can't render but DX9 can in the RC. Or perhaps DX11 fixes a bug I've been using in a few maps to have no collide brushes without them needing to be keyframes? ๐Ÿค” I hope that's not the case . ๐Ÿ˜›

I have this pond and in order to create a more realistic water effect where it gets more murky the deeper it gets and you can't see bottom from the top, and can't see out of the water when your at the bottom, I added multiple detail face brushes with the water texture every 0.5m or so. So it basically becomes less and less transparent the deeper you go because of all the layers. The faces are all set to show sky so they are visible but have no collision. Looks as expected in DX9 but in DX11 they all vanish and you can see straight to the bottom.

It's in that map I sent you that we were using to test the new keyframe behaviours, if you want to take a look.

crude oyster
crude oyster
#

That new override static mesh amb light scale has some weird effects... Both screenshots in SP (therefore default would be 2.0) Without the override trees look normal, with the override but set to 2.0 it should look the exact same but instead the trees get all these bright glowey patches. ๐Ÿค”

#

One more oddity. Static lights don't seem to fully work on player model in DX11? This is a circular spotlight, 0.4 intensity with 0.4 intensity also at max range, <0, 64, 128> colour, to simulate moon light. In DX9 the player is lit and coloured as expected but in DX11 there's no colour. ๐Ÿค”

crude oyster
#

One more DX11 bug, rotating skyboxes no longer rotate. ๐Ÿ˜› Also I did have 1 instance where a texture with alpha on a face brush in the sky, rendered the alpha as black instead of transparent, but I can't duplicate the bug, so must have just been a freak occurrence.

brave crown
# crude oyster One more DX11 bug, rotating skyboxes no longer rotate. ๐Ÿ˜› Also I did have 1 ins...

ok so @crude oyster a few things :p

  • A one-off not rendering alpha in the sky is unexpected, I've never seen that, but if it's not reproducable it will be next to impossible to nail down as an issue ๐Ÿ™ If it happens again and we can reproduce it I will look into it
  • Do rotating skyboxes work in DX11 in AF 1.1 (or even the other AF 1.2 beta)? Need to confirm which issues are bugs and which issues could potentially just be functionality that doesn't exist yet
brave crown
brave crown
brave crown
brave crown
crude oyster
crude oyster
crude oyster
# brave crown That's uhh... O.o I didn't know that ever worked lol But to make sure I'm unde...

It only works when the texture applied to the face has an alpha channel. When it does the face is still visible but just has no collide. Currently its the only way to have a no collide scrolling texture because scrolling textures don't work on keyframes. Also the only way to emulate a scrolling liquid texture by putting the face just above the liquid, because the scroll properties in room effects also don't work.

crude oyster
brave crown
#

ty

brave crown
#

I'll send you a new AlpineFaction.dll so you can confirm

#

sent

brave crown
#

btw I'm not sure who was in the KOTH server earlier but I hope they will see this: Yes, if you use the v1.2 beta, the capture meter on KOTH/DC points will be a little wonky. It still functions as it should (since that's controlled by the server), but graphically on your client the bar will jump a little. That functionality has changed a little since the beta - if you update to the RC (or the eventual full AF 1.2 release), it'll fix the issue for you ๐Ÿ™‚

zinc quiver
#

@brave crown thanks it was me and alex and i just told him :>

brave crown
#

Sounds good! Redalex or another Alex? (Curious)

zinc quiver
#

not redalex, i only know him as alex and afaik he doesnt have discord :>

brave crown
#

ahh ok

boreal ether
#

Any chance of getting double speed in free camera spectate by pressing shift ?

brave crown
#

0 chance of it just being statically bound to shift (especially since shift is often bound to crouch, which sinks you down in spectate)

I can look into how difficult it would be to have some hotkey increase the free cam speed though

#

probably the jump key would be best tbh

boreal ether
#

@brave crown getting green light on mesh. changed back to DX9 and works fine. this started to happen since the AF beta

boreal ether
#

yeh goober, its to do with ambient light properties. change it to anything but the default and you will see

#

seems to work fine using latest beta RED level editor

viral light
#

idk what other key to suggest for increasing the speed though...

#

add a new bind?

crude oyster
brave crown
gaunt lotus
#

hey

#

just make the scroll wheel adjust the camera speed

#

ez, no problem, glad i could help

#

menu means u wont want to use it bc it would show up when recording

brave crown
#

not if the hud is turned off :p

but also the menus are just for configuring it

gaunt lotus
#

yea but no way u want just one speed

brave crown
#

the menus let you set a default camera accel value and a modifier value

gaunt lotus
#

and if u do

#

scrollwheel is still better

brave crown
#

the default applies all the time, modifier value applies when you hold the key

#

I'm not convinced it would be tbh having used it - it's not the speed, it's the acceleration

#

would be simple to rig up and test how it feels though i can do it later

#

but I'm pretty sure the way it is already is going to end up feeling better

gaunt lotus
#

i mean you are going to be using the mouse to move the camera anyway

#

if you can scroll up to go faster or down to go slower

brave crown
#

yeah, which is why the default modifier key is the same as ping location :p

gaunt lotus
#

it would very easy/intuitive while moving the camera

#

and you are not stuck using 1-2 fixed speeds

brave crown
#

i definitely will try it, but I'm not convinced it's going to actually feel better to use

crude oyster
# gaunt lotus just make the scroll wheel adjust the camera speed

I was actually just thinking the same thing, instead of fixed speeds have a button that adds 25% to the current speed and one that subtracts 25% from the current speed and one to reset back to default. So if it was J K L. One tap of L would be 1.25x speed, another would bring it to 1.5x speed another would bring it to 1.75x, another to 2x, etc. K would reset it back to 1x speed. Then one tap of J (when at default speed) would be 0.75x, a another would be 0.5x, another 0.25x. From there maybe just cut in half, so 0.12x, 0.06x, 0.03x..

Mouse wheel works too. Maybe click down on wheel to reset.

viral light
#

is fire button used in spectate?

gaunt lotus
#

yeah to switch players

viral light
#

free spec

thorny pumice
viral light
#

no need for speed adjust in player spec

gaunt lotus
#

true

viral light
gaunt lotus
#

the day that works i'll uninstall rf reflexively

thorny pumice
gaunt lotus
#

not because it wouldnt be good

#

but because i will be convinced my client has a demon in it

thorny pumice
brave crown
#

I think that's within reach now tbh

viral light
#

actually

#

better value might be the mouse3/4/5 request in af support ch

wraith comet
#

I actually do second Nick's suggestion of trying the scroll wheel for speed. Splinter Cell's PC ports did that to let you control Sam's movement speed, and it felt pretty great when you got used to it.

#

I imagine it'd be more intuitive for a disembodied camera even.

viral light
#

that's what unity does for scene view wasd cam

#

although i hated it in splinter cell pc

gaunt lotus
#

scroll wheel with a reset/neutral bind

#

100%

#

and if you make Q and E the camera turn binds as well you can do some real drone shit

#

actually nevermind, just make the free cam spec drone controls

wraith comet
brave crown
#

Yeah im warming up on scroll wheel control lol I'm out now but I'll try it when I'm back

viral light
#

yeah let us launch a drone and also customize the colors...

burnt parcel
#

Hey I may just be uninformed, but does AF have an ability to mirror complex brushes now?

brave crown
#

It's not built in to RED, but the update I'm working on for my REDUX tool does allow you to mirror geometry (from an rfl or rfg) across an axis (and export the mirrored geometry as an rfg)

#

I need to clean up the code a bit before releasing it, but I can send you a test build if you want to try it out

burnt parcel
#

Thats awesome, yeah a mirror of geometry would be dope

brave crown
#

yeah it opens a lot of doors

#

especially for KOTH maps - mirrored maps tend to work super well in KOTH in other games, I expect RF will be the same

#

I'll send you a test build of REDUX to try out, be aware of course that it may have bugs. If anything doesn't work as expected, let me know in #1376912225578647592 ๐Ÿ™‚

burnt parcel
#

Yeah will do. Im playing around with maps with Intharth, and he said you came up with something for it. Got really excited ๐Ÿ˜›

brave crown
#

๐Ÿ˜›

#

yeah I was making a blockout inspired by Lijang Tower Control Center for KOTH gameplay testing, and I realized I would rather spend the time that I would have spent manually mirroring that map, just building the functionality so I'd never need to do that again lol

brave crown
#

Now the question is - how many other scrolling content panels are in the game lol (they all need to be supported separately)

#

save game, load game, message log, autoswitch priority, control binds

uhh I think that's everything?

thorny pumice
thorny pumice
brave crown
#

though you are right - it's not often you actually need to scroll on it these days

brave crown
#

anyone happen to have a savegame file with enough message log entries to actually be able to scroll in the box? I do not :p

#

@desert crown ?

brave crown
#

nvm, reducing resolution to 640 does it lol

glacial storm
#

Here you go

brave crown
#

Scroll support is done for message log, create server map list, join server list, save game, load game, autoswitch priority, control binds list

#

Thanks @glacial storm ! ๐Ÿ™‚ appreciate it, but I managed to get by with reducing my resolution haha

glacial storm
# brave crown to confirm though, your FPS does go back up when `r_meshlighting` and dynamic li...

BTW I tried the r_meshlighting command in Kava's aesir section and it doesn't seem to affect FPS much at all in either DX9 or DX11 renderer. So there seems to be some other change that caused the lower FPS for me in DX11 render in 1.2 vs 1.1?

Also, I mentioned the scope causing fps drops. I think it is with every translucent entity causing fps drops. I even get major fps drop when opening the Quit Red Faction prompt in menu (likely due to the translucent buttons?)

#

See fps difference

#

Funnily enough, the chain fence in RF's tutorial doesn't cause any FPS drops.

gaunt lotus
#

i think transparency is one of those things that's generally surprisingly "hard" to render

brave crown
#

It definitely is, and alpha on faces in the world geometry is typically lighter than alpha on gui elements

gaunt lotus
#

presumably the GUI is all CPU

brave crown
#

That'd be my guess

glacial storm
#

Also, going in water in training level and I am getting even heavier fps drops.

#

Going from 240 fps outside to about 40 fps in water

gaunt lotus
#

goober do you think Reaper would be able to use the profiler thing? I dunno if that's disabled for some reason on non-debug builds or what impact it being available would have generally

gaunt lotus
brave crown
#

d_profiler

glacial storm
gaunt lotus
#

well i guess it confirms that yeah being in the water is for some reason slow as hell for you

brave crown
#

wow - proxtec process all jumps from 90 us to 25k holy

gaunt lotus
#

surely that's a bug of some kind

#

like there's no way you get ps2 framerate here

#

I dunno if you can debug without a uhd chip yourself (may even need that specific one)

desert crown
#

sorry ive been asleep for 12 hours ๐Ÿคฃ

wraith comet
desert crown
#

now if only we could scroll RED textures ๐Ÿ˜

thorny pumice
glacial storm
# brave crown wow - proxtec process all jumps from 90 us to 25k holy

Is there any other way I can help in debugging this?

Btw I have to mention this. My laptop also has a "discrete" GPU (it's Radeon 530). But calling it a discrete GPU is an overstatement since it's only marginally better performing than the iGPU (Intel UHD 620) while being more power intensive.

Why I hadn't mentioned before, it's because I was not able to make Dash / Alpine Faction use the Radeon GPU. I could only select the IGPU.

But now I noticed that when I set the renderer to DX11, I can actually select the Radeon GPU as well (which I can't when setting the renderer to DX9).

However, setting to the Radeon GPU seems to cause almost no impact to performance in-game. I still get the same-ish fps and same slowdowns.

brave crown
#

(on UHD, same as the DX11 test)

glacial storm
#

Also I noticed that the lighting on the first person weapon models is static in DX11, but is dynamic in DX9

brave crown
brave crown
#

@glacial storm this is what an AI tool I was looking at had to say about your issue:
Make sure the UHD driver is current and running in โ€œMaximum Performanceโ€/discrete mode where available; older Intel drivers often have slow D3D11 dynamic-texture uploads.

is there a max performance mode for your driver?

desert crown
#

@brave crown i can't remember if we talked about this ( i think we did but i may be totally off ) did you change it in AF so that a TC didn't need to use L1S1 to start on new game? or did i totally misremember something

brave crown
#

im pretty sure there's a setting in one of the af_ tbl files for that

desert crown
#

so if i wanted L1S1 to still be there (mines) I could put a map in front of it that works for New Game

brave crown
#

assuming my memory is right yes

#

but be careful because the game does have some hardcoded behaviour for l1s1

desert crown
#

whats that?

brave crown
#

if you want to include l1s1 as a level in your mod, it's probably best to make a copy of it like l1s1_mine.rfl or something and load that instead

brave crown
#

maybe something beyond that too idk

desert crown
#

ah well that's fine tbf you can just skip the bik

#

but yeah if theres more would be good to think ahead

brave crown
#

you probably dont want that playing if l1s1.rfl is just a level in the middle of a campaign

desert crown
#

ye

brave crown
#

yeah I did - $First Level Filename in af_game.tbl specifies it

#

I know there is also a stock game field to specify it in game.tbl, which doesn't work. I did a net new one rather than fixing that field to work, because I'm 100% sure there are some mods out there that changed that field, it did nothing, so they released as-is. I didn't want to break those mods by just suddenly making the field work properly lol

desert crown
#

I ask because of a potential "Bingo" Red Faction Client - where I put all the maps connected to a single room (so like in a circle 1 - 20) which would make a "Bingo" playability standpoint much more likely for people to want to do i think

brave crown
#

ohh gotcha

desert crown
#

the only question i have at that point is do the end of the levels all link back in to that room or not LUL

brave crown
#

like a lobby sort of thing - ala Quake's difficulty/campaign selection area

desert crown
#

something like that yeah

#

for the harry potter bingo client, they just start in the castle with all the levels pre-unlocked so you can go wherever

#

was trying to think of how it works for RF and the best i can come up with is a lobby that just attaches to every level start

glacial storm
brave crown
#

:\

glacial storm
#

Also I have the power settings set on max performance when plugged in, which is what do when I play games

brave crown
#

Hm, one thing I am surprised by though, it seems the fog underwater is what's causing the severe performance issue you see (at least it seems that way) - do you get the same impact in maps with fog normally?

#

like ctf02.rfl for example

glacial storm
#

lemme check 1 min

#

Can't use d_profiler in mp it seems

desert crown
#

load it in SP

brave crown
#

load it in single player

desert crown
#

type in console

#

level ctf02

brave crown
#

map ctf02.rfl from the main menu

desert crown
#

or that

glacial storm
#

but these are my fps. Not as bad as in underwater but still seem to have some performance loss

#

i'll load in sp

brave crown
desert crown
#

load romeks new map

#

honestly that might be a good test for this

brave crown
#

thats probably not a fair test because that map has basically nothing in it except fog

glacial storm
desert crown
#

oh

glacial storm
#

Also the scope performance murder

brave crown
#

unfortunately I'm not sure that is actually avoidable :\ from the profiler it doesnt seem like its based on the scene at all, it seems like it's the rendering of the fullscreen semitransparent bitmap

#

from what I'm reading, some GPUs (especially fairly old integrated ones) just seriously suffer with DX11 performance :\

#

given the drops you're seeing are not being seen on other GPUs (at least, not to NEAR the same extent), really thinking that might be what's going on here :\

glacial storm
#

In worst case, I can still stick with DX9 renderer for RF

desert crown
#

integrated graphics cards are a fucking nightmare

#

dealt with it on a laptop up till 2018

#

absolute trash

glacial storm
desert crown
#

๐Ÿ™

gaunt lotus
#

it may be worth trying dxvk

#

but I'm not sure how much per you're actually losing because of the integrated gpu

brave crown
#

new dedicated server feature for vote level

desert crown
#

so you can vote to them during GN or what o-o

brave crown
#

no, gn will continue to have vote map disabled lol

#

this is so for example you can run a server with 9000 maps in the multi folder, but some guy can't come into your CTF pub and vote to change the level to dm-300run

desert crown
#

oh you got me im doing that KappaKan

brave crown
#

someone did it in the ff dm pub and willson's ctf server this morning lol

#

thats what made me think of this

desert crown
#

lol

gaunt lotus
#

if ur gonna have this it should have like

#

restrict by gamemode/level prefix

desert crown
#

yeah

#

just make a CTF server stick to CTF

gaunt lotus
#

or restrict to map rotation

brave crown
#

i was originally going to do map rotation but this gives more flexibility - to have maps in the folder thta can be voted for but are not on the rotation

#

restrict by prefix is a good call though

gaunt lotus
#

yea its more flexible but also more of a pain in the ass to setup

#

i guess u can just copypaste

#

the rotation

#

so nbd

brave crown
desert crown
#

oh

brave crown
#

but for the maps yeah, a prefix restriction would be good

desert crown
brave crown
#

BTW - anyone who has downloaded the RC, I'd encourage you to play GN with it. Please do let me know if you experience any bugs or anything. I'm hoping to release AF 1.2 either tonight or tomorrow, but that will depend on if any major issues are uncovered of course

crude oyster
brave crown
#

yes, some improvements were made after the RC - I'm not surprised players had such a huge effect either :p

#

they still will have a substantial impact (they're more complex meshes, plus they have bones and animations, etc.) but it should be less

gaunt lotus
#

u would see a bigger drop relatively

#

that's kinda normal/expected

#

the perf impact of the extra players is probably mostly not a DX issue

viral light
#

Donald B's in the place to give me the pace
He said my man JD is on freebase
The boy JD was a friend of mine
'Til I caught him in my car tryin' to steal an Alpine

desert crown
viral light
brave crown
boreal ether
#

omg ! the scroll in the multi player map selection feels so good !

fast crescent
#

@brave crown is there a way to make the new damage numbers smaller?

boreal ether
#

@brave crown so on DX11 ive determined that the max dynamic lights allowed is 8

brave crown
#

you can change the colour (and opacity) of the numbers with ui_color_damage_notify though

fast crescent
crude oyster
#

How does Escalation work? Haven't heard any chat about that game mode. ๐Ÿค”

fast crescent
brave crown
#

Either hex or RGB

If you don't have hex colors on hand you can do RGB in this format

ui_color_damage_notify "255, 255, 255, 255"

#

Using 0-255 for each of RGBA

fast crescent
#

oh ok ill look into that at some point

#

also might have a possible minor bug to report

brave crown
fast crescent
#

icon next to player shows him as a spectator?

brave crown
#

oh O.o

#

was he free look spectating when the last map ended by chance

#

I think there's a bug where it can keep you in spectate status if you end the round in free look

fast crescent
#

not sure

#

it was romek he is in server now playing matches

#

happened in the next map they played as well

#

ill ask him

fallow valley
#

@brave crown how does one install alpine faction from the zip, i feel like i could just figure this out myself but i thought it'd be worth asking, i know in dash faction i could make a folder named DashFaction in the same folder as RF.exe and symlink DashFactionLauncher.exe to RedFaction.exe but does anything differ in alpine faction regarding this

brave crown
fallow valley
#

i'd rather do a folder because its cleaner this way

#

but its also prone to breaking cause my script to setup dash faction automatically broke apparently nvm

crude oyster
fallow valley
#

only reason why i'd think i would want to keep dash faction is for MAYBE the pure faction anti cheat

fast crescent
gaunt lotus
#

ahh i was trying to remember luxtorpeda earlier lol

fallow valley
#

yeah

gaunt lotus
#

PF's AC is not terribly valuable these days and to my knowledge not in use by any server

#

dash's implementation of it was also not a complete parity of PF's IIRC

fallow valley
#

i might just do only alpine faction since having both options would confuse the user

brave crown
#

correct, PF's AC is not in use by any server currently (and I doubt it ever will be again to be honest)

gaunt lotus
#

wait, aren't you the user?

#

oh wait are you writing something for luxtorpeda users here?

fallow valley
#

yes

gaunt lotus
#

okay cool makes more sense

#

big ups

#

goober, natalie and I briefly scratched our heads at thinking up a consistent way/route to point steam deck users towards getting alpine set up

fallow valley
#

i have an idea how i would do the URLs

#

i'll do it tomorrow but my idea was to have a shell script available to setup the URL handlers on steamapps/common/Red Faction/ which user can just run once

#
#!/usr/bin/env xdg-open
[Desktop Entry]
Type=Application
Name=Red Faction Join URI Handler
Exec=steam://run/20530//-game -url %u/
StartupNotify=false
MimeType=x-scheme-handler/rf;
#

rough example but this doesn't work me think

crude oyster
#

I found a bug in the DX11 Static mesh lighting that wasn't in the RC. It seems now when there are multiple instances of the same mesh in a map, one of the meshes is dictating the lighting for all other instances of the same mesh, instead of each mesh calculating its own lighting based on its relationship to the light. If you look at the red and green cylinders with the skulls on top, in the RC both sides had the correct lighting where the bright side is towards camera, but in the Final the lighting is being flipped to the back side on one of the cylinders/skulls. DX9 also has the correct lighting like RC1. They are all the same model, just the heart one and red ones have a swapped texture as well. To test this theory I rotated one of them and that flipped the lighting on the 5 other pillars in the map. ๐Ÿ˜› It doesn't seem to be the lowest UID one, maybe just the first one to load in?

wraith comet
#

@brave crown What would need to be done to fix the silencer mesh?

crude oyster
wraith comet
crude oyster
crude oyster
#

Found another bug. When at least 2 rotating movers are active, gun dynamic muzzle flash lights don't work anywhere with the new mover code. I was confused why muzzle flash lights weren't working in the map I'm working on, after converting to 1.2, but now I'm assuming its because all the swinging bodies are in constant motion and were upgraded to the new mover code. This problem was also in the RC, I just never noticed while we were testing the new movers.

#

Here's the test map that shows the bug. Fire on level load and get gun light, use key to start the movers then fire and no more gun light. Check off legacy movers and gun light works again while movers moving.

brave crown
#

Thx for the notes guys - this is exactly why DX11 is now in "testing" status ๐Ÿ˜› It is mostly stable and works properly, and what's left to do on it is moreso stuff that won't be noticed at first glance. Now that more people can actually use it because it works mostly properly, we can get these things discovered and fixed up ๐Ÿ™‚

brave crown
boreal ether
brave crown
wraith comet
#

After attachment, it is a bit overbright. It's been a consistent issue for years. PS2 didn't have this issue.

#

And it's only the attached silencer mesh, before attachment has correct lighting in accordance with the rest of the pistol.

#

I have no clue why this happens. It's the only mesh that does this.

#

To see it in action, use the alt fire to attach the silencer and watch it get too bright after it's properly attached to the pistol.

#

During the animation of attaching or detaching, it's fine.

brave crown
#

re: the dynamic light count... ok so...

I did fix it, but it seems to require upping the pixel shader version... now, that's not an issue with any even remotely recent hardware, but it does affect compatibility with super old systems. This is what ChatGPT tells me about compatibility

Personally I'm of the mind that this is a pretty fair expectation to set for being able to run DX11 mode, whereas DX9 mode remains available for anyone with super old hardware (though, given Alpine has a min OS version of Windows 7, there's very, very low likelihood this would affect anyone who can actually run Alpine from the beginning lol)

crude oyster
brave crown
#

I was talking about the 8 dynamic light limit specifically :p

#

Since that issue affects dx9 too I'm guessing it's a stock game bug

crude oyster
brave crown
#

O.o it's very weird for mover code to affect dynamic light rendering at all tbh :p

But yeah, will need to look into that

gaunt lotus
desert crown
#

My Current Requests for future spectate improvements (just to write here im pretty sure ive listed it on the github)

  • Crouch support so i can see when people crouch and aim at peoples heads

  • Placement for static camera with hotkey (though honestly with the speed controls now its way easier to fly to a spot and do it for 20 seconds)

  • Spin control so i can set up a spin manually without the alt-tab trick

  • I think i would like it so that If we break the chatbox with kills id LOVE for a way to be able to just see the person im spectatings kills - may not look as interesting in the chat but the videos are not about reading the chat and would be a much cleaner kill confirm Prayge

fallow valley
#

i've got alpine faction client itself and URI handlers for rf: and af:

#

except user has to manually run the script for urls cuz i felt like doing like dat

fallow valley
#

u can now tell linux users to just install luxtorpeda for alpine faction

brave crown
#

that's awesome! Great work ๐Ÿ™‚

#

@fallow valley btw that error that person posted on your PR - that normally happens when you don't have the right RF.exe specified, or if you don't have the game installed, or if the RF.exe it's pointing to is not in the game directory

brave crown
#

dynamic light limit is also fixed (same as dx9 - 32), but as I said this does also include dropping support for DX11 on super old hardware

wraith comet
#

They've also likely been using DX9 all this time if they've ran Dash Faction before, and it was fine. So I don't see this as a problem.

gaunt lotus
#

well, i mean, it's not that they would need it

#

they literally can't lol

#

i actually dont think it would even work with shader model 3 right now as is

brave crown
#

yeah, the only cases where support is now dropped are:

  • Player selects DX11 renderer; AND
  • Player's system has GPU architecture that doesn't support d3d 10_0
#

Idk if DX11 worked before under those circumstances to be clear, but it tried to lol

#

now it won't

wraith comet
#

Yeah lol, that's why I said "low". Never know, maybe there's some hardware out there that it'd run on. But I don't think those edge cases are particularly important if they do exist.

#

It's not like DX9 has bad performance anyhow. It runs fairly well. Probably more than well enough for what anyone playing on older hardware would even be capable of doing in the first place.

#

Personally, I'm just waiting for you to announce that you've gotten it working via WebGL so we can play Red Faction in our browsers like you can with Quake. /j

gaunt lotus
#

i don't think it would work at all because it's presenting under dx11

#

which those cards cant do

viral light
#

the intent is that one day you'll be able to fly through maps on ff, although that won't be using any original rf code

gaunt lotus
#

presumably the gfx drivers would jsut refuse to launch the process

wraith comet
#

Probably, yeah.

brave crown
#

Either that or it'd launch and just die

gaunt lotus
#

it doens't really matter what it actually does with dx features at that point to my understanding

wraith comet
viral light
#

it already works i just have problems with lightmaps sadge

wraith comet
#

Are they borked or just not working literally at all?

brave crown
viral light
#

borked, i have some misunderstanding about how they're applied to the geometry

wraith comet
#

I'm trying to become more knowledgeable about rendering and lightmapping techniques, so if you end up figuring it out, maybe post about it? I'd love to know more about how RF handles applying them to geometry.

#

One of my goals at the moment is to get to the point where I can actually help contribute to the Alpine Faction repo, but my C++ isn't anywhere near good right now.

#

I'm still very much in the phase of trying to learn and refine the knowledge I think I know about anything.

#

@brave crown Would you mind if i asked you some questions in DM, and whenever you have the time you can let me know? I'm curious about a few things regarding rendering and some other misc technical details in Alpine.

brave crown
#

if it's something I can answer sure

#

for the hell of it, I asked my handy and normally very helpful AI assistant to implement full mesh shadows

I think it took "full mesh" a bit too literally

wraith comet
#

It's beautiful.

shut vector
#

Hey @brave crown , thought of a nice feature you could do if possible for RED. Since there is new game modes now and we are not up to speed what the prefixes are for them, could you do like a drop down menu in the save file part of RED that we can select for that prefix?

#

So it will list
DM
CTF
etc

brave crown
#

Idk how practical it would be to have a prefix dropdown, but some guidance for sure makes sense, hm.

For reference, the prefixes are:

dm
ctf
koth
dc
rev
esc
run

(same as the abbreviation in the listen server create game panel)

but yeah, hmmm I'm not sure the best way to implement that. At minimum documentation on the wiki is required though

shut vector
#

Cool, yeah just so we know and understand them and what they are. Took me a while to pick up KOTH, Which is King of The Hill.
Not sure what DC, REV or ESC are because im thick ๐Ÿ˜…

brave crown
#

I need to do more wiki docs on them in general :p

shut vector
#

Haha no problem ๐Ÿ˜Š

brave crown
#

the highlights are here and it lists the gametype names ๐Ÿ™‚

#

just not what they are

shut vector
#

Could of done "Ass" for Assault ๐Ÿคฃ

#

Unreal did AS

gaunt lotus
#

2026 is the year of the 2nd person shooter

glacial storm
#

ESC sounds like Escape (as in the keyboard key lol)

fallow valley
#

second person view in action

desert crown
#

wait wasn't there a game that did that

#

where you are playing the car behind you but you're actually the car infront

fallow valley
fallow valley
# desert crown where you are playing the car behind you but you're actually the car infront

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โ— Want to help add subtitles in your language? โ— Click here: https://amara.org/en/videos/xRRIPPz6Vo28/info/this-is-what-a-second-person-video-game-would-look-like/
Go to https://nordvpn.org/babylonian and use coupon code "babylonian" for 70% off a 3 year plan - plus 1 month free!
Sig...

โ–ถ Play video
#

i believe this was the video

desert crown
#

YEAHHHHH thats it!

wraith comet
brave crown
#

Yeah lol

#

The RUN listen server create section lists anything with the run prefix, plus the list of known previously released run maps on ff (well, any you have installed)

desert crown
#

sorry the last thing i forgot to add to my Spectate wish list was Third person anims in POV - i just watched my last video back to get some inspo for next video and i see the sniper and PR in particular lack visual flare because there is no "recoil" animation

brave crown
#

it was really annoying me for the FPS counter to go off the side of the screen when it goes to the 1000s lol

they're now aligned with the AMMO counter and do not shift as the value changes

Also implemented a ui_fpsavg command, which takes ms as input. If set, it updates the displayed value every X ms, with an average framerate from the past X ms, rather than showing the current FPS value each frame (which can be tricky to read, especially when it gets super high)

gaunt lotus
#

might be helpful to have like

#

1% lows

brave crown
#

For fps you mean?

#

Was also thinking it might be useful to have the top level in/out numbers from netgraph over here

gaunt lotus
#

yeah

#

well i think the in/out count is not that useful really

#

since bw usage is always very low

#

but netfps in and out or graphed would be really good

wraith comet
crude oyster
#

Any way to do many to one links with the new multi linking feature in RED? It handles going from one thing to many things fine but not many things to one thing? Like I want to do 20 switch_models to 1 mesh but it just wants to take the first switch_model and link it to everything else. ๐Ÿ˜›

crude oyster
#

Also I found a much more serious issue with the new mover code then muzzle flashes not working... It's actually making player models completely invisible when 2 or more rotating movers are active..

crude oyster
#

What's even stranger is if I am the host of the listen server I get no muzzle flash when movers moving but the other player doesn't disappear, but if I am the guest on the listen server the other player disappears when movers moving but the muzzle flash still works. If I join with a third client, only the hosts player model disappears. On a dedicated server it's the first player to join in that disappears. ๐Ÿค” So that means when I release my map that uses the new mover code, 1 lucky player will get an invisibility hack haha. ๐Ÿ˜› Hopefully that will be me because I usually have the lowest ping at GN muhahaha. ๐Ÿ˜† Will make Graveyard even spookier when there's a spooky ghost no one can see except for the floating name and shadow, roaming around killing people. ๐Ÿ‘ป

crude oyster
brave crown
brave crown
crude oyster
brave crown
#

right

#

Shift+K maybe would work? (i haven't checked if that's already used yet)

#
Shift + K     Break links of all selected objects ```

nvm lol
crude oyster
crude oyster
#

Alt+K? Don't think that is something, if it is I've never used it.

brave crown
#

Ctrl + L Edit link properties of selected object

I did not know about this hotkey lol

#

pretty handy though

viral light
#

you tend to learn all those hotkeys after you do one or two maps with hundreds of events lol

brave crown
# crude oyster Also I found a much more serious issue with the new mover code then muzzle flash...

I found and fixed this issue - was the same issue that was causing dynamic lights to not work on meshes in that scenario too, so that's now fixed too

It's a clientside issue though, so unfortunately there's nothing I can do about AF 1.2 clients experiencing the very strange bug. I have been giving some serious thought to putting out an AF 1.2.1 at some point in the next little while though (before work begins in earnest on AF 1.3), which would fix the handful of noted bugs and add some additional config items that have been requested (ability to scale damage numbers for example). Will have to see

desert crown
#

hm

#

watching back my Game Night spectator footage im noticing that sounds seem to be desynced again slightly?

#

Shotgun is where its most obvious

#

just an empty sound and a dead guy

brave crown
#

I've never done any work on syncing sounds ๐Ÿ˜›

Can you give an example?

desert crown
#

sure

#

sound desync was fixed in the past when you updated the weapon counters and ammo thing (like with the rockets and the vfx)

#

where the server thinks they reloaded but they didn't on my screen so they are just firing blank sfx

brave crown
#

Ohh ok that's what you mean - that has nothing to do with sound ๐Ÿ˜›

Looks like the shotgun alt fire anim isn't playing - the ammo is correct. In the cartoon town clip I'm not sure how Gryphon died outside the house, maybe there was a reload in there? The gun fires in the house fine and at Hendrix fine. I know there is an issue with the shotgun specifically where there's a discrepancy between the TP animation and the actual reload time, that could be what's happening there

#

If I remember right, the third person shotgun reload animation is what decides whether your client thinks the other client can fire (so, would dictate the FP spectate behaviour)

desert crown
#

i mean he died because you shot him ๐Ÿ˜›

brave crown
#

so if your client still thinks he's reloading, even if he's not, that would explain what's happening here

desert crown
#

is there a way to fix that ? O_o

brave crown
#

it's been months since I looked at it but assuming my memory is right, not really, not without either hardcoding a value or making a new third person reload anim

desert crown
#

ahh

#

oh well

crude oyster
brave crown
#

@fast crescent and a few others who felt the damage notification text is too big in AF 1.2, there is now a ui_scale_damage_notify command that can be used to scale the text, from the default (1x) to way too small (0.5x) to way too big (3x)

desert crown
#

coming soonโ„ข

#

I think he said the names are a bit big aswell though i personally disagree

brave crown
#

There's a separate command for scaling those as well

desert crown
#

gotcha

gaunt lotus
#

u can also turn the names off

desert crown
#

right but

#

i think he wants to see them

#

just smaller

gaunt lotus
#

ye i get that

#

i never liked how the names don't appear from some angles even when you're aimed correctly, or they take time to pop in

#

just distracting

desert crown
#

fair

brave crown
#

agreed

desert crown
#

also the way the letters jolt from black/white shades ๐Ÿ˜›

brave crown
#

and yeah you can turn both kinds of player name labels off - the "look at" labels and the team labels that render through the world

gaunt lotus
#

it would be kinda cool if you could swap the teammate labels for little chevrons or something

desert crown
#

sometimes the letters are different shades

brave crown
desert crown
#

hm

gaunt lotus
#

like i guess in comp i might want the team names but for pub team games... there's no way i'd care who my teammates actually are lol

desert crown
#

maybe i wasn't paying attention

#

i was watching 1.1 footage last night

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might be a me thing

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will have another look later

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wait i can't vote for CTF even though its on the server?

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its on the rng randomiser though

brave crown
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?

desert crown
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i thought the server worked with multiple game modes now

brave crown
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it does?

desert crown
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so why isn't it voting to it?

brave crown
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you're voting for a particular map and being told the server doesn't allow you to vote for that map

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nothing to do with gametype

desert crown
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then which version of WL can i vote to

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cuz i tried 2

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lol

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nvm its swapping to ctf anyway

brave crown
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(for the record, voting to change gametype is vote gametype TYPE [MAP] :p )

brave crown
desert crown
#

and yeah names seem fixed

brave crown
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I can't remember off the top of my head if a WL is on the rotation

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you can check with F5

desert crown
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thats alot of text i wish i could search XD

fast crescent
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@brave crown MY INTRO SCREEN IS SNOWING?!?!!?? ON MARS?!?!!?!?

brave crown
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๐Ÿ‘€

crude oyster
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Any chance of upping the particle emitter limit? I need moar! lol. 127 just ain't enough when every light source in a map is a torch that needs fire, smoke and sparks. ๐Ÿ˜› Upping the Ambient Sound limit would be nice too, 25 also isn't enough. ๐Ÿ˜›

crude oyster
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Also any way to get a bolt emitter to move yet? The targets can move but the bolt source can't. โ˜น๏ธ Anchor_Marker and Anchor_Marker_Orient don't seem to be able to move bolt emitters like they can particle emitters.

slow yarrow
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what are the other gamemodes on the listen server that isnt koth

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theres 2 extra

brave crown
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KOTH, DC, REV, RUN, ESC

slow yarrow
#

what is simulation distance

brave crown
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Simulation dist - Set the maximum distance at which animations will be played for skeletal meshes.

crude oyster
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I guess I'll take that as a no on both accounts lol. ๐Ÿ˜

boreal ether
crude oyster
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Just noticed a bug with DX11 and dynamic lights on meshes, it seems in a some instances the dynamic light is rendering on the opposite side of the mesh it should be. In my map with 1 huge dynamic light in the center that flashes on and off for lightning, when it comes on, half the mesh trees around the perimeter are having the wrong side of the tree light up. However if I change the light to a regular static light, it then lights the correct side of the tree meshes. This is with the last 1.21 dev I was sent but 1.2 and 1.2 beta also have the same issue. ๐Ÿค” Might be that same instancing issue you solved before for static lights just not applying the fix to dynamic lights? Although one of the trees with the wrong dynamic lighting is the only one of its kind in the map. Unless the instance is based on the clutter it was before the switch model. ๐Ÿค” Edit: Seems like all my trees are pulling their dynamic lighting from another source, I was able to rotate a bunch of them to have the wrong side light up. Stock clutter trees and switch model meshes. So the ones that looked right were just a fluke that their bright side happened to be facing the light source. ๐Ÿ˜›

viral light
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the af install button thingie is fixed cc @nimble sierra @boreal ether

crude oyster
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Here's a quick test file with just stock assets that duplicates the issue. Currently the only light source is a big dynamic light in the center of the map the covers the whole map and only the trees on one side of the map have the correct lighting. By just unchecking the dynamic flag and re saving and packing map, now all the trees have the correct lighting.

brave crown
brave crown
brave crown
# crude oyster Just noticed a bug with DX11 and dynamic lights on meshes, it seems in a some in...

This makes sense - it's a different issue than the other one, but I believe it's fixed (will send you a build so you can confirm)

Essentially, the static mesh rendering shader wasn't normalizing local face normals to the world normals, so the dynamic lights were shown on the side of the mesh that it thought was pointing toward the light, but it wasn't properly oriented in the world so it was wrong sometimes

crude oyster
brave crown
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yep! Apart from some debugging features like "show rooms in different colours" (which honestly are not a priority at all - those work in DX9 already for debug purposes), I think the only outstanding issue I know of is mesh lighting for third person weapons

crude oyster
# brave crown yep! Apart from some debugging features like "show rooms in different colours" (...

And rotating sky's not working. ๐Ÿ˜› Also can we get a no player collide flag for detail brushes? ๐Ÿค” Since my trick to do that without keyframes doesn't work on DX11. (also has to support scrolling textures and proper transparency the same way a detail brush does, like my trick did, since keyframes don't. tongue ) Edit: Scrolling textures on keyframes actually works now in DX11, but still need a way that works in both DX9 and DX11.

brave crown
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@boreal ether

boreal ether
brave crown
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not too bad, and yeah absolutely

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@boreal ether do all of the light options in the 1.0 version of RED actually work

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I think Runtime Shadow and Fade do not?

boreal ether
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fade works i think, thats how i got them to pulsate i think? havent tested it in a while

brave crown
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oh hm, i can't remember, that would make sense though

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I'm pretty sure runtime shadow doesn't do anything (I don't know of anything in the game it would do)

boreal ether
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ill have to have another look at it later on to fully grasp what does and what doesnt. ill have to test in DX9 as 11 is unstable

brave crown
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hm?

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what doesn't work in dx11 that would affect this?

boreal ether
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the light are iritic in DX11

brave crown
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huh ๐Ÿ˜ฎ

boreal ether
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*erratic

brave crown
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they should work fine other than only supporting 8 of them at a time (in the build you have)?

boreal ether
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i noticed they didnt work as well in DX11 when pulsating. i need ot make a new light lest room. lost my original in over written hard drive

brave crown
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Weird, they should. Yeah let me know.

They do look different (nicer) in DX11 though

boreal ether
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ok they seem to pulsate real nice in DX11

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if you test dx8 9 you will see it flickers but in dx 11 it doesnt

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ok fade works. with fade off, the light just blinks. with fade on, it pulsates

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dropoff makes very subtle change which i showed a few years ago.

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#workshop message

brave crown
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yeah dropoff definitely works but you're right it's subtle

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so I think it's just runtime shadow that doesnt work?

boreal ether
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runtime shadows doesnt work, wouldnt know what to test it on

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also i noticed the player shadow "blob" has gone, even when its turned on. did you remove it in alpine ?

brave crown
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crap... looks like they may have removed the functionality for some of the fields in addition to the input boxes :\

boreal ether
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cant see mine, even turned on

brave crown
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there never has been a shadow underneath the player in first person? Has there? O.o

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I'm 99.99999% sure that has never existed

boreal ether
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ohhhh

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still nothing

brave crown
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that's your player character though

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make an entity it should have a shadow

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drop_entity guard2

boreal ether
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oh yeh, stilly me

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stupid bateman

desert crown
boreal ether
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lol the picture reminded me of this

desert crown
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๐Ÿคฃ

brave crown
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Side note do super reacts exist anymore ๐Ÿ˜ฎ

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I can't see them on mobile

desert crown
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do i need to redo the shortcuts ini@brave crown

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i redid them when i got new afaction

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and made the shortcuts from the correct folder

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but opening them still gives me the dev build

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this is the correct alpine reg directory

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this is what i get when i open

brave crown
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The shortcuts need to be pointing to the right alpine launcher but if they are it should launch 1.2 fine