#Alpine Faction
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okay, last gamepad update...
while it's already possible to change or override the button glpyhs via config/cmd, you can now do it within Alpine Settings UI
@brave crown is there a known bug where the flag glow doesn't shine through ceiling with dx11 like it does with dx9?
not that I'm aware of - also in general, dynamic lights (like the flag glow) don't get culled by geometry, so I don't think there's any way it could ๐ฎ
i thought i was getting old and slow...and they jumped off ceiling before i saw them
turns out it was dx11 lol
the light does look different though (on dx11 it's an actual light, vs. on dx9 it's just a coloured bitmap plastered on the wall), so it's possible it's just less explicit at that specific angle than you're used to
i tested it and i couldnt see it at all
which map/spot?
wlpronofog when enemy is on roof with flag
it's also effectively the same colour as the roof :p
well yeah that doesn't help ๐
well i did try it with people moving around lol
yea its not 1:1 at all
checked myself
dx11 it doesn't shine through the ceiling there anywhere
maybe it would make sense to make those glows more intense and/or bump up the range on dx11
took screens with blue flag on red roof jsut now for shits and giggles
k
i wonder if dx11 is mixing up diameter and radius ๐ค
to be fair it's comically bright on dx8/9
no, sorry, i just say dx8 because dx9 isnt real
or rather it's not like a native dx9 implementation
it's "just" dx8 being translated to dx9 calls
in most cases it seems to end up being better than using dx8 directly anyway

i'm not fully clued in on why, aside from modern windows putting dx8 games into laggy compositing chains by default
what about blue
not sure if this is now too pronounced lol
yeah, it is always going to look different because it's an actual light instead of just a glowing bitmap like d3d8 (and frankly, the way it looks in d3d8 is extremely cheesy), but agreed that the visibility currently is an issue for gameplay
mmmmmmmmmm
i never liked that it showed through walls so, i dunno
I have to say me neither
in some maps its blatantly obvious where someone is beyond a wall and i feel like that should never be the correct way to play
i'm not sure if ti should be that wide in comparison to dx8
well I should have said an issue for gameplay being consistent between d3d8 and d3d11, not necessarily an issue on the whole. I do agree that it is very wonky lol
I dunno, I would prefer it not shine through, lights aren't supposed to go through walls. I thought that was a fix in DX11 where it doesn't show up on the back face of a brush if its on the front face, not a bug. ๐ Noticed it in graveyard where the torch flicker dynamic lights outside the mausoleum no longer show up on the inside walls and the lightning doesn't light the inside of the roof.
like remember that SEVEN map i was looking at? theres that wall that runs round the edge of the map where you can just run from one end to the other, you can very clearly see the flags light through that wall and it makes it really dumb ๐
this is kind of a tricky thing because the legacy behavior for these was to shine through. if you remove that from dx11 entirely, dx8 has a definite gameplay advantage in this case (and probably with muzzle flashes too).
for general map lighting i agree it's better if they don't shine through
Oh wait hang on
i stuck the flag through on purpose just to show but yeah, its disgustingly obvious XD
IAC is actually right lol - this is something rafalh designed long ago, I didn't realize it was done this way. DX11 does intentionally implement a calculation intended to stop dynamic lights from illuminating surfaces facing away from the light (like backfaces)
i would say exclude muzzle flashes and flags from that only if possible
then u get near 1:1 maybe
In the stock D3D8 engine, dynamic lights on BSP faces use distance-only attenuation. The only thing that determines brightness is how far the surface point is from the light โ closer means brighter, further means dimmer. This produces a uniform pool of light radiating outward from the source.
The D3D11 renderer adds NยทL (normal-dot-light) on top of the distance attenuation. This means the brightness also depends on the angle between the surface and the direction to the light. A surface directly facing the light gets full contribution, while a surface at a glancing angle gets much less.
here's claude's explanation of how each works
If people are really desperate for that slight advantage because winning RF is so important, then they can just play on dx9. I say keep the full fix on dx11 because even flags and muzzle flashes look dumb shining through walls. ๐
i also think it looks dumb, and i think that having dyn lights shine through walls lowers the skill ceiling of the game quite a bit. it isn't a slight advantage, really, it's basically a beacon in CTF as to what the carrier is doing a lot of the time. if people are playing the game in a competitive environment, they should be desperate for every advantage, because there's no reason to play without that drive. but also, this is one of those areas where game logic and aesthetics intersect - the legacy dyn lights are effectively not just a graphical effect, they're a defacto game mechanic and they've been around a long time.
it's not a good solution to just say play on dx9 if this is important to you, because game mechanics should generally apply regardless of whatever renderer someone is using. the right way to delete dyn lights from comp play would be to add a server gate to it, but this couldn't be done at this point without forcing people to use dx11 entirely at a server level (and is a huge can of worms for alpine <1.3)
think it's possible to replicate the same effects from DX8/9 to DX11?
but only as a option ala Half-Life 2 anniversary patch's effect options?
but obviously enforced in multiplayer for the sake of fairness.
Well then perhaps make it an option in settings, like full bright models. People that want it can enable it people that don't can disable it. ๐
true, that's a fair compromise
i think goober would need to get legacy-like behavior working first lol
before we get to that point
Well, I really have no desire to actually replicate the legacy behaviour because it looks like total shit... but replicate a similar level of visibility yeah, for sure
r_dynamiclightndotl [0.0 - 1.0]
https://github.com/GooberRF/alpinefaction/pull/312
here's the code - I need to sleep but if you want to see it there it is. Will revisit tomorrow
It looks like it needs to be stronger and more concentrated (smaller) in my eyes. I assume it's wider due to it being a sphere type of light calculation rather than just a "glow" bitmap.
Ultimately I'm with Nick on this. We shouldn't be changing the default RF experience/behaviour. By default I expect a stock RF gameplay experience when running alpine/dash or RF1.2. Any differences should be toggleable, so in this instance, allow it to be toggled off, but default is on.
Rule No.1 for any of this stuff is it should not compromise the original experience.
Ya, bring back weapon glitching, I want my unlimited fusion rockets experience back! haha ๐
On an unrelated note, how does LOD scale work in Alpine settings? I thought it was just a multiplier for the LOD setting in meshes, but that doesn't seem to be the case. If I set the mesh LOD1 to have a distance of 6m and my alpine settings set LOD scale to 10. I would expect the LOD to kick in around 60m but its actually kicking in around 35m. If I set the mesh LOD1 to 5m and set my LOD scale to 20 I would expect the LOD to kick in at 100m but its actually kicking in around 50m. ๐ค
Also LOD's seem to have 0 benefit to performance on DX11. ๐ค On DX11 if I stand way back to take in whole map and set LOD scale to 1, which puts everything in its lowest quality LOD, I get 830fps, then when I set it to 100 to put everything at its max quality I still get 830fps. Whereas in DX9 with the same test I go from 255fps to 165fps.
It turned out, that bots are still dead after a while.
Especially the bots on CTF-Server.
But I can add bots again to the server.
So I have configured a taskschedule on the server, which is starting two headless-bots each 30 minutes
so I checked the PS2 version myself annnnd I found out that Fine Tune Aim happened to be GoldenEye/Perfect Dark's FreeAim function. ๐
...does the PC version has it under the hood/leftovers, or do I have to find a way to decouple the Crosshair to replicate a "missing feature"?
Id rather we didn't have that on PC tbh :p
i...actually want it for the sake of feature parity...and also i like wiimote-style cursor aiming
Idk about feature parity, but it always felt somewhat useless/tacked on
atleast in my experience
that said i never played golden eye - i just know that its the same thing, but when i played, RF combat is a little quirky (specially on harder difficulties with cross hair dodging)
pairs well with Gyro Aiming
This is a dicey thing to do because it will almost certainly end up with tons of bots joining your server.
Can you send me a crash dump file? AlpineFaction-crash.zip from RedFaction\logs
that being said, Center View is "added" back to Alpine Faction in the gamepad pr.
just under a different name (will be renamed to mirror the original), and has a smoother animation as opposed to a instant snap
now I wonder if PC leftover code would make it easier to bring back Rumble function? ๐ค
centring the aim is fine ๐ i just found the "precise" aiming to be rather unprecise when it needed to be ๐
There is no Crash Dump with current date.
Latest Crash Dump is from 22,03,2026
I am doing sometimes a taskkill for all RedFaction Processes.
Maybe this is also any exisiting Crash-Handler-Process, if existing.
No task scheduled up to now.
I guess I will have to
"taskkill -f -im RF_120na.exe"
why are you doing that?
That would certainly stop a process from crashing, because it's being forcefully killed not crashing
Clean up all Server processes and restart everything new
what is the value in doing that though? Killing and restarting all RF processes every so often should never be necessary, but would absolutely disrupt the experience for all players
Currently I do it only manually, when noone is on my servers
but why?
When adding bots each 30 minutes... then I have at the end many processes which are not connected anymore to servers.
Server seems to be stable
You should not be adding bots on a 30 minute interval
Yes I would prefer I could use some value like sv_countclients
I'm not sure what exactly for?
If your bots are crashing there would be a crash dump
If they're disconnecting from the server, that would be very strange but would have a different cause
If this is an issue it should be fixed, using task scheduler is almost definitely going to cause other issues
Yes but tonight the bots disconnected without crashdump or processkill
also @dire geode I'm getting a report from someone about ms_scale
- You can aim when dying on modern and raw (this is probably easy to fix -
rf::entity_is_dying() - Apparently mouse aim is just stopping for a half second or so at a time, in multiplayer (as a client, not listen server) is the only place it's been noticed
Have you seen either of these issues? Do you know a cause?
Are the bots running on the same computer as the servers
Yes
what does the server console say when it happens
Not much. Don't have the exact output, but something like "Client Franklin was kicked because of broken or not reliable connection"
I'll admit, I didn't test multiplayer as much compared to Single-Player.
Won't be home at the moment.
first part seems fixable tho.
@prisma dirge is it happening on a specific map? on map switch?
yeah the first part should be easy to fix I think, but the second needs investigation for sure
Not sure, I already got kicked when playing on the server with bots in the middle of the map time
second one? Might also be important to get it fixed on Gamepad PR too, since it has the same centralized camera code.
kicked or connection dropped
Cant say... I have to wait for the error and then I can post it here again
you were on the client at the time right?did you get a redcomp with your connection dropped? or just kicked instantly?
I just replicated it as well. Happens a lot in multiplayer after the first life, it seems
...If you can try to get both fixed via camera.cpp (my guess it's a side effect during the migration), I can easily backport it over to Gamepad pr
I have DM, TDM and CTF Server. CTF Server has least number of bots
til then, gonna wait til I get back home and try to investigate
there is honestly an argument that this should be a server variable, but these glitches were always super compromising and have been patched for nearly 20 years at this point... i'm not sure if anyone would actually run servers with glitching enabled (well, aside from the one everlasting 1.2 server that already exists)
๐ฅณ waypoint autogeneration now supports conveyer belts
back home and immediate start dealing with the bugs. i believe i got the first bug fixed up, but i won't make a separate PR right away til one of us can test it and know for sure.
please review on the Gamepad PR (which the fix is already applied there) while i try to look into the second bug you reported.
https://github.com/AL2009man/alpinefaction/commit/77adb3fa72f22f27afce2dfdcdf4a76bb13cfe00
rolled out another fix, i think it's related to player dying state? will have to investigate a bit further to isolate
i...believe i isolated the problem. it's most likely related to keep_mouse_centered that conflicts, and it bled thru the gamepad input as well.
fix is rolled out on again: gamepad pr.
i should be able to isolate the fix enough that i'll do a draft pr (soon) for anyone to review to test. it'll be there momentary
@dire geode did you replicate the issue earlier? I'm not able to test the fix yet, but it being in keep_mouse_centered would make some sense
not yet, but I'm redoing both fixes
doing a draft pr (fix is already applied in Gamepad PR)
https://github.com/GooberRF/alpinefaction/pull/314
this PR also seem to not have a issue with the camera unable to move by 0.2-0.3 seconds after a respawn?
i did noticed that performance kinda degrades a bit...but i'm not completely sure if this is a DX11 thing or a ms_scale thing. regardless: this pr also attempts to address it a bit.
hm?
...this seems to be the case?
i'll rolled it over to the same draft pr.
with that, the pr is ready for a review. @brave crown, please test and verify if multiplayer client still lets you move around while in a dead state
I will test when I am home for sure, but you can also test it - just join the FF pub and see, it's very obvious the first time you die :p
i typed kill while i was testing. that's how i know the problem
also pretty funny to move around with the analog joystick in the gameapd pr
but that fix is also applied to the gamepad pr
there's also a "Respawn" key you can bind, which is just an alias for kill
just found one more bug with the respawning portion. should be a easy solution...
Were you able to replicate the issue with mouse aim cutting out sometimes in mp?
I didn't see that in SP at all, or as a listen server host, but did as a client in a dedi
can't test on a devbuild, dedicated server desn't work in my end.
would have to do it via git actions...gimme a moment while i add the same fix over to gamepad pr
nnvm i accidentally turn on LAN mode lol
ok, i'll test it while in the gamepad pr!
ok, on the gamepad pr with the same fixes: everything seems to work as intended
i'll test with the non-backported fixed shortly after i fix a bug with the game over screen with gamepad
then, i can FINALLY go and replicate the joystick behavior from the PS2 version
It should ๐ฎ but also it could be any server, doesn't need to be a server on this branch
You could just join a pub
uhhhhh i already solve it
i forgot to turn off LAN mode
Ohhhh whoops, misread
juuuust found one more extra bug related to spectator camera....will also get that fixed up too
i believe all camera-related regressions has been sorted out
the gamepad movement and camera system has been tweaked a bit to mirror PS2 version
obviously, we're missing the gun swiveling effect from the PS2. best i can do for now, i got a example code during my initial attempt. might need someone who's more familiar with this stuff than I am.
but it is possible to make a custom gunsway if you wanna replicate PS2 sway! I did tried that prior to the FunHook experiment for a bit.
I did have a PoC of that last year at some point - worked totally fine technically, but the pivot points are missing on some of the meshes
those could be injected now of course (similar to nick's footstep fix code), I just didn't know how to do that back then :p
this is what I had before
perfect dark-ass sway
I didn't captured the vid, but it has a bit of a circular setup.
but anyway, if you folks can figure that out...we might get it closer to graphical feel of parity
weapon sway is something I was planning to revisit at some point yeah
there's not much the ps2 version has that the PC doesn't, but that's certainly a noticable one :p
I feel like i have to be alone in the fact that that doesn't bother me, seems to wind everyone else up ๐
huh? ๐ฎ
Fine Aiming / Crosshair mode is absent from PC, of course...and I still haven't gotten around to it yet
what does?
got busy trying to fix the camera stuffs whole day. ๐
(the weapon sway, idc that its not on PC doesn't bother me, incase that wasn't clear ๐ )
It is, but of course that would be laughably awful with mouse aim anyway, and the PC version never supported any other type of aim... so I'm not surprised at all that fine aiming is missing as well
I mean, it doesn't bother me either, it's just a nice graphical feature :p I doubt many people are missing it
well, I do have a working gyro aiming system with me. ๐
fair enough
if Fine Aiming is in PC version but hidden/disable, I'll go look for it at some point
right now: bigger priority is Gamepad PR and SDL Keyboard+Mouse
I feel like it probably isn't? I have to wonder if they would have kept it but they changed so many subtle things it wouldn't surprise me if they stripped those lines of code out completely
I would be surprised if that stuff is still in the codebase, but hey I could be wrong
makes no sense to leave it in, now they did leave some other things in, but since (atleast at the time) controllers on PC was just not a thing it probably would have been on the "Remove to make XYZ better" kinda checklist
@brave crown wasn't direct input Dash Faction?
only for Mouse
hm? DirectInput is in the stock game
oh
just not accessible
to the best of my knowledge it was first enabled in PF
thought DirectInput usage in Alpine Faction was for Mouse only?
^
(afaik no one in RF has ever complained about keyboard input ๐ only mouse)
I did found out that the ALT key can cause le game to freeze for a second
I unintentionally fixed that during the SDL KB/M PR stuff
I'm definitely looking forward to hear player's opinion on SDL KB/M Input very soon.
I gotta go plan on cleaning up the PR l tomorrow or this week.
For me its only been patched out for 3 years. ๐ Stopped playing in 2007. Me and my friends never used PF because we didn't like that it changed things, so just used Crystal Faction for the gpu bug fix. Then I came back in 2023 and it was gone with DF. ๐ Was always good fun trolling each other with a volley of fusions haha. There was also the wall peak glitch that is gone now, where you could zoom into a wall with a scope and see through the wall. That was useful some times, could argue it was another gameplay feature that was a part of the original experience that is gone now, haha. ๐ But yeah I can't see a server allowing glitching, but it is fun when just messing around with friends.
I was Last year days old when I was informed about that when nick told me to camera2 into a wall and find a texture that accused people of cheating for trying to scope through the wall ๐
You missed out on Red Faction's lawless wild west days haha
no it just told them to stop wall peeking
it was never cheating, just incredibly broken glitch lol
i think that was anubis
ah
the earliest incarnation of ra

but it's true that those were/are things that were patched out entirely in PF and later DF, without any way to revert them. I'm not sure how practical it is at this point to restore them with a server on/off flag, but maybe it's worth doing if people want to run a server that supports glitching
there were probably 1/2 dozen weapon glitches in total i think
@brave crown So how does LOD scale work, cuz its not what I thought and I want to make more informed decisions when setting up my mesh LOD's. ๐
I have fond (and very stupid) memories of baton glitching tons of fusions across Microfaction3
i will have claude write you a detailed report on how that feature works
What other ones were there? Those are the only ones I remember.
reload skipping is another bad one back in the day
Sounds like a good one to me haha.
who wants to wait for reloads ๐
@crude oyster
#1376930844597551146 message
(for the record, claude sometimes dreams up its own justifications for why things are the way they are - take that stuff with a grain of salt ๐ Like DisableMultiCharacterLOD existing because it "can affect target identification in competitive play" - no, that's not why lol)
This exists because low-LOD character meshes in RF are noticeably degraded
this part is certainly true
reload skipping (switch away from current weapon, switch back while spamming reload key for instant reload)
swing baton -> free bullet
shoot the sky with pistol 20+ times in WL -> disables guns for all players until map reload
spam/drum pistol -> switch to shotgun, RL, anything in some cases -> fires like 1-6 instant duplicate primary fires of what you switched to
there are some i'm forgetting for sure
dude i forgot all about the pistol gun disable one lol
oh, menu select would let you rapid fire shotgun and RL
@gaunt lotus : favourite rf glitch? (excluding headjumping/mine footing - the objective winners)
uncrouching into grating to get stuck
that's a great pick
the rest i actually really hate, so yeah
mine is spidering across the ceiling after entering a climbing region while crouched
aside from like, just fucking around with them for fun, all of those glitches were pretty game destroying imo
shoot the sky with pistol 20+ times in WL -> disables guns for all players until map reload
i need more info
๐
ther was a cap on the number of projectiles that the server could handle at any given time, or per frame or something
when u fired the pistol into the air, the projectile never hit anything and the server kept tracking it forever
oh my god thats game dev 101
after like 30 shots or something nobody could shoot anymore bc u couldnt create more projectiles lmao
thats wild
it was probably more maps than wl, just anything with a sky basically
one of the first things all the game dev courses i look at teach you is how to kill things once they go off screen ๐
All I really wanted was an equation I can use to determine what distance my LODs will actually kick in at the default 10 value. Like If I want the first LOD to appear at 60m what value should I put in the mesh. Didn't see that in there unless I missed it. ๐ค it says "10.0 (default) | Meshes stay at high detail ~10x farther than stock" I'd assume stock would be the actual value put into the mesh and 10 setting would be 10x that number, but that doesn't seem to be the case. From my test it isn't actually a simple multiplier, cuz 6m set in the mesh is actually coming up at 35m at 10 setting, not 60m and 5m in mesh at 20 setting is appearing at 50m not 100m.
So many things I missed out on trying back in the day lol. That WL one is pretty crazy.
regarding LOD, if heat was here he would think we talking about lift off distance with mice.....and if mike was here he would be thinking of this LOD ๐
wait what, you could just crawl across a ceiling without climb region if you went into climb region near it crouched? ๐ฒ I guess I missed out on that one too.
yes ... amazing vanilla stock feel. playing same 4 maps over and over with rail wallstaring and unog macro enjoyers. picking 0/200 was almost worthless
hard to say if this was EU only thing tho,
polish scene was pretty strict when it comes to weapon glitches (ONLY RL spam to destroy WL walls was kinda agreed upon) and fusion/hmg amps 200/200 in DM/TDM was banned and consider bad manner
but macro epidemic usage that started around razer diamondback kinda years was insane.
i love instagib in most games, would say its 'my thing' but hell no i would want to ever go back to that . viva modern smart maps
i miss that WL geo tho it was canon for years
of course realisations came only years after. Back then we just didnt knew . we all were enjoying that
word 'meta' wasnt even a thing
@brave crown quick question > would waterboost work on PF - runmaps MP with quicksave/quickload system ?
i dont think so
the server save/load thing doesn't do the same as the SP s/l
or atleast
it doesn't work the same with trying to glitch ๐
haha no it was definitely not EU only, i'm just being a turd. entire scene was glitch happy :p
but a lot of ppl didnt even realize they were doing some of them either
buggy game
ahahha
the wl one was really bad because noobs would randomly do it and trolls as well, and if u remember there were like these 24/7 WL and BC public servers filled with players
often they had like 30 minute or 60 minute map rotations and if someone did this and nobody was around with RCON to switch the map, the server was just fucked for hours
My understanding is no. The MP "save/load" system respawns a player as opposed to reloading the game like SP. I have never looked at the code to see why waterboosting happens, but my understanding is that it wouldn't work for that
You still can, yes :p It's basically never useful but you can
Regarding the bots, is there a place where I can post Screenies with Levels where the autogenerated Waypoints File is deliviering not optimal results?
I don't want to spam or break any discussion, but maybe collecting infos regarding bots could give some overview
Bots have problems with CTF-EK-MegaWoot-Rail.
So, just to start, if you consistently notice a particular issue with autogen's core logic - like if it's putting waypoints or links in areas that clearly should never have them for example - definitely let me know those things (with a map I can replicate the issue on) ๐
but as for individual issues with autogen for specific maps, honestly, right now there's no point. Bots are not actually intended for use yet, and I'm still working on the waypoint autogen logic (as in, I made changes to that logic less than 5 minutes ago)
Once bots/waypoints release, and waypoints are served via the autodownloader, I'd want to know about any severe issues with the waypoints the autodownloader is serving for sure
To be totally clear on what autogen is, it is not intended that autogen always produces waypoint files that are 100% free of issues right out of the gate - that's not possible given the variety of maps that exist that all do things different ways. Some AWP files will require manual tweaking, and if you're generating your own, you should expect to have to do that via the waypoint editor in-game (this is part of why these will be served to users via the autodownloader once bots/waypoints are ready for widespread use). Autogen is meant to provide a starting point, but many autogen'd waypoint files will need a small amount of tweaking before they're optimal
Like, on this map in particular - I've fundamentally overhauled how autogen handles jump pads within the past few days ๐ I don't know how it will handle that map now, but unless you've updated your dev build very recently, autogen probably isn't creating any links for those jump pads at all
Also im unsure if wilson is aware how it works but the bots automatically get better pathing after players roam in the map they are in 
"better" isn't necessarily true,but yeah they do learn
better/learning 
Though even then, they do more heavily weight the built-in waypoints in the map over player dropped ones during gameplay, because the built-in ones are viewed as more reliable (players can do dumb shit during gameplay lol)
@crude oyster
also @crude oyster - formula is in here. It depends on FOV, which probably explains why your results differed from what you expected
Have you already verify the camera hotfix by now? I already tested and isolated most problems yesterday, but I can give it another test around again to ensure there isn't any additional regression I might've missed
that would be good. I did test it and noted no issues - i did see there was a force push since then though and havent done another review yet since
was done to be up-to-date with the master branch...and allowing me to do another multiplayer test.
I did accidentally find a bug unrelated to Camera but Spectator freecam crash, but I notice you got it fixed.
oh was that one of the 4 camera crash fixes I pushed last night?
I saw upon first glance
ah ok
I already believe the camera freeze during multiplayer should no longer occur...but just in case: I'll perform another round of multiplayer once I'll get back home
thats perfect thank you ๐ I think you are correct as well, but I will also test today as a sanity check
it did help me with the Gamepad PR, after all! Was one of the few things missing before I make it official
I'll have to add the missing bindings for multiplayer just so they can at least navigate around
Speaking of glitches, we can still climb above the top of a ladder... Especially in Ankh, this puts us in weird spots
Are you referring to the well known ladder glitch with escape or something else?
No. That one
Nice! Could it pull in the rest of the values from the clutter like the material, life, explosion, debris, etc. So it's an identical copy without having to look up and punch in all those properties manually? Then we can just quickly change the property we want to change while leaving everything else as default.
Ah kk!
Just thought of 1 more thing that would be useful. You have the ability now to go from brush to mesh, could you also do the reverse, mesh to brush? Then we could use a brush that's all invisa texture for the collision and set the mesh to no collide, since collide on meshes can be derpy sometimes and other times we just don't have the hitboxes available to do the collision on the mesh if there's a lot of collide meshes in the map.
Yeah, that operation is a bit more involved than the brush->mesh direction, but it is something I plan to do, just not immediately
I plan to have import options where you can select the LOD you want to import as well when I do that - the lowest LOD level would probably be the best option for a collision brush per your example
This was my original plan, but doing that does increase load for each one when the game is loaded - at a technical level, a mesh without the "Destructable" box checked is super light on performance
Perhaps I should have a second button, a checkbox, or an options window popup when you hit the button, so that capability is there but it doesn't always happen
That would be helpful since I'd still be putting in the destructible and all the other properties manually most of the time, if there wasn't an option to auto fill all those properties. ๐ How I see me using this a lot is, filling a map will all the clutter details the normal way, then going through the select objects menu and switching all the pieces of clutter over to meshes that don't need player collision and changing them all the weapon only collision. There is a shitton of clutter that has no reason to be full collide that volition should of set to collide_weapon instead of collide_object in the first place, a lot of them are so small the player doesn't even actually collide with them, but they still use up a precious hitbox slot. ๐
@dire geode did you do your test? I checked it out and it looks good to me
got occupied with the gamepad pr unfortunately...but i technically tested via gamepad pr (remember, centralized camera system!)
but, if you think it looks good, go ahead and merge it.
sounds good
just keep a eye out if there's further reports, but i don't expect issues to solo leveling arise up
but there's a reason why i didn't do a multiplayer test round today (during that time)
inorder to allow usage of Paddle buttons, a hybrid Secondary Bind approach has been added in...but it's pretty janky due to current Controls Rebind UI limitations at the moment (this system could be gone by the time Menu overhaul rolls out).
as for how jank? if you wanna have two buttons cover the same action: you'll need to press the standard gamepad button first, then bind the same action on the extended buttons inorder to have two button inputs for that work.
annnd Controls Bind UI got a bit of a reorganization to...hopefully...have keyboard and gamepad layer be unique to each other instead of being semi-shared.
should i bring it over to the SDL Keyboard/Mouse PR? ummmmmmmmmm no for now.
anyway i'm currently looking into trying to make RF's Confirm and Cancel actions into a proper actions instead of trying to emlate as keypress, should be one last thing before i request a full review.
it's...kinda a bit more decoupled from the key press but it should be a bit manageable. The new stuffs has been rolled out now
but now that I got the camera issue sorted (for the most part), I can now put my attention on the Gamepad and SDL KB+M PRs!
some people used collages for their map screenshots on ff ๐
Is that a problem? ๐ค lol. It's hard to give a good overview of a map with only 1 screenshot. ๐
Haha no not a problem at all just was curious how it would look with the new autodl ux
Ah I see. Then I shall keep doing it haha.
Question, @brave crown Do you still plan on adding fixes to DX11 vertex lighting or is that dead to you now? ๐ค For my next update to catan forest I think I'll finally make the debris meshes for the destroyable trees that you've been saying I should do since Catan 1.0. Problem is debris are full bright with vertex lighting and it looks kinda ugly and doesn't match the map lighting. DX9 isn't full bright on debris and DX11 pixel lighting on debris looks really good but I can't use it with this map. ๐
Also, that reminds me, this bug where when looking through a lot of semi transparent faces on meshes, they continuously flicker like the game can't decide how it wants to render them. It's been around forever and affects both DX9 and DX11 and has always annoyed me. Any chance of fixing that? ๐ค
i note u fixed this, can you try alt tabbing whilst moving the mouse in a circle to see if when you alt tab the camera continue spins
What about cropped images . In the night version I cropped it for faction files so it would fit without the black bars top and bottom
will check during SDL KB/M branch backport, but will have to be done later today
๐
but I can rollover the previous ALT tab fix I have on a separate branch over to the SDL branch...but it has not been tested yet (since I need to backport master branch changes to avoid any regressions)
... technically the SDL KB+M PR is at a more finished state than Gamepad PR, but retroactively isn't due to the multiplayer bot changes. That will have to be heavily vetted
it would look exactly like you think - a tad stretched because it'd be a 4:3 image stretched to whatever resolution the player is running
Vertex lighting isnt "dead", though it's certainly not "recommended" in most cases ๐
I can have a look at this - I think it may be an easy fix. Will have to see.
That said, if you're editing the map anyway it may be worth considering if there is an approach that could be taken for this map that could leverage the realtime pixel lighting ๐ since it does look much nicer with realtime lighting
That annoys me as well. Looks like z fighting. I don't know how difficult it would be to fix, but it is something I plan to look at eventually and see
Well it's pretty much good to go now. Got all the LOD's done and custom debris made and all the other tweaks I wanted to do to it. Can't attend this Saturdays GN so won't upload it til probably next week or the following week. The only way I might be able to make the pixel lighting work for it is with the upcoming Direct X filter events, so it can work on both DX9 and DX11. So unless you plan on releasing the new version of AF in the next 2 weeks then I'm going to have to stick with vertex lighting. ๐
Ah gotcha, I wasn't sure your release timeline ๐
AF 1.3 won't be too long now, but it won't be in the next 2 weeks (despite how excited I am to add RF2 style geo to some of my maps :p )
looks like I'll have to plan out my PR strategy!
Well and also just for the record, there of course will be an AF 1.4 after AF 1.3 ๐ My point being, if your PR isn't ready - fully implemented and tested - before AF 1.3, there's always time before the next release ๐
To be honest, there's already so many major features in 1.3 already, there's something to be said about looking forward to major features for 1.4 ๐ (and fully supported gamepad+gyro implementation would definitely be one)
my original plan was to get the Gamepad PR out first, then reserve the SDL KB+M PR for the next major release.
thankfully, the release schedule gave me a better idea on what to do!
The Gamepad PR is...very close to completion, I just need to fix one semi-rare bug with Multiplayer gamepad input freeze and then I can perform a full campaign playthrough as a test drive.
I could squeeze it into 1.3 no prob.
just send that copilot thing to the Gamepad PR and I can start reviewing and do suggested fixes
The SDL KB+M? even tho the PR itself is small compared to Gamepad's, it has to be in 1.4, I think it's too big of a change to potentially disrupt KB+M users despite having the ability to bind Alt key and Mouse 4/5 clicks.
Copilot review incoming ๐ I can also get Claude to do a full review later tonight and send you a report
Honestly, 1.3 is an insane update.
Like, seriously. When has there ever been so many features in a single update?
Yeah it really is - I've looked at the major changes in the changelog a few times and I'm kind of blown away at the size of this update. I almost wish it had been spaced out across more than 1 update ๐ but so much good stuff lol
You're not gonna hear me complain about a double-stuffed update.
It might go down in history as one of Alpine's best updates ever. One of the best updates we've had in this community period.
if everything goes well with the Gamepad PR. It'll become even bigger!
To add, I have wanted gamepad forever. Thank you.
I don't really use it myself, but it's always better to have it than to not have it. I have a lot of friends who use gamepad.
its one of those things that gets requested somewhat frequently
I come from the PS2 version, so there's a lot of times I've wanted to fire it up with a PS gamepad for old time's sake.
the control scheme already mimics the default PS2 controls scheme, you'd be right at home.
i also support trying to get RF's console autoaim and fine aim mode into the PC version for SP, since the combat in the sp was really designed around those mechanics in the first place and they did a bad job tuning the weapons for pc
it's not exactly 1:1 when it comes to Gamepad support.
no rumble support and Fine Tune action yet but the foundation will be there for Version 1.4 and future releases
I want this too, I just know there was some resistance towards it due to MP concerns. But... I don't really think it's that big of a deal, personally. That's just me, though.
it would need to be SP only for sure
we can easily auto-off AutoAim for Multiplayer and Gyro Aiming.
but the way that it worked was not like rot aa or something
I'm cool with it being SP only. Or like, you can only use it in MP in a listen server with it turned on for bot match. That'd be fine.
bot match is a whole can of worms
Either or. Yeah.
my argument against this would just be that having an inconsistent MP experience depending on how you launch the game is generally a bad thing (though, listen servers already are a very different experience in many other ways, but that relates to the can of worms nick mentioned)
but I'm fine with fine aim mode for SP
Very valid points. I think my perspective on it is that gamepad players are already at a disadvantage, so I don't think them having a little extra help is truly cheating for the most part. Unless they're combining gyro and aim-assist. I do think that is kind of bullshit.
FineAim mode is not really Aim Assists (we GoldenEye/Perfect Dark now bois) based on testing the PS2 Version, but we can't do AutoAim for Multiplayer no matter what.
I already ensure that Analog Movement is fixed for multiplayer to prevent people from moving slowly
"cheating" isn't necessarily the term I'd use here, but either way, changing the online MP in that way isn't something I want to be doing (not to mention that it probably would be next to useless in fast-paced MP combat anyway)
buuuut if you wanna go on-par with Mouse users......
Gyro Aiming is right there ๐
fine aim probably serves no purpose in MP
I agree that gyro is really required if you want to play with KBM users properly.
in SP it was useful because it removes spread from the weapons
right
that's a non-starter in MP so
Tbh, gamepad ont he whole, while it will be great to have it functional in SP and MP, probably has a much wider audience in SP
Actually, I'm kind of curious on something. Would there be value in allowing KBM players to use shift to walk instead of moving at full speed?
You don't move particularly fast in RF unless it's in MP, so I'm not really sure.
it would completely change how run maps are played
I was more so thinking for SP, because MP it does sound like it would very much change the meta of many things.
because you could manage your speed more efficiently than you can now and maybe do some jumps easier
also, it's obviously not the same thing, but crouch running serves a similar role to what walking would do
analog movement also gives you, theoretically, like, the ability to move at 4 m/s... or 4.3 m/s, etc with some control
which u cant do on kb/m without an analog keyboard lol
I do agree. It's not like Half-Life where you are basically sprinting at full speed unless you are walking, with more slippery and loose physics.
So that's why I was curious.
im curious how many games would support that even with an analog keyboard tbh
I... kind of really want an analogue keyboard, actually.
there isn't a Walk binding key, but I don't think it's needed.
besides, you'll always go full-speed at Analog Movement for Multiplayer. You still get 360 degrees movement of freedom anyway
source games do as well
I want to support it in my own game just because I can.
generally
I was thinking the same, just wanted to get some other opinions on it since I know that it was going to be asked by someone else at some point if I didn't.
the alternative would be to take the Counter-Strike 2 approach of handling Analog Movement (before it got removed), but what we have is good enough.
i think a walk key that reduced your speed to the same as crouch but didn't crouch you would be useful for efficiently holding angles sometimes
but that's a huge gameplay change
for now; I would ask everyone here to test Gamepad PR, it'll help me gain feedback and bug reports
I believe you can download it via Git Action, or build it urself.
I would but I have an Xbox 360 controller, so it's probably not going to be pleasant to play the game on lol.
Xbox 360 gamepad should be supported, you lose out on Gyro tho
I also have a 360 controller lol
That's the main thing. I try to avoid FPS games without a gyro controller unless it feels good on it (like Halo) or has some decent aim... whatever.
Halo just feels good on any controller I can throw at it. I still kick ass on Wizard with a 15 year old third-party 360 controller.
I own all the first party controllers, soooo anything that Steam Input (uses SDL under the hood) already supports in terms of wider controller support, will apply to Gamepad PR
The controller you might have problems dealing with is Switch Pro Controller on Bluetooth.
the hid driver is extremely cursed, no matter what you do.
Let me give you a tip then: The old corded Voyee controllers that GameStop sold (not sure if they still do now) are the best third-party ones I have ever used. Period. They are still kicking today and still feel pretty good. All of my first-party ones gave out on me before those two have. They are still working.
I am kind of baffled they are still working.
They were just meant to be throwaway controllers to fill in for me and my cousin's gaming session over the summer.
I literally have the one I always use on my desk right now, and it still works. I play games with it every day.
thankfully, it does have support for selected 8BitDo controllers, but you might have to put -nojoy on Steam Client launch parameter to avoid Steam Input trying to hijack it (known bug on Steam's side)
GOG and Retail won't be affected by it, it's a Steam version problem.
This actually makes me curious about something: Have you bought any of their Genesis controllers?
I can't figure out if I should get an 8BitDo or a Retrobit.
I primarily want to get one for Streets of Rage Remake.
nope.
but anyway, 8bitdo controllers that Steam can natively supports, will be natively supported on Gamepad PR
8BitDo's latest flagship controllers and all of their inputs have been optimized to fully work with Steamยฎ.
every other 8BitDo Gamepad will have to rely on emulated Gamepad Types (typically Switch or PS mode)
Hmm, rather then stretching could it add letterboxing to match the monitors aspect ratio? 4x3 images on an ultrawide monitor are gonna look pretty bad if they are just stretched to fit. ๐ adding black or coloured bars on the sides would look a lot better. Or if you want to be fancy, have it apply a super heavy blur to that stretched image, then overlay the original aspect ratio one on top, so the letterboxing blends with the image, instead of being a static colour.
I considered doing that, but letterboxing would end up looking very bad with the other UI/HUD elements. A blur would look much nicer and might be worth looking into
yeah this probably is a better way to handle images that dont match the game's aspect ratio
just had a quick test
lol goober beat me to it by 3 seconds!
i like how it looks without blur, streached is fine
i your specific case I'd agree stretched looks better - that would ot be the case for a lot of 4:3 shots though ๐ and also definitely won't be the case in IAC's example (ultrawide)
honestly i dont even notice that is stretched
side note the n key on my keyboard is dyig
been saying the n word too much
but yeh goober, keep it stretched
i think quake 3 arena uses stretched
Quake 3 Arena Full Walkthrough Gameplay & Ending on PC in 4k 60fps. This is my own played and completely edited playthrough without long loading times for the best viewing experience.
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Personally I might rather it stretched, but I don't think it's a very good UX for the general user. I added a cvar to control it so both can be available - use whatever method you like ๐
experimenting with RF2-style geo in Abrupt Decay
dude wtf, that danger sign. is that new ?
yeah that's new in AF 1.3
destructable brushes are no longer limited to just glass faces
i made the window smaller because there's nothing important elsewhere lol
this is my normal window lol
oh also @boreal ether I did fix that crash issue when maximizing the bottom right viewport
and also aliased the tab key to maximize/restore, should be a workflow improvement
yeh i got the email. thanks ! what the hell was it?
haazaar! aint a clue what im looking at but GJ i asked Raf several times to fix it
got everything sorted out.
I admit: the list of bugs to fix was a lot smaller than I thought. Now I shall plan on doing a full playthrough soon
I can make some Big Hud fine aim crosshairs if you guys want. I was going to do it a few years back with the RL lock-on crosshair, but didn't.
hey look the UI even works when you run the weirdest aspect ratio known to man lol
text gets a little squished but it works lol
I like the blur more then the stretch. User selectable is good. ๐
been bug-testing a bit during my full playthrough, found at least 2 bugs that got sorted over.
if everything goes well: i'll start preparing to update CHANGELOG.md soon
still going along with the playtest, and i found the slowest reload in the game
(analog movement bug)
OH
tilt very very slow while you reload and you get that effect.
is it scaling the frame time rather than the player velocity or something?
most likely the case here, let me see if i can solve that myself.
ok, that's been solved. you won't be able to pretend Parker is going slomo.
what was it?
g_scaling_fpgun_vmesh.
ahhh
but i'll need to compare to broken and fixed versions to see the animation differences
just a sec before i roll that fix in
okey it's been "fixed". this is second funniest bug that came outta the Gamepad PR thus far.
https://github.com/GooberRF/alpinefaction/pull/295/changes/044b752154848d15db6c69ad8b6473e585e8a150
ohh I see, it was trying to scale the playback of the idle/run anim weapon bob, but it was scaling the playback of everything?
everything
had to trace down the issue (and asking claude directly this time) and omit non-walking animation. the Alternative Fire animation doesn't exist, so it'll be tied to it as a wrokaround
If that's the case, you should go through the other action anim types and ensure you got everything that isn't walk or run
off the top of my head I think you're missing IDLE
Actually, maybe just flip the condition - only do it for run/idle anims but not for anything else. That'd probably be more reliable
tried that, didn't work.
but got stuck and won't be able to get that one fixed for the time being. will have to revisit it at a later time.
it's "partially" fixed tho
You accidentally created slowmo lol
RF2 looking at this 
Just seeing this on a computer screen now vs my phone earlier. Are you just creating the blur by stretching up the 250x150 thumbnail the site makes, as the background, then putting the full res photo on top? I guess you're probably pretty limited with what kind of photo manipulation you can do in RF. I think It would look a bit better if you could use the full res photo in the background and apply like a gaussian blur to it. Then maybe add a bit of a drop shadow to the main pic to make it pop a bit more. But I guess for something you'll only see for a couple seconds, it doesn't really matter. ๐
Why am I capped at 200ish FPS even in the menu, and how do I fix it? Running dx11
Advanced Options ?
I did
It didn't help
I have swapped to dx9 and same issue, maybe my 5070 just can't run it
Have only the RTX5060 8GB and never had below 235 FPS
This is all brand new, so I assume something setting'd somewhere. I just don't know where
I'm also downloading as much as I can atm
I paused the download, no effect
I copied the entire folder from the old laptop, which DOES run at 240
console command maxfps shows actual settings and allows changing settings... mabe graphics card is not configured with AlpineLauncher
No idea, here my settings, RF_120a.exe ?
Mine's always been rf.exe
there should be nothing in AF that would cap your FPS like that (and if it's "200ish", it's probably not a cap anyway). I would expect that your system is not able to push more frames than that perhaps. If you're running the game in window/borderless, you may want to try exclusive fullscreen - that will virtually always perform better.
The game executable used won't affect this at all
I bought a brand new computer, and copied the game filed into my C:... it should be identical settings from before, which i was running on a 6 year old laptop... I was getting 240 on that
hmm
curious:
- Does the low FPS persist if you load glass house?
- Do you have VSync on?
- If it's a laptop, is it plugged in?
New one not a laptop
Persists in glasshouse
VSync, Vertical Sync? it's turned off
Hmm... if you try a lower resolution (like 640x480) does the FPS improve? You are still in exclusive fullscreen right?
I am still in exclusive fullscreen, yes.
I can't even enter the window on such low resolution for some reason, but through the preview window it's sitting on 214, or 210 for 1024x768
I restarted the computer - Sitting on 240 now. I take it 240 is the cap for alpine?
no, Alpine has no cap generally. MP caps you to 240 fps while in game (unless the server permits uncapped)
but outside of MP - like in the menus and SP, you can set whatever cap you want
the menu didn't? O.o
No
But who knows, the whole thing seems buggy at the moment, it's probably just my side
My game has never seemed the most stable version of alpine out there in the world
Oh, the menu item seems to work, but you need to set it and then back out to the main menu before it applies
I should fix that
That would explain it
Not my entire issue, I restarted the game too often for that, just the last one
Fixed the menu setting now applying immediately in any case ๐
Another annoying mesh transparency bug that has been around forever and affects all renderers is, water, particle emitters, and other meshes, not rendering when you are looking at them through transparency on a mesh. Think this could ever be fixed one day? ๐ค
I won't say no, because I'd like to, but the reality is that blending layering issues like that are really, really tricky to get right while also keeping the number of draw calls within reason (which affect performance)
I don't know the specific cause of that issue in your video, but it is absolutely an issue with blending in layering
Technically it's not using the thumb from the site, it's using the fullsize image and downscaling it in game ๐ but yes, essentially
Doing gaussian blur in-engine is a performance impacting task and has no real benefit (other than a background looking slightly nicer). Balancing performance with visuals is a necessity here.
Drop shadow may be doable and would probably look nice (well, a fake drop shadow, but ya)
Ah I see. Figured it had to be some sort of low res upscale instead of high res blur, because sharp edges and high contrast areas are looking especially rough lol. ๐ No worries, do whatever works best.
yeah it looks a lot nicer with a drop shadow
oh yeah
improved the blurring approach
alright yeah I think this approach is the winner
with or without drop shadow? ๐ค kinda leaning towards without, now that the edge blur is working better, and it has a fade on the outer edges
Lol my map is gonna get 100 downloads just from Goober tests, people are gonna think it's popular haha. Yeah new blur approach looks better! I'm undecided on the shadow now, both ways look good haha. I think I need a few more different examples to decide. ๐ค
added "Hold Open" to movers
this is yet another of those issues I've had with the editor for years lol
the behaviour of "Is Door" which makes the mover stay extended as long as the player stands in the zone is super useful for doors and lifts, but "Is Door" does more than that - it makes the portaling engine track the closed status and affects room rendering, which commonly causes issues with being bale to see through the map
"Hold Open" applies only the hold open properties from "Is Door" without any of the other things that switch does
now it's fully fixed! will be rolling the fix soonish!
sorry Parker, you ain't Neo.
EAX SOUND ? EWW
was it fixed r smth ?
does it work ?
okey fix out now (it's a bit of a hybrid setup to keep the move scaling but don't scale weapon firing/alt switch, etc), alongside dedeicated scoped/scanner sens added for both Joystick Camera and Gyro (but obviously both aren't accessible in the UI due to menu limitations, soooo do it on cmd or .ini)
also the SDL3 CMake is upgraded based on c's suggestions.
which means: the process of updating a version of SDL3 now has one extra step. now you'll need a hash alongside a version change (still easy tho)
i might reconsider changing static with dynamic (will build SDL3.dll), or leverage SDL's Dynamic API to have a hybrid setup (https://wiki.libsdl.org/SDL3/README-dynapi)
i know sdl maintainer recommends Dynamic for future-proofing reasons
ye it sounds like every sound is produced in one shower-room
quite nauseating and unnatural UNDERWATER-heavy
sounds like the world when ure heavily medicated/intoxicated
cant imagine playing mp without it feeling like some ayahuasca ritual
....does Alpine Faction supports DSOAL?
Does it work with rotate in place keyframes yet? ๐ Old is door wouldn't stay open with rotate in place.
no, but that's a good idea, if you can enter an enhancement so i dont forget
On computers that don't support EAX but have a 5.1 or more channel audio setup, checking off EAX actually just enables surround sound without changing the sounds. Was a game changer for me when I found that out a year or 2 ago lol.
Well I did already mention it on your own feature request when you were talking to yourself about creating this feature haha. https://github.com/GooberRF/alpinefaction/issues/87 Do you need another one? ๐
The "Is Door" tickbox on a keyframe (moving group) has two notable effects that I am aware of: Makes the room in which the moving group is located a "door room" (and subject to ...
oh.
no, that's ok lol
@dire geode have still been having some issues with raw/modern input, but I believe I've fixed it now (well, with Claude)
sec
dont EVER let him operate your air fryer
nice!
I can test it over to the Gamepad PR, ensuring said fix also applies over
also although im allergic to controllers, this is some EXTRAORDINARY work so far @dire geode , good to have u in community
i hope you will pivot to some other things at some point !
what a time to live in
2026 and new features are coming one after another
thanks to y'all magicians
once the SDL KB+M PR goes thru, I'll easily move onto other things.
This whole thing is more of my experiments to see what's it's like to implement Gamepad support
soon, you will get ur Mouse 4/5 buttons...
oh and Alt key
or XXX 3rd party software
but yeah having it bindable in-game
is way more elegant ngl
I appreciate your disgust, I was wondering why it sounded shit
thank you for the bug fix. i backported your stuffs over to the gamepad pr, so it'll have the same benefits.
however, i found one more bug related to Modern Camera/Raw Camera/Gamepad, and it's related to security camera. you can move around and move the camera while in security cameras, becomes evident while you're in tutorials.
i haven't figured out how to get that fixed. ๐
I wish we could make EAX sound good in this game. It sounds amazing when it's implemented well.
@brave crown Could u give us a refresher on how switch server to TDM mode? After CTF matches a few people wanted to TDM and of course since no flags were captured, it went into overtime lol
lol
vote match 2v2 dm05 tdm
will start a match on dm05 in tdm mode, via the tdm preset
sweet
and after will it default back to CTF? or do we need to type vote match 2v2 ctfwlpronofog ctf ?
default mode for that server is ctf so yes
ok nice
i am still going along with the playtest
O.o it doesn't restore FP camera?
that's concerning - I'm not sure why the camera transition handling would even need to be touched here? O.o
btw, this also happens on Mouse Scale's Raw and Modern (but only mouse movement), and i've been trying to get that fixed
but it does restore the FP camera, just press the Use action while using any security cams
what happens? ๐ฎ it seems fine I think?
Oh I see, it applies rotation to the player entity even when the camera is active
Yep!
You can easily reproduce it on the tutorial map. Use the security monitor and when it switches to where the player camera is: you can move around and tilt the camera around...when you aren't supposed to do that.
Yeah
this bug is a bit worse when using the game controller, as you can move around and pretend you're in a Five Nights at Freddy's
been trying to isolate the bug for a day or two, I can't have gamepad folks accidentally bumping to a wall. ๐
The camera deltas need sto be suppressed when not in first person
movement inputs should already be suppressed though, that's the concerning part for me - is the controller directly applying velocity to the player entity rather than using the physics-based movement system?
no idea about the second part. That question goes to Nick.
But, I haven't tested digital movement (uses existing movement action) yet. I should do that later this evening (heading out today to do errands)
im not quite sure how that question goes to nick? But ok, will be curious the results of your testing for sure ๐
anyway, Nick is the one that got analog movement working. I'll give them credit for it!
i thought i only found the fix for vehicle cameras actually
Vehicle cams too, the analog movement came later while I was trying to get that working til you came in clutch. I give you credit for that! โค๏ธ
oh right
the funhook on 0x0049F3C0
that was this @brave crown #1376930844597551146 message
but i'm not sure if its related to current issue
ah ok I see
yeah this approach probably is the right way to do it, @dire geode you would just need to confirm very confidently that the logic is functionally identical to the stock logic (gates, physics values, etc.) aside from the scalar based on the analog value
Based on said fix, I believe it's physics-based while I was cross-comparing KB/M movement and analog moves.
it used to be the other way around.
but I should try to suppress camera input on security cams first
Looking through this function at 0x0049F3C0, I'm wondering if it would be easier for you to just do codeinjections at specific points to inject the analog scalar value rather than attempting to rewrite the function - rewriting the function can also work of course but you'd need to very carefully audit and ensure every single gate and every single calculation is replicated properly
and this is not a simple function
this is certainly the function most if not all of those injections need to be made in, but doing targeted injections I am thinking would make your life easier
otherwise you're effectively playing whack a mole and then you still need to do a full review at the end to make sure you got everything
i did gave a quick look regarding Analog Movement...and ask Claude AI.
if I understand: it's not needed. it is indeed physics-based movement.
i can confirm that Digital movement blocks movement when using security cams.
but i couldn't get the camera/movement while using security camera fixed. ๐
i'll probably move onto other things for the time being. currently exploring rumble at the moment
inb4 Goober uses this as inspiration to add Resident Evil mode to the game.
but anyway, I got Rumble support in. although: it won't match 1:1 with PS2 for the time being...which can be updated in future versions
Xbox's Trigger Rumble is also supported
but due to current Windows Update regression: GamepadRawInput (under alpine_system.ini) is disabled to avoid trigger input issues (https://github.com/libsdl-org/SDL/issues/13047).
but if you happen to have a Xbox One or Xbox Series X Controller: you can enable it and Trigger Rumbles will be automatically enabled!
thanks, microsoft
additionally: there's a Vibration filter system that reduces overall vibration strength whenever Gyro is in use. it won't try to shake the camera like crazy especially when using DualShock 4 gamepad
๐ฅณ autodownloader support for waypoint files (AWP) is done

also, the file upload page will eventually (not currently) have mappers provide waypoint files for their new uploads, so you can optimize your waypoint grid files as much as you want
I will be doing an overview video showing the full function of the waypoint editor as well
i finally got it fixed
so, you'll need to use rf::local_player->view_from_handle (can be found on player.h) to prevent any camera and/or movement while using a security camera
once i test the fix on a master branch, i'll roll out a standalone pr with said fix
ok said pr has been rolled out. i can't believe the rumble work was a foundation to fix a bug. ๐
@dire geode btw, needed to support scope/scanner sensitivity modifier for raw/modern ms_scale: https://github.com/GooberRF/alpinefaction/commit/48e98ad333043cd057f5d8ebe4c8dcaa693ab1b0
huh, thought it already did applied.
it did not :p
guess i missed that. ๐
alright, let me go ahead and backport it towards the gameapd scope/scans
also just to mention - the way you suppressed the security monitor mouse input is not the way the stock game does it for classic input, but I actually like the way you did it more than the stock method ๐
i simply asked claude ai to trace down the source of the problem (thank you, rumble), then it applied itself. i was about to simply make it exclusive to raw and modern scale, but ultimately let it applied to all of them.
i'm still going along with the playtest, but things are getting pretty stable to the point that i haven't spotted bugs thus far.
The rumble portion is most likely going to still be considered an "initial rumble support." I still need to play the PS2 version in between the PC in order to add more things to add
But right now, what we have is "good enough."
@brave crown heads up, wlpronoamp ar setting replaced fusion with ar again
O.o
wait what @fast crescent ? didnt the previous conversation produce the result that replacing the fusion was expected in one weapon modes?
that is my understanding of how it has been desired (and also how it's always been in such maps)
in rail only
uhhh
I mean the approach really shouldnt be different in some one weapon modes from others, I would think ๐ But I'm good with whatever the consensus is among active players in the matchmaking channel - 1s
wl ar always had fusion, and when i asked about you making a wlpronoampar u said to just type ar after ctfwlpronoamp -then i noticed fusion wasnt there but c4 was etc, then u replaced ar on bridge with fusion
that was a litle while back, we jsut recently had the discussion about ankh rail that still had fusion
ringing any bells?
I asked the question in #rf1-matchmaking - I'm good with whatever the consensus is among people who provide feedback ๐
When we spoke the other day, I changed the setting because I thought it was a mistake ๐ I understand why the current state is the way it is, it's because of the change the other day
๐
When we spoke, you made me aware that the rail preset had the fusion and shouldn't (I agree), and I changed rail, ar, and pr presets at that point
I don't, but I'd believe it happened - I make a lot of config changes, no way I can remember each one ๐
be sure to give your thoughts in #rf1-matchmaking when you get a chance btw ๐ and if anyone else had thoughts, they should as well
yes
I think water was the last big thing to do for waypoint auto generation (I almost forgot about it lol)
@gaunt lotus would do donuts on blasted canyon
Please tell me i'm dreaming.. vehicles in multi?
lol wat inda
that would actually be so good on micro maps ><
Ohhhh..
Oh my...
gave it another shot...
there's no scrollbar ui yet (i don't think af menu gadgets supports it...?), but the user don't need to rely on console commands or .ini
i did try to ensure it supports the other panels (as a option for now, since i have not test that out)
(just ignore text overlap)
all Gamepad settings are officially locked in! there won't be anymore new additions after this! (unless there's bug) ๐ฅณ
Time to make a UT04 Onslaught map!
Flick Stick has been finalized, and is now promoted to a official input feature. ๐ฅณ
you might notice the processed of movement has been sped up and is less smoothed out. it should be closer to GyroWiki's instructions.
Bots are still down?
yeah, they were about to come back but i went apeshit and beat them into submission....
AFaction Bots still working
guess i have another date....
jk lol
๐
bots in FF servers are currently down because of this: #redfaction message
way to spoil the fun of my BS fake news narrative bro....๐
I believe you. I can't believe the FactionFiles staff are trying to cover this up to save the shattered pride of the bots. That's shameful.
@crude oyster
Awesome! ๐
So, the stock editor does just load the mesh filename and textures, it doesn't bother loading the other properties, but I decided against making it a second button or a setting (like I had originally planned) - the tbl parsing isn't a heavy load here, it's just a few KB extra memory usage, and on a modern system I'm really not concerned lol
Was also a nice excuse for me to write a full tbl file parser for the editor, so now if I ever need to parse other tbl files in Alpine I have a super easy way to do it ๐
@boreal ether I can't find the place where you mentioned it, but that annoying issue where sprites/coronas flicker when you approach when in d3d11 is fixed now
Also just... roadmap update for everyone. Here's the current plan for AF 1.3:
- Beta will be posted in this thread in the next few days, would love for anyone who is interested to test it as much as possible and report any problems (especially any regressions). I'm not expecting anything major, but if there is anything major obviously I want to get it fixed up before the full 1.3 release
- Currently eyeing mid April for the "proper" AF 1.3 release, depending of course on the complexity of any potential issues identified during the beta
is white names on spectated POV on killfeed?
i cant remember if that is already done or not to be honest lol
it wasn't in last saturday 
i think i had a branch with that change
but cant remember
i'll try to find it
dont think it was complicated
by white names you mean that you see the "you killed xyz" messages in white as their pov right
yeah
ah ok
easier to notice instead of it being green
@gaunt lotus but like
i don't see "you killed"
i'd see "Goober killed" etc in white
aslong as im spectating them
speakig of that....
does pre-rendered cutscene videos works?
What do you mean by "works"? Bik videos do play correctly, yes, if thats what you mean?
oh, ok. i'll double-check in my end, just-in-case
what behaviour are you seeing?
O.o
which video are you having trouble with
d3d11 plays summoner trailer fine for me
the opening intro
that summoner trailer doesn't work for me...
oh, i'm actually in current master build as we speak
oh my god nvidia i'm going to kill
Did you delete the bik videos from /data/movies
a lot of people do that to stop them from playing
nope, didn't bother to remove it...
but i know why.
it's a NVIDIA GPU problem. I tested with my integrated AMD graphics and video playback works fine.
i'm RTX 3070 (laptop edition), by the way
oh interesting
i wonder if the bik playback is trying to happen on ur integrated or vice versa
ah i need more coffee
playback works on integrated amd graphics, and i'll quickly assume this problem doesn't happen on AMD or Intel dedicated GPU
i dont think this is happening on dedicated nvidia gpus either
it must be something with integrated nvidia gpus
i could test with my laptop that has a 3060 but it's 2000 miles away from me at the moment...
lmao
hell of a commute
now yes
yeah was just 2s

yea i think a bink.cpp path will need to be fixed.
might be the best way to get it play nicely with DX11 NV laptops, potentially
hm?
I actually tried looking into it.
I got it working but video doesn't wanna fill-on da whole screen.
I'll relook into it later
@brave crown you know the new mesh object added to RED objects. is it possible to use custom .v3d meshes that show up in the editor? if so, how?
yes
how !?!?!
put the meshes in user_maps\meshes
oooooooooooooooooooooo
and then use tools->reload meshes to load them
they won't display until you do that
also if they use custom textures those textures will need to be in user_maps\textures in order for you to see them in the editor
i dont have that option ?
it only exists in AF 1.3, along with the mesh objects themselves
๐ฅณ
dude ive just been making a map that 2/3 of the map is custom meshes and ive just stumbled on this. damn !
:p
now, please do keep in mind that you should not be making maps on the dev builds. The format can change and that can lead to levels becoming corrupt
test the features yes but don't rely on it as the "good" copy of your rfls
(and yes I know I am working on a new version of Abrupt Decay with the dev build of AF 1.3... but if I break my own map that's my own fault ๐ I don't want to accidentally break anyone else's)
i cant use that editor on my map anyway, wont load it even if render everything is toggled
oh you havent updated your dev build in a while have you?
That issue should be fixed now
Either way, I will have a beta out for everyone to test in a day or so, so you can tell me at that point if anything isn't working right ๐
Ahh ok yeah that was almost a month ago. A lot has happened since then :p
yeh, ill wait till then. no sweat
Woohoo, finally fixed the UV unwrap window breaking after launching a fullscreen application lol
Goober from 2008 is very happy right now
That bug has been a pain in my ass for a long time lol
the one that shows green screen instead of the texture itself?
wait is that different to the one that shows a white screen when you open another RED
I've not noticed that particular trigger for it, but I would expect so
bug sir
idk if its base game or DX11 or something, but legs invisible
Iirc that's because there's a mover on top of that water but if you could test some other scenarios and let me know the behaviour that would be great ๐
Alpha movers having that issue is expected though
Check the map in red
been on dx11 for what, couple months now?
Probably yeah but can you verify it's a mover
๐คท my guess is that he wanted the water to look deep but without moving the player to the swim movemode
So the real water level is way lower
ahhh
oh yeah, i forgot to post this here as a reminder 
@desert crown was this reproducible? Or did it only happen once
uhhh
is it on a server i could check
k its on wilsons
hm seems to be working now 
It was probably a connection problem the first time - part of the image got received but not the full thing
fair fair
Does alpha work in decal settings. not having any luck, seems to work in editor but not game.
It does in v304 levels made with af 1.3, not before that
ok
You know the new alpine 1.3 will compile all textures etc. does this include music too?
Not currently, no
There are several sound workflow improvements I want to make in a future Alpine release (probably 1.4), and that's one of them
Would it be possible to add the windows quick access shortcuts to RED's open and save dialogues? ๐ค (Most programs open/save dialogue vs RED open/save dialogue) Would be handy if I could just click my shortcuts when I need to instead of manually having to navigate to the locations all the time. ๐ The address bar at the top would be useful too for quickly pasting the directory I want to go to.
I'm not sure what would be involved in doing this, but I would agree that it would be an improvement. In the interest of preventing scope creep, not going to consider it for 1.3 but definitely do enter an enhancement req on the repo so I can look into it later on
Just came across some strange behaviour with mesh objects. Changed the boat in Catan - Hill to a mesh object, to see if it still had collsion when hidden. Currently the boat is a square plastic crate on a keyframe, I changed it to mesh object using tools--->select object--->to mesh object. It appears to change successfully, although disconnects everything that was linked to it and has a new UID. However looking into the keyframe group, the old square plastic crate is still in it although not visible and not selectable and all its event links gone. The mesh object was not added to the keyframe group. Saving and restarting RED, now both the mesh object and square plastic crate are visible and selectable.
how old is the dev build you're using?
there was an issue with deleting things via to mesh object a little while ago, should be fixed now
the 34 one u sent me 5 days ago
ah yeah I think that was just before I patched it
sec ill send you a new one
disconnecting links and getting a new UID, that part is expected and intended though
not properly removing the clutter is not
It won't be for this release, but making gas regions work is on my todo list for 1.4
which is basically volumetric fog
If you mean replace distance fog with volumetric fog... that's not going to be happening ๐
Primarily because it would make every map that uses fog (which is probably 80+%) look very different, but also because it would nuke performance
If a mapper wants to use large gas regions once they work though, they can certainly do that
โผ๏ธ I've finally worked out how to fix the uncrouching issues in multiplayer (how you shove your head through geometry overhead and can shoot/see through it)
Turns out a stock game bug in the physics interpolation code was mangling the orientation value of entities in MP
(the uncrouch issue was actually 2 different issues, but that orientation mangling one is one of them)
Just having fog that renders as fully opaque at the end of the far clip instead of just derendering the geometry and showing the skybox, would be a nice fog upgrade. Can't really have thick fog now on a map with a skybox, without it looking awful. ๐
The issue with that is the clipping distance - in theory decoupling the clipping distance from the fog far clip could do that, but it would mean a performance hit because you'd be rendering stuff very far away - fog is both a performance boost and a visual effect ๐
But yeah, letting the mapper configure both values independently is a good idea
It's possible a D3D11 shader approach might be able to do something similar for a reasonable performance cost, I'd need to look further into it
or if you'd like to look into it and develop a design document and/or a PR, that would be far better ๐
Still waiting for Shaders so we can do the Retro PS1 Horror Grafix
i mean u got shaders
nah nah
That would be neat if you could decouple them. I don't think I've ever used fog to try to increase performance, I usually set the far clip further then the length of the map anyway, to avoid the skybox issue, so everything is always rendering anyway. But I can see some people wanting to limit render distance to increase performance.
i want Geothermal to look like this
13 shaders currently fwiw :p
wut 
Yeah it becomes a much more viable strategy with cleverly made skyboxes that feature the fog colour :p
the Aesir section in Kava did that
these are the shaders in alpine currently
well ok yes lol
but its not like reshade
they're not fullscreen effects filters, which I assume is what you're referring to
shaders are a fundamental graphics pipeline element, they're not only used for that
i just know they change shit
i want shiny surfaces
this is a crime on the same severity as disabling the ladder glitch
but it is nice for getting through vents at least
oh yeah I forgot to mention - did some upgrades to the server list display
Was planning to post the beta tonight but got caught up making new features lol
(as an aside, @crude oyster the issue you reported with meshes still having collision when hidden is now fixed ๐ )
Beta of AF 1.3 will be posted here tomorrow morning for everyone to test out if they want to ๐
YES GOOBER IS GOING TOO FAR
SACRILEGE !
Alpine 1.3.0-beta3 - Apr 7, 2026
IMPORTANT: Please use this beta version to test the latest in-development Alpine Faction features. DO NOT replace your stable Alpine Faction installation with this beta.
As always, this is a beta build and may have bugs. PLEASE let me know if you find any bugs or other issues so I can deal with them.
Mappers:
- Please DO NOT release any maps made with this beta. Feel free to test out the features in this version of the editor of course, but do not work on your primary level file in this editor. Use the stable AF v1.2.2 editor for that.
- Please be warned that the possibility does exist that maps saved with the editor in this beta may become corrupt. It's not likely at all, but it's possible. Keep regular backups.
Notable changes in this build since the last beta:
- Added bots and waypoint editor
- Added Mesh, Corona, and Note objects
- Added RF2-style (brush-based) geomod and non-glass breakable brushes
- Revamped autodownloader UX
- Promote D3D11 renderer to recommended
- Full mesh shadows
- Realtime per-pixel lighting
- Gamma support in D3D11
- Player outlines
- Lots of new RED functionality
- Spectate mode improvements
- Many graphical fixes and resolved crashes
IMPORTANT: If you run into issues, if something doesn't work quite right, or if you crash when using this beta - PLEASE let me know (and provide a crash zip if possible) in this thread so I can get it resolved before the "proper" AF 1.3 release.
Works for me
Tested with the server of the new beta version.
As sooon as I enable railgun on a server, sometimes all bots are disconnectiong and own RF Session get also RedCross Comp Sign and I need to rejoin.
Only when the rail-gun is used in maps. What maybe the reason?
As sooon as I enable railgun on a server
Can you expand on what this means? What specific config are you using?
From the screenshots it looks like you're trying some rail only mode?
I have sent you my configuration. Beside this, the new version is great, I am enjoiyng the shadows below each item now.
oh @prisma dirge I see what's going on here. I will work on a fix for it
As a workaround for now, you can just disable gibbing for "all_damage_types" and you won't have the problem
EDIT: Pushed a fix
i noticed you cant delete the new mesh object while in group mode. is this happening to you goober ?
have you got an example on how this works: Add -smoothlights level editor command line argument to use experimental lightmap baking method
the 2 most noticable effects currently are:
- No (or less) sharp edges on portal lines when calculating lights
- No sharp edges on portal lines separating rooms with amb light room effects
been slacking of lately (got busy with another project), but i should resume with my playtest. i believe it'll be the last of the tests that I needed to do for Gamepad PR before official merge
i got to the vehicles and yea it's indeed janky. it can get even more janky when you combine with the Angle-based Camera system, and i'm afraid to untangle a bit of the jank. ๐
Couple things:
- I'm still able to walk on the hidden boat on Catan Hill. Does that fix for hidden meshes only apply to new maps? ๐ค
- Is there any way to turn gibbing back on for listen servers or is that just gone now?
- Any interest in fixing the RF bug that clutter and mesh objects can't have both debris and an explosion vclip? (if an explosion vclip is in its properties, the debris setting is just ignored)
- Yes - pretty much anything gameplay affecting will be done that way to not change existing levels
- I could make it base it on your local cl_gorelevel setting at listen server launch
- Yeah I meant to look into this one just lost track of it with everything else. It's probably straightforward though. Will have a look
- Ah, that sucks. ๐ Is there actually a map out there that uses derpy invisible partial collision as part of the map design...? ๐ค
- That would be the best way to do it.
- KK. ๐
you'd be surprised
run maps do alot of invisible platforming
Is there actually a map out there that uses derpy invisible partial collision as part of the map design...?
No idea, but conceivably there could be - just as a matter of principle I always prefer to make gameplay-affecting changes gated so they only affect new levels. It's a lot safer, and avoids running into an unexpected instance of something being randomly broken
granted its mostly brush work
but still
its possible
that said im fairly sure theres a few micro maps out there that probably do some weird shit too 
with invisible floors etc
I'd assume maps would use brushes with invisa texture. Hiding meshes is very inconsistent with where and when a player will collide with them and would be very messy.
oh im not attempting to say they are meshes, but people have gotten creative with it in the past so never say never kinda deal
I have seen run maps use mesh collision for obstacles. I can't think of a case where they've been hidden/unhidden, but I wouldn't be surprised if it's been done
Can we mass search rfl's yet for specific things? Search all multiplayer rfl's for unhide event, then we can dig through them to see if any use hidden mesh collision as a part of the map design. ๐
that would be a pretty large list I think
lots of people have used unhide for coronas
(there's an actual Corona object now though ๐ )
it would be about 99.999% easier to do a new upload with the replaced mesh ๐
Perhaps, but I probably wont. I've got a few maps with this bug, but it's not really an issue worth making a bunch of new versions for. ๐
fair enough ^^
@brave crown Did you give up trying to fix the new greater then ~45k faces lightmap calculation issue, where it's just setting random faces to full bright instead of crashing when there's too many faces, or will that fix be in the full release?
If its not going to be fixed in the full release, I really think you should just bring back the crash. At least with the crash you know right away you need to start lowering face count on some geometry or convert some geometry to keyframe brushes or meshes and stop adding on to the map.
With the new bug you wont know when you've passed the limit, and the lighting on areas of your map you're not currently working on could be getting corrupted without you noticing. When you do finally notice you will have have no idea when it started and will have to do some major back tracking. It could also only be a couple faces over the limit so you would only have a couple random full bright faces, and in that case you might not even notice until after releasing the map, which would be even more annoying.
With this new bug we're basically going to have to check every inch of the map after every lighting calculation when a map reaches ~40k faces and beyond, which is going to be super annoying. At least with the old crash, you could be assured that if the lighting calculated without crashing, your lighting wasn't secretly being corrupted beyond RED's typical lighting derpyness, and you could continue adding stuff. The bug is much worse then the crash it fixed. ๐ซค
That's what she said. 
@crude oyster didn't give up on it, but did forget about it with the million other things I've been working on :p I do want to resolve that before the full release
Oh also I'm 99% sure I fixed the explosion + debris issue, just haven't had time to test it yet
i went back and decides to finalize everything. updated the scrollbar functionality, just to address one last major issue
there's now a scrolling ui in place. right now: it's unfinished as i'll need to get the button drawing fixed up first...and figure out how to dress up a bit so it'll fit the rest of the menu design
ok, the ui scrolling function is now ready to go, alongside uniforming the button text ui (sorry i won't do the same for the rest of the misaligned button text)
but don't expect the scrollbar ui to fit in the rest of the menu.
@brave crown oke, i believe the Gamepad PR is ready to be merged at anytime. but i do need a quick question in advanced.
given the current pace of AF 1.3 release schedule, I'm not confident enough that it'll be "ready" in time (despite being "ready"), and I really do like it if more people get to test in advance.
depends on AF 1.3 Beta's direction: there's a likely chance that Gamepad support might be moved to Alpine Faction 1.4 instead. ultimately, it's up to you.
gave a bit of thought.
AF 1.3 is too big to be included. I wanna target Gamepad support for AF 1.4.0 instead (or next release candidate after 1.3.0).
I think it works much better as a major headline feature alongside SDL KB/M...although, it'll come after Gamepad gets merged first (maintaining both simultaneously is a pain)
@dire geode apologies for the radio silence - haven't been ignoring you, I'm actually travelling until Saturday. But yes I agree entirely - the time for the review and everything of this feature will definitely make it not practical for 1.3, and it's better to split up major features between releases - 1.3 is already quite heavy on major features as is :p
seeing the bot names just have "bot" at end of the username is slightly infuriating to see
could it just be at start of the name upper case
source engine games would also signify bots by having the ping field on the bots be just BOT but pretty sure u can't do dat without breaking legacy clients methinks
I complained about that too. It's not very visually distinct and it makes it look like the name is literally "Masako bot"
My suggestion was smaller font and all caps BOT
Could totally display bot instead of ping, although ping is still relevant info for AF bots since they are remote clients
this part u def cant do because the bots in this actually have a real ping on account of being essentially a headless client
even if they run on the same system as the server itself they'd still have a "ping" in terms of the sim delay/tickrates so... yeah
is it not possible to put cutscene camera on keyframe using anchor marker? just tried with no luck, unless im doing something wrong
That won't work today no, it's not something I've looked into to date
time to share another funny moment during gamepad pr work today.
i'm good at naming things. 
yo goober, where has the dynamic purple glow gone from the rocket launcher. there should be a purple dynamic light on the rocket as it flies. its none existent
There is one from the projectile in flight
I am not sure how practical a smaller font is off the top of my head. But all caps BOT probably would be better
Yes
Yeah. I mean there is one :p
If it's not showing up that would be a bug but i'm 99.9% sure I saw it working fine a few days ago
had a slight glitch that isn't concerning in RED created the solid brush and after it build the brush had that darkened scorch mark all over it like when you geo with no lightmaps. i placed a mesh object, select the mesh i wanted. didnt load so i went to tools to reload meshes, still didnt work. copied and deleted the mesh and then pasted and the mesh showed. created the brush and that when it showed darkened brush. here is a picture but not of the glitch
@crude oyster listen server gibbing now relies on local config, and also both debris and explosion vclips play for clutter
I'm not quite sure what issue you're describing? ๐ฎ
@crude oyster any chance you have an rfl on hand you can send me that had the ~45k face lightmap issue
Just this test terrain with 48k faces. #workshop message
Could also just take original catan and delete the 4 statue keyframes to put it over the limit.
progress ๐
Awesome!
@brave crown did you make a fade event? #workshop message
@crude oyster I need to understand the group format better before I could reliably add the new mesh objects with this operation to the group, but I am now skipping the deletion of the clutter if the clutter being deleted would have emptied a moving group. So in an instance like this, the mesh object is still made just the clutter never gets deleted, you'd need to go add the mesh to the moving group and delete the clutter manually after that. Not ideal, but at least it doesn't mean people will accidentally be nuking their moving groups
That hasn't been implemented yet, no
So... update on this.
It's unfortunately probably not viable at this point to make the lightmap calculation in this case display properly in the editor (which uses D3D8/9). I do have the lightmaps saving properly to the rfl now and displaying properly in game (D3D11), but the preview in RED still shows the seemingly random fullbright faces
This isn't an ideal situation, but it's far better than a crash, and also far better than the broken lightmaps being reflected in the game that way. I'm not totally comfortable with the current state, but I'm comfortable enough with it for now
It's also something that is going to happen extremely rarely anyway - most maps will never have this many faces for calculation.
And actually one last thing - this isn't actually an issue with faces, it's an issue with surface groups. Coplanar faces are merged together when surface groups are created. The only reason this terrain is so drastically affected is because basically 0 faces are coplanar with organic-looking terrain ๐
Also, the limit isn't 45k, it's ~32766
Actually you know... realistically this is never going to be used given everything I've above. I might revert it just because it's a lot of code complexity for basically 0 payoff. Hm
Yeah actually I think for now I'll just revert this to the known behaviour from 1.2.2 and then revisit it when it can perhaps eventually be done fully (probably will require d3d11 support for RED lol)
Yeah better to just let it crash RED then have lighting that is going to be borked in both RED and DX9 in game. As for most maps not having that many faces, a good chunk of my maps hit the limit and will definitely continue hitting it on future maps haha. ๐ So limit is 32k after coplanar faces are merged? I guess in most cases maps are gonna have a good chunk of coplanar faces, probably why I don't end up hitting it until the early 40k's.
@boreal ether
very cool, great work goober !
this would be so cool for the credits at the beginning of kava fade in..hold for 5 seconds..fade out
what is the scale on alpha? 255 ?
yes, 1-255
weird to me that, noticed it in decal settings. would have thought percent would have been better.
Well alpha channel values are always 0-255, specifying as a percentage wouldn't make much sense - it'd have to be converted to 0-255 anyway
oh that makes sense now
Is there no way to hide and unhide corona's even for new alpine corona ?
if not, ill just put it on a keyframe and snap it out of the level
howdy. when throwing a c4 mine on a bot, is it possible to have the bots in multiplayer react with the same behavior as the npcs/bots in single player?
LOL
that could be fun
Well, no it's not practical because bots are MP players, just AI-controlled players. It would be hilarious though lol
darn 
we could lock players into that animation lol
cl_berserkminers
imagine watching mine flying while locked into that animation
not currently, but there may be tomorrow
Has anyone noticed any levels with broken skyboxes in d3d11? (ie. looks like youre looking into the void or if it has fog, the fog just takes up the whole skybox and the actual skybox doesnt render)
I know of 2 levels that have the issue so far:
- dm-rfu-friday.rfl
- DM-Blunderscannon~~.rfl
but there may be others I havent seen yet
noticed the round track in play mat at night is dark in 1.3 beta where as in previous version its lighter (as it should be) FYI that track has a 32bit texture on it. only way i could get the map to run on dx9 for some reason it makes it more stable. here is a picture of the dark track in 1.3beta
that's interesting... I just tested that in 1.2.2 and depending on how you turn your camera, it shows the same way, or shows proper vertex lighting
I wonder what is different about that mesh that causes that to happen for it but seemingly no other meshes? O.o
a bit more clear
