Jump to content
The Dark Mod Forums

All Activity

This stream auto-updates     

  1. Today
  2. Added GL3 fallback. It's visibly slower on heavy maps like Perilous Refuge but still playable nVidia 1050: 80 vs 56 fps. Intel 630: 26 vs 24 fps. Do we want to duplicate static data on GL3 GPUs so that we can use mapping with a single VBO? At least for indices, which are more dynamic than vertices. I'm a bit sad that glBufferSubData is this slow. I expected higher speed on nVidia. It feels like the driver pages the changed buffer portion in on a per-drawcall basis. Or maybe add one more 'back' buffer, map it, and then just qglCopyBufferSubData from it to main VBO? Must be faster than stalling everything with what I have now. Then we'll have two dynamic frames + back buffer, instead of three frames as now. Although that's really how the driver should be doing it already.
  3. Worrying: on my work PC even the latest nvidia driver crashes with x64 builds.
  4. I don't mean that. Command line programs can print its content using two different channels. One is stdout (&1), intended for regular messages, and the other is stderr (&2), for errors. If no channel is specified in the code, the program uses stdout by default: echo "Message" echo "Error" >&2 Also when those programs finish they return an integer value (named ${?}) which signals if it has finished properly or not for following commands. Success always has a value of 0, while any other value signals an error. These are standard in every single application you see, and allows properly working between different software. For example, if The Dark Mod followed the standard, another application could check if it crashed and log the error: if [ ${?} -ne 0 ]; then echo "${function}: ${error}" >&2 exit 1 fi I have written an application that allows all users in a system to run The Dark Mod with a single system wide folder. That application right now cannot tell when the program crashes. I'm planning to share the software in the case other people find it useful.
  5. i would rerun the tdm-updater? to validate that you have downloaded all the tdm datafiles. and check the required packages?
  6. How to reproduce: 1. Delete "tdm_fonts01.pk4" 2. Run the game in a terminal. Result: signal caught: Segmentation fault About to exit with code 0 Also these errors are printed to stdout, where it should be stderr. This is relevant because if the game crashes it cannot properly report that to a parent process. Such parent is needed, for example, for running the game with a single installation for all users on an Unix system.
  7. the only difference between one type of ray tracing and another type of ray tracing is how many rays from a light source get traced to the camera and how many reflections can one of those rays handle before a cut off is imposed, if the reflections are higher than a cut off then that texture pixel is rendered black. in the persistence of vision ray tracer program, the default is something like 16 rays and 15 reflections before the 16th reflection is rendered black, but you don't really get to that limit unless doing something weird with mirrors.
  8. https://www.youtube.com/watch?v=KqFNbCcyFkk Today, the Simpsons is completely devoid of any of the creativity, wit, or clever satire that once made it great. In short, it has run it's course and should have ended years ago. Some of the staff left. Others died. With them, apparently went the heart and soul of this show.
  9. Yesterday
  10. That seemed the obvious place. Guess I missed it the first time.
  11. Yes I do think that making readables with more direct hints on lower difficulties is a good idea. I did this for Pearls & Swine, specifically the lady's diary. Still even on harder difficulties it's better to err on the side of clarity, even if a little riddling is never a bad idea. Another tip is to as your testers to comment on the difficulty of such things which usually yields pretty good feedback!
  12. If you are stuck joebarnin has a good hints section in the first post. You should look especially at
  13. https://www.youtube.com/watch?v=dfi_tPRPgpY Cool work in progress. Now ditch the static sector lighting and use emissive textures everywhere.
  14. This looks like just the sort of place that should have a basement full of restless, unclean things, but if it does, I can't find it. Please assist.
  15. I am still trying to steal Brother Gilbert's funds. I have taken appropriate action as per your previous post. However, the objective is not checked off.
  16. Haven't had any complaints with TDM's performance in many years. Even integrated graphics will run it now. The shadow maps are indeed very expensive if you want them to look good, but thankfully they are optional. You should see what they do to my Radeon HD8790m laptop. :)
  17. When a user run the updater, the developer of the updater inspects the user that uses a stable to internet and tdm mirrors. You could create code to download files from a mirror, change the weight of some mirrors in the the tdm-mirror list. Does the tdm updater for linux, generates screen-output, a tdm-mirror file and tdm-log? If so, check the screen output, content tdm_update.log. And change mirror selection in the tdm-mirrors.txt. (dont forget to use the startup arguments of the updater) My advice is to read the installation manual on the wiki, check my code on my github page for the deb/rpm packages, look at the needed dependencies & write permissions. Compare all this with the aur (and the excistings aur's). Also look into other archlinux topics in this subforum. Manual for installation tdm on linux: http://wiki.thedarkmod.com/index.php?title=Installer_and_Manual_Installation#Linux http://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_-_Compilation_Guide I have some experience by trying to create linux rpm/deb packages, but its not much to help you.
  18. Skins can be created in two ways. 1. Use a single texture map on a model, resulting in a single set of image files (diffuse/normal/specular) that cover the entire model. This will perform better because there is only one material, but as a mapper you're stuck with the texture the modeller provided (or perhaps one or two other options if you're lucky). if you wanted to change part of the model from wood to metal for your mission, you would need to manually edit all the diffuse, normalmap, and specular image files in a way that fits the model's uvmap, something many mappers don't know how to do. 2. Use models that reference existing textures where possible. This results in multiple materials and can be a drain on performance, but allows mappers to change the appearance of the model with nothing but a skin file. No manipulation of image files is required, and mappers can theoretically replace a texture with any other existing texture they like. The tudor modules, for example, come with 24 possible skins to choose from, and I still see mappers creating their own unique combinations. No model using a single texture map has that kind of flexibility. So again, it comes down to which goal you want to care about more. You can certainly argue we went too far towards the versatility goal. It's much easier to focus only on performance when you are making models to be used in a pre-planned scene that you have complete control of, which is the position most game companies find themselves in.
  19. I'm using a Linux system. You can reproduce the bug like this: 1. Run tdm_update. 2. Disconnect from the Internet. 3. Reconnect to the Internet. Result: The installer permanently hangs. Yes, I meant tdm_update in all cases. Actually what I'm trying to do isn't to install the game, but to package it for Arch Linux. And I realized that I don't even need the installer for that. I could simply download the files from a mirror, and use good Unix utils for that. Easier to code, and more reliable. Sorry for other operating system, but supporting them on my side would require considerably more work. As you cannot compose simple commands for making a new software, but you have to code everything. Plus I don't see them as a viable future. I will share the code when it's finished.
  20. This guy does not know what he's talking about; referring to DirectX ray tracing as an "open standard". It's only a standard if you are happy with Windows 10 and all that it represents for the consumer market. Meanwhile I am using this RTX card just fine on Linux, running Quake 2 RTX and looking forward to how the Blender developers use it. He also claims that Quake 2 RTX does not even take advantage of the RTX exclusive features. But it flat-out will not run on prior-gen cards or cards from AMD, save for NVidia who backported ray tracing to the GF10x series of cards for some reason (it runs significantly slower). If competitors like AMD could run Quake 2 RTX at playable frame rates on their current product line, they could hack the game's source code to make it run and prove it, remember that Q2 is open for anybody to modify however they wish. This is another positive aspect of open source gaming. Everything is out in the open for people to see and ensure that no favoritism toward particular hardware is taking place inside the game (this actually does happen with some games). Of course, any hardware can do ray tracing, even a Commodore Amiga. It's making it run at 30 or even 60FPS that's the real magic. I know that there's a big difference between ray tracing a 20 year old game and a modern one at interactive rates. And of course the hardware coming out tomorrow will be better than what we have today. But I still feel that RTX (finally!) represents a reasonable advancement over shadow maps and especially cube maps and screen space reflections. And then we come to the uses outside of games. Even if it can't run a modern game with ray tracing at 60FPS, it will speed up Blender once properly implemented and optimized for.
  21. Unmapping is unnecessary with persistent buffers. That's their whole spiel - they are persistently mapped As for flushing - if you created and mapped the buffer with the GL_MAP_COHERENT_BIT, then you don't need to flush explicitly, as it's taken care of automatically. If you don't, you have to flush so that OpenGL knows parts of the buffer were touched and need to be synchronized before the next GL read from that area. See here: https://www.khronos.org/opengl/wiki/Buffer_Object#Persistent_mapping
  22. Thanks for your detailed comments - I'm glad you liked it. For the two items mentioned, the readables could be more explicit. Specifically, and As for that turns out to be
  23. Fanatastic mission, joebarnin, I enjoyed it alot! There were few thing at the end that baffled me: And I must say your mission is well optimized - throughout the whole time I had stable frame rate of 120FPS, maybe even more, but that´s the maximum my monitor can draw.
  24. Problem: crash on x64 after map load inside nVidia driver. x86 just works. Puzzle: qglFlushMappedBufferRange does not seem to be doing anything. x86 works great without it. x64 still crashes after map load. No crash on Intel. Edit: NM, driver bug. Went away after driver update. As for flushing, should we not unmap the buffer every frame?
  25. Conarium was cool but a tad walking simulator for my tastes, it was surprisingly very stable and bug free for the majority of the gameplay but it did add a bug that made me stuck for some time... IMO because of a bad design choice. At the end of the game, you are inside a temple and you need to get out, you have a pickaxe but it is context sensitive (bad idea), you can't bring it up unless the game lets you, so I see a wall that shows the symbol that you can break it but no matter how many buttons I pressed, I couldn't chose the pickaxe, only when I took a few steps back away from the wall did the pickaxe show up, why couldn't I bring it up near the wall, I was to use it to break the wall after all!
  26. Did this in svn. The persistent mapping path only for now. Will add fallback for incompatible drivers later. The extension seems to be supported for all GL4 drivers, even though it was only cored in 4.4.
  27. Alberto, Thank you for reporting the issue. I would like to know at which time the installer hangs on your system. (or is it the updater? ..I think it is) To temporary solve your problem, download and run the latest tdm-updater from the download page. If it hangs during the download procedure: rerun the updater until all the files are downloaded. Select another mirror by Change the tdm-mirrors file Or download files from moddb. For all users, it is known that the updater can crash or stand stil, when its downloading files from a slow/unstable server. Maybe the updater on your system stands stil/crashes during downloading the files (from a unstable tdm-mirror) too, alberto? (to me, thats normal. because how the updater reacts to the the unstable/slow tdm-downloadmirrors) I will look into your reported download bug of my installer. ---- My tdm installer for windows consist of the installer and the updater. The installer create the tdm folder, sets permissions/shortcuts, generate an uninstaller and download/runs the separate tdm-updater. The tdm-updater (created by the tdm team) checks and downloads the tdm-files from the tdm-filemirrors. During my test, I Confirm that the TDM installer for windows, fails to download the tdm updater from taaki's webserver. (Taaki location is online, but the installer fails to download it. dont know why yet) But the installer react on it by unpacking and using an old tdm-updater. The new and old updater runs (with his quirks) great, as it should be. Without an internet connection, the installer does the things mentioned above. But without an internet connection, the new and old updater crashes stops (or crashes?) immediately, after hitting the continue-button to start the download procedure. And it doesnt display any messages, but In the tdm-update log you will see it cannot find the list with tdm mirrors. Then tell the people to only use the updater And avoid several beginner problems, by following the wiki: http://wiki.thedarkmod.com/index.php?title=Installer_and_Manual_Installation (The tdm installer is created to do the things mentioned in the wiki automatically.) As far that i know of, the tdm-updater for linux doesnt build the binary, its download it. At this moment, I only maintain sometimes the source of the tdminstaller on github. People of the team compile the installer it and place it on the tdm website. If you want to improve the my tdm installers, please let me know. You can find the source of the tdm installer for windows (and others) on my github page: https://github.com/freyk22 tdm installer for windows github info page: https://github.com/freyk22/tdminstallerwin tdm installer for windows source file https://github.com/freyk22/tdminstallerwin/blob/master/src/darkmodinstaller.nsi The source of the updater can be found on the svn-server (i think) https://svn.thedarkmod.com/publicsvn/darkmod_src/trunk (more info, see tdm download page: http://www.thedarkmod.com/downloads/)
  1. Load more activity
  • Newsletter

    Want to keep up to date with all our latest news and information?
    Sign Up
  • Create New...