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stgatilov

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Everything posted by stgatilov

  1. beta212-02 is available. There is yet another major change in the light portal flow implementation, and there can be more issues now. Or less --- never sure
  2. Padding on the right is necessary because text rendering engine allows one-character overflow. And trying to fix it breaks many readables in many missions. So unless background is disabled, padding will stay. As for how large it is, I think it was minimum plausible at some moment. But then the font was changed and maybe it can be reduced now --- history digging is required here. I believe background will stay by default. There is no other simple way to make sure text is visible in all circumstances. As for size and spacing, I doubt you'll be able to reduce anything without making font even smaller and potentially less readable (especially in Windowed mode).
  3. I guess added sector is enough to drop the idea of more thickness on lower half of the ellipse. It is possible to expose colors of background and text to cvars. If the location ring image is black-and-white with varying alpha, then I suppose it should be possible to expose its color too (by modulating configurable color).
  4. Messages about pthreads is just some trash which is printed almost always. The issue is most likely not related to it. Please provide some more specific info. Location (getviewpos), maybe savefile. Probably instead config file too. https://wiki.thedarkmod.com/index.php?title=Reporting_Problem
  5. With a year full of changes, I'm pretty sure I can find something that might increase GPU load in some cases. However, if it seems that 2.12 is slower to you. Please find some specific locations/cases, compare to 2.11, and report this. Be sure to include name of mission, viewpos, and you config file (see the wiki page linked in the first post of this thread). Occasionally unintended performance regressions happen. The worst thing is that they are rarely noticed until a few years later...
  6. Maybe we should adjust menu setting to only include these "integer ms" values (while secretly settings com_maxfps between two consecutive ms values for reliability).
  7. I believe the issue with footsteps not playing is fixed on 2.12 beta. As for how max FPS settings works, I noticed that it takes effect on integer number of milliseconds per frame. So if you set 180 Hz, you'll get 166 because it's 6 ms. And if you set 220, then you'll get 200, since it is 5 ms. The actual code which establishes FPS cap uses microsecond precision, it is not obvious why this millisecond effect happens.
  8. There are many uses of this texture, and all of them use this compression algorithm. Perhaps replace it with full black texture would be better, since it already works that way. I wonder why this texture was even created with (1, 1, 1)... //matt black - there are already blacks but cannot get _black nor bc_black to reference as diffusemap // NB: this texture still has default specular reflections. For complete black, use black_pure below textures/darkmod/sfx/black_matt { qer_editorimage textures/darkmod/sfx/black_matt_ed diffusemap textures/darkmod/sfx/black_matt } The original code comes from 2008. And there is also 4151, where black_pure and white_pure materials were added. I hope someone familiar with assets will help decide
  9. This is caused by DXT1 compression of textures/darkmod/sfx/black_matt.tga. This image has constant color (1, 1, 1) everywhere, i.e. almost black. Previously, the image was compressed by OpenGL driver, so you could get different results depending on vendor. I got (0, 0, 0) everywhere, you probably got the same. But someone else on another vendor could get something else. Now, compression is done by our code, same for everyone. It compresses the color to (0, 1, 0). Obviously, this is a bit closer to (1, 1, 1) than (0, 0, 0) Notice that DXT1 uses 5 bits for red and blue but 6 bits for green. So while it is possible to represent 1/255 value for green, it is not possible to do the same for red and blue. However, this 1 tick adds a bit of green to the overly black picture, and then you apply huge gamma correction (basically take sqrt of all color components) and this green becomes noticeable. Some ways to fix the issue: Use _black texture. It is (0, 0, 0), and I am rather sure it will be compressed to (0, 0, 0) by all implementations. Modify textures/darkmod/sfx/black_matt to be full black (0, 0, 0). Add forceHighQuality to the stage which blends textures/darkmod/sfx/black_matt. Add DDS version of textures/darkmod/sfx/black_matt to core assets. Note that points 1, 2, 4 produce equivalent output, i.e. force texture to (0, 0, 0) color. Point 3 leaves the texture as (1, 1, 1), but there is no way to do this for all materials: the keyword has to be added to each material. Points 1 and 3 look bad because they fix the problem now, but don't stop the problem from happening again in the future.
  10. So, should I simply desaturate the current image, i.e. convert to grayscale?
  11. See this wiki page: https://wiki.thedarkmod.com/index.php?title=New_light_leaks_in_2.12 I have bound changing both cvars + reloadModels to [ and ] respectively. I guess I'll toggle them a lot in the nearest future.
  12. I think I have already discovered this page once. @taaaki, could you please remove it somehow, or put redirect onto the main downloads page? Otherwise we'll always forget to update it.
  13. The first one happens with old cvar values and shadow maps, so it is something different. The second one is indeed this problem. I also added two more cases on this map to the table. I guess I'll just apply the global workaround here. And I suspect similar fate will be for most of Grayman's missions...
  14. I guess I have seen both approaches in games. Most of the games I played probably do it like TDM: can only quickload a quicksave file. But maybe that is just the old trend. Now I'm playing Prey, and apparently it quickloads the latest save, even if that was an automatic save. I must admit it is really annoying, because the game often decides to save me at random places, while I enjoy some save scumming and usually want to reset to the moment which I considered OK myself. So I quickload only to discover that some random autosave happened later, and then have to go to the menu in order to manually load the latest quicksave. I guess it is not annoying with manual saves though.
  15. The old oval had thicker bottom line to give the illusion of 3D slope. The new oval is fully symmetric and looks like fully 2D shape. Which one is better?
  16. Look William Steele 1 mission. This is the one which was broken by the 2.11 change which is reverted in 2.12.
  17. Just go ahead and propose another image I'm not an artist at all.
  18. Oh no, it does not. But some rare pages do work.
  19. Unfortunately, TDM forum deletes the separator between the numbers. So I have to guess where one number ends and the next starts Also, user can rename screenshot manually, or push it through something that would rename it automatically. Thenwe won't see coordinates on screenshot address on forums.
  20. There are free VNC clients for Windows, like TightVNC for instance. It should work of course, but I'd expect performance would be awful over network.
  21. The most reliable approach is installing Linux natively. But if you don't want to actually use it regularly, you'll just waste a lot of time and space for nothing. It is possible to run TDM in virtual machine, but you should check that virtual machine supports at least OpenGL 3.3 on Linux guest (and Windows host). Most of them do not. VMWare is perhaps the only one which does support it. I currently build and test TDM on Linux inside VMWare. Here are the instructions: https://wiki.thedarkmod.com/index.php?title=VMWare:_Virtual_machine_with_Linux With non-default cvar "r_gpuBufferNonpersistentUpdateMode 1" it runs more or less OK performance-wise.
  22. Virtualization part is required here. TDM executables are x86 binaries, while people have ARM processor. I'm pretty sure all the lightweight tools you know require can only run the binaries built for the same architecture.
  23. I have created wiki page: https://wiki.thedarkmod.com/index.php?title=New_light_leaks_in_2.12 For now: ws1_north: put into the table. Global workaround applied. cos3_sacricide: I confirmed the issue, put it into the table. Perhaps wait for more cases on this map to decide whether to workaround it locally or globally. cos0_thief: As I noted just above, I believe this cases to be broken on 2.11 too, so I did not put it into the table.
  24. This issue on cos0_thief happens even with old settings, although the leak becomes a bit "wider" with new settings. I believe this location is broken beyond the 2.12 changes.
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