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Everything posted by nbohr1more

  1. This thread should cover most of where we gathered textures: http://forums.thedarkmod.com/index.php?/topic/1755-texture-resources/ We also got a substantial number of textures from one of the "Blade of Darkness" developers: http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page/21/&tab=comments#comment-217681
  2. To re-license the game we would need to replace thousands of texture assets that we gathered for free from promotional offers from commercial asset repositories. Unless you have an army of texture artists, modelers, and lawyers ready to create replacement textures, test the replacements in over 100 missions, and legally defend their similarity to the originals... this is an impossible task.
  3. I am a little dubious about some of the claims in that video too. It was my understanding that there are two different Minecraft ray tracing demos and one is RTX whereas the other is a screen-space ray tracing tech similar to what Reshade is currently doing with it's advanced AO tech. I have no doubt that AMD can do ray tracing on current hardware. They've shown ray tracing demos as far back as 2008 so it's not a matter of "capability" but instead it's a matter of "performance". I would be pretty surprised to see Nvidia spend over 30% of their GPU die on something that doesn't really accelerate ray tracing in any meaningful way at all. The only thing I can fathom is that this "might" be analogous to how Tessellation came to fruition with Nvidia. ATI\AMD had a viable Tessellation tech as far back as DX8 hardware but Nvidia couldn't implement an equivalent without infringing on ATI patents (patent minefield). So Nvidia spent years claiming that AMD's solution was "wrong", "incomplete" , etc then after Nvidia lobbied Microsoft and OpenGL ARB to require the Tessellation specification to include features that were friendlier to Nvidia's pipeline then Nvidia was happy to release their own Tessellation solution and shit on AMD for "not being able to Tessellate". I think that RTX is in a similar category to that. It's a ray tracing implementation that allows Nvidia to continue to use their existing OpenGL based hardware approach rather than try to rebuild their tech to be closer DX12 which was designed by Microsoft and AMD. Even if PS5 has superior ray tracing to RTX, Nvidia will be able to offer "acceptable" PC support with the original RTX generation and RTXv2 will be powerful enough to handle any disparity between how AMD's implementation works and how much translation overhead is needed to make it run on Nvidia. Unless AMD figures out how to match or beat Nvidia's "secret sauce" of performance per die size (cough, better deferred render hardware, cough) Nvidia can still "waste" it's silicon on RTX acceleration to close the gap with AMD in ray tracing while still beating them in standard raster performance. It's a chess game for sure but it's probably Nvidia's only choice since redesigning their hardware to be map closer to DX12 would be another patent minefield along with being expensive and risky. Still... I think that this is the real practical solution in the near future: https://www.gdcvault.com/play/1026182/ Battlefield 3 came up with the idea of doing a low frequency ray tracing run on simplified geometry and using that as input for GI Probes. It was doing this on the CPU! With GPU accelerated ray tracing, the same approach could be done with much more detail and still be 100x less expensive than full scene ray tracing and de-noising. This could also be done "now" with current AMD hardware so it's already a viable production strategy. Nvidia can simply tout it as their tech since they are providing the end-to-end implementation strategy (which, of course, favours their hardware... ).
  4. Is that a binary? I've got to fix my windows 10 install so I'll try to make progress on that tomorrow night.
  5. Is the 2.07 or 2.07 Hotfix 1? please post a full condump and your darkmod.cfg
  6. This has been added to the in-game Downloader. I'll need to add a 2nd screenshot for the mission screens to work (once our missions page is fully working..) Edit: Added the 2nd screenshot
  7. It may sound dystopian but a fair solution is at our feet: Declassify all phone geolocation and audio transcript data from the NSA for all involved parties. If there was a rape there will be: Phone geolocation for both parties. "Listening" audio from multiple backdoor-ed computing devices (phones, TV's, etc). Text-to-speech for the above audio collections. There's no such thing as a "no evidence" crime when NSA collects "everything".
  8. The last time stgatilov chimed-in on PBR, he was pessimistic about how viable it would be to "convert" TDM to it. Largely because of all the tuning needed for both the light projections and texture assets. In my humble opinion, there is no need to fully comply with all the strictures of "true PBR" to benefit from better specular behavior. So we could just implement these shaders and create new image map types for it. It's just a matter of demonstrating the benefits to the team. Demo images \ videos go a long way towards winning over the majority...
  9. Please check the ownership and state of the darkmod folder. It probably is set to read only. Also, try running TDM as Administrator.
  10. http://wiki.thedarkmod.com/index.php?title=Cutscenes_Part_2:_Splines_and_Camera_Movement
  11. This substance generator looks cool...
  12. I uploaded this to the mirrors: http://www.southquarter.com/tdm/fms/hhvf.pk4 http://darkmod.taaaki.za.net/fms/hhvf.pk4 http://www.fidcal.com/darkuser/missions/hhvf.pk4 I'll ping taaaki to see if he can create the link to the in-game mission database.
  13. Taaaki is currently looking into fixing the appearance if possible.
  14. What OS are you running? Q1. Does upgrading to 2.07 make all the saves from 2.06 unplayable?? A1: Yes. Saves are NOT compatible between releases except 2.07 and 2.07 hotfix. Q2. "TheDarkModx64.exe" shows up in my new DarkMod folder. Can I copy/paste to my old folder?? A2: If your old folder has different assets to the new folder, the executable may not match them. Q3. My old folder (with all the saves in the "fms" folder) will play if I run TheDarkMod.exe instead of TheDarkModx64.exe. A3: Yes, both the 32-bit and 64-bit versions will play and saves are compatible between versions.
  15. I agree with that sentiment... Taaaki ?
  16. That's not 2.07 That's 2.08 You would need 2.08 shader assets for that. Here is where you get 2.07 sources: http://www.thedarkmod.com/sources/thedarkmod.2.07.src.7z
  17. Upgrade to a 2019 driver or set r_useFenceSync to 0
  18. Let's start with setting: seta r_useFBO "1"
  19. As of TDM 2.0, normal map compression does not work in TDM ( the swizzle was removed from the ARB shaders ) TDM 2.07 has tentative support for 3Dc style compression via RGTC textures. image_useNormalCompression 2 will enable it (compresses textures on-the-fly but does not use pre-compressed images yet...) A few things do not work, glass shaders, water shaders, anything where the ARB surface shader hasn't been rebuilt with a GLSL version that has a branch for RGTC processing. http://wiki.thedarkmod.com/index.php?title=What%27s_new_in_TDM_2.07#Important_CVARS
  20. "No Honor Among Thieves" has a detail textures via material stages, I think the examples in the wiki are based on it. (If you want to compare what Mortem Desino did to what you've done.)
  21. Mission is up on the mirrors and should be available for the in-game downloader.
  22. Yes, we did some work on this: (Internal thread) http://forums.thedarkmod.com/topic/19139-nonsmooth-graphics-due-to-bumpmapping/ Bug tracker: http://bugs.thedarkmod.com/view.php?id=4825 There are at least two few factors in play here. 1) If a model does not have vertex smoothing, then lighting will harshly change at face intersections 2) Self-Shadows are derived from the shadow mesh and thus are often limited in vertex resolution Humus solved this sort of problem by using a horizon map to make it appear that the normal map is contributing to the shadow: http://www.humus.name/index.php?page=3D&ID=38 He claimed the performance impact wasn't "horribly expensive" but requires a "3D texture of considerable size"...
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