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nbohr1more

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Everything posted by nbohr1more

  1. This substance generator looks cool...
  2. 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.
  3. Taaaki is currently looking into fixing the appearance if possible.
  4. 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.
  5. I agree with that sentiment... Taaaki ?
  6. 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
  7. Upgrade to a 2019 driver or set r_useFenceSync to 0
  8. Let's start with setting: seta r_useFBO "1"
  9. 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
  10. "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.)
  11. Mission is up on the mirrors and should be available for the in-game downloader.
  12. 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"...
  13. Please post your Darkmod.cfg
  14. Have you tried the 2.07 hotfix http://forums.thedarkmod.com/topic/19935-beta-testing-207-hotfix/
  15. I tend to think of (Spherical Harmonic) probes and HL2 env_cubemaps as parallel concepts. I guess they are both "probes" but it's easier to use probes as a nickname for spherical harmonics. (Spherical Harmonic) Probes are more data efficient but Cubemaps are easier to conceptualize for both coders and artists. Humus (Emil Persson) the engine designer of the Just Cause series games (and pioneer of many OpenGL and D3D techniques) would even complain on Beyond3D that he didn't quite understand how Spherical Harmonics works so he shied away from them. Either way, having a probe or env_cubemap system in place would be a "good thing" for upgrading our GI system over the ambient_world we currently use and would be a stepping stone to allow ray traced GI. Pairing a probe GI system with really good SSAO would also give us a visual upgrade about 75% as good as a ray traced solution. Whether we want the extra 25% for the performance cost it would incur is up for debate but if the hardware manufacturers start dedicating most of the GPU die area to ray tracing we may (in the long term) need to move TDM in that direction anyway lest we be stuck with (approx) 2019 scene complexity for eternity.
  16. Well, the GL versions we offer depend on the number of backends we offer. We'd have to make another backend: ARB ( r_useGLSL 0 ), GLSL ( r_useGLSL 1), RTX (r_useGLSL 2 ?). The move to GL 3.x for the GLSL backend is a more pressing matter than "future Ray Tracing support".
  17. The people who implemented Ray Tracing in Doom 3 several years ago never released their source code. While TDM is an Open Source project which could potentially gain these features, there are a number of stumbling blocks that would need to be addressed. 1) TDM developers would need Ray Tracing hardware ( $$$ ) 2) While Nvidia did release RTX extensions to OpenGL ( GLSL ) the draws cost would probably necessitate and move to Vulkan 3) The Quake approach only works due to very limited geometry. For TDM to have real-time performance, we would need to use ray tracing samples in a "probe system" 4) Most of the existing code for ray tracing has been calibrated against PBR materials and workflows. We might need to mass update materials to work better with it. If Nvidia (etc) wanted to create a demo build of TDM with ray tracing, I'm sure we'd gladly look into it.
  18. Single-pass is not on. I haven't yet done this in VS2017 but I thought I'd report that the same thing is reproducible in SVN debug with Inlines. Unfortunately, no informative error happened before the crash. I'll dig a little deeper.
  19. Sorry for the delay. Version 1.21 is up on the mirrors and is available via the in-game downloader as an update.
  20. Saves generally do not work between mission update builds.
  21. Try reverting to old-school graphics: r_shadows 1 r_softShadowsQuality 0 r_useGLSL 0 and see if the compass goes back to normal.
  22. Hmm... Not sure if I should bother to stir this up. If I complete WS5 "iron man" style, and only save before exiting the game will crash to desktop on mission complete "if I have shadow maps enabled". This is weirdly repeatable. Once I enable stencil shadows and complete the mission, all subsequent completions with shadow maps enabled work as expected. I have a hunch that the auto-save at mission finale is looking for some stencil specific attribute that shadow maps don't offer but once a proper completion is made with stencil mode then shadow maps reuse this data. It seems like a rather specious hunch since I do not crash on mission complete for other missions "shrug".
  23. Yes. Just start the x64 executable. We still offer the 32 bit build for 32 bit only OS's but both builds have performance parity on CPUs that support AVX SIMD so x64 is preferable.
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