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Testers and reviewers wanted: BFG-style vertex cache


cabalistic

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Some quirks with the lightgem (using the same config file of 2.06beta, maybe I've changed something about it) as you can see in the screenshots below.

Performance is slightly worse compared to 2.06b x64 exe (5%) but CPU utilisation is lower! (memory higher :P but I think it's precisely the point of the vertex cache tech)

 

The_Dark_Modx64_2017_12_26_21_28_46_220.
The_Dark_Modx64_2017_12_26_21_31_47_949.
Edited by lowenz
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Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S.

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IMHO the biggest reason for such a change is to align the code with BFG more closely so

that other BFG code features can more easily ported (GPU skinning...).

 

Bravo on the progress. I'll test when I get a chance. :)

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Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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Thanks for the report lowenz! I'll take a closer look into the lightgem. The lightgem is a little awkward because it renders between each frame and thus "violates" the frontend/backend split. So that might have some unintended consequences here.

Shame that the performance dropped, even if just a little. Just for the record, can you tell me your PC specs, and also roughly what graphics settings you are using?

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Thanks for the report lowenz! I'll take a closer look into the lightgem. The lightgem is a little awkward because it renders between each frame and thus "violates" the frontend/backend split. So that might have some unintended consequences here.

Shame that the performance dropped, even if just a little. Just for the record, can you tell me your PC specs, and also roughly what graphics settings you are using?

Maxed settings @1920x1080

 

i3 6300

16 GB DDR4

GeForce 1050 Ti (a little bit overclocked)

Win 10 x64 FCU

Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S.

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Ok tested this, first i most say that avast flagged the .exe has a virus and put it on quarantine, but i sure it was a false positive so i restored it, tested normal 2.06 Beta on Volta 2, then installed your modifications, after starting the game the menu text was flashing like crazy, appearing and disappearing, started Volta 2 again, strangely the menu behaved normal with the mission loaded, saw no problems that original 2.06 didn't already add, like the water bug, performance was virtually identical for both versions. More or less minimum 30 and max 60 fps's depending on direction.

 

Max settings 1920x1080

 

i7 860 2.8GZ

8GB RAM DDR3

 

AMD R9 270x 2GB, latest drivers

 

Win10 64bits

Edited by HMart
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None of the lightgem interleave args work.

 

tdm_lg_split 1 = no lightgem and graphic artifacts

 

tdm_lg_interleave > 1 = no lightgem and graphic artifacts

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Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

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@nbohr1more: What kind of graphic artifacts? Are they restricted to the lightgem? Do they go away if you disable lightgem rendering with tdm_lg_weak 1?

 

After thinking about it, the lightgems are probably broken. I'll try to refactor them to fit in the backend/frontend split.

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Will this test version work on my work computer?

 

 

- GPU 1
  - Name: Intel(R) HD Graphics 4600
  - GPU codename: Haswell(GT2)
  - Device ID: 8086- 412
  - Subdevice ID: 1028- 5A4
  - Revision ID:    6
  - Driver: 9.18.10.3220 (6-24-2013) - GL:ig75icd64.dll
  - Bus Id: -1
  - Shader cores: 20
  - Texture units: 4
  - ROP units: 2
  - TDP: 84W
  - BIOS version: Intel Video BIOS
  - Memory size: 2112MB
  - Memory type:
  - Memory bus width: 0-bit


===================================[ OpenGL GPU Capabilities ]
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- OpenGL renderer: Intel(R) HD Graphics 4600
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- GLSL (OpenGL Shading Language) Version: 4.00 - Build 9.18.10.3220
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- Max Point Sprite Size: 255.0
- Max Dynamic Lights: 8
- Max Viewport Size: 8192x8192
- Max Vertex Uniform Components: 4096
- Max Fragment Uniform Components: 4096
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- Max Varying Float: 64
- Max Vertex Bindable Uniforms: 0
- Max Fragment Bindable Uniforms: 0
- Max Geometry Bindable Uniforms: 0
- Frame Buffer Objects (FBO) Support:[yes]
- Multiple Render Targets / Max draw buffers: 8
- Pixel Buffer Objects (PBO) Support:[yes]
- S3TC Texture Compression Support:[yes]
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- Texture Rectangle Support:[yes]
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- MSAA: 8X
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    - GL_MAX_DEPTH_TEXTURE_SAMPLES: 8 (GL_ARB_texture_multisample)
    - GL_MAX_INTEGER_SAMPLES: 8 (GL_ARB_texture_multisample)
    - GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_ARB: 16 (GL_ARB_geometry_shader4)
    - GL_MAX_GEOMETRY_VARYING_COMPONENTS_ARB: 64 (GL_ARB_geometry_shader4)
    - GL_MAX_VERTEX_VARYING_COMPONENTS_ARB: 32 (GL_ARB_geometry_shader4)
    - GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_ARB: 4096 (GL_ARB_geometry_shader4)
    - GL_MAX_GEOMETRY_OUTPUT_VERTICES_ARB: 256 (GL_ARB_geometry_shader4)
    - GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_ARB: 1024 (GL_ARB_geometry_shader4)
    - GL_MAX_SERVER_WAIT_TIMEOUT: 0 (GL_ARB_sync)
    - GL_MAX_DUAL_SOURCE_DRAW_BUFFERS: 1 (GL_ARB_blend_func_extended)
    - GL_MAX_GEOMETRY_SHADER_INVOCATIONS: 32 (GL_ARB_gpu_shader5)
    - GL_MIN_FRAGMENT_INTERPOLATION_OFFSET: -1 (GL_ARB_gpu_shader5)
    - GL_MAX_FRAGMENT_INTERPOLATION_OFFSET: 1 (GL_ARB_gpu_shader5)
    - GL_FRAGMENT_INTERPOLATION_OFFSET_BITS: 4 (GL_ARB_gpu_shader5)
    - GL_MAX_VERTEX_STREAMS: 4 (GL_ARB_gpu_shader5)
    - GL_MIN_SAMPLE_SHADING_VALUE: 0 (GL_ARB_sample_shading)
    - GL_MAX_SUBROUTINES: 256 (GL_ARB_shader_subroutine)
    - GL_MAX_SUBROUTINE_UNIFORM_LOCATIONS: 1024 (GL_ARB_shader_subroutine)
    - GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS: 16 (GL_ARB_tessellation_shader)
    - GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS: 16 (GL_ARB_tessellation_shader)
    - GL_MAX_TESS_GEN_LEVEL: 64 (GL_ARB_tessellation_shader)
    - GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS: 4096 (GL_ARB_tessellation_shader)
    - GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS: 4096 (GL_ARB_tessellation_shader)
    - GL_MAX_TESS_CONTROL_INPUT_COMPONENTS: 128 (GL_ARB_tessellation_shader)
    - GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS: 128 (GL_ARB_tessellation_shader)
    - GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS: 53248 (GL_ARB_tessellation_shader)
    - GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS: 53248 (GL_ARB_tessellation_shader)
    - GL_MAX_PATCH_VERTICES: 32 (GL_ARB_tessellation_shader)
    - GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS: 128 (GL_ARB_tessellation_shader)
    - GL_MAX_TESS_PATCH_COMPONENTS: 120 (GL_ARB_tessellation_shader)
    - GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS: 4096 (GL_ARB_tessellation_shader)
    - GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS: 128 (GL_ARB_tessellation_shader)
    - GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS: 12 (GL_ARB_tessellation_shader)
    - GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS: 12 (GL_ARB_tessellation_shader)
    - GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET: -8 (GL_ARB_texture_gather)
    - GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET: 7 (GL_ARB_texture_gather)
    - GL_MAX_PROGRAM_TEXTURE_GATHER_COMPONENTS: 4 (GL_ARB_texture_gather)
    - GL_MAX_TRANSFORM_FEEDBACK_BUFFERS: 4 (GL_ARB_transform_feedback3)
    - GL_MIN_MAP_BUFFER_ALIGNMENT: 64 (GL_ARB_map_buffer_alignment)
    - GL_MIN_PROGRAM_TEXEL_OFFSET_EXT: -8 (GL_EXT_gpu_shader4)
    - GL_MAX_PROGRAM_TEXEL_OFFSET_EXT: 7 (GL_EXT_gpu_shader4)
    - GL_MAX_TEXTURE_UNITS_ARB: 8 (GL_ARB_multitexture)
    - GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB: 16 (GL_ARB_multitexture)
    - GL_MAX_TEXTURE_IMAGE_UNITS_ARB: 16 (GL_ARB_multitexture)
    - GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB: 8192 (GL_ARB_texture_cube_map)
    - GL_NUM_COMPRESSED_TEXTURE_FORMATS: 6 (GL_ARB_texture_compression)
    - GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: 16.000000 (GL_EXT_texture_filter_anisotropic)
    - GL_MAX_VERTEX_UNIFORM_COMPONENTS: 4096 (GL_ARB_vertex_shader)
    - GL_MAX_VARYING_FLOATS: 64 (GL_ARB_vertex_shader)
    - GL_MAX_VERTEX_ATTRIBS: 16 (GL_ARB_vertex_shader)
    - GL_MAX_TEXTURE_IMAGE_UNITS: 16 (GL_ARB_vertex_shader)
    - GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: 16 (GL_ARB_vertex_shader)
    - GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: 80 (GL_ARB_vertex_shader)
    - GL_MAX_TEXTURE_COORDS: 8 (GL_ARB_vertex_shader)
    - GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB: 4096 (GL_ARB_fragment_shader)
    - GL_MAX_VERTEX_ATTRIBS_ARB: 16 (GL_ARB_vertex_program)
    - GL_MAX_PROGRAM_MATRICES_ARB: 8 (GL_ARB_vertex_program)
    - GL_MAX_PROGRAM_MATRIX_STACK_DEPTH_ARB: 2 (GL_ARB_vertex_program)
    - GL_MAX_TEXTURE_COORDS_ARB: 8 (GL_ARB_fragment_program)
    - GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: 4096 (GL_ARB_shading_language_100)
    - GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_EXT: 4096 (GL_ARB_shading_language_100)
    - GL_MAX_DRAW_BUFFERS_ARB: 8 (GL_ARB_draw_buffers)
    - GL_MAX_COLOR_ATTACHMENTS: 8 (GL_ARB_framebuffer_object)
    - GL_MAX_RENDERBUFFER_SIZE: 4096 (GL_ARB_framebuffer_object)
    - GL_MAX_SAMPLES: 8 (GL_ARB_framebuffer_object)
    - GL_POINT_SIZE_MIN_ARB: 0.000000 (GL_ARB_point_parameters)
    - GL_POINT_SIZE_MAX_ARB: 255.000000 (GL_ARB_point_parameters)
    - GL_MAX_VERTEX_UNIFORM_VECTORS: 1024 (GL_ARB_ES2_compatibility)
    - GL_MAX_VARYING_VECTORS: 16 (GL_ARB_ES2_compatibility)
    - GL_MAX_FRAGMENT_UNIFORM_VECTORS: 1024 (GL_ARB_ES2_compatibility)
    - GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_EXT: 16 (GL_EXT_geometry_shader4)
    - GL_MAX_GEOMETRY_OUTPUT_VERTICES_EXT: 256 (GL_EXT_geometry_shader4)
 

 

 

I always assumed I'd taste like boot leather.

 

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@nbohr1more: What kind of graphic artifacts? Are they restricted to the lightgem? Do they go away if you disable lightgem rendering with tdm_lg_weak 1?

 

After thinking about it, the lightgems are probably broken. I'll try to refactor them to fit in the backend/frontend split.

I'll test lg_weak. The artifact is random shadow triangles. (Resembles the older lightgem bug around this functionality.)

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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Thanks HMart. Is the menu flickering reproducible, i.e. does it happen on every start and go away after mission load?

 

Yes happens every time I start the game and goes away at (Volta 2) mission load (didn't tested others) if i quit the mission the flickering happens again.

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That's super strange. Flickering is usually a sign that the buffers are written to while they are still rendering. But this really shouldn't be happening, and I've already made them more restrictive than Doom3 BFG is... I have a couple more ideas I can try, I will probably need you to test two specialized builds when I'm ready.

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That's super strange. Flickering is usually a sign that the buffers are written to while they are still rendering. But this really shouldn't be happening, and I've already made them more restrictive than Doom3 BFG is... I have a couple more ideas I can try, I will probably need you to test two specialized builds when I'm ready.

Try it on your integrated Intel, I think you should have it?

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No, my Intel is fine in this build :(

 

Unless this is coupled to some specific settings. Perhaps you could attach your cfg?

My .cfg

 

 

 

 

unbindall
bind "ENTER" "_impulse51"
bind "ESCAPE" "togglemenu"
bind "SPACE" "_moveup"
bind "-" "_impulse50"
bind "0" "_impulse10"
bind "1" "_impulse1"
bind "2" "_impulse2"
bind "3" "_impulse3"
bind "4" "_impulse4"
bind "5" "_impulse5"
bind "6" "_impulse6"
bind "7" "_impulse7"
bind "8" "_impulse8"
bind "9" "_impulse9"
bind "=" "_impulse49"
bind "[" "_impulse48"
bind "\" "_mlook"
bind "]" "_impulse47"
bind "^" "_impulse0"
bind "`" "_impulse0"
bind "a" "_moveleft"
bind "c" "_impulse23"
bind "d" "_moveright"
bind "e" "_impulse46"
bind "f" "_impulse44"
bind "g" "inventory_use '#str_02396'"
bind "i" "_impulse30"
bind "k" "inventory_cycle_group '#str_02392'"
bind "l" "inventory_use '#str_02395'"
bind "m" "inventory_cycle_maps"
bind "o" "_impulse19"
bind "p" "inventory_cycle_group '#str_02389'"
bind "q" "_impulse45"
bind "r" "_impulse52"
bind "s" "_back"
bind "u" "_impulse51"
bind "v" "inventory_hotkey '#str_02397'"
bind "w" "_forward"
bind "x" "_impulse24"
bind "y" "clientMessageMode 1"
bind "BACKSPACE" "inventory_hotkey"
bind "PAUSE" "pause"
bind "UPARROW" "_forward"
bind "DOWNARROW" "_back"
bind "LEFTARROW" "_left"
bind "RIGHTARROW" "_right"
bind "ALT" "_strafe"
bind "CTRL" "_button5"
bind "SHIFT" "_speed"
bind "DEL" "_lookdown"
bind "PGDN" "_impulse14"
bind "PGUP" "_impulse15"
bind "END" "_impulse18"
bind "F3" "_impulse17"
bind "F4" "savegame quick"
bind "F5" "savegame quick"
bind "F6" "_impulse20"
bind "F7" "_impulse22"
bind "F9" "loadgame quick"
bind "F12" "screenshot"
bind "MOUSE1" "_attack"
bind "MOUSE2" "_impulse41"
bind "MOUSE4" "inventory_use '#str_02395'"
bind "MOUSE5" "_zoom"
bind "MWHEELDOWN" "_impulse14"
bind "MWHEELUP" "_impulse15"
seta gui_mediumFontLimit "0.30"
seta gui_smallFontLimit "0.15"
seta radiant_entityMode "0"
seta net_socksPassword ""
seta net_socksUsername ""
seta net_socksPort "1080"
seta net_socksServer ""
seta net_socksEnabled "0"
seta win_ypos "-8"
seta win_xpos "-8"
seta sys_lang "english"
seta s_decompressionLimit "6"
seta s_useEAXReverb "1"
seta s_numberOfSpeakers "2"
seta s_doorDistanceAdd "450"
seta s_globalFraction "0.8"
seta s_subFraction "0.75"
seta s_playDefaultSound "1"
seta s_volume_dB "0"
seta s_meterTopTime "2000"
seta s_reverse "0"
seta s_spatializationDecay "2"
seta s_maxSoundsPerShader "0"
seta s_device "default"
seta s_diffractionMax "10"
seta r_useMapBufferRange "0"
seta r_cinematic_legacyRoq "0"
seta r_fboResolution "1"
seta r_fboSharedDepth "0"
seta r_fboSharedColor "0"
seta r_fboColorBits "32"
seta r_useGLSL "1"
seta r_useFBO "0"
seta r_useBfgPortalCulling "0"
seta r_postprocess_bloomKernelSize "2"
seta r_postprocess_bloomIntensity "1.142857"
seta r_postprocess "1"
seta r_screenshot_format "jpg"
seta r_debugArrowStep "120"
seta r_debugLineWidth "1"
seta r_debugLineDepthTest "0"
seta com_smp "1"
seta r_forceLoadImages "0"
seta r_testARBProgram "1"
seta r_shadows "1"
seta r_shadowPolygonFactor "0"
seta r_shadowPolygonOffset "-1"
seta r_offsetunits "-0.1"
seta r_offsetfactor "-2"
seta r_clear "2"
seta r_useSoftParticles "1"
seta r_skipDepthCapture "0"
seta r_skipBump "0"
seta r_skipSpecular "0"
seta r_skipNewAmbient "0"
seta r_brightness "1"
seta r_gamma "1"
seta r_swapInterval "1"
seta r_useIndexBuffers "0"
seta r_softShadowsRadius "1.0"
seta r_softShadowsQuality "12"
seta r_customHeight "1080"
seta r_customWidth "1920"
seta r_fullscreen "1"
seta r_mode "-1"
seta r_multiSamples "0"
seta image_mipmapMode "2"
seta image_blockChecksum "0"
seta image_downSizeLimit "256"
seta image_ignoreHighQuality "0"
seta image_downSizeBumpLimit "128"
seta image_downSizeSpecularLimit "64"
seta image_downSizeBump "0"
seta image_downSizeSpecular "0"
seta image_useCache "0"
seta image_cacheMegs "20"
seta image_cacheMinK "200"
seta image_usePrecompressedTextures "1"
seta image_useNormalCompression "1"
seta image_useAllFormats "1"
seta image_useCompression "1"
seta image_preload "1"
seta image_roundDown "1"
seta image_forceDownSize "0"
seta image_downSize "0"
seta image_lodbias "0"
seta image_anisotropy "8"
seta image_filter "GL_LINEAR_MIPMAP_LINEAR"
seta r_cinematic_checkImmediately "0"
seta r_cinematic_log_flush "0"
seta r_cinematic_log_ffmpeg "0"
seta r_cinematic_log "0"
seta net_serverDlTable ""
seta net_serverDlBaseURL ""
seta net_serverDownload "0"
seta mod_validSkins "skins/characters/player/marine_mp;skins/characters/player/marine_mp_green;skins/characters/player/marine_mp_blue;skins/characters/player/marine_mp_red;skins/characters/player/marine_mp_yellow"
seta g_mapCycle "mapcycle"
seta g_voteFlags "0"
seta g_gameReviewPause "10"
seta g_countDown "10"
seta g_password ""
seta g_testModelHeadJoint "Spine2"
seta g_testModelHead "atdm:ai_head_citywatch"
seta g_fov "90"
seta g_showBrass "1"
seta g_showProjectilePct "0"
seta g_showHud "1"
seta g_showPlayerShadow "0"
seta pm_walkspeed "70"
seta g_enablePortalSky "2"
seta g_showcamerainfo "0"
seta g_damageScale "1"
seta g_decals "1"
seta g_doubleVision "1"
seta g_bloodEffects "1"
seta g_projectileLights "1"
seta g_muzzleFlash "1"
seta gui_CenterY "0.5"
seta gui_CenterX "0.5"
seta gui_Height "1.0"
seta gui_Width "1.0"
seta r_fovRatio "0"
seta r_aspectRatio "1"
seta ui_showGun "1"
seta ui_autoSwitch "1"
seta ui_team "Red"
seta ui_skin "skins/characters/player/marine_mp"
seta ui_name "Player"
seta si_serverURL ""
seta si_spectators "1"
seta si_usePass "0"
seta si_warmup "0"
seta si_teamDamage "0"
seta si_timeLimit "10"
seta si_maxPlayers "4"
seta si_map "game/mp/d3dm1"
seta si_gameType "singleplayer"
seta si_name "DOOM Server"
seta tdm_lod_bias "3.0"
seta tdm_voice_from_off_volume "0"
seta tdm_voice_player_volume "0"
seta tdm_music_volume "0"
seta tdm_ambient_method "0"
seta tdm_door_auto_open_on_unlock "1"
seta tdm_bow_aimer "1"
seta tdm_lp_debug_hud "0"
seta tdm_lp_pawlow "0"
seta tdm_lp_randomize "1"
seta tdm_lp_auto_pick "0"
seta tdm_lp_autopick_attempts "3"
seta tdm_lp_pick_timeout "500"
seta tdm_lp_sample_delay "10"
seta tdm_lp_base_count "5"
seta tdm_empty_model "models/darkmod/misc/system/empty.lwo"
seta tdm_lg_split "0"
seta tdm_lg_model "models/darkmod/misc/system/lightgem.lwo"
seta tdm_lg_weak "0"
seta tdm_lg_interleave_min "40"
seta tdm_lg_interleave "1"
seta pm_rope_snd_rep_dist "32"
seta pm_min_stepsound_interval "200"
seta pm_stepvol_crouch_creep "-7"
seta pm_stepvol_crouch_run "4"
seta pm_stepvol_crouch_walk "-2"
seta pm_stepvol_creep "-5"
seta pm_stepvol_run "8"
seta pm_stepvol_walk "0"
seta tdm_underwater_blur "3"
seta tdm_rope_pull_force_factor "140"
seta gui_objectiveTextSize "1.0"
seta gui_barSize "1.0"
seta gui_lightgemSize "1.0"
seta gui_bigTextSize "1.0"
seta gui_smallTextSize "1.0"
seta gui_iconSize "1.0"
seta tdm_inv_use_visual_feedback "1"
seta tdm_door_control "0"
seta tdm_inv_use_on_frob "1"
seta tdm_inv_loot_sound "frob_loot"
seta tdm_inv_hud_pickupmessages "1"
seta tdm_hud_hide_lightgem "0"
seta tdm_hud_opacity "0.7"
seta tdm_grabber_reverse_control "0"
seta tdm_bounce_sound_min_vel "80"
seta tdm_bounce_sound_max_vel "400"
seta tdm_throw_max_vel "900"
seta tdm_throw_time "1200"
seta tdm_throw_max "3500"
seta tdm_throw_min "600"
seta tdm_phys_show_momentum "0"
seta tdm_ai_hearing_hardcore "1.5"
seta tdm_ai_hearing_challenging "1.0"
seta tdm_ai_hearing_forgiving "0.6"
seta tdm_ai_hearing_nearly_deaf "0.2"
seta tdm_ai_hearing "2"
seta tdm_ai_vision_hardcore "1.5"
seta tdm_ai_vision_challenging "1.2"
seta tdm_ai_vision_forgiving "0.6"
seta tdm_ai_vision_nearly_blind "0.2"
seta tdm_ai_vision "1"
seta tdm_melee_difficulty "normal"
seta tdm_melee_max_particles "10"
seta tdm_melee_forbid_auto_parry "0"
seta tdm_melee_auto_parry "1"
seta tdm_melee_invert_parry "0"
seta tdm_melee_invert_attack "0"
seta tdm_melee_mouse_thresh_ "0"
seta tdm_dragged_item_highlight "1"
seta tdm_drag_encumber_max "0.4"
seta tdm_drag_encumber_maxmass "55"
seta tdm_drag_encumber_minmass "10"
seta tdm_drag_jump_masslimit "20"
seta tdm_drag_af_free "0"
seta tdm_drag_af_ground_timer "800"
seta tdm_drag_damping_af "0.4"
seta tdm_drag_damping "0.0"
seta tdm_drag_stuck_dist "38.0"
seta tdm_drag_force_max "100000"
seta tdm_drag_limit_force "1"
seta tdm_collision_damage_scale_horiz "0.5"
seta tdm_collision_damage_scale_vert "1"
seta tdm_frob_fadetime "100"
seta tdm_frob_width "10.0"
seta tdm_frob_distance_default "63"
seta pm_lean_toggle "0"
seta pm_lean_door_bounds_exp "8.0"
seta pm_lean_door_max "40"
seta pm_lean_door_increments "10"
seta pm_lean_to_valid_increments "25"
seta pm_lean_forward_stretch "15"
seta pm_lean_forward_height "0.4"
seta pm_lean_forward_time "400.0"
seta pm_lean_forward_angle "2"
seta pm_lean_stretch "2"
seta pm_lean_height "0.4"
seta pm_lean_time "400.0"
seta pm_lean_angle "15.0"
seta tdm_reattach_delay "100"
seta tdm_crouch_toggle_hold_time "400"
seta tdm_toggle_crouch "1"
seta tdm_footfall_sounds_movetype_specific "1"
seta pm_mantle_minflatness "0.707"
seta pm_mantle_height "0.2"
seta pm_mantle_reach "0.5"
seta pm_weightmod "1"
seta pm_push_max_mass "200"
seta pm_push_heavy_threshold "0.15"
seta pm_push_accel_time "1000"
seta pm_push_start_delay "1000"
seta pm_push_maximpulse "300"
seta pm_pushmod "0.15"
seta pm_max_swimspeed_mod "1.4"
seta pm_crouchmod "0.54"
seta pm_creepmod "0.44"
seta pm_runmod "2.35"
seta tdm_savegame_compress "1"
seta tdm_force_savegame_load "0"
seta tdm_mainmenu_confirmquit "1"
seta tdm_debug_aastype "aas32"
seta tdm_allow_http_access "1"
seta tdm_proxy_pass ""
seta tdm_proxy_user ""
seta tdm_proxy ""
seta tdm_fm_restart_delay "0"
seta tdm_default_relations_def "atdm:team_relations_default"
seta tdm_show_trainer_messages "1"
seta tdm_menu_music "1"
seta tdm_wideScreenMode "7"
seta tdm_ai_show_aasfuncobstacle_state "0"
seta tdm_show_health "0"
seta tdm_ai_debug_greetings "0"
seta tdm_ai_debug_transition_barks "0"
seta tdm_ai_opt_nolipsync "0"
seta tdm_ai_opt_update_enemypos_interleave "48"
seta tdm_ai_opt_interleavethinkframes "0"
seta tdm_ai_opt_interleavethinkskipPVS "0"
seta tdm_ai_opt_interleavethinkmaxdist "0"
seta tdm_ai_opt_interleavethinkmindist "0"
seta tdm_ai_search_type "4"
seta tdm_ai_visdist_show "0.0"
seta tdm_ai_search_show "0.0"
seta tdm_showko "0"
seta tdm_showsprop_radius "0"
seta tdm_showsprop "0"
seta tdm_spr_debug "0"
seta tdm_sndprop_disable "0"
seta tdm_ai_acuity_susp "1.2"
seta tdm_ai_acuity_L5 "1.5"
seta tdm_ai_acuity_L4 "1.3"
seta tdm_ai_acuity_L3 "1.1"
seta tdm_ai_show_conversationstate "0"
seta tdm_ai_show_enemy_visibility "0"
seta tdm_ai_sight_scale "1000.0"
seta tdm_ai_sight_thresh "1.0"
seta tdm_ai_showelevator "0"
seta tdm_ai_showdoor "0"
seta tdm_ai_debug_blocked "0"
seta tdm_ai_showAASarea "0"
seta tdm_ai_showgoalpos "0"
seta tdm_ai_showdest "0"
seta tdm_ai_showalert "0"
seta tdm_ai_showtasks "0"
seta tdm_ai_showanimstate "0"
seta tdm_ai_showko "0"
seta tdm_ai_showfov "0"
seta tdm_ai_debug "0"
seta tdm_ai_bumpobject_impulse "250"
seta tdm_ai_tact "20.0"
seta tdm_ai_sight_combat_cutoff "20.0"
seta tdm_ai_sightmin "15.0"
seta tdm_ai_sightmax "40.0"
seta tdm_ai_sight_mag "1.0"
seta tdm_ai_sight_prob "0.7"
seta tdm_ai_showname "0"
seta tdm_ai_showbark "0"
seta tdm_ai_sndvol "0.0"
seta tdm_player_wait_until_ready "1"
seta m_strafeSmooth "4"
seta m_smooth "1"
seta m_strafeScale "6.25"
seta m_yaw "0.022"
seta m_pitch "0.022"
seta sensitivity "5"
seta in_toggleZoom "0"
seta in_toggleCrouch "0"
seta in_toggleRun "0"
seta in_alwaysRun "0"
seta in_freeLook "1"
seta in_anglespeedkey "1.5"
seta in_pitchspeed "140"
seta in_yawspeed "140"
seta gui_configServerRate "0"
seta com_savegame_preview_format "jpg"
seta com_numQuickSaves "2"
seta com_guid ""
seta com_fixedTic "0"
seta com_preloadDemos "0"
seta com_compressDemos "1"
seta com_product_lang_ext "1"
seta logFile "0"
seta com_showFPS "1"
seta com_purgeAll "0"

 

 

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@HMart: Thanks. Unfortunately, I still can't reproduce it.

 

In any case, I've prepared a new release which should fix the lightgem. At least it looks good for me. I also slightly changed the way I update the buffers; perhaps it helps with the flickering. Please give it a try and let me know.

 

https://github.com/fholger/thedarkmod/releases/download/cache_v2/TheDarkMod_VertexCache_v2.zip

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That version solved the menu flickering on my end but brought performance down, never managed to go above 40 fps's and caused graphical glitch's in Volta 2, at the beginning I walked to the stairs and then looked back at the initial entrance and the sky was not behaving normally, some sort of z-fighting, seamed to be a problem with the fog or something.

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