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  1. "When the leaves change and the air is still, there is a quiet." -Lady Blackbriar -=| DISPLACEMENT |=- BY AMADEUS & WELLINGTONCRAB = DOWNLOAD = <( | )> -REQUIRES TDM 2.14- -JOIN THE BETA NOW- "Seek not the prideful sin that is perfection The Builder's light shines through all flaws. It is His wisdom to recognize a thing is done Before it is ever truly finished." -St. Edgar's Sermon of Rust LAMPFIRE HILLS... They say the woods around here give the tourists bad dreams, but I don't mind. I like it here. I feel like a piece of me belongs here. ... That it fits. DISPLACEMENT is a medium-sized traditional manor mission with a highly variable playtime. *2.14 provides a number of improvements to gameplay, performance, and stability. It is strongly encouraged to play on the latest 2.14 beta release. Join in testing now!* *Mods such as the “Unofficial Patch” and “TDM Modpack” are not supported by this mission and should be used at your own risk* https://www.thiefguild.com/fanmissions/97429/displacement CREDITS: ADDITIONAL MUSIC: -AIRSHIP BALLET -GIGAGOOGA ADDITIONAL SCRIPTING: -DRAGOFER -OBSTORTTE -FROST SALAMANDER -KINGSAL ADDITIONAL ASSETS: -KINGSAL -TDASH -SKACKY -BIKERDUDE -GOLDWELL -EPIFIRE -STRUNK -SHANNEN ART -POLYHAVEN -TEXTURES.COM -SKETCHFAB CULTURAL HERITAGE CC0 COMMUNITY -LOISTE INTERACTIVE -COLINFIZGIG -CDMIR BETA TESTERS: -KINGSAL -GOLDWELL -MAT99 -FROST SALAMANDER -MIKE A -STGATILOV -STIFU -MARBLEMAN -DETEEFF -THEBIGH FURTHER ACKNOWLEDGMENTS: -STIFU FOR HIS EFFORT IN FIXING THE NOTORIOUS STUCK AI AND ARROW CRASH BUGS. -STGATILOV WHO MADE A NUMBER OF 2.14 OPTIMIZATIONS AND BUG FIXES. -KINGSAL FOR PROVIDING SOME OF THE MAIN MENU GUI ASSETS -PURAH FOR ORIGINATING THE SETTING OF LAMPFIRE HILLS, REIMAGINED HERE, IN HIS THIEF FMS. -GUY-ON THE COUCH AND JAM61 FOR THEIR SILENT HILL COMMUNITY MAPS WHICH HEAVILY INSPIRED THE LAMPFIRE HILLS REGION MAP. -SPECIAL THANKS TO LOISTE INTERACTIVE FOR ALLOWING US TO USE ASSETS FROM THEIR GAME "INFRA." SOME ADDIITONAL DETAILED LICENSING INFORMATION: SOME NOTES ON PERFORMANCE: NOTE TO MAPPERS: MOST OF THE NEW ASSETS IN THE MISSION ARE INCLUDED IN 2.14
  2. Another procedural animation I've been playing with. There is already predefined "look at" event in the game. When I set up NPC to look at the path node it was a little buggy. Anyone tried to set up NPCs looking at player? They do seem to look up when they throw stones. tdm_ai_head_tracking_humanoid.script
  3. I feel a bit out of the loop. Isn't LOD (especially on a setting that's specifically about object detail) just a determination of how close you need to be before the game swaps a low-poly model for a high-poly one? Why do map designers need to consider LOD, isn't that just an feature handled by the engine? Or this this more about tailoring for performance?
  4. the 4070 should last for a good time. its ok even for 4k in most games so i would not worry to much . if a game starts chugging at 4k adjust settings. even my old 2080 ti runs the most demanding titles with little to no effort as long as im aware of its shortcommings in pathtracing and lack of vram. that being said my rtx 3070 is a bit faster than the 2080 ti but looses to it on higher resolutions because it only comes with 8gb while the 2080 ti has 11 gb. i found that as long as i dont go beyond its 11 gb vram limit it actually handles most stuff with flying colors. raytracing it handles without difficulty as long as you use DLSS in modern titles. older raytraced games like control i can run with DLAA at native resolution in 4k with mre than 60 FPS at ultra. pathtracing kills it though as it does not handle the transformer model very well.
  5. Does anyone know Star Trek Deep Space Nine The Fallen? It's very interesting because the gameplay is a sort of action adventure, so not a direct shooter. (The game itself is for Windows, but can be played on Linux via Wine, the info in this topic is still useful mostly for Windows users as well)
  6. Analysis of rendering techniques used in Elden Ring: https://mamoniem.com/behind-the-pretty-frames-elden-ring/ Ever since I first saw the game I was fascinated by its indoor lighting which also puzzled me a lot every time I looked at it, because no other game had it like that. Apparently its distinctive look is a result of using Image Based Lighting and Irradiance Volumes.
  7. This has been a recurring issue for me over the past year or so and I'm finally fed up enough with it to make a forum post about it. I've not been able to find anything else with either a forum or discord search, so I'm hoping I can get some troubleshooting assistance here. Sometimes, on larger maps with lots of custom assets and/or scripting, when I'm attempting to load a save file the game just... hangs. At like 1% loaded, in the loading screen. This happens to me a lot with Seeking Lady Leicester, but also has started happening to my most recent playthrough of The Lieutenant 2. Some relevant notes: - I am on the latest beta branch, but this has been happening to me since at least 2.13, so I don't think its a beta-specific bug. - I'm on Windows 10. - Starting a fresh run of the map does not ever reproduce this problem (I can reliably fresh-load a map even when I can't save-load it), and it doesn't happen until I close the game and reopen it (so, if I start a new mission and play a bit, I can reliably load save files if I get caught or whatever. Its not until I save after a long gaming session and try to pick up where I left off later that I occasionally hit this bug). - Usually I get around this issue with a complete reinstall of TDM? But my most recent reinstall didn't do it for my playthrough of Lieutenant 2. - Once this happens to me, there's no way for me to close the game or go back to the main menu. I have to alt+F4 or Task Manager kill TDM. - When I'm loading a save or a new map and things are working correctly, I am unable to open the dev console during the load. However, when I get stuck in this bad state, the dev console is openable. I've attached a screenshot of the contents of the dev console just in case its illuminating, although there are no scary looking errors or warning text that I can see. If we want me to try any commands when I get into this state I'd be happy to poke around. Let me know if this explanation makes sense, or if there's anything I should try or any debug info I should poke around the game's folder for.
  8. So any idea why I cant get these rising bubbles to show in-game..? its showing in DR just fine.
  9. Okay, I think the reason is that the game saves the complete history of game console in memory r_showprimitives generates a lot of spam, basically 300 lines per second on 300 FPS. So after 5 minutes you have 90000 lines of text in memory. Also, the addition of the new line to the history uses the original method Append instead of the AddGrow I added. While AddGrow doubles array size on every reallocation, Append only adds constant granularity on every resize, which is in this case 1024. So e.g. every 3 seconds the history hits the new 1024N size and reallocates completely, having to copy the whole history again. And one of the reason why this history is saved is condump. So we can't just drop older lines...
  10. Hello, I hope I'm in the right forum today, and I apologize if I'm not. I've been playing FM IRIS for the past three days without any technical issues and am about halfway through the game. Since yesterday, the game has started crashing in a specific situation. Always at the same spot. Once I managed to skip that part, the game continued running. After I shut down my computer yesterday and booted it up again today, when tdm starts up—after the loading bar finishes—the screen goes black and returns to the Windows desktop. No error message. If I completely restart the game, everything works perfectly. The mod is fantastic, but I’ve spent a lot of time on it now and don’t know if it will crash again after three days if I start playing it again. Does anyone have any idea what might be causing this? I couldn’t find any clues in the FAQ. The tdm version is 2.12/64 #10651 Thank you very much DESKTOP-USer.txt
  11. With this Lutris script I am able to install the game from cdrom. It also succesfully installs the two patches: Best to make a copy of the disc and mount the iso I think. You have to download the YAML file and in Lutris choose for "Install from local install script". Then you have to point to that file. After install you might have to reconfigure the paths to the game locations. The install script assumes certain locations, but I found to be often wrong, so I had to alter the paths in configure window (tab "Game options"). If you run the game after it will ask for the renderer, then if you choose for Direct3D it will use Dgvoodo. This will work, but I found it would not support my screen resolution. I think it actually had only support for 16:10 aspect ratio, not 16:9. For this reason I would recommend installing the Direct X 11 patch and disabling Dgvoodo in Lutris configure game. Dgvoodoo does not work with the Dirext 11 mode. Then when you start up it will ask for the 3d Renderer and you choose for Other, which will give you option OpenGL and Directx 11. You choose Directx 11. If it doesn't ask for the renderer on start, you can set it via the in-game Options menu. Then in Options menu of game you can set resolution. You can also go into the console via ~ key and then typ "preferences". Then you can set advanced settings. For example in Renderer options, you can set Anisotropic filtering to 16 and Anti Aliasing to (in my case) 8.
  12. I think it is actually quite weird that we don't have a thread on graphics technology, yet. So, I would like to encourage you to share awesome new demos, talks, articles or papers about graphics technology here. I recently came accross this brilliant analysis of the rendering pipeline of "Rise of the Tomb Raider". I would love to see something like that for Doom Eternal, but so far, I could only find this rather superficial (but nevertheless interesting) review by Digital Foundry. Epic revealed Unreal Engine 5 today, which looks absolutely stunning. That Nanite-Technology will probably save game developers quite a bit of time. I do wonder, 'though, how the actually do it? Do they dynamically generate LOD-models? Also, does their Lumen technology require RTX?
  13. Not quite. It's a very small team, and creating such game worlds takes ages indeed. Gloomwood was first announced in 2020, and, it's safe to say that it already was in development for some time at that point. Now we have 2026, and the game surely will be in development for another 3, if not 4 years. How long will Bethesda take for the next Fallout? How long did Rockstar Games take for GTA 6? And, those are monster multiple hundred devs studios. You know what's deperessing for me about modern game development? That they have to put 90% of the work in visual fidelity. Seeing that a shiny surface is so much more important than gameplay depth is very depressing indeed.
  14. Cralon: Btw. I saw one youtube reviewer saying that the demo was really bad, but this is also the first part of the game. So when you start playing the full game, you start with the worst part of the game and after that the game starts to become more interesting. Although certain aspects (combat, stealth) are still really bad.
  15. The same thing I did in Bloodlines before we had the SDK. The id engines all have their entities in seperate text lists or files so you can change entity parameters, like location, angle or model there without touching the level geometry :)!
  16. at one time there were literal hundreds we had a thriving community dedicated to work on the idtech 1 through 3 engines creating some rather unique ones along the way. these days only a few survived, but they are also pretty good. quakespasm is multiplatform but otherwise faithfull to the old look. behind the scenes the engine was updated immensly though with mouse driven menus, shader based rendering, and 64 bit support. darkplaces was a complete rewrite of the source code by lord havoc and one of the most advanced. sports bumpmapping, pbr, rtlights, glsl shaders, client side qc effects, shadowmaps, and quite a lot more. then theres engines like fteqw which is a multi quake engine that can play quake 1 2 3 and hexen 2. supports the same features as darkplaces but focusses more on online play and deathmatches but can also play singleplayer. has a built in feature for downloading mods like TDM does. QMB: was a port that originally was most known for its advanced particle system and neural network based bot matches. it has luma textures, colored lighting, high quality video capture, and cell shading. joequake was based of the original code but rewritten quite a bit. sports independent server client physics, ghost mode recording, browseable demos maps mods etc, a better mouse driven menu, high quality video capture, colored lighting, and supports most mods out there. list is pretty long so ill stop before it gets embarrasing but they all support HD textures as well and some of them can even use quake 3 models in quake 1 as well as skeletal models for some of them like fteqw and darkplaces.
  17. You can try to make a junction (aka softlink for a directory on Windows) for fms directory. Then F:\tdm\fms will transparently redirect all accesses to G:\my_fms, for example. But in general, TDM completely has a principle "everything is inside a single TDM root directory", there is no other supported way. I'm not sure what you mean by "native file handler list". Some in-game mission lists sort missions by release date, but in this case there is a small GUI element at the corner which you can click and change ordering to be "by name". Note that filesystem sees the codenames of the missions like e.g. "stlucia" which the game never displays. The game usually displays readable title, which is like "Mission 2: Tears of Saint Lucia". English language is full of articles, and there was some effort to automatically remove articles like "The" or "A" at the beginning of the title before sorting missions. Not that I like this practice...
  18. How about adding the following config-line to your darkmod.cfg file, so you can store the FM folder somewhere else: set fs_ModSavePath "h:\darkmod/fms" More info: https://forums.thedarkmod.com/index.php?/topic/20991-using-system-wide-file-locations/#findComment-462471 Or just move the whole TDM folder to the H-drive. Because the TDM folder is "portable", it keep all the files inside it, as stgatilov posted. (unles you change things in the darkmod.cfg file)
  19. I mentioned that using animated 'max' value crashed the game. I decided to make a bug report. I think it's tied to uncap FPS and vertical sync being on. I also think it doesn't happen when there's only ambientlightinfo light in the scene. Bugtracker: https://bugs.thedarkmod.com/view.php?id=6715
  20. Any chance Amd's FSR Framegen and scaling could be implemented in TDM? Seems it could solve a lot of problems with TDM being cpu limited on large draw distances, where if you can at least get 50-60 fps you can effectively get 90+ fps. There was a lot of negative feedback surrounding framegen on release (and rightly so), but improvements have accumulated to the point where the benefits significantly outweigh any visible artifacting or input lag, especially on slower paced games like TDM. I've tried Lossless Scalings framegen with initially good results, but I doubt it will ever be as good as FSR, and it currently struggles with dark scenes being a post processing effect. Maybe they could fix it if they offered post frame gen gamma correction in the LSFG tool, so you could set a higher brightness in game then lower it once the frame gen effect is applied. Thanks to Optiscaler, once the work to add FSR has been done, there's no need to do any work to add DLSS or XESS as well, not that it would be possible to add those without paying for them.
  21. Something about "s_showprimitives" or that I have that showing without the console in-game is presumably doing this/that..
  22. Yes, I see that every second or so everything in the game stops by 15-30 ms.
  23. For the people eager to play with the latest state of development, two things are provided: regular dev builds source code SVN repository Development builds are created once per a few weeks from the current trunk. They can be obtained via tdm_installer. Just run the installer, check "Get Custom Version" on the first page, then select proper version in "dev" folder on the second page. Name of any dev version looks like devXXXXX-YYYY, where XXXXX and YYYY are SVN revision numbers from which the build was created. The topmost version in the list is usually the most recent one. Note: unless otherwise specified, savegames are incompatible between any two versions of TDM! Programmers can obtain source code from SVN repository. Trunk can be checked out from here: https://svn.thedarkmod.com/publicsvn/darkmod_src/trunk/ SVN root is: https://svn.thedarkmod.com/publicsvn/darkmod_src Build instructions are provided inside repository. Note that while you can build executable from the SVN repository, TDM installation of compatible version is required to run it. Official TDM releases are compatible with source code archives provided on the website, and also with corresponding release tags in SVN. A dev build is compatible with SVN trunk of revision YYYY, where YYYY is the second number in its version (as described above). If you only want to experiment with the latest trunk, using the latest dev build gives you the maximum chance of success. P.S. Needless to say, all of this comes with no support. Although we would be glad if you catch and report bugs before the next beta phase starts
  24. Some of the things you are suggesting are targeted at very weak GPUs, RX 6600 should have no problem at all with 64-bit colors, volumetrics, parallax, and I just set LOD to full with same GPU. But I suggest changing max FPS to something like 300. With Vsync on, it won't render faster than Vsync anyway. When you have max FPS = 60, the game forces 16.6666 ms waits between frames. Since timing are never exact, it means that you get missed frames occasionally.
  25. Specifically around fires and torches in the game, they show up as strange cascading blocks/arrows in the buffer. It's making it very difficult to apply Ambient Occlusion and Global Illumination effects without it looking weird on flames.
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