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http://i1049.photobucket.com/albums/s390/sirtaffsalot/vfat3_2015-02-16_18.15.48_zpsdf13cqmi.jpg UPDATE: This is now a Campaign Pack courtesy of Datiswous: https://www.thedarkmod.com/missiondetails/?internalName=vfatc What is The Complete Vengeance for a Thief Campaign? The Complete Vengeance for a Thief Campaign is a three part campaign with a brand new installment at the beginning called The Angel's Tear. The other two installments are the previously released A Pawn in the Game and The Art of revenge with new areas, additional story plus bug fixes and performance tweaks. What are the new areas in A Pawn in the Game and The Art of Revenge? Pics The Angel's Tear: New areas for A Pawn in the Game and The Art of Revenge: Download links: http://www.mediafire.com/download/c2p0myxp32hb8sb/The+Complete+Vengeance+for+a+Thief+Campaign.zip Installation instructions: Unzip the zip file and extract the three pk4s to The Dark Mod's FM folder. Load up TDM and play them in order. Thank you to the following: Bikerdude for help with visportals in the original A Pawn in the Game, visuals in The Angel's Tear plus all the mapping advice and tech support he has kindly provided me with over the years. Beta-testers for The Completer Vengeance for a Thief Campaign: AluminumHaste, Oldjim and Cookie. Beta-testers for the original A Pawn in the Game: Grayman, Bikerdude, Nbohr1more, Ppoe and Xarg Beta-testers for the original The Art of Revenge: Gnartsch, Obttorte, Lux and Jaxa. Everyone who helps me out in the Edtors Guild of this forum. Special shout out to Sotha, Grayman, Obsttorte and Bikerdude. Apologies if I've forgotten to mention anyone. The TDM team for providing me with countless hours of mapping and gameplay fun. Everyone who contributes anything to TDM to help make it the awesome mod that it is.
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So to sum up, msaa sucks, shadows maps are gpu heavy, this game can't use more than 70% of AMD gpus running Windows, it had nothing to do with power settings or cpu usage, and I can happily play this game now without stuttering. Most people will probably just want to use Linux for AMD cards, but I like using reshade so I'll live with it. Framegen would be more useful than I thought, even for midrange AMD cards.
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I don't know how it works for Radeon but for NVidia there is a setting in the control panel called Power management mode, it's is also possible to change it for any game individually. Also Windows has its own power management settings. Here is the thread on Dolphin forum about it(but it's pretty old and some things most probably changed): https://forums.dolphin-emu.org/Thread-unofficial-laptop-performance-guide
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Turns out it is gpu related... the game just doesn't use more than 70% of my gpu without stuttering... neat. Maybe it's just a windows/AMD/Opengl problem. Really thought it was a cpu related draw distance problem, as that would normally cause low gpu usage, but disabling all the effects except for lod on max completely solved the problem. Guess you learn something new every day. So I guess I need a better gpu, or a linux install, or a lighter reshade setup. After extensive testing I can confirm that cpu usage is actually quite good. The game can use around %50 of my cpu at a locked 60. When I try to go above 70% gpu usage the framerate drops and cpu usage drops, which is expected gpu limited behavior... EDIT: I'm a m0r0n, had msaa enabled while testing maps vs stencil shadows, can confirm stencil shadows are much more efficient. Turned on SMAA instead at a cost of only 4% vs MSAA 4x gobbling up 14% gpu usage. Now I can have soft stencil shadows, volumetrics, SMAA, and MXAO running all at once thanks to reshade. Which would have been impossible without it thanks to the gpu usage cap. So I guess framegen would be useful for many people running AMD cards afterall, not just low end/older rigs.
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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.
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Btw. the game is mostly 3th person, but there is a key to look around in first person mode. Default is I think E. Not super useful, but at least nice to look around first person sometimes. I think they did the atmosphere (light and shadows) and animated textures quite well. And the music score is simply amazing.
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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)
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I'm not sure it does though. In my experience performance is inconsistent. It can perform well if I set everything to low and disable soft shadows. I've had it running on a phone from 2021 that way and was quite impressed that it even ran let alone at 60+ fps. When you start turning things up though, fps drops dramatically. MSAA isn't the end of the world for me, I'm working on a reshade preset that allows SMAA and a form of TAA that should be superior to Unreal's pitiful implementation... so I don't even use msaa above 2x or 4x... It's the lod setting that gets me every time I try to set it above normal. The only other thing that kills performance for me is shadow maps, and that's likely due to AMD's crappy windows drivers. I had better performance on a 1660 Super. If LOD is placing a heavy load on the cpu I'm not sure there is any way around it, if the game can't utilize more than 1 core, we're kinda stuck for the foreseeable future. I'm sure an extra 800mhz core clock would make a difference for me, maybe l3 cache is relevant in this game as well? I can live with the popin from LOD, but it's not ideal compared to modern games. Implementing SMAA engine side probably wouldn't be a bad idea though, it'll likely run even better than opengl reshade variants. Marty's Immerse SMAA is somewhere between MSAA 4x and 8x, and runs similarly to MSAA 2x, so there's no reason not to use SMAA these days.
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Like laptop power settings? Or disabling low powerstates in overclocking software like Afterburner? The game seems to be running alright gpu side (rx6600). Shadow maps can be intensive, and even stencil shadows can run poorly for me if cranked up (ryzen 4500 cpu). It is a little strange that we can't get soft edged shadows without sacrificing too much performance, "fast approximate soft shadows" would be a neat feature for low end gpus, that just make the edges soft for minimal performance hit... One problem for me was getting the game to sync properly on a 60hz display (plasma). Logic would tell you that enabling vsync would enable perfect 60fps frame delivery, but I actually have to uncap the fps, then set it to 60. I don't disable vsync, but something is wonky with the default framerate cap that makes it impossible to maintain a smooth 60 without choppiness. Beyond that I think either my cpu is just too weak to handle long draws, or the engine is just never going to be cpu optimized. I wouldn't expect it to be, given that it's probably only using 1 core, and likely doesn't care about modern instruction sets or cache, but it has become more of a problem as mappers push the engine. I've never been able to set lod's above "normal" for that reason. If anyone is able to use the higher settings without stuttering, I'd love to hear about it (what cpu are you using?). That's where I think framegen would be most useful, not just for weak gpus but for engine cpu limitations in general.
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For games to see any benefit at all, they need to be able to use 2 CCDs effectively. Simulation type games like Dwarf Fortress, etc. love big cache, but I think they usually want it in one big blob available to one heavily used core. L3 cache split into multiple complexes is unlikely to help. Larger L3 caches introduced by Zen 6/7 and Nova Lake bLLC offering greater L3 cache to any single core are more likely to help, up until the point where no additional cache can help, whatever that point happens to be for a particular game. This story from 2024 could point to the 9950X3D2 helping Factorio, but I'm not sure. AMD has limited the number of review samples of the 9950X3D2, and none of the reviews I've looked at so far covered Factorio, so it could take a while to locate any benefits. I assumed that 170W TDP, 230W PPT was the limit for the socket and AMD wouldn't be able to exceed it because it was locked in when the socket was designed. Apparently, I was wrong. I understand that settings like PBO will bust through those limits, I'm just talking about out of the box. In the Level1Techs review, Wendell suggested that some motherboards might not play nice with the 9950X3D2 and said that he would be testing boards in the coming weeks. Replacements are going to have more cores. A 12-core will replace the 8-core 9800X3D. They may also be boosting to between 6-7 GHz using TSMC's N2X node. AMD also got bad press for the 65W TDPs of the 9700X and 9600X limiting early performance, causing them to officially allow those chips to use 105W. So higher power requirements (e.g. 120W) for mid-range Zen 6 are plausible. At a minimum, I'd assume any 24-core Zen 6 flagship will get a 200W TDP now that it has been beta tested with the 16-core 9950X3D2.
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No, this happens even in the fully patched game with EchoPatch. This is not an exclusive issue for FEAR, the driver is to blame. Dolphin developers always recommend to enable maximum performance to have smooth framerate, and PCSX2 also needs it.
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ill see what i can do i havent been able to find a screenshot key in this game so i have to use my phones camera
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I’m looking forward to innovations in bismuth and MoS₂ interfaces for semiconductors & a thing called nanosheet FET It seems that news is fading for now *as well as spintronic memory I heard that this grandiose cache size might have benefits for Computational fluid dynamics simulation and finite element analysis , aside from gaming Does factorio game benefit from this cache ? Or is it only good in boosting strategy and simulation games performance ?
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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
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btw i noticed something strange with the dx 11 renderer in the jerrado map. actually where the first shot was taken... with the old renderer its allmost pitch black at the temple but with the dx 11 renderer it goes way bright and the background looks like crap cause it clips wildly based on viewangle (rock formations in the distance were barely visible but now its like red fog tries to block the view completely but not in a nice way) you can actually see some of what i mean in the top corners of the first shot. only happens with the dx 11 renderer and i newer had it in any other unreal based game so huh ?. you will notice when you get there.
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yeah runs fine on win 11 with the dx 11 renderer or dgvoodoo 2 if you prefer the old look can be a little hard finding your way in though and there are some small but annoying bugs but nothing game breaking.
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Does the game run on Windows 11? Looks interesting, and, I'm a fan of Star Trek.
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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.
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https://sourceforge.net/projects/cbadvanced/files/DS9TheFallen-textures-AI-upscaled.7z/download previous one was a bit bugged but you should have noticed some changes ?. seams are fixed now all textures have been converted to 32 bit with alpha channel. the previous one was 24 bit and was lacking a proper alpha channel looks downright purty now imho. theres a small bug with jadzia where her ears have heavy z-fighting in the first map playing as sisko this however also happens without the upscaled textures so bug is somewhere else. make sure you are using the dx 11 renderer the old renderer does not support external textures at all. just copy over the texture folder from the archive into the game dir do not delete any .utx files !!! in the games texture folder. i can make a screenshot so you can see how it should look.
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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.
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I try to see any difference in-game using your textures, but it seems something is going wrong, because I see no difference, although there is a performance degration while playing. Btw. I used the tool Upscalyl: https://upscayl.org/download When you point it to a folder (using Batch Upscalyl) it can actually read from bmp files (although it says it can't), doesn't work with seperate files. Then webp without compression. Then you can use another tool to convert it to dds. But I didn't get that far. I think the Ai model Ultramix is generally pretty good for this. Don't use "High Fidelity" and "Digital Art". Anything higher than 4x doesn't increase detail, just resizes the image.
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Where does it state it works with this game? All the links you posted are projects that don't have info on supporting this game. Edit: Ah the package mentions it inside. Ok cool
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remove these from the texture folder DS9_Logos DS9_Objectives Ds9Spacestation and UWindowFonts. the rest look fine. the nebula textures are so low res they look like crap when upscaled so its better to just use the ones in the game blurry as they are. some artist could replace those with high res ones in the removed folders if they can make them fit in with the rest of the map. the fonts are actually not to bad but they have a problem with the alpha channel (probably because i created the dds files using upscaled png versions of the bitmap images) so they have seams. the problem we had with upscayler is that the AI cannot handle textures smaller than 4kb so resizing them a bit lets it continue.
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btw a d3d 12 and vulkan renderer is in the works for unreal https://github.com/dpjudas/UT99VulkanDrv in time it might be adapted for other unreal games but depends if the game has an sdk which quite a few newer had. ds9 the fallen did not have an sdk so i guess the dx 11 render dev had to flunk it and create import libraries from the game files and just use the headers from the unreal sdk with them. (seems to have worked though). sadly it was taken down due to some shenanigans at moddb so the renderer can be a bit hard to find these days, and he newer released the source code. also the dds files must use S3TC it seems.