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I used to have Ryzen 1600 before the upgrade and always thought it was above what a typical TDM player has. I have switched from GeForce 1050 ti (which was perfectly OK for TDM) to RX 6600 and I don't see any performance issues. I just set LOD to maximum because I hate popping and LODs in TDM are usually light-weight enough to just tank through them on my machine. Either you use some very heavy settings (insane antialiasing, maybe 4K resolution, etc.) or you expect 300 FPS, or there is something wrong with your machine. Everything related to shadow maps is quite bad in the game, unfortunately. I have been trying to rework it completely lately... The game modelling from the original Doom 3 works with fixed 16 ms timesteps, which cannot give you smooth framerate even with VSync. The right way to go is "Uncapped FPS" which means using dynamic timestep in game modelling (I believe the name of this setting is just bad). In fact, we have made the "Uncapped FPS" default a few releases ago, so that people don't suffer constant stutters with default settings. If you want, you can record some hundreds frames of gameplay with Tracy (instructions here). Then you'll at least see what limits your case. You can send the trace to me as well. And please post your darkmod.cfg.
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Is there a script command to make a screenshot?
I just though it could be interesting to be able to create a screenshot at a certain point in time. Then use that screenshot possibly in a debrief.
I guess the second question is: Can you use a (in-game made) screenshot in a (debrief) gui?
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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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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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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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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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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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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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Welcome to the Snatcher's Workshop. Come on in, we may have something for you today. Feel free to look around. We trade everything here. --------------------------------------------------------------------------- We realize new ideas and take existing ideas for a spin. For fun. Somewhere in this post you will find a download with mods. Good care was put to make all mods as little intrusive as possible to make them compatible with as many missions as possible. This set of mods will never break your game but some features won't be available in a handful of missions (the reasons are known). Feel free to report here what works and what doesn't. TDM Modpack 5.1 Compatible with The Dark Mod 2.13 or later (2.14 or later recommended) A lightweight, stable, non-intrusive, mission-friendly Modpack for The Dark Mod that includes many enhancements and a new set of tools and abilities for our protagonist: peek through doors, blow and ignite candles, whistle to distract enemies, mark your location, an invisibility-speed combo and more. Mods included in the pack do not alter your game or any of the missions in any relevant way. The pack includes enhancements to the core game and additions that can be used in missions but at the same time respects the vision of the mission creators. It is up to you to make use of any of the new tools and abilities or not. Please note that sometimes authors include in their missions their own versions of core files and as a result, some mods are not available in some missions. All missions will play fine regardless. Release posts: v5 series: v5.0 | v5.1 v4 series: v4.0 | v4.2 | v4.5 | v4.6 v3 series: v3.0 | v3.2 | v3.3 | v3.4 | v3.5 | v3.6 | v3.8 v2 series: v2.0 | v2.2 | v2.4 | v2.5 | v2.6 | v2.7 | v2.8 v1 series: v1.0 | v1.2 | v1.4 | v1.6 | v1.8 What's included in the pack? -:- APP: GENERIC MOD ENABLER -:- Credits: JoneSoft License: Free for unlimited time for Home users and non-profit organizations. Description: A portable, freely distributable Mod enabler/disabler. This application is required to run mods safely and it is included in the pack. At the heart of the Modpack resides JSGME (JoneSoft Generic Mod Enabler), an application that allows players to enable and disable mods with one click. JSGME has been around for more than a decade and it is to be fully trusted. Refer to the install instructions section at the bottom for full details. -:- MOD: CORE ESSENTIALS -:- A pack that includes a variety of mods from the best modders of TDM: ~ FAST DOORS Credits: Idea and programming by Obsttorte. Treatment by snatcher. Availability: All missions except Noble Affairs, Seeking Lady Leicester, Shadows of Northdale ACT II, Snowed Inn, The Imperial Sword, Volta 3: Gemcutter and a handful of lesser missions. Description: Being chased? In a rush? No problem: doors open and close faster when running. Topic: Slam doors open while running ~ QUIET DOORS Credits: An idea by SeriousToni (Sneak & Destroy mission). Mod by snatcher. Availability: All missions except Noble Affairs, Seeking Lady Leicester, Shadows of Northdale ACT II, Snowed Inn, The Imperial Sword, Volta 3: Gemcutter and a handful of lesser missions. Description: A vast number of doors play more subtle, sneaky sounds for a quieter, stealthier experience. This applies to doors that come with default sounds but only when manipulated by the player. Topic: Decrease volume of open/close door sounds triggered by player ~ LOOT ANIMATIONS Credits: Original idea by Goldwell (Noble Affairs mission). Programming by Obsttorte. Treatment by snatcher and wesp5. Availability: All missions except You Only Fly Thrice and a bunch of missions that come with their own implementation (tdm_frobactions.script). Description: Moves the loot towards the player before putting it in the inventory, underlining the impression of actually taking it. This mod comes with a subtle new loot sound that goes along nicely with the animation. ~ DYNAMIC INVENTORY Credits: snatcher. Availability: All missions. Description: When picking up loot this mod displays the loot info in the inventory and shortly after reverts back to the last non-loot item selected. The mod in addition, remembers the last item selected when shouldering and unshouldering a body. ~ SMART CONTAINERS Credits: Obsttorte (source code updates), Dragofer (similar attempts), snatcher. Availability: All missions. Description: To facilitate looting, the bottom of many containers (chests, jewellery boxes, etc...) gets automatically disabled at the beginning of the mission and only the lid remains frobable. ~ STEALTH MONITOR Credits: kcghost, Dragofer, snatcher. Availability: All missions. Description: Display some stats (Suspicions / Searches / Sightings) and the Stealth Score during a mission. Just bring up the "Loot" inventory icon and press "Use" (or setup a dedicated key). ~ STEALTH ALERT Credits: snatcher. Availability: All missions. Description: Completing a mission without being seen is something that can be done with some practice and patience. This mod will play an alerting chime whenever you are seen so that you don't have to monitor the Stealth stats all the time. ~ BLINKING ITEMS Credits: snatcher. Availability: All missions. Requisites: Console command r_newFrob must be 0, which is the game default. Description: Items within frob distance that go into the inventory (plus static readables) emit a subtle blink. This pulse can help you identify some valuable items that otherwise are difficult to detect. Topic: New Frob Shader ~ SMART OBJECTS Credits: snatcher, Dragofer. Availability: All missions. Description: Display actor and object names whenever you grab an entity with a name. In addition, objects (except AI entities) do not make or propagate sounds on impact while being manipulated. Topics: No impact sounds while holding an object / Nameless objects... a missed opportunity ~ ALT FOOTSTEPS Credits: SeriousToni. Availability: All missions except Hazard Pay, Noble Affairs, Shadows of Northdale ACT I and ACT II, Snowed Inn, Volta 2: Cauldron and a handful of lesser missions. Description: Alternative sounds of walk/run/land footsteps on water and landing sounds on squeaky wood for our protagonist. Topic: New Footstep sounds ~ MISCELLANEOUS Alternative high mantle sound for our protagonist. Removed two anticlimactic player dying sounds Revamped and extended "Mission Complete" audio theme. Standardization of frob distances for some doors. Decreased brightness of the Objectives, the Inventory and stock newspapers. Player weapons are a tad visually visible in the dark (to player only) -:- MOD: PLAYER SKILLS -:- A new "Skills" category is added to the inventory on mission load and the category includes the below abilities: ~ SKILL: PEEK Credits: Dragofer, snatcher, wesp5 Availability: All missions. Description: When the item is selected the player can peek through any regular door. Select the item in the inventory and "Use" it on a door. Topic: Peek through (almost) every door ~ SKILL: BLOW / IGNITE Credits: Dragofer, wesp5, Obsttorte, snatcher. Availability: All missions. Description: When the item is selected the player can blow out and light up candles and oil lamps. Select the item in the inventory and "Use" it on small flame sources. Topic: Extinguish small lights with a blow ~ SKILL: WHISTLE Credits: snatcher. Availability: All missions. Description: When the item is selected the player can whistle and draw the attention of nearby AI. The more you whistle, the more attention it draws. Select the item in the inventory and just "Use" it. Keep a safe distance. ~ SKILL: ALCHEMY Credits: OrbWeaver, MirceaKitsune, datiswous, wesp5, snatcher. Availability: All missions. Description: When the item is selected the player can alter the properties of broadhead arrows by applying different reagents. Select the item in the inventory and "Use" it repeatedly to cycle through the different arrow types. Topic: Alchemy to alter arrow properties? Arrow types: Shadow arrow compound or "Darkdust": Widely believed to be a myth, little to nothing is known about anti-light matter. Where did our protagonist get his formula from? When this substance is subject to strain the particles implode and the residual component absorbs light until it dissipates completely. Flare arrow compound or "Starlight": A recipe based on luminescent mushrooms and other exotic herbs. The resulting powder produces, for limited time, a dim but steady blue-ish glow when mixed with the right reactive. A high concentration of the active mixture can cause a burning sensation to the eyes. ~ SKILL: LOOP Credits: snatcher. Availability: All missions. Description: When the item is selected the player can teleport between two points. You can activate the loop any time and use it to quickly travel back to a safe location, to explore two different areas in parallel or to ambush AI. If the loop fails keep trying, you should be able to get to your destination eventually. If your path forward is blocked you can break the loop by pressing the "use" key for 10 seconds, just make sure you are on the correct side of the loop... ~ SKILL: PENUMBRA Credits: VanishedOne (speed potion), kingsal (invisibility potion), snatcher (alchemy). Availability: All missions. Description: When the item is selected the player can avoid light sources and run faster than usual for limited time. Health consumed will gradually be restored. Penumbra doesn't muffle the noise you make and it doesn't work when in contact with water. THE PATH TO UMBRA: How to become one with the shadows Did you know? You can set key bindings for the skills by clicking on the Modpack banner in the Main screen: -:- MOD: ADVANCED BOW -:- Credits: snatcher. Availability: Most missions (a few missions do things differently but you should never notice). Description: Nock and draw arrows at a faster rate. Extended radius of gas arrow effect. Chance to retrieve rope arrows when missing a shot. -:- MOD: CLASSIC BLACKJACK -:- Credits: Obsttorte, snatcher. Availability: All missions except A House of Locked Secrets. Description: A straightforward approach to blackjacking with new rules and mechanics inspired by the original Thief games. Never miss a KO again! - No indicator required. "Classic Blackjack" rules: Some AI are KO-immune and cannot be KOed: * Undead, creatures... * Guards wearing heavy helmets (to respect TDM vision) * Other: set by mission authors for the plot, in example The rest of AI can be KOed, just aim for the head: * Civilians: Can always be knocked out from any direction * Combatants: Can always be knocked out (including when fleeing) from any direction except when in high alert state (normally in combat mode) As reference, you can find in the Wiki the set of rules of the non-modded TDM: https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay#Blackjacking -:- MOD: FLASH GRENADE -:- Credits: snatcher, kingsal. Availability: All missions except Displacement, Hazard Pay and Moongate Ruckus. Description: Flashbombs are clumsy and loud but as effective as ever. Instead of throwing Flashbombs like a cannonball we now toss them. Instead of exploding on impact Flashbombs now have a fuse. The chances of blinding have been greatly increased. -:- MOD: FRAGILE BOTTLES -:- Credits: Idea by MirceaKitsune, snatcher. Availability: All missions except Displacement (custom bottles but no custom broken fragments) and few items in A Reputation to Uphold and Shadows of Northdale ACT I & ACT II. Description: No stealth game is complete without some good bottle smashing! There are hundreds and hundreds of bottles in our mission catalogue: head to your nearest tavern or kitchen, grab a bottle and throw it to distract AI, extinguish fires... -:- MOD: HEALING BOOST -:- Credits: snatcher. Availability: Most missions (a few missions do things differently but you should never notice). Description: Food and Health Potions provide an extra recovery boost. Here is a table with the new health points (player max health is 100): 24 -> 50: Health potion 06 -> 20: Cheese Wheel 06 -> 10: Fish Mackerel 03 -> 10: Bluefish 03 -> 10: Bread 03 -> 10: Cake 03 -> 10: Cheese Wedge 03 -> 05: Muffin 01 -> 05: Apple 01 -> 05: Pear 01 -> 05: Carrot 01 -> 05: Turnip -:- MOD: INVENTORY PANELS -:- Credits: snatcher. Availability: All missions. Description: More compact. Items can be sorted. Adjust ambient volume, brightness, gamma and saturation directly from the Inventory grid. -:- MOD: LIGHT STONES -:- Credits: Idea by Zerg Rush, snatcher. Availability: All missions. Requisites: Lightgem enabled in Gameplay > General settings. Description: Splits the Light Gem into smaller stones with unique light detection levels. -:- MOD: PREMIUM LANTERN -:- Credits: snatcher. Availability: All missions except Flakebridge Monastery, Hazard pay, Moongate Ruckus, Snowed Inn, Vota 1, 2 & 3. Description: The mod replaces the light of the player lantern with a less intense, forward facing version. In addition, the lantern icon is always displayed when the lantern is on. Also, on and off sounds have been added. -:- MOD: RING HELPER -:- Credits: snatcher. Availability: All missions but the ring is dimmer when using the x-ray glasses or other overlays. Requisites: Frob Helper enabled in Gameplay > General settings. Description: The mod replaces the white dot pointer (Frob Helper) with an advanced ring-shaped aimer. The main difference is that the helper is now available for all objects you can interact with, large or small. Topic: Frob Helper discussion Options in Gameplay > General > Show Frob Helper: Always: Pointer and Ring Hover: Instant Ring Fade In: Ring delayed by one second Fade In Fast: Ring delayed by half second No: Off -:- MOD: SHADOW MARK -:- Credits: snatcher, Obsttorte. Availability: All missions. Description: Our protagonist's lucky deck! When the item is selected the player can drop and throw playing cards to mark a location. Cards can be retrieved. AI will not normally mind a single card lying around but cards can sometimes be noticed. Topic: Find more details in this post -:- MOD: SHOCK MINE -:- Credits: wesp5, snatcher. Availability: All missions. Description: This mod replaces the Flashmines with portable contraptions originally intended to store energy that have been altered to deliver a non-lethal electric shock to those who step on them. Remember: mines can be disarmed with the lockpicks! -:- MOD: SIMPLE SUBTITLES -:- Credits: Geep, stgatilov, snatcher. Availability: All missions. Description: A minimalist, imperfect approach to subtitles (you can set the scope of the subs in the audio settings). Topics: Subtitles - Possibilities Beyond 2.11 / English Subtitles for AI Barks Go to the audio settings and set the scope you prefer: Story: Story only On: Story and general speech (Give it a try!) Off: Disable subtitles Features of the mod: Background replaced with a font outline. Audio source widget replaced with a text transparency based on distance (volume) to the source. Yellow font color for story subs for best contrast, light grey font color for anything else. Non-story subs limited to a single instance, so that players aren't bothered too much with non-relevant subs (barks). --------------------------------------------------------------------------- DOWNLOADS / INSTALL / UNINSTALL So, how do I install and play with all this? Quite easy, but pay attention. I don't want you to break your game so we will be using a "Mod Enabler". A Mod Enabler allows you to enable and disable mods at will, with a few clicks. Before moving forward you must know a couple of things: The moment you enable a mod, previous saves will not work. If you want to load previous saves then you will have to disable the mod. If you play a mission with mods, the saves will only work when that exact set of mods are enabled. This above is important in case you deem your current saves precious. Consider yourself informed. DOWNLOADS You can download the TDM Modpack from Mod DB: INSTALL INSTRUCTIONS Download the zip, unzip it, and move contents to your TDM root folder: Folder "MODS" File "JSGME.exe" Go to your TDM root folder and double click on JSGME.exe (yellow icon). The first time you launch JSGME, it will ask for the "Mods Folder Name". Leave "MODS" and click OK. Now to your left you will find a list of mods available. To your right you will find a list of mods currently enabled. To enable a mod, select a mod on the left, and click on the arrow pointing to the right. To disable a mod, select a mod on the right, and click on the arrow pointing to the left. Go and enable the mods you want: UNINSTALL INSTRUCTIONS Quit the game (to unblock files) Go to your TDM root folder and double click on JSGME.ese (yellow icon) Disable all mods found on the right Close JSGME Delete the following: Folder "MODS" File "JSGME.exe" File "JSGME.ini" --------------------------------------------------------------------------- I hope you enjoy the mods. No coin? then leave a like for pirate's sake!
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The community patch packs have some gameplay and graphics mods. Thief Mods and Utilities https://www.ttlg.com/forums/forumdisplay.php?f=174 TFix https://www.ttlg.com/forums/showthread.php?t=134733 T2Fix https://github.com/Xanfre/T2Fix There are a few mods here for Thief and System Shock 2. Keyring Ghost Mode Minion Summoner Fairy Light Radar https://github.com/saracoth/newdark-mods Upscaled textures and paintings https://www.moddb.com/mods/thief-gold-esrgan-pack https://www.moddb.com/mods/thief-ii-esrgan-pack
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OpenGL 4.6 will mean that many players won't be able to use TDM. Our baseline is OpenGL 3.2. Not that I'm against this but it would be similar to a lot of recent TDM changes where we tried to improve performance but the players who needed the most improvement had old hardware that couldn't use the new features. Do you have a specific mission that is giving you performance problems? Have you tried any of the "Performance Tweaks": https://wiki.thedarkmod.com/index.php?title=Performance_Tweaks ?
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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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aye textures are somewhat pixelated so very low res, looks downright worthy of DOS in 4K . btw the unreal dx 11 renderer works with this game so can use modern wine instead of the old wine versions. P.s also need this if at some point someone does a HD mod using DDS textures as the old renderer does not support external textures. It can also add normalmapping to the game if you have the the textures needed. old renderer works with wine 10.2 atleast. on windows it is probably better to use dgvoodoo 2 if you want to use the old renderers. if using the dx 11 renderer turn off ASSAO in preferences otherwise you get some really ugly low res shadowing on your char. hopefully we get some high res textures for it at some point
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if all else fails could also use winecfg and set compatibility flags to xp sp2 to rule out some stuff that might cause this. also a lot of other things one can do in it but it requires some knowledge to use correctly.
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Wishlist For Darkradiant
func_klaus replied to sparhawk's topic in DarkRadiant Feedback and Development
@greebo I've been learning a lot from your code and the architecture of DarkRadiant. Never had a C++ unit test suite that ran so smoothly! Kudos to you for all the fine work on the project. I'm happy to help in any way that you guys choose to. I just added a nightly build to the repo, that should make it easy for you guys to try out new features as soon as they are pushed into master. Yes, I think the bug tracker is the best place. Since there is a lot of history there, it helps me understand why certain things were done in a way, so I can avoid creating new bugs or disrupting existing workflows. And then we can use the forums for discussions/ideas/etc. I already have an account, just need that editor status so I can mark things as closed. @kingsal @IZaRTaX the latest build should have the fixes so that user scripts can be loaded from the user folder, and attached to hotkeys. @Frost_Salamander I'm focused on https://bugs.thedarkmod.com/view.php?id=6547 right now and it's been difficult for me to see what the "correct" alignment should be. Can you attach a .map with what the alignment should be? That would a lot. -
Alright, windows is on default full power, and I set a custom power usage profile in the AMD control panel to use up to 120% power... no difference.
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its a wine bug, some workarounds here https://forums.lutris.net/t/multi-disc-install-problem/9116
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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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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.
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TDM performs pretty good IMO. Sure, the engine has its limitations (as far as I know, especially outdoor areas have to be arranged carefully to not become too demanding), but, all in all, especially with the updates which improved performance, and the multicore optimizations, it's running pretty well now. No complaints here, and, I don't have a high end rig (RTX 3060 Ti and a i5-11600K). In my experience, especially antialiasing set to 16x was a massive hog. If you use 8x, which is more than enough, TDM runs well.
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Me neither. I use Alt printscreen button. this starts a screenshot program for me that does 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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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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I think we should create a thread where you can put requests and suggestions for Orbweaver. This thread should be NOT a discussion thread. If you want to discuss a proposal, create a specific thread for it. I want it to be only for collecting proposals, so we have an overview of what people might want to have. I guess this might also help Orb to decide what he should focus on once he gets productive. BTW: I really appreciate your effort, because we can really use this. So my personal wishlist proposal is that I would like to see a group handler. Similar like in Blender, where you can select several objects and put it in a group. When you select one or more of these groups, the objects are visible. If the group is not selected, it's invisible. In Blender and other 3D apps this is called layers (forgot the name before so I had to look it up).
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Complaint From Players The player must pick up candles before extinguishing them, and then the player must remember to drop the candle. The player must drag a body before shouldering it (picking it up), and the player must remember to frob again to stop dragging the body. The player finds this annoying or easy to make mistakes. For players who ghost, some of them have the goal of returning objects back to their original positions. With the current "pick up, use item, and drop" system, the item might not return easily or at all to its original position. For example, a candlestick might bounce off its holder. (See player quotes at the bottom.) Bug Tracker https://bugs.thedarkmod.com/view.php?id=6316 Problems to Solve How can the "pick up" step be eliminated so that the player can directly use or interact with the item where it is in the game world? How can so much key pressing and mouse clicking be eliminated when the player wants to directly use an item? How can candles be extinguished and lanterns toggled off/on without first picking them up? How can bodies be shouldered without first dragging them? Solution Design Goals Make TDM easier for new players while also improving it for longtime players. Reduce tedious steps for common frob interactions. Make it intuitive so that menu settings are unnecessary. Do not introduce bugs or break the game. Terms frob -- the frob button action happens instantly. hold frob -- the frob button is held for 200ms before the action happens. (This can be changed via cvar: 200ms by default.) Proposed Solution Note: Some issues have been struckthrough to show changes since the patch has been updated. Change how frobbing works for bodies, candles, and lanterns. For bodies: Frob to shoulder (pick up) a body. Second frob to drop shouldered body, while allowing frob on doors, switches, etc. Hold frob (key down) to start drag, continue to hold frob (key down) to drag body, and then release frob (key up) to stop dragging body. Also, a body can be dragged immediately by holding frob and moving the mouse. For candles/lanterns: Frob to extinguish candles and toggle off/on lanterns. Hold frob to pick it up, and then frob again to drop. Frob to pick it up, and then frob again to drop. Hold frob to extinguish candles and toggle off/on lanterns. For food: Frob to pick it up, and then frob again to drop. Hold frob to eat food. For other items: No change. New cvar "tdm_frobhold_delay", default:"200" The frob hold delay (in ms) before drag or extinguish. Set to 0 for TDM v2.11 (and prior) behavior. Solution Benefits Bodies: New players will have less to learn to get started moving knocked out guards. With TDM v2.11 and earlier, some players have played several missions before realizing that they could shoulder a body instead of dragging it long distances. Frob to shoulder body matches Thief, so longtime Thief players will find it familiar. Second frob drops a shouldered body. Players still have the ability to both shoulder and drag bodies. Compatible with the new auto-search bodies feature. Dragging feels more natural -- just grab, hold, and drop with a single button press. There is no longer the need to press the button twice. Also, it's no longer possible to walk away from a body while unintentionally dragging it. Set "tdm_frobhold_delay" cvar to delay of 0 to restore TDM v2.11 (and prior) behavior. Candles: New players will have less to learn to get started extinguishing candles. With TDM v2.11 and earlier, some players didn't know they could extinguish candles by picking them up and using them. Instead, they resorted to throwing them to extinguish them or hiding them. Hold frob to extinguish a candle feels like "pinching" it out. Once a candle is picked up, players still have the ability to manipulate and use them the same way they are used to in TDM v2.11 and earlier. For players who ghost and have the goal of putting objects back to their original positions, they'll have an easier time and not have to deal with candles popping off their holders when trying to place them back carefully. Set "tdm_frobhold_delay" cvar to delay of 0 to restore TDM v2.11 (and prior) behavior. Solution Issues Bodies: Frob does not drop a shouldered body, so that might be unexpected for new players. This is also different than Thief where a second frob will drop a body. "Use Inv. Item" or "Drop Inv. Item" drops the body. This is the same as TDM v2.11 and earlier. This is the price to pay for being able to frob (open/close) doors while shouldering a body. Patch was updated to drop body on second frob, while allowing frob on doors, switches, etc. Candles: Picking up a candle or lantern requires a slight delay, because the player must hold the frob button. The player might unintentionally extinguish a candle while moving it if they hold down frob. The player will need to learn that holding frob will extinguish the candle. The player can change the delay period via the "tdm_frobhold_delay" cvar. Also, when the cvar is set to a delay of 0, the behavior matches TDM v2.11 and earlier, meaning the player would have to first "Frob/Interact" to pick up the candle and then press "Use Inv. Item" to extinguish it. Some players might unintentionally extinguish a candle when they are trying to move it or pick it up. They need to make sure to hold frob to initiate moving the candle. When a candle is unlit, it will highlight but do nothing on frob. That might confuse players. However, the player will likely learn after extinguishing several candles that an unlit candle still highlights. It makes sense that an already-extinguished candle cannot be extinguished on frob. The official "Training Mission" might need to have its instructions updated to correctly guide the player through candle manipulation training. Updating the training mission to include the hold frob to extinguish would probably be helpful. Similar Solutions In Fallout 4, frob uses an item and long-press frob picks it up. Goldwell's mission, "Accountant 2: New In Town", has candles that extinguish on frob without the need of picking them up first. Snatcher's TDM Modpack includes a "Blow / Ignite" item that allows the player to blow out candles Wesp5's Unofficial Patch provides a way to directly extinguish movable candles by frobbing. Demonstration Videos Note: The last two videos don't quite demonstrate the latest patch anymore. But the gist is the same. This feature proposal is best experienced in game, but some demonstration videos are better than nothing. The following videos show either a clear improvement or that the player is not slowed down with the change in controls. For example, "long-press" sounds long, but it really isn't. Video: Body Shouldering and Dragging The purpose of this video is to show that frob to shoulder a body is fast and long-press frob to drag a body is fast enough and accurate. Video: Long-Press Frob to Pick Up Candle The purpose of this video is to show how the long-press frob to pick up a candle isn't really much slower than regular frob. Video: Frob to Extinguish The purpose of this video -- if a bit contrived -- is to show the efficiency and precision of this proposed feature. The task in the video was for the player to as quickly and accurately as possible extinguish candles and put them back in their original positions. On the left, TDM v2.11 is shown. The player has to highlight each candle, press "Frob/Interact" to pick up, press "Use Inv. Item" to extinguish, make sure the candle is back in place, and finally press "Frob/Interact" to drop the candle. The result shows mistakes and candles getting misplaced. On the right, the proposed feature is shown. The player frobs to extinguish the candles. The result shows no mistakes and candles are kept in their original positions. Special Thanks @Wellingtoncrab was instrumental in improving this feature during its early stages. We had many discussions covering varying scenarios, pros, and cons, and how it would affect the gameplay and player experience. Originally, I had a completely different solution that added a special "use modifier" keybinding. He suggested the frob to use and long-press frob to pick up mechanics. I coded it up, gave it a try, and found it to be too good. Without his feedback and patience, this feature wouldn't be as good as it is. Thank you, @Wellingtoncrab! And, of note, @Wellingtoncrab hasn't been able to try it in game yet, because I'm using Linux and can't compile a Windows build for him. So, if this feature isn't good, that's my fault. Code Patch I'll post the code patch in another post below this one so that folks who compile TDM themselves can give this proposal a try in game. And, if you do, I look forward to your feedback! Player Complaints TTLG (2023-01-10) Player 1: TDM Forums (2021-03-13) Player 2: Player 3: TDM Forums (2023-06-17) Player 4: TDM Discord (2021-05-18) Player 5: TDM Discord (2023-02-14) Player 6: Player 7: Player 8:
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