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Beta Testing 2.06


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#1 grayman

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Posted 08 November 2017 - 10:00 AM

TDM 2.06 is ready for beta test.

Windows, Full Install:

1 - Create a darkmod folder anywhere you like.

2 - Download the TDM Updater. Extract tdm_update.exe from the downloaded ZIP and place it in your darkmod folder.

3 - Download a special tdm_mirrors.txt file and place it in your darkmod folder.

4 - Start tdm_update.exe. Remember to use the --keep-mirrors setting when running tdm_update. (On the main window, click the "Advanced Options" button and check the first box.)

Windows, 2.05 to 2.06 Upgrade:

1 - Download a special tdm_mirrors.txt file and place it in your darkmod folder.

2 - Start tdm_update.exe. Remember to use the --keep-mirrors setting when running tdm_update. (On the main window, click the "Advanced Options" button and check the first box.)

Linux, Full Install:

1 - Create a darkmod folder anywhere you like.

2 - Download the Linux version of the TDM Updater and extract it to your darkmod folder.

3 - Download a special tdm_mirrors.txt file and place it in your darkmod folder.

4 - Make tdm_update.linux executable: "chmod +x tdm_update.linux"

5 - Run the updater. Remember to use the --keep-mirrors setting.

6 - If you have any issues starting TDM, post them and someone who's worked with Linux will help get you started.
 
Linux, 2.05 to 2.06 Upgrade:

1 - Download a special tdm_mirrors.txt file and place it in your darkmod folder.

2 - Run the updater. Remember to use the --keep-mirrors setting.
 

New features in 2.06

 

The Dark Mod 2.06 is a major step forward in terms of rendering performance and overall framework tech.

  • It is the first TDM release to offer a native 64-bit build with EFX sound support for all audio OpenAL hardware.
  • It is also the first TDM release to offer true multi-core support via patches from Cabalistic's VR branch.
  • Another first? This is the first TDM release to offer video codec support other than ROQ.
  • A substantial amount of work was done to replace legacy OpenGL methods with their equivalents in modern OpenGL.
  • grayman and Duzenko worked to fix and improve the Security Camera and Mirror rendering behaviors.
  • Finally, Duzenko and Stgatilov have implemented a Soft Shadows option which has some distance based softening and anisotropic sampling correction.
  • All food gives default health.
  • Obsttorte's new GUI scaling menu with visual preview.
  • Durandall's new Scrolling mission browsing GUI!

Cvars supporting new features

  • com_smp 1: allows the frontend and backend to run on different threads. same as the multi-core enhancement option in the GUI
  • com_fixedTic 1: uncapped FPS
  • r_useGLSL 1: Enables the GLSL backend. Is automatically enabled when enabling Soft Shadows
  • r_useFBO 1: Enables Frame Buffer Objects. Uses less fillrate and allows for new rendering options
  • r_fboSharedDepth 1: Read and Write to the Depth buffer in a feedback loop setup. Offers a big performance boost for Intel GPU's
  • r_fboSharedColor 1: Read and Write to the Color buffer in a feedback loop setup. Offers a big performance boost for Intel GPU's (do not use on Nvidia).
  • r_fboResolution: Multiplies your native resolution times your input value. 2 means double resolution. Works like SSAA. Very high performance cost.
  • r_useMapBufferRange 1: Improves VBO performance. Some render artifacts if you enable this with com_smp and lightgem interleave.
  • r_useBfgPortalCulling 1: AnonReclaimer's port of culling code from Doom 3 BFG. Improves cache behavior and is meant to be paired with com_smp and r_useMapBufferRange.
  • r_cinematic_legacyRoq 1: Decode ROQ videos with old Doom 3 code rather than FFMPEG. It may improve performance for some users.
  • r_softshadowsradius: Determines how large the light center is for light sources. Larger values soften shadows more.
  • r_softshadowsquality: Determines how many gradients for shadows. Larger values produce smoother blending at more performance cost.

Toggling Creep!

You can now setup a key bind for toggling creep.

To use you must define a toggle in Darkmod.cfg
 

bind "<preferred key>" "toggle tdm_toggle_creep 0 1"

replace <preferred key> with whatever key you wish.

If you want to use CTRL, you will need to remove:
 

bind "CTRL" "_button5"

Soft Shadows, Anti-Aliasing, FBO and You

The current Soft Shadows method has some rendering bugs for some hardware vendors when MSAA is enabled in TDM.

Here are the workarounds for these issues:

1) Increase resolution to where AA is not needed.
2) Use Resolution Scaling (DSR) in your video driver and set TDM resolution higher than your native resolution.
3) Use in-game resolution scaling r_useFBO 1 and r_fboResolution 2 (or higher).
4) Disable in-game AA and set SSAA in your driver settings also set r_useFBO 1.
5) Disable in-game AA, set FXAA or MLAA in your driver settings also set r_useFBO 1. (best performance)
6) Enable in-game AA, set Transparency AA (SSAA method) in your driver settings and set r_useFBO 0.

r_useFBO 1 is preferred with Soft Shadows as the non FBO version has a few boundary artifacts.

 
Problems fixed in 2.06 (so far): 
 

Spoiler

 

Notes About Testing:
 
1 - This effort is to find out if we broke anything in TDM with our 2.06 changes, or if a new 2.06 feature isn't working correctly. We won't be trying to fix bugs that have been around for a long time. So don't be upset if you report something and we decide it won't be fixed now. If there's no existing bugtracker issue for it, we'll file a new issue together and look at it for 2.07.

 

2 - If you find something wrong, please test the same thing in 2.05 (if possible) before coming here with the problem. We want to avoid a lot of "2.05 has the same problem" responses to problems, and it would save us developers a lot of time if we didn't have to go back and try to set up the same thing you're seeing, especially since you're seeing it and it takes several back-and-forth notes before we find out exactly what we should be looking for and testing.
 
If it's a new 2.06 feature that isn't working, then by all means mention the problem here.
 
3 - You can find a list of published missions here. If you plan to test a particular mission, please say so in this thread to avoid duplication of effort.
 
At the minimum, please try to be specific when reporting a problem. What you were doing, where you were when the problem occurred, can you reproduce it, etc.

 

And, since there are now 32- and 64-bit versions of TDM, please note which you're using.
 
4 - If you're a developer, please test all your Roadmap issues.

 

5 - If you find a problem, and a short discussion doesn't get you the help you need, and those in the discussion think a code or asset change is necessary, please file a bugtracker issue to keep track of the problem.

 

 
Thanks for participating in this test!!!


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#2 nbohr1more

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Posted 08 November 2017 - 10:13 AM

Also:

All food gives default health.
Obsttorte's new GUI scaling menu with visual preview.
Durandall's new Scrolling mission browsing GUI!
Please visit TDM's IndieDB site and help promote the mod:

http://www.indiedb.c...ds/the-dark-mod

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

#3 grayman

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Posted 08 November 2017 - 10:15 AM

Also:

All food gives default health.
Obsttorte's new GUI scaling menu with visual preview.
Durandall's new Scrolling mission browsing GUI!

 

Added to OP.



#4 Goldwell

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Posted 08 November 2017 - 11:22 AM

Awesome! Can't wait to give this a spin. So many new and badass changes :D


The Accountant Series
Part 1: Thieves and Heirs | Part 2: New In town


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#5 VanishedOne

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Posted 08 November 2017 - 11:25 AM

WARNING:shaderCompileFromFile(glprogs/interaction.vs) validation
Vertex shader failed to compile with the following errors:
ERROR: 0:40: error(#143) Undeclared identifier: var_WorldPos
ERROR: 0:40: error(#143) Undeclared identifier: u_modelMatrix
ERROR: 0:40: error(#143) Undeclared identifier: u_lightOrigin2
ERROR: 0:40: error(#160) Cannot convert from: "3-component vector of vec3" to:
"float"
ERROR: error(#273) 4 compilation errors.  No code generated

Lights (edit: apart from ambient lights, and I haven't tested foglights or blendlights) are completely non-functional. Win8.1/64, same results in both 32- and 64-bit executables.

 

2.05:

 

Attached File  205.jpg   104.71KB   0 downloads

 

2.06:

 

Attached File  206.jpg   35.37KB   0 downloads

WARNING:file skins/tdm_models_architecture_modules.skin, line 546: Expecting '{
' but found '=='

Someone inserted a ======= divider without comment syntax.


Edited by VanishedOne, 08 November 2017 - 11:40 AM.

Some things I'm repeatedly thinking about...

- louder scream when you're dying


#6 nbohr1more

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Posted 08 November 2017 - 11:46 AM

Please revert glprogs to revision 15050
Please visit TDM's IndieDB site and help promote the mod:

http://www.indiedb.c...ds/the-dark-mod

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

#7 VanishedOne

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Posted 08 November 2017 - 12:03 PM

Please revert glprogs to revision 15050

If that's directed to me, I don't have a means of acting on it.


Some things I'm repeatedly thinking about...

- louder scream when you're dying


#8 nbohr1more

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Posted 08 November 2017 - 12:08 PM

No that was for grayman.

He included the latest glprogs version because "I fixed it" but the fix depends on the latest executable.
Either we need to bump to the latest src revision or revert the glprogs version. Presumably the latter
as 7060 was chosen for code freeze.

Until GLSL is working, you may set Soft Shadows to OFF in the gui and set r_useGLSL 0.
  • VanishedOne likes this
Please visit TDM's IndieDB site and help promote the mod:

http://www.indiedb.c...ds/the-dark-mod

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

#9 nbohr1more

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Posted 08 November 2017 - 01:46 PM

Another option, grab the glprogs download from this post:

http://forums.thedar...ts/#entry413888
Please visit TDM's IndieDB site and help promote the mod:

http://www.indiedb.c...ds/the-dark-mod

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

#10 Bikerdude

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Posted 08 November 2017 - 06:32 PM

Downoading



#11 VanishedOne

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Posted 08 November 2017 - 06:37 PM

With those shaders it works. :smile:

 

Multi Core Enhancement doesn't seem to be working well on my machine: I'm seeing jerky movement, occasional light gem flicker, and instances of this in the console:

WARNING: glClientWaitSync did not complete successfully (result code 37147)

In 32-bit movement is smoother and I haven't seen the same console warnings but the occasional light gem flicker is still present.

 

With soft shadows turned on I see these odd blue edges on these stairs from certain angles. It may be relevant that the stairs have a blue specular map. (Also, they use vertexColor in the diffuse and specular stages.)

 

Attached File  stairs.jpg   105.58KB   1 downloads

 

Edit: another soft shadow glitch. This patch of sunlight (from a parallel light) shouldn't be here, and with soft shadows off it isn't.

 

Attached File  206_sunlight.jpg   118.79KB   0 downloads


Edited by VanishedOne, 08 November 2017 - 06:51 PM.

Some things I'm repeatedly thinking about...

- louder scream when you're dying


#12 VanishedOne

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Posted 08 November 2017 - 07:08 PM

I placed a cubic light (lights/ambientCube/cubeSky) in the corner here, and it glitches in GLSL mode:

 

Attached File  206_cubic.jpg   87.48KB   0 downloads


Some things I'm repeatedly thinking about...

- louder scream when you're dying


#13 VanishedOne

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Posted 08 November 2017 - 07:18 PM

I've got a fountain with distorting water: the filename I gave the prefab says Obsttorte made it so it's probably http://forums.thedar...ls/#entry304109

 

The region with the water is jittering around on the screen. Happens in both GLSL and ARB.


Some things I'm repeatedly thinking about...

- louder scream when you're dying


#14 VanishedOne

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Posted 08 November 2017 - 07:29 PM

Spark-line type effect with GLSL (it's hard to see in the dark but there's a railing on the opposite side of the landing:

 

Attached File  206_sparklines.jpg   120.84KB   0 downloads


Some things I'm repeatedly thinking about...

- louder scream when you're dying


#15 nbohr1more

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Posted 08 November 2017 - 07:39 PM

@VanishedOne

Those edge artifacts are from AA.
 
Disable AA in game and set FXAA in your drivers.
Please visit TDM's IndieDB site and help promote the mod:

http://www.indiedb.c...ds/the-dark-mod

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

#16 VanishedOne

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Posted 08 November 2017 - 07:45 PM

The normal map in this material no longer works:

 

2.05

Attached File  205door.jpg   54.33KB   0 downloads

 

2.06

Attached File  206door.jpg   48.94KB   0 downloads

 

Spoiler

Some things I'm repeatedly thinking about...

- louder scream when you're dying


#17 VanishedOne

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Posted 08 November 2017 - 08:37 PM

@VanishedOne

Those edge artifacts are from AA.
 
Disable AA in game and set FXAA in your drivers.

Disabling AA in-game fixes it provided I entirely restart the program afterwards.

 

My GPU is an integrated Radeon HD 8400 and the only settings I can find in the 'AMD VISION Engine Control Center' deal with stuff like power usage.


Edited by VanishedOne, 08 November 2017 - 08:38 PM.

Some things I'm repeatedly thinking about...

- louder scream when you're dying


#18 nbohr1more

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Posted 08 November 2017 - 08:56 PM

Well, if you can't get official Catalyst drivers (etc), you can use resolution scaling:

r_fboResolution 2 == 2x SSAA.

Another option is to use 3rd party driver utilities like Tray Tools:

http://www.guru3d.co...tray-tools.html

or check with the Guru3d forums. There are ways to make Desktop drivers work on Mobile:

https://forums.guru3...ers-section.46/
Please visit TDM's IndieDB site and help promote the mod:

http://www.indiedb.c...ds/the-dark-mod

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

#19 VanishedOne

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Posted 08 November 2017 - 09:27 PM

Materials in the attached file display normally as worldspawn surfaces in 2.06, but as particles they either don't display at all or look different.

Attached Files


Some things I'm repeatedly thinking about...

- louder scream when you're dying


#20 Goldwell

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Posted 09 November 2017 - 02:04 AM

Just booted up 2.06 64 bit, lights are not displaying at all in game with soft shadows set to extreme. Not even the player lantern.

 

I tested out the new briefing video feature, dropped in a .mov into an existing mission setup and it worked perfectly without any further setup required. Very impressed with that! woohoo :)

 

I'm gonna wait until the lights are fixed before testing any further though.

 

The main menu is a huge setup, TDM still starts in a very old and low res for me, but once the resolution is fixed the menu is a lot clearer to read and looks great.


The Accountant Series
Part 1: Thieves and Heirs | Part 2: New In town


Lord Edgar Series
Lord Edgar's Bathhouse
 
Stand Alone Missions
Spring Cleaning


#21 Epifire

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Posted 09 November 2017 - 04:19 AM

Yeah I'm running on a GTX1080. Nvidia stuff doesn't seem to wanna run lights it would seem. Soft shadows on or off, they're not rendering. Also there's this odd thing in the console I get on startup that I thought you might want to know about...

 

764978427c2332ae6e2f678c504d9be0.png

 

Gonna go out on a limb here and say it could be related?

 

EDIT: Oh sh#t I didn't see the glprogs download. Grabbed that and now it's fixed :P


You need a model? Epi does you a model.

 

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#22 Goldwell

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Posted 09 November 2017 - 04:33 AM

Got the lights working in game now

 

I'm going to be testing my new FM Accountant 1: Thieves and Heirs on 2.06.

 

It just went through a very extensive beta test so i'm quite familiar with how it should run on 2.05, which will make the 2.06 specific bugs easier to hunt.


The Accountant Series
Part 1: Thieves and Heirs | Part 2: New In town


Lord Edgar Series
Lord Edgar's Bathhouse
 
Stand Alone Missions
Spring Cleaning


#23 lowenz

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Posted 09 November 2017 - 04:51 AM

Just booted up 2.06 64 bit, lights are not displaying at all in game with soft shadows set to extreme. Not even the player lantern.

 

For me too.

 

16:9 (and 16:10 and other A.R.) UI scaling needs to not stretch the HUD (to begin with, but it's a known long-time missing feature).

 

In menu, does "EAX 4.0 HD" option actually manage EFX effects?

Maybe it's time to rename that option.

 

How about s_useEAXReverb cvar now?


Edited by lowenz, 09 November 2017 - 04:57 AM.

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.


#24 lowenz

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Posted 09 November 2017 - 04:54 AM

Got the lights working in game now

 

How? "Very High" too cuts the lights  out .


Edited by lowenz, 09 November 2017 - 06:15 AM.

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.


#25 lowenz

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Posted 09 November 2017 - 05:05 AM

Bug: if you enter HUD adjustment submenu during the playtime and press "Esc" you resume the game.....but if you press another time "Esc" you get always the HUD submenu instead of the main menu.


Edited by lowenz, 09 November 2017 - 05:05 AM.

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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