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  2. Thank you, that sounds amazing! If it works well and fits in I presume we may see this make it into vanilla? Feel free to share a video in the meantime, curious to see it in action
  3. If the question is whether or not you want to maintain the 32-bit version of TDM, I'd say that it's probably such a rare use case that it doesn't make sense.
  4. What 32-bit CPUs have been / are being used to run TDM? I think these are the final 32-bit CPUs out of Intel, Lincroft single-core netbook APUs from 2011: https://en.wikichip.org/wiki/intel/cores/lincroft Not counting microcontrollers like the discontinued Intel Quark. Sounds like nbohr1more has the solution: let mappers decide to target 2.07 32-bit (and presumably check to make sure it works on the latest TDM version/beta as well).
  5. I'd say it goes into the first case.
  6. Mod complete. Comprehensive testing in progress...
  7. The poll misses the option: I play 64 bit build and have no idea and/or don't care if a 32 bit build is needed.
  8. I've got into Jerry's Jewels, but the two display cabinets are unfrobbable and unbreakable, and I can't find a switch in the shop which might open them. Have I missed something? Or is this a bug? Or a joke (a jewelry shop with nothing to steal)?
  9. Already configured: https://github.com/stgatilov/darkmod_src/blob/11165752178aa59f507ae6bd8781f7a4fe81d250/CMakeLists.txt#L88 The problem is allocating more than 2GB during level load. Win32 has a hard limit for processes.
  10. Just use 32bit binaries+Large Address Aware flag! /LARGEADDRESSAWARE (Handle Large Addresses) | Microsoft Learn Large Address Aware | TechPowerUp Forums
  11. We have several large missions that wont even start on 32-bit TDM so it's already a losing proposition. If mission authors want to cater to 32-bit users, they should target 2.07 so that OpenGL 2.0 and WinXP are also supported.
  12. As you know, 32-bit binaries were deprecated 4 years ago. But they are still available as a separate download, so people can still play TDM on 32-bit Windows or 32-bit Linux (x86 architecture). Given that Windows 11 and Ubuntu 19 don't provide 32-bit builds at all, I wonder how many people still use 32-bit TDM binaries.
  13. I dislike that reset after updating. But, I guess it has to be, if options and variables are added.
  14. I have changed the subject to "Frob Helper discussion". Here are some situations where the frob highlight falls short: - Pick up items inside containers (frob fighting) - Pick items from KO/dead bodies (frob fighting) - Manipulate KO/dead bodies (am I aiming at the arm?) - Detect frobs (large and small) in some conditions, specially when it is bright: Frobable vent door or window Frobable painting Frobable book in a bookshelf ... Questions for everyone: Should an optional frob helper help in all the above situation or in some only? Do you detect any areas of improvement for the current Frob Helper?
  15. This should be more of a last resort. It makes a pretty big graphical difference I found.
  16. Do we keep using the current system, or are there plans for a new way for example using an universal translation format? The two biggest issues with the current system I find is that currently editing larger text is not great and the original map file (or more) has to be modified, which means if the mapper doesn't want to bother, it's not going to happen, because external modification of map files is a no-go I think.
  17. well silly me, just needed to raise max fps. not dropping below 80 now even with more stuff turned on. i gotta make a note for that whenever resetting after an engine update.
  18. To begin, this is a large mission and EFX reverb is gonna take it's toll ( lots of reverb bounces to calculate ). Try playing with EFX off. Other than that ( or if you absolutely need the reverb ) try these changes: Set FPS to "Uncapped" in the advanced video settings ( some drivers don't like Doom 3 style FPS management ) Set MaxFPS to 60 (or whatever your Refresh is ) Set Color to 32-bit on the Advanced Video menu. Config changes: tdm_lg_interleave 3 tdm_lg_interleave_min 31
  19. Yesterday
  20. Darkmod.cfg yea i'm on 2.12. i remembered to turn off soft shadows too and it seemed to help in some smaller areas thus far. not sure if it's just the scale of things as i venture into the next outdoor area
  21. You're on TDM 2.12 correct? Please post your current Darkmod.cfg Also, the performance wiki has been updated recently: https://wiki.thedarkmod.com/index.php?title=Performance_Tweaks
  22. i'm on Win10 with an i5-8400 and RTX 2070 so it's starting to get up there in age especially for CPU but i just dont know that i've had so many dips indoors in particular before. i switched to stencil shadows already and have still been getting drops
  23. Maybe it's the volumetric lights? There are some in the ship. Can't remember if they are in the admin building, but apart from that they are used sparingly so hopefully you'll be ok.
  24. Didn't notice anything in that regard when beta testing. Which OS are you using, and what are your computer's specs?
  25. anyone else having low performance in some indoor areas? i can understand some when starting outside but in a fairly confined space like the lower ship decks or administration building i'm not sure what would be tanking things to a noticeable effect
  26. I'd hardly call it a mod, if the functionality is already there and it's merely about presenting the settings in a different way. Anyway, I already said that I basically concur and that I would ideally like to see an extra accessibility settings GUI for all related features: frob helper, head bob, more subtle mantle animations, you name it... Still, your reasoning is kind of wrong because the intention of the frob helper was not to detect frobably objects, but to help the player aim on small frobable objects. The "Always On" feature unconditionally helps the player aim, so this does not conflict with the intention of the frob helper at all.
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  • Recent Status Updates

    • OrbWeaver

      Has anyone had any luck with textures from Polyhaven? Their OpenEXR normal maps seem too washed out and give incorrect shading in the engine.
      · 5 replies
    • datiswous

      I tried to upscale the TDM logo video. First try:

      briefing_video.mp4 You can test it ingame by making a copy of the core tdm_gui.mtr and place it in your-tdm-root/materials/ , then edit line 249 of that file into the location where you placed the new briefing.mp4 file.
      What I did was I extracted all the image files, then used Upscayl to upscale the images using General photo (Real-Esrgan) upscale setting and then turn it back into a video.
      I might have to crop it a bit, the logo looks smaller on screen (or maybe it's actually better this way?). My video editor turned it into a 16:9 video, which I think overal looks better than 1:1 video of original.
      · 1 reply
    • nbohr1more

      Trying to be productive on my down-time before Capcom releases Akuma and my son is constantly on my PC playing Street Fighter...
      · 1 reply
    • OrbWeaver

      Finally got round to publishing a tutorial on baking normal maps in Blender, since most of the ones we have are inaccessible or years out of date.
      · 4 replies
    • nbohr1more

      The FAQ wiki is almost a proper FAQ now. Probably need to spin-off a bunch of the "remedies" for playing older TDM versions into their own article.
      · 1 reply
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