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Showing content with the highest reputation on 04/03/20 in all areas

  1. The Dark Mod got a big mention in this video about the history of the Thief series.
    5 points
  2. TDM mentioned in gamers thief doc: The rise and fall of Thief at 31:40 in video:
    2 points
  3. Not sure if TDM supports all Opengl blending options but I don't see why not, here are some links: https://learnopengl.com/Advanced-OpenGL/Blending Search for "Stage Keywords" in the link below https://web.archive.org/web/20170610204134/https://www.iddevnet.com/doom3/materials.php That is strange, using photoshop as a example, add (GL_ONE, GL_ONE) in that case, seems to be behaving like photoshop "subtract", not photoshop Linear Dodge(add) or screen, in idtech 4 blend add behavior is like so, any color minus black, is added into the main surface color, this is mostly used to make glowing effects on characters and surfaces, so white in that case should show totally white ingame, perhaps TDM team should investigate, could be a render bug. Also experiment removing the keywords, forceOpaque, solid and sort.
    2 points
  4. 2 points
  5. Finally integrated the road, thanks to @Amadeus, I copied the settings from Good Neighbor. Added a few effects and made myself a wallpaper to keep myself motivated while I continue this project, what do you guys think?
    1 point
  6. Spiders seem to almost always have some quirks to them. Sometimes you can't hit them. In other missions they don't collide with some geometry making them walk sunk into the floor (and also harder to hit). Their ragdolls most of the time go nuts if trying to drag them... Spiders have always been pretty buggy. By the way: Open the debug console and enter noclip followed by the return key to activate the fly mode wich is perfect for getting yourself unstuck. Repeat for disabling the fly mode. Never reload for sticky geometry again.
    1 point
  7. Updating beta2 with a beta3 download ... First part of the download went okay, but the 1Gb second part failed with this message: "Initiating Download from http://tdmcdn.azureedge.net/beta208-03/tdm_ai_humanoid_guards01.pk4 Thread finished with error: Could not download from any mirror." EDIT: No problem with a clean install of beta3 to an empty folder.
    1 point
  8. Hmm... you cannot imagine how much software works on OpenGL. As for now, all those vendors would more likely drop support for Vulkan, calling it a "failure", than drop support for OpenGL
    1 point
  9. Unfortunately, noone in his sane mind, who aims at selling a decent amount of copies of his game, would buy the IP. Unless he makes a action adventure which plays like Assassins Creed out of it. I rather hope for something completely different anyway: Someone who creates something similar to TDM, for Deus Ex. That would be like Christmas for me. I won't hold my breath for it, though. I know how much work is involved, and how unrealistic it is to hope for something like that. I rather wait for the next Deus Ex from Square Enix.
    1 point
  10. beta208-03 has been released. The list of changes is provided in its usual place. Remember that you must download tdm_mirrors.txt again from the link in the original post before running tdm_update. Otherwise you will not get the new beta release and will stay on beta208-02 instead.
    1 point
  11. It is also worth trying r_cinematic_legacyRoq 1 --- that would enable original Doom 3 code for ROQ playback, instead of FFmpeg. To be honest, I regret now that I finished FFmpeg playback. It was probably a better idea either to extend ROQ or to take some particular format like ogg+vorbis+theora and support them by using official libraries from Xiph.org instead of FFmpeg. Or mkv+webm+opus, which is another free combo. Now the djinn is out of the bottle, and FFmpeg will stay with us forever.
    1 point
  12. Yes opengl blend options are very cool, one way to make black silhouettes on surfaces, is to do a video where full white is background and black is the silhouette you want moving on the surface (a inverted alpha channel) then use blend modulate or blend filter (GL_DST_COLOR, GL_ZERO), it should work like photoshop blend multiply.
    1 point
  13. Installed the beta and played parts of the training mission: Gamma and brightness settings don't affect the main menu and books when used. I can lighten and darken the game but menu and active/in-use readables always look the same. I found some missing geometry faces (full faces, not just single tris) in the first part of the climbing area on some horizontal beams of the construction site.
    1 point
  14. When TDM showed up a big smile came to my face this fantastic game and its developers, need all the praise in the world. "I hope Eidos Montreal sells the IP to someone who actually gives a crap about the series, or someone who makes Dagger of Ways." I hope if that comes to pass that company don't make TDM devs life harder if you catch my meaning...
    1 point
  15. Does TDM still supports ROQ? If so is that performance loss also for ROQ files? I don't remember them being so heavy.
    1 point
  16. I hate to join the chorus of negativity but I honestly feel like Vulkan itself is a bad move. It pretends to be a modernized "clean slate" OpenGL but it really just encourages vendor lock-in since it is so closely tied to the hardware. It is mostly big industry players getting together and going "why do we need a flexible open standard when we are the only players left?" then collaborating on a standard that will only work for big industry players. The only thing I can say for it's defence is that OpenGL has been tainted by Nvidia's overwhelming ARB voting influence which has caused AMD to always be crippled in OpenGL performance. With Vulkan, AMD can equal or best Nvidia because they can force developers to write to their hardware directly. AMD is mostly behind this Vulkan push. They started things with their "Close to Metal" GPGPU initiative then developed Mantle then co-developed DX12. All these moves are addressing two issues at AMD. The aforementioned Nvidia control of the OpenGL standard and the fact that their driver teams are short staffed and less capable than Nvidia's. Why hire more OpenGL driver devs when you can get engine developers to write their own drivers via the Vukan or DX12 API? I can't fault it as a "strategy" but I'm not a fan of it as a standard. I guess PowerVR is pretty glad to see it too though. They also were living in the shadow of Nvidia's voting power in the OpenGL ARB and were happy to have a way to bypass that too (and even happier to offload driver development to engine devs).
    1 point
  17. Looking through the changelog, I must say that massive changes happened since 2.07. Prepare yourself for a lengthy beta Brief overview Internal: 1) Finally, TDM runs on OpenGL 3 core context by default (#5143). This is controlled by r_glCoreContext. 2) ARB shaders are no longer used. The last of them were tracked down and converted to GLSL. 3) Under the hood, we have a new GLSL shader management with includes and defines, plus a new OpenGL loading system on both OSes. 4) The Linux version is now built using widespread CMake system instead of SCons (#5075). Mapping: 1) Now interaction shader uses specular color instead of diffuse color when computing specular lighting term (#5044, controlled by r_testSpecularFix). The specular color was ignored for years, which 1) makes no sense, 2) makes some materials look wrong, and 3) makes it inconvenient to tweak specular. While this change affects dramatically all known FMs, it is hoped that it still fixes more than it breaks. This is the most controversial change, and whether it stays in 2.08 depends a lot on your feedback during early betas. 2) Fixed several bugs in visportals handling in dmap. This affects all existing maps, so please read section of Visportals wiki article. 3) Added diagnostics for common visportal problems (#5129), read section in Visportals wiki article. 4) Fixed bug in stencil shadows computation, which was introduced in 2.07 (#5106). It affects all parallel and projected lights when mapper runs dmap on a CPU with AVX. It is strongly recommended to re-dmap all FMs dmapped with 2.07 if they contain such lights. 5) Added dmap warnings about rotation-hacked models, fixed culling issue (#4970). 6) Improved precision of dmap and its mesh processing algorithms (#5137). 7) Fixed bugs with handling water brushes, especially with complex shapes (#5014). 8| Fixed MD3 and liquid models. Animated water should work properly now. Graphics: 1) Postprocessing and gamma/brightness settings merged together, bloom reimplemented completely (#4705). As the result, gamma/brightness now works on Linux, and no longer affects desktop and main menu. 2) Ambient occlusion feature can be enabled in Graphical settings (#4972). 3) "Borderless window" mode integrates a bit better with OS than "fullscreen" mode (#4724, Windows-only). 4) Fixed several bugs with non-default Render Scale (#5085, #5068). 5) More reliable game modelling with "Uncap FPS" when FPS is low (#4924). It also means worse performance under such circumstances (i.e. when FPS is uncapped and lower than 60). Gameplay: 1) Mantling, swimming, shouldering, ladder/rope improvements (#4509, #3550, #2273, #4107, #3607, #4948, #5069). 2) More AI sitting/sleeping fixes (#3989, #5156, #5164). 3) Now keybindings are saved into separate file DarkmodKeybinds.cfg (#4797). This makes it much less problem to reset darkmod.cfg, since you won't have to reconfigure all bindings after reset. 4) New customizable .script file to allow running custom scripts in every mission (#5179). New mapping features: 1) Static collision detection for rain particles (#4957), see Wiki article. 2) Better rain particles, old rain materials deprecated (#5139). 3) New way to tweak rendering order of translucent surfaces: drawSortOffset spawnarg. 4) Easy-to-use parallel light emanating from the sky (#5121), see explanation on wiki. It can be used for moon or sun, although it has serious performance toll. 5) Added stopPatrol script command for AIs (#5056). 6) Spectrum spawnargs restrict light interaction depending on spectrum values of lights and entities (#4956). 7) X-ray subview changes appearance (skin_xray) of specified entities when seen behind this surface. Assets: 1) New Beastmen characters (Kingsal) 2) New zombie characters (Springheel) 3) New environmental models (Springheel & Epifire) 4) Many more Dragofer models incorporated (Dragofer) And other improvements, additions, fixes, and optimizations.. More details can be seen in What's new wiki article and in the roadmap. Important cvars Old: * r_postprocess_gamma and r_postprocess_brightness: these cvars have replaced the old r_gamma and r_brightness. Also gamma now has default value "1.2". * r_interactionProgram and tdm_ambient_method: this are the current cvars controlling "interaction" and "ambient" programs. These settings were previously available in Advanced video settings, but they are no longer visible in menu. Only change this for some debugging/investigation purposes. * r_uniformTransforms: setting to 0 is known to fix severe graphical issues on Intel HD 3000; please leave this as default, and let developers know if your machine needs this to run TDM properly. New: * r_glCoreProfile: default value 2 forces "Core profile" OpenGL context, while value 0 says to create "Compatibility profile". Should have no visual impact. Only takes effect during engine initialization. Only change this is someone suspects that Core profile breaks something. * r_testSpecularFix: this controls whether specular color or diffuse collor is used to modulate specular light term. Should be used to see what was fixed or broken by the corresponding change. Set to -1 to make game switch back and forth between old and new behavior every second. * r_ssao_*: several cvars with this prefix can be used to tweak SSAO implementation. Although ideally you shouldn't have to touch them. * r_bloom*: several cvars to tweak new bloom effect. Ideally, you should not touch it: just use slider in GUI settings. * r_fboColorBits 64: increased color precision (HDR rendering). Reduces color banding, makes bloom on very bright light sources more prominent. * r_usePersistentMapping, r_useMultiDraw, r_useBaseVertex: use new graphical features for potentially faster rendering. Should not touch these unless it is suspected that one of them causes a problem. * r_useParallelAddModels: an experimental cvar to further parallelize a considerable part of the renderer. Should slightly increase FPS in many cases, but can cause all sort of problems.
    1 point
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