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Showing content with the highest reputation on 04/10/20 in all areas

  1. Surely merely allowing custom shaders enables mappers to experiment with it and come up with ideas that can be incorporated in core later
    3 points
  2. Well, it does not sound like a crash. Although I don't remember: does modern Windows 10 shows the dialog on crash by default? How did you get console dump? Perhaps you could enable logFile as described here? If TDM closes without a pause, then this is the only way to know the whole console output for sure. Thank you for doing this! I would be happy to know too what goes wrong, especially if this is a regression from 2.07. That's your choice. Just keep in mind that there is a chance that the bug (if this is a bug) will get into final release without your attention By the way, it seems we didn't even try the easiest way to analyze the problem. As far as I understand, you can reproduce the problem perfectly on 2.08. Could you please send me the FM/map where you have the problem? I'll try to dmap it myself, and it would be much faster and easier to understand what's going on if it reproduces.
    2 points
  3. Last image I will post of this shot. I just wanted to share my latest loading screen for the map. Let me know what you guys think!
    2 points
  4. I'm just gonna throw in my two cents on the matter of the missions included in the package. I personally think A New Job and Tears of St Lucia are both great missions and should pretty much remain as is. The training mission... not so much. It is a sandbox sort of environment that is not so fitting with the rest, at least as far as tutorials go. At some point I would like to see a new training mission on a more step-by-step tutorial basis, preferably starting at the Thief's house and then venturing out on the streets to accomplish a very simple objective. This would better introduce the main character and set the tone for the following missions. As for the original training mission, it should be repurposed and renamed as a practice sandbox or something of the kind. More importantly, I think the additional missions concluding the St. Lucia story should be finished. Like OP says, it would be lovely for the packaged product to have a small story with a beginning and an end. Isn't it possible to pull a community effort to make this a reality? I think this should have been at least considered after so many years... Finally, an additional suggestion, and as a complement to a possibly finished St. Lucia campaign: I think three standalone FMs of good reputation should be included in the main package as to give the player a more complete experience, ideally one short, one medium, and one long. It would also serve as a showcase of the many possibilities of map making and of the variety contained within TDM, while recognizing long-standing FM creators within the community. All in all, the goal here would be to give the first time player a stellar impression of some of the best things the game has to offer.
    1 point
  5. I'm fine with this, with a couple conditions: We make a reasonable attempt not to break things in an update without a good reason Breaking changes get documented in the beta release notes so fixes can get applied before the final release If this is going to be officially "blessed" we'll want a wiki page detailing how to use it. I can probably help out with that if needed.
    1 point
  6. Incredibly detailed article about how to render a frame in Rise of the Tomb Raider. I will have to study the bloom shader in more detail for inclusion in TDM. https://sudonull.com/post/3405
    1 point
  7. I'm afraid the dump does not contain crash. It looks like it is a dump of running TDM, probably with main menu or console open. The last console command was "dmap mill7", but probably it finished. Are you sure you are meaning "crash", i.e. you see OS message about it and the TDM program terminates completely immediately after you click OK? If yes, maybe you captured the dump at the wrong moment? Normally, you should record dump after it has crashed, when the OS message is still shown.
    1 point
  8. Given that there is a discussion about interior mapping, I'd like to return to the question of maintenance of custom GLSL shaders. Right now I see choices: Do not allow mappers to write custom GLSL. Allow writing custom GLSL and promise their maintenance. And as a consequence, most likely lock GLSL version forever?... Allow writing custom GLSL but warn that they can get broken during future engine updates.
    1 point
  9. It's really easy to try the 2.08 beta if you want to, but I plan to keep posting progress videos to make it easy to see how it works.
    1 point
  10. We have thousands of textures now. Upgrading them all would be a project that would take years for a small group of dedicated artists. Since most of our textures exist only in .dds format, they would have to be remade, not just resized. And any time you remake a texture, you run the risk of it not working as intended in missions where it has already been used. And beyond that, you ultimately run into the comparison trap. If you increase the quality of one thing, it makes the weaknesses of other things stand out more. The rigging of our character models (done by me, as far from a competent animator as you can get) is already our weakest link (followed closely by some animations themselves), and the better everything else looks, the more that is going to stand out.
    1 point
  11. All good points but I guess I didn't add one of the main reasons for the limit. The original design goal for TDM was to have the same visual fidelity as Thief Deadly Shadows but have missions as large as the largest Thief 2 fan mission (or larger). Increasing texture quality will leave less VRAM for geometry and forces missions to remain small or less dense. All subjective of course. To set a more firm standard we could take the largest TDM map and double it then increase texture fidelity until whatever class of hardware we define as minimum (2012 era?) cannot run it.
    1 point
  12. The guidance is for standard tiling textures. A single large texture with a unique pattern shouldn't cause too much harm, especially if it is used sparingly. The other consideration is whether this "beautiful" texture matches the pixel density of other textures at natural scale. You may be admiring your great new texture but players will be looking at TDM textures next to it and thinking "why is everything except the wall so blurry"? To which the answer will not be "OK, we are going to increase all the texture resolutions and make the game unplayable except for high-end hardware from 2016+". Doom 3 \ TDM is more texture heavy than many other engines since it relies on normal maps for most detail so you have to budget textures differently than an engine where half of the detail is baked into the diffuse because of baked lighting. The limit is there to act as a sane guideline.
    1 point
  13. So, does this pull the 2.8.0pre-release, or the 2.7.0? git clone git://github.com/codereader/DarkRadiant.git Anyway, I get this when attempting to build, so I run DR with wine instead: In file included from /usr/include/c++/9/istream:39, from ../include/itextstream.h:10, from ../include/imodule.h:15, from ../include/iarchive.h:11, from vfs/Archive.h:3, from vfs/DirectoryArchive.h:3, from vfs/DirectoryArchive.cpp:1: /usr/include/c++/9/ostream:691:5: note: candidate: ‘template<class _Ostream, class _Tp> typename std::enable_if<std::__and_<std::__not_<std::is_lvalue_reference<_Tp> >, std::__is_convertible_to_basic_ostream<_Ostream>, std::__is_insertable<typename std::__is_convertible_to_basic_ostream<_Tp>::__ostream_type, const _Tp&, void> >::value, typename std::__is_convertible_to_basic_ostream<_Tp>::__ostream_type>::type std::operator<<(_Ostream&&, const _Tp&)’ 691 | operator<<(_Ostream&& __os, const _Tp& __x) | ^~~~~~~~ /usr/include/c++/9/ostream:691:5: note: template argument deduction/substitution failed: /usr/include/c++/9/ostream: In substitution of ‘template<class _Ostream, class _Tp> typename std::enable_if<std::__and_<std::__not_<std::is_lvalue_reference<_Tp> >, std::__is_convertible_to_basic_ostream<_Ostream>, std::__is_insertable<typename std::__is_convertible_to_basic_ostream<_Tp>::__ostream_type, const _Tp&, void> >::value, typename std::__is_convertible_to_basic_ostream<_Tp>::__ostream_type>::type std::operator<<(_Ostream&&, const _Tp&) [with _Ostream = std::basic_ostream<char>&; _Tp = std::__cxx11::basic_string<wchar_t>]’: vfs/DirectoryArchive.cpp:94:73: required from here /usr/include/c++/9/ostream:691:5: error: no type named ‘type’ in ‘struct std::enable_if<false, std::basic_ostream<char>&>’
    1 point
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