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Showing content with the highest reputation on 12/17/20 in all areas

  1. TAA is, unfortunately, the most complicated form of AA to implement because you need to generate a good velocity buffer to get good results - and I'm not sure if we can do that in all situations. FXAA is, in my opinion, a garbage blur-fest and not worth the time spent to implement it
    4 points
  2. It's a 2080 Ti. Needed the horse power for VR dev I haven't actually measured performance in Cyberpunk, all I can say is that it feels adequate to me. I'm not running the absolute highest settings, since my monitor's resolution is 3840x1600, but do have raytracing enabled. Looks awesome, DLSS really does a great job.
    2 points
  3. Cities Skylines is free on Epic today. It's the best city-building game since Sim City 2000!
    2 points
  4. TDM 2.09 is ready for beta test In order to update, you have to use the new tdm_installer this year. Custom mirrors file is not needed any more. Windows 64-bit, Fresh install (slow): 1 - Create darkmod folder anywhere you like. 2 - Download the TDM Installer. Extract tdm_installer.exe from the downloaded ZIP and place it in your darkmod folder. 3 - Start tdm_installer.exe. 4 - On the first screen, check "Get custom version" and click "Next". Choose the first name in beta/2.09 list, should look like "beta209-NN". 5 - Continue installing with "Next". Windows 64-bit, Upgrade from any version (fast): 1 - Download the TDM installer. Extract tdm_installer.exe from the downloaded ZIP and place it in your darkmod folder. 2 - Start tdm_installer.exe. 3 - On the first screen, check "Get custom version" and click "Next". Choose the first name in beta/2.09 list, should look like "beta209-NN". 4 - Click on "Refresh" button to ensure that it is not going to download too much stuff. 5 - Continue installing with "Next". Linux 64-bit, Fresh Install (slow): 1 - Create darkmod folder anywhere you like. 2 - Download the TDM Installer. Extract tdm_installer.linux64 from the downloaded ZIP and place it in your darkmod folder. 3 - Make tdm_installer.linux64 executable: "chmod +x tdm_installer.linux64" 4 - Start tdm_installer.linux64. 5 - On the first screen, check "Get custom version" and click "Next". Choose the first name in beta/2.09 list, should look like "beta209-NN". 6 - Continue installing with "Next". Linux 64-bit, Upgrade from any version (fast): 1 - Download the TDM installer. Extract tdm_installer.linux64 from the downloaded ZIP and place it in your darkmod folder. 2 - Make tdm_installer.linux64 executable: "chmod +x tdm_installer.linux64" 3 - Start tdm_installer.linux64. 4 - On the first screen, check "Get custom version" and click "Next". Choose the first name in beta/2.09 list, should look like "beta209-NN". 5 - Click on "Refresh" button to ensure that it is not going to download too much stuff. 6 - Continue installing with "Next". In general, upgrade is recommended over fresh install. If you want to have 2.08 installation nearby, then you can copy it and upgrade the copy. If your current installation has a lot of custom stuff (own maps, downloaded FMs, etc.), then you can copy only the core archives named "tdm_*.pk4" --- tdm_installer will reuse whatever it can from them. At the end of installation, tdm_installer resets your config by renaming darkmod.cfg to darkmod_{datatime}.cfg. This is a recommended procedure on upgrade, otherwise you are likely to have issues due to old config. If you need your old config for some reason, you can always find it in darkmod folder. 32-bit builds of TDM are deprecated, so they are not present in beta versions yet. They will be added to beta-testing later. Notes 1 - This effort is to find out if we broke anything in TDM with our 2.09 changes, if a new 2.09 feature isn't working correctly. We won't be trying to fix bugs that have been around for a long time. Instead, we will create an issue in bugtracker (if not yet present), to fix it after beta. 2 - If you find something wrong, it would be helpful if you report whether the issue happens in 2.08 too. By the way, you can easily get 2.08 version: just copy your darkmod folder and run tdm_installer on the copy, selecting "release2.08" on the custom version screen. 3 - 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. This wiki article provides many suggestions for good bug reports. Thank you for testing !
    1 point
  5. BTW, got a crappy PC? This might help
    1 point
  6. After 14 hours spent in the game I finished the prologue. I'm playing on GeForce Now (bought a subscription for a month). Usually game starts quickly, but from time to time one has to wait in a queue. One time it took very long, but changing server in settings helped. There's some video compression, but it's not bad. Chroma subsampling makes small menu fonts a little less sharp. I haven't got any crashes or show stoppers so far. There are glitches in this game for sure, mostly visual like missing animations. It can spoil the experience a little bit. I saw a major character play idle animation after they where killed. Kinda creepy. Or a character failing to holster weapon during cut scene resulting in him holding multiple objects in the hand. There's plenty of movable objects in the game, which is great. Problem is there are stacks of objects that sometimes will shake or even explode when player enters the area and physics kick in. Sometimes objects break a bit to quickly when player or an NPC push them. I saw cars trash into stuff making objects fly over the place. Cyberpunk has almost identical structure as Witcher 3. You have monster contracts (here it's contracts for cyberpsychos), you have bandit camps (here it's gangs). Looting is the same as Witcher which can brake the immersion a little bit. Realistic graphics and first person perspective are very immersive, just walking around gives me this unsettling feeling of being lost in a big city. But the world is littered with randomized loot. There are futuristic high tech containers in the middle of the busy street, you open it and you find one guitar pick. There are health boosters everywhere. You quickly end up with dozens of machine guns and pistols which you can dismantle on the fly for crafting components. I have to fight myself to not to pick up every ashtray and soda can. It's very gamey just like Witcher, just here it may be a little bit more jarring then in a tpp fantasy game. So far quests can be finished in multiple ways. I had very different outcomes to missions they showed in previews. I try to play stealthily, which takes longer. You can't pick up and throw objects, but you can distract enemies by hacking different devices. Game doesn't have separate nonlethal weapons but it has nonlethal weapon mods, which I haven't tried yet. You sneak by crouching. There's no leaning, except when you aim with a gun from behind the cover you will lean automatically. Enemies aren't very forgiving, they spot you pretty quickly at least on hard difficulty and when you alert one guard whole base is alerted. So far it's been addictive, but I think I would advice to wait. They said there will be another hotfix this week and bigger patches in January and February. The game needs polishing for sure.
    1 point
  7. Bummer. You could try this mod: https://www.nexusmods.com/cyberpunk2077/mods/107 It contains a few unofficial improvements and apparently a fix for at least one particular kind of crash that some people are experiencing, related to AVX instructions. Perhaps that's what you're dealing with, too?
    1 point
  8. Game's crashing on me every 5 minutes at the moment, including the occasional bluescreen. I am on a 3060 Ti, which might just be too new, I recon! It was released on december 3rd, so the drivers might not yet be the best. I am going to give the game another shot next year. In its current state, it is really not enjoyable. I already started to enjoy it quite a bit, 'though!! So I am a bit bummed out about not being able to continue the game. I am also quite curious how flexible the storyline actually is.
    1 point
  9. Was thinking of doing that... thanks for confirming, opened one.
    1 point
  10. Yep, that seems to fix beta209-1. Guess I'll run with this until beta-2!
    1 point
  11. Oh, that threw me for a bit: it's hidden down the bottom under _test! Afraid that one is bad.
    1 point
  12. So here are the differences I'm applying to Darkmod.cfg (after allowing it to be regenerated): < seta tdm_mainmenu_confirmquit "1" > seta tdm_mainmenu_confirmquit "0" < seta tdm_wideScreenMode "23" < seta r_aspectRatio "0" < seta r_customHeight "600" < seta r_customWidth "800" > seta tdm_wideScreenMode "4" > seta r_aspectRatio "2" > seta r_customHeight "1200" > seta r_customWidth "1920" < seta r_postprocess_sharpen "1" > seta r_postprocess_sharpen "0" < seta r_fullscreen "1" > seta r_fullscreen "2" The r_postprocess_sharpen changed the way the menu looks, but doesn't fix things. Let me generate some example screenshots. For these two tests I made the following .cfg settings: seta r_fullscreen "0" seta r_customHeight "600" seta r_customWidth "800" The first screenshot shows r_postprocess_sharpen 1, the second r_postprocess_sharpen 0. Not a huge difference in quality (both nasty), but different behaviour. Sharpen 0: Sharpen 1:
    1 point
  13. One of the first missions I've played after finally getting Dark Mod to work again on my machine (don't really know what went wrong but it's been out of action for a looong time). Thoroughly enjoyed it, thanks Joe. Some interesting twists and turns and all very photogenic.
    1 point
  14. Yes, you can simply start writing while you have the respecive window open (i.e. Create Entity, Choose Model, or the Media tab in the Entity Inspecor). When you do, a search box automatically appears.
    1 point
  15. Bisect done. Gosh, that was remarkably easy: your new installer is pretty good! dev16017-8976 is good dev16027-9022 is bad Guess I'll sit on dev16017-8976 for the time being...
    1 point
  16. How do I select windowed mode by changing a config file? I'm not able to navigate the configuration menus because the graphics is too messed up (half the screen is is covered by large diagonal bars of noise). I tried setting r_fullscreen to "0", which is clearly half the story (my window is decorated, so there must be another setting I need to change) ... but it makes no difference to the graphics. Maybe I can try for a screenshot though. EDIT: the answer is r_fullscreen "2"! I've always had a bit of trouble with the default resolution, but this time was much more extreme. Working through the cvars now: r_useNewBackend: makes no difference, I'll leave as "1" r_usePersistentMapping: same r_useMultiDrawIndirect: had to add manually, no effect r_useBindlessTextures: again, no change r_gpuBufferNonpersistentUpdateMode: think this one defaults to 0, changed to 1, no change Sigh. Guess I have to do the bisect now. I've attached a cropped version of my screen. This was generated in windowed mode using the ImageMagick import tool and cropped to fit into the upload size limit.
    1 point
  17. It's hard to say what's worse, the greed underpinning the decision, or the blatant lie about "many messages from gamers".
    1 point
  18. Blender doesn't. I can make a cube or a sphere, move the camera inside, and still see all of the geometry from the inside even though the normals are facing outwards. And I'll bet that even modelling apps that hide back-facing polygons by default will still allow you to see those polygons in wireframe mode, but even this option isn't available with the current DR renderer. If you are behind a patch, you can't see it at all no matter what rendering options you select, which is really poor usability. Maybe in the lighting preview mode (which most people don't use) it's fine to show the patches front-facing only, exactly as the engine would do, but in the fullbright 3D mode that most mappers use for mapping, it should definitely be possible to select and view patches regardless of what side you are on.
    1 point
  19. I can understand everything. Here's a game that's banned for having a joke about "Xi Jinping Winnie the Pooh moron". What. The. Fuck. https://gamasutra.com/view/news/375331/GOG_backtracks_on_Devotion_relaunch_hours_after_it_was_announced.php
    1 point
  20. Ricky Berwick lays the smackdown with the sickest burn ever:- https://www.youtube.com/watch?v=KfQSFd52WnY
    1 point
  21. Thank you very much for playing @Darkriser! Glad you liked it! To answer your questions: nope, that's just plain old junk
    1 point
  22. Meanwhile, I've found my groove in the game and am now thoroughly enjoying it. I guess I'm lucky in that I have a pretty beefy system to play on and also haven't encountered any major bugs - the smaller ones I've seen don't worry me too much. But gameplay and story-wise, so far the game matches pretty much what I enjoy playing, so if the story doesn't take a completely disastrous turn down the road, I'm already fairly certain I'll be finishing this game more than once
    1 point
  23. Current update is this: I took a break from gamedev that i will probably finish in december. I made a proper list with changes and stuff that so far has 26 entries. I want to make a longer video with much slower movement setting. And i want to talk over the video to explain things. I only post updates on youtube and twitter. Thanks for your thoughts! :3
    1 point
  24. The keys certainly took some space. A key ring would be great. I do confess to collecting keys in real life ;-) The game play with side quests was bang on. If I had to replay this, I'd leave all of the AI standing and go straight for the scroll to release the undead :-)
    1 point
  25. Thank you for this mission. It is one of my favorite TDM missions to date. It looks and plays great without the need to wander aimlessly around or consult the forum for help. Inventory buildup was a slight pain, but that was it. There was always something to do or explore on the way to completing another task. This one was fun.
    1 point
  26. Ha, thanks! While it's Covid-free, I can't make any promises about cholera or the plague
    1 point
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