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Showing content with the highest reputation on 12/30/20 in all areas

  1. Metro Last Light free on GOG www.gog.com/giveaway/claim
    2 points
  2. @stgatilovWhat do you think about having the hot reload also reload models, materials, skins, scripts, etc when the same is done in DR?
    2 points
  3. I've got a proof-of-concept of this working in DarkRadiant right now. I'm not sure it would be as easy to do directly in TDM due to cross-platform stuff that wxWidgets takes care of in DR. Having this feature combined with the hot-reload, though, would provide the same end result as long as DR was running to relay the reload command.
    1 point
  4. Please add a bugtracker item for me. When textures are made bindless, texture parameters can no longer be changed for those textures. Changing AF or other parameters with bindless may require recreating the textures.
    1 point
  5. @jonri @peter_spy @stgatilov I could see auto updating models and textures, but I would be cautious about auto updating definition files and scripts without user confirmation. There might be cases where the author needs to touch a few different files before reloading the definition in game or simply wants to save their progress while writing a script. When hotReloading this stuff, the engine might grab incomplete data an cause errors while the user isnt looking. For instance you bind an object to an AI in a def file, but you havent created that object yet- the engine will try to grab a null en
    1 point
  6. Regarding "reload map" vs "update map". I guess "reload map" mode can be removed from GUI, leaving only the "update map"... if "update map" works well enough and nobody sees any reason to retain the other mode. For debugging purposes, I can always save map in DR and execute "reloadMap" in TDM console. As for "always sync" vs "sync now" in "update map" mode, I think both are useful.
    1 point
  7. @stgatilovYeah I was thinking maybe we could pop the dmap warnings into the DR console? That might be too much though and flood it. Maybe just a log file for now and then later we can do something fancier? It would be nice to get some kind of confirmation the dmap finished. I personally don’t use the DR console, but maybe this would get me into the habit of checking it as I’m sure there’s useful info there. Some of the reasons I find myself constantly dmapping: - Tweaking monster clip brushes to allow the AI to continue their patrols. - Tweaking textures! This is hands down
    1 point
  8. Sounds like what you want is exactly what's implemented, except that it's currently a menu item rather than a button. Again, that's complicating things by introducing a need for DR to "take orders" from another process and trigger UI changes that don't correspond to keyboard or mouse events from the user (and might conflict with those events). It's much safer and simpler to have the currently implementation whereby the trigger to synchronise locations comes from DR menu/button events rather than commands from inside the game.
    1 point
  9. To me, the main justification for TDM => DR camera sync would be for pinpointing locations where things go wrong in order to fix them. For instance you find a place where you've got z-fighting, or an AI is getting stuck on an object, and you want to jump to it in DR. As this is a more occasional thing, this would bring me back to wanting a button for it instead of it enabled all the time. Alternatively, we could have a keybinding in TDM to push the location back to DR (or rather queue the location and have DR poll for updates to the value). And maybe instead of moving the camera in
    1 point
  10. The underlying code only checks when DR camera moves, and continuously enforces same location into TDM (with some inevitable delay). Two-way sync would be hard to implement and more error prone. To be honest, I consider any type of two-way since with great care and distrust. I once had such "sync" software clear my mobile instead of backing it up, so I prefer to have direction explicit Yes, exactly. Constant sync from DR to TDM seems like a perfect thing when you are mapping in DR, and use TDM merely to see the same scene there. I was considering it to become the main mode
    1 point
  11. At the risk of introducing another alternative, why not combine both and have two-way sync? If you move in DR, it updates in TDM. If you move in TDM, it updates in DR. If you want to be in two different places, you turn off the sync. I agree, but due to the above I see this as 2 toggle buttons: Sync Camera and Sync Entities. Both of these toggle the continuous updates, no instant update buttons. In my use of the reloadMap command so far, there are some things hot reload (at least currently) doesn't deal with, that restarting the map does. So, this gives us 1 more toggle bu
    1 point
  12. Undervolting might be as important as the temperature. Don't overvolt, do undervolt and underclock.
    1 point
  13. Alright, thanks for testing. And thanks to @lowenz to find the relevant clue I'll ensure we add proper detection for 64 bit support so that it isn't enabled on systems that don't support it.
    1 point
  14. Fantastic! This works!! The in-game gamma adjustment preview works now as well (this got turned off a release or two ago).
    1 point
  15. @Araneidae You could try to change the color precision to 32 bits (either in the menu or by setting `r_fboColorBits 32` via the console or in your darkmod.cfg. Perhaps we don't have proper detection for 64 bit color buffer support right now, and that messes things up if your card doesn't actually support is, as lowenz's post suggests? Although I wouldn't really understand how disabling tonemapping could influence this, but who knows...
    1 point
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