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

  1. Metro Last Light free on GOG www.gog.com/giveaway/claim
    2 points
  2. 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
  3. @stgatilovWhat do you think about having the hot reload also reload models, materials, skins, scripts, etc when the same is done in DR?
    1 point
  4. @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 the most tedious thing. Having to dmap and reload just to see texture changes is very time consuming. Workflow is typically: - Launch TDM and DR - Do a fresh dmap and move my cameras to where I want to work - Tweak texture in DR - Dmap, wait, load map, move back to troubled area in TDM - Do this over and over again...
    1 point
  5. 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
  6. Undervolting might be as important as the temperature. Don't overvolt, do undervolt and underclock.
    1 point
  7. 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
  8. Fantastic! This works!! The in-game gamma adjustment preview works now as well (this got turned off a release or two ago).
    1 point
  9. @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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