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Showing content with the highest reputation on 01/18/21 in Posts

  1. Really? I feel that would be pretty stupid, honestly... The fps cap is there so your GPU doesn't run amok in the menu and other lightweight scenes, or to keep a more stable average FPS. There is absolutely no use case to select every value between 30 and 300, so a slider just isn't the right tool, imho. There are only a few select values that actually make sense.
    2 points
  2. How about we just do this instead:
    2 points
  3. As a sanity check in preparation for the 2.09 release article, I tested performance for the original "Return to the City" map. I probably should have been more exhaustive but I wanted to get through it today. Starting with TDM 1.02: 24FPS 1080P 4xAA 8xAF Bloom TDM 1.03: 21FPS 1080P 4xAA 8xAF "HDR-Lite" TDM 1.07: 23FPS (same settings as 1.03) TDM 1.08: 25FPS (same settings as 1.03) TDM 2.0: 27FPS (same settings as 1.03) TDM 2.03: 26FPS (same settings as 1.03) TDM 2.05: 28FPS (1.03 settings, uncapped FPS) TDM 2.06: 32FPS (1.03 settings, multi-core, uncapped FPS) TDM 2.06 GLSL (no soft shadows): 26FPS TDM 2.07: 46FPS ( 2.06 settings, GLSL enabled, FBO enabled ) TDM 2.08: 49FPS ( 2.07 settings + Bloom ) TDM 2.09: 51FPS ( 2.08 settings ) TDM 2.09 with Soft Shadows and SSAO: 32FPS TDM 2.09 with 2.08 settings plus Soft Shadows, SSAO, and r_fboResolution 0.7 64-bit color 45FPS I probably should have tried a lower resolution and uncapped FPS but there are some clear progressions here. This mission is sort of stubborn with performance gains compared to others due to the visportal issues. I also should have compared it to Return to the City v2 etc. Looking back, we probably should have made a bigger deal about the performance jump in 2.07. Edit: For comparison TDM 1.07 RTTC v2 = 72FPS (someday engine improvements will catch up to mapper optimizations...)
    2 points
  4. Something that didn't make it into beta209-03 (because of some technical problems with SVN) is the new moving version of Epifire's steam engine ("animated" in DR using func_pendulums etc.). Mappers would be welcome to try it out ingame as part of this beta. Simply download this supplemental .pk4 and place it in your TDM base directory, then place the prefab in your FM. The requirement is that you're on beta209-03. Known issues: console warnings about skin duplications: this is because this .pk4 overwrites some base skins with modified versions console warning about a sound with shaking being saved as .ogg, not .wav: had to deliberately do this because sounds stored in .wav keep playing in the main menu, and visually the result is the same. slight inaccuracies in the movement and sound synch: this is due to limitations of doing the "animation" in DR. stacking 2+ moveable items on top of each other on the topmost mover causes that mover to stop moving. This is a physics engine limitation, and no other movers depend on this one. The primary author is bikerdude, with extensive feedback/vetting and playtesting by Dragofer and Amadeus. z_steam_engine_b3.pk4
    2 points
  5. Conversation editor restored in Git commit 72c6c52bdf0b6fa1f1ae76ede51ae5bf971258ab
    1 point
  6. But the selected value doesn't (can't?) reflect the actual value as stgatilov says, so a slider is a more adaptive solution. If I want adaptive sync on a 75 Hz monitor I must limit the frametime to 1/74 *actual* seconds, not a "75" nominal value.
    1 point
  7. Solved! I didn't need to copy/paste, your suggestion was enough. I arranged a moveable plank on the floor that is hit by the opening door. The other end of the plank is against an immovable knob of worldspawn... required! Regarding the earlier attempts, it remains surprising to me that setting "notPushable 1" on a moveable doesn't make it act like worldspawn to the physics engine.
    1 point
  8. Ok, I'll leave it as is. To be clear, I set the steps to be "5" in the slider in the gui file, but it's ignoring that.
    1 point
  9. Crowbcat delivers, as always:
    1 point
  10. The only thing I think we should do is set the max to 300. Physics gets out-of-hand above that: https://bugs.thedarkmod.com/view.php?id=5464
    1 point
  11. I know that the wooden plank moveable reliably blocks the door leading out of the player's starting location in Perilous Refuge until he carries it away, you could try to copy-paste that setup into your map and then incrementally transform it to what you need.
    1 point
  12. I have to report that the new installer can't update itself and gives the error it can't find "D:\The". Which makes me assume it can't handle spaces in the path as mine is "The Dark Mod". I renamed the temporary files and will continue from there...
    1 point
  13. beta209-03 is available. Changelog is provided in its usual place. Use tdm_installer to get the new version, and don't forget to check "Get custom version". In a very rare case if you managed to download beta209-03 yesterday, please run tdm_installer and update to beta209-03 once again. It was a bit different yesterday Note that the new beta contains a lot of new assets and asset fixes. It would be great if mappers check them out
    1 point
  14. I have created a thread in the beta testing forums for those who want to check it out. https://forums.thedarkmod.com/index.php?/topic/20742-blackgrove-manor-work-in-progress/
    1 point
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