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Showing content with the highest reputation on 02/15/21 in all areas

  1. We are proud to announce the release of The Dark Mod 2.09! https://www.thedarkmod.com/posts/the-dark-mod-2-09-has-been-released/ TDM 2.09 marks a new phase of performance improvements aimed lowering CPU overhead in the graphics engine. A whole new graphic backend has been created by Cabalistic which uses modern OpenGL features to eliminate the need for the CPU to constantly issue commands to allow the Graphic Processor to render scenes. This gives TDM some of the performance advantages of rendering using a low level API like Vulkan. Stg
    13 points
  2. How about some fresnel highlights then? Red-shaded areas show the highlight... Pic below is a velour-style that highlights more as the surface becomes more parallel to the view angle. Here's the effect applied to .rgb Next is an ambient "spotlight / backlight" effect that slightly brightens the area around the player based on surfaces perpendicular to the viewing angle Here it is applied to .rgb It's a subtle effect. It simulates ambient light reflecting off the player back onto surfaces. When combined with velour fresnel, it helps a
    4 points
  3. [Just posted this on Discord, but I think it'd also be good to post here since the FX system seems to be almost unknown.] I've just (again) come across the fx system, which is quite a neat way of coordinating a sequence of particles, sounds, lights etc. to appear without having to script or make a cascade of trigger_relays. All it takes is an fx definition like this: fx fx/sparks { { delay 0 duration 0.5 restart 0 light "lights/sparks_sound", 1, 1, 1, 96 offset 0, 0, 0 } { delay 0 sound "security_camera_spark" duration 2.5 } { delay 0 duration 2.5 restart
    3 points
  4. @duzenko, @nbohr1more, thanks for explanation what this weird "map _scratch2" is about! I was under impression that two mirror surfaces cannot work simultaneously at all. So I assume it still does not work completely with the "map" change? What I don't like about the fix is that it gives false impression that many mirrors could works. And to make it work one "merely" needs to choose a random scratch number which does not collide with anything else... which is obviously not maintainable, i.e. also gives false hope in some cases.
    2 points
  5. If you plan to work on correcting speculars, don't base this on what you see in TDM. Non-pbr materials are lighting dependent, and TDM typically uses very strong lights and too contrasty and saturated diffuse textures. Instead, you might want to prepare a test scene of your own.
    2 points
  6. Some time ago I started investigation for a better differential update algorithm. The first attempt was known as time-travelling tdmupdate (also "tdmsync"). The second attempt has been much more cumbersome, but I think it has reached some usable state. Here is the new tdm_installer: Windows (32-bit) Linux 64-bit Linux 32-bit Note that it is not a finished application yet: it has some important features missing, probably bugs also. If your TDM installation is important to you, better copy it before running the installer on it. Please read the comm
    1 point
  7. Wow, guys, optimization in 2.09 is above and beyond awesome - Painter's Wife, where I had before in the worst parts around 45 FPS, at best 75-85, now thanks to Image Sharpening I can now have 95 where before I had 45 and 120+ where I before had 75-85. And without noticeable drop in image quality. This is unbelievably awesome!
    1 point
  8. Yes, the latest release should work fine with the 2.09 release. But I'll also update the build with the final 2.09 code base soon, just in case
    1 point
  9. I like to think of that as a little murder mystery for players to find... not even I know the circumstances. Maybe he just stumbled over a loose plank in an unfortunate way?
    1 point
  10. Don't know if this is the right place, but I have some problems with both updaters...
    1 point
  11. In fact you may actually have multiple mirrors per single storage texture, as long as they don't overlap on the view projection This particular bug was caused by both mirrors being "on the floor", one behind the other. I have expressed my opinion that the skybox mirror is redundant.
    1 point
  12. TDM 2.09 requires OpenGL 3.3. I built TDM for Elbrus, so the architecture by itself should not be a problem. But Elbrus compiler supported SSE intrinsics. I have a plan to clean this mess in 4550. Did not get to it yet. The plan was to ensure that all intrinsics are disabled if __SSE__ and __SSE2__ are not defined. It should be enough to make TDM compile on various architectures, as long as they have good GPU support and normal Linux OS. To be honest, the fact that this vim3 uses Android instead of standard Linux will be the critical problem. If it won't work on X
    1 point
  13. I don't mind adding another screen layout, if it really helps productivity.
    1 point
  14. It's a graphics bug with AMD drivers. Disable bindless textures: r_useBindlessTextures 0
    1 point
  15. I rarely activate that layout... doesn't surprise me that issues are creeping in. If it bothers you, please add it to the bugtracker.
    1 point
  16. The home page could use an update, it has the 2.08 release news on it.
    1 point
  17. Yeah, and the problem is that if something "works for you" on one scene, it will most likely stop working in some other. The existing code has one major benefit: it has been here for some time, and authors test their maps against it. I recall @duzenko removed/simplified some parts of shader code when he migrated it from ARB to GLSL, but in the end we returned everything back to how things were in 2.05. And in most cases, this return was done because something was found by mappers to be broken during 2.06 beta. By the way, existing shaders already have something called "rim" and "fr
    1 point
  18. TDM 2.09 https://www.phoronix.com/scan.php?page=news_item&px=The-Dark-Mod-2.09
    1 point
  19. Yeah, Eidos Montreal was a train wreck. The Thief Source code was given to them twice in order to try and get the right people to approve officially releasing it to the fans. They lost it both times. Infuriating. They were just the wrong people for the job.
    1 point
  20. To everyone who likes innovative game concepts: you should definitely check out "BPM: Bullets Per Minute": A Rogue-like Shooter meets Rhythm-Game. xD It's really tough in the beginning, but it's actually quite fun. I recommend just starting on "practice" difficulty or this game will rip you to shreads!
    1 point
  21. You can restrict the frames of an animation to be used in the respective md5anim file. It can be opened in a text editor like notepad++. Remove the frames you don't want and change the framerate to speed it up or slow it down. Getting it to loop well will require some testing, though. I dunno whether there is a working animation editor in TDM, but DarkRadiant comes with an animation viewer at least. Could be useful to get it to loop.
    1 point
  22. The announcement about 2.09 release will come soon. I'd like to thank everyone who took part in this beta phase! With so many people taking part in the beta phase, we can make official releases more stable, and ready to be run on diverse machines that players have! Not to mention: with the diverse set of FMs we have In order to switch from beta build to the official 2.09 release, just run tdm_installer with default settings and allow it do what it wants. You can restore config file at the end of update: it is perfectly safe this time. Please check that tdm_installer
    1 point
  23. I haven't played Doom Eternal yet, but it's great to hear this tune in full dymnamic range, after all these years! Original Doom 3 track is awfully compressed, it sounds as if it was recorded through a vacuum cleaner hose. There are many sound effects you couldn't hear clearly because of that.
    1 point
  24. First off, thanks for the compliments. It's nice to hear that the quality of our work is considered up there with the efforts of the other departments - ambients are important to a game, and even more so for this particular genre. As Fingernail mentioned, some of the songs/ambients you listened to were a bit modified - bear in mind for example, that a few were desinged to loop. Also, consider it will be rather unlikely the tunes will blast at you in the game with full volume, which was set up high for technical reasons. I'll speak for myself here; Making ambients for a tribute to the game
    1 point
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