Jump to content
The Dark Mod Forums

Leaderboard

Popular Content

Showing content with the highest reputation on 02/18/21 in all areas

  1. Beyond all threads about feedback and criticism, I think it's also nice to congratulate people for a job well done. I have an old legacy laptop which I sometimes enjoy using for running older games. I had TDM installed on it, however the CPU-heavy demands of the game would make it impossible to run on long stretches, causing it to overheat even when multicore mode was enabled. I am happy to report that since release 2.09 I've had no overheating problems in my old machine, and that loading times are also greatly improved! Finally I can play TDM on the go! For the record my spec
    2 points
  2. Id Tech 4 used RXGB which is a swizzled S3TC compression because the alpha channel has higher bit depth than the red channel. If they had waited a little longer DXT5nm would have been available to give a better result in this approach (except there would be no alpha channel in normal maps). RGTC is another alias for D3D10 BC5 which is also virtually the same as 3Dc. The slower load times may just be due to the complexity of converting from a 3 color to 2 color format.
    2 points
  3. They do. There are SavePerspective() and LoadPerspective() methods on the AUI manager which can import/export the configuration to strings, which can then be saved in the registry. I haven't got it to work yet, but I assume it's just something I'm doing wrong and needs more debugging. If this can be made to work well I'm definitely in favour of getting rid of the old-style hard-coded layouts as well as the wonky position/size-saving code which has always been unreliable on my Linux system.
    2 points
  4. I added an experimental AUI-based layout. The API seems promising; the dock panels can be moved around as you wish, and can be floated as separate windows, meaning that the layout @peter_spy wants (with just the properties panel floating) could be achieved very easily. The major annoyance at the moment is that the dock panels start out really small at the left and right edges of the window, almost like toolbars, and have to be manually dragged to fill the window. I guess there is something weird going on with size hints.
    2 points
  5. Still experimenting with glass shaders, this time for some more complex shapes. The transparency sorting problem is quite visible here, and even with dark color, the material is too see-through IMO. Going for opaque version and perhaps some sort of glowing crystal a la TDS might be a better option overall. Edit: got a small breakthrough with translucent materials this morning. This is heavily reliant on actual lighting, so getting it right will be hard. But this is one step closer towards some nice magic glowing crystal effect Also, I had no idea you can actually get tr
    2 points
  6. In OpenGL games if you use VSync in (exclusive) Fullscreen mode please force Triple Buffering in the driver, creating a dedicated profile for the game main exe. Or you'll get a framerate locked to submultiples of the monitor selected refresh rate and jumping among them (60->30->60, etc.)
    1 point
  7. MSAA in this engine is indeed a FPS killer, specially playing above 1080p. Afaik the engine should be capped at 60hz at default, even with vsync off, unless of course, you use the new uncap FPS option in the menu settings, there's also the "max fps" where you can cap the fps to 60 if you want but logically it should only take effect with uncap fps set to on (why would you uncap the fps and then cap it to 60, when the engine does that for you, is beyond me). Personally I prefere to just use the normal engine capped fps and not use those settings, nor vsync because afaik it can potenti
    1 point
  8. Hmm... surprises me TBH. The way I understood it, there are performance gains, but, not like 200 % or something. Good for you though.
    1 point
  9. About such announcements in general, I think the images they come with should have some sort of captions on where a screen comes from. Quite often in the past, you were using Spooks' WIPs, which look awesome, but these are not released missions. I imagine it's disappointing for players to think "hey, this looks amazing, where can I download this mission" just to get the "you can't" response. IMO this is much worse case of false advertising than screenshots with multisampling we discussed on bugtracker. The case above is a milder one, since it's a mission about to be released, but sti
    1 point
  10. It is, in fact, not just default, but mandatory. The option doesn't exist anymore, FBOs are always active.
    1 point
  11. @Destined @peter_spy maybe wait for a bigger sale. While the game is hilariously fun, it isn't too engaging on the long term. I had played it over the course of the weekend and eventually managed to beat it on "hard". I then started to grind "hellish"-difficulty a bit, but I see no chance of succeeding there, as you die after just two hits on that difficulty. So, after just 6 hours of playing, I think I am going to drop this game.
    1 point
  12. Edit: nevermind, looks like the problem was that I should use the above line without "start". I've started cmd and entered: cd C:/personal/darkmod/packaging Then zipsync analyze -cn *.pk4 *.zip Edit2: the main problem now is that there's no 2.09 equivalent of this manifest: release208_from_release207 So I can only base my patch on 2.09b6. Shouldn't really matter since 2.09b6 is identical to 2.09, but still - I wouldn't have been able to follow the wiki instructions without looking into taaaki's mirror. So the 3rd command is currently: zipsync patch -b http://
    1 point
  13. Hello, @Geep. Your FM finally has a wiki article now, with all the bells and whistles: https://wiki.thedarkmod.com/index.php?title=Away_1:_Air_Pocket_(FM) Sorry I didn't make it sooner.
    1 point
  14. Thank you: $ b2sum -a blake2s tdm_installer.linux64 5644d1a1b4c17f9d5abeb9c5e8517c10d269cc0174fac16842a9205180e50f4f tdm_installer.linux64 $ cat hash.txt zsMH:5644d1a1b4c17f9d5abeb9c5e8517c10d269cc0174fac16842a9205180e50f4f Yes I am technical I speak code -> C++, Rust, Python.
    1 point
  15. 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
    1 point
  16. You know what raises expectations about the game being the same as the originals? Giving it the same title as the originals and calling the protagonist the same name as the originals and pretending like it is a continuation of the same story as the originals in your marketing materials. If they wanted to make their own unique stealth game, they could have come up with their own title and their own protagonist, like Arcane Studios did successfully.
    1 point
  17. More pix, to celebrate Lunar New Year - Year of the Ox - and Valentine's Day
    1 point
  18. I'll add to that by saying they placed far more importance on quick time events, and motion capture than they did on making a 'game'. That's what irks me about a lot of so called 'games' these days. They're not games, they are moderately interactive, casual entertainment. They were trying to make Thief a AAA title. Had they narrowed their focus, reduced their budget and simply focused on a well crafted 'game', they could have pulled off something amazing.
    1 point
  19. Another bit of virtual carpentry. Should help with presentations for smaller objects.
    1 point
  20. That's definitely a huge leap^, both visual and in terms of delivery! I'm trying to keep old stuff around to remind myself how far I've come. It's really helpful, when you feel burned out or when you feel like you haven't made much progress. The shot below is from March 2017, those were my first material tests The second one is from mid-2020.
    1 point
  21. Update on Shadows of Northdale: Act 3 and Act 4 are coming along! Slowly but surely. They are both double mission releases, so essentially i'm working on 4 missions at once. It's taking longer to cook in the oven than expected, but hopefully it'll be something very special once both acts are finished! I'm unsure if i'll do a double release or if i'll release Act 3 as soon as it's done and then Act 4 shortly after. As with anything to do with development things change a lot. Just ask poor Dragofer, Moonbo, Skacky, Epifire or Kingsal as they're often victims to my endless design questions
    1 point
  22. Well it was worth a shot, but it turns out wxAUI is useless, unmaintained junk that simply doesn't work as advertised. In particular: The saving and loading is absolutely broken. Even if I pass back the exact string that it dumped out to the console, copied into a hard-coded string in code, all that happens is every single panel disappears, making it worse than no persistence at all. There is no way to fix the size issues with the panels. The only thing which works is setting a minimum size, which means the user can no longer shrink the panels down. The "best size" value is compl
    0 points
  • Newsletter

    Want to keep up to date with all our latest news and information?
    Sign Up
×
×
  • Create New...