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Showing content with the highest reputation on 07/02/21 in all areas

  1. @MirceaKitsune A simple illustration of how tris count grows with lighting. What I have here is an object in a caulked room that is around 380 tris. Look how the tris count grew in comparison to the original number. Especially since ambient + fog is one of the most basic setups, for outdoors in particular. The tris count is almost tripled there already.
    2 points
  2. The beat is really dope for what must be one of the oldest vids on YT: The coolest thing is that the channel is still active. Still dope beats with good content:
    1 point
  3. Yes, starting with 2.10 dev builds, it was replaced with an external profiler. I'll try to write up some documentation for it when I find the time.
    1 point
  4. Great demonstration. I never realised the r_showTris output actually took into account per-light rendering, although it makes sense to do so. So the million-triangle scene might actually be 100k triangles falling within the radius of 10 lights.
    1 point
  5. There's a model which 100% needs to be reported here. Please take a look at models/darkmod/architecture/buildings/small_church/church_small.lwo: The mesh is pretty okay, however the texture is painfully low-quality. For this reason I'm only using it as a distant detail in areas the player can't get to which are clipped off. Note that the rocks I reported last time are actually not a problem: The super low-res texture only shows up in DarkRadiant, in TDM they use a high quality and very well detailed image. Sorry for not checking more thoroughly before reporting it last year... unless it was that low quality in-game too and got fixed afterward, in which case thank you!
    1 point
  6. It's not so much duplicating geometry, but it has to render it multiple times, once per light. And light interactions are usually the most expensive thing for the GPU to render, especially if your light casts shadows.
    1 point
  7. I thought it was already on Steam for many years? This would be nice to get even more players on board... as much as I don't personally like Steam and its strictly controlled and proprietary design, which as has been mentioned doesn't bode well with our GPL licensed code either.
    1 point
  8. That gate at the end of the corridor looks like it uses geometry for all the ornamental pieces instead of alphatest parts, so that might be a culprit as well.
    1 point
  9. What is your light count? Each light generates new triangles within it's bounding box.
    1 point
  10. The problem with the Linux Repo is what I said, people do not look there for Games, because what is there frankly is not worth it, but if there is TDM in the Repo, people surely pay more attention, since TDM is a Exception between OpenSource games and it will bring fresh wind to the other games that are in the repositories and maybe it will also cause others to dare to create OpenSource games, because what is offered so far is the same as it was 15-20 years ago . As commercial games are increasingly being developed for Linux, TDM aside, the OpenSource communities are resting on their laurels in this field. For this, it is not necessary to make major changes in the way of distribution, it is enough to get the installer there. In general, I do not think that hosting TDM in a store or repository is the only way to increase users, starting with word of mouth there are many other options. People who like an excellent video game there are plenty.
    1 point
  11. I would like it if TDM would stick to the current install way. Much easier to find files and make changes (it would be great if DR also had an universal installer). Not sure how many Linux users would search in the repo for games and then would find TDM.
    1 point
  12. As i said earlier, some do. But most packagecreators dont script them correctly, so new users post their permission problems in TDM's tech support subforum. One of the Opensuse packagecreator, stefan bruens, adviced us to program the installer to place writeble data in the folders you mentioned, @OrbWeaver I tested this with symlinks, works fine. (have to test the fs_ path's) edit: using tdm configsetting for windows, works also: seta fs_savepath = "%APPDATA%\darkmod"
    1 point
  13. In principle it'd be great. I think at the root of it ... well the Steam people themselves really don't like GPL-based code, because they worry about integrated Steam-related code (GPL3 would require that to be released and covered by itself); so to begin with they weren't very welcoming and IIRC said something like it's rare that we ever clear any game under GPL3 (but technically not impossible; I think there were like a handful of games that have done it). The accounting for all of our IP is also a pain, and that's before you even get to the authorship issue. Those are still issues that might be resolved possibly, but even if they could be, I think the root of the issue is more simple ... Going on Steam would require us to incorporate in some form and take on some formalization and to boil it down, that's not really our ethos ... because while we have a Darkmod Team, Darkmod doesn't belong to any set of people. It belongs to the community; it belongs to anyone contributing to it in any way. It's your game too. That and I don't think anybody on the team wants to be filing tax forms and yearly reports and claiming the mantle of legally speaking for the game for basically their hobby. I don't know. That's been my take, but I've always recognized different people have different takes & I respect that. There's a lot to be said in favor of it going on Steam too. I don't want to dismiss it. Anymore, people really distrust downloading anything from a source they don't know anything about. There's multiple balls in the air one has to juggle, and this is how they seem to be aligned right now.
    1 point
  14. I'm glad this thread exists since I absolutely have a nomination to make. Every rock model found under darkmod/nature/rocks uses low-res images that look almost like Minecraft texture resolution, you can count the pixels with your finger. I saw some of them in-game as well and the low resolution is definitely noticeable. It shouldn't be difficult to see what I mean... They're models but luckily using generic stone textures. Thus they should be possible to improve with a new image which may even be allowed to tile a few times.
    1 point
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