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Showing content with the highest reputation on 04/28/22 in all areas

  1. Mysterious & wonderful: https://piped.kavin.rocks/watch?v=r6O9uGmujvU
    1 point
  2. God damn this is impressive! The render view is WAY faster. I'm getting 180fps in a scene that would get me 20-40fps before. Even with render in lighting preview mode with lightmaps, I'm getting over 60 fps in the cathedral map. That used to tank to 10fps.
    1 point
  3. Some of our characters have 5-7k high poly versions, as I recall, though they use LOD. We have some prop models that are 10K plus, although they also have shadow meshes and LOD. Today I'm sure we could go higher, although mixing high and low poly assets is always bad for cohesion.
    1 point
  4. I don't think there's a hard limit anymore, especially if you provide lower-poly versions of the mesh to use at a distance and a shadowmesh so that the engine doesn't need to calculate shadows on the whole mesh. For a character the highest detail mesh probably ought to aim for 7-8k triangles, possibly even more. Polys most likely refers to triangles.
    1 point
  5. I think I found the real problem on the player cpp file on UpdateConditions() function this code // DarkMod: Catch the creep modifier ... else { int creepLimit = cv_pm_creepmod.GetFloat() * 127; AI_CREEP = (usercmd.buttons & BUTTON_CREEP) || (idMath::Abs(usercmd.forwardmove) <= creepLimit && idMath::Abs(usercmd.rightmove <= creepLimit)); } Needs to be like this // DarkMod: Catch the creep modifier ... else { int creepLimit = cv_pm_creepmod.GetFloat() * 127; AI_CREEP = (usercmd.buttons & BUTTON_CREEP) | (idMath::Abs(usercmd.forwardmove) <= creepLimit && idMath::Abs(usercmd.rightmove) <= creepLimit); } The close ) for the idMath::Abs was on the wrong place. The change to bitwise OR | instead of the logic OR || was a recommendation of visual studio 2022, not something I really know if necessary, changing that didn't solved the bug nor the behavior, a better programmer may explain why VS recommended that change.
    1 point
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