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Showing content with the highest reputation on 05/16/23 in all areas

  1. I am not sure but I believe that ReShade offers a temporal or morphological AA solution which might be much cheaper than using in-game MSAA. Given your high screen resolution, I am surprised that 8x MSAA isn't sufficient. One thing that MSAA doesn't cover is shader aliasing and transparency so cranking up to 16x won't help there. If ReShade doesn't have the needed options, you can also try forcing AA in your Nvidia driver settings. People complain about the blurry nature of FXAA but with really high pixel DPI it should have minimal degradation to image clarity. Try setting MSAA to 4x and forcing FXAA for transparency coverage and see if the results are acceptable. Depending on your aptitude with ReShade settings you might prefer it's SSAO and lighting mods... but I will humbly submit that you can improve the sense of scene depth with my own Fresnel Mod: https://www.moddb.com/mods/the-dark-mod/addons/fresnel-mod-211-unofficial Also you can achieve something similar to the ReShade HDR by modifying the r_postprocess cvars : https://wiki.thedarkmod.com/index.php?title=Advanced_TDM_Visuals_Tweaking Setting r_postprocess_colorCurveBias to something like 0.2 or 0.25 should make the game look more like your ReShade screens but obviously ReShade has many more customization options for color behavior so you have more control there ( with some additional expense due to increased shader parameters ). Note: Some options from that article are gone in favor of a newer bloom implementation controlled by r_bloom settings.
    2 points
  2. MSAA is heavy specially at 16x because is more or less a type of super sampling (rendering the scene at higher rez than displayed), but unlike the later is way faster, but like SSAA, MSAA still increases pixel count. Yes i'm not surprised AA was the main culprit good it was not something else. Btw Stencil shadows are mostly CPU based, shadow maps are GPU based and because you were already GPU bound, changing to to maps wouldn't make any diference, perhaps even make it worse, because maps are normally slower than stencil, thou today because of some exclusive effects to maps, I would recommend them to everyone.
    2 points
  3. Maybe you can check if you can reproduce it without Frontend Acceleration. And if you can, then try also com_smp 0.
    1 point
  4. Yes, I create new fresnel mod versions for each TDM release ( latest being 2.11 ). You can copy your whole darkmod directory for backup but all you really need to backup for the Fresnel Mod is tdm_base01.pk4
    1 point
  5. Yes, we ported some BFG code. Both TDM and RB-DOOM3-BFG have radically changed the shader setup and render backends from vanilla (or vanilla BFG) so it may be difficult to reconcile the two. RB-DOOM3-BFG has a few things that we may be able to port without too much issue though.
    1 point
  6. Here is the update. HMart; I thought that was the problem, but I searched my drive and found nothing with the same name. But HOW it was loading an older version of the map remains a mystery. And no, there were no lin files being created, or AAS files. Since everything "important" is in it's own level I thought I might just export everything and pull it all into a new map. HOWEVER, after hiding all but default level I remembered this odd looking rectangle brush that went for the lowest to highest point. Had no why idea why I (?) put that there, but deleted it and a few rocks and saved the map. Then for S and grins I reloaded in DM and now every change shows up. YA! BUT, NOW I get dozens of lin files - all on my portals and location items. ALL internal leaks. Dang. Wasn't there a script/tool/method for testing for internal leaks? Anyway, thanks for the help guys! I am plucking away at fixing the >20 leaks (OUCH!) feeling like a numb skull. Still may export it all and restart once cleaned up. BTW I am trying for a mission in Dodge city, Gunsmoke like. Wish I hadn't tossed all my notes (on paper) when it looked like I wasn't going to make 66. (Now 68 and moving on). Thanks again. Oh hey new stuff to put in this dog!
    1 point
  7. Would be a rather ugly hack. Perhaps I'll suggest this on the tracker, if the feature is considered useful enough to bother it shouldn't be hard. Surprised no one's thought of it yet: Most undead FM's seem to take place in an universe where zombies and skeletons are known to exist... but imagine a more "grounded" one where it's so rare it's still considered fairytales by the people, then skeletons appear on the streets and guards are so scared by the unusual they drop their weapons and run instead of doing their job and attacking.
    1 point
  8. Personally I really don't know if that is available or not but that does sound too a specific guard behavior, so perhaps is not defined? If is possible to have that? Yes, if is not available already, unfortunately there's no other way but code it into the guard AI, in c++ or script yourself, if you know how to code.... Btw the civilian AI does have "fear" and runs away from danger, is that AI type really entirely separate from the guard AI, or the guard behavior is just "dormant" on the civilian AI and vice versa? If all AI's are done through the same AI system then perhaps is just a matter of turning some stuff on or off. If they are totally separate AI's, they are still so similar in parts that perhaps so you could adapt/transfer the civilian fear behavior into the guard AI for specific types of danger. But all of this requires coding. Sorry for not being more helpful than this, I really don't know much about TDM or even Doom 3 AI stuff.
    1 point
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