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Showing content with the highest reputation on 01/01/24 in all areas

  1. Mmmm smells good! Who wants some new years stew?
    14 points
  2. With a year full of changes, I'm pretty sure I can find something that might increase GPU load in some cases. However, if it seems that 2.12 is slower to you. Please find some specific locations/cases, compare to 2.11, and report this. Be sure to include name of mission, viewpos, and you config file (see the wiki page linked in the first post of this thread). Occasionally unintended performance regressions happen. The worst thing is that they are rarely noticed until a few years later...
    3 points
  3. I've wikified this approach, it should be as systematic as it gets to avoid gaps in pathfinding. https://wiki.thedarkmod.com/index.php?title=Systematic_Method_for_Adding_Pathfinding_to_Uneven_Terrain
    2 points
  4. Went for the thunder def file and added the last lines as follows: fx fx/thunder { { //creates light delay 0 name "thunderlight1" duration 0.4 restart 0 light "lights/biground1", 0.35, 0.35, 0.7, 99999 ai_see 0 } ... { // sound delay 1.5 name "thundersound" sound "thunder" duration 10 s_volume -15 } } Repeated this for every other thunder/lightening def in the relevant file, but the added lines at the end do not work...
    1 point
  5. Messages about pthreads is just some trash which is printed almost always. The issue is most likely not related to it. Please provide some more specific info. Location (getviewpos), maybe savefile. Probably instead config file too. https://wiki.thedarkmod.com/index.php?title=Reporting_Problem
    1 point
  6. Does this 2.12 bring much more graphic overhead for low-end GPU ?
    1 point
  7. I believe the issue with footsteps not playing is fixed on 2.12 beta. As for how max FPS settings works, I noticed that it takes effect on integer number of milliseconds per frame. So if you set 180 Hz, you'll get 166 because it's 6 ms. And if you set 220, then you'll get 200, since it is 5 ms. The actual code which establishes FPS cap uses microsecond precision, it is not obvious why this millisecond effect happens.
    1 point
  8. Trying to play "The adventures of Thomas: Lucy's quest" This consistently crash when witnessing the "entertainment". What I tried: 1. Disabling SMT by "echo off > /sys/devices/system/cpu/smt/control" 2. Disabling all (except one) CPU's by issuing "echo 0 > /sys/devices/system/cpu/cpuN/online" Results: Neither of this changed anything- the same pthread_join() error and dump as above.
    1 point
  9. I can confirm your issue. My monitor can run at 165 Hz so I set the in-game FPS cap to 166. When capped at 166 FPS I can't hear any faint footsteps while creeping either, but when set to a cap of 144 FPS the creeping footsteps played as expected. I've only played a handful of missions since I got this monitor so I likely just didn't notice this and if there were any other oddities like the camera and other movement, I didn't notice them either. Still, there's clearly something subtle happening at higher frame rates. I'd be curious if the problem happens on say a 60 Hz monitor but still capped at 166 FPS. Guessing it would. As for the other thing you noticed where the actual frame rate cap doesn't seem to match the one selected in the menus, I think this is more of an issue with the Doom 3 (id Tech 4) engine the game uses as its base. My understanding is it took some work to actually get higher frame rates than 60 working in the game in the first place. Even the dhewm3 source port of Doom 3 doesn't have it working correctly. Even if you uncap the FPS the timing of the game goes to warp speed and it's completely unplayable. https://github.com/dhewm/dhewm3/pull/297. Amusingly there's at least one TDM dev who posted there, since people talk about how TDM implemented their own solution (not without its own bugs).
    1 point
  10. It was mainly the overhead mantle with its long initial hang-phase, that was shortened, while everything else was just minor adjustments. The hang-phase really was extremely long and shortening that was a good suggestion in my opinion. However, I do agree that we went a bit too far with the adjustment. One might argue that a very short hang-phase is realistic, when jumping upwards with high velocity. Conversely, it is rather unrealistic when falling fast, which is why I had internally proposed to keep a longer hang-phase when falling fast. That suggestion didn't gain a lot of traction, 'though, and I did not want to stretch the discussion even further, so I just did not follow up on this. By any chance, did you also try the extension of the new frob system where the hold-type-grabber is used not only for limbs, but for all junk etc.? You can enable it with tdm_holdfrob_drag_all_entities. What are your thoughts? I had implemented that in order to make the new system a bit more consistent.
    1 point
  11. Ashes series - 2063, Dead Man Walking, and Afterglow Get the stand alone version in the files section. Tips: Search for scrap in trash. Take the lantern battery and radio at the hubs. https://www.moddb.com/mods/ashes-2063 https://forum.zdoom.org/viewtopic.php?t=47573 Other files: Ashes Weapon Pack and Ashes Monster Pack - Use with other maps. Entering 'summon blursphere' in the console gives weapon upgrade kits. Sterile versions - No story - Maps only - Use with gameplay mods. The first episode Sterile version is at the forum post linked above.
    1 point
  12. ** As of 2.11 many of these assets have been further optimized and incorporated into the core mod** *These are reposted from the discord server* Conversions of cc0 licensed assets from https://polyhaven.com/models: **POLY HAVEN CC0 ASSET PACK 01 "SEATING"** - REV4 - narrow seats. wide seats - red seats. blue seats **POLY HAVEN CC0 ASSET PACK 02 "GOTHIC"** - Initial Release - Even more furniture - Interactive prefabs: Containers, cabinets, drawers, "working" grandfather clock - Fully modular pier kit - A very nice bed ! But AI can't sit in the chair ! Notes on "optimization": many of these meshes are particularly tricky for a very novice modeller as they contain a lot of smaller detail geometry which ideally would be baked into a normal map. That's a bit beyond me admittedly, so a much greater emphasis was put into keeping a higher level of detail but having as few shadow casting triangles as I could manage. The shadow mesh is typically only 10-20% of the overall polygon budget of an asset in the pack with some exceptions for the large "hero" assets like the bed.
    1 point
  13. Yes I have a few assets I have messed around with converting and bringing into game but nothing finished. I thought maybe the next pack in the series would be a nature pack but didn’t get around to it. The process is the same more or less as the other polyhaven assets in this thread except you are contending with more alpha textures and the starting tri counts for these sort of organic objects can be quite high.
    1 point
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