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motorsep

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Everything posted by motorsep

  1. I have threaded optimization on and have no issues. Here what it's for: "The NVIDIA OpenGL driver supports offloading its CPU computation to a worker thread. These optimizations typically benefit CPU-intensive applications, but might cause a decrease of performance in applications that heavily rely on synchronous OpenGL calls such as glGet*."
  2. DrWeb rules: http://www.drweb.com/
  3. Do you guys still use old school ball mice ? Am I missing something? Why use pad ?
  4. I am wondering if any of the following reports will make it into 2.0.3: 0003931 0003919 0003928 0003927 And I have a couple of more to report (having a button to reload models while in the model/animation viewer and when in the entity browser).
  5. Not seeing anything there besides specifics about some prefabs and TheDarkMod specific mapping features :/ I am talking about DarkRadiant 2.0.3, not TDM 2.03
  6. What kind of mouse is it? I have Logitech laser mouse and it requires no pad, works on any surface and is pure joy to use. And now it cost like $30.
  7. So what's the plan for DR 2.0.3 features and fixes ?
  8. You have to have 640x480 game screen resolution to make proper cubemap that lines up (at least in original Doom 3). Any other resolution would result in broken cubemap.
  9. I spent entire dev cycle of Steel Storm 1 on Linux (Ubuntu 12.04 LTS 64bit). It was a decent experience. After I switched to Windows 7 Pro 64bit, I don't really miss Linux
  10. No, he didn't. He didn't blame the drivers. He blamed Linux being pieced together from half-working parts. That's why he called it Frankenstein OS I am actually with him on this. Some libs have horrible deep tangled dependency on myriads of smaller libs. And then bunch of different distros and more libs... A mess to deal with. Good thing BFG engine only needs SDL2 on Linux and maybe libjpeg and libpng and openAL.
  11. Bam! C4 engine is out of Linux gaming. http://www.phoronix.com/scan.php?page=news_item&px=C4-Engine-Drops-Linux
  12. Well, it didn't work with gui::variable. I had to use gui::gui_parm1 (2, 3, etc.) to toss around strings/floats. Also GUI won't accept input from the script without onEvent or onNamedEvent. The latter is preferable, as onEven runs every frame and also registers mouse leaving/re-entering GUI (Desktop). So refocusing on GUI will trigger whatever you have in the onEvent {} block. So I think onNamedEvent is what should be used all the time, except for cases when focusing on GUI should trigger something.
  13. Getting back on topic, it's definitely an issue with the driver. And the reason that makes me think that is my test case with my own engine done over the weekend. I asked someone with GeForce 560 GTX to test the same case, and his RB/GPU/fps timers values were lower than mine. So the question is how is it older Nvidia outperforms newer Nvidia GPU ? Easy - he was using older driver. So I downgraded my driver to exactly the same version as the test guy was using and bam!, GPU timer went down from 21.7ms to 12.7ms (which is still higher than it was on 560GTX test case, which was ~8ms).
  14. Do we need to re-download 2.0.2 ? Never mind, I am replying to old post
  15. Apparently, and I don't know if TDM changed how things work, the only way to pass gui_parms (those are the only variables passable between GUI and script) back to GUI is to have onEven { } code in the GUI ( or onNamedEvent {} ). Do I need to put it into Desktop windowDef or anywhere I please? What is onNamedEvent { } ? How to I define named event ?
  16. Caulk all invisible to player sides of brushes - reduce polycount.
  17. Quake 3 maps had the same issues. To avoid these issues entirely, floats can't be used. Anything that would require fractions for vertex coordinates, should be made as mesh model in a 3D App. It's a bit limiting, but sounds like the only easy solution Also, precision loss shouldn't even occur within +/- 32k distance. Why would 8.000000 become something else if moving it 1000 units along any axis ?!
  18. Surprisingly, Intel 4600HD+ run AAA games quite well using DirectX 11.1
  19. Hopefully our engine runs well on R9 and by the time the game is out, R9 will be everywhere, which would be awesome Otherwise it's not possible to fix without AMD fixing the drivers.
  20. I looked into our _events.script and the only things we got are: scriptEvent void setGuiParm( string key, string value ); scriptEvent void setGuiFloat( string key, float value ); // WTF?! scriptEvent void setGui( float guiNum, string gui ); scriptEvent void precacheGui( string gui ); scriptEvent string getGuiParm( float guiNum, string key ); scriptEvent float getGuiParmFloat( float guiNum, string key ); scriptEvent void guiNamedEvent( float guiNum, string event ); the stuff under // WTF? comment is from D3XP and that had no comments / explanation for it. So I am not sure how to use it. I guess I need to make some tests on small simple gui first
  21. Do you know by chance how to pass values of variables from script to GUI ? This GUI I have been working on is for a self-driving vehicle. Player would have to find a fuel cell (power cell) item to place into the vehicle before he can get a ride. So basically when player trips a trigger entering the vehicle, a script would check for a variable "vehicleIsReady" and if it's 0 (player never placed power cell into vehicle), my GUI would display a red screen saying "out of fuel" and if vehicleIsReady is set to 1, then normal GUI will be displayed (as seen on the video). How would I do that? Currently I can set variables in GUI code as set "Desktop::variable" "value"; and check if ( "Desktop::variable" == value ) {} but that's for internal to GUI variables/values. I don't know how to pass script variable into GUI using gui_parms, if in some other way. Please help. Thanks beforehand.
  22. You aren't running BFG engine, you are running old idTech 4. Do you have a copy of Doom 3 BFG by chance ?
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