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Serpentine

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Posts posted by Serpentine

  1. I'd like to hear more about that since my I'm having huge performance drops in certain areas with lots of lights with my GTX 650ti (which I admit is not a beast but handles most of the games quite nicely). Is it a driver problem?

    Absolutely no clue, I've just noticed the 6xx's struggle in TDM, heard other people mention they are fairly weak at other OpenGL heavy games, but evidently fine in benchmarks.

     

    I don't have a Kepler test card, as nVidia cards are about double the price for the same performing AMD cards(and the mid range is always just re-badged last gen). So I just dont bother anymore with them.

  2. Sounds like a broken portal problem, make sure you sink the portal into the walls around the doorway, it will cut itself down to the perfect size. If you do it by hand you often create tiny issues when the geometry is compiled.

     

    Edit: If you still can't figure it out, zip and upload the map somewhere for us :)

  3. a.) Yes. preferably they should host them if they are looking to package them. The license allows this.

    b.) No, that's not exactly ideal as mirroring will not keep a fixed structure, I see you ask below anyway.

    c.) Yes

    d.) No - However be aware that the binary support is i386 (ok well i686, whateverrrr) at the moment, libs must match up, but nothing bad otherwise. Jpeg headers were edited in the past, but should now use system headers without issue.

    e.) The build system will be changed in the future (hopefully) to make it easier for general compilation, as well as packaging. CMake rather than a mess of SCons.

     

    Edit : If the guy needs any more, he can find me on freenode in #thedarkmod - same nick.

  4. I remember we looked at making the weak lightgem code more robust, but the whole falloff/light texture tie-in would have had significant performance overhead, while also not being completely accurate.

     

    I think the same thing applies to the object-missing code too.

     

    All stuff we should think about going forward, the lightgem-type code is always going to be something which could be improved (and if it became cheap enough, used elsewhere).

  5. You're not supposed to drag him...don't the instructions tell you to shoulder the body?

    Something happened between me handing the map over to BD and the release version, I wasnt around to test or anything, but the text pop-ups are awfully broken at the moment.

    Would like to make sure those are fixed for 2.01.

  6. Alt tab works, it just expects the console to be open, or you to not be playing fullscreen, there will be changes made to this in an upcoming release. A lot of people use tab for other uses in TDM and alt is generally a tricky meta key to avoid. I will add pause/main screen to the list of exceptions if its neat.

     

    Performance, TDM eats hardware. It's mostly the engine, an ongoing effort. Unlikely to change radically anytime soon. That said, nVidias latest cards seem to actually struggle more with it.

     

    Gamma Adjustment, the adjustment screen has a scale on it, as you suggest.

     

    The use key defaults to 'Enter'.

     

    The rest - just explore the game, it's not a AAA hugfest, sometimes you'll have to think/look around/try stuff. Don't be in too much of a rush :)

  7. I'm just sorting out porting DR to my platform of choice, and I notice that there are a few precision warnings at link time, relating to the map modules and stuff. I assume these are actually fairly tricky to spot due to the way all the modules work, they are not able to resolve the issue at compile time, and at link time stdlibc++ seems to not shout about them. If I get everything working nicely I will see about resolving the symbols and at least reporting them. Might also be worth getting a static analysis, since there are a load of other minor issues around the place.

  8. That's exactly what the spec stuff does, it makes a guess at your spec, or if it freaks out it just does strange things. Those profiles then set cvars, some of which are saved long term, some of which are not saved if a user sets them via console.

     

    The problem is these cvars, some of them are only set by this process, and as such the knock-on gets all kinds of strange if you're not careful. I removed it in the past but there are a few areas where you need to be able to set safe defaults before trying anything, which this took care of. These should be moved to a different place.

  9. ... Or if you happen to work for a nice hosting company that will give me a nice box to use for mirroring in the longish term, we'll take that too. KVM VPS too.

     

    Newsflash from irc:

    2013-10-25 15:46:20 | jvoisin       http://linuxfr.org/news/the-dark-mod-2-0-sort-en-version-standalone
    2013-10-25 15:46:36 | jvoisin       It's a big french Linux-dedicated website
    

     

    Remember, you, too could join us over on freenode in #thedarkmod

  10. Yeah, I have delved into it before. It's one of those ideas which sound good until you notice that the lack of limits results in more problems than its really worth.

     

    It's similar to the windows registry in a way, a sort of general purpose store. But where you could easily mangle the data since it had no real fixed way of being used.

  11. I suppose if I increase the texture dimensions, it should quite crispy even when the player is near. I'll try it later.

    Max texture res is 4kx4k for many common cards, 2kx2k for old stuff. Never stuff usually does 8/16k, but a lot that advertise 16k get all kinds of strange when its used.

  12. Best adventure game of all time, at least until the last part when the plot goes bonkers.

    I know mannnnn.

    I just think it would work excellently using TDM for underlying systems. Could bring back the Doom 3 computerish computers and stuff. Pie in the skkkyyyyy, come to me.

  13. I think it should be way above that. Just think about it. On only one mirror (Serpentine's) are 15k downloads. Now, how many mirrors do we have? Currently the updater says 8, but I know we had more that had to be disabled due to too much traffic.

    It doesnt work like this :)

     

    For each file in the TDM redist, the downloader picks a mirror out of a weighted list. So each person downloading touches nearly all of the mirrors, some slow and some fast. So 19k I would estimate would be the 'downloads via the official channel'. However I think about 50k including all sources, is a good estimate.

     

    I think our most popular release previously hit 8k or something.

     

    Edit:

    I currently host the fms listed as being mirrored by taaaki. So I've only had them for just less than 7 days.

    In that time (excluding the java test script and a few broken browser downloads) : 5136 fm's have been downloaded.

     

    Considering I am not hosting a large number of them, and that there are many mirrors, some of which are fm specific. I think that's a pretty damn amazing number.

    • Like 1
  14. Here's the thing - We get nothing out of this, besides exposure. Now not to be a complete tool... but for now we have some pretty big issues and already a large influx of players (which I like to think of as potential mappers, cos TDM mapping is actually pretty fun, words I never thought I would say).

     

    I digress. There are big fish to fry at the moment, once we are a bit more into the 'wow, people actually like us! and the project is in good shape', I think then is the time to look at things like this.

     

    The updater/downloader type things are pretty TDM specific, we cant really retro-fit in to a 3rd party, but GoG would be a good fit, as they can just host a pre-packaged TDM installer. That said, TDM's redist size might be dropping pretty dramatically in the future. Maybe.

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