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Serpentine

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Posts posted by Serpentine

  1. there were a few positive comments in there, like the one by wolf about how beautiful the training missionm was - makes all my hard work and that of the original authors of that mission worthwhile.

    I really liked the changes to the training mission! :)

    I think I noticed some of the blocks of hint text were missing/not working... but that was about it. Oh and a few of the patrons in the fighting area need to go missing, they just murder performance in an area where people will want all that they can get.

     

    The neglected rooms at the back of the item handling area were awesome - much improved without actually completely changing them. My hidden treat also fits in perfectly now - such a nice touch. Other people might even find it :P

  2. It is very unlikely to be astroturfing. But there are a lot of people who enjoy tearing down 'old' games and calling the people who play them clueless old nostalgiacs 'seeing the past through rose-coloured glasses' or who are 'deluded by their experiences as 14-years-olds'.

    That is pretty much my go-to bait these days. Ironically when its time for a little bit of fun at my bridge, I'm generally playing some horribly old game. (Currently back to ja2 vanilla)

     

    I mean when you come to think of it, I'm pretty sure Carmack and Co. would have been jamming QTE's into Doom, if they had thought of it. Back then it was just the same formula, no innovation. Quake 1 had dogs I think, but you couldn't even play as other characters or even pick a class - how boring.

     

    Edit: But I do think that ol YoungZer0 sounds a bit too angry, maybe I am just bad tho. Not edgy enough. I better move into a clock tower.

  3. I don't understand that.

    Parallels

     

    He's essentially running a Windows VM, the VM contains a virtualized 'gpu', to accelerate the 3D stuff this is usually in the form of a dumb driver and an interposer which adapts some of the calls to then pass on to the actual hardware GPU. i.e it translates Windows-esque graphics calls to something that the OSX side graphics driver can deal with. Some of the stuff will require emulation, other things will just be ignored/unavailable.

  4. Both water and the torch fire usesthe heatHazeWithMask.vfp vertex programm to create the desired effect. As you are using a mac, there is maybe something with your current graphics driver that is causing the graphics card to render this wrong. (?)

     

    That was my thought, taking a look at the dump it looks like it is also missing a vertex shader extension. Not that I know a lot on the topic. I think it's just the guest gfx driver maybe not supporting it, not the host.

  5. Using models as an example, my current mental take is like this : I ask for some type of model, maybe something specific like a window-box with a fern in it. Or perhaps 'stuff that you would find in a cave'. But always discrete units of work... and never maps.

     

    People accept the challenge (pitch their take, maybe a rough bit of work). They have a week or so to deliver the goods, failing that it goes for another round. My choice is final. If I don't think the asset is good enough for a reward, I reject it. I doubt that would happen, as obviously I want WIP pics and stuff, you know -- community interest.

     

    The whole past contributer thing doesn't come into play... because I don't see why it would.

     

    But yeah, this is why I'm asking for feedback; Maybe its bad, maybe I just need a different model to work with. Nothing ventured, nothing gained.

     

    Remember, my problem is getting rid of stuff I have no need for, I don't wish to monetize anything. However in the past I usually just paste keys into an irc channel or gift things to people with interesting avatars in some Steam pub game. It feels like a waste. I dont really have any friends that play games, Taaaki is about the only one, and he doesn't have time :<

  6. I will make a list when I wake up in 8-ish hours time. I realised that I do owe a few of the Valve games to an ex, but there's still a good 15 odd others.

     

    If it's a good idea and people like it, maybe a few more people could chip in with their overflow. I mean, I wouldn't even steal them. I spend my time playing openttd/jagged alliance 2 mods/TDM.

  7. Taffers,

     

    This thread is about feedback for my idea. Feedback.

     

    I have two problems,

    • Firstly: I have a pile of game codes, steam games and such. They are extras from end of year sales, Humble Bundle and the like. I would like to make other people happy,
    • Secondly: I like TDM, and I'm sure you do too. We require game assets to expand the mappers palette. Models, music, sound, textures, animations, particle effects etc. We also require things like tutorials, wiki articles and general help.

    My proposition is simple; Lets help each-other out. For your effort I will give you a selection of games for you to pick from (obviously the work must be of a reasonable quality, and I'm not making this into some contest, don't worry.). I think a game for a potplant is a good trade.

    1. What do you think?
    2. Would you be interested?
    3. Questions?

  8. Yeah never seen something like this in a normal situation (you sometimes see something like it when you're looking through water at a torch). My guess would be your Parallels is doing something out of order with the drawing, quite possible its an optimization which usually works correctly.

     

    Edit: could you get a console dump for me? More for interests sake, but maybe there's something telling in there :)

  9. Does dhweg do a better job of house-keeping (garbage collecting?) too... eg. free side benefit?

    Nope :)

    It is a problem I want to look at muuuuch later on, because its a tricky one to solve. It will also entail a lot of fun times with valgrind to make sure of things. The problem isnt that the memory is being completely leaked in a lot of cases (tho rest assured there are leaks too), but more of a "its really unlikely we need that around anymore, and if we do we can pull if from the disk without something horrible happening". Not something you want to get wrong.

  10. Nothing to do with texture compression, more to do with the resource allocators and not freeing up mem when they logically could. i.e it keeps a lot of stuff in mem, some of the stuff is just larger than it was in the gpl release since time has moved on, libs (specially platform ones) that it's built on might be using more for the same stuff etc.

  11. Would super low settings affect GUI images but not anything else? That's the issue in the OP.

    Nah, this is something else I think :/ That other thread has the problem where things get... insanely bad. Not sure what's going on with this one - screenshots and console dumps would help.

     

    For anyone reading along :

    In the console, 'condump' will write out what is in the console into a file.

    'condump somefile.txt' will write it out with the name you give it.

    Then paste the relevant dump on something like pastie.org or similar and link it here.

  12. Do you mean the video settings or something else? I changed all video settings to max but the text still appears blurry. Is there a txt/cfg file where I can have a look for where _super_ low is defined?

    Nah, if your text is just a bit blurry, then its not the problem I was describing.

     

    Can you get a screenshot for us? Hit F12 and it should write out an image somewhere.

  13. I've got exactly the same problem with my old Samsung RV511 - OK, it's Intel HD only (Intel GMA X4500M DVMT, to be precise) but it ran 1.07 and 1.08 OK(ish)(mostly). It's set to the correct monitor resolution in the cfg file. I opened the console and the text there is unreadably pixellated too.

     

    Could you try get the game's console log? the more I think of it, the more it sounds like the GL context is failing to be set up.

  14. I'm assuming that it doesn't hurt to leave it at 0 (image_useCompression, that is)...

    Yup, all it means is that you use more memory, note that this does not break any 32bit limits etc, in fact it might actually lower the memory use since I seem to recall that the raw RGBA is never actually released. Performance wise, unless you're using a low end card or intel, its unlikely you will see any real drop in performance.

     

    As for shipping FM's in one form or another, there would be very little difference, the normalmap compression used in D3 is not ideal for shipping, and the full size TGA's compress well in zip. The current optional load-time compression means we get the best of both worlds, if only there was some logic to set it up better... I have plans for that tho.

     

    I think that r_useCompression really needs a new name, since it is very confusing :)

     

    Anyway, try it out and see, I'd be interested to see if you get a nice drop in load times and performance is about the same. Since that's what I've seen in my testing.

     

    On the up side of this, AMD and nVidia usually apply compression where the driver sees fit anyway, and their driver-side encoding is a _lot_ faster and better quality than the built in code (it's also done in large part on the GPU).

     

    In the far future this may all change once I finally look at compressed normalmaps again, now that I _know_ keeping intel compatibility is important, it makes the choice in format a lot easier. That's the endgame tho :)

  15. Sweet :)

    The new hosts have brought my send-q's down to reasonable numbers, so hopefully people are getting less erratic speeds from ol waffles.

     

    Still maxing my upload, about 1.1tb per day, so each normal host adds around 500-550 completed downloads per day.

    Today:

                  current        peak           total
       re0   in   338.730 KB/s   386.033 KB/s   13.849 GB
             out  12.530 MB/s    13.248 MB/s    604.569 GB
    

     

    And unique downloaders who have done 4+ large files from me in the last 40 hours: 4577

  16. I just tried it in the console, the message it gave me firstly explained how that worked, then said it doesn't affect TDM as all the textures are DDS.

    It's the normalmaps which are the big hit. They are RGBA, the combination of

     

    image_useNormalCompression 2 and image_useCompression 1 will mean that at load time they are converted from RGBA->DXT5 with the swizzle, which is very heavy computationally (could be lightened a bit if we borrowed some code from amd). image_useNormalCompression 2 is however required as there are a _few_ DDS files for normalmaps, and without it they are either flat or black, depending on magic that I can't quite remember.

     

    TDM however does have 99% of the diffuse/specular textures as DDS, so no harm there.

  17. - I was facing really slow loading times but by deactivating vertical sync it got better but still not perfect.

     

    Try

    image_useCompression 0

     

    On systems with loads of memory, specially vmem, there's no real point in compressing textures at load time. This should drop your load times quite a bit. It will still allow pre-compressed textures, so no worry. It doesn't hit performance or anything else really.

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