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Everything posted by stgatilov

  1. Yes. Well, it was you who implemented it I guess nobody tried "r_glCoreProfile 1" yet.
  2. Could you please clarify: Which same problem you have (one guy posted about an entirely different problem in the middle of this thread). Which solution worked for you.
  3. @kyyrma did not respond. @Dragofer, could you please fix the FM? Preferably in DM-less way (or even DR-less)...
  4. I'm pretty sure @duzenko only wanted to look at Windows code. @cabalistic planned to look at the corresponding Linux code (5510), possibly trying to replace it all with GLFW. The code itself is in sys\linux\glimp.cpp or close to there.
  5. There is no point in introducing PBR if the whole pipeline is not gamma-correct (both assets and rendering).
  6. I doubt @V-Man339 had these user-made shaders when he discovered the problem.
  7. Hmm... the shape of this black thing might be explained by how bloom blurs light. Does disabling bloom really help to remove it once it appears? Does enabling it back restore the artifact?
  8. You can try: it will probably work. I would say it's better to do r9167 about EntityPtr, since otherwise it will be hard-limited by 32768 or 65536 (two entity indices stored in one 32-bit number). Most of the other changes are about optimization: the original code often creates local array with NUM_GENTITIES elements, which is not very good for performance if you raise it to 64K. But perhaps it's not so critical, since all these arrays are left uninitialized: it's only stack caching performance that's lost. That's the reason behind the largest commit r9158. Without commit r9156 the
  9. The recent changes removed a lot of constraints on the entity limit, and now it is free to be raised up. Technically speaking, it is not removed, but it can be raised so high that it won't bother you anymore. On the screenshot, you can see the game working fine with 120022 entities (almost all of them func_static): These changes are included in the latest dev build, which can be freely obtained via tdm_installer. In the end, I set the limit to 65536 entities. I hope you won't need more The main point that I'd like to make here is: optimizations against entity
  10. New dev build is available: dev16202-9175 Changelog of all versions is in the second post of the thread.
  11. Changelog of 2.10 development: dev16202-9175 * Major changes in security camera (5528, 4731)(Wiki)(not finished yet). * Entity limit removed raised to 64K (5439). * Added secrets tracking system for mappers to use (5549)(Wiki). * Integrated Sotha's "automaton" AI from Ulysses into core assets. * Menu: improved the main page and the "new game" page to make it easier for new players. * Menu: ask for confirmation on game restart, fixed menu music setting. * Menu: show checkboxes near objectives after mission is failed (5049). * Fixed rare crash in script-generated frobs (5542
  12. For the people eager to play with the latest state of development, two things are provided: regular dev builds source code SVN repository Development builds are created once per a few weeks from the current trunk. They can be obtained via tdm_installer. Just run the installer, check "Get Custom Version" on the first page, then select proper version in "dev" folder on the second page. Name of any dev version looks like devXXXXX-YYYY, where XXXXX and YYYY are SVN revision numbers from which the build was created. The topmost version in the list is usually the mo
  13. Installed Visual Studio, really?! Are you a C++ programmer by any chance? Unfortunately, some more stuff is needed to analyze the dump: PDB file for the exact DarkRadiant version, and source code for that version.
  14. If the TDM really crashes on loading (e.g. you see something like "TheDarkModx64.exe is not responding" message), then the easiest thing to do it to look into crash dump. If you have lengthy scripts in your map, try to disable them and check if problem persists. I'm afraid ill scripting can do significant damage to game state.
  15. I'll probably ask for @greebo's help here. I think what would be helpful here is crashdump of DarkRadiant.
  16. I recall some problems related to main frequency. This setting (44.1 Khz) is sort of "native" to TDM. If the other setting has different frequency, it might be that OpenAL fails to resample it (although normally it supports different output frequences).
  17. In fact, r_skipGuiShaders does not help. So this quad is not a GUI element.
  18. @id3839315 says the fourth script shows black screen, just like the first two. So the final decision is that "r_glCoreProfile 0" works fine, but "r_glCoreProfile 2" gives black screen. This may be some driver problem, e.g. some of the GL features previously hidden behind extension is not enabled by the problematic AMD driver under GL 3.3, while it should according to the specs. It is not just some function, because calling missing function would give immediate crash. Most likely some constant of mode. I think I have already ruled out: ARB_fence_sync ARB_buffer_storage
  19. "libstdc++" is the default C++ runtime library of GCC compiler. There is also another C++ runtime library called "libc++", which is default library of Clang. I think GCC can also use it if explicitly said so, or maybe depending of distribution settings. The CMakeLists for TDM does not mention "libstdc++" explicitly. Instead, GCC adds it automatically to the list of libraries, because... well, that's runtime library You might want to build empty file with "int main() {}" using simple "gcc a.c -o a" command and verify that it works. I'm not good in Linux world. But I might specul
  20. Unless you are using Windowed mode, TDM locks its resolution to the native resolution of your desktop. If you want to reduce resolution for better performance, try adjust Render Scale slider instead. E.g. setting it to 0.5 would result in internal rendering resolution 960 x 540, i.e. 4x less pixels to render.
  21. You can start by copying your 2.05, and running tdm_installer on top of that. It should install 2.09 with much less traffic and time wasted, compared to a typical "clean install".
  22. Some clarification for players: the .cmd files are not suitable for playing! If you try, your HDD will be filled with trace data very fast, and the game will probably crash after some time. If "_apitrace_record3.cmd" is the only script which shows you the menu, then you should be able to play by setting the following in "darkmod.cfg" (and starting TheDarkModx64.exe as usual): seta r_glCoreProfile "0" Note that my .cmd scripts automatically delete darkmod.cfg when you run them. I have attached one more script to try. _autoexec4.cfg _apitrace_record4.cmd
  23. The numerous debug options I added had no effect, unfortunately. I can replay the recorded traces perfectly well on my machine. Looking at the traces of @id3839315, the traces 2 and 3 are equal. The same OpenGL instructions are executed, with input data of same size, and they produce same results. The only difference is the run 3 uses compatibility profile, while run 2 uses core profile. As the result, run 3 works (well, at least menu works), while run 2 does not. Either we use some deprecated functionality, or the AMD driver has different code path for compatibility profile.
  24. Oh yeah, this little game-breaking switch! We discussed recently if we should remove it in order to make FMs must stable, but the team decided to leave it. I guess someone have to fix the FM then...
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