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Posts posted by duzenko
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Use a .cfg cvar for running in a window
Then it's debugger time for you
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@wootyOh dear, I just realized. This is probably the same bug I hit earlier this year
It does not like two 'darkmod' in the file path. Try renaming the parent folder to something like 'tdm'
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22 minutes ago, wooty said:
@stgatilov I followed the readme.md conan instructions and was able to build all dependencies and compile "thedarkmod.custom". I navigated back to my base directory and into the newly populated darkmod folder. Running TDM gave me an error about "default.cfg" not being found, so I dropped the one from the source directory into the root of the TDM folder. Running again gives me a "Can't open journal files" and "Sys_Error: _default material not found" as a result.
I feel I am just missing some files that need to be manually placed, or something of that nature.
Do you have the game itself installed? It needs all the assets naturally
Here's a partial screenshot of the file content
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1 hour ago, wooty said:
@duzenko Heres some on the fly bogompis like tests, need to run phoronix test suite later.
sysbench --test=cpu --cpu-max-prime=20000 --threads=1 run
CPU speed: events per second: 780.44
General statistics: total time: 10.0002s total number of events: 7807
Latency (ms): min: 1.28 avg: 1.28 max: 1.36 95th percentile: 1.30 sum: 9997.18
Threads fairness: events (avg/stddev): 7807.0000/0.00 execution time (avg/stddev): 9.9972/0.00sysbench --test=cpu --cpu-max-prime=20000 --threads=16 run
CPU speed: events per second: 12331.51
General statistics: total time: 10.0013s total number of events: 123371
Latency (ms): min: 1.27 avg: 1.30 max: 2.60 95th percentile: 1.44 sum: 159944.14
Threads fairness: events (avg/stddev): 7710.6875/241.13 execution time (avg/stddev): 9.9965/0.00glmark2 Score: 4500+-
Respectfully, that's a lot of numbers but no flops
QuoteI've been working on this for months and I am starting the benchmark phase.
I'd benchmark that on day 1 and that might as well have saved those months, LOL
Maybe just run any web benchmark?
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42 minutes ago, wooty said:
HoneyComb LX2K
What's your estimate on single-thread FLOPS there? I'm kinda skeptical on its speed, considering it's 16 cores and passively cooled
EDIT I can see on some pictures it has a tiny cooler, but still looking like a 20-30W max. Something to drive a file server.
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I think we're missing the static libs for ARM @stgatilov
Your contribution to fix this will be very much welcome however I'm curious what's the make and model of your computer? Is this some kind of a server?
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17 hours ago, HMart said:
oh yes a good internal ssd or even a nvem/M.2 ssd can be fast even with preload on, but I have the game in a external USB 3.0 2.5 HDD, so preload may impact me more I assume.
Preload is definitely preferred for HDDs
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On 8/20/2021 at 2:13 AM, HMart said:
I bet you guys already know this but if you don't, just for kicks I set image_preload 0 and image_useCompression 0 and the missions I tried load way quicker! Is obvious why but I underestimated how impactful this options were!
And I didn't felt any performance loss from it. I hope this is true for all!
It seems I will play with those off going forward.
Btw I also found that using preload 0 and compression ON, causes the game to start with no textures for a few micro seconds, similar to some UE3 games! TDM is now among the big league engines! ;D kd
Is not a big problem and the same happens with compression off but for a lower time, unfortunately, the game has visible pauses, when opening doors and the game as to load and compress the textures on the fly.
edit: I didn't played the latest version with stgatilov new RGTC compressor in SIMD, so things could be different on it.
With uncompressed assets on ssd it's quite fast but then again full preload is not too slow either
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2 minutes ago, nbohr1more said:
Try r_useGLSL 0
Something about uniform transforms maybe too?
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12 minutes ago, OrbWeaver said:
Intel HD 3000 officially supports DirectX 10.1 and OpenGL 3.1, according to Intel. This should be enough, surely? I thought we required OpenGL 3.0.
3.1 for 2.08
3.3 for 2.09
AfairBut in reality i did a quick test with 2.08 and intel 2000/3000. Regret the drivers for that chip are utter garbage.
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Sorry, no support for Intel bugs here
Your options
- go further back to 2.06
- search the beta thread for 2.07 for new rendering cvars
- make sure you have the latest drivers for HD 3000 on Intel website (not the laptop producer's)
- consider trading up on your hardware
Sincere condolences on your GPU
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1 hour ago, MirceaKitsune said:
Will keep it in mind. IIRC though that means the game will stutter whenever an object with a previously unloaded texture comes into view, so I'd likely get slowdowns during the game instead.
The current svn performs quite well actually
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2 hours ago, MirceaKitsune said:
This is really great! Any noticeable difference in loading time too? That's one of the main aspects I was interested in, TDM still has some really long load times compared to many other engines.
Try image_preload 0
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Shit, Kurshok, I'm almost sorry for you now
You clearly can't control yourself, it's now matter of time when you commit that suicide-by-moderator
It's like watching a propane can in fire
I wish I could say something to trigger you and end the pain
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39 minutes ago, stgatilov said:
Yes, it makes sense.
But make sure to disable it woth in HandleCompression and in SelectInternalFormat.Huh, it seems I was wrong about that
Completed: At revision: 9563
QuoteI'd say we can probably refactor SelectInternalFormat into two parts: the one which is O(1) and return format without any analysis, and the one which can additionally check the image data for final internal format. In this case I'd call the first function in HandleCompression instead of writing the same conditions again.
Also a good idea
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This mission is regretfully under-optimised
E.g. this window lacks a visportal
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7 minutes ago, OrbWeaver said:
If I understand correctly, the advantage of doing RGTC compression in software is performance, because it can be done in parallel rather than image-by-image on the GPU?
If so, I guess any testing should focus on performance (particularly the time to load a new mission from scratch), rather than GPU memory usage which should be the same whether RGTC compression is done in software or by OpenGL.
With dynamic image loading driver-side compression is just too slow and results in stuttering
Even if not used widely ATM it's already technologically superior
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@stgatilovI think we want to ignore image_useCompression here
It has been only affecting non-normal textures before AFAIR
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Compression on, 0.7GB VRAM used
[url=https://postimg.cc/jnK3Mz6F][img]https://i.postimg.cc/hv7FPsXc/image.png[/img][/url]
Compression off, 0.9GB VRAM used
[url=https://postimg.cc/pmhNhJsf][img]https://i.postimg.cc/13MydW6j/image.png[/img][/url]
SpoilerFFS what's going on with image hosting links?
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Our download servers SUCK
I'm on 200Mbit connection. Downloading a 500+MB mission takes forever with average speed of 1.6Mbit. Is it all mirrors or a particular one that I keep getting routed to?
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10 minutes ago, JackFarmer said:
I would not call it campaign, one missions just leads to events in the next mission and so on...
However, the order is:
I - Initiation
II - Vitalic Fever
III - The Lost Citadel
IV - The Anomaly
As far as I recall, each mission notes section in the relevant DM menu includes a list with the order up to the released mission.
I hope you will have fun with my missions!
Here's how it looks in GUI
I think it should be H..H.. 1, 2, 3, 4
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@JackFarmerI'm about to start the campaign (it's a campaign, right?)
Is there a particular order of missions or they're isolated episodes? If the former, please consider renaming them with numbers like other campaigns did
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3 hours ago, Abusimplea said:
Obviously, nobody living in any western country (like me) would ever do that - except when he is either filthy rich or a lawyer specialized in copyright law...
It is too risky for the generic dude living in a free democratic country where a single copyright law suit can ruin your life - even if you win in the end.
Any Taliban members here?
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12 hours ago, cabalistic said:
This unfortunately misses the point a bit. The problem is not the open source license, per se, the problem is that Valve requires (or at least required?) a legal party or entity that is responsible for the app/game. So if any legal challenges about TDM (e.g. assets that we did not actually have permission to include) reach the Steam platform, Valve can offload them to the legal entity. But TDM doesn't have a natural legal entity, and so far no individual has stepped forward to take on that role. Nor would I advise anyone to, because it is potentially tricky and not without risk.
I imagine this is going to be similar for any other store, as well. And that's why there has not been any progress in getting TDM on Steam or any other store, and I don't think that's likely to change.
That's what I don't get
Can anyone fork TDM (code and assets) and release it in Steam on their behalf?
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Why so long?
in The Dark Mod
Posted
I can't see url's in the game console