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duzenko

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Everything posted by duzenko

  1. 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
  2. @stgatilovI think we want to ignore image_useCompression here It has been only affecting non-normal textures before AFAIR
  3. 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]
  4. 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?
  5. Here's how it looks in GUI I think it should be H..H.. 1, 2, 3, 4
  6. @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
  7. That's what I don't get Can anyone fork TDM (code and assets) and release it in Steam on their behalf?
  8. There's a cvar to ignore highQuality flag that does not apply to forceHighQuality In reality forceHighQuality should not be used on anything that highQuality is enough for because it robs the end user of options it's less typing and parsing
  9. It's interesting that people like to mention the forceHighQuality flag and very rarely remember about uncompressed/highquality flags I think you should not use the former if you don't know the difference with the latter
  10. I can check on my 6850 under Windows next weekend getviewpos?
  11. It's complicated also in the sense that out of the box it screws up at least some of the textures (transparency/format?) e.g. console font Do you guys have any estimates which formats have best compression? I.e. dds or tga inside a pk4, or .jpg?
  12. Option X: only bundle the tga's and generate .dds's on first load (which we already have a cvar and code for)
  13. I'm not afraid of decompression quality. It's normal maps, so not going to be obvious
  14. IMHO It's a cultural thing above anything else It could be quite appropriate in @peter_spy's society to commit a personal attack like that, or for @Kurshok to call for genocide by religion, or for @stgatilov to be blunt or for @kingsal or @roygato to stipulate their cultural rules must be followed by everyone else on the Internet You can't really expect other nationals to follow your cultural code just because you invented the Internet You kinda assume that @MirceaKitsune gets deeply offended and psychologically traumatized but in fact in his culture he may get that a lot every day and he simply chooses to not respond like this because he's a nice guy
  15. @MirceaKitsune Sorry, are you messing with @peter_spy on purpose? I sure appreciate your calm tone, but you need to understand that what you're doing here is positive reinforcement of his negativity
  16. I only see this working in the context of regular maps
  17. We can probably draw the player circle on a map GUI Anyone up for experimenting in that direction? When I think about it, we can have highlighted zones as well, why not
  18. I just realized that hide_distance is actually nothing more than the last LOD distance It was supposed to virtualize the logic so that the user does not need to remember which lod_X_distance was the last one
  19. @stgatilovI'd like a second opinion on hide_distance CPU usage Suppose we have 1000 entities in a large fairly optimized map that use LOD All set to hide_distance 0.5 Is it a valid assumption that all these 1000 entities will calculate their LOD on the same game tick twice a second? Wouldn't it cause micro-stutter?
  20. You can use any font if you replace the font texture file
  21. New key shortcut Ctrl+Shift+~ opens console at 80% height Two new cvars r_smallCharSpacing - font spacing con_fontColor - index or rgb
  22. You're kinda answering your own question If you want the AI to still have collisions then use a visportal closed by distance
  23. It accepts all font sizes now 8 is default 7 is on the screenshot abover Never went beyond 6 which already feels too small I kinda like cyan. Will need more votes for that.
  24. I still think thread pool would be a nice to have as a part of the STL/libstdc++
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