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duzenko

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Everything posted by duzenko

  1. If you enjoy "4K" "AI" "remasters" of 90-s music videos, then yeah, sure
  2. You could start with switching to windowed mode with Alt-Enter and posting a screenshot of your problem But from what you sound like you either have a corrupted game install, bad drivers or faulty HW How much longer are you planning to torture that 2008-made computer? Can't you afford a $30 used videocard?
  3. Done in svn revisions 9447 & 16320
  4. This is hate thread, I'm reporting it, offtopic or not
  5. It's a little more complicated than that If we fully supported 8-bit ANSI encodings, then file paths in local user locale would still work. But they don't which implies that TDM uses a fixed encoding conflicting with the system encoding
  6. AFAIK the windows standard is to put the save games in user\[documents\]savedgames\gamename https://docs.microsoft.com/en-us/windows/win32/shell/knownfolderid It's not just spaces, it's all non-ASCII symbols too
  7. Unfortunately the installer accepts the invalid paths but the game fails to load IIRC I posted in the installer thread not long ago
  8. That's what I tried actually but it simply won't work for user names with spaces and non-ASCII characters
  9. Could you elaborate on that? Do we have textures in release builds that don't exist in assets svn?
  10. Download and run Tracy In game console, try com_enableTracing 1
  11. At least that But in-game GUI too if possible
  12. @stgatilov Is it possible to add support for subtitles in GUI while you're looking at it?
  13. The web link is https://svn.thedarkmod.com/publicsvn/darkmod_src/trunk/LICENSE.txt
  14. Maybe I'm missing something here, so correct me when I'm wrong For 'regular' materials users have a choice if they want the .tga go onto the GPU raw or compressed. This is the normal workflow for most textures. When the mapper wants a particular .tga be used always uncompressed, they slap the forcehiQuality flag on the material. In this case the user's preference is ignored. This flag must not be abused no matter how important the mapper considers the difference in looks. Only a handful, <1% of all materials, should fall in this category. Do you have a lot of textures you think must be always uncompressed, no matter how slow and limited user's system is? If so, think again. If it's just a couple of textures that you have singled out as exceptions, then use the FHQ flag and everyone's happy.
  15. And how would you suggest to use the forceHighQuality flag in that case? I think it's good that users have a choice here. Would anyone prefer hi-quality GUI backdrops over in-game stutter and freezes? It's not just VRAM issue, but also system RAM/pagefile too. Your particular .tga might not make a difference, but there could be dozens in other maps.
  16. No, I just thought you wanted a universal solution You might run out of VRAM with just that cvar fix, like I do on a 1GB card
  17. Right, I meant image_useCompression So you're saying that your particular image looks bad in the compressed texture format, both auto-compressed on the fly by the graphics driver and pre-compressed with presumably superior tools. I think we have a material flag for textures to force compression off but @stgatilov is it applicable to GUI images?
  18. 1. What is your image_compression cvar? 2. Tried it in the .dds format?
  19. FWIW I have zero expectations from that FiFx buzz Especially considering this coming from the Absolutely Miserable Drivers corporation.
  20. Is there a console command to end the mission, won or lost?

    1. nbohr1more

      nbohr1more

      tdm_end_mission

  21. If this was not crazy enough already Matter of fact I already reported a different driver bug some time in 2013. The support was as frustrating as the original driver "experience". It felt like they actually don't want bug reports at all. But then again, it's a 2011 chip, they will refuse to fix the bug just on that ground.
  22. So I tried the newest beta driver for 6850 (I only tested with the WHQL the first time) Honestly I expected the same black GUI but AMD managed to get over their assheads with that one It just... crashes on qglGetProgramiv(... GL_LINK_STATUS ...) with the manylight shader Thank you, AMD, for setting the eternal gold standard in shit baths driver quality reputation
  23. Could you elaborate on this? Do we show save count anywhere in GUI?
  24. Never mind, it's particles overdrawing
  25. @stgatilov How is it possible that r_usePortals 0 hides animated models?
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