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duzenko

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Everything posted by duzenko

  1. Sorting and grouping on multiple levels still sounds like too much stress. glBufferSubData would work for me.
  2. One thing to sort ambient surfaces by vbo but what about per light surface chains? There's already grouped by light and noselfshadow flags, as well as translucency, and need multiple passes for shadows and interactions. So for me having a single big vbo for vertices feels like lesser pain.
  3. Moved the copy routine to the SIMD class @cabalistic Does it make sense to get rid of the 'static' VBO and just put all 'initial' geometry into the beginning of the dynamic VBO? This way we don't have to switch between the two when issuing draw calls?
  4. Should I fix the typo or ?
  5. The released version is still 4600 draw calls in the starting location ?
  6. In that case we should just remove the specularmap keyword on that material?
  7. Only for tga's and dds's Well, I don't see "cityguard_armor_poor" files anywhere. So prompts the question: do I export the jpg to a dds/tga and add it to the assets besides the source jpg? I apologize for asking here as it's offtopic on DR. I'm reluctant to create new forum threads for trivial things like this.
  8. Sorry if it's offtopic File: tdm_ai_citywatch.mtr models/md5/chars/guards/citywatch/citywatch_armor_poor //used for pauldrons&helmet only specularmap models/md5/chars/guards/citywatch/cityguard_armor_poor_ed gives an image load error when loading game I can see a file named cityguard_armor_poor_ed.jpg but the default extension for 'uncompressed' textures is .tga Do we want to replace the .tga with .jpg file here? Or explicitly point the material to the .jpg? Or the game should double check for alternative extension files?
  9. I can't see this mission in the in-game mission list ?
  10. It might have been common knowledge that D3 engine was not VSync friendly. The TDM community consensus was have VSync off for this or other reasons. Since 2.06 however players have more options vsync off, capped fps, old school gameplay with screen tearing vsync on, capped fps, risk of microstuttering vsync on, uncapped fps, (the new recommendation) vsync off, uncapped fps, Q3 style
  11. Sorry, I'm rather skeptical of emulators unless they translate machine code ahead of time but it's still going to suck with darkmod (SIMD instructions translation?) Original T/T2? Not sure about practicality of that. Newdark? Kinda defeats the purpose of new graphics features. The 'right' way would be porting newdark from source code, provided all the original assembler code optimizations had C counterparts.
  12. Is there a newdark executable for ARM? Is there source code to port? Theoretically I might be interested in trying ARM porting in the future but the pre-requisite is owning a big TV to plug the stick into.
  13. You might want to also split the outdoor into smaller areas. Physics tests are struggling with all the polygons in there.
  14. This week end hopefully. RL leeches off all my energy these days.
  15. http://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod
  16. I believe the final solution for this issue will be moving the lightgem render in its own FBO
  17. Congratulations, you have just discovered the Lightgem
  18. Hi, Any progress in that DC count on start?
  19. Sorry for duplicating what I said in the other thread, but did you try the r_ambientMinLevel cvar?
  20. Can't recall anything particularly obvious in that one. The mission idea seemed to 'challenge' the player. ? The author insisted on having everything in his own way, which sadly got him banned on the forum.
  21. Even if download links are dead it still makes sense to show the mission list, with a warning
  22. Look for a walkthrough in the Internet. It's pretty easy once you know where to look. Use the new r_ambientMinLevel cvar to work around mapper's light settings. When you're in a mood for a piece of cake, use notarget.
  23. It's just my suggestion, and it does not look like it's getting traction ATM. The svn is down, and it's been for a while. I would think that converting the repo to github might be faster than waiting for @taaki to restore svn and easier to maintain in the long run. Not mentioning git's superior branch/merge ability.
  24. It's like switching your car. You have an emotional attachment but after a while you don't want to go back.
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