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duzenko

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Everything posted by duzenko

  1. You're right of course The problem is, there's too few developers and we're all on 16:9 screens Being the open source community project and all, these issues should be either raised via the bug tracker or signing up for beta testing Thank you for understanding
  2. Black screen or black window? Perhaps a screenshot of the files in your tdm folder (detailed view with file sizes, etc)
  3. Are you running TDM in a window or in full screen?
  4. Right, ban the user, then close the thread. Great policing.
  5. Did they update it after that post? We might want to remote into the problematic PC and debug the shader there
  6. Here's the work around Maximize the window before the map load
  7. RX560 on driver 19.1 does not exhibit any errors to me The reported version does look a bit bigger so you guys need to update the driver on your end It could also mean shader/exe version mismatch or driver having cached the old shaders It could also (unlikely) be RGTC but it's off by default and you say you cleared the .cfg...
  8. In one of the pk4's
  9. What is the CPU/GPU model? Try r_useGLSL 0. Try changing GLSL version in interaction.fs to 130.
  10. Think of it as some sort of voodoo magic making the player actually invisible when in the shadow rather than blending in with the black background. Otherwise you quickly stumble in the opposite problem: if player is fully occluding the light source to AI view AND there's no background at all (think sky or totally black surface), your logic should make him invisible but in the game that would keep your lightgem still lit. Technically parsing profile scans is a non-trivial task, especially in real time. And what about the camouflage?
  11. True enough however throwing sword / blackjack at the enemy might make sense.
  12. An eye-candy indeed
  13. +1
  14. Never mind, it was my bug
  15. Looks like shadow volume on the thin armor surface overlaps with the surface itself Play with r_shadowpoligonOffset/factor to prove Separate shadow LOD?
  16. I can see a visual glitch on the lootbox in the tavern Also, is there a definite explanation of the missing person incident? Like, who dunnit?
  17. I would assume a mere revoke of the access to missions to be a matching punishment for the offense. Banning what has recently downgraded to a mere forum user does not make sense to me - unless someone took a moment to make a free New Year present to themselves.
  18. 1. We already have the SIMD memory copy code, so why duplicate it? 2. My concern is there are memory copies every frame that are obviously redundant. I'm talking about static shadows and interaction - i.e. when the light and the occluder have not moved for a long time (most often since the map load). I assume they don't show up as significant on any profiling you did but it's still a problem for IGPs and it's will cost you more when you move with further parallelization of the frontend.
  19. CopyBuffer (BufferObject.cpp) Can we always call the SIMDProcessor->Memcpy? If there's a problem with Memcpy then we should just fix it there? Currently all shadow verts and interaction indices get re-uploaded to VBO every frame. How can we reuse "static" shadow and interaction data?
  20. Try loading it from the game console
  21. I get to the room with I assume a scripted event is supposed to happen but I don't see anything. Any idea? I got . What is it supposed to open?
  22. Getting terrible fps on the crypt exit due to what looks like a stencil shadow overdraw
  23. Lantern is broken in the secret passage
  24. Trying to play the mission recently I failed the privy objective on two levels which guy to dumpwhich privy to dump into (as they have two)I tried to dump everyone in the house into each one but no success, LOL
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