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duzenko

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Everything posted by duzenko

  1. I'd remove the fixed tic option completely Vsync + fps limit should cover all possible situations
  2. Same from me TDM only of course, last time I checked it was like this No idea how it works with freesync, never had one
  3. Sounds like you're opening an opinion discussion Fps limit only works with vsync off. So with vsync on, you're basically forbidding free tics. Not only it excludes everything except 60Hz monitors, you'd also cause microstuttering due to monitor-cpu 60-herz sync-up.
  4. But light texture coordinate transformation does not mean anything will be lit outside of the volume. The texture could be e.g. a sinusoid. At least for ambient lights
  5. Can we reliably do texture projection in vertex shader? I'd think that any perspective division can only happen in fragment shader Maybe zeroclamp on projection lights only?
  6. Was that fix urgently required? I remember complains on projected lights two-sidedness, but the followup fix was also requested by mappers? If not, we can revert it for 2.10 and leave in svn to return to it after beta ends
  7. Any interest in trying to compile from source code via cmake?
  8. This mission could use a couple of secrets, if the author ever gets to do a version 2 of it
  9. Can we set the subtitle width to be fraction of screen width, or, ideally, height? E.g. 2/3 of width or 100% of height
  10. @JackFarmerWhat is your worst fps in the elemental cave and what is your CPU and settings?
  11. TLDR; your cpu is too slow for darkmod elementals on rough terrain
  12. It's interesting, I can't remember T2 being too hard and frustrating, certainly not to the extent of the many missions in TDM IFAIR only the final mission was challenging
  13. When you speak about AI been detected, you mean multiple AI teams or??
  14. So what is the need for the new shadow flags? Not trying to argue, just curious
  15. Wait for the next beta that should have some elemental game class tweaks
  16. Ideally volumetric projected lights could have separate shadow implementation (just one projection instead of 6) and its shadow map would be used even when 'normal' lights are on stencil @stgatilovCan you tell me what the problem with lightgem seems to be? I think we should just skip volumetric during the lightgem pass
  17. I'm very excited to see the first actual subtitles being added
  18. r_showsmp prints something when set to 1 Anyway, does the parallel job cvar help with fps and GPU load any? And what is your fps?
  19. getviewpos? r_showsmp? GPU load as reported by Afterburner/task manager?
  20. For now I think mapper has to manually adjust the light so that it does not intersect any walls, etc
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