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Posts posted by duzenko
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Any interest in trying to compile from source code via cmake?
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This mission could use a couple of secrets, if the author ever gets to do a version 2 of it
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1 hour ago, stgatilov said:
As for size, I'd be glad to hear more opinions.
Wide lines are used because this way it's possible to use large font, which can be nice for some people.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
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@JackFarmerWhat is your worst fps in the elemental cave and what is your CPU and settings?
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6 hours ago, STRUNK said:
Tracy doesn't seem to run as is, and the user manual describes a setup that I don't understand unfortunately.
TLDR; your cpu is too slow for darkmod elementals on rough terrain
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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
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When you speak about AI been detected, you mean multiple AI teams or??
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So what is the need for the new shadow flags? Not trying to argue, just curious
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Wait for the next beta that should have some elemental game class tweaks
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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
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I'm very excited to see the first actual subtitles being added
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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?
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36 minutes ago, STRUNK said:
Massive fps drop in the caves. I posted in the black mage fan mission topic my specs.
getviewpos?
r_showsmp?
GPU load as reported by Afterburner/task manager?
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1 hour ago, STRUNK said:
r_useParallelAddModels 1
jobs_numThreads x
https://wiki.thedarkmod.com/index.php?title=What's_new_in_TDM_2.09
Is that what you mean @duzenko?
I tried that myself but it changed nothing for me.What is your problem exactly?
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1 hour ago, STRUNK said:
r_useParallelAddModels 1
jobs_numThreads x
https://wiki.thedarkmod.com/index.php?title=What's_new_in_TDM_2.09
Is that what you mean @duzenko?
I tried that myself but it changed nothing for me.Right
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r_useparalleljob... something
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6 minutes ago, kingsal said:
Sorry, its not just about cost. They do not work correctly in stencil mode and will go through walls. So a player can be standing behind a wall and might expect to be fully visible.
So we're going to either need a menu setting or they need to be turned off in stencil mode or we're going to have gameplay problems.For now I think mapper has to manually adjust the light so that it does not intersect any walls, etc
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4 minutes ago, stgatilov said:
Volumetric lights should not cost too much.
And if we render them to separate buffer (5850) in 2.11, the cost will be lowered even further.Right now if someone has serious performance problems with them, he can use cvar.
And by the way, no one complained yet.No one has complained because no existing mission features it yet
OTOH a cvar is better than nothing and we can return to this later
QuoteIf it has to be tied to some existing main menu settings, I'd better tie them to soft shadows quality.
Because both soft shadows quality and volumetric quality define number of samples to use per-pixel, with more or less the same performance implications.I still like LOD better for this
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9 hours ago, Gadavre said:
is that a question for me? I've already answered it. I have good specs except for the video card. nvidia GT1030 2GB VRAM GDDR5. all missions on the old version of the game 2.07 go without lag (until approximately 2018).
New modern missions have become very large and video card demanding
You realize that the mission creators don't target your PC specs? Why do you insist on having it with all bells and whistles at 60 fps? Feel free to contribute a source code patch that would achieve that, it would be very much welcome, but understand that the next mission that comes out after that will push the graphics details even further and you will have to start from scratch again
Did you try the parallel jobs cvar like I advised above?
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9 hours ago, kingsal said:
These look great! @duzenkoI would definitely recommend these being a graphics feature if possible. I can see these tanking some machines.
Originally I tied it to Level of details, but @stgatilov moved it to a new cvar, making it IMHO harder for 'normal' users to configure
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Try it with parallel jobs on
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Can we have some walkthrough spoilers in the first post, like where to get lock codes, etc.
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How does it end? Did he get reunited with the family objective complete?
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Do we support the old backend in 2.10? Seems to have no frob highlight?
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Light frustums different in DR and TDM
in DarkRadiant Feedback and Development
Posted
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