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duzenko

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Everything posted by duzenko

  1. What is your r_clear cvar? Please attach your config. It works for me.
  2. I don't expect much difference, except d3 levels were designed for 2004 hardware and probably hand-tuned AND don't usually have forced ambient like we do. TDM maps are orders of magnitude more complex in both draw count and poly count.
  3. Is that with depthHaze or depthHazeWithDepth?
  4. Maybe add some kind of texture load queue that will be processed at some point by the backend? Surely it will cause a visual glitch, but for one frame only. We already have one-frame glitches with FBO so we can live with that. Maybe if we do the loading at the right point, we can go without glitches here. I am very excited about the context-less frontend because it paves way for more CPU threads and less driver sync overhead. On the other hand with shadow maps and no interaction tri culling I am already backend-limited in Rightful Property...
  5. On that subject Does anyone here even know how to make use of multiple render worlds in TDM? It's one thing when it is unused, but another when nobody even knows how to use it.
  6. @stgatilov removed idheap in trunk recently so try to merge that and see if it helps with memory allocation
  7. I would start with disabling bloom in TDM and see if that helps
  8. Double post from the internal thread
  9. The input lag bug is assigned to me but I don't really understand it - I just don't notice it. If you had access to svn I could fiddle with code and get instant feedback but going through the beta package process is just too slow and painful.
  10. New laptop. 22 -> 48 fps. Intel 530 (vs 5500).

    1. nbohr1more

      nbohr1more

      Oh no! Now you wont have any incentive to optimize. ;) (congrats)

    2. Bikerdude
    3. duzenko

      duzenko

      It's 540 actually. Getting old...

  11. That's debug dll and it should not be installed on an average PC. The build is invalid. Solution clean and rebuild is necessary in this case.
  12. How did you test? I spawned an AI model in your test map and did not see any distortion
  13. The reason was that regular warp distorted objects in front of it. This might not longer happen in 2.06. FBO is off by default, so few people will encounter that. I don't have a problem with mass replace, but someone needs to test the changed materials before and after, and I don't have desire for that.
  14. Could you move this thread to a more appropriate forum?
  15. Maybe some other time - would you be willing to fix those? The spiral stairs loot is blocked by a hanging chain, and the drawer chest does not open.
  16. Yes, it's only the GUI editor, but I want to know if it is used by anyone? I know a number of tools is used, but that particular thing? Basically it's one editor control only, called idRenderWindow, but is it in use at all?
  17. Does anyone use the integrated idRenderWindow editor tool? This is the only place that seems to use additional renderwordls in TDM. If unused I would like to remove it which will allow to remove quite a number of linked pointer operations in front renderer.
  18. The Alban's skull can't be picked from the tomb? I'm on 2.06. ... Nope, the player just needs to get inside the tomb for that... I noticed two unreachable loot items: one at the bottom of spiral stairs in the cathedral and another in a chest in the watch attic.
  19. There is no problem with the waterfall because it never was fogged anyway, so it did not change anything in that regard. Sorry, don't understand
  20. Hey, is it just me or fog intensity changes when player looks around?
  21. Don't get me started on that... Shadow maps are in trunk but @grayman does not feel like including it in 2.06. On low-end PC's it's faster than stencil because of less CPU work involved. The entire "too fast" thing is very much off topic here but I just want to comment that someone on the internal forums suggested that the mod is actually dying. So let's just do as much stuff as we can before this site goes down...
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