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Posts posted by duzenko
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Are there any gl... calls in front end vertex buffer frame setup?
About lightgem: it's quite possible that frontend for lightgem and frontend for player view might conflict with each other, but must be very system-specific because the lightgem stage is relatively short, probably shorter than game tic.
Maybe combine lightgem and player view into a single draw command.But I would really like to see the work that's already done in trunk first.
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No Honor Among Thieves
I noclipped from the start to the builders' yard and did not see anything.
Can you upload a screenshot?
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Then try 2.05 assets
That worked.
I haven't had time to build my own but I tried both v1 and v1.1 and they both produce some visual artifacts,
random black tris around animating objects (etc). Still, better than the whole AI flickering when you get up close.
Can't see any visual errors in Chalice of Kings. What map did you try?
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Hm, works for me with 2.05 assets. Is it possible you tested with SVN assets? Or it's a mismatched dll/exe pair, that gave me some script-related assertions once?
Yes, svn assets
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After building with DXSDK I get a startup error: Unknown value "testEvent1" when loading script\tdm_player.script
Current mission is Inn Business.
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Is there a record in the bug tracker for that?
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Cool stuff.
Not that I'm a expert in this area but I've read that Mutex performance is pathological on Windows:
https://www.arangodb.com/2015/02/comparing-atomic-mutex-rwlocks/
http://demin.ws/blog/english/2012/05/05/atomic-spinlock-mutex/
Did you try using Atomics instead?
Probably won't be much difference here because it's only waiting once per frame per thread.
I couldn't build the vr version quickly due to missing DXSDK that 2.05 required and 2.06 does not.
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The threading work? Sure, although I'd say let's take the current alpha build for a few more test runs first, to make sure I didn't miss any potential race conditions...
One thing I failed on was disappearing dynamic models (e.g. guards) in the frobable area - did you get that right?
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2.05.
I would have developed against svn, but without compatible assets, that wasn't possible
Would you be interested in incorporating your version into trunk provided you were given access to assets svn?
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Respect.
What version is your work based on?
We have unlocked fps, rudimentary FBO, buggy unfinished threaded game tics in source svn.
Regarding low end PC's: I think 90 tics per second could be too taxing in some places.
Try the spider cavern in NHAT for example.
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Now that we have a glsl shader for fog we should probably switch from gradient image to on-the-fly calc?
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1700 is unlocked, so just set its clock to 3500 and that's it.
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Maybe try the 2.04, the IGP might not support the pixel 2.05 pack buffers
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I think you might be better off posting these questions on stackoverflow
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Post the TDM start log.
Other than that go to your graphics driver settings and choose to run TDM on the NV GPU
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The latest version of what?
Svn sources
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Seeing some minor visual glitches using the latest version
- always lit brick walls in the dark rooms / panels in the clock room
- blinking glass in the clock room
Also, when on the very top the skybox looks like the tower is in the middle of the ocean or in the clouds.
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I would suggest running your mod under debugger in VisualStudio.
You would have to be able to compile it from source code for that.
Then when it hangs use Debug - Pause menu and see the stack trace window for where the execution is.
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I guess I can go the hard route and make the nospecular really strict by making vfp versions for it.
[chanting] GLSL! GLSL!
No, really, I think rewriting that shader in GLSL should happen soon anyway, so why do extra work?
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Can we attach a poll to this topic on whether forum members consider themselves a genetically superior/inferior class?
Four options:
1) I am G-superiour
2) I am G-inferior
3) Don't know/haven't decided
4) There is no such thing.
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I can understand, as a content creator, it can be irksome to have people modify your artistic creations in certain ways, especially without your permission. There is, for example, nothing in the TDM license that stops someone from taking one of my missions, changing some of the textures here and there, and releasing it under their name, all without asking. Basic courtesy would probably keep that from happening, but you can't always bank on that.
What's stopping me from buying a decryption key and then doing all that?
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I don't have that here in VS2013, so can't answer.
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Do you have access to http://bugs.thedarkmod.com/view.php?id=4537?
If not, here's what's there:
0004537: Single executable
Combine the engine and game into a single executable rather than have a separate game dll.
- did a few include fixes - already done and is in svn.
That should be all, fingers crossed.
Threading discussion / testing with Cabalistic.
in The Dark Mod
Posted
Try Afterburned and see if you're on 100% gpu load.
If you are, then no CPU improvements will help.