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duzenko

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Everything posted by duzenko

  1. The blinking glass apparently only happens when r_usefbo 1. Probably a sideeffect of shared color/depth. Lit material case the whitish wood board:
  2. 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.
  3. 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.
  4. [chanting] GLSL! GLSL! No, really, I think rewriting that shader in GLSL should happen soon anyway, so why do extra work?
  5. 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.
  6. What's stopping me from buying a decryption key and then doing all that?
  7. I don't have that here in VS2013, so can't answer.
  8. 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. Steps that I did on Windows: - move all game source files to engine folder Game (in project structure, not in file system) - replace precompiled_game.h with precompiled_engine.h - that is already done for all platforms n svn. - remove the _doom_dll_ compiler define in project options - did a few include fixes - already done and is in svn. That should be all, fingers crossed.
  9. While you're at it could you do the tracker #4537 on Linux?
  10. qglBlendEquation sounds like one of the recent Nbohr's commits towards the soft shadow implementation.
  11. Link to source code svn is here: http://www.thedarkmod.com/downloads/ It's public.
  12. Does it work in the second last commit? ... I think I fixed it now - please test.
  13. Committed a fix to svn. Window colors are ok for me on a nvidia now. Please test on yours. It looks like vertex colors for the window model are non-default. Why AMD and Intel ignore them is a mystery (that I don't want to think about).
  14. I can confirm the bug on nVidia hardware. Will investigate further.
  15. Do you have any errors in console when .glprocs are loaded?
  16. I hope to be able to test on an nVidia this weekend
  17. We still don't know if it's a vendor issue.
  18. I tried on work AMD and home intel - both look ok to me
  19. I think the problem is the material textures/darkmod/window/pebbly_glass_noframe01_lit. It's used on the window and is lit by design. ... Or is the unlit windows on the other wall? Here's how it looks to me, with your .cfg: @nbohr1more, does it happen for you too? @grayman, what is your system config?
  20. What is the material for that window? It can't be just textures/darkmod/glass/clear_warp, there must be something else
  21. Maybe bumpyEnvironment.vfp needs the same fix. I will look. Or maybe it's simple vs. enhanced ambient.
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