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Posts posted by duzenko
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By the time I got the full package windows appear to be okayish - can you test?
The water, however, is lacking proper animation - any hint on where in source code that happens?
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It's a WIP of mine. I'll make you a small mission using the problem objects.
Edit: Here you go.
--------- Map Initialization --------- Map: badglass idRenderWorldLocal::InitFromMap: maps/badglass.proc not found ERROR:Couldn't load maps/badglass
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Could be easily mine.
Which mission is this?
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Uncapped FPS in TDM has a few known issues:
1) FPS above 200 or so can lead to a paradoxical slow motion effect.
2) The breath potion will expire rapidly at high FPS.
I also noticed rope arrow quaking fast in House of Locked Secrets pt 1.
...
I think we should add side effects of fixed tic to bugtracker.
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Resolved today.
Side note: vegetation LOD (lod_fadeout_range) needs testing.
BTW: How do you get bright lighting in this place? It's very dark for me.
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Must be caused by my last change.
How/where can I see this model in TDM?Start "In Remembrance of Him", go to the first door, and the bush is on the right.
I will try to look this week end
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The left bottom box is the hidden lightgem
It shows in areas that have no walls and no sky
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So the root cause appears to be that each spilled purse appears twice on the list of entities that get checked. One has a good clipmodel and other has a bad (large) clipmodel. One of the spilled purses gets caught by the lock frob box, and the other doesn't.
So why did it work in 2.04 and not in 2.05?
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I remember having a similar problem in Illusionist's Tower.
I would still ask for a save uploaded to a 3rd party server like dropbox or google drive.
The reason is I can't frob anything in the safe if I simply noclip into it.
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Could you upload a save game demonstrating this bug?
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Last resort options in Darkmod.cfg:
seta image_downSizeBump "1"
seta image_downSizeBumpLimit "256"
seta image_downSizeSpecularLimit "128"
seta image_downSizeSpecular "1"
Then there is
seta image_downSize "1"seta image_downSizeLimit "256"and evenseta r_skipBump "1"
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I wonder how much the FPS cap plays into it.
Switching from 60 game ticks per second to 1 tick per frame could bring one or two fps depending on your cpu speed. (On a IGP - contrary, dedicated GPU's may not benefit at all if they're 100% utilized),
The major performance issue of a IGP system, I guess, is struggling between CPU and GPU over memory and CPU L3 cache. And the unfortunate feature of the vanilla D3 engine is it tries to read from system memory all the time. And each time it does, IGP has to stall its background operation.
I suggest to install msi afterburner and monitor your GPU load in real time so that we can confirm it is 100% utilized.
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@Duzenko: I'm pretty sure that FBO wasn't merged into TDM 2.05
My bad.
Well, I can provide custom build binaries for testing purposes.
I know fbo brings no benefits with a dedicated GPU but on my system it is working very well.
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Do you mean in regards to more fixes for low perf. PC's?
Exactly.
I am myself stuck with a mobile Intel 15W chip.
It's not as bad as the 4W chip I had before but still not enough for 30fps at 1080p.
Mine is a 14nm chip, while yours is 32nm, so it is probably as slow for you at 768p.
The fbo thing I've been sporadically working on recently is designed specifically for low end systems like mine.
I've been thinking about an option to skip particles at all for a long time now, but my knowledge of engine and especially of mapping concepts is very limited.
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Yes, just updated to 2.05. It says on the ticket "Intel Dual Core B830 1.8 Ghz.
It's an "X301A Asus".
I presume the only solution than is to find time to manually configure and remove particles. Are there any plans to make extreme low settings like these available in the game settings? For low perf. PC's they look quite limited (at least if making the game available to those PC's is in plans at all).
Try
r_usefbo 1
r_fboColorBits 15
r_fboSharedColor 1
r_fboSharedDepth 1
But may I suggest to please create a separate topic for further discussion?
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The forum etiquette topis deleted as well?
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There is this console command
r_lightscale
Maybe try it and see if it does something useful for you
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There's also a problem with OBS that whenever the compass is on the screen, OBS record just that and nothing else.
Ruined several recording attempts of a few maps.
Fraps works just fine if you have a beefy system and fast HDD to record to, otherwise it will murder your FPS.
Can you give more info on that?
Here's how it looks for me (intel hd 5500)
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I think it only makes sense to spend time on the compression changes if we can decompress in a separate thread.
It's the only way we could improve both decompression speed and compression ratio.
And improving one at the expense of the other probably leads to no added value.
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I think highly-compressed LZMA is slower to decompress than zip.
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I just want to say that it is the ANSI 8-bit codepage issue.
The system can only map one locale at a time against it and you need to switch between Western, Cyrillic, etc when you have to work with each.
AFAIR MS Word gives you an option to convert from any 8-bit codepage when opening a txt file.
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I remember an epic fail when Rage did not work properly out of the box with current AMD drivers but other than that my AMD OpenGL experience has been rather adequate. NVidia has been visibly paying more attention to opengl developers though.
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So I guess this begs the question. Is it now worthwhile to consider moving to a deferred render approach in TDM now
that GPU hardware is already doing that behind the scenes?
[smartass mode on] Since Pentium Pro x86 cpus have been running RISC microops behind the scenes - so should we move to a RISC compiler?
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Is this code ever executed and does the fixed code cause any instantly visible problems?
Not sure if TDM uses LWO's anywhere?
SVN: Problem with textures/glass/dull_opaque01 and skybox
in TDM Tech Support
Posted
Sorry, did not have time yesterday to look at that.
Will try tonight.