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nbohr1more

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  1. Running TDM windowed does not work? @duzenko was working on this: https://bugs.thedarkmod.com/view.php?id=4430 but if you have a better idea on how to implement this we would gladly look into it. Our source code can be found here: https://www.thedarkmod.com/downloads/ and here: https://github.com/fholger/thedarkmod Development builds with the latest Assets are here:
  2. It does for totallytubular's shaders. I have not encountered this issue with the default shaders.
  3. Some pretty strange results in the latest build: 1) If you enable Bloom your screen will be filled with black squares that have rounded edges, similar to this thread: but little boxes everywhere 2) Similarly, r_tonemap produces tiny black artifacts near light sources 3) Some speculars near yellow light sources are blinding white for some reason
  4. I encountered a similar bug in with totallytubular's "Messin with Shaders" glprogs Setting r_bloom 0 cured it.
  5. Open the console ( CTRL + ALT + Tilde ) then invoke r_debugGLSL 1 and after that invoke reloadGLSLprograms If you want it in a text file then invoke condump <name_of_file> and it will write to your darkmod directory. You can leave the GLSL file open and have TDM in a window then save your file and invoke reloadGLSLprograms and watch the results in real-time.
  6. TDM may be more susceptible to more fragility around entities due to some of our more complex designs and alterations to the base game. stgatilov made a number of infrastructural changes to handle the additional overhead that increasing entities can incur. This tracker has a history of the work: https://bugs.thedarkmod.com/view.php?id=5439 and you can compare that to the git revision history here: https://github.com/fholger/thedarkmod/commits/master
  7. What Linux variant? I do not encounter this on Linux Mint. To be clear, you have "Uncapped FPS" set to "On" correct? ( com_fixedTic 1 ) It sounds like either your window manager or compositor are forcing vsync regardless of your game settings. One thing you might try is telling TDM what your display refresh is: "r_displayRefresh 60" Also, try changing to adaptive sync via "r_swapInterval -1" ( negative one )
  8. I'll take another look tonight. I actually fixed this issue once in 2.06 by simply adding the falloff image back to the shaders... but the GLSL currently is very arcane now so it's hard to tell where the "projected light" branch I'm missing is. @duzenko ?
  9. I should clarify even further. There are Omni \ Point lights == Standard lights. 2D projection Image + 1D Falloff Image ( Cube shaped) Projected Lists == Standard lights that use a pyramid projection shape Parallel Lights == Same shape as Point Lights by shadows are calculated all parallel to the projection CubicLights == Uses a Cubemap and projects spherically. This is rarely used and is why you did not see it in your testing AmbientCubicLights == Same as CubicLights but the shading is meant to use a standard Ambient Cubemap \ IBL image AmbientLight ( can be
  10. Yeah, this light was setup long ago but other more modern projected (pyramid) lights also are broken with these shaders such as the projected lights in "Caduceus of St Alban"
  11. light_20 "classname" "light" "name" "light_20" "_color" "0.09 0.13 0.20" "light_right" "-85.1239 6.8898e-006 -95.6761" "light_target" "357.172 -9.12726e-006 -312.14" "light_up" "-1.05096 -96 -0.946324" "nodiffuse" "1" "noshadows" "1" "nospecular" "1" "origin" "256 -1904 481" "parallel" "0" "texture" "lights/tdm_roundtop_window" light_up and light_right are projected args (from the map file)
  12. Yes. Ambient lights have two modes: Omni ( Cube ) Projected ( Pyramid ) You need to handle this toggle.
  13. Looking pretty nice! I think something is going wrong with "projected" ambient lights and "blendLights" as I am seeing lots of rectangular and diamond shaped artifacts in places where these are supposed to exist.
  14. By the way, did you examine the source code? 2.09: https://www.thedarkmod.com/sources/thedarkmod.2.09.src.7z Latest SVN: https://svn.thedarkmod.com/publicsvn/darkmod_src/trunk/ The lightgem works this way: 1) Replace the player with an Octahedron that has a special noshadow material 2) Place the camera inside the Octahedron 3) Capture an image facing up 4) Capture an image facing down 5) Stream the image data to a PBO 6) Evaluate all pixels to find the average pixel brightness and brightest pixel 7) Output a ligtgem value to th
  15. Try removing and re-installing "libstdc" then try updating build-essential. ( I presume you have CMAKE 3.12 or newer ?) Does it work if you specify your game directory ? : -DGAME_DIR=../../darkmod
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