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Everything posted by nbohr1more
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Fan Mission: Business as Usual v3.45 (13-07-2026)
nbohr1more replied to Bikerdude's topic in Fan Missions
Yes, probably a bug of some sort. I tested another new mission that had no efx def nor entity args and the same thing was printed to the console.... ( eg, it "found" and efx def that matched the mission name ) -
Fan Mission: Business as Usual v3.45 (13-07-2026)
nbohr1more replied to Bikerdude's topic in Fan Missions
Thanks again. The mission database has been updated! -
Fan Mission: Business as Usual v3.45 (13-07-2026)
nbohr1more replied to Bikerdude's topic in Fan Missions
Woo! -
Fan Mission: Business as Usual v3.45 (13-07-2026)
nbohr1more replied to Bikerdude's topic in Fan Missions
Yes please -
Fan Mission: Business as Usual v3.45 (13-07-2026)
nbohr1more replied to Bikerdude's topic in Fan Missions
Hmm @stgatilov @cabalistic @Frost_Salamander did someone add a de-facto reverb feature in 2.14 ? There are no def, efx, or reverb words in the pk4 yet the console claims to have loaded a reverb def and there is some sort of reverb audible in this mission...? ---------------------------------------- ----- idSoundCache::EndLevelLoad ----- 271300k referenced 6312k purged ---------------------------------------- sound: found efxs/business.efx ----------------------------------- 4005 msec to load business /mnt/Speedy/darkmod$ grep -Ri business.efx efxs.txt:sound: found efxs/business.efx ( only the condump file found ) Maybe we already had most of the code to do this when the dhewm3 port was done but some new changes activated it? Source looks like it should return a not found though... Anyway, it's better than a fully dry sound... Any thoughts? Are we just applying some arbitrary amount of reverb to all missions now? -
Fan Mission: Business as Usual v3.45 (13-07-2026)
nbohr1more replied to Bikerdude's topic in Fan Missions
Understood The mission database has been updated -
Fan Mission: Business as Usual v3.45 (13-07-2026)
nbohr1more replied to Bikerdude's topic in Fan Missions
Sorry for the delay, I need to reconcile this with the translation pack. Not to be a pest but "no efx reverb"? Maybe @datiswous would be willing to add EFX prior to getting into the mission database? -
Making textures on models with alpha cast shadows:
nbohr1more replied to Bikerdude's topic in TDM Editors Guild
Yes, you would need to set r_maxShadowMapLight to something larger. Keep increasing until you get the right results. Downside is that this will get worse and worse for performance. -
TDM Fan Mission Lists: Released and Upcoming
nbohr1more replied to SneaksieDave's topic in Fan Missions
Fixed -
@stgatilov @cabalistic was 2.08 around the time the weapon depth hack was removed / changed?
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Yes, frob needs access to SSAO
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While dropping some eye-candy might help, and you should definitely try Shadow Maps ( Maps mode ) because it will reduce your CPU overhead, here are a few config changes that might also help: Run the lightgem every 3 frames rather than every frame: seta tdm_lg_interleave_min "6" seta tdm_lg_interleave "3" Try experimenting with the interleave amount, sometimes 2 feels smoother than 3 or vice versa. If you switch to Shadow Maps try: seta r_shadowMapCullFront "1" This will increase the performance of Shadow Maps at the expense of a few rare light leak artifacts. It also improves the look of some shadow maps because it better allocates shadow texture data since you aren't wasting it on geometry facing the light. ( Looks more like stencil mode. )
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OpenGL 4.6 will mean that many players won't be able to use TDM. Our baseline is OpenGL 3.2. Not that I'm against this but it would be similar to a lot of recent TDM changes where we tried to improve performance but the players who needed the most improvement had old hardware that couldn't use the new features. Do you have a specific mission that is giving you performance problems? Have you tried any of the "Performance Tweaks": https://wiki.thedarkmod.com/index.php?title=Performance_Tweaks ?
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Will keep looking but here are the 2 closest related trackers: https://bugs.thedarkmod.com/view.php?id=2688 https://bugs.thedarkmod.com/view.php?id=4326 I'll check out Awaiting the Storm but I am not expecting any big improvements there. I normally use Golden Skull as a test mission anytime any path related changes are made in Dev since 2.03 search type looks good and 2.04 ( modern ) search type shows these AI anomalies.
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I think you fixed more than this bug. The AI no longer seem to walk through each other and produce weird clusters of overlapping attackers in "The Golden Skull". This has been a problem since 2.04 ( pre-uncapped FPS ).
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Wishlist For Darkradiant
nbohr1more replied to sparhawk's topic in DarkRadiant Feedback and Development
I don't have any Admin privileges to grant access in bug tracker or SVN. The only Admin things I have access to are Forum Moderation and Website "Article" create / modify operations. Maybe @stgatilov @Dragofer @taaaki ? -
An important thing to note is that shiny materials tend to get darker in ambient lighting, but frosted glasses scatter ambient light so they do act more like diffuse materials. I guess that means that for this texture the brighter version is more accurate.
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We are moving away from numeric translation tokens to word based ones like #str_reverbvolume to make it easier for translators and to avoid string collisions for mission translations
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Perfect thank you! I was trying to find a way to avoid spoilers for your mission and this seems to be a nice tailored tour that doesn’t give away all the goodies.
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@Wellingtoncrab @Amadeus I was trying to gather some screens of the models but neither testModel nor spawn show any indication that these have enough setup to spawn them "live" in a map. Can you post a few model asset screens from a test map please? ( or point me to a thread where the screens exist )