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nbohr1more

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Posts posted by nbohr1more

  1. 12 minutes ago, Johnnytheboy76 said:

    Got very excited when I saw a new mission was ready for download. Played and completed already. Loved exploring the city but there was just one thing I couldn't figure out:

      Reveal hidden contents

    At the start of the map, there's a Builder tower. When you go down to the cellar, there's a candle holder on the wall that can be frobbed. I can hear something opening but can't find what it is!

     

     

    Hint:

    Spoiler

    It's in another "important" building.

     

  2. OK here is the material:
     

    lights/ambientlightnfo
    {
        ambientLight
    
        lightAmbientDiffuse _ambientWorldDiffuseCubeMap
        lightAmbientSpecular _ambientWorldSpecularCubeMap
    
        lightFalloffImage makeintensity( textures/lights/ambientlightnfo)
    
        {
            forceHighQuality
            map textures/lights/ambientlightnfo_amb
            colored
            zeroClamp
        }
    }

    The _imageName in materials refer to "engine textures" that are generated when the engine launches.

    In this case it's a cubemap ( _ambientWorldDiffuseCubeMap ) with lighting on the top that has a gradient to the sides.

    Again, we assume that you are blurring the input cubemap according to irradiance specifications.

    We have material keywords ( bake**** ) that can blur the cubemap but it's not as good as using a 3rd party tool:
     

    lights/ambientCube/cubeSky
    
    {
    
            ambientLight lightAmbientDiffuse bakeAmbientDiffuse(cameraLayout(env/lights/cubesky))
    
            lightAmbientSpecular bakeAmbientSpecular(cameraLayout(env/lights/cubesky))
    
           {    
    
             map lights/squarelight_amb.tga colored zeroClamp
    
           }
    
    }

    https://wiki.thedarkmod.com/index.php?title=Light_Properties

    • Like 1
  3. I think that the zol_nofalloff texture doesn't use the new cubemap method like the default ambientlightnfo does.

    You can try experimenting with an alternate cubemap image to see if you can achieve the desired results.

    The cubemap is meant to be an irradiance map image.

    See:

     

    Most mappers who aren't satisfied with the available ambient lighting options will use "bounce lights" ( AKA regular lights with ai_see set to 0 and set to noshadows ) to enhance the look of ambient areas.

    I liked the ambient shader in TDM 1.03 because it had a fresnel effect and better specular response, thus I created a shader mod that players can use to have something similar in TDM 2.12 :

     

    • Like 1
  4. 4 hours ago, jagedew said:

    My specs:
    - Ubuntu 22.04.4 LTS
    - Quad core Intel Core i7-3632QM
    - 8 GB
    - NVIDIA GeForce GT 635M, Intel 3rd Gen Core processor Graphics
    - X.Org X Server - Nouveau display driver

    Runs smoothly with these settings:
    Resolution: 1024x600
    V-sync: Off
    A-aliasing: Off
    Texture Anisotropy: 1x
    LOD: Low
    Shadows: Stench
    Soft Shadow Quality: Off
    Max FPS: 60
    Color Precision: 32 Bits
    Ambient Occlusion: Off
    Bloom: Off
    Frontend Acceleration: On

    The only problem is that every time I quit the game, it won't change back to screen's native resolution (1600x900). It just stays 1024x600.

    Why not use the Nvidia proprietary driver?

    Instead of choosing a lower resolution, you should lower your "render scale". That way there will be no mode switching when you go to the desktop and the GUI will remain at native resolution.

    Also, even if you set Max FPS to 60, we recommend that you select Uncapped FPS mode because it works better than the old Doom 3 capped mode.

    See also:

    https://wiki.thedarkmod.com/index.php?title=Performance_Tweaks

    • Like 1
  5. 2 hours ago, huntaffer said:

    I am playing on Linux, Intel core5, GTX 1650, which is not a weak GPU, but low midrange at least.

    FPS is dropping from 60 to ~30 in some areas and its annoying.

    Any optimization possible ?

    As TDM versions evolve, the more this game becomes slower.

    What TDM version are you using?

    Did you follow our performance guide:

    https://wiki.thedarkmod.com/index.php?title=Performance_Tweaks

    ?

    Please post your Darkmod.cfg

  6. I still feel that brushes should be mostly reserved for simplified collision, monsterclip and map sealing \ caulk due to the inherent performance liabilities of making complex BSP designs.

    However... I would love to see some wild texture bake across a large \ complex brush design that puts vertex blended transitions to shame. Downside is that the texture size would be pretty large which would cause it to look pretty nasty for low-end players who use image_downSize for performance.

    • Like 1
  7. 3 hours ago, jaxa said:

    Are you reminding to match the refresh rate of the laptop (not specified) or is there a technical reason?

    The original capped FPS mode that Doom 3 ships with ( and which is still part of TDM ) has an intrinsic timing bug that doesn't play well with modern operating systems and drivers. Setting FPS to uncapped in the advanced menu ( com_fixedTic 1 ) will make TDM run much better even if you set the max FPS value to 60

    • Like 1
    • Thanks 1
  8. I think the specs look good. The lower end GPU’s tend to have less raster hardware ( ROPS ) so you might need to change the “Render Scale” setting if the  screen resolution is higher than 1080p but otherwise it should be pretty smooth ( don’t forget to uncap your FPS )

    • Thanks 1
  9. After some consideration, I think we already have all the needed ingredients.

    1) Create a trigger patch which calls a teleport script

    2) Create a security camera gui ( non-solid patch )

    3) Use a script to move the security camera entity relative to the player's eye location and the distance to the destination "portal"

    The only tricky part is calculating the surface normal of the destination portal so the camera always uses the correct offset

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