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nbohr1more

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Everything posted by nbohr1more

  1. 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.
  2. 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
  3. 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 )
  4. 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
  5. Hmm... Try creating a glprogs folder under your darkmod folder and place the changed shader I attached here into it. interactionMultiLight.fs
  6. If you set r_useNewBackend 0 in Darkmod.cfg do you get better results? It seems that the multi-light shader uses textureGather which requires OpenGL 4.x We got rid of that shader in 2.12. Can you confirm whether 2.12 has the same issue? If localization issues are keeping you on 2.11, perhaps you could extract the pk4's that have strings and fonts then repack them with the localized versions?
  7. I think the biggest issue is ambient lighting. The phones (etc) don't seem to support OpenGL 3.2 fully so the ambient lighting fails. @freyk If you invoke reloadGLSLprograms in the console does it return any errors?
  8. No worries. I figured you'd be a good candidate. I think @7318 made our HL2 style portal skies, I keep forgetting if that was your old alt \ nick. ( Don't recall both of you in the same thread ? )
  9. If you post a patch we will merge it
  10. @BoilerDunce please post your Darkmod.cfg Also, I presume you are running TDM 2.12? Did you try evaluating different settings per our performance guide: https://wiki.thedarkmod.com/index.php?title=Performance_Tweaks ?
  11. Most missions in the database are pretty well optimized so the question boils down to if you are asking about absolute performance or relative performance. We have lots of small missions that don't need heroic feats of optimization to run well on weak hardware but some authors have still applied good optimization work to them ( Sir Talbot's Collatoral, Return to the City, The Outpost, Chalice of Kings, Lockdown ) We also have large and technically impressive missions like No Honor Among Thieves, Seeking Lady Leicester, Volta 1 & 2, Behind Closed Doors, William Steele 2, Requiem, Northdale 1 & 2, Lords and Legacy, Written in Stone... that are well optimized and run well despite their large sizes and expanded vistas. Arguably, even large missions like Painter's Wife, Iris, Penny Dreadful 2 & 3, King of Diamonds, The Black Mage that are more taxing than normal are still pretty well optimized given what they offer in terms of content. Then, on the opposite side you have missions like Scroll of Remembrance and A Bridge Too Far which are pretty modest in terms of size but are very taxing on performance. These missions probably could be optimized further.
  12. 2.13 compatible Northdale1 version: https://www.moddb.com/mods/the-dark-mod/addons/shadows-of-northdale-1-213-dev-edition
  13. The latest Dev Build has a few textures created using the technique here: https://wiki.thedarkmod.com/index.php?title=Creating_textures_from_Ornate_Photos Both got a little enhancement via a tip from Arcturus to use an AI based tool: https://huggingface.co/spaces/Stable-X/normal-estimation-arena be forewarned that this AI instance goes down a lot so you may need to check back in a few hours or the next day if it throws a 500 error. ( Probably the perils of having a free AI tool open to the public... )
  14. I'll upload the fixed version to moddb tonight.
  15. Did you look at the auto-map in "The Painter"s Wife" ? I think that's the closest example to what you are aiming for?
  16. You need to use $player1.getWorldOrigin();
  17. All set
  18. That's what I prefer. Some authors do lots of tiny updates and don't want their mission to show as "version 15" (etc). Some updates are considered small or inconsequential so the author instructs that we don't bump the version flag and just let players delete their current version and download again if they want the improved version.
  19. Version 3.1 is up in the database. In case you are unaware, I have to bump the version to the next integer value for players to see the update alert so the TDM missions page will show version 4 but in-game it shows as v3.1
  20. The mission database has been updated with v3. Congrats!
  21. I'll upload tonight unless someone does it before me.
  22. Thanks! I don't see config problems so I think this issue is mission specific. I advise discussing with the mission author @joebarnin
  23. Please post your darkmod.cfg and the output of: condump mouse_issue.txt ( open the console via CTRL+ALT+TILDE ) https://wiki.thedarkmod.com/index.php?title=Reporting_Problem
  24. LOL, many team members and players objected to the inventory grid feature in the first place. I think most team members are agnostic about any further development on it other than it's visual design. If players really want something improved about it, I doubt anyone but Durandall would be precious about changing the current design. Most of the core team would rather you become proficient with the classic hot-keys and key-rings.
  25. @Durandall I have no idea about why you chose the current design and do not care either way. Does the current sorting have advantages or is it just a personal preference? If the latter, perhaps we should add a cvar to toggle this?
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