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nbohr1more

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Everything posted by nbohr1more

  1. There were several ASUS x550c versions. What CPU and GPU does you model have?
  2. The viewport may be affecting the range of what is detected by the lightgem but I would say that this is probably more of a distinct issue.
  3. I believe the "working well" comment was in regards to "no crashing". Daft Mugi also demonstrated that the peek action is rendering the wrong data or viewport orientation. Not sure why it works in Windows and fails under Linux. Must be something in viewport translation math? Still pretty weird since other viewport translation code works in Linux too...
  4. I believe the keyhole peek feature only works in Windows at the moment. The black screen is an improvement as previous versions would hard crash to desktop if you attempted to peek with Linux.
  5. Hmm... Capped or uncapped FPS ? Edit: Nevermind. WellingtonCrab appears to have a good lead on fixing this one now.
  6. Does this phobia extend to missions that require swimming in fish infested water? Do we need to add "fish" to the spiders and undead column of the wiki?
  7. Very cool! Try using the image_downSize console variables and lower the Resolution Scale. Other tweaks here: https://wiki.thedarkmod.com/index.php?title=Performance_Tweaks
  8. We gotta do something about the in-game authors display in the mission selector, it is cutting off WellingtonCrab's name. Any objections to changing the entry to Grayman, Fractured Glass Team ? (etc)
  9. The mission is now added to the FM database and should be available in the in-game downloader. Congratulations on the release!!!
  10. The longest interval was 10 months. That was between the 1.0 beta and 1.0 release time. There have been several 6 month spans so to be the 2nd longest span ( 7 months ) we would need to have no mission releases before April 7th.
  11. Actually setting that float will probably just return the same error. Please try: ID_INLINE idCircCone &idCircCone::Transform( const idMat3 &rotation ) { axis = rotation * axis; return idCircCone( axis, cosAngle, sinAngle ); }
  12. @stgatilov Not sure but it seems that this inline is supposed to return the float for the axis? Shouldn't it be: ID_INLINE float idCircCone::Transform( const idMat3 &rotation ) { axis = rotation * axis; } ? That said, no issues compiling here with GCC 11. Any chance you would be willing to install that?
  13. I'm guessing it will work just fine. OpenGL 4.6 compliant and performance roughly equivalent to Geforce GT 730
  14. Can you try a less verbose compile string such as: cmake -DCMAKE_BUILD_TYPE="Release" .. -DGAME_DIR=/home/user/darkmod -DCMAKE_C_COMPILER=gcc-10 -DCMAKE_CXX_COMPILER=g++-10 https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_-_Compilation_Guide ?
  15. Hmm... Pretty hacky, but I wonder if you could use something like this? float tdm_version_val = sys.getTDMVersion(); if ( tdm_version_val > 2.11 ) { string tempvalue = removeFrobPeers ; tempvalue(entity peer) ; } ;
  16. Hmm Licensee.h appears to have these defined ( from svn ) : #define GAME_NAME "The Dark Mod" // appears on window titles and errors // greebo: Defines the darkmod release version #define TDM_VERSION_MAJOR 2 #define TDM_VERSION_MINOR 12 #define GAME_API_VERSION TDM_VERSION_MAJOR * 100 + TDM_VERSION_MINOR // e.g. 210 #define ENGINE_VERSION "TDM 2.12" // printed in console https://github.com/stgatilov/darkmod_src/blob/40db9596fcbf4fa3da42b3d89be0bd785620d154/framework/Licensee.h Does calling sys.getTDMVersion() without any define return the correct value? I am guessing if you wanna use this in a script you just: float tdm_version_val = sys.getTDMVersion(); if ( tdm_version_val < 2.11 ) { something } ;
  17. I fixed two spelling mistakes and one conceptual mistake ( body vs bounty ) then packed the mission and added it to the mission database. Thank you!
  18. I wonder if this new "FovoTec" thing: https://www.pcgamer.com/first-person-shooters-have-been-getting-perspective-wrong-all-along/ is just a Conformal perspective design being sold as something new? Anyone better than I at interpreting the study paper: https://psyarxiv.com/7xack/ ?
  19. I spent way too long searching for this. I cannot find the thread but we had a long discussion about large vs small missions and I think the final tally was that most players and map authors preferred missions that were nearly as large or larger than the original Thief missions such as Baffords. TDM was partly a reaction to the smaller missions in Thief: Deadly Shadows and the hope was that we would eventually be able to offer missions that looked as good but were larger than TDS. Now we have some truly monster sized missions so the need to constantly create big mission might be excessive?
  20. Looks like the only place we use longjmp is for jpeg loading. @stgatilov I recall you updated Libjpg in SVN recently, perhaps a new Dev Build will resolve this one?
  21. Great list but I would imagine that the original Thief Series games and their Fan Mission collections are typically known quantities for TDM players. I have heard that TDM is sometimes a "gateway drug" that entices people to try the original Thief games but I have never heard of a long-time TDM player who has "no awareness at all" about the games that inspired the creation of TDM. If you are gonna suggest anything from the original Thief series games, it might be better to mention fan missions that have resemblance to TDM preferred aesthetics such as missions made by Skacky, Purah, Sperry, DrK, Spoonman, etc
  22. I should have posted this link but my previous reply was posted from my phone: https://wiki.thedarkmod.com/index.php?title=Modular_Building#Modular_Building_Technique
  23. Yes, this is possible but there are a few things that make it a little impractical. 1) Models do not seal the void so you need BSP brushes behind or inside models to properly seal a map. As I recall, there are doom 3 and quake map exporters that can export your initial block-out geometry as standard brushes so you could do both modeling and brushwork in blender. You’d just have to do it in phases 2) Visportal placement is crucial to performance so you will need to ensure you blender models are cut at portal boundaries so that you can setup brushes and visportals at choke points to prevent rendering outside the player view area 3) model geometry is often too complex for the physics engine. You will need to make invisible clip models or clip brushes that use a more simplified structure to ensure AI pathing and overall collision physics perform well. 4) Models need to be split at light boundaries. If a single light touches a model the engine will do light geometry calculation for the whole model. If enough lights hit a large model it can severely impact performance. Brushes will auto-split on light boundaries but often split in less optimal locations so it has become the convention to use func_static geometry to force brushes to split in the preferred locations 5) blender has no knowledge of specialty brushes like fog volumes, water, SEED auto dispersal etc So it’s possible to do the majority of mapping in blender but ultimately you will need to use Dark Radiant to do the finishing touches The current paradigm is to create modular content in blender and then assemble the modules together in Dark Radiant along with bsp caulking and vidportal placement
  24. I was just thinking about my situation where "wife negotiation" would need to happen. I would probably just look for a used i7-5775C 65W 6MB cache ( 34% performance uplift in Single Core and 108% uplift in multi-core ) and ride it out until better AM5 options are affordable. Hard to say if that would workout since these seem to still command $200 prices in the used markets but it's probably cheaper than going for DDR4 + AM4 mobo + AM4 CPU in most cases.
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