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Posts posted by nbohr1more
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Now that I think of it, Biker's syntax was fated to work anyway.
When you specify a bump stage it needs a diffuse input because we don't offer any true flat-shaded lit modes. If the new diffuse stage drops out to black due to vertex color, then the new bump stage does so as well.
Not sure why adding vertexColor args is somehow causing the first bump stage to persist throughout the whole material render though.
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@OrbWeaver @grodenglaive @stgatilov
https://bugs.thedarkmod.com/view.php?id=5718
Biker was able to get it working by removing the vertexColor args from the bump stages. Perhaps we implicitly pair all diffuse stages with the previous bump stage now?
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4 minutes ago, Taquito said:
I used Thief 1/2 as an example. I was referring to new games. Games designed with Ray Tracing in mind that developers might need to compromise polys and textures in order to make their games more accessible if they want to use the technology today. find a happy medium. Should have used mine craft instead,
I recently finished playing Callisto Protocol. Beautiful Game, Okayish Game play and got tons of bad reviews for Launching in almost unplayable state. This affected sales. I'm a big fan of Freelancer and would love to try Star Citizen but I know I'll have to wait for either more optimization or get a better card (Won't happen anytime soon). Developers need to be more considerate and pull back and not just a bit if they want to reach more players, on top of that they need to leave room for possible implementation of these new technologies as they come along.
Products should work right from the start otherwise will get a bad Review regardless of the quality of the material. I find the Star Citizen approach very controversial. I understand the logic behind it but I don't like it.
If only this worked with "Brutal Voxel Doom"! I wish they started with GZDoom
As for Ray Tracing?
Even Nvidia never meant for RT hardware to do full scene RT via AI up-scaling. The plan was to use RT for Spherical Harmonics probe updates. ( Similar to Frostbyte \ Battlefield 3 doing low resolution RT on the CPU and feeding the output to a 3D texture which in-turn is used to update SH probe weights ). Nvidia had so much better RT perf than expected and were so far ahead of AMD that they changed plans and just used RT and AI without a GI system so that AMD would feel the pain if they tried to use shader based RT. (similar to how Nvidia unnecessarily cranked up the tessellation polys on Crysis 2 so that AMD's cards would lose benchmarks ).
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Perhaps my imagination is failing me but the only use-case I see for GUI provoked cvar changes at the mission level are for something like Heart of Lone Salvation where players can choose “difficulty levels” that also impact performance. Still, lod_bias seems to be a better way to toggle such differences. Perhaps we need to create new lod_bias entity args like:
“lod_bias_cvar” “r_something, 1”
which change the specified cvars based on lod_bias min / max behavior
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Hey!
Can I claim to be a newbie here?
I am trying to make an improved version of the Ropescroller script that sets a shader parm on the rope texture to make it scroll and fakes movement. I am working with a 3 state elevator rather than the two state elevator that was in "A New Job" ( where my original script was designed ). The elevator position entities only offer call_on_arrive and call_on_leave spawnargs so you cannot distinguish when the middle buttons intend to go up, down, or called to player. I tried adding a frob_action_script spawnarg to the buttons but it just kills the entities. Is there a preferred way to query which button was pressed and pass that to a script variable? As I can tell, the "elevator buttons entities" don't offer any end-point for making such a request?
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19 hours ago, Ansome said:
Any tips for managing space efficiently when mapping? Although I'm proud of my first FM, its interior spaces were admittedly too open for their own good. I'm working on my submission for the 15th anniversary contest and making extensive use of AI models and measuring tools for scale, but I'm still uncertain as to what the ideal, comfortable amount of open floor space is in a room.
You're asking a pretty tough question here and it's more about game-play aesthetics than a technical issue.
I would humbly offer that my favorite room sizing is in Sir Talbot's Collateral but I also enjoyed the spacing in Seeking Lady Leicester so there may not be a hard \ fast rule here. Mostly just need to have enough patrols to make the place challenging but have fair escape points that can be accessed with careful maneuvering. I especially enjoy escaping into the ceilings ( Sir Talbot's ) pipe climbs and nooks are also cool.
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10 minutes ago, Timothey said:
How to open inventory menu?
You have to go to the Settings > Controls > Inventory and map a key to "Inventory Grid" otherwise, just scroll through your items with the [ and ] (bracket) keys.
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10 minutes ago, revelator said:
newer found the idtech 4 engine to be overly resource hungry, hell some of the original render paths used optimizations as far back as the geforce 2 mx and with some fiddling it actually ran on a voodoo2
. sure it looked like a cartoon because the voodoo did not support shaders at all, but it did run and was playable. the darkmod port uses a bit more umph but its pretty well optimized so unless you start loading something like sikkmods parallax occlusion shaders i doubt most modern cards would have a problem with running it
Try TDM v1.07 with the mission "Rightful Property" and you will see vanilla idTech4 make a modern system struggle
If id Software never released the source code, who knows how bad things would still be. I think that's why stgatilov was getting ready to do more executable hooks to bypass limits in the engine.
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2 minutes ago, AluminumHaste said:
I thought you had a better computer?
Nope, TDM just keeps getting better so practically no missions challenge this old boy anymore.
I'll probably replace it next year at the doomsday of Windows 10. Already pushing my luck with Spectre and Meltdown flaws in Ivy Bridge
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2 minutes ago, datiswous said:
Hm I thought that The Adventures of Thomas: Lucy's Quest was the benchmark on amount of ai in a mission.
Lucy's indeed has lots of AI but is well portal-ed and optimized for path finding and views.
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1 minute ago, AluminumHaste said:
Is that a laptop or desktop?
Desktop. Gpu is RTX 2060 6GB
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20 minutes ago, datiswous said:
isn't that more gpu depended anyway?
Not in Scroll of Remembrance. It's CPU bound. Probably mostly AI since FPS skyrockets if you invoke killmonsters
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Thanks! I figured that Ryzen 5600 X should be able to crack 70 FPS. Windows?
My i7-3770S gets 68 to 72 FPS in Linux Mint and 58 to 62 in Windows 10
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3 hours ago, Taquito said:
Mobo: TUF GAMING B550-PLUS
CPU: AMD Ryzen 5600 X
Memory: 2DDR 4 dual channel 32 Gigabites
GPU: Power Color RX 6700 XT 12 Gigabites
Storage: 1TB HDD / 512Gb Sata SSD
Build it on my own, mostly thanks of what I learned here with the help and advice of many members in this forum.
Pretty happy so far. The change from Nvidia to AMD was a breeze.
FPS in "Scroll of Remembrance" ?
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29 minutes ago, Loginnerer said:
I am looking for "autoexec.cfg" inside darkmod folder where the game is located, but I can't find it.
Could this problem be because I did not use the installer, but used moddb's "extract & play" version?
You must create it yourself. Use notepad the rename the file with a cfg extension afterwards.
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Oh, there probably were a few really bad OEM vendors who pre-installed 32-bit Win7, Win8, or Win10 on 64-bit systems and sold that to folks who didn't know any better.
Still, since Microsoft has moved to a "Microsoft Account" model for OS registration, impacted users can simply backup data, make an install thumb-drive, and re-install.
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We can probably add a condition to the GUI def so 1x1 video plays on square monitors and 16x9 plays on modern displays.
Please provide a download link unless you plan to make a full prototype?
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22 hours ago, chakkman said:
I dislike that reset after updating. But, I guess it has to be, if options and variables are added.
You get the option to "Restore old Config" after upgrade but we advise against it since sometimes it reverts new default settings for performance features that have been improved and tested enough to made default.
I think the next TDM release will have FPS mode to uncapped as default since it is critical to Linux players but also fixes a few audio sync bugs and even improves things for Windows players apparently. On balance, uncapped mode is more fixed and maintained than the old id software capped mode. ( Quite a strange thing considering all the bugs we used to have with uncapped mode. )
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17 minutes ago, lowenz said:
Just use 32bit binaries+Large Address Aware flag!
/LARGEADDRESSAWARE (Handle Large Addresses) | Microsoft Learn
Already configured:
The problem is allocating more than 2GB during level load. Win32 has a hard limit for processes.
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We have several large missions that wont even start on 32-bit TDM so it's already a losing proposition.
If mission authors want to cater to 32-bit users, they should target 2.07 so that OpenGL 2.0 and WinXP are also supported.
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1 hour ago, irg said:
Darkmod.cfg 14.51 kB · 1 download
yea i'm on 2.12. i remembered to turn off soft shadows too and it seemed to help in some smaller areas thus far. not sure if it's just the scale of things as i venture into the next outdoor area
To begin, this is a large mission and EFX reverb is gonna take it's toll ( lots of reverb bounces to calculate ).
Try playing with EFX off.
Other than that ( or if you absolutely need the reverb ) try these changes:
Set FPS to "Uncapped" in the advanced video settings ( some drivers don't like Doom 3 style FPS management )
Set MaxFPS to 60 (or whatever your Refresh is )
Set Color to 32-bit on the Advanced Video menu.
Config changes:
tdm_lg_interleave 3
tdm_lg_interleave_min 31
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25 minutes ago, irg said:
i'm on Win10 with an i5-8400 and RTX 2070 so it's starting to get up there in age especially for CPU but i just dont know that i've had so many dips indoors in particular before. i switched to stencil shadows already and have still been getting drops
You're on TDM 2.12 correct?
Please post your current Darkmod.cfg
Also, the performance wiki has been updated recently:
https://wiki.thedarkmod.com/index.php?title=Performance_Tweaks
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The mission has been added to the mission database and wiki.
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Fan Mission: The Lieutenant 3: Foreign Affairs by Frost_Salamander
in Fan Missions
Posted
The mission has been updated to v2 in the mission database. Thanks again!