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Posts posted by nbohr1more
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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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Congrats on the release! I will upload tonight unless someone does it before me.
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The map files in NHAT v4 were too large to diff in Notepad++ or Meld ( etc) so I decided to test out the old I18N.pl script and it still works fine for me.
Caveats?
It doesn't understand campaign packs so you have to split the maps and xdata and create a fake darkmod.txt without the "mission 1 , mission 2, etc" part. Then you have to renumber the "#str_xxxx" entries in the other maps so they don't collide. Luckily find and replace can easily fix that.
A lot of work to get this working with the latest NHAT version, phew!
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The project to round up viable orphaned translations is mostly complete now.
https://bugs.thedarkmod.com/view.php?id=4726
Since Darkfate has their own translations it took awhile to merge the older translations with the darkfate formatting since they generated new string numbers from scratch.
A few missions are so radically changed that the old translations are practically worthless now ( and some Darkfate translations are also incompatible with the latest mission versions ) but most of the work was salvageable.
I added a "Translation Pack" column to the Missions wiki:
https://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod
all entries marked with "Yes" are working translations that use Darkfate's translation design ( includes xdata, GUI and Map files if the author didn't perform localization changes in their own mission pack ).
Sadly, these changes do not show in the mission downloader list. You will need to delete mission_l10n.pk4 files from the darkmod/fms/mission_name folders to acquire the new translation packs that "actually work".
Not all mission packs contain all languages. Mostly you can count on Russian being in there, but a good percentage have German and Italian strings too. French, Polish, and a few other languages are represented but not very broadly. Hopefully now that the packs work other contributors will add more language strings.
Mission administration details:
Going forward, it would be courteous if the mission admins ( like myself ) would diff the map files when new mission updates are supplied and replace all the objectives, inv_name, pop-up messages, and shouldered names in a copy of the new map file with the previous string codes then copy that file to the map folder in the translation pack folder.
Ideally, authors will be encouraged to run their missions through the converter so only new strings need be added to the packs but not everyone likes that workflow and how cumbersome it makes future edits to the mission.
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23 hours ago, Frost_Salamander said:
@stgatilov @nbohr1more I'm wondering if it would be possible to get this implemented for 2.13? I'm really not loving the EFX files - it's way too easy to miss/forget locations and just a general PITA.
I am even considering offering to help implement - any reluctance on my part is purely down to lack of confidence. But with some hand-holding I could possibly accomplish something that isn't a total disaster.
Maybe an alternative is to have a feature that allows DR to manage the EFX preset in the EFX file? Basically what I'd like is to be able to manage everything related to a location entity in the one place, preferably in DR. Not sure if that's ever been considered? @greebo?
If you wanna put together a prototype implementation, we could provide assistance. I think it mostly just requires adding EFX parser parts to the entity def parser. The big wrinkle is what to do if a mission has both EFX and Entity Def args?
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[2.13] Mission overrides for cvars
in TDM Editors Guild
Posted
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