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nbohr1more

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Everything posted by nbohr1more

  1. It's pretty bizarre to think that my GPU has more memory than the 32-bit limit can recognize.
  2. I just tested now. A few interesting results: I was able to load all the largest missions ( Painter's Wife, Iris, Penny Dreadful 3, BCD, NHAT v4 , Northdale 1, Written in Stone ) Some of the larger missions would not render shadows in Shadow Map mode if you had a higher r_shadowMapSize value ( resolution ) than the default 1024. Painter's Wife required you to drop to r_shadowMapSize 512 for shadow map mode. Many missions loaded with AAS32 out-of-date errors at the start. Missions had AI that were properly pathing but there was an increased prevalence of AI going in circles in tight areas. Not sure how valid this is because I have a 64-bit CPU and OS so Linux may be compensating somehow when the 32-bit memory limit is reached and allowing these monster missions to load? Edit: Tested the 32-bit Windows executable under Wine. I was able load BCD with no issue and ran fine. Iris loaded but had very low FPS ( 5FPS or less ) at the start and remained pretty unstable FPS wise 20 to 40FPS. Painter's Wife provoked an emulated Windows Crash on load.
  3. I added the improved EFX reverb changes to the mission in the mission database. I was hoping to get some final feedback, but the existing EFX was clearly "not great" so this should substantially improve things.
  4. I believe the plan was to first get better reflections working then move towards better surface shading and finally incorporate the probes into the ambient_world ( aka probe GI ). Hard to say but it may just be easier to examine what can be ported from RBDoom3BFG and add the full feature-set in one big change. If someone wanted to examine the shaders from that project and try to make them comply with our design requirements ( OpenGL GLSL 3.3 ) that would make it easier to begin such an evaluation. For non-team members, I think that only hmart, jonri, and totallytubular ( maybe Filizitas ?) have the skill-set to do this type of thing so it will probably wait until a team member has time to begin experimenting.
  5. I don't know where you came to the conclusion that any "plan" involved manual probe placement? If you are discussing a "probe system" you are naturally discussing some sort of automated spawning mechanism and most likely a jittered grid. RBDoom3BFG does roughly what you are describing, auto generated grids of probes. In concept, we would probably incorporate probe generation into dmap but it's certainly possible to also allow mappers to manually place probes. All this has been true of probe systems going back to (arguably) the first probe system "precomputed radiance transfer" in HL2. TDM's cubemap based ambients already allow manual placement but notably are deficient in comparison to a proper probe system and have been this way since v2.05.
  6. The light def that datiswous identified is now in the mission database for this mission. Thanks again!
  7. While using this to add professional voice-actors to missions is likely illegal, it may be worthwhile to see whether our own voice-actors might be OK with FM authors using this if they are not available to offer their services. For example, ERH+ has a WIP mission "Seed of the Loadstar" where he is using voice-to-text for the cinematic sequence. Rather than waiting for voice-actors to have time to assist, it might be easier to use this AI tool. Even if just for beta-testing the concept to see how it sounds in mission. @New Horizon @redleaf @Norbert @AndrosTheOxen @Deadlove @Lux @Mollyness @Goldwell @Goldchocobo @Mortem Desino @ocn @BrokenArts @Narrator @Noelker @V-Man339 would anyone in the voice-acting group allow mission authors or the TDM team to use AI to generate new vocal lines for missions or new AI characters (etc)? Does anyone strongly object to any AI usage even for beta-testing? If we get some responses we can add the voice-actor's stances to the wiki: https://wiki.thedarkmod.com/index.php?title=Voice_actors
  8. The mission database has been updated with a new version that includes subtitles courtesy of datiswous! Thank you!
  9. Well, we work on this project for players so I wouldn't be so quick to discount your own input. We probably need more player input because forum posters are really atypical people. I recall someone once stating that over 80% of a forum population are lurkers who just observe the discussions of others.
  10. We will gladly accept new ambient music! Thank you! As mentioned elsewhere, Mission 1: A New Job and Mission 2: Tears of Saint Lucia are our pack-in missions and it might be nice to have a custom tailored score for them too.
  11. We currently have, "myself", stgatilov, dragofer, greebo, demagogue, STiFU internally coordinating. Thus far I have been fielding all questions but others are free to join. Epifire and New Horizon were also planning on joining. Non-TDM members are also free to join in and answer things that are well known to regular players and the community. Hopefully we won't need to do too much moderation or correction if someone posts something inaccurate about the project.
  12. The Dark Mod is hosting an Ask Me Anything thread on the PC Gaming reddit forum:  https://www.reddit.com/r/pcgaming/comments/10nfcwj/hello_we_are_the_international_development_team/

    Feel free to join the discussion there :)

    1. AluminumHaste

      AluminumHaste

      That was so cool to go through!

    2. Shadow

      Shadow

      Very effective. There's Thief fans there admitting they never heard of TDM, and now they are trying it. So excellent.

  13. Thank you! The mission database has been updated with this fix.
  14. I guess I'll chime in here for clarity. When the TDM Dev Build thread is active: This is when big changes and contributions are supposed to be welcome. When we are in "Beta Testing" it is supposed to be a code freeze period where only regression fixes are applied. Sometimes a fix or improvement that shouldn't be in a beta phase gets added anyway if it is seen as exceptionally beneficial, but every time this is done it can potentially extend the beta testing for another 2 weeks or more and during that additional 2 weeks even more fixes and improvements are proposed by eager contributors which can potentially lead to a never ending beta. I am not particularly bothered by a long dev build phase, nor a long beta and am inclined to wait a long time until new official releases are available. Players, on the other hand, generally aren't keen on using Dev Builds so we need to stop at some point and christen something as official if only for the sake of getting more feedback in case regressions slipped through Dev or Beta testing. Let's be clear though, neither TDM 2.10 or 2.11b7 are "unplayable garbage". Enhancements are fantastic but if 2.11 doesn't include every improvement you can conjure it will still be better than 2.10 which is already an excellent TDM version. I am still in favor of most or all of your improvements making it into 2.11 but we have to follow the process and need to have agreement from the team about what happens next. If you disagree with the way that we rollout "dev > beta > release" cycles and want to offer your fixes before they go into TDM official release, I suggest you consider creating a fork project. You can call it "The Darker Mod" , "Better Dark Mod Enhanced", etc, any of the monikers you typically see on enhancement projects on Moddb. If your fork becomes popular then it may be the main one that players use sorta like how Debian Linux is the core project but most people use Ubuntu or Linux Mint. ( If you made such a fork, I would probably ask that you integrate my fresnel shader mod into it. )
  15. I think that the mainmenu_briefing.gui change is only needed for briefings that are accompanied by a voice-over like the ones in the included missions 1 and 2.
  16. Can you post your DarkmodKeybinds.cfg and Darkmod.cfg ? I will test this tonight but this cvar still exists in the code-base unless @stgatilov removed it in a commit I am not seeing from github or the SVN download link (etc). // nbohr1more: #558 Toggle Creep idCVar cv_tdm_creep_toggle( "tdm_toggle_creep", "0", CVAR_GAME | CVAR_BOOL, "Set to 1 to make creep toggleable." );
  17. @evildiesel @Xolvix @datiswous What happens if you add bind "j" "toggle tdm_toggle_creep 0 1" To your DarkmodKeybinds.cfg file ? Are you able to use the "j" key to toggle creep? https://bugs.thedarkmod.com/view.php?id=558
  18. https://wiki.thedarkmod.com/index.php?title=Collision_Models https://wiki.thedarkmod.com/index.php?title=Clipmodel and what is an example of a TDM CM? That is what DMAP produces. It is a map-wide representation of collision. It is not a "model". ( hence all the brush references in the text ) Look again: barrel01_cm.lwo is a typical collision model in TDM. It is a Lightwave object. ( LWO ). If you know of a single editor program that manipulates Doom 3 DMAP collision products ( cm files ) I would be happy to hear of it.
  19. There is no such model format as "CM". A CM is either an OBJ, ASE, or LWO with a collision texture. The cm data in the map compile cannot be natively manipulated, it is the result of a dmap operation.
  20. There is no need to "export" a model as a "model". You can export a model as a different model format if desired but there is no logic to it. The model is already in optimized form and ready to be re-textured with collision textures.
  21. Anything collection of polygons can be a collision model. It just needs a collision texture. To convert a non-solid visual model to collision, replace the texture with a texture that has inherent or explicit collision. To make a collision model visible in DR? Re-Texture it with a visible texture or skin. Beware of nonsolid entity arguments that override the collision texture. See also "surface parameters": https://modwiki.dhewm3.org/Global_material_keywords_(Doom_3)
  22. No worries! We introduced this one in 2.09 but didn't really evangelize it that much
  23. In the Video Settings GUI, the Fullscreen option allows you to select Yes, No, and Fullscreen Windowed as I recall. There is no border and performance impact should be negligible.
  24. Is there a reason why you cannot run TDM in "Fullscreen Windowed" mode and use alt-tab to return to the desktop?
  25. That's an old issue with the design of the candle entity in this mission. We should probably fix the mission on behalf of Fidcal and if there is a core asset that acts like this then change it. ( always annoyed me too )
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