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nbohr1more

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Everything posted by nbohr1more

  1. We need the condump results to move forward. That said, you can try setting: r_useNewBackend 0 r_useBindlessTextures 0 r_glCoreProfile 0 r_fboColorBits 32 in Darkmod.cfg
  2. What graphics driver? What OS? Please post your Darkmod.cfg Please use CTRL+ALT+~ to open the console and post the results for condump no_graphics.txt
  3. Try setting r_useNewBackend "0" in darkmod.cfg and set Color Depth to 32-bit under Video Settings > Advanced in the GUI If you still have render issues, please hold down CTRL+ALT+DELETE then type condump graphic_glitch.txt in the prompt and gather the resulting file from your darkmod directory.
  4. ( This will also require a custom skin def ... ) This is what is proposed: Custom material: /some_custome_material_name // Shirt { blend diffusemap map makeIntensity(models/md5/chars/guard/body_shirt) _color }
  5. Yes, psychological horror is fine. To be clear, the mission doesn’t even have to be horror themed. You could just have a heist set in a late fall season ( for example ). It’s up to the mission author to convince players to give the mission a good theme score so the mission could completely ignore the theme as long as players are happy with its inclusion in the contest in some way. And really, going out late and stealing stuff is also already a creepy activity so any other horror attributes are a bonus to the default creep factor.
  6. Does this happen both in Stencil Shadows ( r_shadows 1 ) and Shadow Maps ( r_shadows 2 ) modes? Does this happen in the latest Dev Build version? ( Note: If you are on AMD and want to test the latest Dev Build, I suggest you set r_softShadowsMipmaps 0 )
  7. Try deleting tdm_base01.pk4 and running tdm_installer to get the latest version.
  8. There are too many other higher priority render issues to address in comparison with what a feature like this would offer. If a professional screen-shot artist such as https://deadendthrills.com/ came to us and said that they would promote TDM if we had DOF effects we might consider an implementation but otherwise this is far out there in back-burner territory. Even then, if a screen-shot artist wants DOF in TDM they can use Reshade.
  9. r_softShadowsMipmaps 0 is probably preferred since it will have better performance. r_shadows 2 will look nicer in most cases ( contact hardening soft shadows )
  10. Try setting: r_softShadowsMipmaps 0 or r_shadows 2 or extract your glprogs folder from tdm_base01.pk4 and add the new shader:
  11. A little studying on this... GarrettLoader used to launch TDM in addition to Thief games but was last updated in 2009 ( before TDM standalone ). For some reason the open source spiritual successor "AngelLoader" never included a TDM option: https://github.com/FenPhoenix/AngelLoader @freyk how would you feel about porting your launcher work to AngelLoader and submitting a PR ( or forking AngelLoader to include your work )?
  12. Commandline launch: TheDarkModx64.exe +set fs_currentfm alberic3 Replace alberic3 with the ID of any mission. Works in Linux via thedarkmod.x64
  13. Sounds good to me! I guess if this gets implemented, we have a fix for: https://bugs.thedarkmod.com/view.php?id=1744
  14. Collision gets generated from the perspective of the AI or player that will navigate it. If you create complex brushwork with tons of triangles, then all that geometry must be evaluated to determine how it might impact physics and navigation. Doom 3 was designed to be mostly indoor corridors so most brushes would be low-poly flat walls. Places in Doom 3 where geometry is more complex tend to be made with Modelling apps like 3DS Max or Lightwave though some complex geometry is in the form of patches or brushes converted to func_static. In those special circumstances, clip brushes like monsterclip, playerclip, or caulk are used to ensure that no 2003 era CPU need to perform 3D physics evaluation of these high-ploy structures. The same holds true in TDM though in 2.11 we do have some new model BVH optimizations that make it less critical to use clip brushes. As I recall, these optimizations only apply to the real-time performance of a mission. Dmap still needs to generate collision surfaces and that is still very difficult. TDM's dmap is far more optimized than Doom 3's but it's still vulnerable to complex structures with lots of connected edges needing to evaluate a huge number of permutations to resolve the final optimized collision structure. If you have a powerful enough CPU, lots of RAM, and possibly a decent chunk of patience for compile times you might be able to dmap a pathologically high-poly mission just by waiting 30 minutes or more. It's not an advised practice though. Map loading still has to parse the compiled collision data and even the optimized result might take too long or eat too much RAM during the loading process for many players ( see how many folks couldn't load "The Painter's Wife" or "Penny Dreadful 3" when they came out. ). We still recommend the use of clip brushes to simplify collision and path-finding just as was done in 2003. A few relevant topics: https://wiki.thedarkmod.com/index.php?title=Pathfinding https://wiki.thedarkmod.com/index.php?title=Performance:_Essential_Must-Knows https://wiki.thedarkmod.com/index.php?title=Systematic_Method_for_Adding_Pathfinding_to_Uneven_Terrain
  15. Probably needs monsterclip. Dmap is probably choking on determining complex collision for AI paths. Block out caulk for the player to walk / mantle on and block out monsterclip for AI then set most of the map geometry to func_static and non-solid
  16. I think we were planning a Winter release ( Jan \ Feb ) but I don't recall seeing a hard target yet. Lots of things planned but some of the main contributors have been unavailable to work on them.
  17. Yep. It seems that the associated shader won't compile via your GPU driver: You could try replacing all vec4 references with uvec4 in tiled_custom_mipmap.frag.glsl ?
  18. 2.11 is still in alpha. We offer Dev Builds but there is no official 2.11 release.
  19. Did you re-run tdm_installer ? Did you try deleting tdm_base01.pk4 and re-running tdm_installer to ensure you have the latest glprogs? Did you make sure there is no glprogs folder in your darkmod root directory? What GPU driver do you have installed ?
  20. Did you reloadModels after changing shadow modes? Did you restart TDM after the change?
  21. There are missions where you start in different locations based on difficulty. That is why multiple player start entities are allowed.
  22. Does this happen for both uncapped and capped FPS modes? ( Yes, ROQ is still supported. )
  23. An old fashioned wooden greenhouse?!?! Woo!
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