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nbohr1more

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Everything posted by nbohr1more

  1. 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 )
  2. Try deleting tdm_base01.pk4 and running tdm_installer to get the latest version.
  3. 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.
  4. 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 )
  5. Try setting: r_softShadowsMipmaps 0 or r_shadows 2 or extract your glprogs folder from tdm_base01.pk4 and add the new shader:
  6. 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 )?
  7. Commandline launch: TheDarkModx64.exe +set fs_currentfm alberic3 Replace alberic3 with the ID of any mission. Works in Linux via thedarkmod.x64
  8. Sounds good to me! I guess if this gets implemented, we have a fix for: https://bugs.thedarkmod.com/view.php?id=1744
  9. 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
  10. 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
  11. 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.
  12. 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 ?
  13. 2.11 is still in alpha. We offer Dev Builds but there is no official 2.11 release.
  14. 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 ?
  15. Did you reloadModels after changing shadow modes? Did you restart TDM after the change?
  16. There are missions where you start in different locations based on difficulty. That is why multiple player start entities are allowed.
  17. Does this happen for both uncapped and capped FPS modes? ( Yes, ROQ is still supported. )
  18. An old fashioned wooden greenhouse?!?! Woo!
  19. As I recall, the only issues around visportals causing performance are either an oversized portal opening and closing causing large amounts of audio calculations to start or a scene with too many little visportals ( the latter being barely a concern ). @stgatilov has been updating the wiki: https://wiki.thedarkmod.com/index.php?title=Visportals so I presume that the preamble about "multiple joined visportals" holds true or else he would have edited it?
  20. Does FPS jump up dramatically if SSAO and \ or Soft Shadows are disabled... or does it stay relatively low? Does FPS scale depending on your Render Scale value or does it remain low no matter how low you set the render scaling or resolution? Does FPS improve dramatically if you issue "killmonsters" in the console ?
  21. Time for a new contest eh? This contest will almost be a speed build contest since we are shaving a few days off the typical 3 month span of a standard contest. TDM has no shortage of horror themed missions but since we missed the chance to have a Halloween contest this is a "gift" to the large contingent of TDM fans who enjoy some horror in their life. I wont go crazy with bonus points in this contest but there will be a few incentives... The overarching theme of this contest will be placing the player in dangerous locations. Having to climb down into elevator shafts, narrow caverns pits, etc to acquire loot or trigger objectives. This theme is meant to be paired with an incentive to use vine arrows to escape (etc). There is no hard requirement to adhere to this theme but players can judge your theme score using this concept as a baseline. Bonus incentives: 3 Perfect votes added for creative Vine Arrow usage 1 Perfect vote for creative Mine usage 1 Perfect vote for creative Flash-bomb usage 2 Perfect vote for EFX audio 1 Perfect vote for Subtitles 1 Perfect vote for adding Translation string support As with the previous contest, we may need to add a scaling factor if there is lower than expected participation from voters. Standard Contest Scoring: Total Points = (gameplay * 3) + (Appearance * 2) + (Story \ Theme * 1) Max Possible = Total Votes * 5 (Outstanding) Category Score (%) = Category Points /Max Possible * 100 Total Score (%) = Total Points /Total Max Possible * 100 The vote count was equal in all categories for everyone so: TotalMaxPointsPoss (TMP) = AllCategoryVotecount(ACV) * 30 Full Weighted Score (FWS) = (Gamescore*3 + Visualscore*2 + Storyscore) / TMP Pre-existing maps: The contest will be for newly created missions. Authors can use modular assets and prefabs and limited pre-made map sections. If you wish to use an existing WIP mission, you will need to declare this in your release thread and other participants will need to agree that your mission should be allowed to compete. Otherwise, if multiple authors with WIP missions decide to join we can create a separate scoring for those missions. The submission deadline will be Christmas Day ( but we can extend the deadline if all participants agree to the request. ) Please declare you intention to join in the fun!
  22. Most of the poll voters have chosen December as the best option. Due to the close deadline, if anyone wants to sign-up for a Halloween speed build I will assist with scoring and promotion but I will not manage the participation aspects. I think that the Halloween speed-build is unlikely to attract more than 2? participants based on interactions seen thus far so it may not be worth it to proceed but do not let that discourage you from releasing a mission on Halloween if you are already prepared to do so. I will do a December contest proposal tonight if I get a chance.
  23. Is there any renewed interest in a mission contest? Now that I've created the poll, I am kinda partial to a Thanksgiving contest since it straddles the fall \ winter seasons ( my favor TDM seasons ).
  24. As I recall, this was a known issue with AMD drivers and is fixed in Dev Build dev16599-10071 and newer.
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