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nbohr1more

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Everything posted by nbohr1more

  1. Does this happen for both uncapped and capped FPS modes? ( Yes, ROQ is still supported. )
  2. An old fashioned wooden greenhouse?!?! Woo!
  3. 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?
  4. 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 ?
  5. 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!
  6. 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.
  7. 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 ).
  8. As I recall, this was a known issue with AMD drivers and is fixed in Dev Build dev16599-10071 and newer.
  9. You need the assets. These would be acquired by using tdm_installer. That said, the latest SVN release has assets that are not yet available in the installer so a team member would need to send you copies unless you can wait until the next Dev Build release
  10. I guess I’ll add my name to the list. I presume this was coordinated with @Springheel or another member of the team eh ?
  11. Anyone have any luck with light.setShader( string ) ? It seems to make whichever light you apply it to full-bright on the initial invoke?

    1. Show previous comments  8 more
    2. Obsttorte

      Obsttorte

      unknown general material parameter 'lightAmbientDiffuse' in 'lights/ambientCube/cumbesky_mountain_sunset_caduceus'

      in both TDM 2.10 and SVN. The ambient is missing, therefore no effect anyways.

      Don't know what you've done or may have forgotten to include, but I cannot reproduce an ambient issue if there is no ambient 😕

      And next time, test map :)

    3. nbohr1more

      nbohr1more

      lightAmbienDiffuse should exist in the latest SVN per:


      I can create an alternate material with ambientCubicLight instead for 2.10 if you prefer?

    4. Obsttorte

      Obsttorte

      This and .... a test map ;) I really don't want to dig through tons of files to search for the issue, not to mention the loading times. And if you cannot reproduce the issue in a test map, then maybe it's the maps fault.

       

  12. @lowenz I think we need to fix the visibility of this since the CVAR's don't print to darkmod.cfg but also try disable the BVH optimizations: r_modelBvhLightTris 0 r_modelBvhShadows 0
  13. Thanks! Do either: seta r_shadowMapSinglePass "1" or setting Stencil Shadows in the GUI improve performance at all ? How about toggling: r_softShadowsMipmaps "0" ?
  14. Yeah, there were a few dmap fixes since 2.10. I can't say for sure whether you hit any of the known ones but splitting brushes near lights is an old remedy anyway ( called Brush Carving by Doom 3 mappers ).
  15. I suspect that something in the DMAP precision is generating too many triangles for this brush. What does it look like with r_showTris 2 ? Does the same thing happen with a fresh dmap via the 2.11 Development Build ?
  16. Default : New Fresnel : New Fresnel with SSAO:
  17. Here are some new comparisons: Default: New Fresnel with underside darkening: New Fresnel with SSAO:
  18. As promised, a new 2.10 build is up: https://www.moddb.com/mods/the-dark-mod/addons/fresnel-mod-210
  19. Here is a backported verion for 2.10 https://www.moddb.com/mods/the-dark-mod/addons/fresnel-mod-210 EDIT: I finally figured out how to fully divorce the diffuse and specular in 2.10. Attaching here for safe keeping: interaction.ambient.fs.glsl I'll upload a new pack file to moddb once I am done testing and tuning.
  20. The downloads page has links to the compiling wiki and various source versions including the current TDM 2.10 and the bleed-edge SVN version. https://www.thedarkmod.com/downloads/ If you wish to use the latter, you will need to use assets from the latest Dev Build: Regardless of which option you choose, you will need to download TDM assets via tdm_installer or at the Moddb page (etc). If you want to change the game "in real time" then you should study scripting : https://wiki.thedarkmod.com/index.php?title=Scripting_basics
  21. https://www.thedarkmod.com/downloads/ Start The Dark Mod using thedarkmod.x64 in your darkmod folder and begin playing!
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