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nbohr1more

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Posts posted by nbohr1more

  1. 1 hour ago, wesp5 said:

    How does TDM support this? I thought this was only possible using third party software or Snatcher's mod.

    I believe datiswous is referring to this new 2.12 feature:

     

  2. I spend 90% of my time on Linux Mint. I occasionally pop over to Windows 10 to check a few things or run some updates but Linux Mint is my home. TDM runs better under Mint than Windows for me but your mileage may vary.

    When running TDM in Linux, you must set FPS to "Uncapped Mode" in the Advanced settings, the old capped mode has terrible stuttering and performance under Linux ( even native Doom 3 has this issue ). You can set Max FPS to 60 if you are worried about any inconsistencies with game timing ( the only known issues are rare problems with audio behavior at really high FPS). Just don't use the native 60FPS capped mode, use Uncapped mode with a Max FPS value.

  3. On 1/30/2024 at 3:03 PM, nbohr1more said:

    Yep, it's a race:

    Who will win:

    Silicon graphene hybrid ( already demoed high volume low defect production, not sure about remaining obstacles )

    Boron Arsenide ( still has high defect rates )

    High-NA EUV ( uses silicon, expected to have medium to high defects initially, will probably be adapted to use alternate substrates like those above but will take more time )

    Looks like we have a more mundane scenario.

     

    TMSC is gonna do Gate All Around Nano-wire FINFET on 2nm

    vs

    Intel doing 1.8nm ( 18 angstroms ) with High-NA EUV but at least a year after TMSC starts.

     

    Both options are still risky so who knows if either will experience delays. TMSC took the safer option.

  4. NHAT v4.3 is available in the mission database!

    Changes include:

    Story subtitles courtesy of Datiswous

    Volumetric Lighting effects

    Improved water shaders

    Some new performance optimizations and LOD detail settings

    Lots of bug fixes for both new and old visual glitches such as z-fighting and model\prefab missing surfaces

    More work done to prevent players from climbing out of the map into the void

    • Like 3
    • Thanks 1
  5. Anything we add to "public repositories" has to go through a "release process". Too much work.

    https://wiki.thedarkmod.com/index.php?title=TDM_Release_Mechanics

    Either you ( or @Baal or @jaxa ) test this package quickly or it probably doesn't have a chance to make it to 2.12.

    At this point it's probably not going to be in 2.12 anyway since we are already at release candidate phase

    so it might just be offered at Moddb as an optional download until 2.13. I am hoping to squeeze it in.

     

    • Like 2
  6. 2 hours ago, Fiver said:

    I tried changing the following cvars in the main room:
    * r_volumetricLowres 2 gives me 1 more FPS (from 17 to 18)
    * r_volumetricEnable 0 gives me 3 more FPS (from 17 to 20)
    * r_volumetricForceShadowMaps 0 gives me 2 more FPS (from 17 to 19)
    * r_volumetricDustMultiplier 0 makes no difference
    * r_volumetricBlur 0 gives me 0.5 more FPS (from 17 to 17.5)
    * r_volumetricDither 0 makes no difference
    * r_volumetricSamples 0 gives me 2 more FPS (from 17 to 19)
    * r_shadowMapSize 512 makes no difference

    Please try this version with Detail set to Normal or Low on the advanced menu:

    https://drive.google.com/file/d/1BXyCQ_etzyiHTn7_8QtRTSAlEvBS3ycg/view?usp=sharing

     

  7. 6 minutes ago, Fiver said:

    When setting r_volumetricEnable to 0, I see some light disappear and FPS increases by maybe 2-3 FPS, but does not come close to the previous values.

    I run on a computer with 8 CPUs and none of them goes over 50%. I tried enabling the menu setting "Frontend Acceleration" and restarting, but that seemed to make no difference.

    For r_volumetricEnable set to 1, I tested the following:
    * beta 1: 33 FPS and 24 FPS
    * beta 2: 32 FPS and 24 FPS
    * beta 3: 33 FPS and 24 FPS
    * beta 4: 33 FPS and 24 FPS
    * beta 5: 17 FPS and 9 FPS

    Thanks! Looks like a map change rather than an engine issue. To verify further can you test beta 5 or newer with uncapped FPS set to max 300 in the advanced menu?

  8. 4 hours ago, Fiver said:

    I experience significant lower FPS in both TDM 2.12/64 #10644 (beta212-06) and TDM 2.12/64 #10651 (beta212-07) that I don't see when I run 2.11, and that I didn't notice in earlier 2.12 betas.

    In Training Mission, when starting the mission and looking straight forward, the FPS is now 23 (was 32 FPS in 2.11), and when going down the short stairs and looking up to the skylight, the FPS is now 9 (was 18 PFS in 2.11).

    The settings between the versions seem to be the same.

    Can you double-check and see if the performance loss also impacts beta 5.

    I believe that a volumetric light was added to the skylight.

    You can also try setting r_volumetricEnable 0 and see if performance returns to normal.

     

    • Like 1
    • Thanks 1
    • Confused 1
  9. On 2/24/2024 at 12:57 PM, stgatilov said:

    beta212-07 is available.

    This one is considered release candidate, meaning that most likely it will be turned into official release soon.
    For this reason, here are the deprecated 32-bit binaries.
    It would be great if someone briefly checks the 32-bit Linux executable (cannot do it myself).

    I don't have a 32-bit OS but I am able to launch the 32-bit executable on Linux Mint 21.3.

    I think the story is similar to what I saw in 2.10.

    Lots of large maps produce AAS errors on launch but seem mostly functional.

    King of Diamonds seems to have lots of AI that are circling or having path finding issues.

    On a positive note, I was able to launch "The Painter's Wife", "Penny Dreadful 3", "Behind Closed Doors", " Shadows of Northdale 1", "Not an Ordinary Guest" basically all the largest maps and no loading errors were seen and all allowed in-game play.

    Oddly enough both Iris and The Painter's Wife have no AAS errors and no AI path-finding bugs even though they are the largest.

    • Thanks 1
  10. Update:

    @JackFarmer

    The root cause of the turret crash has been found.

    It seems that it was given the same physics code as the security camera but does not have handling for cases where no clip model exists.

    Removing the physics code fixes the issue.

    That said, I guess we may look into adding it back so that the turret follows the same destruction features as the camera?

     

    • Thanks 2
  11. 6 minutes ago, JackFarmer said:

    @nbohr1more

    Any updates here? Sorry for being a pain, but this is a critical problem preventing me from finishing my campaign beta preps.

    This is being investigated.

    2.12 has the needed save state features so the cause is still unclear.

    If the problem cannot be solved in a reasonable time-frame, we may need to revert to 2.11 turret features and suggest completing any needed additions via local changes to your mission (... pretty unlikely, as we are highly motivated to retain the 2.12 turret improvements).

    However this gets resolved, it is the last blocker issue for 2.12 to leave beta phase.

    • Like 3
    • Thanks 1
  12. 1 hour ago, nbohr1more said:

    I wanted to ensure that collision on the door was forced to generate during Dmap. I can try reverting the compile artifacts and see if the fix still works.

    Edit:

    The fix works without the dmap. Reverted the dmap in the mission database.

    • Thanks 1
  13. At first I thought it was some wild precision bug but it looks like the skin might be nonsolid somehow and SteveL's change made the nonsolid attribute work? Either that or skin detection is somehow borked in this map.

    Feel free to edit the map, I'm no expert mapper but I might be able to perform some workaround by manipulating the entity.

    Edit:

    I fixed it with the following change:

    // entity 4
    {
    "classname" "atdm:mover_door"
    "name" "atdm_mover_door_8"
    "lock_picktype" "-"
    "lock_pins" "0"
    "locked" "1"
    "solid" "1"
    "model" "atdm_mover_door_8"
    "origin" "710 -248 2050"
    "rotate" "0 90 0"
    "snd_close" "door_shut_06"
    "snd_open" "door_open_08"
    "used_by" "Balcony_door_keey"
    // "skin" "door_007_1"
    // primitive 0

    Will upload the fix to the mission database.

    I don't see anything wrong with the door_007_1 skin but I would advise testing it in-game before using it going forward until this is fully sorted.

    Edit 2:

    The updated mission is now available in the mission database.

    Feel free to offer other fixes to this mission as long as they do not:

    Change visuals

    Change gameplay design

    ( Any purely bugged things that the mission author acknowledges "needs fixing" such as keys that are inaccessible or critical items that fall through surfaces when touched, etc can be fixed by any mapper and submitted for validation by the team. )

    • Like 1
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