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Posts posted by nbohr1more
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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:
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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.
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We are proud to announce the release of:
The Dark Mod 2.12 !
The 2.12 development cycle introduced many large code overhaul projects. Most of these were to lay the groundwork for future fixes and optimizations. The final release is yet another leap in performance over the already impressive 2.10 and 2.11 releases.
A full changelog can be viewed here, but some highlights include:
The Dark Mod 2.12 is a major step forward for mission designers!
The culling system has been extensively overhauled to ensure that your CPU and GPU are not wasting resources rendering unseen geometry, lights, and shadows. Some of our best map optimization experts have achieved similar performance gains to what this new culling system does but it is a rare skill and we have even managed to improve performance on missions that were generally regarded as “well optimized”. Mission authors both new and old can follow standard mapping practices with no need to dive deep into sophisticated optimization techniques even for some pretty challenging scenarios such as wide open areas and long views. Players will immediately notice many missions that have made their system struggle with FPS now may be running much more smoothly!
Smoother controls for players!
Also during the 2.12 development cycle, work has been done to make controls more seamless and accessible. Frob can now use hold or click actions to use items. Once you get used to the mechanic, it will be hard to go back to using a separate “use key”. Mantling is now smoother, faster, and less prone to cause the player to clip through geometry. Leaning is now more subtle and less prone to cause motion sickness. To reduce the tedium of shuffling knocked out AI around to search for loot, you can now configure TDM to automatically loot any frobbed AI.
A special thanks must go out to community member Geep!
Over the course of 2.12 development, Geep has created subtitles for nearly all AI barks along with developing testing tools and procedures for this gargantuan task! You can see these changes in action by changing the Subtitles setting to “On” ( rather than “Story” ) on the Audio settings page.
Geep also provided substantial feedback for our GUI and subtitle design process and edited font data to improve text quality overall.Datiswous has complimented the massive work by Geep to create AI bark subtitles by creating mission story subtitles for a large number of missions. Thank you!
Turrets are now natively supported in The Dark Mod and can be paired with Security Cameras!
Finally, the nasty 2.11 bug that caused AI to allow arrows to pass through them at certain angles was fixed by Joebarnin! Your assassin style play-throughs should be far less frustrating.
See also, our 2.12 Feature discussions:
To UPDATE, simply run the tdm_installer.exe file in your darkmod folder.
Note that tdm_update.exe is no longer supported, but you can download the new installer from the Downloads page if you don’t have it yet.
Please be aware that old saved games will not be compatible with 2.12, so finish any missions you might be in the middle of first!
Also, some missions created prior to 2.12 may need to be updated so they will be playable in 2.12. Use the in-game mission downloader to check for updates.
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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.
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7 hours ago, datiswous said:Why can the official missions not be updated via the mission downloader? These are just fm's. This would give us players earlier fixes, instead of having to wait another year. This makes no sense to me.
7 hours ago, thebigh said:I don't get it either.
You'll be surprised to hear but I don't quite get it either.
Based on my understanding, there are a few confounding factors that make this a challenge.
1. We did a lot of work to ensure that the "included missions" were made part of the install so first time players would have a curated experience. Moving the missions back to the mission database might require undoing that work.
2. It is entirely possible to add the missions to the mission database while also being included in the installer but doing this will invite a few problems:
2a. What if the user updates the mission and then finds that their TDM install is somehow borked. They might run the installer to repair it and this will revert the mission version. If they fail to update their mission after this revert they might have incompatible save games that cause crashes and confusion
2b. What if a user starts downloading a mission update and at the same time starts a TDM upgrade ?
2c. Users opening bug tickets for a base TDM version due to problems seen in the included mission that are no longer present in the updated one, thus making it more tedious to narrow down duplicate bug submissions.
2d. Players seeing the missions on the TDM missions download page and downloading the package to install in the FMS directory then seeing duplicates in the mission list because the downloads page renames the packages with hashed filenames.
All the above challenges revolve around potential user error and even though it should be obvious not to do these things, we have to compare the above to the vast swaths of folks who are begging to include TDM into Steam because unpacking a zip file and running an installer executable within a folder is "too difficult and confusing".
One thing that we have the ability to do is change the file in the 2.12 installer repo so that if users run the updater it will apply the new mission. This change would not be visible to users so they would not get any alert about it. We would just have to announce it and hope that players watch for TDM announcements.
I am doubtful anyone would want to work on it but I suppose that there could be some way to pass some sort of signal to the mission downloader when included missions have been changed on the installer side so they get a different update indicator.
Still would be kludgy because you'd either be telling the player to exit TDM and run the installer or making TDM invoke the installer internally.
So that is my take on "why" based on my own knowledge.
Of course, part of my inability to "understand it" is due to my incredulity that we need to cater to players who are so below the bar in computer literacy that they would inflict these problems on themselves in the first place. None of this is an official stance just my own take on why the proposal to "let two updater processes control the same files in the same folder" has been rejected ( other than that such designs usually horrify programmers on a primordial gut level and if you mention that any program that does this you will see any programmer in vicinity instinctively reach for headache or stomach medicine ).
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21 hours ago, jaxa said:
What am I supposed to be testing? What's going on?
Looks like it's too late so we will be reverting to the 2.11 training mission.
If you want an early peek at what might end-up in 2.13 you can test this one:
https://drive.google.com/file/d/1F-LlcNx2OVtYggQXQQ7umA0K_AQrpllY/view?usp=sharing
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Added to the wiki. Thank you!
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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
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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.
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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 differencePlease 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
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Issue confirmed. It looks like the shadow count in that scene has grown from 2K to over 15K. It is being investigated.
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12 minutes ago, Fiver said:
Tested on beta 5, still 17 FPS and 9 FPS.
Thanks! I'll look at the portal design in that area.
For a baseline, can you post details about your GPU, Driver, and Host OS
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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 FPSThanks! 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?
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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.
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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.
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Fresnel Mod has been updated:
https://www.moddb.com/mods/the-dark-mod/addons/fresnel-mod-212-beta-3
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Welcome to the forums Ansome!
And congrats on making it to beta phase!
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Update:
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?
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Alberic's Curse v3.11 is now out!
It features:
1) A new script event related to the "Curse"
2) EFX Reverb
3) Volumetric Light effects
4) Different detail levels depending on LOD setting
5) A fix for a very old bug that caused stuttering in the basement, along with a long list of standard bug fixes
6) A few more surprises...
Check for the mission update in the in-game downloader!
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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.
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Thank you!
Added to the wiki.
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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.
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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.
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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 0Will 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. )
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Unofficial Patch
in The Dark Mod
Posted
You followed the conventions here:
https://wiki.thedarkmod.com/index.php?title=A_to_Z_Scripting:_Script_addons_for_players
and created your own tdm_user_addons_wesp5.script ?