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nbohr1more

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Posts posted by nbohr1more

  1. Looks like we have one physics based regression?

    Linux users get stuck at the start of mission "One Step Too Far" :

    Bisecting...

    mission works on 2.12 dev binary 10370

    works on 10455

    broken on 10518

    works on 10488

    Something between 10488 and 10518 caused the problem

    Compiling binaries:

    Rev 10498 is also broken

    10491 works

    10494 works

    10495 works

    10496 works

    10497 works

    10498 still broken. WINNER

    If I revert this change, the problem is fixed:

    original : vel += (vel * gravityNormal) * gravityNormal;

    10498 : vel -= (vel * gravityNormal) * gravityNormal;

    Maybe ifdef it for Linux @stgatilov ?

    • Like 2
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  2. 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 )

  3. 1 hour ago, MirceaKitsune said:

    Would like to remind of a notable bug that persists in latest beta: Sometimes when you kill AI with a broadhead arrow, TDM will crash instantly or soon after their death. I'm currently replaying King of Diamonds and got a case of that, previously experienced during another FM with one of the dev versions. Here's the qconsole.log once more, hope it's enough to help track down the issue... the one line I believe is relevant:

    WARNING:idClipModel::FreeTraceModel: tried to free uncached trace model (index=0)

    qconsole.log 331.95 kB · 1 download

    Thanks for the log, I am guessing this might be:

    I am guessing that it is a random occurrence?

    • Like 2
  4. No exact ETA but early February was the initial target.

    As i know, there is only 1 major regression but we have a lot of testing yet to do because the new light optimizations produce shadow leaks for a few rare scenarios.

    ( Would be cool if we had an automated tester / screenshot comparison tool like Dolphin Emulator uses to automatically test if engine updates affect visuals in multiple games. )

    • Like 2
  5. 4 hours ago, peter_spy said:

    On a slightly related note, why ambientrimcolor material keyword was removed in 2.11? Notes show that it was "unused" – was it even advertised to mappers and content creators?

    @stgatilov Can answer this one. I think there's an argument for having this as a material effect to make assets stand out but I am not sure about "tying it to the ambient" light when we eventually plan to have those lights globally render proper fresnel at some point.

    • Like 1
  6. TDM has tons of textures from "free" texture resources that do not allow redistribution and cannot be incorporated into a commercial project.

    Someone would need to create a huge replacement pack of textures that do not break the look of existing missions and do not infringe on the copyrighted textures.

    Also, many artists who contributed to this project do not want 3rd party entities to use their work in commercial projects. They intended the models, textures, sounds, animations to be exclusively used for Darkmod content. You would either have to replace ALL assets or contact every contributor and ask them to re-license their assets. Many contributors are no longer active with the project and haven't visited the forums in years so it would be no easy feat.

    I cannot speak to Debian policy but I think that they treat installers that add non-free content the same as non-free content itself. One could argue that Steam is such an installer but I guess Debian would counter that there are a few fully Libre games on Steam.

    I think Debian, Ubuntu, or Linux Mint need to consider a repo that allows for games (etc) that include non-libre content but intentionally offer this content for free to the community with no stipulations other than "don't try to sell it as a product".

    • Like 1
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  7. 1 hour ago, Baal said:

    I replaced the moonlight setup in Collateral with a global parallelSky light. It seems to work as expected and is much easier to setup. Cool.

     

    @stgatilov

    The moon light entities had "nodiffuse" set to 1. I don't remember why. What effect does this have?

    "nospecular" was also set. Does this have a noticeable performance impact?

    To my knowledge, "nodiffuse" doesn't currently work, "nospecular" saves a small amount of performance but is mostly used to give a flat appearance similar to the old ambient light.

    • Thanks 1
  8. On 1/15/2024 at 2:35 PM, Geep said:

    To follow on. While the TDM distribution does have a DDS file for Stone 12pt:

    tdm_fonts01\dds\fonts\english\stone\stone_0_12.dds

    it is missing the corresponding DAT file:

    tdm_fonts01\fonts\english\stone\fontimage_12.dat

    so the system uses Stone 24pt as a basis instead.

    BTW, the Russian version has both files for Stone 12pt. If you try to use the Russian DAT (renamed) with the English DDS, pixel nightmare.

    I asked around in TDM a year ago if anyone had the missing dat file. No luck.

    Hmmm, didn't mean to highjack this thread. I'll shut up now.

    Try this, it's the development WIP of those dat files that Tels was patching to include features for other languages:

    fontstuff.zip

    See also:

    https://wiki.thedarkmod.com/index.php?title=Font_Conversion_%26_Repair

  9. I helped with the story on a few missions: Elixir, Behind Closed Doors, Written in Stone.

    Spoiler

    Maybe this church is the emergence of an old sect of Builders who were thought to no longer practice / exist.

    They incorporate Imperial lineage into their beliefs and treat the Emperor as a quasi-messianic figure.

    Your task is to sneak into their records and retrieve proof that they are a heretic church.

    ?

     

    • Like 1
  10. 2 hours ago, MirceaKitsune said:

    Is the change still not good enough to make it into vanilla as implemented? I imagine it's too late to make its way into the current beta for 2.12.

    The current design has many arbitrary artistic conditions that "look good to me" and "closely resembles TDM v1.03" ( which looked good to me ).

    If someone wants to offer a neutral "PBR compliant" version it can be included in the core pretty easily.

    • Like 1
  11. 2 hours ago, snatcher said:

    I am bringing this here.

    From the instructions in ModDB:

    Rename tdm_base01.pk4 in your darkmod directory to tdm_base01.pk4.old

    Wouldn't it be better to offer this as a "z" (zzz or whatever) mod? It could have it's own z_fresnel_mod.pk4 name.

    Yeah, probably.

    Mostly wanted to clue people into where we keep our shaders so other tinkerers can offer improvements (etc).

    • Like 1
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