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nbohr1more

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Everything posted by nbohr1more

  1. From what I gather, some research group finally figured out how to make use of carbon structures in a semiconductor. They made a hybrid silicon\carbon substrate that works at least as good as silicon but has thermal conductance pretty close to that seen in graphene lab samples. Estimated to be less than 5yrs from commercial viability. Maybe that is why TMSC is skipping ASML's EUV High-NA tools? They think they can save money and hit ultra clock-speeds if they invest in the carbon\silicon hybrid wafers? https://www.anandtech.com/show/21194/asml-ships-first-high-na-euv-scanner-to-intel
  2. We used to have a more open policy about wiki access but got burned by spammers who acted in bad faith. If you have a wiki idea, please post a document and other members with wiki access can vet it and add it. Once you have proven your long-term viability, you will likely gain access to self-edit. Nothing guarantees that a spammer isn't "playing the long game" and waiting for such access but it increases the barrier of entry and makes the endeavor less enticing. I refrained from commenting on this thread because I do not have privileges to add users to the wiki and therefore generally do not feel comfortable speaking on behalf of those who do have such privileges.
  3. All of the final versions are merged into SVN core. The Wench still appears to have issues so that will need to be worked out after the next beta releases.
  4. All the new subtitles were added. Thank you! Please ping me if you create any new ones.
  5. I am starting to merge these. Mandrasola is done
  6. Blur can be done but will have the same problem during videos, and purely GUI modes. Needs _currentRender and that isn't generated in GUI modes
  7. Keep in mind that different Linux distros use different display architectures, some of which use GPU compositing. Some of the compositing based desktops hard-code vsync on regardless of driver setting. Conversely, some X11 based distros have notorious problems with vsync that can only be fixed by changing the default Window system or some other workaround.
  8. Or check the "Sync to VBlank" checkbox in the GUI screen shown above...
  9. Now that we have a solution to give text a black outline, I don't think there is any pressing need to make the background cap it's brightness below the text brightness. That said, I think the background still helps reduce the visual noise ( for example, if the text were rendering over stripes or dots of dark and light, brightly lit vegetation, etc ). I think we should have both the black outline and darkened background... and the background alpha should be bumped to 0.6 so it's a smidge darker to handle the worse case areas. Example: tdm_subtitles_message.gui.txt tdm_subtitles_common.gui.txt
  10. Yes, it uses the heathaze shader with _flat as the input normalmap. There is still some faked refraction somehow. Gonna gut that part of the shader soonish. Thank you for testing
  11. can you confirm that your heatHaze_dark.fs file looks like:
  12. OK here is a mockup: zzzz_subdark.pk4 It currently doesn't work as an overlay to movies or purely gui elements ( probably need to toggle back to the simple behavior on those )... but it works to prevent background lights from making the text illegible. Try it out
  13. the definition is just using backcolor set to all black with 50% alpha should be able to create a material with a translucent filter effect and replace backcolor with background /material/path
  14. Hmm... the background image seems to be doing a naive relative attenuation. I wonder if we could configure a shader with a max rgb that is always some percentage darker than the text color min ( value, ( textcolor * 0.7 )) I'll see if I can locate where the behavior is defined.
  15. That looks like a "displayport" port. Your monitor has a displayport input, you just need the cable ( if it didn't come with the monitor ).
  16. According to UserBenchmark, the "Intel® HD Graphics 530" that comes with your i5-6500 is more powerful than the Geforce GT610. Most motherboards that support this CPU have both HDMI and Display Port. Yours only has VGA? Can you post a picture of the rear I\O ?
  17. I did a little testing of SVN 10610 and 10611 and haven't seen any light \ shadow problems thus far. I mostly play in shadow-map mode but I think the problems mostly impact stencil? ( haven't seen any issues in stencil mode either ). I think the reverted Doom 3 style frustum may have cured the light leaks above some shielded electric street lamps too. It also may have improved the appearance to lighting in the mission "Behind Closed Doors" ( noticed more shading variation on the walls of the large stairway at the start of the mission ). Could be placebo, gotta compare screenshots.
  18. Geforce GT 610 has "Turbocache" so it can use system memory to expand it's VRAM. If you have old \ buggy Graphics drivers ( or no graphics drivers), that may not work too well. Still, the mission will challenge a lowend GPU like this. Setting image_downsize settings should help it run: https://wiki.thedarkmod.com/index.php?title=Performance_Tweaks#Image_downsizing
    1. Show previous comments  3 more
    2. jaxa

      jaxa

      I think I hear some TDM music in the first mission 😮

    3. AluminumHaste

      AluminumHaste

      Well deserved to be honest.

    4. Epifire

      Epifire

      Glad to see a Thief mod getting good exposure. Nice to know there's still an apatite for some good immersive sims yet.

  19. I think there was a quirk in the engine that treated pure 0 black as an artist error so a small uplift was added to ensure proper light response. This was more critical when the ambient had a Fresnel component. The DXT1 encoding was to save on storage. I think that's a silly rationale since a pure single color texture could technically be represented by a single pixel. No pressing need to compress that or even a 32x32 texture but I suppose if someone is obsessed with saving texture storage they could choose png or a better dxt version. TLDR; Transparent \ Blend textures should be fine with 0,0,0 color and single color textures don't need aggressive compression. _black should be fine for all such materials.
  20. No worries. If you wanna try, it's not too difficult, especially with the v2 "presets". The tricky part is ensuring the location entity is inside the middle of an area and that location separators enclose the area. I've actually done this by editing the map file in a text editor and making the entities match locations of other entities like door handles for the separators and vases (etc) for the location. It's easier to do in DR if you are a DR veteran of course. https://wiki.thedarkmod.com/index.php?title=Setting_Reverb_Data_of_Rooms_(EAX)
  21. Actually, if you are up for it... EFX reverb too ?
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