Jump to content
The Dark Mod Forums


Development Role
  • Posts

  • Joined

  • Last visited

  • Days Won


Everything posted by nbohr1more

  1. FXAA is useful for one case that MSAA isn't: alpha-textures The other inexpensive way to achieve AA on alpha-textures is "Alpha to Coverage" : http://www.humus.name/index.php?page=3D&ID=61 but it seems to be broken on recent drivers...
  2. This is in the 2.10 beta: My settings: r_newFrob = "1" r_frobHighlightColorAddB = "0.02" r_frobHighlightColorAddG = "0.001" r_frobHighlightColorAddR = "0.001" r_frobOutlineColorA = "0.85" r_frobOutlineColorB = "0.65" r_frobOutlineColorG = "0.1" r_frobOutlineColorR = "0.1" r_frobOutline = "1" r_frobIgnoreDepth = "0"
  3. The posterization is fixed in Stencil Shadows mode but still persists in Shadow Map mode. I will have to go back and review again since the lighting in shadow map mode is not as good as stencil mode in the default shaders anyway. ( If you can fix that it will remove one of the hurdles to moving to exclusively shadow map mode.) Also, puddles in "No Honor Among Thieves" are spazzing out and alpha leaves on trees are flickering different brighness values. Edit: Never-mind about the flickering trees. This appears to be a general bug in Stencil Shadows in SVN (sorry).
  4. Crucible of Omens: Behind Closed Doors Treasure room in the final manor.
  5. Here is what I am speaking of: Default: Posterization:
  6. Hmm. The posterization is substantially reduced in this version. I looks really good but there are still cases where it manifests here and there. Maybe some sort of dither is needed? (Oof, I forgot to test without any postprocess or bloom. Will try that tomorrow.) The clamping of the metal speculars makes them look a little more plastic but I sorta understand the balancing act you are working with here. What I would want to know is whether one can encode true PBR attributes into the specular and diffuse textures so that we can test a hybrid scene. I am guessing that using the specular alpha channel or some other bit segment detection would be too much trouble so it would require new keywords (roughnessmap etc ) on the engine side.
  7. How did you encode your qer_editorimage images? Please attach one to the bug tracker.
  8. For Doom 3 vanilla, most relatively recent hardware will see no difference with Carmack's reverse. TDM has Carmack's reverse since we have much higher poly models and larger scenes with more shadow casters.
  9. I was expecting a furious debate about color. I'll start one. I like "spooky blue-ish glow":
  10. I think Obsttorte fixed this in the 2.10 alpha ( dev builds )
  11. You probably don't like the "ignore depth" feature of the outline. Try either r_frobIgnoreDepth 0 or r_frobOutline 0
  12. Here are screen-shots with banding or posterization: https://drive.google.com/file/d/1iV6M0TzUNthj7J3EMd_72Ofo4qQeJ0Rq/view?usp=sharing There is some sort of hard border between the lit side of normals and unlit side.
  13. As I understand it, the main objective of this change is to make it easier to create material definitions and reduce the amount of parsing during mission load. Another possible benefit is state change and drawcall reduction. It wouldn't be too hard to make a new "frobstage" material keyword that could allow an override but I don't know whether that would foil future plans to optimize rendering? @cabalistic ? The other option is to ensure that the r_newFrob always exists and let players set it to 0 when playing missions with custom frob. Although, this would also mean that you would need to pack custom frob materials in your mission for all frobbed assets or we would need to implement a fallback behavior ( if no frob stage is found, render with newFrob ).
  14. I changed FALSE back to OFF and added these lines and it completed the compile but I think I need to remove the previous executable to be sure?
  15. gcc --version gcc (Ubuntu 7.5.0-3ubuntu1~18.04) 7.5.0 Copyright (C) 2017 Free Software Foundation, Inc. This is free software; see the source for copying conditions. There is NO warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. cmake --version cmake version 3.19.2 CMake suite maintained and supported by Kitware (kitware.com/cmake).
  16. It's hard to directly compare RBDoom3BFG and this work since the former uses generated probes for ambient lighting. As for evaluation of the latest changes of their own merit? This appears to have the most sane specular response yet. There is some sort of color banding \ posterization artifact though... Perhaps you are running low on shader precision due to the number of stages?
  17. Rev 9398 now "I" cannot compile: /usr/bin/ld: ../ThirdParty/cmake_find_package/../artefacts/ffmpeg/lib/lnx64_s_gcc_rel_stdcpp/libswscale.a(gamma.o): relocation R_X86_64_32S against `.text' can not be used when making a PIE object; recompile with -fPIC /usr/bin/ld: ../ThirdParty/cmake_find_package/../artefacts/ffmpeg/lib/lnx64_s_gcc_rel_stdcpp/libswscale.a(hscale.o): relocation R_X86_64_32S against `.text' can not be used when making a PIE object; recompile with -fPIC /usr/bin/ld: final link failed: Nonrepresentable section on output collect2: error: ld returned 1 exit status CMakeFiles/TheDarkMod.dir/build.make:8094: recipe for target 'thedarkmod.x64' failed make[2]: *** [thedarkmod.x64] Error 1 CMakeFiles/Makefile2:94: recipe for target 'CMakeFiles/TheDarkMod.dir/all' failed make[1]: *** [CMakeFiles/TheDarkMod.dir/all] Error 2 Makefile:102: recipe for target 'all' failed make: *** [all] Error 2 So all platforms now need to run the python fix before compiling now?
  18. For reference, the Dev version details can be seen here: Just use the new tdm_installer to select a custom TDM version and select the latest dev build version.
  19. My condolences to you and your family. Your father was a great coder, mission author, and a great overall human being. (He seemed to act like our grampa here too, and always called TDM AI his children.) He had labelled "William Steele 6" as "Release Candidate 2" so that one is probably unquestionably eligible for release given grayman's extremely high standards. I will open a discussion on this internally and I have copies of the last missions added to the beta forum.
  20. Grayman was a legendary presence. I am sure that he will be missed both here and in the real world. I cannot express enough thanks to him and enough condolences to his friends and family who will undoubtedly miss him deeply. Salute to the best of the best!
  21. Hmm. Maybe we should include this in the hotfix. This was a pretty big code restructure so it was reserved for 2.10 and dev builds.
  • Create New...