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Atomica

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Everything posted by Atomica

  1. Well, time to get over my obsession with mouse lag in the menus and update this motherfucker! At least once all the mirrors have synched and I don't get the issues wesp5 is having.
  2. Also this is entirely unrelated to 2.06 but more a means of heaping shameless praise and boosting egos, but during tests I used the St. Lucia FM and by God, just walking into the initial open area and observing all the lighting, world details and stuff lying around, the game genuinely looks AAA-worthy. You guys really did a great job with the engine as well as showing off what skilled mappers can do. All you need now of course is some shitty film grain, chromatic aberration to fuck up the edge of light sources and motion blur to obscure what you're looking at and you'll be right.
  3. Sorry but the modified display refresh didn't change anything. I think I'll just get used to it because I doubt there's much justification to waste development time to fix it. Here's something worth mentioning though. When I enable the FPS counter in 2.06, the menu is locked at a value flickering between 57-58 FPS, while in the game (which doesn't have any mouse lag at all), when the scene is not demanding the FPS will flicker between 61-62 FPS. In 2.05 it's 61-62 FPS for both menu and in-game. Maybe uncapping the menu FPS would help, I dunno. I've also experimented with com_fixedTic 0. This command also existed in 2.05 though. Is the only difference now that it's capped to a more reasonable value in 2.06 than 1000 FPS in 2.05? Or does it fix other side-effects from setting it to 0 in 2.05? I seem to recall an instance 2.05 where messing with fixedTic (or was it preciseTic?) cause fluctuation in the game's FPS to essentially speed up or slow-mo animation in the game.
  4. OK... well at least I'm not losing my mind, thank you. I agree that it's a subtle thing, and I'll admit if it seems silly to some. But some people are more sensitive to lax mouse input responsiveness than others, we're all different people. But you're right, it's not game-breaking on its own. I dunno, maybe all I need to do is change a single console command and it'll fix it and be like 2.05. Beats me what it could be though. But you play the game windowed? How do you get immersed in it if you can see your desktop? I never play games in a window so excuse the confusion.
  5. If you have a 2.05 install, and the update comes through to update to 2.06 (which you can do already, there's a differential update already available), the user's Darkmod.cfg is obviously going to still be there. Do you expect the user to blow away their old config file and start from scratch? What about keybinds for example, those are stored in the config file. Also I enabled com_showfps. Seems like the menu is forced into around 58-59 FPS, even if you select the option to uncap the FPS (which I only tested to see what options would change things, I probably wouldn't run uncapped normally). Having it capped or not makes no difference in terms of responsiveness. EDIT: For the record I deleted the Darkmod.cfg file and, sure enough, the mouse lag exists in the menu on a fresh install. Try the same with an no-config 2.05 install. There's a clear difference in the menu mouse movement between the two. This is the ONLY thing that's bugging me at the moment - the feel of the mouse in the menus in 2.05 was snappy, now in 2.06 it's not, config file makes no difference. This might seem trivial since it doesn't seem to affect the main game, but I HATE mouse lag and feel it to the point where I'd rather have tearing than input lag.
  6. OK I gave 2.06 a go, but there's something annoying about the menu. The mouse definitely feels sluggish/floaty in the main menu screens in 2.06, whereas the mouse responds nicely and sharp in 2.05. This is without adjusting any console settings and just using my existing Darkmod.cfg. However, in the game itself, the mouse input lag disappears entirely. It's only present in the menu screens. I should also mention I'm not running with vsync, which commonly ads some input lag. It's very weird.
  7. Almost sounds like you're saying "hey our engine's AA option is shit, get your GPU driver to do the job". Also I know 2.05 had no soft shadows, I'm just saying that I'm used to the AA done in the engine in 2.05, but it sounded like if I wanted to use the soft shadows that's available in 2.06, that wouldn't be an easy option. Still, it's good to see there are console commands to restore the classic renderer so nothing has to change if necessary. The shadow tech is more of a curiosity - hard shadows never really bothered me because frankly, no-one uses calculated stencil shadows in games anymore, it's all shadow maps I believe. The Doom 3 shadowing style is kinda unique and I love it, but I'm always interested in what you guys come up with.
  8. So how much time will you give for major issues to be raised before it gets pushed out to the regular mirrors for regular users to update from? Also, in 2.05 I like using the in-game anti-aliasing option (4x). Technically speaking what kind of AA is this, because it sounds like it'll mess with the soft-shadows tech? I have an NVIDIA card if it means anything.
  9. I just want to make sure I understand this correctly, but if I update using the update.thedarkmod.com mirror as specified above, the version of TDM that I end up will be the officially released version of 2.06 if no further (major) bugs are found? Sounds kinda like a pre-release almost, or a release candidate.
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