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Posts posted by AluminumHaste
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Probably didn't make it into this beta, but it will be
#6232. Changed "Put Away Weapons" to "Sheathe Weapon" in key binding name.
#6232. Renamed cvar to tdm_toggle_sheathe.
#6232. Added "Toggle Sheathe" option in Controls menu. -
25 minutes ago, stgatilov said:
So... are you going recommit the normal maps as DXT1 ?...
If it looks OK in-game, then it's not a problem, I suppose.Committed, let me know if I missed any, I think that's all the normal maps.
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Yeah that crashes for me also.
I run fullscreen so that I can run TDM at higher than native resolution, have a 1080p monitor but run TDM at 1440p.
Minimizing it in task manager as described crashes TDM.
Game crashes in FrameBuffer.cpp @ line 337
void GL_ScissorVidSize( int x /* left*/, int y /* bottom */, int w, int h ) {
// get [L..R) ranges
int x1 = x;
int y1 = y;
int x2 = x + w;
int y2 = y + h;
// convert to FBO resolution with conservative outwards rounding
int width = frameBuffers->activeFbo->Width();
int height = frameBuffers->activeFbo->Height();
x1 = x1 * width / glConfig.vidWidth;
y1 = y1 * height / glConfig.vidHeight;
x2 = (x2 * width + glConfig.vidWidth - 1) / glConfig.vidWidth;
y2 = (y2 * height + glConfig.vidHeight - 1) / glConfig.vidHeight; <<<----------------Crashes here.
// get width/height and apply scissor
GL_ScissorAbsolute(x1, y1, x2 - x1, y2 - y1);Unhandled exception at 0x00007FF6712A5F1E in TheDarkModx64.exe: 0xC0000094: Integer division by zero.
Stack Trace
> TheDarkModx64.exe!GL_ScissorVidSize(int x=0, int y=0, int w=0, int h=0) Line 337 C++
TheDarkModx64.exe!RB_SetDefaultGLState() Line 82 C++
TheDarkModx64.exe!RB_ExecuteBackEndCommands(const emptyCommand_t * cmds=0x000002cd723e9080) Line 842 C++
TheDarkModx64.exe!R_IssueRenderCommands(frameData_t * frameData=0x00007ff6728840a0) Line 145 C++
TheDarkModx64.exe!idRenderSystemLocal::EndFrame(int * frontEndMsec=0x0000000000000000, int * backEndMsec=0x0000000000000000) Line 648 C++
TheDarkModx64.exe!idSessionLocal::UpdateScreen(bool outOfSequence) Line 2782 C++
TheDarkModx64.exe!idCommonLocal::Frame() Line 2544 C++
TheDarkModx64.exe!WinMain(HINSTANCE__ * hInstance, HINSTANCE__ * hPrevInstance=0x0000000000000001, char * lpCmdLine=0x000002cd562c8dc5, int nCmdShow=0) Line 1151 C++EDIT: I get the exact same crash whether using windowed, fullscreen or borderless
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56 minutes ago, kin said:
I am not betatesting 2.11 but upon playing some older missions with the latest beta version I noticed that when I try to minimize dark mod by hitting ctrl+Alt+delete and the choosing the process from task manager right click minimize, the game crashes.
What were you using before the 2.11 beta? 2.10?
I don't have that option in task manager in windows 11, what OS are you running?
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Don't know why people can't press the dedicated key for weapon. Why all the complicated rigamaroll?
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Same, not expecting "holster weapon" to draw the weapon.
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Ok I think I figured out what's going on, and this is due to me not using the Nvidia tool properly.
It only works properly when you are converting a regular texture to normalmap, then you pick BC5u as format, and image type select Normal Map.Then it works.
If you then try to take an already existing normal map and resave it as BC5u, that's when it doesn't work.So sorry I've wasted your time with this, this one is down to my own incompetence.
edit: Nevermind, still doesn't work. I'll just use DX1 this is too annoying.
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I realize that now ha
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5 minutes ago, stgatilov said:
Can you share the normal map file?
And note which file it should replace...Here's the PNG version if you want to convert it yourself to DDS. https://drive.google.com/file/d/1JlpzBtaZhAphCkbASD49V-6qqweCeCFo/view?usp=sharing
Here's my DDS version using GIMP->3DC. https://drive.google.com/file/d/1O7kiBUliAgHi-kvEkEl_8fypEZT7OAVu/view?usp=sharing
Should replace the file of the same name.
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The beer mug which was stored as BC5u shows DX10 in the header
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10 minutes ago, stgatilov said:
You should look at FOURCC code of your DDS file, I think.
DDS
GIMP-DDS
ATI2 -
Gimp not any better.
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Why would it be different between tools? It's a standard is it not?
Man, Gimp's DDS plugin hasn't been updated since 2013?!?!?
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Yeah I noticed that also, all the AI are sitting off to the side in the chairs.
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Yeah that's F'ed up.
That's still happening?
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It's really weird, for some reason, DarkRadiant maps a square image (2048px X 2048px) onto a square patch/brush (192x192), and wraps around to the other side of the texture, by like 1-2 pixels.
Why???
That white line, is the other side of the texture. If I shift it over a bit, you can see it better.
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Yeah I started redoing them as DX1, they look ok, the round carpet weave is blocky but that's at extreme closeup, not really noticeable in game.
The cup can just use DX1.
I still can't figure out why I'm getting the line between the patches using these textures.
It's very weird. I'll try TGA uncompressed and see if the problem happens still. Maybe it is the Photoshop DDS plugin.
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Yeah on the latest code
Tried again with BC5u, same error in console about invalid internal compressed format and of course the normalmap isn't working right in game.
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4 minutes ago, stgatilov said:
DDS with RGTC data must have FOURCC = "ATI2".
It is also called BC5 I think.I tried both, BC5u and BC3n
Both fail to work in the game.
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3 hours ago, stgatilov said:
You can use RGTC (BC5) for high-quality normal map with the same size, or DXT1 (BC1) for same quality but 2x less size.
So I tried redoing the beermug normalmap as RTGC, fails.
WARNING:Invalid compressed internal format: models/darkmod/props/textures/cheapbeermug_local
And in game it's all broken.
Tried 3 different options for normal compression (RTGC etc), they all fail.
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What does it look like? What's the bug?
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In my experience dx1 had blocky compression artifacting, which is really bad for normalmaps. I'll redo them as rtgc.
The Nvidia tool says it uses 6:1 compression ratio for dx1, and dx3/5 is 4:1 ratio, which is higher quality as DDS compression is lossy.
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Will look at it later. Work starts in a few hours
[Resolved] Allow player choice of "Put away weapons" behavior
in The Dark Mod
Posted
Also as far as I know, the game used to work this way, and was changed at some point.
So really it's not a new feature but reverting the default back to the way it used to be, and also to be in line with other games like this.