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AluminumHaste

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Posts posted by AluminumHaste

  1. 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

    • Like 1
  2. 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?

  3. 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.

  4. 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???

     

    USLad0i.png

     

    That white line, is the other side of the texture. If I shift it over a bit, you can see it better.

    9linKRA.png

  5. 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.

  6. 5 hours ago, stgatilov said:

    Also I noticed this white line on the testmap:23002917_carpets(2023-01-1510-24-04)(-1415.51312_7934.25).thumb.jpg.852722037e43eb631d85659818840a27.jpg

    It looks quite bad from distance, like a 1-pixel aliased line.
    Is this an issue in the testmap itself?

    Yeah trying to figure that one out also. It doesn't do it with other textures.

  7. 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.

  8. 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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