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datiswous

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Posts posted by datiswous

  1. This mission does not load at all (2.13). If I skip the intro I see a black screen with music in the background. Pressing esc. multiple times quits (or crashes?) tdm.

    False alarm. Something was wrong in my install.

    I did see this in the console when starting the briefing video:

    [swscaler @ 0x7eb88cf95540] deprecated pixel format used, make sure you did set range correctly

     

  2. Is there a list of missions that needs subtitles more than others? Like a priority/popularity order. I guess maybe Shadows of Northdale, Volta and Hidden Hands?

    The smaller missions are easier to complete and test, but probably less reason to have subtitles for them.

  3. The only issue I have is that it's possibly a bit too easy (I played medium though and knocked out everyone). For the rest it's a nice small mission.

    Spoiler

    There's that suggestion in the air that at some point Michael will be used as a test subject.

    I thought the sculptures and the painting in the room downstairs are quite scary. I had a hard time reading anything while standing in that room.
    The calc book does take some of the scariness away, because it's funny.

     

  4. On 1/5/2025 at 4:20 PM, stgatilov said:

    On the good side, you should no longer have a problem when you put a corpse into a dark spot under a table but guards still detect it easily as if the table did not exist.

    So why is it that in 2.12 and earlier putting a body in a dark corner often does actually work to hide it?

  5. 26 minutes ago, stgatilov said:

    All the other image formats are read to produce RGBA 8-bit buffer on CPU, and after that their treatment is the same

    So the mipmaps are not generated ingame for jpg and png, but it's not necesaary?

  6. On 3/16/2025 at 1:52 PM, nbohr1more said:

    https://en.wikipedia.org/wiki/Mipmap

    Mipmaps are lower resolution versions of textures that are used by your graphics driver when objects are further away. Uncompressed textures typically don't include them because the default uncompressed formats don't support them ( not designed for 3D game engines ). DDS textures can include them in either uncompressed or DXT \ BC compressed formats and we typically do "generate mipmaps" when encoding DDS. How do uncompressed textures get their mipmaps ? We auto-generate them on mission load. ( That used to be painfully slow until stgatilov changed the mipmap generation code to use SIMD instructions and multi-core. )

    What does the texture quality slider do?

    For uncompressed textures, it downscales the images before uploading to the GPU. For compressed images, it simply omits loading higher mipmap levels. It works perfectly as long as you properly encode your DDS with mipmaps.

    Maybe it's too much to ask, but if you can, can you update the following info on the wiki with some info on mipmaps:

    https://wiki.thedarkmod.com/index.php?title=File_formats#DDS

  7. On 3/16/2025 at 1:52 PM, nbohr1more said:

    How do uncompressed textures get their mipmaps ? We auto-generate them on mission load.

    How does this work for textures in jpg or png? Or maybe we should never use these formats for textures?

  8. So I guess assets are also version controlled. So if you would fix this in core for 2.14 dev, this would not be available for 2.13. I guess it makes sense, although, one could think it could be smart to update assets separate from engine updates. So you could keep updating 2.13 with new assets, while working on 2.14 dev with engine + asset updates.

  9. 35 minutes ago, nbohr1more said:

    The team decided that another beta round might just spur more reports of other texture and font problems and keep the beta process going for another month or more.

    Why is that a problem? Afraid of not reaching an imposed one version release a year chedule?

  10. On 1/17/2025 at 11:43 PM, stgatilov said:

    I'll simply revert the defaults (except for r_tonemapOnlyGame3d maybe) and consider this new code as "delete whenever you want".
    If the common opinion is that it looks worse, and mappers don't want their levels to look like this, then there is no point in wasting time and attention on it (I mean maintaining, testing missions against it, etc.).

    Here: https://wiki.thedarkmod.com/index.php?title=What's_new_in_TDM_2.13#Graphics

    it says tonemapping is altered

    Quote

    Tonemapping has been altered to improve appearance of overly bright colors. Such colors are no longer clamped at value = 1 and they desaturate at high brightness. Finally, brightness slider should be much more useful now ( post ).

    So you didn't revert the defaults?

    • Like 1
  11. I think it can be done inside the objective editor, but I can't check it, because I can't find the thing in DR under map menu

    I think you could try this. But I haven't tried:

    image.thumb.png.9ba8a3ac32e6015c348001595dbbc9ff.png

     

    On 3/21/2025 at 6:34 PM, ERH+ said:

    e.g. by killing any entity

    What do you mean by killing entities. You mean killing ai?

    • Like 1
  12. There are some bug reports related to horses/horseriding on the bugtracker btw:

    Spoiler

    0002372: Horse (rideable only) - player clipping into geometry https://bugs.thedarkmod.com/view.php?id=2372

    0002368: Horse - head penetrates through things https://bugs.thedarkmod.com/view.php?id=2368

    0002419: Dismounting a horse often results in clipping into horse and being stuck https://bugs.thedarkmod.com/view.php?id=2419

    0002418: Riding horse underwater or back out bypasses water transitions https://bugs.thedarkmod.com/view.php?id=2418

    0002371: Horse (rideable only) - frobbing two or more horses at the same time https://bugs.thedarkmod.com/view.php?id=2371

    0002370: Horse (rideable only) - starting with delay https://bugs.thedarkmod.com/view.php?id=2370

  13. 15 hours ago, wesp5 said:

    I can see the pixel left from the W of Holy Water with Icon size about 6 and Info text about 6 too. I also see a small pixel line left from Total loot at that size.

    Screenshot?

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