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  1. As of v3.8 and as reported in 5467, DR only supports prefab tooltips for prefabs that contain a worldspawn entity (at least one brush or patch that's left as worldspawn) with an editor_description spawnarg. This is problematic because most prefabs don't contain such an entity, so if a prefab creator desires to include a tooltip something like a brush cube needs to be added to the prefab (see for instance 6267). This is a little messy as the mapper might not understand its purpose or forget to remove it after placing the prefab. It's also tricky to create a series of prefabs with descriptions in a single map because there can only be one editor_description spawnarg in the map at a time, so the creator has to store each tooltip in an external file like a Notepad .txt. I think an ideal solution to this would be that DR prompts for a description when exporting something as a prefab. The prompt window could already be populated if the mapper is overwriting an existing prefab with a description, or if the selection contains a worldspawn entity with an editor_description spawnarg. More flexibility in making tooltips for prefab would imo certainly be a valuable quality of life improvement.
  2. Is there something wrong with the forums lately, or is it my browser? I've been having trouble formatting posts, and just now I couldn't format anything at all.

    I'm using Vivaldi.

    Usually I have to: select text, click bold, nothing happens, select again, click bold, then it works. 

    Same for other stuff, like creating spoilers, bullet points, links. Nothing works the first time. 

    1. datiswous

      datiswous

      I have no problem. I use Firefox. @Zerg Rush also uses Vivaldi. Have you tried without extensions, or in another browser?

      (btw. bold, italic and underline have shortcut keys: Ctrl B, Ctrl I and Ctrl U, you could try that)

       

  3. Since Aluminum directed me here ( https://forums.thedarkmod.com/index.php?/topic/9082-newbie-darkradiant-questions/page/437/#comment-475263 ) can we have unlimited renderer effects? Well, maybe not unlimited, by maybe 3-5? Thanks.

     

    1. Show previous comments  1 more
    2. Nort

      Nort

      Since I wasn't the one mainly asking, I'll just cite you in the original thread instead.

    3. AluminumHaste

      AluminumHaste

      There already is a kind of sorting, sort nearest, sort decal, sort <n>. For things like windows and such, sort nearest should probably have the desirable affect, though looking through multiple translucent shaders might kill performance.

    4. Nort

      Nort

      Is having multiple render effects really killing performance that badly? I don't understand. You're saying that if I have two transparent objects side-by-side, then they'll just count as two render effects, but when combined, they somehow become something much more difficult to render?

      Never-the-less, unless we're talking some kind of infinite portal problem, why not let the mapper choose how much he wants to kill performance? Just warn him against putting too many effects close together.

  4. Woo!! 2.10 Beta "Release Candidate" ( 210-07 ) is out:

    https://forums.thedarkmod.com/index.php?/topic/21198-beta-testing-210/

    It wont be long now :) ...

  5. I don't think there's a link to thedarkmod.com on forums.thedarkmod.com ...

    1. datiswous

      datiswous

      Yeah and the wiki and moddb. It should have those links in the footer I think. Probably easy to add by an admin.

      Edit: And a link to the bugtracker. I'm always searching for a post in the forum that links to that because I can't remember the url.

    2. Petike the Taffer

      Petike the Taffer

      I drew attention to this several times in the last few years. No one payed it any attention, so I just gave up.

    3. duzenko

      duzenko

      Reluctance to improve the forums is matched by reluctance to allow more people to work on it. Talk about trust and power.

  6. While I was prototyping my main location for the demo, I encountered something that might be worth checking further, especially if you use a lot of brushes in your map. I was using multiple brushes to approximate a model for my target location. It had a lot of DCs, so I thought I'll convert it to func_static, so every face isn't counted as a model (which is typically the case with BSP vs static meshes). I did the conversion and compiled the map. When I ran it again, stats actually showed a bit higher DC count, while tris and shadow tris went down a little bit. Tried deleting all the files (.map, .cm, .proc) – no effect. There might be something wrong on my end, so I encourage you to test this on your own. But if this is normal, then it means Convert to func_static is much less useful than I thought. There's not much of a conversion going on here. I mean, you can still do it to add noshadows 1 option for shadow optimization, but that's basically it. That means making "models" in DarkRadiant should rather be discouraged, since the engine has pretty low drawcall limit.
  7. Not so long ago I found what could make a pretty good profile picture and decided to try it out on these new forums. But I couldn't find a button anywhere that would let me change it. I asked on Discord and it seems Spooks also couldn't find anything anywhere. So I logged into an old alternative account and, lo and behold, that account has a button. This is on the first screen I get when I: 1) click on my account name in the top-right of the browser -> 2) click on 'profile'. Compared to my actual account: Are you also missing this button on your account? It'd be very much appreciated if that functionality could be restored to any of the affected accounts.
  8. I changed an existing prefab (mirror on stand) to be a larger floor standing version. I saved it as a prefab from origin 0,0,0 and it appears fine in the prefab viewer etc. However, when i import it into my current map and rotate it, one part rotates the origin correctly but the other two still remain oriented in the XYZ direction and don't rotate accordingly. It means the tilting is at a crazy angle. How can i set the correct origin rotation on the two parts and make it stick? thank you.
  9. Hi, I need to know what the code is to use Spoiler Tags. I am using my tablet and I don't have the options to use anything, like spoiler tags, quote tags, text changes etc. Thanks
  10. Still spreading the word about TDM on forums to new peops... Funny to see people say "Awesome, I loved playing Thief back in the day!"

    1. Show previous comments  2 more
    2. kano

      kano

      Yes it was in a discussion where someone was saying how unhappy they are with the way game companies grant themselves permission to do whatever they like to your PC and personal info today. I pointed out that giving up games completely is an unnecessarily overkill solution when there are free games like TDM to play.

    3. Epifire

      Epifire

      Honestly the mod/Indie genre is still really booming right now. And they aint got no reason to do shady invasive privacy bs.

    4. Petike the Taffer

      Petike the Taffer

      What Epifire said. :-)

  11. Hi guys, through the "cheats" topic I got the idea, that it would be quite useful, if there were tags for missions (the post was about removing the killing restriction in some missions to suit the prefered play style). I don't know how easy or difficult this is, but with them, it would be quite convenient to pick missions with playstyles, environment, etc one does want to use. This could also be expanded to other mission properties. I remember a discussion about climbable drains, handles on doors, that cannot be picked and other things the map author chooses for himself. That way these things would be clearer and as I said before, it is easier to choose missions with playstyles that suit oneself. What do think?
    1. Tarhiel

      Tarhiel

      Awesome, congratulations!!! :o

    2. Bikerdude

      Bikerdude

      Yup, all the remianing bugs were ironed out, so it nigh on perfect now.

    3. AluminumHaste

      AluminumHaste

      version 2.1 is now uploaded to mirrors ready to download.

  12. I think I remember a topic a while ago about the same thing or something similar but can't for the life of me find it again. I'm not sure how common this is, and if a fix even exists, but it's getting silly. Simply put, perfectly vanilla worldspawn will disappear permanently and seemingly at random when dmapping and testing my map. I've done precisely nothing to it, and I can't see any correlation between placement and occurrence. So far a decent workaround has been to turn the offending worldspawn into a func_static and then place a caulked worldspawn inside it to plug the gap if it's sealing out the void. It looks ugly in the editor but perfectly fine in-game. Still, I'm getting a few instances where that won't work anymore. Removing them and filling in the gap fixes it but looks bland, so it's an issue with the brushes rather than that particular area. Here's how the unfixable occurence looks in DR: That's all pure worldspawn, nothing else. It was originally filled with water and steam emitters but I took them out to see if that was the cause of it being unfixable. It wasn't, so I'm left with just this. And here's how it looks in-game (some of the wall framing is doing it too): http://puu.sh/7A30S.avi Like I said, it's pure worldspawn just made by hand. I thought it could be cloning and so re-did it the long way but to no avail. Was there a fix found for this? It was fine when I could fix it but now it's a real pain.
  13. can somebody fix the mainpage of our site? http://forums.thedarkmod.com/topic/19469-new-layout-error/

    1. nbohr1more
    2. Springheel

      Springheel

      It's under construction at the moment.

       

  14. Experimenting with TDM on Steam Link on Android. see topic http://forums.thedarkmod.com/topic/19432-tdm-on-steam-link-for-android/

    1. freyk

      freyk

      Did the TDM team removed D3's internal Joypad feature? (tdm works only with systemkey binders for joysicks)

    2. freyk

      freyk

      Thanks to shadrach, i got my joypad working in TDM on steam link!

  15. Would it be easy to add ability to turn several selected func_static models into one? As if you select several brushes and turn them into one func_static. Maybe having an option like "multi_func_static" "1" in a game config file for DR would enable/disable such functionality to avoid messing with Doom 3/TDM games. We are looking into having several models in one func_static, and if we figure it out, it would be nice to be able to select models in DR and turn them into one func_static.
  16. Do you recall how in Doom 3 each map has "call" "blah::main()" in the worldspawn ? (I am sure TDM does that too) Is it possible to call several functions in the worldspawn ? For example: "call" "blah1::main()" "call" "blah1::funcX()" "call" "blah2::main()" Thanks.
  17. (yet another thread about optimizing the map by turning details into func_statics) So, I have a somewhat complex interior scene with 1300 drawcalls that runs at about 50fps on a dated Core2DuoE6300/RadeonHD4890 machine. Apart from curved surfaces and models, it's entirely made from worldspawn brushes. Adding AI to the scene costs 5 fps per guard. Maybe I can improve that? I remember that detailed brushwork is bad for pathfinding and so I decide to spend a day taking said interior apart piece by piece, replacing visible sides of brushes with patches, projecting textures onto them and simplifying the sealing geometry to this: The actual scene is visually indistinguishable from before. At this point everything is still worldspawn, though aside from sealing brushes, everything is patches/models. On that same PC, viewports in DR start to stutter a bit (render window msec counter has doubled), but in-game it's still 50fps, still around 1300 drawcalls. The fps drop when adding AI (1, 2, 3 guards) is exactly the same as before despite a much simpler ws-brushwork. So, let's group patches into func_statics and add noshadows to them. Attempt 1: let's try to keep modularity intact. I group together walls consisting of panels + wallpapers + trim at the top. I group ceiling panels (6 patches each). Same with the columns+arches. Testing it in-game reveals a 10fps drop and 1800 drawcalls from the same spot. Huh. To be expected, I guess, since (I assume) each func_static calls for each texture independently. The scene allows us to add noshadows to most of the walls/ceiling, and that'll give us a whole 1 (one) fps increase. Eh. Attempt 2 then: to hell with modularity, let's just group all patches with the same texture to suit drawcalls better. Maybe then we can make trims non-solid. Testing in-game, 1450 drawcalls. While an improvement over modular approach, that's still 150 extra drawcalls (and 5 fps less) compared to just worldspawn patches, and turning select surfaces non-solid seems to not have any effect at all. So it all boils down to this: compared to my initial brushwork, I spend more time, have worse performance in DR, and gain no tangible benefits. Am I missing something else here? So far it seems to me that the effect of complex sealing geometry on performance is a bit overblown, and modular approach is quite inefficient unless you export all func_statics as models first.
  18. Did a great find today: Quake 4 mods for dummies. Now online readable. http://forums.thedarkmod.com/topic/5576-book-quake-4-mods-for-dummies/?p=412644

    1. Obsttorte
    2. Bikerdude

      Bikerdude

      He changed ita long while back, it was so he was using the same name as he uses on other forums.

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