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  1. One of the first maps I made for TDM I think back in mid-2009 when it was still and development and not even released yet, was (meant to be) a straight up remake of Magnetic Scroll's Guild of Thieves. You start on the lake in the boat with the Master Thief facing you, jump to the jetty, and then you're on the path to the crossroads. At that early time there were a lot of things I didn't know how to do ... how to make a realistic road, how to make an open world & nature areas, how to make the caves, etc. In the map you can see me giving my best effort at it, but it's kind of a mess and it didn't get far. Also it's a big undertaking, so I ended up going with a small contest-like FM, which is the FM I released. As for the original game, I got close to finishing it. I don't think I actually completely finished it. At some point I just read the final story, so I know how it ends. It's such a good fit for TDM. I might even come back to it someday, although probably not in a way that overlaps with this FM.
  2. Hello TDM-ers. I am encountering an issue where textures seem to partially disappear. I tried searching the forums, but, I don't know what to search for. The missing textures are a worldspawn brush acting as a roof with {for now} flat iron texture. There are other worldspawn brushes right below to create an attic ceiling with roof framework board texture. These gaps appeared a few edits ago. I can't "undo" to get back before whatever edit did this. The gaps are only visible during play and are not visible during editing. Closing and reopening DR and TDM do not fix anything. Some of the brushes overlap in areas behind the play area but I have never seen an issue doing that. The attached image has the effect I am now seeing. Ideas on where to start debugging this? Very much appreciated. Clint
  3. Thanks, I can also recommend gog galaxy. The idea of the custom tags is really nice, I'll have to try this out too!
  4. (I apologize for the odd poll question layout. I wasn't able to add five yes-no questions, because polls are limited to three questions.) Hi everyone, I've recently been working on some patches for issues that I've read about from players on the TDM and TTLG forums — and Discord. My goal is to make it as easy as possible for players, especially new players and those who need usability/accessibility options, to find what they need in order to have a better TDM experience. I've already written the GUI and game engine code for these settings, which I've been using in my personal build. The reason for this poll and discussion is to both guide the finalization of my work and collect data to help inform the dev team. Which patches I submit depend on the outcome of this poll, discussion, and what the dev team agrees to accept. Once decided, I can coordinate with the dev team. I've attached screenshots of what the new settings menu would look like if all of the settings are accepted. Below, I have detailed each menu setting, so you can have an easier time understanding each one. Very important to keep in mind: None of these settings change TDM default behavior. They are all opt-in. If you are already happy with the behavior of 2.10, 2.11, etc. and these menu settings are accepted, nothing will change for you. Rename "Always Run" to "Run Mode" with options "None, Always, Toggle" After 2.11 was released, @i30817 requested that "toggle run" be added to the settings menu. Its cvar is already in TDM as "in_toggleRun" (same as Doom 3). I propose renaming the "Always Run" setting to "Run Mode" with options: "None", "Always", and "Toggle". None = in_alwaysRun 0; in_toggleRun 0 Always = in_alwaysRun 1; in_toggleRun 0 Toggle = in_alwaysRun 0; in_toggleRun 1 Show Blackjack Helper @Wellingtoncrab suggested that the new blackjack helper be added to the settings menu. Its cvar was added to 2.11 as "tdm_blackjack_indicate". More info: It's the new blackjack helper added to 2.11. When the game detects that the blackjack can be used for a successful hit or KO, the blackjack will rise slightly. I propose a "Yes/No" setting for this. Slider for "View: Head Bob" @ChronA requested a way to disable head bobbing, because a viewer watching him play was having severe motion sickness. Also, there was a bug in TDM that made setting the head bob in the console not stick after loading a saved game. (Even with 2.11, if a mission overrides the "tdm_player_thief.def" file and sets "pm_bobroll", "pm_bobpitch", "pm_bobup", and other cvars, it will override player preferences.) As far back as 2008, players have had trouble setting head bob. Another one from 2018. At the end of 2022, @Shadowex3 registered just to voice the need for a way to control head bob. I propose that a slider be added to adjust the amount of head bob. This would use a new "pm_headbob_mod" cvar with a value between 0.0 and 1.0 (default 1.0, no change). The "pm_headbob_mod" would be a multiplier for "pm_bobroll", "pm_bobpitch", and "pm_bobup". The advantage to this approach is that missions like Volta 2 and Hazard Pay would not need to adjust their "tdm_player_thief.def" files for head bob to work properly. And, the player can still adjust "pm_bobroll", "pm_bobpitch", and "pm_bobup" as they like. Slider for "View: Mantle Roll" This is similar to head bob for those who are sensitive to motion. Its cvar was added to 2.11 as "pm_mantle_roll_mod". A Thief player on Discord said, "2.11 will have a cvar to tune down the mantling animation at last." I propose that a slider be added for "pm_mantle_roll_mod". Auto-Search Bodies @Zaratul requested the "auto-search bodies" feature from Thief 1 & 2. Its cvar was added to 2.12 dev16783-10307 as "tdm_autosearch_bodies". I did a poll on the a Thief Discord server and roughly 20% of players there use the Thief auto-search bodies feature. I propose a menu setting for this, so that players coming from Thief 1 & 2 can easily find it.
  5. Awesome! Post is up! https://forums.thedarkmod.com/index.php?/topic/22200-beta-testing-the-house-of-delisle/#comment-487365 Thanks!
  6. YOU TAFFERS! Happy new year! Deadeye is a small/tiny assassination mission recommended for TDM newcomers and veterans alike. Briefing: Download link: https://drive.google.com/file/d/1JWslTAC3Ai9kkl1VCvJb14ZlVxWMmkUj/view?usp=sharing Enjoy! EDIT: I promised to someone to write something about the design of the map. This is in spoiler tags below. Possibly useful to new mappers or players interested in developer commentary.
  7. jaxa

    2016+ CPU/GPU News

    Zen 4 will have a roughly ~8% IPC increase, possibly more or less depending on the application, but will scale to hit much higher clock speeds out of the box. For example, 5.0-5.2 GHz all-core, 5.5-5.7 GHz single core. Also confirmed to have some subset of AVX-512 instructions. No 3D V-Cache at launch, but they can pull that out in 2023. They also have the option to drop in a 16-core Zen 4C chiplet if they need to do that before Zen 5 appears. This could allow them to copy the 8+16 configuration of Intel's Raptor Lake. All models should come with a small integrated RDNA2 iGPU in the I/O die, with support for up to 4 display outputs. It would likely be slower than a Steam Deck unless it can be overclocked very high, but good enough to use a GUI, play some older games, and get hardware accelerated video encode/decode including AV1 decode. Here's a little something about a potential RX 6300 for the desktop. It could be seen as a GT 1030 replacement, but the nerfed video encode/decode capabilities of the Navi 24 die (removed AV1 decode and H.264/H.265 encode) might make it unacceptable for some HTPC users: https://www.tomshardware.com/news/amd-possibly-preparing-a-rx-6300
  8. Thanks for looking into this! If it helps, here's my system specs: System: Host: inspiron Kernel: 5.3.0-45-generic x86_64 bits: 64 compiler: gcc v: 7.5.0 Desktop: MATE 1.22.2 wm: marco dm: LightDM Distro: Linux Mint 19.3 Tricia base: Ubuntu 18.04 bionic Machine: Type: Laptop System: Dell product: Inspiron 5379 v: N/A serial: <filter> Chassis: type: 10 serial: <filter> Mobo: Dell model: 0T8VVT v: A00 serial: <filter> UEFI: Dell v: 1.9.0 date: 06/12/2018 Battery: ID-1: BAT0 charge: 35.1 Wh condition: 35.1/42.0 Wh (83%) volts: 12.7/11.4 model: SMP DELL Y3F7Y6B serial: <filter> status: Full Device-1: hidpp_battery_10 model: Logitech M705 serial: <filter> charge: 85% status: Discharging Device-2: hidpp_battery_11 model: Logitech K350 serial: <filter> charge: 70% status: Discharging CPU: Topology: Quad Core model: Intel Core i7-8550U bits: 64 type: MT MCP arch: Kaby Lake rev: A L2 cache: 8192 KiB flags: lm nx pae sse sse2 sse3 sse4_1 sse4_2 ssse3 vmx bogomips: 31999 Speed: 2300 MHz min/max: 400/4000 MHz Core speeds (MHz): 1: 2322 2: 2312 3: 2333 4: 2337 5: 2316 6: 2354 7: 2321 8: 2330 Graphics: Device-1: Intel UHD Graphics 620 vendor: Dell driver: i915 v: kernel bus ID: 00:02.0 chip ID: 8086:5917 Display: x11 server: X.Org 1.19.6 driver: modesetting unloaded: fbdev,vesa compositor: compton resolution: 1920x1080~60Hz, 1920x1080~60Hz OpenGL: renderer: Mesa DRI Intel UHD Graphics 620 (Kabylake GT2) v: 4.5 Mesa 19.2.8 compat-v: 3.0 direct render: Yes Audio: Device-1: Intel Sunrise Point-LP HD Audio vendor: Dell driver: snd_hda_intel v: kernel bus ID: 00:1f.3 chip ID: 8086:9d71 Sound Server: ALSA v: k5.3.0-45-generic Network: Device-1: Qualcomm Atheros QCA6174 802.11ac Wireless Network Adapter vendor: Dell driver: ath10k_pci v: kernel port: f040 bus ID: 01:00.0 chip ID: 168c:003e IF: wlp1s0 state: up mac: <filter> Device-2: Atheros type: USB driver: btusb bus ID: 1-7:3 chip ID: 0cf3:e007 Drives: Local Storage: total: 238.47 GiB used: 141.16 GiB (59.2%) ID-1: /dev/sda vendor: Toshiba model: KSG60ZMV256G M.2 2280 256GB size: 238.47 GiB speed: 6.0 Gb/s serial: <filter> Partition: ID-1: / size: 233.24 GiB used: 141.15 GiB (60.5%) fs: ext4 dev: /dev/sda2 USB: Hub: 1-0:1 info: Full speed (or root) Hub ports: 12 rev: 2.0 chip ID: 1d6b:0002 Device-1: 1-3:15 info: Logitech Unifying Receiver type: Keyboard,Mouse,HID driver: logitech-djreceiver,usbhid rev: 2.0 chip ID: 046d:c52b Device-2: 1-5:2 info: Realtek type: Video driver: uvcvideo rev: 2.0 chip ID: 0bda:58f3 Device-3: 1-7:3 info: Atheros type: Bluetooth driver: btusb rev: 2.0 chip ID: 0cf3:e007 Device-4: 1-8:4 info: Elan Micro type: HID driver: hid-multitouch,usbhid rev: 2.0 chip ID: 04f3:2494 Hub: 2-0:1 info: Full speed (or root) Hub ports: 6 rev: 3.0 chip ID: 1d6b:0003 Sensors: System Temperatures: cpu: 56.0 C mobo: 54.0 C sodimm: 41.0 C Fan Speeds (RPM): cpu: 3649 Repos: No active apt repos in: /etc/apt/sources.list Active apt repos in: /etc/apt/sources.list.d/google.list 1: deb [arch=amd64] http: //dl.google.com/linux/chrome/deb/ stable main Active apt repos in: /etc/apt/sources.list.d/official-package-repositories.list 1: deb http: //packages.linuxmint.com tricia main upstream import backport #id:linuxmint_main 2: deb http: //archive.ubuntu.com/ubuntu bionic main restricted universe multiverse 3: deb http: //archive.ubuntu.com/ubuntu bionic-updates main restricted universe multiverse 4: deb http: //archive.ubuntu.com/ubuntu bionic-backports main restricted universe multiverse 5: deb http: //security.ubuntu.com/ubuntu/ bionic-security main restricted universe multiverse 6: deb http: //archive.canonical.com/ubuntu/ bionic partner Active apt repos in: /etc/apt/sources.list.d/vscode.list 1: deb [arch=amd64] http: //packages.microsoft.com/repos/vscode stable main Info: Processes: 322 Uptime: 8d 5h 23m Memory: 23.24 GiB used: 6.37 GiB (27.4%) Init: systemd v: 237 runlevel: 5 Compilers: gcc: 7.5.0 alt: 7 Client: Unknown python3.6 client inxi: 3.0.32
  9. 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.

  10. https://github.com/HansKristian-Work/vkd3d-proton/tags <- directx 12 wrapper for dxvk https://github.com/doitsujin/dxvk/tags <- directx to vulkan wrappers D3D 9 to 11 eg. dxvk if you want to try it with horizon zero dawn you need to copy out dxcompiler.dll from Tools\ShaderCompiler\PC\1.0.2595\x64 and bink2w64.dll from Tools\bin and place them next to HorizonZeroDawn.exe. then copy over dxgi.dll from dxvk and d3d12.dll from vkd3d and place them next to it to. now fire up the game and let the shaders recompile -> profit.
  11. The *DOOM3* shaders are ARB2 ('cause of old GeForce support) carmack plan + arb2 - OpenGL / OpenGL: Advanced Coding - Khronos Forums
  12. That moment you log into TDM forums and suddenly feel nostalgic...

    1. Sotha

      Sotha

      Protip: if you never log off and stay for ever, there is no nostalgia when you visit.

    2. Melan

      Melan

      Welcome back!

    3. RPGista

      RPGista

      Haha yeah, I feel like that from time to time. Good to see you around.

  13. There's extreme variance in laptop cooling quality (recently there have been stories about RTX 3060 laptops outperforming RTX 3070 laptops and so on), but in general I think laptops are lasting longer with better build quality than they used to. However, the move to extreme thinness fights any improvements in cooling capability and loses ports, and now soldered RAM is everywhere, hurting user value. APUs are becoming a lot better, see Rembrandt, to the point where discrete won't make much sense if you just want 1080p resolution. And AMD is arguably sandbagging their APUs. They could make a premium, large die size APU with a lot more graphics compute units than 6/8/12, integrated High Bandwidth Memory, and/or 3D V-Cache, that would have a lot of performance while being more efficient than discrete laptop graphics. But there may not have been a clear enough market for that kind of product for them to make design a monolithic die for $100 million or whatever it is now. Apple's latest M1 Max/Ultra chips might prod them into doing that, and they might be able to adopt a chiplet approach for laptops, which Intel will do with Meteor Lake.
  14. My map for the seasons contest. This small/medium sized map is the second in the Selis Woderose series. Flakebridge Monastery being the first. Briefing: Flakebridge brought me a fine haul. It didn't last long however. I have aqured a treasure map that supposedly leads to the treasure of 'Francis Rake'. Apparently the treasure is hidden somewhere in the Rake family's castle located on an island in Lake Coulter. The castle is now in the possession of Rake's grandson, Francis Rake III. Download links: https://rapidshare.c...28/rake_off.pk4 http://www.mediafire...i0/rake_off.pk4 http://www.bloodgate.com/fms/rake_off.pk4 (thanks to Tels) http://www.mindplaces.com/darkmod/fmdetails.php?id=43 (thanks to Fidcal) A big 'thank you' goes out to the people who made this possible: My beta testers for rigourus testing, the team for making the mod, and the forum community for helping and inspiring me. Enjoy! Screen shots:
  15. Oh dear, looks like the first two generatations (skylake/kabylake) 'Windows10 only" CPUs from Intel are seriously borked! Motherboard vendors need to provide BIOS/UEFI updates asap, untill then, it would be wise to disable hyper-threading or even shift to AMD. http://www.fudzilla.com/news/43964-skylake-and-kaby-lake-cpus-have-broken-hyper-threadinghttps://www.theinquirer.net/inquirer/news/3012605/intels-skylake-and-kaby-lake-cpus-have-critical-hyper-threading-flawBwahahaha...... yet another reason my 'older 4790k that as fast as a 6900k' is worth sticking with..
  16. Keep in mind also that mission size, and complexity have increased dramatically since the beginning. For a lot of veteran mappers, it can take over a year to get a map made and released. The last dozen missions have for the most part been pretty massive, with new textures, sounds, scripts, models etc. We seem to be long past the point of people loading up the tools, and banging out a mission in a few weeks that's very barebones. We still do see some of those, but I noticed in the beta mapper forums and on Discord, that mappers seem to make these maps, but don't release them, and instead use the knowledge gained to make something even better. Could just be bias on my part scrolling through the forums and discord server though.
    1. demagogue
    2. jaxa

      jaxa

      I've found it difficult to find where TDM is listed as #1 on Greenlight. This page ( https://steamcommunity.com/greenlight/ ) has no ranked listing. This one ( https://steamcommunity.com/sharedfiles/filedetails/?id=858048394 ) has no visible rank or stats page. Is it my script blocker?

  17. Seems to confirm: https://bugs.thedarkmod.com/view.php?id=5718 does it happen in the latest dev build: https://forums.thedarkmod.com/index.php?/topic/20824-public-access-to-development-versions/
  18. Hey, Every time I've try to use the Full Editor when PM'ing someone, and every single time I get an error. Whoever is in charge of the forum, is it possible that this could be fixed? Thanks Neon
  19. I think it is a good idea! Our ingame mission downloader and mission view has long been subject of multiple improvement suggestions. Due to the sheer mass of missions that have been released in the last 15 years, things got really cluttered and especially newcomers will have a hard time finding what they want. However, improving the ingame guis is quite a task, so a web-based application might really suit this scenario well. Maybe we could even add a linke to it from our ingame menus, so user can access it quicker. Some more things to think about Would users be able to add custom tags and downvote / upvote certain tags, much like the system of Steam? This would also allow to add tags like "beautiful", or "difficult". Actually, the more users can contribute to this system, the better, because it will be automatically maintained then. The browser should also contain a flag for whether the FM belongs to a connected series of FMs or not and have the capability to go to the previous or next FM in that series. There should also be a flag for fully fledges campaigns. Some might like a flag whether or not an FM is "ghostable".
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