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Exporting ASE mesh as CM collision model ?
motorsep replied to motorsep's topic in DarkRadiant Feedback and Development
Well, I am not sure where you get your information from, but I couldn't export selected ASE mesh in the map as CM model. It's either a bug in DR or the limitation is that only brushes can be exported as CM (which is in fact how dmap generate .cm files - only from brushes) -
Is it possible to export ASE mesh as CM collision model (and then somehow view it to visually confirm if it's good or not) ? If I select my model and then go to File > Export Selected as Collision Model, I get model selection dialog window popping up and when I select model there and hit Ok, nothing happens (window closes and I am back in the Editor). No .cm file gets saved.
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I've been having stutters in Vulkan, apparently it's Nvidia Drivers' fault, so I reverted to 512 according to this: https://www.nvidia.com/en-us/geforce/forums/geforce-graphics-cards/5/505679/regular-microstutter-in-vulkan-applications-after-/?topicPage=40
And no, that did NOT fix it. What's going on? My GPU is an RTX 2070, by the way.- Show previous comments 1 more
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Actually I didn't give any info, this problem happens in Vulkan games only and any that uses it, for example, GZDoom.
I don't think it's related to shaders, it's more like, the "frame pacing" or something is very uneven, at 72 FPS on a 75hz monitor, there's no tearing yet there's like a very slight stutter that makes it feel like playing at 50 FPS, on OpenGL though, it's completely fine.
It does persist even when restarting the game.
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Did you try messing with vid_refreshrate, vid_maxfps, and vid_vsync settings? Perhaps the application is not properly recognizing your display refresh rate (etc)?
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Yes, I did mess around with that, there seems to be no vid_refreshrate though, I think GZDoom uses your desktop to set that in the latest versions.
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It would be interesting to see how the FPS is when you use func_static versions of the grass instead. This way we would know how much of this drop is caused by (A) lots of transparent textures and (B) lots of animated models. If the problem is more the latter, then it could be remedied by using larger merged models, and maybe there are some low-hanging fruit for optimising the animation code. The former would require simplification of the mesh, to the detriment of the visual quality.
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Yeah SEED is kind of a strange beast. In some situations its tanked my FPS as well. There's definitely no competing with modern engines here, there are other options: animated UVs, switching to static mesh LODs at long distance (I might try this), but all of them have pros and cons. I'll keep messing around with them and see if I can get them more performant and still looking decent.
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Looking at the source code and the core pk4 asset files, I don't see any changes that would make a difference. Does this happen with a single FM? Does the FM pk4 file include an "autoexec.cfg" file? From the source code, here's the load order of config files. exec default.cfg exec Darkmod.cfg exec DarkmodKeyboard.cfg exec DarkmodPadbinds.cfg ==> exec autoexec.cfg <load language> <exec command-line arguments> <init input> <init sound> <init OpenGL> <init ui> <load DLL> <init session> ==> exec autocommands.cfg Details about the addition of "autocommands.cfg" are at https://bugs.thedarkmod.com/view.php?id=3199 I thought "autocommands.cfg" was the right way to do it, because that is what I've read on the forums. It seems that "autocommands.cfg" was originally designed for one use case: running "dmap". However, maybe over time "autocommands.cfg" became the de facto config file for user commands and "autoexec.cfg" became the config file for FM authors to use. I don't know. Does anyone know for a fact whether or not this is the case?
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After doing more testing and practically using DR under Wayland, I uncovered more bizarre functionality to this issue. Even when using the parameter GDK_BACKEND=x11 to run Radiant through X11, the same input issue will still occur in some cases. First of all the model chooser will always have it: If you choose to add a new model or edit the model of a selected entity, right-clicking in the 3D view of the Choose Model window to look at the mesh from different angles causes the mouse to wildly throw the camera around only allowing for small movements. Then I noticed the 2D view in the main window will sometimes start doing it too, though unlike the model browser it doesn't always have the problem and something triggers it (on X11 backend, full Wayland always does). Finally I was able to see what it is: After pressing X to select the clipper tool and cutting a brush, click-dragging the 2D view always produces the same exaggerated movement. Switching away from he clipper doesn't fix it once the issue has been triggered, right now I need to constantly restart DarkRadiant after using the clipper to cut a brush or I can't control the 2D view any more.
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So I think we can count 12 or 14 missions depending on our opinion of La Banque Bienveillante and Sneak and Destroy. If these two reissues are counted as new missions (as JarlFrank did here: https://www.ttlg.com/forums/showthread.php?t=152035), then we have 14 missions. If not, then 12. Personally, I don't consider them new missions, so 12 in my opinion. Have no problem with other opinion. In any case, last year was productive!
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The old grass demo is irrelevant here. I've completey remade these from the ground up so they are usable by authors. The old demo is one giant custom mesh specific to that demo. Anyways- ill post a video this weekend but as Dragofer mentioned we're really looking for authors to try them out and collect feedback about how usable they are.
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My dream is for forums.thedarkmod.com to link to thedarkmod.com
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Purah also worked on Dishonored: https://www.ttlg.com/forums/showthread.php?t=136214 One of my neurons knew it started with a 'P'
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Beyond +/-65k world space ?
motorsep replied to motorsep's topic in DarkRadiant Feedback and Development
Nah, it works fine (at least in Storm Engine 2, based off Doom 3 BFG). We did have to fix a bug where player would get stuck in the mesh terrain, but as far as physics go (vehicles for example) - never had any bugs. Because my playable area is massive, probably 100k x 100k units. So naturally I want skybox geo (kinda like what they did in RAGE 1) to be outside and away from that area. -
We got TDM VR, for a start. https://forums.thedarkmod.com/index.php?/topic/20468-the-dark-mod-vr-210-alpha-is-now-available/
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It definitely sounds like instancing would help on outdoor maps with lots of trees / bushes / rocks. We don't have many of them at the moment, likely because performance is already a concern given the difficulty of vis-portaling huge open spaces: This could perhaps help improve that, since if an open field only has trees and rocks repeating the same mesh this might reduce the impact of large portal rooms enough to make it bearable. Of course lighting would remain a concern since instancing doesn't save you from the need to calculate each object and shadows in their own draw call, you'd need to add just a few torches to such a place. Other things might still tank performance in this scenario, but still it's a nice thought: I'm sure I'm not the only one who imagined what giant nature spaces might look like in a TDM FM.
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Yes, it does. Which makes it interesting that you yourself explicitly said that it's interesting nobody had complained here on the official forums: I did, which is why it stood out to me so much that even though you yourself had personally been involved you would reply claiming nobody had complained here on the official forums. I'm not colorblind at all. Does that make people pointing out that almost no modern games have proper colorblindness support hyperbole? Just because it doesn't affect you, or you choose not to pay attention to the discussion of something, doesn't make it hyperbole. Pick pretty much any modern FPS and you will find plenty of discussion about the near universal disregard for FOV and camera movement as accessibility issues. Denigrating those as hyperbole because you personally don't feel the affects is as bad of a look as demeaning people who bring up the importance of valid allergen warnings like gluten or colorblindness and deafness support.
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I literally registered just to point out that people HAVE been raising this as a serious accessibility issue since as far back as 2008. It's been repeatedly brought up over and over and over again. And that is just here on the official forums. If you really mean what you've said I think you should find it genuinely concerning that one of the single most widely discussed accessibility issues in gaming has been repeatedly brought up for over a decade with your game and apparently this is the first you've heard of it... even though it's even been subject to multiple issues in your issue tracking system according to these threads and other google results.
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here use this link and never miss again its my startpage https://forums.thedarkmod.com/index.php?/discover
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Hidden items that become visible when illuminated by UV lamps
Dragofer replied to MirceaKitsune's topic in The Dark Mod
You can find a test map here. Note that I remember not being too happy with it. https://forums.thedarkmod.com/index.php?/topic/19825-negative-spectrum/&do=findComment&comment=432949 -
DarkRadiant 3.7.0 is ready for download. What's new: Feature: Skin Editor Improvement: Script Window usability improvements Fixed: Hitting escape while autosaving crashes to desktop Fixed: Def parsing problem in tdm_playertools_lockpicks.def Fixed: DR hangs if selecting a lot of entities with entity list open Fixed: Float Property Editor's entry box is sticking around after selecting a float key Fixed: Spline entities without model spawnarg are unselectable Fixed: Entity window resets interior sizing forcing resize each time it is opened Fixed: Spline curves should not be created with a model spawnarg Fixed: Newly appended curve control vertices aren't shown at first Fixed: Light entities are zoomed out in preview window Fixed: Entity inspector spawnarg fields not always updated by UI windows such as Model Chooser Feature: Skin Editor (see video) Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.7.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. The list of changes can be found on the our bugtracker changelog. Keep on mapping!
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Listing art assets (packs) on the wiki
Omni-Flayer 9000 Loves You replied to datiswous's topic in Art Assets
Would it be at all possible to do this from the "main" website? I mean the one you first see when you look up "Dark Mod". Cuz it is a maze in these forums, goodies strewn about here and there but few resources that are intuitively accessible. Also @SeriousToni, what are you planning on uploading?- 15 replies
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Originally the mug was created by @LordSoth https://forums.thedarkmod.com/index.php?/topic/13257-tdm-beginners-contest/&do=findComment&comment=287897
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It seems that there is a reverse engineer group ( Amernime \ Nimez ) who are back-porting newer AMD drivers to older GPU versions. Terrascale 1 support is currently a "work in progress" : https://forums.guru3d.com/threads/amernime-zone-amd-software-adrenalin-pro-driver-release-nemesis-22-10-3-whql.436611/ If you are interested, they might have beta versions up on their terrascale discord. The downside is that these are community created drivers rather than official ones by AMD. Maybe AMD will release some sort of maintenance for terascale like they did for some of their other old GPU's.
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id Studio did a poor job in defining its categorization of variable nomenclature, so in subsequent documentation and discussions there are divergent views (or just slop). In my series, I had to choose something, and went with what I thought would be clearest for the GUI programmer: Properties, which are either Registers (like true variables) Non-registers (like tags) User Variables (also true variables) I see that your view is more along these lines (which perhaps reflects C++ internals?): Flags (like my non-registers) Properties, which are either Built-in (like my registers) Custom (like user Variables) Also, elsewhere, you refer to "registers" as temporaries. I am willing to consider that there could be temporary registers during expression evaluation, but by my interpretation those would be in addition to named property registers. I'm not sure where to go next with this particular aspect, but at least can state it.
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DarkRadiant 3.6.0 is ready for download. What's new: Feature: Selection Focus (Ctrl-F) Feature: Add Radiant.findEntityByName script method Feature: Media Browser shows a thumbnail preview when selecting folders Feature: Map is remembering layer visibilities between loads Fixed: ModelDefs are shown in T-pose Fixed: Patch vertices are the wrong colour Fixed: Shader Clipboard source gets cleared on 'copy shader' operation Fixed: Nodes of hidden layers are still visible after loading the map Fixed: Can't close properties window Fixed: Merge Action rendering is broken Fixed: After using ToggleMainControl_Camera, the center panel is grey after restart Fixed: When using ToggleMainControl_Camera, arrow keys cannot be used to move the viewer Fixed: Property Panel not remembering undocked/closed tabs Fixed: Texture Tool not updating during manipulation Fixed: Orthoview ignores filters for surfaces in models Fixed: Blue dot when selecting one face removed Tweak: Conversation Editor: double-click opens selected conversation Tweak: Preference option to disable drag select in camera view Tweak: ESC key should clear the resource tree view filter text Tweak: New layers function: tooltip popup getting in the way Feature: Selection Focus (see video) Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.6.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. The list of changes can be found on the our bugtracker changelog. Have fun mapping!
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@stgatilov, you said, RE string comparisons: I'm unclear if you are referring just to changes you made in 2.11. I think equality testing of two strings (one of which is "text") was working and is a good and expected capability, and should be supported. Including against an empty string. I noticed in your bug activities that you did remove some comparisons with ... == "". I see you also removed string concatenation with "\". No problem, but does that mean multiline macros are no longer a thing? (If so, I'll need to change some examples) BTW, the series so far hasn't really tried to cover the 2.11 changes, since I figured it's a work in progress. But since you did a great deal of GUI work in July, perhaps it's stable enough to try to consider it. I see the logs listed in bugtracker, but don't have access to the private forum threads mentioned there: https://forums.thedarkmod.com/index.php?/topic/20526-gui-refactoring/&do=findComment&comment=477179 https://forums.thedarkmod.com/index.php?/topic/21535-order-of-evaluation-in-expressions-materials-and-gui/ (Nor do I have SVN currently set up on my newer machine, for changelogs from there.) Any place else I should look?