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  1. Ulysses 2: Protecting the Flock By Sotha The mission starts some time after the events of Ulysses: Genesis, and continues the story of Ulysses. It is a medium sized mission with a focus on stealthy assassinations and hostage liberation. BUILD TIME: 12/2014 - 05/2015 CREDITS The TDM Community is thanked for steady supply of excellent mapping advice. Thanks goes also to everyone contributing to TDM! Voice Actors: Goldwell (as Goubert and Ulysses), Goldwell's Girlfriend (as Alis) Betatesters: Airship Ballet, Ryan101. Special Thanks to: Springheel and Melan (for proofreading). Story: Read & listen it in game. Link: https://drive.google.com/file/d/0BwR0ORZU5sraRGduUWlVRmtsX3c/view?usp=sharing Other: Spoilers: When discussing, please use spoiler tags, like this: [spoiler] Hidden text. [/spoiler] Mirrors: Could someone put this on TDM ingame downloader? Thanks!
  2. This happens during game launch and not mission startup, if mission startup means entering the game world. This happens before the main menu is displayed for the first time. I've attached a series of screenshots. Does FBO code run before the main menu displays for the first time? I tried these settings and did not see any difference in console output. To me, it looks like that first frame is showing garbage memory - whatever happens to be in memory at the time. In other words, it seems that the "qglRenderbufferStorageMultisample()" function is not clearing/initializing the buffers before rendering. I'm not a graphics programmer, so I don't know. That's how it seems to me. Maybe an updated Glad library would have a fix? I tried running apitrace. Here's some output: apitrace: loaded into ./thedarkmod.x64 apitrace: redirecting dlopen("libGL.so.1", 0x1) from ./thedarkmod.x64 apitrace: tracing to application.trace apitrace: redirecting dlopen("libGL.so.1", 0x102) from ./thedarkmod.x64 apitrace: warning: unknown function "glRenderbufferStorageMultisampleAdvancedAMD" apitrace: warning: unknown function "glNamedRenderbufferStorageMultisampleAdvancedAMD" apitrace: warning: unknown function "glPolygonOffsetClamp" apitrace: warning: unknown function "glEGLImageTargetTexStorageEXT" apitrace: warning: unknown function "glEGLImageTargetTextureStorageEXT" apitrace: warning: unknown function "glGetUnsignedBytevEXT" apitrace: warning: unknown function "glGetUnsignedBytei_vEXT" apitrace: warning: unknown function "glDeleteMemoryObjectsEXT" apitrace: warning: unknown function "glIsMemoryObjectEXT" apitrace: warning: unknown function "glCreateMemoryObjectsEXT" apitrace: warning: unknown function "glMemoryObjectParameterivEXT" apitrace: warning: unknown function "glGetMemoryObjectParameterivEXT" apitrace: warning: unknown function "glTexStorageMem2DEXT" apitrace: warning: unknown function "glTexStorageMem2DMultisampleEXT" apitrace: warning: unknown function "glTexStorageMem3DEXT" apitrace: warning: unknown function "glTexStorageMem3DMultisampleEXT" apitrace: warning: unknown function "glBufferStorageMemEXT" apitrace: warning: unknown function "glTextureStorageMem2DEXT" apitrace: warning: unknown function "glTextureStorageMem2DMultisampleEXT" apitrace: warning: unknown function "glTextureStorageMem3DEXT" apitrace: warning: unknown function "glTextureStorageMem3DMultisampleEXT" apitrace: warning: unknown function "glNamedBufferStorageMemEXT" apitrace: warning: unknown function "glTexStorageMem1DEXT" apitrace: warning: unknown function "glTextureStorageMem1DEXT" apitrace: warning: unknown function "glImportMemoryFdEXT" apitrace: warning: unknown function "glGetUnsignedBytevEXT" apitrace: warning: unknown function "glGetUnsignedBytei_vEXT" apitrace: warning: unknown function "glGenSemaphoresEXT" apitrace: warning: unknown function "glDeleteSemaphoresEXT" apitrace: warning: unknown function "glIsSemaphoreEXT" apitrace: warning: unknown function "glSemaphoreParameterui64vEXT" apitrace: warning: unknown function "glGetSemaphoreParameterui64vEXT" apitrace: warning: unknown function "glWaitSemaphoreEXT" apitrace: warning: unknown function "glSignalSemaphoreEXT" apitrace: warning: unknown function "glImportSemaphoreFdEXT" apitrace: warning: unknown function "glWindowRectanglesEXT" apitrace: warning: unknown function "glMaxShaderCompilerThreadsKHR" apitrace: warning: unknown function "glAlphaToCoverageDitherControlNV"
  3. @datiswous, made that correction fm_test.subs --> fm_conversations.subs @stgatilov, about srt naming and file location, would you be OK with the following edit? New/changed stuff in italics: srt command is followed by paths to a sound sample and its .srt file, typically with matching filenames. An .srt file is usually placed either with its sound file or in a "subtitles" folder. The .srt file format is described e.g. [1]. The file must be in engine-native encoding (internationalization is not supported yet anyway) and have no BOM mark. It contains a sequence of text messages to show during the sound sample, each with start and end timestamps within the sample's timeline. It is recommended to use common software to create .srt files for sound samples, instead of writing them manually. This way is more flexible but more complicated, and it is only necessary for long sounds, for instance sound sample of a briefing video. It's a simple enough standard that it can be shown as an short example, demonstrating that subtitle segments can have time gaps between them. And the example can show correct TDM usage, without requiring a trip off-site and picking through features that TDM doesn't support. Specifically, the example shows how to define two lines by direct entry, rather than using unsupported message location tags (X1, Y1, etc.). And skips other unavailable SRT font markups like italics, mentioned in the wikipedia description. The example would also show the TDM-specific path treatment. The example could be inserted before the sentence "It is recommended to use common software...."
  4. This game with ray-tracing would be cool. I rather like the artwork.
  5. 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. :-)

  6. indeed and happy you liked it. btw was able to improve performance to be more or less the older system, now stays at 50fps's with 500 boids (the fish model is not optimized also), in real game you would use way less than that. Still not finished, need to improve collision, specially at corners, because of the way I'm making the ray tracing, sometimes when a boid gets into a level corner it misses collision and gets out of the level into the void... like i said WIP.
  7. Sorry if this isn't really directed at TDM but here is a simple boids system that I'm implementing on Dewm3 engine, sorry for the programmer art and the blurry video, will try to record something with more quality. https://drive.google.com/file/d/1w1JIai8QNP3NiF9wBNb_gd73kXhQ5lvU/view?usp=sharing Boids are used to simulate, bird flocks, fish groups, in large scale, etc. This boids aren't AI's they are just simple renderEntity_t, they avoid each other, walls and move at different speeds, to simulate slow or sick animals, right now they avoid walls by using the engine ray tracing/testing. Because of that and even thou I did my best to optimize performance, this means that is really not a very fast system but in the video you see 500 boids working with imo good performance, albeit in a very simple scene. Hope you guys like it. edit: Better quality video (looks better in fullscreen), a more representative model, for the current boid behavior. Is a relatively highpoly model so performance got a tad lower with it, but still 500 boids.
  8. OK I think I've got to the bottom of this. I've created this forum thread (with bug report): https://forums.thedarkmod.com/index.php?/topic/22221-bug-drowning-ai-in-shallow-water/ I can apply a workaround, although it won't be perfect and the bug itself needs fixing in the engine. There are a few other things that need fixing so will put an update together soonish.
  9. If any mappers have encountered weirdness with kill objectives not working with drowning AI, I think I've found out why. I don't think it would be a particularly difficult one to fix either. I've raised this bug report: https://bugs.thedarkmod.com/view.php?id=6323 Some context here: https://forums.thedarkmod.com/index.php?/topic/21837-fan-mission-the-lieutenant-2-high-expectations-by-frost_salamander-20230424/&do=findComment&comment=487316 I think this is a bug, but just raising here in case some people think otherwise.
  10. How you can help depends a lot on what skills you have. I can Record Video Recording "Let's Play" videos or simple walkthroughs of existing missions and posting them to Youtube is great exposure for the mod (see example .) Be sure to let us know so we can link to them. If you have some editing ability, Video tutorials, where you explain how the mod works, or how to use specific tools, would also be great. Video trailers, showcasing interesting places and features, are also great for publicity. An example is . I can Write Writing reviews for missions are always nice, especially if they include good screenshots. Not only does it give us something to post on other forums, but it makes mappers feel good when their mission gets attention (especially if it's positive). We have a collective thread to post reviews in: http://forums.thedar...s-walkthroughs/ Writing reviews of the mod as a whole, targetted an an audience that doesn't know much about TDM, is also very useful. You could also try offering your services to mappers to create interesting readables, or to proofread for their mission. I can Act and Record Audio We are always on the lookout for good quality audio recordings for vocal sets. If interested, you can pick a few different lines from this script: http://wiki.thedarkm...t:_Average_Jack and send the recordings to Springheel, who then writes a script based on the type of voice you have. I can Translate We could always use translations of our menu/hud into more languages. Also, only a few FMs are aavailable in more than one language, so there is a lot of work there, see the I18N Translator's Guide in the Wiki. I can Model Great! Take a look at the model request thread:http://forums.thedar...-requests-here/ and pick something that interests you. Or just post a, "Hey, anybody want a model?" thread in this forum and I'm sure mappers will get back to you. I can Animate Fantastic. We can always use more good animations. Our current character rigs use a Maya skeleton. PM Springheel for more info. I know C++ Have a look at our coding section in the wiki, pick an issue or feature from the bugtracker of the mod or the leveleditor, download the recent sourcecode release (or better ask for an SVN checkout) and get cracking. Make sure nobody is already working on that specific issue and feel free to ask questions. I can Edit Images We can always use completely new textures and/or improved versions of older textures. How to get started and how to import them into the mod. I can Take Photos Good quality photos of useful textures (medieval-ish building facades, dirt, rocks, wood, etc) are always welcome. The fewer directional shadows and higher resolution, the better. I don't have any skills Even if you can't do any of the above, you can still help out. Talk about TDM in other forums; share your (preferably positive) experiences with other gamers you know. Last, but not least, compliment people when you like their work. Saying "thanks", to a developer or, "I really enjoyed your mission" to a mapper will make their day. -------------------- I'll update this further as more things occur to me.
  11. So is it possible to make walls and ceiling of a room look transparent through an x-ray screen? It seems to be possible at least through skins. If a bigger room is put around it, through the x-ray screen it would look like it has the bigger room size, looking through transparent walls.
  12. Author note: It's hard to believe it's already been a year since Act 1 came out! Well during this mission the player will be following Corbin into the Grimwood district to followup on a lead from last night (Act 1) .. the mysterious tablet! This mission is my first time including full EFX support as well as a HD briefing video file, additionally a new script has been added crafted by the talented Obsttorte which has loot flying towards the player when you pick it up. On a level design front I have tried to change things up a bit by really catering towards a number of play styles, this mission can be completely ghosted or you can use the tools at your disposal to wreak havoc on the citizens of Northdale. For the first time I have tried to create more sandbox environments which don't offer clear answers handed directly to you, so if you're having trouble figuring something out try a different method. This mission takes between 1 - 2 hours to finish depending on the difficulty you play on and how thoroughly you explore. I hope you enjoy your night in Northdale! - Goldwell Voice actors Fen Phoenix Goldwell Random_taffer Yandros Beta testers Amadeus Boiler's Hiss Cambridge Spy Chakkman Crowind Epifire Kingsal SquadaFroinx Custom Assets Andreas Rocha DrK Epifire Grayman Kingsal MalachiAD Obsttorte Sotha Springheel SquadaFroinx Purgator With special thanks to Epifire for creating a large collection of custom models, Grayman for helping out with coding, Kingsal for drawing the ingame map and Moonbo for his script revision on the briefing video. Available via in-game downloader MIRROR File Size: 417 mb EDIT: If you are having performance issues please consult this post by Nbohr1more which may address your issue http://forums.thedarkmod.com/topic/19936-fan-mission-shadows-of-northdale-act-ii-by-goldwell-20190320/page-2?do=findComment&comment=436271
  13. Grunge and distressing is definitely something I have some trouble with, but you're right. Regarding the inlay, good point - I didn't really do that because this is still PBR with metalness and everything and the materials will have to be done slightly differently for TDM anyway. While this is flattering, it's not that difficult to get a semi-photorealistic render in a path-tracing renderer using physically based materials and models with a virtually unlimited number of polygons. Adapting that into the game is another matter I created two variants. First is a black paint (again, no distressing yet) that imo looks a bit better, but if I recall correctly it's possible to have models with more than one set of materials, so it would be best to have both. Second is a new handle what apparently was semi-common in the victorian times and I thought it was pretty funny. No idea how it will look after low-poly retopo and baking though.
  14. 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
  15. (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.
  16. Awesome! Post is up! https://forums.thedarkmod.com/index.php?/topic/22200-beta-testing-the-house-of-delisle/#comment-487365 Thanks!
  17. 1. Produce an updated version of the two games with RTX (full-blown path-tracing) support. If Nvidia did it with Quake 2, then Square/Eidos could do it with the Thief engine. 2. Leave the game open to modding. We want fans to create custom levels that take advantage of the path tracing and global illumination on RTX. 3. As tempting as it may be, don't make the game require a connection or check-in with mandatory online spyware services in order to be played. I'm actually surprised and a little disappointed that Nvidia didn't grab TDM and port it to RTX, with path tracing. Maybe the polycounts in TDM are too high, I don't know. Many of the modern AAA games that are getting ray tracing only use it for the reflections, and not for everything, like Quake 2 does. That means an updated game from 22 years ago has a renderer that is more faithful to reality than modern games being made today. You've gotta admit, that is kind of funny. For example, instead of using invisible point lights, they use area lights for everything. The textures actually emit light and cast shadows based on their color, shape and size. All reflections are dynamic and real-time. Think of a character swinging his sword around and it reflecting the environment, and anything else that is moving around in the environment too. Polycounts aren't everything, and this is amazing to see.
    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.

  18. Here comes (what I think is) the most difficult trick to pull of. I am not very good at trigonometry and the solution to the riddle requires a community effort. As explained before, I want the peek to always follow a forward direction relative to the current position of the player and the door. A perpendicular, if you like, to one of the surfaces of the door aiming into the opposite direction the player is positioned at. I strongly believe this is the best possible outcome to keep the mechanic at bay thus preventing players to "peek side-ways", spoiling the whole area ahead. Red circle: the eyes of the player Green circle: the center of the door The player can be looking into many different directions but what we know for sure is that the player is directly looking at some point in the door, otherwise the door wouldn't be highlighted. What direction should the peek aim at? The player can be on one side of the door or the other (well, the player can be at an exact point where he/she is in both sides a at the same time but let's obviate this conundrum for a moment). What if we trace a ray from the player eyes to the center of door - both points known - that way we know the peek should be aiming to some point in that direction? Does that make sense or is it pointless and we should use the player view angles as the potential orientation? Shouldn't this trace give us a normal of the door surface we can work with to calculate a perpendicular? What do you, fine and educated people, think?
  19. @duzenko I'm not sure if you've worked on the notes that appear in the upper-left corner before. The notes seem to have a similar behavior as this x-ray fade in issue that you just fixed. Is that something you could look at next? It's especially reproducible during the training mission, since there are many notes that show in that mission. When the note fades in, it will sometimes be at 100% opacity on its first frame and then fade in from a low (maybe 0%) opacity to 100% opacity. Visually, it looks like it blinks, disappears, and then slowly fades in. https://bugs.thedarkmod.com/view.php?id=6117
  20. jaxa

    Cyberpunk 2077

    All of those screenshots look great, but the rain and palm tree one really sticks out for me. It looks like it will be a really cool city to just wander around in. And this could end up being one of the best showcases of real-time ray-tracing to date. The next-gen AMD RDNA2 and Nvidia Ampere GPUs should have about 3-4x the ray-tracing performance of Nvidia Turing (the overpriced beta test), with no or low FPS penalty for turning it on. Also, if you have an expensive Turing GPU, especially the RTX 2080 Ti, you might want to sell it by next week or two. You might be able to get nearly the full amount you paid for the card and use it to buy a cheaper next-gen GPU that outperforms it. Ref: youtube.com/watch?v=9zJL99lb7F4
  21. BTW, we now have some info on Intel's implementation of ray tracing https://www.anandtech.com/show/14289/intel-to-support-hardware-ray-tracing-acceleration-on-data-center-xe-gpus https://wccftech.com/intel-xe-gpu-supports-ray-tracing/ Only confirmed for the high-end datacenter GPUs so far, but we'll see.
  22. 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?
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