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  1. 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.
  2. The *DOOM3* shaders are ARB2 ('cause of old GeForce support) carmack plan + arb2 - OpenGL / OpenGL: Advanced Coding - Khronos Forums
  3. Hi. I've been searching around for help and I've found some similar reports but no solutions. I downloaded TDM yesterday. First time I tried to run it: The game went into fullscreen mode, and my desktop (KDE) was "kind of" showing on the screen- most of the screen was black but a small section of my desktop was all zoomed in and distorted. I could hear the TDM menu options click as I hovered my mouse over them, but could not see any part of the main menu.Googled, someone said to change resolution in the config. So I set r_customWidth and r_customHeight (2560x1440). Saved the config and ran the game.. it worked! I could see the main menu, and everything seemed to be working.From here, I exited because I wasn't ready to play, just wanted to get it working. As soon as I exited, my desktop resolution changed to some ultra-low res zoomed in mode in 4:3 aspect ratio (I think). My desktop was being displayed letterboxed at like 320x240 and zoomed in, and I could pan around my desktop by moving the cursor to the edges. I had to reboot to fix this.Now when I try going into the game, I just get a black screen with a desktop cursor.. no main menu sounds and tilde->Exit doesn't work, I think at this point I was still interacting with the desktop, not the game. I don't think the game was actually even open.. it just jacks up my resolution and turns the screen black. Had to reboot again to fix it. I'm at a loss. I've found an old post where one of the devs said to set r_mode to -1, which I tried.. and nothing happens. The game opens and immediately exits. What do I have to do to get this game to actually run?
  4. Thanks, I can also recommend gog galaxy. The idea of the custom tags is really nice, I'll have to try this out too!
  5. 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.
  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. The Wench bark subtitles are essentially done, but there are some issues with a handful of .ogg files (see new bug tracker report #6284). So I'm holding up release pending resolution. I'm going to briefly revisit the subtitles for the first 2 AI characters, to make better use of SRT and of the new duration-extensions capabilities in 2.12dev.
  8. 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/
  9. Are you in Fullscreen, Windowed, or Fullscreen Windowed mode? As I recall, there was a plan to ditch "real" resolution switching in favor of "resolution scaling". Though... I thought that would also mean that if a user selected a lower resolution TDM would automatically change the internal FBO resolution factor which I don't believe has been implemented yet? I do remember real resolution changes worked for me in earlier TDM 2.09 beta builds but I am a Linux user so screen management may differ for me.
  10. Very good performance on a TOTALLYBASIC system (Intel i3 8300 with its integrated GPU UHD 650, pre-Xe) on.....Linux (Fedora 38 beta, MESA 23.0.1) 75% resolution of 2560x1440 (1920x1080), no SSAO, Hard Stencil Shadows, 32 bit color precision AF 8x It's just amazing.
  11. Which resolution are you running? That's not a good framerate for that hardware. I get above 100 on full HD with almost everything on max, except anti-aliasing (16x is a complete performance killer, I left it at 8x), with a i5-11600K and a RTX 3060 Ti.
  12. 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

  13. 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.
  14. TTLG? That's Through the Looking Glass Forums. A looking glass fan community. Has been around for a long, long time. https://www.ttlg.com/forums/
    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.

  15. I have a 1080p Samsung plasma set for 1:1 pixel mapping at 1080p. When I boot up tdm at 16:9 1080p only 2/3 of the game is displayed, scaled to cover the entirety of my screen. Amd 7970 with latest driver.
  16. I think the reason the dev forums exist is to provide a place where the implementation of features can be discussed without getting mixed up with other debates when someone believes what the devs are doing is wrong. We often post public discussion threads for features with subjective elements like the frob outline, because community feedback is very important. But there will always be vocal defenders with strong views for or against certain features, or how exactly it should be implemented in their opinion. At some point a decision has to be made and be carried through, which is what the dev forums are for. Almost all of the threads are very technical, basically explaining and discussing recent or potential code changes with other devs. Its hard to say. Its a hobby the devs do in their spare time, so people come and go when they're in the mood and when they have the time. The team page is mostly accurate except for some relatively newer additions like myself.
  17. I just read@motorsep Discovered that you are able to create a brush, then select it and right click "create light". Now you have a light that ha the radius of the former brush. Just read it on discord and thought it may be of use for some people in the forums here too.
  18. looking forward to trying it out on my second playthrough in SS2 now and im getting the hang of the interface and skills the map is not really helpfull though, you need pen and paper to mark places you need to go to. The map actually has a feature for setting named waypoints but the resolution is atrocious and damn hard to see on modern monitors so yeah... atleast my new build is smashing rumblers left and right and i went for some fun with neural restructuring (kinda like a be my friendly assasin and go kill that monster for me power hehe).
  19. Very cool! Try using the image_downSize console variables and lower the Resolution Scale. Other tweaks here: https://wiki.thedarkmod.com/index.php?title=Performance_Tweaks
  20. https://www.pcgamer.com/modder-adds-amd-fidelityfx-super-resolution-to-skyrim-vr-fallout-4-vr-and-more/ Any plan for a non-VR version @cabalistic ?
  21. Is aspect ratio taken into account, or is it simply stretched? If it is currently stretched, is it technically possible to implement aspect ratio correction on subtitles based on screen aspect ratio / resolution set?
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