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  1. Probably the .script file that's needed, but unfortunately can't be included with a prefab. Maybe there's a comment somewhere in the prefab (or in the wiki or forums) that says what script it needs and where to find it. (The similar combination setup I used earlier doesn't involve "slot", so clearly uses a different script that I what I have.)
  2. I just built a tiny command-line program, "buildSubtitleShaders.exe", to expedite creation of the specialized sound shaders needed by my testSubtitles.... You point the program at a directory of .oggs, and its spits out the completed .sndshd file. Basically, it does what datiswous (and similarly, me) did in Excel earlier, as shown above. I've used it to now generate The Lord sound shaders. Details - This was a rather trivial VS 2020/C++ 17 console program. The only minor complexity was in programmatically truncating the directory path down to what TDM wants, namely, a path starting with "sound/..." There's some sanity-checking to make sure the path provided (either implicitly or explicitly) is of TDM-compliant-form. This runs under Win11; because of file path issues, it might need to be tweaked to work right under Linux. To use with stock tdm-distributed sounds, you would point it at an unzipped .pk4 directory of interest, and generate the needed file. At run (i.e., testing) time, because of the truncated directory path, it works fine against the usual zipped .pk4, like every other sound shader. At some point I'll probably post source to github. Going on now to try to build a similar program to gather sound file durations, for import into Excel as a csv file. Will be trickier.
  3. Changelog of 2.12 development: release212 (rev 16989-10651) * Training Mission reverted to 2.11 state, except for text changes about new controls. beta212-07 (rev 16982-10651) * Fixed save/load of turrets. * Fixed some more cases of camera clipping during force-crouched mantle (6425). * Fixed crash if player wins twice in quick succession (6489). * Added angRotate script event. * Fixed church_altar prefab (6285). beta212-06 (rev 16970-10644) * Fixed light leaks workaround dropped after save + load (post). * Force doors which connect visportal to cast shadows regardless of light flow (post). * Improved candle vs junk detection for new frob controls (6316). * Fixed player getting stuck at start of "One Step Too Far" (post). * Fixed warning on spawning atdm:env_ragdoll_tdm_spider. * Fixed wrong skin in mechanical/switches/switch_rotate_lever prefab (6479). * Fixed double slash in lady02 subtitle decls (post). * Fixed rotated versions of safe03_wall prefab (6268). * Tweaked fogging of health potion. * Fixed overbright skins for nature bushes (6478). * Fixed Grandfather_clock_victorian_01 model (6383). * Removed pause from looping sound machinery/machines/m3_loop (6384). * Fixed broken func_portals in Training Mission (4352). * Minor improvements in Saint Lucia mission. * Doubled game scripts memory limit (post). * Improved normal map of long banners (6355). beta212-05 (rev 16950-10635) * Fixed player seeing through ceiling when mantling into crouched state (6425). * Improved how frobbing works on junk items (6316). * Toggled states of player movement are saved and restored properly (6458). * Fixed back image loading optimization. * Added canCloseDoors spawnarg on AI, which allows to block closing only (6460). * Rats and spiders are non-shoulderable by default (6456). * Increased wait in screenshot_viewpos macro command (6331). * Added forest models from The Valley abandoned mission. * Fixed frobstage on sign models (6457). * Added vine arrows to training mission (4352). * Improved Merry Chest prefabs (6459). * Fixed normal map of dirt_packed_muddy (4668). * Fixed nails in door_boarded_up01 model. * Fixed attachments of atdm:fireplace_place_base (6474). * Fixed editor image of blocks_large_sandstone, rough_grey_dirty_sepia_grey_trim (6281, 6464). * Added editor image for grey_dirty_trim material. * Adjusted tooltip for auto-search bodies. beta212-04 (rev 16932-10626) * Added massive package of subtitles for AI sounds (6240, thread). * Fixes in envshot command (5796). * Added nature/dirt/ash_and_coals texture (6441). beta212-03 (rev 16902-10623) * Improved subtitles layout and location ring picture (p1 p2). * Fixed broken remote render with soft stencil shadows. * Added color buffer clears to fix remote render breaking skybox (6424). * Fixed warning generated by remote render (6424). * Fixed min_lod_bias being ignored if no other LOD settings is specified (6359). * Now changing LOD settings effects objects with min_lod_bias immediately (6359). * Fixed text & background alignment in mission lists (6337). * Fixed gaps in chandelier models (6433). * Added missing editor texture for carpet/runners/ornate_red_black03_end (6435). * Further expansion of listRenderLightDefs and listLightEntityDefs commands. beta212-02 (rev 16889-10613) * Fixed underwater rendering due to missing doublevision shader (post). * Exclude more lights from the new light portal flow optimizations (5172, 6321). * black_matt is now fully black, no tiny green bias (post). * Fixed lockpick interruption when mouse cursor switches between door and handle. * Extended listRenderLightDefs and listLightEntityDefs commands. * Fixed church_altar.pfb (6285). * Added window01_curtains01.lwo in separate parts (6356). * tdm_open_doors now opens locked doors too. * Fixed rare case of getting NaN in spline mover. * Added r_skipEntities cvar, similar to "filter entities" in DR. * Added editor spawnargs for volumetric light properties (6322). * Fixed radius override and added position override for script-based stims. * Fixed warnings with wrong virtual function overrides. beta212-01 (rev 16879-10584) * Fixed player falling through elevator when shouldering a body (6259). * Rebalanced volume of all player footsteps (6348). * Fixed weird animation when mixing drawn bow and main menu (2758). * Fixed all kind of issues with bc_teatray material. * Added alternative frob controls mode tdm_holdfrob_drag_all_entities for dragging on hold. * Fixed non-actor entities always getting full splash damage. * Hide console before screenshot with screenshot_viewport command (6331). * Added tdm_subtitles_ring cvar to disable subtitles location ring. * Added mission.cfg as a temporary way for mission to override non-archived cvars (5453). * Cvars "pm_lean_*" are no longer archived (6320). * Removed some cvar overrides from atdm:player_base. * CFrobLock now supports script events: Lock, Unlock, ToggleLock, IsLocked, IsPickable (6329). * Simplified flee script event, supported fleeing from non-actor entity and fleeFromPoint. * Fixed crash on some non-standard cases of flinderize. * Can set spawnarg "douse 0" on damageDef to not extinguish lights from splash damage. * Added setFrobMaster script event. * Added script-based stim type, which triggers only when stimEmit script event is called. * Added on/off script events to func_emitter entity. * Added setSmoke script event to change particle decl for a func_smoke. * Added hasInvItem script event to check if player has some item. * Added launchGuided script event to start guided projectiles. * Added getInterceptTime script event for shooting projectile and running target. * Added "bounce_sound_min|max_velocity" spawnargs to control projectile bounce sounds. * Added "postbounce_*" spawnargs to change projectile properties after bounce. * Fixes to moor guard ragdoll (6345). * Fixed wench AI sounds (6284). * Added new experimental entityDef for an automatic turret. * Official missions no longer pretend to be part of 3-mission campaign (6338). * Removed AI PAIN messages console spam. * Removed excessive "s_volume 0" from base loot entityDefs (6346). * Replaced symbol on the proguard's belt. * Default value of com_maxfps increased from 144 to 300. * Improved idEntityPtr, fixed some warnings. dev16854-10518 * High mantle animation has become much faster (6343). * Crouching while on ladder/rope now causes player to slide instantly. * Added "forceShadowBehindOpaque" hack to workaround shadow leaks in old missions (5172). * Fixed and revised underwater "double vision" effect (6300). * Add scratch images have alpha = 1, which fixes some mirror materials (6300). * Added warning if material output color depends on input alpha, fixed it in core assets (6340). * Support several independent user addon scripts (6336). * Fixed missing headbob and footsteps at very high FPS (4696). * Fixed player hanging mid-air in a jump at very high FPS (6333). * Don't crash if player's head does not exist (6326). * Added "fade in fast" options for frobhelper (6342). * Removed "show tooltips" option, now it is always on (6344). * Added default spawnarg values to "text" debug entityDef (6325). * Fixed some uninitialized values, float overflows and NaNs across the code. * Reorganized covered furniture models from Seeking Lady Leicester (6289). dev16842-10488 * Major changes in frob/use controls: holding frob does different thing now (6316, thread). * Fixed some electric lights not spawning. * It is no longer necessary to specify extension to reference PNG image. * Added cvar tdm_show_viewpos and command screenshot_viewpos (6331). * Fixed hanging when light is moved through a plane with many visportals (3815, thread). * Fixed multipage readables stuck on empty page, improved page flipping (6313). * Fixed WAV sounds playing in main menu, all sounds are streaming now (6330). * Fixed light leaks along scissor rectangle boundary with soft stencil shadows (thread). * Better subtitles location visualization (6264). * Changed position of subtitle blocks and subtitle font (6264). * Internal refactoring of idImage class (6300). * Fixed rare bug in renderworld raycasting... might happen with particle collisions. * Fixed warnings in newspaper_bridgeport0X core readable GUI (6245). * Added vec4 GUI keyword (6164). * Renamed pm_lean_toggle cvar to tdm_toggle_lean. * Improved "head bob" and "mantle roll" settings in main menu. * Updated FFmpeg to 4.4.4 (6314). Known issues: * Various problems after image refactoring: underwater, mirrors, etc. dev16829-10455 * Allowed to mantle while carrying/manipulating an object (5892, thread). * Allowed to change weapon while mantling or on rope/ladder (6319). * Several leaning improvements (6320, thread). * Parallel shadow-casting lights are deprecated, use parallelSky instead (6306). * Added many menu settings for autoloot body, blackjack helper, and other (6311). * Deleted option for autolooting bodies with one item per frob, added menu setting (6257). * Added cvar to modify all head bobbing settings (6310). * Fixed some corner cases with multiloot (6270). * Fixed frob helper's "always visible" mode (6318). * New&fixed versions of atdm:lamp_electric_square_3_lit_unattached (6315). * Fixed UV map on Stove models (6312). * Reworked r_showPrimitives + deleted code for rendering from CPU buffers. * Shortened name of end-mission autosaves (6294). * Consistent names of various arrows. Known issues: * Some electric lights don't spawn. dev16818-10434 * Fixed projectiles flying through player and enemies sometimes (6292). * Lights with noshadows spawnarg pass through walls again (5172). * Disabled portal flow culling optimization for parallel lights (5172, 6306). * Faster light-entity interactions matching if light is noshadows due to spawnarg (6296). * Compression of images to DXT1/3/5 is done in software (6300). * Cleaned up rounding math routines (6300). * r_showportals 2 is easier to understand now * Changed rules for getting start areas of parallelSky light (6306). dev16814-10408 * Optimized portal flow culling for shadowing lights (5172). * Extended dmap diagnostics to info_portalSettings, improved editor descriptions (6224). * Added test commands: tdm_open_doors and tdm_close_doors. * Minor adjustments to ear-cutting algorithm in dmap. * Minor refactoring in image compression code (6300). dev16809-10394 * r_shadowMapSinglePass is enabled by default now. * Fixed lack of shadows in volumetric lights under r_shadowMapSinglePass (6271). * Fixed interaction rendering on materials with polygonOffset (5868). * Optimized code for finding light-entity interactions on large maps (6296). * Optimized moving shadowing lights: don't create interactions in unreachable areas (5172). * More refactoring in backend: tonemap shader (6271). * Added more covered furniture models (6289). * Added wall models from Seeking Lady Leicester (6293). Known issues: * Some noshadows lights no longer pass through walls. dev16801-10370 * Supported -durationExtend for inline subtitles (6262). * Added blue noise dithering to tonemap shader, which fixed color banding of fog (6271). * Optimized away unnecessary render copy under "useNewRenderPasses 1" (6271). * Refactored blend and fog lights into new backend architecture. For troubleshooting, reduce cvar useNewRenderPasses to 1 or 0 (6271). * Added 30 case to max FPS selection in settings menu. dev16792-10357 * Fixed particles bound to animated joints (6099). * idVec3 is no longer initialized to zero by default (6280). * Integrated Address Sanitizer tool and fixed a few found bugs (6280). dev16789-10349 * Deleted old backend completely + some cleaning (6271). * Fixed map icon wrong name (thread). * Now light entities support noPortalFog spawnarg (6282). * Support fonts aspect ratio correction (6283). * Fixed playerstart customization (thread). * Refactored "render pass" part into new backend architecture. For troubleshooting, try cvar "useNewRenderPasses 0". Also "textures/particles/blacksmokepuff" now works (6271) * Now arithmetic expressions in materials support min/max functions (6271). * Minor initialization cleanup (6280). dev16785-10319 * "r_shadowMapSinglePass 1" now respects noselfshadows flag (6271). * Continued refactoring in shadow maps and render-pass shaders (6271). dev16783-10307 * Backported new rendering backend to uniforms, should work like the old one now (6271). * "Auto" lockpicking difficulty now unlocks pin from after one cycle (6256). * Added "auto-search bodies" feature under tdm_autosearch_bodies cvar (6257). * Added r_shadowMapAlphaTested cvar for single-pass shadow maps (6271). dev16781-10289 * Added first version of direction and volume cues to subtitles (6264). * Allow subtitles to extend duration of sound sample (6262). * Improved slot allocation algorithm for subtitles, a subtitle no longer changes slot (6264). * Fixed bug that stereo sample plays for 2x duration due to length confusion. * Upgraded libpng and rebuilt third-party packages. * Internal fixes of depth bounds test asserts. dev16778-10275 * Allow limited mantling with a shouldered body (5892). * Fixed toggle creep and improved settings layout in the menu (6242). * Fixed bounding boxes of animated entities and particles, enabled r_useEntityScissors by default (6099). * Trigger call_on_exit before call_on_entry when switching locations. * Don't expand bounds of surfaces with turbulent deform (5990). * Removed "gui" spawnarg on GUI message to avoid first frame (6117). Known issues: * Particles bounds to animated joints broken. Changelog of earlier versions can be found here. Source: 2.12 beta testing thread
  4. Thank you for a great puzzle fm! I'm having real trouble with the TDM v 2.10-64bit on Linux Mint 21.1 Link to the guide supplied by V-Man339 https://forums.thedarkmod.com/index.php?/topic/15844-fan-mission-the-gatehouse-by-bikerdude-goldchocobo-updated-02112014/page/7/#comment-429405
  5. I agree. I'm copying this idea over to the https://forums.thedarkmod.com/index.php?/topic/21741-subtitles-possibilities-beyond-211/ thread. Related: I'll probably do some more experiments with the current TDM font & size, to understand max char count versus field width.
  6. Some years ago i succesfully downloaded the wiki with wget, for TDM dvd. I dont know if this method wikl work now. https://forums.thedarkmod.com/index.php?/topic/19998-tdm-collection-dvd/#comment-437887
  7. @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...."
  8. I guess the best image-to-normal conversions I've seen here in the forums are via njob. I am curious about this AI thing though: https://github.com/HugoTini/DeepBump has to be installed into Blender as a plugin?
  9. Yeah, the behavior here is what we have seen since JC Denton's "HDR-Lite" shaders were introduced. Once the glancing angles amplify the light response above the rgb threshold for bloom, you get the blow-out. It looks realistic in some scenarios such as near a fireplace or torch but is not quite convincing with area lights or large bright lights whose light center is further away from the surface of the affected material. Example of the benefit of the effect ( ceiling fresnel effect ) : I guess the workaround is to darken the specular and diffuse a little further, maybe add a blend filter stage ( faked AO, etc), and maybe add an alpha channel to the specular to tone down the gloss response.
  10. We are proud to announce the release of: The Dark Mod 2.11 ! The Dark Mod 2.11 is primarily a bug-fix release. The majority of development time was dedicated to fixing or improving long-standing bugs or problem areas with the project rather than focusing on new features. That said, some of the improvements that were introduced to address these issues could very well be classified as new features in terms of the amount of changes required to bring them to life. A full changelog can be viewed here, but some highlights include: Major gameplay improvements! For players, Stealth Score and AI alert behavior has been improved to better detect tactile contact with AI and proximity. An older TDM release introduced a grace period feature that was overly broad and made some AI ignore players that were right in front of them. This has been substantially improved so stealth scoring and AI reactions should be a lot more consistent and logical. Players will also have a new Blackjack experience with better cues about whether a blackjack attack will succeed and improvements to the way that the blackjack attack is executed. Players can more smoothly transition from climbing as the player is now permitted to be crouched during the climb. There is a new multi-loot feature which allows you to pickup multiple loot pieces by holding down the frob button! Performance Improvements! The new volumetric light feature has been improved via a new blur phase. This means that you no longer need to increase the samples to reduce or remove banding and performance should be substantially improved. Before 2.10 ( dithering and low sample count): After 2.11 ( blurred and higher default sample count ) : Soft Shadows now utilize scissors and tile-based evaluation in stencil mode so that Anti-Aliasing no longer need be applied to the entire shadow buffer. Shadow Maps have improved mipmap, LOD and texel utilization. There should be fewer artifacts and better performance. Large models are now evaluated via a BVH structure so that they can be split for lighting and culling optimizations. AI think cycles have been optimized and perform less work per-frame. GLSL programs have been rewritten to have better performance on AMD graphic cards. Included mission improvements! Mission 1: A New Job now features subtitles! Mission 2: Tears of Saint Lucia has been improved with EFX reverb and a few bug fixes! Asset fixes and additions! Dragofer has fixed hundreds of assets that were missing setup definitions or other components that would cause the console to flood with errors on TDM launch or on the launch of missions. In addition, he has added hundreds of new and old assets from both TDM team members and members of the TDM community. Improvements for Mappers! The Engine now supports Obj model format Material Shaders no longer require you to add frob stages. Frob is now auto-generated. You can still add custom frob effects to materials if preferred Missions can now include decls that override those in the core TDM without using an override file to replace the entire core file. GUI scripting has been overhauled with better syntax and error reporting Dmap precision has been increased and Dmap T-junction performance has been optimized Please see our Moddb article for the full developer blog entry: https://www.moddb.com/mods/the-dark-mod/news/the-dark-mod-211-is-here To update, simply run the tdm_installer.exe file in your darkmod folder. Note that tdm_update.exe is no longer supported, but you can download the new installer from the Downloads page if you don't have it yet. Please be aware that old saved games will not be compatible with 2.11, so finish any missions you might be in the middle of first!
  11. DarkRadiant 3.8.0 is ready for download. What's new: Feature: Support new frob-related material keywords Improvement: Mission selection list in Game setup is not alphabetically sorted Improvement: Better distinction between inherited and regular spawnargs Improvement: Silence sound shader button Improvement: Add Reload Definitions button to Model Chooser Fixed: Model Selector widgets are cut off and flicker constantly on Linux Fixed: DarkRadiant will not start without Dark Mod plugins Fixed: GenericEntityNode not calculating the direction correctly with "editor_rotatable" Fixed: RenderableArrow not drawing the tip correctly for arbitrary rotations Fixed: Light Inspector crashes on Linux Fixed: Models glitch out when filtering then showing them Fixed: Skin Editor: models not centered well in preview Fixed: "Copy Resource Path" includes top level folders Fixed: Skin Editor: internal test skins are shown if Material Editor was open previously Fixed: Changing Game/Project doesn't update loaded assets correctly Fixed: Model Chooser: initially hidden materials aren't revealed when enabling them Fixed: Choosing AI entity class 'atdm:townsfolk_commoner_update' causes crash Fixed: Sporadic assertion failure on shutdown due to LocalBitmapArtProvider destruction Fixed: Prefab Selector spams infinite error dialogs on Linux Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.8.0 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!
  12. 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/
  13. No, not really, have only seen him on the forums many years ago. He deserves a lot of credit for providing the SVN infrastructure in the beginnings of the project, it's been only later when we transferred this to a hosted server. Memory is blurry, but I think my time working on TDM and his don't overlap that much - I had been getting more active, and he pulled back a bit. He bootstrapped quite a few important systems, IIRC he's been working on light gem and the first Stim/Response and Inventory implementations. From what I recall, he gave the project an organisational backbone in the technical department which is crucial to keep things together. Folks like Spring and NH who have joined long before me could give more insights, I guess. (Looking at my join date makes me feel old either way. From TDM's current view point, the year 2006 seems like right at the beginning, but actually the mod had already been existing for two years by that time I joined. With the first release in 2009, 2006 is rather in the middle. Heck, I haven't touched the mod code for at least 10 years - and I can still remember a few things, which is a testament of how much it occupied my thoughts back then).
  14. I believe the plan was to first get better reflections working then move towards better surface shading and finally incorporate the probes into the ambient_world ( aka probe GI ). Hard to say but it may just be easier to examine what can be ported from RBDoom3BFG and add the full feature-set in one big change. If someone wanted to examine the shaders from that project and try to make them comply with our design requirements ( OpenGL GLSL 3.3 ) that would make it easier to begin such an evaluation. For non-team members, I think that only hmart, jonri, and totallytubular ( maybe Filizitas ?) have the skill-set to do this type of thing so it will probably wait until a team member has time to begin experimenting.
  15. There are other complications though. How much fall damage should player take, if they decide to jump off a rope with the body? Should the player let go of the body or not? Also, right now it's much harder to jump off the rope with the body than without it. Why? And last but not least, how would you teach players these things, possibly without much hand-holding and text prompts explaining the rules? I guess I'm with @STiFUon this one, if you restrict dropping the body, you'll save yourself (and mappers) a lot of headaches. But even that doesn't solve all the problems, I know I'm in the minority in these forums, but as a player, I really appreciate the beauty and efficiency in simplicity of the design. Not overthinking everything and adding more and more rules for the sake of realism (or anything else).
  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. This is basically "do include my work ASAP because I worked so hard, or else *sulk*". This is similar case: https://forums.thedarkmod.com/index.php?/topic/21679-beta-testing-211/page/10/#comment-482352 This is neither a commercial product, nor a phishing email. That sense of rush and pressure is artificial. These releases typically do take long, and even then, there are often many things broken by mistake or omission. Often there aren't enough people to test stuff, or they're not competent enough, etc, etc. There's little point in hurry.
  18. It was not a bug, it was real-time shader compilation (PC-specific issue). They addressed it by pre-compiling shaders while you're in main menu.
  19. 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.

    1. Show previous comments  1 more
    2. The Black Arrow

      The Black Arrow

      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.

    3. nbohr1more

      nbohr1more

      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)?

    4. The Black Arrow

      The Black Arrow

      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.

  20. 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?
  21. I recently saw discussion about PBR materials being added to Doom3BFG with folks also talking about it on Discord. One of the things I always wanted from PBR is proper reflections, especially in a way that works on all FM's new and old without requiring changes (eg: new light entities). Lack of proper reflections is one of the biggest limitations we still have, leaving us with mere boring specular reflections lacking any detail. While currently we can't have things like metallicity or per-pixel roughness, not even the ability to use the skybox or player camera feed as a reflection map, we do have a generic cubemap used only on windows and a few special textures. So the thought itched me: What if we could make every material with a specular map also blend a cubemap reflection? I've done Linux batch scripts for complex tasks before, so after lots of searching (and dealing with DOS era line terminations getting in the way) I managed to create a bash script that will do just that! This 50 line script will detect all materials with a specular map, inject a customized cubemap reflection, then repack everything. It scans every material in TDM thus it changes all map textures models and entities alike, everything gets modified to benefit from this. Modifications are NOT made to the official pk4 files, instead a single pk4 named Z-tdm_materials_cubemap.pk4 is generated to override the old defs, you can revert at any time simply by removing this one file. The cubemaps are subtly blended in without using extra vertex / fragment shaders which should have minimal performance impact, they also respect the bump map of the material and are deformed by it... each cubemap is masked by the specular map which gives it a close feel to PBR, materials without a specularity texture are considered rough and remain unchanged. Simply download the script and use it in your TDM folder, you'll need either Linux or a bash environment on Windows (untested): material_cubemaps.sh #!/bin/bash # Add cubemap reflections to all TheDarkMod materials containing specular maps # Use sub(/\r$/,"") to fix DOS line termination, https://stackoverflow.com/questions/45772525/why-does-my-tool-output-overwrite-itself-and-how-do-i-fix-it # Unpack all materials mkdir "temp" for f in *.pk4; do unzip -o $f "materials/*" -d "temp" done mv "temp/materials" "temp/mtr" mkdir "temp/materials" cd "temp/mtr" # Inject cubemap code into all materials with specular maps, the reflection is masked by specular intensity # First ensure the file contains at least one definition that need to be modified to avoid needless repacking for f in *.mtr; do awk '{ sub(/\r$/,"") if($1 == "specularmap" && $2 != "_black" && $2 != "") exit !f }' "$f" if [ $? == 1 ]; then awk '{ sub(/\r$/,"") print $0 if($1 == "specularmap" && $2 != "_black" && $2 != "") { print "" print " // Cubemap reflection for specularity" print " {" print " maskcolor" print " map makealpha(" $2 ")" print " }" print " {" print " blend gl_dst_alpha, gl_one" print " maskalpha" print " cubeMap env/gen3" print " texgen reflect" print " }" } }' "$f" > "../materials/$f" fi done # Pack modified materials cd ".." zip -r "../Z-tdm_materials_cubemap.pk4" "materials" rm -r "../temp" At the moment I haven't done a full comparison and only tried it out on a map I'm working on: It's possible I might do my next TDM stream with this on which will allow others to see it better. From what I'm noticing it's pretty much perfect: Very subtle and doesn't disrupt visually, it does improve realism in a lot of cases as you move around and see the shine... given the texture is almost always masked and distorted by bump you don't feel the reflection is ugly and fake but it feels natural. Currently this is here as a mod for players that wish to use it... not gonna lie part of me is tempted to suggest it be considered for 2.11, it's definitely an improvement to having no reflections at all until a better method is found. Please try it out and share your own thoughts and images, below are a few screenshots I took during my first test to confirm it works as expected.
  22. peter_spy is right that is total overkill, for grass at lest and imo the wrong approach (specially with such high rez textures), thou I know is the "easy" and only approach for those that can't use shaders. The right approach but harder to those that don't know shader coding, is to create a vertex shader that moves each vertices of the grass plane. Btw this is possible to do, more or less realistically, even in the original idtech4, without making a new shader or using frame animations. textures/nature/grass { nonsolid noimpact noShadows noSelfShadow qer_editorimage textures/nature/plant_ed.jpg { blend diffusemap map textures/nature/plant_d.tga rotate .003*sintable[ time *.2 ] } { blend bumpmap map textures/nature/plant_local.tga rotate .003*sintable[ time *.2 ] } }
  23. Remix only works on DirectX 8 (and 9 without shaders) games, so I'm afraid the answer is no.
  24. 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!
  25. My dream is for forums.thedarkmod.com to link to thedarkmod.com
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