Jump to content
System downtime for updates - Sunday 13 July 2025 ×
The Dark Mod Forums

Search the Community

Searched results for '/tags/forums/speed build/' or tags 'forums/speed build/q=/tags/forums/speed build/&'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General Discussion
    • News & Announcements
    • The Dark Mod
    • Fan Missions
    • Off-Topic
  • Feedback and Support
    • TDM Tech Support
    • DarkRadiant Feedback and Development
    • I want to Help
  • Editing and Design
    • TDM Editors Guild
    • Art Assets
    • Music & SFX

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

  1. And then the bodies piled in the shaft prevent the elevator from landing properly and the two forces fight to the death until something gives way and the game crashes because either elevator or corpse pile got thrown into the stratosphere at the speed of sound.
  2. Just found out piped.kavin.rocks has a build-in audio-only for video's (great for music video's). Never thought something like this (including browser extensions) excisted. This would have saved me a lot of money on vacation, where I was camping without wifi.

    1. Show previous comments  1 more
    2. jaxa

      jaxa

      Is piped.kavin.rocks broken? I think I've used it once before but now it seems to do nothing, even after I disabled all my blockers.

    3. datiswous

      datiswous

      Seems to work fine for me..

    4. jaxa

      jaxa

      I had another moment to look. Still seems broke AF, as described here:

      https://www.reddit.com/r/NewPipe/comments/xe50uk/pipedkavinrocks_doesnt_work/

      I checked out this list of Invidious instances and yewtu.be:

      https://docs.invidious.io/instances/

      https://yewtu.be/feed/popular

      The homepage appears to work but my search for the word "test" caused a bug page. Then it worked a few minutes later as I was writing this.

      Basically, I think these YouTube frontends tend to break often. It's good that they exist though.

  3. @stgatilov In Written in Stone at 308 -1768 123 -13.7 68.3 0 (noclip) using stencil shadows (r10166), the FPS drops from 60 to 45-50. There is no FPS drop with r9853/2.10; it's 60 fps. I found that enabling Frontend Acceleration improved the situation and FPS was a steady 60 fps. Summarized: Frontend Acceleration enabled r10166 stencil 60 fps Frontend Acceleration disabled r10166 stencil 45-50 fps r10166 maps 60 fps r9853 stencil 60 fps I thought you might want to investigate this scene. Maybe there's an optimization that can be done.
  4. Author Note: This is a brand new mission and a new entry into the accountant series. There are some different than usual puzzles in this FM, so if you find yourself stuck try to think about your pathway forward in a logical manner. And if you're still having troubles then pop by this thread and ask (preferably with spoiler tags). This FM is brand new and serves as the first installment in The Accountant series, a few years back there was a small prologue style mission released however I felt that it did not represent The Accountant series so I decided to go back to the drawing board and do a whole new mission that's larger, has a better level design and has a story that lines up closer to what I plan to do with the accountant series. The mission is medium sized and you can expect between 30-90 minutes to complete it depending on your playstyle. Beta Testers Captain Cleveland Crowind Kingsal PukeyBee Skacky SquadaFroinx Voice Actors AndrosTheOxen Epifire Goldwell Stevenpfortune Yandros Custom assets Airship Ballet Bentraxx Bob Necro Dragofer DrKubiac Epifire Kingsal MalachiAD Sotha Springheel SquadaFroinx Available via in-game downloader File Size: 233 MB - Updated to v 1.1 (01.06.2018)
  5. @nbohr1more, I just recently noticed that back in Oct you reported in https://www.ttlg.com/forums/showthread.php?t=152771 I didn't see anything about this in the current "What's New in 2.13". Will this new functionality actually happen for 2.13, and if so what FMs can now be re-downloaded to get the enhanced translation packs? Particularly "early TDM missions [that] also have German, Italian, French, etc translations". Pointer to any new bugtracker/forum/wiki info about this appreciated.
  6. I successfully installed DR Flatpak version 3.2 (Linux). There are still files remaining from the previous build from source installation. What do I have to remove to properly uninstall?
  7. I'm happy to announce my second FM, 4 years after my first release. I've focused on large maps and open world projects, most of which are nowhere near finished: Inspired by short FM's posted recently, I decided to try something simpler and smaller that could be done in time. As Halloween is upon us, I put together a 10 day FM using pieces from other projects to speed things up. Since my previous FM I've gotten more experienced with DarkRadiant and haven't repeated a lot of its mistakes. While I haven't had time to put this up for beta testing, I've played it so many times I don't expect major bugs, though this is a quick project so don't expect everything to be perfect. Eager to hear what you think and what you find! Until this is in the mission downloader you can get it at the following mirrors: Google Drive Mega.nz Notice: This FM uses the newly added debrief stage. At the time of this post the latest TDM release doesn't contain the new system: You should still be able to play on the release version, but for the full experience consider running the latest DarkMod development snapshot from the installer. This mission is story oriented, it's encouraged to explore and look attentively at things. I found it a bit on the difficult side, not as a deliberate choice but a consequence of its design. Definitely play on the easiest difficulty if this is your first time, a normal run should take over an hour. Content warning: Short guide if you find navigating difficult, contains only minor spoilers: If you're stuck on a specific task, the following spoilers provide a guide for the most common challenges, contains major spoilers so I advice only checking this if necessary until finishing your first run:
  8. I think it's good to make sure it's only happening in 2.13 and not also in 2.12. If it also happens in 2.12 it's probably just an (lod related) mission bug that the missionmaker (bikerdude) has to fix. I already send your post info to him (he's not on the forums)
  9. The nights are getting colder and you need to pay your rent on time before you get tossed out into the winter air. Luckily, your neighbor told you about a mysterious merchant from faraway shores who has come to the small hamlet of Wilford's Hollow, and he's staying at the inn next door. What's more, he's brought something with him... Gameplay Notes: 1) This is a fairly small map, but I did intend for this map to be a bit harder than normal Dark Mod missions, even on the lowest difficulty setting. But there will certainly be plenty of rewards for the careful thief... 2) This map implements the func_peek mechanic by allowing players to peek through any door that has a keyhole by leaning forward. PLEASE NOTE: This function has been known to cause crashes for players using the 32-bit version of the Dark Mod 2.07 (should be fine for those running the 64-bit version). While this function has worked painlessly for some, please be aware that crashing may occur. At no point in this mission is it required to use the func_peek mechanic, it is purely optional, so feel free to not use it. Download: This FM is available via the in-game downloader FM: https://drive.google.com/file/d/1eGMhIkoMFqlkk_ehN430cP63RQr5quEh/view?usp=sharing Promotional Screenshots: https://drive.google.com/drive/folders/1bwuy0QPhaGpV32CgEdXhBIA5KgvcRueN?usp=sharing Credits: A HUGE thanks goes out to JackFarmer, Dragofer, and Bikerdude for scripting, EFX, custom ambient tracks, assets, answering a billion of my questions and doing so, so, so much more to make this mission something special. Thank you! Another GIANT thank you to my beta testers: Jedi_Wannabe, Bienie, Filizitas, joebarnin, bikerdude, Cambridge Spy, STRUNK, Lonewanderer, Rezar. Thank you all very much for your wonderful work and eye for detail! And another thank you goes out to Goldwell, Kingsal, and Grayman for scripting help and patient guidance. Assets are from: Springheel's Superb Modules Refl3ks' Rad Artwork Kingsal's Killer Assets Dragofer's Delightful Assets Epifire's Expert Models dmw's Dazzling Textures Spooks' Spectacular Painting for the Loading Screen R Soul's Fantabulous Assets JackFarmer's Miraculous Machines and Sounds Bikerdude's Bountiful Assets Hugo Lobo's Luxurious Textures ***PLAYER BEWARE*** SPOILERS lie in the depths below. I strongly suggest playing it first so you don't spoil the fun for yourself *** Version 2 Changelog: - Fixed several broken visportals - Fixed reflections in flooded basement, improved performance - New particles, models, and textures - Fixed broken AI pathing - Fixed fireplace glitch in the Inn - Fixed several texture issues - Added new secret objective - Lighting and fog changes - Implemented fade lights - Implemented Kingsal's inventory icons - Replaced slow match with flint - Increased bow draw speed using modified settings from Kingsal
  10. btw. the current uploaded compiler is not working because of a simple oversight. the bootstrap compiler used gcc's own libssp and not the mingw-w64 dummies which means it will fail to run unless you copy of libssp-0.dll from the winlibs ucrt compiler and place it in /ucrt32/bin. im currently rebuilding the toolchain without the libssp library from gcc so that it will work correctly with Msys2. Sorry about that... The upside to this is that im including my runtime-config script in the new build to make it easier to use the static runtimes in case you absolutely dont want your code to rely on the gcc unwinder and exception dll's. this version however will not support throwing exceptions across dll boundaries (32 bit problem only as the exception mechanism is incompatible with windows SEH exceptions. gcc uses dwarf or sjlj in 32 bit). ill post a version based on the TDM compiler later which does support it.
  11. it is a 32 bit version of the mingw compiler using the universal runtime instead of the old msvcrt the Msys2 project only provides the 64 bit version as they are moving away from 32 bit. You can use it to make windows compatible software eg. games / dependencies for windows (must be atleast vista as ucrt does not support older windows versions than that). I done it by request so it wont have a full package repository like UCRT64 does and it will not be added to the official Msys2 repo. Ill provide compiler builds and integration with Msys2 but packages users will have to build themself.
  12. well cant speak for asrocks rack boards but the supermicros have an excellent rating i hear . though most would probably just use an older haswell based xeon for a server build where they still shine. my build server is actually running a xeon though using an ASUS X99 AII board and it performs quite fine despite its age. 8 core though at some point ill probably gonna upgrade it to a 16 core, 128 gb ram, mostly mechanical harddrives except the os drive due to mechanical having longer life expectancy with the huge number of read write operations on a build server.
  13. Cleaning Up the Neighborhood by some1stoleit, bikerdude Brief Description: A small-medium sized assassination mission, taking place in a bar and casino environment with streets surrounding the bar. Story: Crime is out of control in my neighbourhood, when thugs attacked my wife I decided I can no longer stand by idly. Unable to rely on the corruptible city watch and the aloof Builders, I must take matters into my own hands. My first target is a bar called the Scoundrel’s Rest which is not far from my home. It’s owned by a man named Godfrey and considered neutral ground to the various criminal factions inhabiting the city district. There is no doubt its presence attracts criminals towards my neighbourhood, contributing to the infestation of crime. Infiltrating the bar not only creates the opportunity to kill Godfrey and shut it down for good but also allows me to find information about the rest of criminal groups that inhabit my neighbourhood. I gave my thieving days when I met my wife, but for her sake I must take up the profession once more and prowl in the shadows again. Notes/Tips: Your lock picks are noticeably old, so you can’t rely on them to get you past every door. Examine the environment and keep an eye out for keys on pockets.If you see a pipe outside, chances are you can climb up it.On Rusty and Practiced difficulty settings there's a map available for the bar’s ground level and the street surrounding it.It should be possible to ghost the every area in the mission. A small amount of loot however may be difficult or impossible to acquire without knockouts.There are a few hidden optional objectives you can discover. Screenshots Download Mirrors: https://www.dropbox.com/s/rbiashq1c1k56ns/Cleaning%20Up%20the%20Neighbourhood%20v1.0.zip?dl=0 https://mega.nz/#!bMtgiSra!Y1KXGovfYfdtG1xxRkmPYndLxgq7wMNVr8oENnS2Qxg FAQ: I dislike when I get stuck on an FM and have to leave the game to scroll through forums to find out what to do. I think the mission should be straightforward enough to beat without answers, but I will provide a FAQ if it’s needed. Just be sure to give a good try working it out yourself before reading this. Thanks: I’ve found the TDM community very welcoming and helpful as a new member and would like to thank several people. Bikerdude, for allowing me to collobarate with him and showing me a different way to build maps from scratch in Dark Radiant, as well as many other mapping techniques.Resources:Springheel, for his Modules and his retroactive permission to use New Job street segments.Amadeus, for doing some proofreading of the briefing and readables.Obsttorte, for his objective checking script used for one of the optional objectives.Rsoul, for creating new internal version of architecture models.Beta Testers:Amadeus, Cambridge Spy, Abusimplea, Shadow, Boiler’s_hiss, nbohr1more, Springheel, JudithPeople who helped Answer my Questions:Destined, JackFarmerSpecial thanks to Sotha and Springheel whose video tutorial series give me the guidance and confidence to start using Dark Radiant.I apologise if I missed anyone, if I missed you please do contact me and I’ll credit you appropriately. About the Development: Initially this was a solo developed mission made by myself, upon some beta testing I agreed to make the mission collaboration with Bikerdude, with the intention to learn good mapping practices from the collaboration. The mission was redesigning using the same layout as the original but using Springheel’s modules instead of my very simple brushwork, and expanded in scope to include a more detailed street, a canal, a sewer and a rooftop segments. Bikerdude’s use of springheel modules and custom skins is mostly responsible for the beautiful visuals, with my contribution being the layout of areas and the writing. Known Issues: None at the moment.
  14. I have installed F5-TTS with pinokio: https://pinokio.computer/ It's remarkable how fast this model is and how easy to use. Just find some longer voice clip and use it as reference audio. Under Multi-Speech you can upload more voice clips and give them tags/Speech Type Names, of use this for different voices alltogether, then simply start the scentence with {your tag}. {your tag2} etc. I took 4 clips from the moor tagging them soft, normal, angry and shout, then making them say the same line: YourCamel.mp3 It works very fast and the quality is very much the same as I got out of tortoise-TTS, but seems not as good in keeping the character of the voice.
  15. The latest dev build (dev16629-10139) supports Wavefront OBJ format for static models. Some details: Model must consist only of triangles. Quads/polys will produce warnings and won't work properly. NURBS/lines/etc are ignored. Normals and texcoords are mandatory for all triangles, otherwise model loading will fail. Widely used extension for RGB vertex colors is supported (standard OBJ does not support vertex colors). TDM materials are referenced by "usemtl textures/test_obj/rock". Standard MTL files are not supported yet. Unlike LWO and ASE imports, which try to automatically merge close vertices, no postprocessing is done for a model in OBJ format. As far as I understand, it means less suffering with smoothing groups for instance. Also it means that loading OBJ model is very fast, even for a large model. The only downside thus far is that zipped LWO file can be smaller than zipped OBJ, but I don't have exact numbers yet (I'd be happy if someone can help me with it). Speaking of OBJ format, there are several pending questions: Should we support MTL format (common subset) in TDM engine? Or as import plugin in DarkRadiant? Should we support referencing part of OBJ file as model in TDM map? Is it common to export several LODs into one OBJ?
  16. If you want to do screenshot comparison, you should rollback several cvars: r_postprocess_compress: 0 instead of 1 r_postprocess_overbright_desaturation: 0 instead of 0.1 r_postprocess_desaturation: 0 instead of -0.2 And you might as well check that the following cvars have default values: r_postprocess_gamma r_postprocess_brightness r_postprocess_exposure Or even better, just copy TDM installation and compare new build vs old build. It is inevitable that allowing overbright colors to be more distinguishable reduces contrast and saturation of colors. Unless you agree to have eye adaptation or to tweak stuff manually for each scene. The saturation was somewhat increased using r_postprocess_desaturation, so you should definitely change both cvars if you want to compare. I think it is okay to return to the old LDR tonemapping with clamping of colors over 1. But I guess we should ask the people who initiated this why they want to avoid clamping so badly.
  17. This is a fun one to speed run. I can finish in under a minute, 0:59 to be exact, but I bet I could get as low as 0:57 with luck
  18. I'm trying to build the project using the steps on our Wiki. It just uses up all memory and then kills the terminal window I'm running it from Any ideas? https://ibb.co/RTFnLXG [url=https://ibb.co/RTFnLXG][img]https://i.ibb.co/RTFnLXG/image.png[/img][/url] Surely 16GB should be sufficient for make -j?
  19. In Training Mission in dev build TDM 2.13/64 #10920, I see a significant drop in FPS (down to 11) at 331.95 -1360.32 210.25 69.8 178.1 0.0 (in the room "Keys & Lockpicks". This is similar to to my post here regarding TDM 2.12/64 #10644 (beta212-06). In TDM 2.12/64 #10651, the FPS goes down but stays at or over 17 FPS. One difference is that in 2.12, though I see the light coming from the window, the pattern from the window is not outlined on the floor. In the 2.13 dev build, the pattern is outlined on the floor. Host OS: Debian 11 Bullseye, Graphics: Mesa Intel UHD Graphics 620 (rev 07), Kernel driver: i915.
  20. for those interrested the ada or gnat compiler is not currently buildable but we might be able to use the same hack to get it going as was used to build ada for the ucrt64 version of mingw-w64. Fortran C and C++ should be bootstrappable without any problems, ada however needs its own seperate ada compiler since it cannot be built with C / C++ alone.
  21. Some days ago, Several builds of "the one" 2001 early build of Duke Nukem forever, been leaked online some days ago. This package includes the editor, but also its source-code. And some reviewers says is it legit. Whats your opinion about it?
  22. Greets. I just setup VS 2022 Community/VC++/MFC on a fresh box, and did a Checkout with TortoiseSVC from the public repository of build 16481-9881 (matching a fresh 9881 dev install of TDM environment, as required). When I do the build, I get a link error: Can't find file libavcodec.lib I'm not finding that file in the working repository, although I do see the libavcodec folder and avcodec.lib If I select DarkModTools/Properties, I'm able to go to the Link/Input field and see where libavcodec.lib is listed, but I can't edit it to change it to avcodec.lib (says it's inherited) I'm kinda rusty, haven't used VS since 2015, so this may be a trivial thing. Help?
  23. Zerush

    Free games

    (??) The Browser version works fine and flawless on my laptop (16GB AMD Ryzen, AMD Radeon GPU, ~600 Mbs internet speed), maybe it has a framerate limiter, it's not too fast.
  24. Since Aluminum directed me here ( https://forums.thedarkmod.com/index.php?/topic/9082-newbie-darkradiant-questions/page/437/#comment-475263 ) can we have unlimited renderer effects? Well, maybe not unlimited, by maybe 3-5? Thanks.

     

    1. Show previous comments  1 more
    2. Nort

      Nort

      Since I wasn't the one mainly asking, I'll just cite you in the original thread instead.

    3. AluminumHaste

      AluminumHaste

      There already is a kind of sorting, sort nearest, sort decal, sort <n>. For things like windows and such, sort nearest should probably have the desirable affect, though looking through multiple translucent shaders might kill performance.

    4. Nort

      Nort

      Is having multiple render effects really killing performance that badly? I don't understand. You're saying that if I have two transparent objects side-by-side, then they'll just count as two render effects, but when combined, they somehow become something much more difficult to render?

      Never-the-less, unless we're talking some kind of infinite portal problem, why not let the mapper choose how much he wants to kill performance? Just warn him against putting too many effects close together.

  25. In one of newer missions, I've noticed that doors have smoother movement. I think it could be described as door having slower movement first, then moving at faster speed and slowing down before reaching end of the movement. How does one do that? There was no info in the door wiki page. There, it says speed is only controlled by move_time and my doors seem to move at constant rate, which doesn't look as natural as the opening I've seen on other missions with the smoother opening. Or did I just imagine it all?
×
×
  • Create New...