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Found 8 results

  1. https://bugs.thedarkmod.com/view.php?id=5068 Sometimes, when going underwater, the shader responsible for blurring the view will shrink the image to roughly 1/4 of the screen (1/2 both horizontally and vertically) and position it in the lower-left corner, while leaving a jumble of textures to display in the background. This only seems to happen on rare occasions; My latest test suggest it occurs if the player has taken any damage and the health bar is showing up on the HUD. I'm running TDM 2.07 x64 on Linux (openSUSE Tumbleweed) with the free video drivers (amdgpu).
  2. I've recently posted this into another thread, but I thought I might as well make a thread about it. Regarding engine upgrading, I was wondering, it would perhaps be best to create a separate webpage dedicated to the TDM Engine, chiefly to document new features and updates that separate it from idtech4, but also to attract potential developers that can help improve it. Is there a github page for the code, or something like it?
  3. https://bugs.thedarkmod.com/view.php?id=5055 There seems to be an issue with shadow rendering in the engine: When enabling both Stencil Shadows and Soft Shadows, shadows get incorrectly mapped and are stretched across the screen in front of the camera. I have no issues when using Stencil Shadows without shadow softness, nor when using Map Shadows both with and without soft shadows. I'm running TDM 2.07 x64. My operating system is Linux openSUSE Tumbleweed x64. Kernel 5.2.14. Mesa 19.1.7 (amdgpu module). My video card is an AMD Radeon XFX R9 390. I attached two screenshots from t
  4. Ok so we are having a lot of talk surrounding TDM's engine, and its amazing that we are having so much done in the way of improvements to it, lately. I thought it could be fun to have a (yet another) place where we as fans could post things we would like to see added to the game, more specifically to its mechanics. Just suggestions for things that we feel would reinforce the game's strengths and design choices. Obviously, its up to the team and coders to know where to best place the resources and what needs to be prioritised. But a man can dream... Having said that, lets start with somet
  5. I hope this isn't a useless thread, just thought it would be constructive to let everyone know about it. I was looking up some TDM related concerns, and accidentally stumbled across another fork of the idTech4 engine. It's called fhDOOM, and it seems to have a lot of neat graphical improvements over the stock engine. eXistence/fhDOOM There are definitely things in there that TDM could consider grabbing! Some important ones highlighted on their front page: Modern renderer based on OpenGL 3.3 core profile. Any up-to-date engine should have this as a norm.Parallax mapping. Not sure if we have
  6. I recently saw a post about the functionality of the idTech 6 engine, which brought this suggestion to my attention. It's actually a simple and trivial improvement, although I can imagine people missing it and not thinking about its absence. Also keep in mind I don't know the lighting code of TDM, and everything I say is purely out of observation. Like most engines that use dynamic lighting, TDM tends to have considerable performance issues when a lot of lights are rendered at once. This is often because of shadows and possibly other calculations. A common way to prevent extra computation in
  7. I am trying to compile the latest SVN engine, on openSUSE Tumbleweed (via gcc 4.8). Compilation goes well until the end, when the process mysteriously fails for an unexplained reason. The only thing that seems to be printed is the name of the file and something called "Error 1". Anyone else running across this, and knows of a solution? Thanks. cm/CollisionModel_load.cpp: At global scope: cm/CollisionModel_load.cpp:42:13: warning: ‘versioned’ defined but not used [-Wunused-variable] static bool versioned = RegisterVersionedFile("$Id: CollisionModel_load.cpp 6551 2015-10-15 18:48:23Z stevel $"
  8. I am wondering why can't entities limit to be expanded beyond 8192 entities ? (I am sure it's plenty, but still)
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