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[LINUX] tdm unplayable on intel cards, but it can be worked out


zss

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tdm uses dds a lot.

but, on linux, intel drivers does not supports s3tc due software patents.

if you run tmd on intel card, it's just shows black screen with mouse pointer and plays nice main menu theme. and there is will be a lot of "Couldn't load image" warnings in log.

at least console is functional, so it's possible to bring it up and type "quit" :)

 

in my understanding, it's possible to write a script which will generate additional pk4 files with uncompressed tga textures, so d3 engine will use them instead of dds, so tdm will be playable on intel gma powered linux.

i can handle coding and testing, i have x4500 (G43) and x3100 (GL960) hardware.

 

but, i'm not familiar with doom3 engine in general, and tdm specifics (if any) in particular, so i will need some advice here.

 

on the other side, on the same hardware, vanilla doom3 is playable.

as far as i can see from pk4 contents, it's uses dds a lot too.

i suppose, vanilla doom3 detects lack of GL_EXT_texture_compression_s3t extension and does unpacking manually.

but, somehow, maybe as effect of tmdlauncher's work, same workaround does not works on tdm.

 

wheresoever, i will be glad to see any feedback.

Edited by zss
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In order to keep the mod size down, the distributed package only contains DDS versions of many textures. The vanilla Doom 3 installation includes TGAs as well as DDS, which can be used if texture compression is unavailable or turned off.

 

Maybe two versions of the Dark Mod could be distributed, a regular one with DDS textures and a "large" package that also includes TGA textures. I suspect this large package would end up several gigabytes in size however.

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In order to keep the mod size down, the distributed package only contains DDS versions of many textures. The vanilla Doom 3 installation includes TGAs as well as DDS, which can be used if texture compression is unavailable or turned off.

 

Maybe two versions of the Dark Mod could be distributed, a regular one with DDS textures and a "large" package that also includes TGA textures. I suspect this large package would end up several gigabytes in size however.

 

I don't think we are prepared to handle the overhead, just for the small number of linux-intel users. We not only need to distribute two packages, but also to create them, so we either keep the TGAs around (which we really don't, having two copies of everything and that much space) or we have a create-tga-package-script, which then will run for a few hours...

 

I would be one of the people it might help, but even with TGAs, TDM makes only 1..2 FPS anyway on my laptop, so it is unplayable.

 

(First poster should check that TDM actually makes more than 1 FPS :)

 

Writing a script that

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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Script in attachment.

it can generate additional packs with decoded tga textures, as it can be used for in-place texture insertion (useful for fms).

license: public doman. it requires image magick.

on my core 2 quad Q9400, using single core it takes less than 4 minutes to process all tdm files. generated files are 575mb in size.

 

I would be one of the people it might help, but even with TGAs, TDM makes only 1..2 FPS anyway on my laptop, so it is unplayable.

semi-playable on g43, 25 +/-10fps on 800x600 in training mission.

textures sizes does not makes any difference:

performance of image_downSizeLimit 512, image_downSizeBumpLimit 512 image_downSizeSpecularLimit 265

and

image_downSizeLimit 2, image_downSizeBumpLimit 2, image_downSizeSpecularLimit 2 differs by 1-2 fps.

 

not playable on GL960 it's 15 +/-10 fps on 800x600.

 

buy the way, i will be extremely happy if someone confident will review script, just in case.

regenerate_textures.txt

Edited by zss
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We actually have (or should have) original TGA versions of textures in a separate repository, which would be better than decoding the DDS in terms of quality. I guess a client-side script would save bandwidth however, if quality was less of a concern.

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  • 1 month later...

It works great, thanks!

 

cd darkmod
sh ../regenerate_textures.txt -i `find . -name \*.pk4`

 

Also, to get decent framerate, I had to set this in config:

 

seta image_downSize "1"

 

It would be nice to have the script included in the distribution.

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  • 2 years later...

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