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TDM 2.06 issues...


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You can set any res you want in the cfg file or in console.

 

seta r_customHeight

seta r_customWidth

seta r_aspectRatio

The correct way to set the aspect ratio on ultrawides should be r_fovRatio:

 

"r_fovRatio" is:"0" default:"0"

Aspect ratio of view, if set to greater than 0, determines the ratio between FOV for x and y directly, and r_aspectRatio is ignored. The value should closely match r_customWidth / r_customHeight.

Because r_aspectRatio only allows certain classes:

 

"r_aspectRatio" is:"1" default:"0"

Aspect ratio of view, determines the ratio between FOV for x and y. Only used if r_fovRatio is 0:

0 = 4:3

1 = 16:9

2 = 16:10

3 = 5:4

4 = 16:9 TV

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Behind Closed Doors (library), Briarwood Manor (outdoors), Rightful Property (city area closer to the bank), and No Honor Among Thieves (mission 1 cave and mission 3 forest) are good ways to stress te

You don't have to use FXAA in the global settings. You can use application settings (not sure about the English name) and choose TDM exe from the dropdown list, so it works just for TDM.

Shadow Quality just changes the transition gradients.   If you want the "look" to change, try r_softShadowsRadius 5.0 or any other value than 1.0. (larger numbers are blurrier)

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Last question...

 

Do you guys share any codes or component with the Doom 3's sourceport Dhewm3?

 

Just right now, i tried firing up the original Doom 3, and got to the place (alphalab3) where i always get the crash (the one that i mention in my post similar to the DarkMod's one, but i was using Dhewm3 at that time). It seems i am not getting any crash at all with the original Doom 3 engine. Could it be there is something wrong with source port?

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Since r_fovRatio is just a width/height it could just be done automatically.

It is actually, unless the user has specified a value there.

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FM's: Builder Roads, Old Habits, Old Habits Rebuild

WIP's: Several. Although after playing Thief 4 I really wanna make a city mission.

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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Sword stuck when trying to hit a rat and freezed in a position prepared to swing. Changing to different weapon or sheathing the sword did not help.

Neither does getting hit or climbing something. Only by dying.

Minor bug but interesting.

post-23762-0-32234100-1528992740_thumb.jpg

post-23762-0-30160000-1528992746_thumb.jpg

post-23762-0-58273300-1528992751_thumb.jpg

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"I really perceive that vanity about which most men merely prate — the vanity of the human or temporal life. I live continually in a reverie of the future. I have no faith in human perfectibility. I think that human exertion will have no appreciable effect upon humanity. Man is now only more active — not more happy — nor more wise, than he was 6000 years ago. The result will never vary — and to suppose that it will, is to suppose that the foregone man has lived in vain — that the foregone time is but the rudiment of the future — that the myriads who have perished have not been upon equal footing with ourselves — nor are we with our posterity. I cannot agree to lose sight of man the individual, in man the mass."...

- 2 July 1844 letter to James Russell Lowell from Edgar Allan Poe.

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That's the code

 

 

/*
====================
idGameLocal::CalcFov

Calculates the horizontal and vertical field of view based on a horizontal field of view and custom aspect ratio
====================
*/
void idGameLocal::CalcFov( float base_fov, float &fov_x, float &fov_y ) const {
	float	x;
	float	y;
	float	ratio_x;
	float	ratio_y;
	float	ratio_fov;

   
	// first, calculate the vertical fov based on a 640x480 view
	x = 640.0f / tan( base_fov / 360.0f * idMath::PI );
	y = atan2( 480.0f, x );
	fov_y = y * 360.0f / idMath::PI;

	// FIXME: somehow, this is happening occasionally
	assert( fov_y > 0 );
	if ( fov_y <= 0 ) {
       
		Error( "idGameLocal::CalcFov: bad result" );
	}

	// if r_fovRatio != 0, use it directly:
	ratio_fov = cv_r_fovRatio.GetFloat();

	if (ratio_fov > 0.01)
	{
		ratio_x = ratio_fov;
		ratio_y = 1.0f;
	}
	else
	{
		// old code, use r_aspectRatio
		switch( r_aspectRatio.GetInteger() ) {
		default :
		case 0 :
			// 4:3
			fov_x = base_fov;
			return;
			break;
		case 1 :
			// 16:9
		case 4 :
			// TV 16:9
			ratio_x = 16.0f;
			ratio_y = 9.0f;
			break;
		case 2 :
			// 16:10
			ratio_x = 16.0f;
			ratio_y = 10.0f;
			break;
		case 3 :
			// 5:4
			ratio_x = 5.0f;
			ratio_y = 4.0f;
			break;
		}
	}

//	Printf( "Using FOV ratio %0.3f:%0.0f\n", ratio_x, ratio_y );
	
	y = ratio_y / tan( fov_y / 360.0f * idMath::PI );
	fov_x = atan2( ratio_x, y ) * 360.0f / idMath::PI;

	if ( fov_x < base_fov ) {
		fov_x = base_fov;
		x = ratio_x / tan( fov_x / 360.0f * idMath::PI );
		fov_y = atan2( ratio_y, x ) * 360.0f / idMath::PI;
	}

	// FIXME: somehow, this is happening occasionally
	assert( ( fov_x > 0 ) && ( fov_y > 0 ) );
	if ( ( fov_y <= 0 ) || ( fov_x <= 0 ) ) {
    
		Error( "idGameLocal::CalcFov: bad result" );
	}
}

 

 

r_fovRatio gets the highest priority. Only if it is zero (the default) r_aspectRatio is used.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

WIP's: Several. Although after playing Thief 4 I really wanna make a city mission.

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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Since r_fovRatio is 0 by default and r_aspectRatio only has a limited amount of aspect ratios available it's still necessary to set r_fovRatio manually on screens with aspect ratios which are not present in r_aspectRatio.

I wonder if a better approach would be to always default to the native monitor resolution in fullscreen mode and calculate r_fovRatio based on that resolution assuming square pixels. Of course it should still be possible to force specific resolutions and aspect ratios. Always defaulting to the native resolution would be nice for laptop users who connect their device to monitors/TVs with different resolutions frequently.

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Speaking of FOV, is there a way to tweak its settings for wider angles of 16:9 resolutions? Image gets heavily distorted on the sides with values above 70 (and 70 feels uncomfortable, like walking with zoom lens). Values between 80 and 90 feel more or less natural in terms of viewing angle, but the distorsion is pretty high there.

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Sword stuck when trying to hit a rat and freezed in a position prepared to swing. Changing to different weapon or sheathing the sword did not help.

Neither does getting hit or climbing something. Only by dying.

Minor bug but interesting.

I can reproduce this when swinging the sword a dozen times in the Training Mission.

 

Do displays with non-square pixels still exist?

I don't know.

 

Found another sound that should be mono instead of stereo for proper positional audio: tdm_sound_vocals04.pk4/sound/voices/generic/sniff01.wav

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Any mappers getting excessively longer dmapping times in 2.06?

 

I have a little test map that's 99 brushes, 10 patches and 88 entities and it's taking me 1 minute and 45 seconds to dmap. I tested the same map in 2.05 and the dmap time was 4 seconds.

 

I turned off everything in the menu, reversed the nvidia soft shadows hack and restarted the engine and still had the same issue. A map that small should only take a few seconds to dmap.

 

Anyone else been getting similar issues?

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Any mappers getting excessively longer dmapping times in 2.06?

 

I have a little test map that's 99 brushes, 10 patches and 88 entities and it's taking me 1 minute and 45 seconds to dmap.

 

I turned off everything in the menu, reversed the nvidia soft shadows hack and restarted the engine and still had the same issue. A map that small should only take a few seconds to dmap.

 

Anyone else been getting similar issues?

Send me a download link in PM and I will look

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  • 2 months later...

...

- The rope arrow is suddenly broken... As soon as i climb on it, it freaks out and lashes itself into the first wall it can find. Unclimbable.

...

Guys,

today I wanted to continue my saved progress but I'm experiencing the same problem as Filizitas.

All ropes (fixed ones and rope arrows) behave the same...once climbing, they start to shake, shiver and I fall down.

When looking up, the rope still shivers like crazy.

I definitely did NOT notice this issue in previous version (2.05).

The issue makes it impossible to continue playing this awesome game....anyone to help, please?

 

I'm running TDM (x64) on HP EliteBook 8730w

OS: ArchLinux

OpenGL vendor: NVIDIA Corporation

OpenGL renderer: Quadro FX 2700M/PCIe/SSE2
OpenGL version: 3.3.0 NVIDIA 340.107
Many thanks,
Marcel
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I've been experiecing slowdowns in some maps, this was not present in 2.05.

 

There's only two maps I can explain the behaviour clearly from memory:

 

In Penny Dreadful 3, the fps would tank to single digits when running through the streets, I can't recall it ever happening inside a building. It would return to normal in a few seconds.

 

In William Steele 1, it will always tank after about 10-15 minutes, regardless of my movement or location (I've left the game running from a quick-load without touching anything). It will NOT return to normal, and I have to quit the game, quick-loading doesn't restore it.

 

Please let me know if you want me to run any experiments.

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