Jump to content
The Dark Mod Forums

Public access to development versions


stgatilov

Recommended Posts

Changelog of 2.13 development:

dev17008-10685
* Enabled shadow features specific to maps implementation (poll).
* Auto-detect number of parallel threads to use in jobs system (6503).
* Improved parallel images loading, parallelized sounds loading, optimized EAS (6503).
* Major improvements in mission loading progress bar (6503).
* Core missions are now stored uncompressed in assets SVN (6498).
* Deleted a lot of old rendering code under useNewRenderPasses + some cleanup (6271).

dev16996-10665
* Environment mapping supports texcoord transforms on bumpmap (6500).
* Fully disabled shadows on translucent objects (6490).
* Fixed dmap making almost axis-aligned visportals buggy (6480).
* com_maxFps no longer quantizes by milliseconds on Windows 8+.
* Now Uncapped FPS and Vsync are ON by default.
* Supported Vsync control on Linux.
* Added set of prototype materials (thread).
* Fixes to Stone font to remove stray pixels (post).
* Loot candlestick no longer toggle the candle when taken.
* Optimized volumetric lights and shadows in the new Training Mission (4352).
* Fixed frob_light_holder_toggle_light on entities with both skin_lit and skin_unlit.
* Now combination lock supports non-door entities by activating them.
* Added low-poly version of hedge model (6481).
* Added tiling version of distant_cityscape_01 texture (6487).
* Added missing editor image for geometric02_red_end_HD (6492).
* Added building_facades/city_district decal material.
* Fixed rendering with "r_useScissor 0" (6349).
* Added r_lockView debug rendering cvar (thread).
* Fixed regression in polygon trace model (5887).
* Added a set of lampion light entityDefs.
 

  • Like 3
Link to comment
Share on other sites

On 3/14/2024 at 11:24 AM, datiswous said:

The installer still creates a new empty folder called "saintlucia". Could someone fix that?

You can delete or ignore it 😁

I suppose you switched to some old version where the mission was called "saintlucia" ?

Link to comment
Share on other sites

dev17008-10685 is available.

Speaking of the new parallelization, it would be great to check that the new version does not get slower than the older ones 🤔
The only different there is number of threads used in jobs system. Previously it was always 2 threads, now it is (NumberOfPhysicalCores - 1). However, detection of physical cores number might be buggy --- the numbers are reported near the beginning of game console.

  • Like 1
Link to comment
Share on other sites

It detected my CPU core count correctly, 12 physical 24 virtual. :)  

Btw just curious but what's the reason, for the cpu core data to not be printed at the top? Next to the cpu name and features like AVX and SSE stuff. 

Not complaining, critiquing or anything, if is like that, it most be because of a good reason.  I just found it odd that's all, because I add to travel down a bit on the console before I saw the cpu core count and thought "why? when there's CPU info already at the top?". 

 

Edited by HMart
Link to comment
Share on other sites

3 hours ago, stgatilov said:

I suppose you switched to some old version where the mission was called "saintlucia" ?

NO, the current 2.12 + installer creates that folder on a new complete install, nothing to do with old versions.

The new installer creates a folder that is not used and then the advice is to ignore it.

Edited by datiswous
  • Like 1
Link to comment
Share on other sites

8 hours ago, HMart said:

Btw just curious but what's the reason, for the cpu core data to not be printed at the top? Next to the cpu name and features like AVX and SSE stuff.

Right now core count is printed by job system, and features are printed by SIMD processing system.
From the implementation point, vectorization and multithreading are orthogonal...

  • Like 1
Link to comment
Share on other sites

The standard info above the inventory grid is ALL, but it's with black letters, so hard to see on a dark background (and usually in TDM it's Dark). If you click on it and cycle through it becomes white:

thiefsden(2024-03-2810-51-45)(449.25902_5162.25).thumb.jpg.04e70c4ccdb0e7e886a45cd366bf822c.jpgthiefsden(2024-03-2810-52-09)(449.25902_5162.25).thumb.jpg.77583dd12ee86bc1be20acabb0e0771e.jpg

Maybe just make it White by default?

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Recent Status Updates

    • Petike the Taffer

      I've finally managed to log in to The Dark Mod Wiki. I'm back in the saddle and before the holidays start in full, I'll be adding a few new FM articles and doing other updates. Written in Stone is already done.
      · 0 replies
    • nbohr1more

      TDM 15th Anniversary Contest is now active! Please declare your participation: https://forums.thedarkmod.com/index.php?/topic/22413-the-dark-mod-15th-anniversary-contest-entry-thread/
       
      · 0 replies
    • JackFarmer

      @TheUnbeholden
      You cannot receive PMs. Could you please be so kind and check your mailbox if it is full (or maybe you switched off the function)?
      · 1 reply
    • OrbWeaver

      I like the new frob highlight but it would nice if it was less "flickery" while moving over objects (especially barred metal doors).
      · 4 replies
    • nbohr1more

      Please vote in the 15th Anniversary Contest Theme Poll
       
      · 0 replies
×
×
  • Create New...