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2 hours ago, Araneidae said:

Please can we have some attention to the current disconnect between the stealth score and the guard alert level and discovery status for the new release?

Bugtracker?

I always assumed I'd taste like boot leather.

 

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3 hours ago, Araneidae said:

Please can we have some attention to the current disconnect between the stealth score and the guard alert level and discovery status for the new release?

 

1 hour ago, AluminumHaste said:

Bugtracker?

There is alread one: https://bugs.thedarkmod.com/view.php?id=5888

@AraneidaeIt's the right way to bring up bugs and create an entry in the bugtracker. However, you cannot expect that things get solved automatically just because they got reported! It's a matter of the impact the issue has, how many people consider it serious and most and for all, whether someone who is capable of addressing the issue has the time, motivation and some clue on how to solve the issue.

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

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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2 minutes ago, Obsttorte said:

 

There is alread one: https://bugs.thedarkmod.com/view.php?id=5888

@AraneidaeIt's the right way to bring up bugs and create an entry in the bugtracker. However, you cannot expect that things get solved automatically just because they got reported! It's a matter of the impact the issue has, how many people consider it serious and most and for all, whether someone who is capable of addressing the issue has the time, motivation and some clue on how to solve the issue.

On that note, since we are an open source project if you wish to appeal to any outside parties or communities who understand Doom 3 AI coding to see whether anyone is interested in developing a patch, feel free to spread the word. It may also be worthwhile to create a thread about this in the "I want to help" forum so that potential new developers see this when deciding what to offer TDM to elevate their chances of gaining trust and joining the team (etc).

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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DAMN, *REALLY* nice boost on Radeon GPUs with the lastest drivers with OpenGL 20 years long awaited improvements! (they've totally rewritten the driver, I got freaking improvements in old OGL 2.1 era games too)

+50% with the same settings on an old RX 570! (55 FPS -> 80 FPS)

The-Dark-Modx64-2022-07-27-17-24-45-635.

https://postimg.cc/rRxZ8RXv

 

But maybe there's something wrong (?) with the brightness, now with gamma @1.2 the scene is really dark (you can see the PITCH BLACK in the screenshot before 😐 )

 

 

Edited by lowenz
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Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S.

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14 minutes ago, lowenz said:

DAMN, *REALLY* nice boost on Radeon GPUs with the lastest drivers with OpenGL 20 years long awaited improvements! (they've totally rewritten the driver, I got freaking improvements in old OGL 2.1 era games too)

+50% with the same settings on an old RX 570! (55 FPS -> 80 FPS)

The-Dark-Modx64-2022-07-27-17-24-45-635.

https://postimg.cc/rRxZ8RXv

 

But maybe there's something wrong (?) with the brightness, now with gamma @1.2 the scene is really dark (you can see the PITCH BLACK in the screenshot before 😐 )

 

 

Are you using the default shaders or did you install the fresnel mod ? If the latter, I can send you an updated version that works with the latest dev build.

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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Default glprogs from the trunk (with the exe build)

Edited by lowenz

Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S.

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1 hour ago, nbohr1more said:

On that note, since we are an open source project if you wish to appeal to any outside parties or communities who understand Doom 3 AI coding to see whether anyone is interested in developing a patch, feel free to spread the word. It may also be worthwhile to create a thread about this in the "I want to help" forum so that potential new developers see this when deciding what to offer TDM to elevate their chances of gaining trust and joining the team (etc).

Is this aimed at me or at Araneidae? If the first, I am not active at any other community nor do I know anyone outside of this community familiar with idTech4 coding.

The only word that I can spread is: If you want things to get implemented or fix, the most reliable way is to learn coding.

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

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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10 minutes ago, Obsttorte said:

Is this aimed at me or at Araneidae? If the first, I am not active at any other community nor do I know anyone outside of this community familiar with idTech4 coding.

The only word that I can spread is: If you want things to get implemented or fix, the most reliable way is to learn coding.

Yes, this was directed at Araneidae.

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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2 hours ago, AluminumHaste said:

Do you have the ambient light brightness offset?

Never touched that. It is NOT in the menu UI, right?

https://postimg.cc/Lgm8gK5y

The-Dark-Modx64-2022-07-27-21-15-34-855.

Edited by lowenz

Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S.

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13 minutes ago, lowenz said:

Never touched that. It is NOT in the menu UI, right?

https://postimg.cc/Lgm8gK5y

The-Dark-Modx64-2022-07-27-21-15-34-855.

Please invoke reloadGLSLprograms then condump ambientproblems.txt and post the resultant file. Thank you!

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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It happens the same with the 2.10, so no problem with the build. It's the new driver 😛

Edited by lowenz

Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S.

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17 hours ago, lowenz said:

DAMN, *REALLY* nice boost on Radeon GPUs with the lastest drivers with OpenGL 20 years long awaited improvements! (they've totally rewritten the driver, I got freaking improvements in old OGL 2.1 era games too)

+50% with the same settings on an old RX 570! (55 FPS -> 80 FPS)

The-Dark-Modx64-2022-07-27-17-24-45-635.

https://postimg.cc/rRxZ8RXv

 

But maybe there's something wrong (?) with the brightness, now with gamma @1.2 the scene is really dark (you can see the PITCH BLACK in the screenshot before 😐 )

 

 

It's an issue with the ambient occlusion. If you disable it (r_ssao 0), it should fix the issue. I'll try to look into it later.

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Yes, it is the SSAO. Thanks!

I think it's important that you devs are in the know of the new AMD OpenGL driver, it's amazing how it's fast (and I hope compliant to OpenGL).

+50% on GCN-era GPUs is simple a gift from the (graphics) heavens 😛

Edited by lowenz

Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S.

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Yeah, I am aware. I'm evaluating an all-AMD laptop right now, and it raised FPS from 90 to 200 fps in St. Lucia. That's pretty wild. (Though admittedly, the 90 fps were with SSAO enabled, so the comparison isn't quite fair. Still, that's probably the most significant performance increase that a driver update has provided, ever.)

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4 hours ago, AluminumHaste said:

Try renaming darkmod.exe to doomx64.exe

Makes zero difference on the newest driver. Don't think that particular trick survived whatever magic overhaul they pulled for this update. All the better, though :)

Anyway, would have been shocking if they had managed such a massive update without introducing new bugs. In this case, they broke the findMSB function in GLSL - the compiler goes haywire on it in ssao.frag.glsl (line 81). It does work if we just use the fallback that's already in the shader behind an #ifdef, and I just checked and the fallback doesn't seem to perform any different on my NVIDIA card, so ... 🤷‍♂️ Would be the easiest way to fix it that I can see.

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