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Beta testing 2.11


stgatilov

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3 hours ago, MirceaKitsune said:

Closest I can say I've seen is when turning the view around too quickly and a lot of portals loaded the whole place turned white or was invisible for a few frames. No black boxes like in that video though.

That's most likely vertex cache resize: it never shrinks while you play, so usually it happens near map start.
And if you open game console, you'll see some kind of message about it there.

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On 12/4/2022 at 7:04 PM, Daft Mugi said:

@stgatilov I found an issue with screenshots and r10197. I'm sorry to bother you with this yet again.

Artifacts can show behind volumetric lights at the time of a screenshot. The attached screenshot is at Hazard Pay 3197.94 1807.48 337.08   9.5 36.6 0.0.

You can get the same issues by setting "r_useScissor 0" --- that's what screenshots did before svn rev 10198.
They no longer do that, so now they should look fine.

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1 hour ago, stgatilov said:

That's most likely vertex cache resize: it never shrinks while you play, so usually it happens near map start.
And if you open game console, you'll see some kind of message about it there.

I was actually going to post about this graphical glitch at some point. Sometimes a scene distorts for a moment, and I do tend to notice it happening towards the start of a map.

Sure enough, when I notice it happen, there's a console log about the vertex cache resize.

Hazard Pay had the following:

Resizing dynamic VertexCache: index 8192 kb -> 8192 kb, vertex 8192 kb -> 16384 kb

So, I've set the following for now as I test more:

seta r_frameIndexMemory "8192"
seta r_frameVertexMemory "16384"

Is there a reason that "r_frameIndexMemory" and "r_frameVertexMemory" are not set higher than 4096 by default?

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On 12/2/2022 at 8:23 PM, stgatilov said:

added spawnarg absence_alert_increase for loot items as a proper substitute for absence_alert, giving control over how much an

Can anyone explain or link to the thread why abscense alert has been removed and replaced to absence alert increase? Doesn't this affect older FMs? Sorry if this is a stupid question 😔

"Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager

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Hey, so I just loaded up A Good Neighbor in TDM 2.11 and noticed a fairly significant bug. 2.11 seems to have broken the reflective water texture I used for the flooded basement. I attached screenshots, the first is of 2.10, then second is taken in 2.11. The difference is pretty clear. Help please!

good_2022-12-05_16.47.14.jpg

good (2022-12-05 16-45-06) (1437.22 -317.03 -399.75).jpg

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7 hours ago, SeriousToni said:

Can anyone explain or link to the thread why abscense alert has been removed and replaced to absence alert increase? Doesn't this affect older FMs? Sorry if this is a stupid question 😔

The old spawnarg was not working they way it was advertised: 5987

11 hours ago, AluminumHaste said:

r_fboColorBits 64 causes this, lowering that fixes it. Same as before.

It only allows NaN to be stored, but is not the reason. Just like bloom expands them to large quads.

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17 hours ago, nbohr1more said:

Hmm

Try:


 

float lcolmax = max(lightColor.r , max(lightColor.g , lightColor.b)) ;

float diffusemax = max(params[var_DrawId].diffuseColor.r, max(params[var_DrawId].diffuseColor.g, params[var_DrawId].diffuseColor.b));

FragColor = min((vec4(lightColor * ssao * interactionColor.rgb, interactionColor.a)), ( lcolmax * diffusemax ));

FragColor = max(FragColor, vec4(0));

 

Still black boxes.

Is there a way to output a different color like flash the screen red when a NaN shows up?

I always assumed I'd taste like boot leather.

 

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@stgatilov

I used the cvar_restart command to set everything to defaults and still get the black boxes with everything at defaults.

iHWImgJ.jpg

 

Without some type of GLSL variable debugging, how are we gonna find where this is coming from?

I always assumed I'd taste like boot leather.

 

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Linking GLSL program depth ...                                   
Linking GLSL program interaction_ambient ...
WARNING:In program interaction_ambient: uniform u_globalLightOrigin is unknown or unused. 
WARNING:In program interaction_ambient: uniform u_shadows is unknown or unused.
WARNING:In program interaction_ambient: uniform u_softShadowsQuality is unknown  or unused.
WARNING:In program interaction_ambient: uniform u_softShadowsRadius is unknown or unused. 
WARNING:In program interaction_ambient: uniform u_shadowRect is unknown or unused.
WARNING:In program interaction_ambient: uniform u_shadowMapCullFront is unknown or unused.
WARNING:In program interaction_ambient: uniform u_stencilTexture is unknown or unused.
WARNING:In program interaction_ambient: uniform u_depthTexture is unknown or unused.
WARNING:In program interaction_ambient: uniform u_shadowMap is unknown or unused.
WARNING:In program interaction_ambient: uniform u_stencilMipmapsLevel is unknown or unused. 
WARNING:In program interaction_ambient: uniform u_stencilMipmapsScissor is unknown or unused. 
WARNING:In program interaction_ambient: uniform u_stencilMipmapsTexture is unknown or unused. 
WARNING:In program interaction_ambient: uniform u_modelMatrix is unknown or unused.
WARNING:In program interaction_ambient: uniform u_diffuseMatrix is unknown or unused.
WARNING:In program interaction_ambient: uniform u_bumpMatrix is unknown or unused.
WARNING:In program interaction_ambient: uniform u_specularMatrix is unknown or unused.
WARNING:In program interaction_ambient: uniform u_colorModulate is unknown or unused.
WARNING:In program interaction_ambient: uniform u_colorAdd is unknown or unused.
WARNING:In program interaction_ambient: uniform u_lightProjectionFalloff is unknown or unused. 
WARNING:In program interaction_ambient: uniform u_lightTextureMatrix is unknown or unused.
WARNING:In program interaction_ambient: uniform u_diffuseColor is unknown or unused.
WARNING:In program interaction_ambient: uniform u_specularColor is unknown or unused.
WARNING:In program interaction_ambient: uniform u_globalLightOrigin is unknown or unused. 
WARNING:In program interaction_ambient: uniform u_shadows is unknown or unused.
WARNING:In program interaction_ambient: uniform u_shadowMapCullFront is unknown  or unused.
WARNING:In program interaction_ambient: uniform u_shadowRect is unknown or unused.
WARNING:In program interaction_ambient: uniform u_softShadowsQuality is unknown or unused.
WARNING:In program interaction_ambient: uniform u_softShadowsSamples is unknown or unused.
WARNING:In program interaction_ambient: uniform u_softShadowsRadius is unknown or unused. 
WARNING:In program interaction_ambient: uniform u_shadowMap is unknown or unused.
WARNING:In program interaction_ambient: uniform u_depthTexture is unknown or unused.
WARNING:In program interaction_ambient: uniform u_stencilTexture is unknown or unused.
WARNING:In program interaction_ambient: uniform u_RGTC is unknown or unused. 
WARNING:In program interaction_ambient: uniform u_hasTextureDNS is unknown or unused.
WARNING:In program interaction_ambient: uniform u_useBumpmapLightTogglingFix is unknown or unused.
WARNING:In program interaction_ambient: uniform u_lightCount is unknown or unused.
WARNING:In program interaction_ambient: uniform u_lightColor is unknown or unused.
WARNING:In program interaction_ambient: uniform u_shadowMapHistory is unknown or unused. 
WARNING:In program interaction_ambient: uniform u_frameCount is unknown or unused.
WARNING:In program interaction_ambient: uniform u_lightSamples is unknown or unused.

Linking GLSL program interaction_stencil ... 
WARNING:In program interaction_stencil: uniform u_useNormalIndexedDiffuse is unknown or unused. 
WARNING:In program interaction_stencil: uniform u_useNormalIndexedSpecular is unknown or unused. 
WARNING:In program interaction_stencil: uniform u_lightDiffuseCubemap is unknown or unused. 
WARNING:In program interaction_stencil: uniform u_lightSpecularCubemap is unknown or unused. 
WARNING:In program interaction_stencil: uniform u_ssaoTexture is unknown or unused.
WARNING:In program interaction_stencil: uniform u_gamma is unknown or unused.
WARNING:In program interaction_stencil: uniform u_minLevel is unknown or unused.
WARNING:In program interaction_stencil: uniform u_ssaoEnabled is unknown or unused.
WARNING:In program interaction_stencil: uniform u_renderResolution is unknown or unused. 
WARNING:In program interaction_stencil: uniform u_shadowRect is unknown or unused.
WARNING:In program interaction_stencil: uniform u_shadowMapCullFront is unknown  or unused.
WARNING:In program interaction_stencil: uniform u_shadowMap is unknown or unused.

Linking GLSL program interaction_shadowmap ... 
WARNING:In program interaction_shadowmap: uniform u_useNormalIndexedDiffuse is unknown or unused. 
WARNING:In program interaction_shadowmap: uniform u_useNormalIndexedSpecular is unknown or unused.
WARNING:In program interaction_shadowmap: uniform u_lightDiffuseCubemap is unknown or unused. 
WARNING:In program interaction_shadowmap: uniform u_lightSpecularCubemap is unknown or unused. 
WARNING:In program interaction_shadowmap: uniform u_ssaoTexture is unknown or unused.
WARNING:In program interaction_shadowmap: uniform u_gamma is unknown or unused.
WARNING:In program interaction_shadowmap: uniform u_minLevel is unknown or unused.
WARNING:In program interaction_shadowmap: uniform u_ssaoEnabled is unknown or unused.
WARNING:In program interaction_shadowmap: uniform u_renderResolution is unknown or unused.
WARNING:In program interaction_shadowmap: uniform u_stencilTexture is unknown or unused. 
WARNING:In program interaction_shadowmap: uniform u_depthTexture is unknown or unused.
WARNING:In program interaction_shadowmap: uniform u_stencilMipmapsLevel is unknown or unused. 
WARNING:In program interaction_shadowmap: uniform u_stencilMipmapsScissor is unknown or unused. 
WARNING:In program interaction_shadowmap: uniform u_stencilMipmapsTexture is unknown or unused. 
WARNING:In program soft_particle: uniform u_modelMatrix is unknown or unused.
WARNING:In program soft_particle: uniform u_viewOriginLocal is unknown or unused.
WARNING:In program soft_particle: uniform u_textureMatrix is unknown or unused.
WARNING:In program soft_particle: uniform u_scalePotToWindow is unknown or unused.
WARNING:In program soft_particle: uniform u_scaleWindowToUnit is unknown or unused.
WARNING:In program soft_particle: uniform u_viewOriginGlobal is unknown or unused.
WARNING:In program soft_particle: uniform u_viewOriginLocal is unknown or unused.
WARNING:In program soft_particle: uniform u_modelMatrixRow0 is unknown or unused.
WARNING:In program soft_particle: uniform u_modelMatrixRow1 is unknown or unused.
WARNING:In program soft_particle: uniform u_modelMatrixRow2 is unknown or unused.
WARNING:In program soft_particle: uniform u_localParam0 is unknown or unused.
WARNING:In program soft_particle: uniform u_localParam1 is unknown or unused.
WARNING:In program soft_particle: uniform u_localParam2 is unknown or unused.
WARNING:In program soft_particle: uniform u_localParam3 is unknown or unused.
WARNING:In program soft_particle: uniform u_texture2 is unknown or unused. 
WARNING:In program soft_particle: uniform u_texture3 is unknown or unused. 
WARNING:In program soft_particle: uniform u_texture4 is unknown or unused. 
WARNING:In program soft_particle: uniform u_texture5 is unknown or unused. 
WARNING:In program soft_particle: uniform u_texture6 is unknown or unused. 
WARNING:In program soft_particle: uniform u_texture7 is unknown or unused. 
WARNING:In program volumetric_raymarching: uniform u_modelMatrix is unknown or unused.
WARNING:In program volumetric_raymarching: uniform u_viewOriginLocal is unknown or unused.
WARNING:In program volumetric_raymarching: uniform u_textureMatrix is unknown or unused. 
WARNING:In program volumetric_blur: uniform u_modelMatrix is unknown or unused.
WARNING:In program volumetric_blur: uniform u_viewOriginLocal is unknown or unused.
WARNING:In program volumetric_blur: uniform u_textureMatrix is unknown or unused.
WARNING:In program volumetric_compositing: uniform u_modelMatrix is unknown or unused.
WARNING:In program volumetric_compositing: uniform u_viewOriginLocal is unknown or unused.
WARNING:In program volumetric_compositing: uniform u_textureMatrix is unknown or unused. 
WARNING:In program tonemap: uniform u_bloomTex is unknown or unused. 
WARNING:In program tonemap: uniform u_bloomWeight is unknown or unused.
WARNING:Cannot find attachment 'penis' to destroy in animation.

@nbohr1more that looks weird

I always assumed I'd taste like boot leather.

 

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Speaking of reflection bugs and flickering: In the FM I'm working on (not public yet) I placed the puddle decal on some floors. I noticed that from certain positions and angles the puddle turns white, other decals seem to be working fine so it's likely specific to reflections. Should be possible to replicate using the button to create a decal on the selected face, moving the resulting patch 1 grid unit above the brush surface, then texturing it with "textures/darkmod/decals/dirt/puddle".

Between the screenshots below, all I did was look a little to the right to trigger the new appearance, which can be seen becoming whiter and losing its reflection. There's also a difference of 20 FPS between the two, likely meaning the puddle shut reflections off... just now realized how great the performance impact of having puddles can be 🥴

water_1.thumb.jpg.bb98f267a85cafd389a026f6897619b9.jpgwater_2.thumb.jpg.93358d62ae71b6f66cdb711a2ad38120.jpg

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17 hours ago, Amadeus said:

Hey, so I just loaded up A Good Neighbor in TDM 2.11 and noticed a fairly significant bug. 2.11 seems to have broken the reflective water texture I used for the flooded basement. I attached screenshots, the first is of 2.10, then second is taken in 2.11. The difference is pretty clear. Help please!

The attached screenshot is what I'm getting with 2.11, which looks like your 2.10 screenshot to me. Does the attached screenshot look right to you? If so, I wonder what is causing it not to look right for your setup.

I'm using Linux with AMD GPU.

good-reflections.webp

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Just now, Daft Mugi said:

The attached screenshot is what I'm getting with 2.11, which looks like your 2.10 screenshot to me. Does the attached screenshot look right to you? If so, I wonder what is causing it not to look right for your setup.

 

hmm, what you have is correct. So then I wonder what the issue could be on my side. I'll take a look in a little bit

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11 minutes ago, Daft Mugi said:

The attached screenshot is what I'm getting with 2.11, which looks like your 2.10 screenshot to me. Does the attached screenshot look right to you? If so, I wonder what is causing it not to look right for your setup.

 

alright, this one is my bad. I just deleted the entire archive and redownloaded the FM. Now the issue seems to be gone. Perhaps I had an extraneous material file that overwrote something? I don't know, but everything seems to be working as normal. Thanks for looking into this. And now I have learned to delete and reinstall an FM before reporting a bug :D 

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4 hours ago, MirceaKitsune said:

Speaking of reflection bugs and flickering: In the FM I'm working on (not public yet) I placed the puddle decal on some floors. I noticed that from certain positions and angles the puddle turns white, other decals seem to be working fine so it's likely specific to reflections. Should be possible to replicate using the button to create a decal on the selected face, moving the resulting patch 1 grid unit above the brush surface, then texturing it with "textures/darkmod/decals/dirt/puddle".

Maybe record a video?

There is one very bad problem with decals currently (4634), when decal gets partly occluded by some surface slightly on top of it, with a clear straight line separating the areas where it is occluded and where it is not (and the line moves as player moves, so it looks very ugly). But it is not clear if you have the same problem or something else.

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My mission Down & Out works without issue in 2.10, but in the 2.11 beta I get the following error:

Script error 'TDM_SECRET_MESSAGE' not found on entity 'ATDM_SECRET_MESSAGES_1'

Is this a 2.11 issue, or a bug in my mission I need to patch?

My missions:           Stand-alone                                                      Duncan Lynch series                              

                                      Down and Out on Newford Road              the Factory Heist

                                                                                                  A House Call

                                                                                                  The House of deLisle                                                                                                  

                              

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5 hours ago, thebigh said:

My mission Down & Out works without issue in 2.10, but in the 2.11 beta I get the following error:

Script error 'TDM_SECRET_MESSAGE' not found on entity 'ATDM_SECRET_MESSAGES_1'

Is this a 2.11 issue, or a bug in my mission I need to patch?

I'm not able to reproduce this on 2.11beta1, the map loads fine for me. Do you maybe have some leftover script addons or files that could be conflicting with tdm_secrets.script or tdm_main.script?

One possible culprit would be my old stealth statistic message addon for TDM 2.07, which overwrites tdm_main.script.

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Just curious, given I don't get quite the performance I feel I could on Linux / Mesa / amdgpu: Are there any performance optimizations or significant features that are off by default, introduced since 2.10 and that make sense to test for 2.11? Currently I only have the following in my autoexec.cfg which to my surprise weren't turned on by default last I checked:

r_useMultiDraw 1
r_useMultiDrawIndirect 1
r_shadowMapSinglePass 1
r_shadowMapCullFront 1

 

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41 minutes ago, MirceaKitsune said:

Just curious, given I don't get quite the performance I feel I could on Linux / Mesa / amdgpu: Are there any performance optimizations or significant features that are off by default, introduced since 2.10 and that make sense to test for 2.11? Currently I only have the following in my autoexec.cfg which to my surprise weren't turned on by default last I checked:

r_useMultiDraw 1
r_useMultiDrawIndirect 1
r_shadowMapSinglePass 1
r_shadowMapCullFront 1

 

The only new performance impacting cvars are listed here:

r_modelBvh* --- configures all BVH-related optimizations. r_modelBvhBuild is the "kill switch".

r_softShadowsMipmaps --- enables the new bandwidth optimization for soft stencil shadows.

For at least one AMD user, setting r_useDebugGroups 0 improved performance so that will be the default in the next build.

To my knowledge, the multidraw options don't help much if you don't also have bindless textures ( removed in 2.11 due to AMD driver bugs ).

Otherwise look here for options:

https://wiki.thedarkmod.com/index.php?title=Performance_Tweaks

I would suggest that:

tdm_lg_interleave 6

tdm_lg_interleave_min 3

or some variant thereof might help. The trick is to try and tune it so that it roughly matches your game modelling tics

and refresh rate. Usually values between 2 and 7 ( whatever feels the smoothest )

Just be aware that it may cause lag in the changes to light level shown in the lightgem.

Also, if you enable Frontend Acceleration and want to handoff work to more cores, try experimenting with:

jobs_numThreads

 

 

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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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