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Posted

Hmm it's still a bit faster for me, with darkmod64.exe I get 200-207 fps at the start scene of Written in Stone.

With it renamed to DoomX64.exe I get 215-220fps

I always assumed I'd taste like boot leather.

 

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Posted (edited)

But doomx64 is not an ID4 Tech game (like TDM), so maybe you'll have some issues with that specific forced optimization.

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.

Posted

Any news about the SSAO fix in the master trunk?

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.

Posted
On 7/28/2022 at 1:01 PM, cabalistic said:

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.

I applied this workaround at Rev 10065

I didn't see any performance difference either ( GTX 1050 ). I guess if someone howls we can use a vendor check and pass the result via an app variable ?

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Posted

New version has SSAO working on Radeon GPUs with lastest drivers :)

  • Like 2

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.

Posted (edited)

Issues:

1) Objectives/Difficulty text not showing:

https://i.postimg.cc/gJpKVgnj/The-Dark-Modx64-2022-08-10-00-49-28-058.jpg
 

2) Controls Menu labels overlap:

https://i.postimg.cc/Wzb6KtmP/The-Dark-Modx64-2022-08-10-00-51-25-040.jpg

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.

Posted
5 hours ago, lowenz said:

This is happening in other missions besides "In Plain Sight"? You have updated to v1.2 ?

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Posted
3 hours ago, lowenz said:

Other FMs too!

 

I am unable to replicate locally. Are you using the Dev Build executable rev 10036 or are you compiling the latest SVN trunk? If the latter, I believe that some of the GUI code has changed and you would need newer core GUI assets.

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Posted

Compiling the trunk of course (to have the SSAO fix)

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.

Posted
19 minutes ago, lowenz said:

Compiling the trunk of course (to have the SSAO fix)

You'll need to download the latest dev build (which contains assets, including GUIs), then replace the .exe and glprogs by compiling from trunk.

Posted (edited)

Oh, the assets/GUI ! Where I can find the them? Via TDM installer?

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.

Posted
3 hours ago, Dragofer said:

You'll need to download the latest dev build (which contains assets, including GUIs), then replace the .exe and glprogs by compiling from trunk.

Correction:

The SVN glprogs will work with the Dev Build executable

The Dev Build executable must be paired to the Dev Build gui while the SVN executable must be paired with the SVN gui.

The next Dev Build will have the proper pairing. If you prefer, I can zip the SVN gui folder so you will have the latest.

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...)

Posted

I'll wait.

In fact, it's NOT working with the dev assets (just tested)

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.

  • 3 weeks later...
Posted

Having a problem with mirror mirror.mstrmnds.me, using auto mirror selection.  Had to kill (with Ctrl-C) and try again.

Switching to the Cabalistic mirror and everything went straight through.

Posted

Hmm.  Just starting a new map (inplainsight) and I get the following crash to desktop:

Spoiler
Switching to EFX 'location_inn_area' (#2)

Changed location from 'location_start' to 'location_inn_area'.
Trying to load image guis/assets/mainmenu/buttons_start/arrow_up from frontend, deferring...
Trying to load image guis/assets/mainmenu/buttons_start/arrow_down from frontend, deferring...
Trying to load image guis/assets/mainmenu/black_swirl from frontend, deferring...
Trying to load image guis/assets/hud/inventory_icons/loot_icon_ruby from frontend, deferring...
Trying to load image guis/assets/mainmenu/buttons_start/arrow_up_hover from frontend, deferring...
Trying to load image guis/assets/mainmenu/buttons_start/arrow_down_hover from frontend, deferring...
*** longjmp causes uninitialized stack frame ***: terminated
signal caught: Aborted
si_code -6
Trying to exit gracefully..
--------- Game Map Shutdown ----------
ModelGenerator memory: 44 LOD entries with 0 users using 704 bytes.
--------- Game Map Shutdown done -----
Shutting down sound hardware
idRenderSystem::Shutdown()
...shutting down QGL
I18NLocal: Shutdown.
------------ Game Shutdown -----------
ModelGenerator memory: No LOD entries.
Shutdown event system
--------------------------------------
shutdown terminal support
About to exit with code 0

 

This is after switching to the latest beta (dev16599-10071), have been playing CoSD1 faultlessly with the previous beta (dev16574-10036).

Posted
12 hours ago, Araneidae said:

Yeah, and it's not happening again.  Ho hum.  Was hoping the limited logs contained a clue.  Will see what happens...

Perhaps better enable automatic saving of crashdumps for this particular executable?

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