AluminumHaste Posted July 28, 2022 Report Share Posted July 28, 2022 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 Quote I always assumed I'd taste like boot leather. Link to comment Share on other sites More sharing options...
AluminumHaste Posted July 28, 2022 Report Share Posted July 28, 2022 On my cave map, I get another 20 fps. Quote I always assumed I'd taste like boot leather. Link to comment Share on other sites More sharing options...
lowenz Posted July 28, 2022 Report Share Posted July 28, 2022 (edited) But doomx64 is not an ID4 Tech game (like TDM), so maybe you'll have some issues with that specific forced optimization. Edited July 28, 2022 by lowenz Quote 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. Link to comment Share on other sites More sharing options...
AluminumHaste Posted July 28, 2022 Report Share Posted July 28, 2022 No but it's OpenGL so has the optimizations built in. I'm glad the non optimized performance is so much better though. Quote I always assumed I'd taste like boot leather. Link to comment Share on other sites More sharing options...
lowenz Posted August 5, 2022 Report Share Posted August 5, 2022 Any news about the SSAO fix in the master trunk? Quote 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. Link to comment Share on other sites More sharing options...
nbohr1more Posted August 8, 2022 Report Share Posted August 8, 2022 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 ? Quote 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...) Link to comment Share on other sites More sharing options...
lowenz Posted August 9, 2022 Report Share Posted August 9, 2022 New version has SSAO working on Radeon GPUs with lastest drivers 2 Quote 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. Link to comment Share on other sites More sharing options...
lowenz Posted August 9, 2022 Report Share Posted August 9, 2022 (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 August 9, 2022 by lowenz Quote 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. Link to comment Share on other sites More sharing options...
nbohr1more Posted August 10, 2022 Report Share Posted August 10, 2022 5 hours ago, lowenz said: 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 This is happening in other missions besides "In Plain Sight"? You have updated to v1.2 ? Quote 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...) Link to comment Share on other sites More sharing options...
lowenz Posted August 10, 2022 Report Share Posted August 10, 2022 Other FMs too! Quote 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. Link to comment Share on other sites More sharing options...
nbohr1more Posted August 10, 2022 Report Share Posted August 10, 2022 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. Quote 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...) Link to comment Share on other sites More sharing options...
lowenz Posted August 10, 2022 Report Share Posted August 10, 2022 Compiling the trunk of course (to have the SSAO fix) Quote 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. Link to comment Share on other sites More sharing options...
Dragofer Posted August 10, 2022 Report Share Posted August 10, 2022 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. Quote FM: One Step Too Far | FM: Down by the Riverside | FM: Perilous Refuge Co-FM: The Painter's Wife | Co-FM: Written in Stone | Co-FM: Seeking Lady Leicester Dragofer's Stuff | Dragofer's Scripting | A to Z Scripting Guide | Dark Ambient Music & Sound Repository Link to comment Share on other sites More sharing options...
lowenz Posted August 10, 2022 Report Share Posted August 10, 2022 (edited) Oh, the assets/GUI ! Where I can find the them? Via TDM installer? Edited August 10, 2022 by lowenz Quote 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. Link to comment Share on other sites More sharing options...
nbohr1more Posted August 10, 2022 Report Share Posted August 10, 2022 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. Quote 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...) Link to comment Share on other sites More sharing options...
lowenz Posted August 10, 2022 Report Share Posted August 10, 2022 I'll wait. In fact, it's NOT working with the dev assets (just tested) Quote 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. Link to comment Share on other sites More sharing options...
stgatilov Posted August 13, 2022 Author Report Share Posted August 13, 2022 dev16599-10071 is released. See second post for changelog. 2 1 Quote Link to comment Share on other sites More sharing options...
nbohr1more Posted August 30, 2022 Report Share Posted August 30, 2022 Some mirror textures were broken by the latest Dev build dev16599-10071: Lord Edgar's Bathouse ( upstairs ) : @Dragofer ? Edit: Fixed in Rev 16614 Quote 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...) Link to comment Share on other sites More sharing options...
Araneidae Posted September 3, 2022 Report Share Posted September 3, 2022 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. Quote Link to comment Share on other sites More sharing options...
Araneidae Posted September 3, 2022 Report Share Posted September 3, 2022 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). Quote Link to comment Share on other sites More sharing options...
Obsttorte Posted September 3, 2022 Report Share Posted September 3, 2022 Just tested myself, same build, same mission. No problems on my end. Quote 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 Link to comment Share on other sites More sharing options...
Araneidae Posted September 3, 2022 Report Share Posted September 3, 2022 Yeah, and it's not happening again. Ho hum. Was hoping the limited logs contained a clue. Will see what happens... Quote Link to comment Share on other sites More sharing options...
stgatilov Posted September 4, 2022 Author Report Share Posted September 4, 2022 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? Quote Link to comment Share on other sites More sharing options...
Araneidae Posted September 4, 2022 Report Share Posted September 4, 2022 1 hour ago, stgatilov said: Perhaps better enable automatic saving of crashdumps for this particular executable? Good idea. How do I do that? Quote Link to comment Share on other sites More sharing options...
stgatilov Posted September 7, 2022 Author Report Share Posted September 7, 2022 dev16617-10107 is available! I fear this might become the most breaking dev build of 2.11... 2 Quote Link to comment Share on other sites More sharing options...
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