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Constantine

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Constantine last won the day on March 5 2015

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About Constantine

  • Birthday 09/25/1975

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    http://hedonism.nm.ru/launchpad/index.htm
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  1. Hi all! Those are all custom models and textures (with rare exceptions, like window glass or the grass texture outside). It was me. I made the early version of this train for Shadowhide but he didn't want to continue working on it, so I did. The train is static and the terrain outside is moving towards the train. The terrain consists of fragments having equal length which are spawned by a script in semi-random order (semi-random - because the script watches next fragment fitted the previous one and there were no holes in the ground). There are 14 different pieces of the ground (7 left and 7 right), so some variety of the landscape is obtained. There are also trees on the ground - they are combined in small groves for increasing performance (which actually is not too high). Thanks everyone for your comments!
  2. Solved it using this program - http://westechsolutions.net/sites/WindowedBorderlessGaming/home It runs games in borderless windowed mode, imitating full screen. Thanks anyway, Bikerdude.
  3. I'm sure the game uses the NVidia GPU - I set it in the NVidia panel, and tried also explicitly select it using the context menu when running the game, and messages in the console confirm using it. I tried also the Intel GPU and in full screen it even runs roughly 30% faster than the NVidia GPU. I tried turn all these options off but FPS in full screen was still much lower than in the windowed mode (where it also proportionally increased) and was almost unplayable.
  4. Yes, but one and same mission in one and same resolution runs dramatically differently in fullscreen and windowed mode, which is unexplainable. NVidia settings which I set for TheDarkMod.exe: Prefered GPU - NVidia. Tread optimization - Off. Power management mode - Maximum performance. Multi-display/Mixed GPU acceleration - Single display performance mode. All other settings are default. Here are my TDM settings: I tried turning many of these options on and off, but with no luck.
  5. Hello, I've got very poor performance running TDM on my new laptop in the fullscreen mode. While in maximized window the game runs at 45-60 FPS, in full screen it runs only at 9-15 FPS. Interesting that if to turn antialiasing on, the difference decreases but doesn't disappear at all: windowed - 30-35 FPS, fullscreen - 20-25 FPS. The laptop is Acer E5-771G-55VP, Intel Core i5-4210U, 6Gb RAM, GeForce 840M with 2Gb RAM, Windows 8.1, GeForce driver 347.25 (most recent; tried also an earlier one, but with no luck). I had no any problems with other games (Thief, X-Plane, Styx: Master of Shadows) on this laptop. Does anyone have any ideas how to fix it?
  6. - Ingame Shop Prototype by Shadowhide
    1. Show previous comments  3 more
    2. SeriousToni

      SeriousToni

      No no, just curious ^^

    3. nbohr1more

      nbohr1more

      CuriousSeriousToni

      thats pretty catchy, you should trademark it and start a blog.

       

      Good work shadowhide

    4. SeriousToni

      SeriousToni

      Good idea! Maybe if we can gather some more tellingly adjectives, yes :D

  7. Thanks! When will the fix be available for download - only in TDM 1.09 or earlier?
  8. I've found a bug with with the noshadows_lod_x spawnarg. The noshadows_lod_1 spawnarg actually controls LOD 0 shadows, noshadows_lod_2 works at LOD 1, etc. Here is a demo using all the LODs. The shadows are disabled at LOD 3 and 4 in def, but actually they disappear at LOD 2 and 3: http://hedonism.nm.r...tdm/lodtest.pk4 (To start it, put it in the darkmod folder ant type "map lodtest" in the console). I also found that there is no way to disable shadows at last LOD (independently of the number of LODs), because the corresponding noshadows_lod_x affects the previous (x-1) LOD, and noshadows_lod_x+1 doesn't work if the next LOD (x+1) isn't set. Is it a known bug?
  9. Shadowhide has announced his new "Deceptive Shadows" mission: Discussion here: http://darkfate.org/...hp?topic=4161.0
  10. WIP screenshots from Shadowhide's new pagan mission:
  11. That's interesting. I always thought that the upper position is 'on'
  12. I'll do it a bit later, ok? That's pretty interesting idea, I'll take a note of it. Truly, I don't plan to make stops yet. Haven't played it yet, although heard about it many times. I was playing this game just when I was modelling the train, so I'm already inspired. That's great game, although I couldn't reach the terminal station.
  13. Hi, I'm Chuzhoi. Sorry for confusion with the nicknames. Half a year ago Shadowhide asked someone to make a model of a moving train for his mission, and I agreed to help. You can see the result now. Actually, it's still a draft, which is very far from completion. Unfortunately, I have too little time for mapping and modelling at the moment, so it's done very slow. I don't know if Shadowhide will make a mission from all this (and it seems he doesn't know). But I liked the idea and I intend to make a mission myself. Thanks for your comments. Here are some answers for your questions: The terrain consists of fragments, generated in a random order with the help of a script. Actually, the order is not 100% free - each fragment type can be followed by 2-3 other fragment types. For example, the fragment named 'terrain_left_ab' can be followed by fragments named 'terrain_left_ba', 'terrain_left_bb', and 'terrain_left_bc', selected randomly. The trees are grouped in small groves consisting of 3-10 trees for increasing performance (each grove is a single model, not group of models). Doom3 in not the 1st engine in which I use this trick. Real couplers also don't seem to hold anything. However, one can suppose that there is some sort of a lock, located completely inside the coupler. As for me, I'm very pressed for time at the moment. Sorry. PS. Another my work of the last year - http://www.ttlg.com/...ad.php?t=138298
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