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nbohr1more

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Everything posted by nbohr1more

  1. Quick one, can a blendLight do a diffuse blend? lights/My_Custom_Light1 { blendLight lightFalloffImage makeIntensity( textures/lights/map_specific/My_Custom_Light1_Z ) { forceHighQuality blend diffuse map textures/lights/map_specific/My_Custom_Light1_XY zeroClamp } }
  2. You need to settle this via a "Seasons Contest" entry...
  3. Congrats! (Bikerdude recently griped about hearing the music over-and-over again while map editing so I was able to scoop some details from his thread...)
  4. I'm not sure if this is the same music but Moddb has an old "Official Soundtrack" download available: http://www.moddb.com...oundtrack-vol-1 Other than that you would need to find the ogg file in one of the TDM pk4's... I think the path is like: darkmod\sound\meta\menu\amb_nocturne_menu.ogg (Probably inside tdm_sounds01.pk4 ... you would need to copy that to your desktop then rename it tdm_sounds01.zip and extract it...)
  5. Yeah... It looks like trackers 2546 and 2547 seem to be relevant to this concern...
  6. I think the Furmark benchmark is a pretty good way to tell if your artifacting in general and thus have hardware issues. I would get some canned-air and dust out the GPU fan (and other case fans too)...
  7. Oh well, The press-angle of a "battle of the titans" between two speed-built missions was pretty compelling. I'll have to stir-up a Sotha vs Carnage rivalry ...
  8. So this will have a couple of rain drops and falling leaves and maybe boost the census number for the Seasons Contest???
  9. This is great. It's like TDM's big "nature vs nurture" debate Yes, given how equally divided things are... I'd say this should be mapper's choice. Next we will debate whether all missions should make a Blackjack available to players... (super-flame-warz! )
  10. If that is the Laptop you were testing v1.03 with, perhaps a cooling-pad underneath would help...
  11. That's OK, scale can also be applied to materials for other purposes so it's not always clear about it's role... but it's main mission is resizing.
  12. Try "scale" http://www.modwiki.net/wiki/Scale_%28Material_stage_keyword%29
  13. The concept is that the decals are repeats of the same decal texture. You can then group them into a single func_static that applies all decals with the same texture at once. That was a method used in Strombine. Edit: Texture Sheet concept (texture atlas): http://wiki.splashdamage.com/index.php/Texturesheets
  14. The most depressing thing I've read recently is that texture variety is pretty high on the list of performance offenders. If you can find places where the textures variety can be reduced and grimes \ decals can make it look acceptable then that is another (painful) option... Though making a texture atlas out of a bunch of the textures in a scene can reduce this problem a great deal. (a lot of work though...)
  15. As I understand it, the physics system will become more encumbered the more stuff there is to track. Though mostly this is done to keep map sizes small rather than for performance.
  16. Ah, my Sotha mission backlog just keeps growing. I'm beta testing another mission so this is kinda a shirk of responsibilities but I couldn't resist checking this out. I am already in love with the whole premise and game mechanic of following the lady to the hideout. The setup is clever and the execution is goddamned terrific! Please keep 'em coming... Maybe if you are too busy to build from scratch you could add yourself to the list of mappers who take-on abandoned missions and finish them... (See Fidcal for details... )
  17. Nether the wiki nor the TDM frontpage reference this updated version yet...
  18. You made sure that your DoomConfig.cfg has these settings then? seta image_usePrecompressedTextures "1" seta image_useNormalCompression "2" seta image_useAllFormats "1" seta image_useCompression "1" seta image_preload "1"
  19. I think a couple of strategic decorative doors add an interesting gamble element but this should not be abused. Though it's not practical, I think (from a sandbox game-play perspective) players would like all doors to lead "somewhere". Whether the rooms they lead to are empty rooms, "junk rooms" or have treasure or pathways in them, it's simply more immersive to have real rooms of any kind behind each door.
  20. Cool. Since Springheel's Optimizing Maps thread, I recently added entries to the performance wiki so you might see some new stuff there : http://modetwo.net/d...tial_Must-Knows (Though Bikerdude ought to write his own "Performance magic" wiki... ) Edit: I presume any crazy-obsessive optimizing wont be par for course with a speed-build process though... Also, gaddang those are some gorgeous screens...!
  21. This entry seems to have more detail than the one you've posted... http://modetwo.net/d...tching_entities
  22. Doom 3 has always had a performance hit for dynamic light interactions. That said, if TDM is comparatively slower than previous TDM versions with specific dynamic lights like candles or torches then perhaps the extinguishable light SDK framework has become a bit heavier. I think there are plans to revisit the performance of this feature... (I saw some source-code comments where Tels said such and such could be cached, etc...)
  23. I believe it's possible to have door-handles that "Dont Frob or make handling noises"... correct?
  24. Prey 2 is also using Id Tech 4... Yet, the tech can still be licensed while it goes GPL (though Id has historically granted licensees the courtesy of waiting awhile after the release of their games before GPL-ing their tech.). *Crossing-Fingers for Id to uphold their statement about GPL being concurrent to the release of Rage* In a sick way, I kinda like the prolonged wait for GPL Id Tech 4 because it mean TDM's hard-fought technical workarounds still count as remarkable compared to what others have done with Doom 3 modding. Once it's GPL, folks will forget how much these guys had to overcome when they made this mod. ...Good luck with that Thief-style indie Radiatoryang. It'll be interesting to see if your work gets more fan missions than TDS also
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