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Goldwell

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Posts posted by Goldwell

  1. Hahaha love it! I'm not sure which Assassins Creed title that is but I purchased Assassins Creed 2 from the store and brought it home, installed it and then had all of those lovely issues. Also my internet dropped out at one point kicking me out of my single player game just after I finished a rather tough battle and then lost my progress -_-

     

    I had the same problem playing Diablo 3, I thought it was strange that you can be "logged out" of your single player session if you pause the game, get up and go make something to eat and grab a drink, come back then you're greeted with crap like that. I mean if they want to impose these restrictions on multiplayer (as long as it isn't too strict) then so be it but for the Single Player experience leave it alone I say!

     

    I own all of the Thief games (hell I think I have bought them multiple times over the years due to loosing discs) and also I have bought Oblivion and Skyrim, all are strictly single player games with pretty much no DRM and it's fantastic! I will always support light to no drm games over DRM packed games.

     

    I assume this opinion echos throughout most of the gaming community. Reading the new Sim City amazon reviews is definitely proof of that as well.

  2. I am REALLY curious to see how this plays out. But it's funny because I "downloaded" Max Payne 3 for the DRM reason and I booted it up.. finished it in a couple of days and had no problems, yet you.. the paying customer has to go through all this shit.

  3. I too have wondered why we cant get transparent windows without the lag but basically until we hit 2.0 we can't do it right? Because we need those cubemaps?

     

    I'm guess why in other games such as say Skyrim when you enter a house you have a loading screen and can only see the inside of the house and to leave is the same solution.

  4. Grayman took a look at the map and gave me a few pointers which solved the problem.

     

    This is my first time doing an outdoor area and it is obviously a whole different ball of wax compared to indoor buildings. Basically I just needed to convert each of the cube bits into func_static or rather I converted whole walls of them. Then I added a monster clip between the wall and the skybox and voilà problem solved :)

  5. I removed all the brushes that seem to be overlapping and I still get crashes in Doom. It just gives me an error that reads "Doom has stopped responding" it seems to go through the whole dmap process but after it's done thats when it crashes.

     

    I don't know what are the important parts of the log file but the last bit which looks like a summary to me is here:

     

     

    30 seconds for dmap

    --------- Game Map Shutdown ----------

    ModelGenerator memory: No LOD entries.

    --------------------------------------

    collision data:

    46 models

    4596 vertices (107 KB)

    7713 edges (271 KB)

    3121 polygons (217 KB)

    665 brushes (90 KB)

    1346 nodes (36 KB)

    4222 polygon refs (32 KB)

    1547 brush refs (12 KB)

    3424 internal edges

    131 sharp edges

    0 contained polygons removed

    0 polygons merged

    769 KB total memory used

    16 msec to load collision data.

    -------------------------------------

    0 seconds to create collision map

    no entities in map that use aas48

    =======================================================

    no entities in map that use aas96

    =======================================================

    [brush Load]

    565 brushes

    [brush Merge]

    565 original brushes

     

    1

    76 brushes merged

    1943 brush sides clipped

    [brush BSP]

    489 brushes

     

    46 grid cells

     

    0 %

    100 %

     

    1036 splits

    [Portalize BSP]

    2073 nodes

     

    2073 nodes portalized

    [Remove Outside]

    611 solid leaf nodes

    91 outside leaf nodes

    335 inside leaf nodes

    [Gravitational Subdivision]

     

    1

    189 subdivisions

    [Merge Portals]

    82 portals merged

    [Melt Portals]

     

    1324 points inserted

    [Ledge Subdivision]

     

    215 ledges

     

    305 subdivisions

    [Merge Leaf Nodes]

     

    262 leaf nodes merged

    [Merge Portals]

    778 portals merged

    [Melt Portals]

     

    1693 points inserted

    [store AAS]

     

     

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