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Serpentine

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Posts posted by Serpentine

  1. Maybe we need to do an analysis thread to figure out the norms in good games/similar applications. I agree that enter is a bit of a strange key, but at the same time having the Q/E leans is very nice. In my mind 'use' defaults to 'e' then to 'enter/return', when I am learning something control (ok apps sometimes have it as 'space'... but that's some real strange stuff.)

  2. I did the port in March odd, however I got frustrated trying to work out how to merge it into the SVN, since my changes were... vast.

     

    I have said that I am willing to do the port to dhewm3 again in the coming week, however I can make no promises that it will happen other than... I'm happy to do it if the others are happy. I will discuss it in the next few days.

    • Like 2
  3. Games hate it when you try force driver side stuff.

     

    The game supports extra buffering, just use that. The way that frames are drawn will try to handle something similar to v-sync, extra buffering that the game doesn't know about will often lead to the performance falling off in multiples. Try not forcing vsync or anything from the driver, leave it all up to the application. Set what you want in the game options.

     

    The tearing you mention is quite likely the result of AMD's overly aggressive power management, which will swap power profiles many times per second and lead to all kinds of trouble. However since I have a 7850, I will try and test different things tomorrow.

  4. This is the only thing that came to mind when I watched that vid... well other than a lot of the geometry looks very TDM-ish, but we'll pass on that.

     

    Forgive me - Maybe this needs a spoiler tag, cos it's gonna give away the whole plot.

    tnief-dickbutt.jpg

    • Like 3
  5. I have not read anything in this thread...

     

    But someone linked the Thief site in irc; I was just lost for words at how utterly terrible it is.

    http://www.thiefgame.com/

     

    I thought that perhaps it was because I wasn't being all hip with the times, using things like a mouse and monitor. However using it on a tablet was about 5x worse. I don't even want to think how much they spent on making it.

     

    It looks like they still dont quite understand typefaces. What is this shit, Jim.

    logo_small-171edae33910512a90f0adf04743e314.jpg

     

    Edit: Now with added TN1EF

  6. We don't have a torrent set up at the moment, but we may do that...I know our mirrors are being hit pretty heavy right now.

     

    Hmm, I would be happy to mirror a tb or two, if it helps?

    I think taaaki may also be able to help out with a similar size chunk, if he isn't already :)

     

    Would you be able to update the list? (I go to bed in two-ish hours)

  7. This issue again can be fixed in Blender. Select the object(s) as a whole in 'Object Mode', go to the 'Object Modifiers' tab and 'Add Modifier' then under 'Generate' choose 'Edge Split'. You can define a custom angle and then click 'Apply' and it will break the vertex welding/smoothing along all appropriate edges.

     

    The point is for interoperability, i.e not intended for only exporting to blender. It'd be easier to just write a better obj exporter if that's all you want.

  8. well if you get a little time here and there Serps would could use some of your coding skills...

     

    I can't promise anything, but... lately a lot of things have aligned.

     

    Also, my skills are shameful, you guys really did a lot of work for standalone - now is about you, I'm sure tomorrow morning will have plenty of coverage.

     

    Spring and grayman deserve some sort of medal :)

    • Like 1
  9. Long time no see TDM Team :)

     

    I just wanted to pop in and say a bit congrats on making it to standalone! I apologise for running away for 6 months, and I'm not entirely sure if I have the time to return... but really, damn fine job guys!

     

    Sure this place will be picking up a lot in the next little while :)

    • Like 1
  10. There is a (little bit) of method in DR's madness.

     

    ASE is intended to be used in a way which sharing of vertices is left up to the user. There is a field that defines at what angle the vertices should be seen as having a hard edge, i.e a corner should not be smooth shaded. However since games tend not to leave this up to the model format itself, because 3dsmax had a lot of duplication in the format and it all became a bit too complex, generally sharing vertices will result in edges not being hard, even if the angle is > the predefined limit.

     

    D3 does the vertex merging itself if the file is correctly formed (however the exact reason for it not always applying is a mystery to me). DR on the other hand does not compile the map and as such has no need for storing this information for brushes. So if we used a solution like you are asking for, the corners of things would start to look really horribly shaded.

     

    So, if you group the materials and faces, you will likely run into the problem where the entire area is seen as a single smoothing group (_nothing_ uses ASE smoothing groups correctly - are you noticing something about ASE being left up to the user?). This is why after I complained about this same issue, I didn't actually fix it, there is a little accidental method in the madness. Ideally we could use the face normal to offer an option about when to merge, and when to preserve hard edges (and then likely have the engine ignore them anyway).

     

    So yeah, if you need the script modified, I'm sure it can be sorted out for your case :)

     

    The last option is to find my old ASE aware version of the assimp exporter on these forums and throw the model into there, it may or may not do what you want...

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