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Serpentine

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Everything posted by Serpentine

  1. Excellent - I really enjoyed the challenge, no simple walk in the park. Performance was good considering the amount of AI etc, things looked well constructed. About the high ambient, I think it was ok, any lower and inside would have seemed perhaps too dark - and it was a full moon so outside was meant to be a bit more of a challenge as I see it
  2. I'm being pretty lazy and not checking old versions, but on a pretty small map my memory consumption is rather high, but I dont know if its just the way things are, 460mb minimised seems abnormal tho. Something like photoshop with a good 8 high res textures is around 170mb and other mapping/3d tools I use generally dont go above 200. But if its always been like that - nothing to worry about
  3. Yeah, I'd like to see this changed - at the moment you can just bunnyhop all over the place with crouch. I understand that maybe the last jump after a sprint could have a 'quieter' landing as it would often be prepared, but not silent.
  4. Beta 2: Looking very good, the changes to panel and wall textures really looks a lot better - portals are working well and peformance is up and as a knock on the AI also reacts much less 'globally'(now its how you would expect it). Good work! Small cosmetic things : A few door handles are not centered, so theres space between the door and the handle. Tiny z-fighting above the sitting room door.
  5. Thats quite a strange issue. Do you have any settingss like AA forced via drivers? If you are using the x64 build, have you tried the 32? Are your grahpics card drivers up to date? If you are using Vista/7, have you tried creating a shortcut to run DR with Aero disabled?
  6. A tip to spot leaks like that is: 1. Make sure all transparent surfaces like windows etc are opaque for the duration of this. 2. Make sure your ambient light is inside the building or whatever, in this case it doesnt need any moving. 3. Open a section of the skybox to create a leak. 4. Change the texture of the front door, or whatever visportal you want to test to something like stone. 5. Dmap and trace where the leak is, make the chane then repeat until it starts moaning that entities are leaking (i.e an entity/patch is exposed to the void) 6. Once all the fixes are made, select the 'visportal' and 'make visportal' it again. 7. Make sure if you changed any doors or other visportals that they are back to how they should be. Also note, I didnt look for the leak in the study, its portal is always open, you can most likely find that by inducing a leak to the void from one of its walls. But its most likely related to the model you are using for a doorframe not blocking correctly.
  7. Gave it a go, took around 30 minutes - pretty in depth look at things. Notes : Fixing up those leaks and making sure your portals work after that should dramatically increase your performance!
  8. Whoa there, I did not expect that!, looking awesome man
  9. Visportals have to remain simple for the most part. I have noticed sometimes if the visportal goes into a doorframe and doesnt just cover the door it will not portal correctly, other issues are if two portals touch and with portals leaking. I'm not sure if there is an easy way, but to find leaks around my visportals I usually give the ones I am testing a solid texture and then open a section behind them to the void, this way if there is a leak you get a nice point file and can adjust the 'portal' brush to cover it. This isnt always possible tho, with AI and lighting added elsewhere you would run into issues. I also tend to use the 'make visportal' option in the toobar.
  10. Its just the patch issue, it does this if theres a missmatch
  11. Sure, PM me a link and Im happy to provide feedback etc
  12. They've removed it from the MSDNAA over here, at least for the ACM one That said, they still have Server 08 R2, kinda odd
  13. Just remember that you can switch grid sizes with the number keys, makes life a load easier And if you ever work in 0.125 or such by mistake and you're a little bit brave, you can just select everything including vertexes/points, change grid size to whatever you want and hit "snap to grid", works surprisingly well when it isnt deleting stuff for whatever reason it does, just need to watch out for decals. Looking good tho, once you get this stuff down, you start getting quite quick with DR.
  14. The linux version of the editor is working, it is just not avaliable in packages, however if you wish to download the source and compile it yourself, you shouldnt have an issue. DarkRadiant is licensed under the GPL. Wiki on compiling DR under various flavours of linux TDM itself has the following: All non-software assets (models, textures, supplied maps etc) are licensed under Creative Commons Attribution-Noncommercial-Share Alike 3.0 Unported license. Assets related to doom, used in missions etc are licensed under the DOOM 3 Software Development Kit Limited Use License Agreement. The non-id(doom3 sdk) source for TDM itself is licensed under the ever awesome 3-clause BSD license. FM's would be licensed according to the author (as map files themselves only contain references), but I'm sure if you wanted to copy some content from one to something you are working on, permission would be a very good idea - common decency. And if in doubt, check the LICENSE file contained in the TDM source package.
  15. I've been playing around with Filter Forge for a while now, using it as a stand alone app and playing around with some filters, once you get the hang of it you can make some pretty nice stuff, tho I generally use the textures only as a base to manually edit them. Also has a really large collection of good user made filters that you can go download, most of them are quite configurable with sliders etc similar to Wood Workshop it seems.
  16. Hey there, Please make sure you're using the latest gfx drivers and then change the Catalyst AI setting to 'off' Theres a good chance thats causing it - so lets try that first!
  17. Assuming you have used one of the 'Create Model' curtains: Go to the entity tab, tick 'show interited values properties' There should be a 'solid' listed, click it and set its value to 0, it will make a new black entry to tell you that the inherited value has been overridden (you could always skip viewing inherited and just make a new one, but I think its important take note of inherited for some stuff, makes you aware of certain things) As for the footlocker, it depends how its constructed, is it the prefab or made from brushes? If its brushes, you use the same method as making a simple door.
  18. Thats a pretty nice idea, would be super simple to put in considering its just the reverse of the current method without the static base score, so long as it is explained I think that would be rather nifty
  19. Caulk is a texture which tells doom to not bother rendering it. But it still seals against the void. Its like making things invisible, but they're still there. Helps with performance, but also to help clean up the look when using shaders and not wanting unnecessary surfaces (the thin faces of a window in direct contact with the wall that you dont want to 'look' through anyway) To change the size, angles etc of a projected light you have to go into vertex editing mode, select the light then hit 'V', drag them around as you see fit. Light Properties
  20. pk4's are essentially just zip files, either rename it to a zip or just open it with something like winrar etc. As for model to brush, you cant really do that. You can however make a window using the glass materials and a few brushes. (remember to caulk the sides of a window that you dont see)
  21. Skybox wiki page Skybox tutorial Once you have created a skybox successfully, you pretty much create walls of sky portal where its needed, it does the rest, exactly as you were thinking
  22. I almost never use the clipper tool for doors, I find it too much like hard work Instead I make a copy of the wall I want to cut, then resize it to the dimentions of the door I want to put into it. Extruding it a bit on each side of the walls. Selecting the now 'cork' door going between the two rooms I hit subtract then delete the cork and look around to make sure the cuts are good. If the cuts are not neat (strange floating patches with no volume etc coming out at right angles) I generally select the well cut blocks, copy those then revert to before I had subtracted and paste them back in to place. Takes a few goes to get used to but quite quick and efficient when cutting between strangely sized/shaped things where you need a more visual guide The most important thing is to just try cutting on simple, undecorated surfaces to minimise effort... Also, if you look at console view after subtracting, if you get a large resultant number of new brushes etc, you know that its likely a bad cut.
  23. Wow, that looks great Melan :3 As for performance, make sure that your visportals are actually working using r_showTris 3, I've often made a whole load of changes only to notice that visportals(specially in 'open' city areas like streets etc) arnt working correctly. Then you can either battle merging portals or try to close in with sky portal(or whatever is applicable for your map)
  24. @Tels Ah, I had a look thought that and have actually found something semi-interesting. I had suspected the location identifiers earlier, but checking their entities I didnt see anything changing ambient... but when you brought them up again I rechecked them, showing inherited items. There is an ambient modifier included in the base class. Then checking again and removing all of the location markers I noticed that doom/dmap/something seems to identify underground/cave like areas and automatically give them a location. Since when all the markers were removed the issue remained, but spread to some areas nearby that were cut off but did not use location seperaters at first(they were now linked). Areas like this that then lead into enclosed visportal areas keep this ambient setting too, as it seems to use them to identify these areas. I'd be happy to send the map, I dont think it would be too easy to reproduce in a super simple map, but it might be interesting to look at. It was at least for me But all in all, best to not call it a bug and more a 'just be careful of location's spreading via visportals!'... or similar And during all of this I found a different slightly strange bug which I'll add to the tracker in a few min
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