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Constantine

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Everything posted by Constantine

  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
  14. Thank you, guys. I don't know yet. I'll think on it.
  15. Hi all. I have done some improvements of the tree_01.lwo model. 1. First, I noticed that one of branches of the tree was doubled so it looked more bright than other branches. I have removed it: 2. Second, I have edited the normal map a bit (current, new): - the brunches were made more volumetric - every leaf is bended in its own angle to avoid flatness of branches. Unfortunately, I had to leave this effect vary small, because when overusing it the tree starts looking too untidy, like a venik for Russian banya. 3. Third, I made some fixes of the models/tree/branch1 material: Old: { blend diffusemap map textures/darkmod/nature/foliage/branch1 translate 0.01 * sintable [ time * 0.1], 0.03 * sintable [ time * 0.03] alphatest 0.5 } bumpmap textures/darkmod/nature/foliage/branch1_local New: { blend diffusemap map textures/darkmod/nature/foliage/branch1 translate 0.01 * sintable [ time * 0.1], 0.03 * sintable [ time * 0.03] alphatest 0.5 clamp } { blend bumpmap map textures/darkmod/nature/foliage/branch1_local translate 0.01 * sintable [ time * 0.1], 0.03 * sintable [ time * 0.03] clamp } - added normal map oscillation which is the same as diffuse map oscillation (upon a closer view the lack of normal map shift was noticeable) - added 'clamp' keyword to remove artefacts appearing on the corners of branche poligons when the texture shifts This is how old material looks: (it's better to see the fixed variant in game on the animated texture) All changes are in this pack: http://hedonism.29ru...ee/new_tree.pk4 (small versions of the tree are also included). You can install this pack and load new_tree.map to see the changes: 1. If you want to use fixed tree models, get them from models\darkmod\nature\trees\new_tree 2. If you like new normal map, it's in \textures\darkmod\nature\foliage\new_tree folder 3. If you want to fix the material, do not get it from this pack because this one was ajusted for test purposes. Use the code I gave above instead. Anyway, I recommend to fix the model and the material definition. Using the new normal map is a matter of taste. I hope all this will be useful. Good luck!
  16. The layers in the "Layers" window are sorted alphabetically, while in the context menu they are sorted in some different order. It's a little confusing. Could you please fix it?
  17. Binary: http://hedonism.nm.r...roc/ASEProc.zip Source and tools: http://hedonism.nm.r...%20tools%29.zip Installation: - unpack ASEProc folder - edit aseproc.ini to select folders you want to process - run aseproc.exe. The icon must be displayed in the tray - run your 3D editor and do ASE export. The balloon message "ASE file processed" must be displayed INI editing notes: - don't break the numeration of entries (it must start with 0 and remain unbroken) - you can specify a comment (a string after *COMMENT keyword in ase file) in the [Common] section - NEVER specify the whole darkmod folder or, for example, darkmod/models folder in some entry. Specify only particular folders you currently work in. Other notes: - "As is" - Windows only - GUI is undone (edit aseproc.ini to change settings) - written in D language http://www.digitalma...om/d/index.html - when you update an existing ase file, you can see an error balloon message shortly before the success message is displayed. This occurs due to that ReadDirectoryChangesW winapi function triggers twise in this case - when saving starts and when it ends. Don't pay attention to this. Used tools: - DMD 1.033* with Tango 0.99.7 http://dsource.org/projects/tango/ - DFL 0.9.8 http://www.dprogramming.com/dfl.php - kbogert's patch for DFL to display balloon tooltips http://dsource.org/f...opic.php?t=1601 - Poseidon 0.272 (or 0.274?) http://www.dsource.o...ojects/poseidon - Entice Designer 0.8.5.02 http://www.dprogramming.com/entice.php *kernel32.lib from DMD 1.047 used Disclaimer: This is my first program in D language and my first multithreading program. The program is provided "as is", without any warranties. Use it at your own risk. The supplied source code is not D programming manual There are many D programmers here?
  18. I have a new version of this tool. It tracks changes in selected folder or folders and processes ASE files automatically when you save them: I wrote it as an exercise in D programming. Is someone interested? I can upload it.
  19. By the way, the green cloth on the top of the table is the separate texture and anyone can use it as common cloth texture or, for example, as a base for casino table texture.
  20. Sorry, your first post seemed a bit sharp for me... Yes, I made it for my mission in the first place. Generally my mission looks somewhat more modern than typical medieval mission and I think this table will fit there fine. I don't know whether I'll recast something in it. But any mod mapper can use it if he wants, as well as you can include or not include it in the mod depending on your wish. Thanks to everybody for comments
  21. I'm not planning changing the texture for a while. According to my intention, this table will be in a respectable house At last you made a remark to the point instead of sarcasm. These rails were made for creating a mini-game with pocketing the balls (if I will create it). It's difficult to make it with soft meshes.
  22. http://hedonism.nm.ru/images/darkmod/billiards1.jpg http://hedonism.nm.ru/images/darkmod/billiards2.jpg http://hedonism.nm.ru/images/darkmod/billiards3.jpg Only table is done. Maybe some day I'll make a cue and balls for it The model is in the betamapper repository: https://darkmod.homelinux.com/contributor/b...s/billiards.pk4 Install the pack and type "map btest" in the console. Use the candle for highlighting.
  23. I just said "Thank you"
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