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Darragh

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About Darragh

  • Birthday 08/30/1985

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    http://www.darraghcoy.com
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  1. Yeah I'm not sure it's something you can fix. It's either a driver issue or a problem the engine has with this particular setup; more than likely though it's a driver issue. Might be worth giving the demo another spin just to see. I'm curious myself whether this an ATI Radeon HDxxxx problem. Sorry, just to clarify- I made a typo with the previous post. The fix for the water issue is: set 'r_skipPostProcess' to '1' in the console NOT: set 'r_skipPostProcess' to '0' in the console You want to disable post processing, not leave it enabled
  2. I've also had the same issue. The game runs very smooth normally, but whenever I come up against any sort of water it gets VERY choppy- going from 60 FPS down to about 3-4 FPS. It only seems to happen when the engine thinks the water is visible. For example, if I am standing in the sewer water and looking straight ahead the game runs like crap. If I turn to look at the ceiling the framerate suddenly goes up again and everything is fine. The amount of water coverage on screen doesn't seem to affect the issue or the slowdown, just the fact that the water is there. Whatever part of the engine that is engaged when water is active seems to be causing the problem. Thankfully I found a workaround that still lets you play at acceptable speeds: set 'r_skipPostProcess' to '0' in the console (typo, sorry) set 'r_skipPostProcess' to '1' in the console (this is correct) This does away with the water effects but at least lets you play the game normally. I've also a Radeon HD like yourself, so maybe this is an ATI issue ? My system: Intel Q9650 3.0Ghz @ 3.6Ghz 4GB Kingston DDR3 1600 Mhz Intel x48 motherboard Radeon HD 4870x2 (running Catalyst 9.8 drivers) Windows Vista 64-bit (Service Pack 1)
  3. I'm pretty familiar Radiant and all it's incarnations. Damm good editor too- fast and easy to work with. Did a lot of editing for Return To Castle Wolfenstein back in the day so I've lots of experience with it. That's pretty cool, thanks for the link. I'll be sure to check it out.
  4. Hi guys, First time poster, long time lurker ! I've been keeping an eye on the mod for a while now and I must say well done on the great work done so far; everything seems to be coming along very nicely ! I've always been a huge fan of the Thief series so I think it's fantastic that work is being done to keep the series alive (unofficially at least!) through the mod. Keep up the good work! I'm just posting really out of curiosity to see how things are progressing with the coding- roughly whats been done and whats left to do.. that sort of thing. I can't offer any help (unfortunately!) at this particular point in time because I'm already knee deep in two very large projects for college, one an Oblivion style RPG using the Torque Engine, and another a racing game using XNA and C#. However, I would definitely like to get involved sometime in the future when I have time to spare. I'm particularily interested in the work you guys are doing with Dark Radiant. I think the tools for this project (and how easy they are to use) will have a great bearing on how much support the mod receives from the mapping community. I was a little dissapointed to say the least by the whole setup for the Thief III editor and I think judging by the relatively small amount of FMs made to date for Thief III, I think the community at large are too. This is definitely an area where the DarkMod could surpase Thief III in. Thanks in advance anyhow for taking the time to respond, I'm sure you're sick of hearing these questions all the time. Finally, if you'd like to have a look at some of the work I've done previously, then feel free to do so: http://www.darraghcoy.com All the best, Darragh.
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