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lowenz

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Posts posted by lowenz

  1. No, for me the BL hits but I was expecting to knock down the NPC not seeing a protection around the shoulders and the low neck 😛

    Bu if that helmet protects by itself from being knocked why there's a shoulders protection in other cases?

  2. 23 minutes ago, Bergante said:


       One little mark  i must say : A Secret should be an Addition to the mission - not a Part of it !!!
    but that´s realy just a little personal opinion

    Exactly.

    Why not avoid the secret location

    Spoiler

    the attic

    and just find the antivenom, apply it to Astrid

    Spoiler

    and get the code from her (when we know she did see it from Marion note)

    ? :D

    • Like 1
  3. 5 hours ago, MirceaKitsune said:

    Wasn't TDM moving away from ARB to GLSL? Actually I think it was but the transition was incomplete so we're still using the former. Wonder what it would be best to do this under today, seems like the later is ideal if it's supported by both post-process as well as material shaders.

    The *DOOM3* shaders are ARB2 ('cause of old GeForce support)

    carmack plan + arb2 - OpenGL / OpenGL: Advanced Coding - Khronos Forums

  4. On 11/3/2022 at 9:51 AM, Xolvix said:

    I generally dislike DOF in games except in three circumstances: (1) in-game cinematics, (2) characters engaging in conversations with someone, or (3) some sort of in-game menu system. Basically so long as the depth of field is being used in non-gameplay parts of the game, that's completely fine and often enhances the result. But TDM is virtually all gameplay and doesn't have such systems, so all DOF is going to do is make the game harder by making things in the distance less clearly visible.

    All that said, I ain't got a problem with it being integrated into the engine. There's a handful of missions that do have cinematics, albeit small ones, so it'd be kinda cool to see it being used in such situations.

    For a looking glass too.

  5. It's not NVidia only, AMD just has its own spin (Morphological AA) since 2011.

    FXAA was created for consoles starting from Foliage AA techniques seen in Crysis in 2007 (edgeAA) as a performance oriented form of AA (old consoles can't handle MSAA)

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