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plasticman

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Everything posted by plasticman

  1. I like the idea of OLEDs as well. But it will introduce a new production process for manufacturers and they will need time and experience to get things done right. There are only few OLED displays announced ATM and I think I read about them being more like company prestige products since they couldn't build them in masses yet for economical reasons. Guess my next display (about 5 years from now maybe) will still be an LCD but driven by an RGB-LED backlight. -
  2. That's what I thought when I posted yesterday. But then I did some reading at modwiki. Seems like you can freely change maxFPS and refreshrate in Quake3, but it doesn't work the same in Doom3. The wiki says framerate is limited by both refreshrate and tic rate. And on the id Tech 4-page it says customizable tic rate came as a new feature for some Quake 4 point release. It is not mentioned for Doom 3 there, so atm I guess it can't be done. - edit: Just stumbled into a cvar called "com_fixedTic" -- it lets you set the number of tics for each processing cycle or something. Setting it on 2 or more speeds up the game rapidly and can give you a few minutes of fun. -
  3. Yep, for normal desktop use there are a lot pros for LC-Displays. And I just ordered a third one (first one returned because of hum when changing the brightness, second one returned for the same reason). I like my CRT as well, but wasting way too much time in front of it I'm starting to feel like beeing at the wrong end of some ray gun . . . It should be mentioned I usually play Thief games in a dark environment. Maybe this is what makes the difference, some are used to play at healthy light-levels with a gamma-setting that lets you clearly see what is in the shadows. Others (like me) like the shadows beeing closer to black, so they know better where to hide. And it looks much cooler when it's dark. -
  4. I'm not sure about this, but i think the display's refreshrate is not related with the maximum FPS or the "tick". At least unless vsync is on, what I assume is the case for Bukary's findings. In theory. I didn't test anything, to lazy to fire up Windoos now. -
  5. Greetings, there is no need for an additional program that gives you trouble with screen resolutions. Simply put an empty textfile in your base-directory, name it autoexec.cfg and write seta r_displayrefresh "100" in it. Maybe it didn't work from the commandline because syntax should have been "+set r_display..." instead of "+r_display..." like you tried. -
  6. Hi, I have no idea why it is happening but I can see what is happening: Your browser is loosing style. You can get the same result by giong to "view>page style" and select "no style". This is meant to be a feature, so web authors can implement different styles the user can choose from, eg. a big-font-style for people with bad eyes. I've seen this behavior on my machine as well, but very rarely and reloading the page usually did fix it for me. - edit: fine, cross post . . .
  7. Sorry to go back on topic somehow: I wonder how many of you play Thief on a "modern" screen, an LCD. This is because I just attempted to change from my old 17" CRT to a 1680x1050 Widescreen-TFT. Bought it on Saturday, returned it on Monday. Mainly I didn't like the sound of the backlight (it's not supposed to make any noise), but also it was much to bright. While the screen performed nice for Quake3 and Doom3, it definately failed on Thief2. I tested Sliptips wonderful "Ashen Age pt. 1" Fanmission on it. No way to find a good setting when black looks just grey and the shadows look, well, grey. Compared to my CRT its like suffering cataract. Domarius mentioned in his initial post a "movie"-setting. On the screen I got it turned on dynamic contrast, which turned out to be a no go for games. I still plan to get another TFT for desktop use, but for original Thief I intend to keep my CRT. Now anyone experienced the opposite? -- Did I just get my CRT from heaven and the TFT from hell? -
  8. ...you mean "already dead" like zombies? -- would be cool to keep it for them as a feature. -
  9. Hi, I don't want them guards chasing me up a ladder. They never did that before . . . I think your "proposition B" still would require too much work for the team, since it requires coding, testing, fixing plus making an animation. Then the player still could use his/hers bow while walking backwards to the "sweet spot", triggering the guard intentionally. Finally you forgot there could be more than one guard -- this could result in some serious telefragging and ruin the player's shirt. Who could ever possibly want that?? -
  10. I think a mirror on a plank can not be done using a material with the "mirror"-keyword. as quoted above these interact with geometry in sometimes unpredictable ways, plus the glitches you get depend on wether your light is casting shadows or noshadows. even a static free standing mirror is hard to do. so maybe it is possible to do the hand-mirror if you don't use a mirror material but a different technique, no idea. though i think it's a funny idea, i wouldn't go for it. doesn't add much to leaning IMO. i have always been fascinated by the scouting orb. rarely used it strategically, more like a toy when i didn't need it anyways. the first time i tried it, it was actually like "wow, i can SEE garrett! cool! and i can see guards passing him by. wait -- are these guys completely blind???" -
  11. plasticman

    Lags?

    . . . don't be so . . . reasoning! It's for threads like this one I am in love with the darkmod forum. Just ignoring Mr. Troll's well-founded nonsense can't be right. It would seem like this is a deserted place where noone cares about trolling anymore. It would lead to anarchy eventually -- or even worse to a lack of entertainment. -
  12. NH, thanks for explaining and all these nice screenies. Since I am no native speaker I'd better not discuss the real meaning of "bug". Don't know what was wrong with my eyes yesterday, but I did "bind b toggle r_skipbump" now and compared the fix to no bumpmapping at all. It doesn't look flat and the details are fine. Hope it's nothing severe... -
  13. Yes, ugly for sure. But pleeeeaaase, don't call it a bug. id did that on purpose. Bump maps were meant to add detail without adding to polycount. So just skipping bump mapping for the ambient light would mean skipping the details in those very dark lit corners. But fortunately rebb's fix still uses bump maps (if i get it right). Still i think it needs tweaking, for it looks a little too flat. About Dantra's work: Does "carving out a basement" refer to excessive use of the csg-subtract-tool? I hope not, unless it's more reliable in DR then it was in DoomEd. -
  14. Think it was called "Sinnlos im Weltraum" (=senseless in space) originally. But yes, too many parodies. When it's just comedy and a cheap way to entertain you, or even worse some kids copying that = no good. But SiW is great and so is Star Wreck (IMO). And BTW if you put milk in your coffee it's no longer black anymore. -
  15. Save precious time -- watch "Star Wreck: In the Pirkinning" instead. (for free on starwreck.com) Been a Trek Fan for years, but i ended up liking the parody stuff as well or even more. TNG sure had "character exploration" and some real interesting philosophical arguments in it. But they spoiled it for me in the movies. And in the next movie they're going to... -- oops! It's not the OT-forum. Well good night then. -
  16. Well, questions about outdoor lighting made me remember a tutorial on this I read some time ago. Dug it up: http://www.katsbits.com/htm/tutorials/doom...ing_outdoor.htm It must be linked somewhere from D3W, so it's nothing new. But nontheless useful, since it also mentions light optimisation. And it has nice screenshots, too!
  17. Hey, that's precisely what's happening in my map! You must have been watching me! I isolated the "structure", put it in a box map and reconfirmed it happening. You should be able to find it here: edit: link removed, it's outdated. If you jump/mantle the window from the outside (determined by looking at the roof) it makes you clip in it an moving way up to the top of the brush. while mantling the window you can step forward and get deeper into the brush. giong inside the wall makes you "mantling" up to the roof of this two-storage high building. I hope you will be able to find a good solution for this. Something makes me fear some sort of mapper-dependent mantle-brushes... Edit: Just played around with it a little. Think it has something to do with the no-draw-material I used for the unused planes of the window-glas. I can jump and stick there even in Doom. Making my glas-brush smaller and therefore unreachable kinda solves the issue. So maybe it's just basically a way I shouldn't do windows.
  18. i remember in TDS shooting moss arrows at guards/people was a feature. if you hit them in the face they act like having a mouth full of moss, spitting it out and cursing you. it can buy you about five seconds: three for lauging and two for better get running. i also tried that in thief's den. after the impact maybe the first piece of moss stuck in the air, the other pieces got distributet the usual way. but the stuck one remained as a static object, making the AI walking around it. another thing i noticed you implemented: shooting moss with a water arrow makes it grow. nice. about mantling: at first it seemed to be the bestest (i. e. wow that's a good one) mantling system ever. it has a far more controlled feeling than the only ones i encountered so far (T1, T2, TDS, DX:IW). but unfortunately i tested it with some sort of a "my first room"-map, where it gives me the magic ability to climb a structure that is about 5 meters high. it's more like floating up the wall there. since it is only brushwork it could happen in any FM, so i think it still needs bugfixing. trying to keep this post short: a BIG thank you to the team. you really are doing groundbreaking work here.
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