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LDAsh

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Posts posted by LDAsh

  1. I set my game to TDM in DR and project as custom mod.  Originally all of the textures are JPG but where needed I have been converting files, TGA/DDS.  AFAIK, they all should work, even with the basic MTRs they have.

    The folder has the game exe and the defs pack.  Perhaps it needs more than that but I don't know.  If it does support Quake 4, I should have lights already, because they do work in QuakeEDIT in the Quake4.exe and defs.

    Something from TDM I'm missing?

     

     

     

  2. These have never worked for me, but I installed TDM 2.0.9 and DR 2.11 and was looking at maps and all the lights work.

    I've done a lot of experiments with my own materials, and nothing ever worked so far, so I wonder if it's because Quake 4 is the set game?

    Is this only for TDM or should it work for all supported games?

    Or maybe it's my materials or my lights?

  3. The smooth distance-based portals that Q4 had would have been perfect for this.  It would enable windows to block vis until the player is at a certain distance, then fade in.  If done with care, a placeholder texture (or even cubemap, etc) could disguise this effect nicely, and everything could be a smooth transition.

    Don't think Doom3 engine had this feature, though.

  4. In countries like USA, at least, no company can retroactively restrict permissions already granted by an existing license agreement.  All they can do is update it for a newer version.  There are precedents for this.

    Whether or not something is open source has very little to do with it.

    It's always a shame to see overreactions and folks choking themselves out over this stuff.  It must make productivity seem almost impossible.

  5. Can you elaborate on your definition of "proprietary" and its implications for users?  I am just curious what stops a young (broke) developer from using a piece of free software that can be used commercially.

  6. Just my kind of topic!  I've been (attempting) curating a list of free software for game development here:-

    www.violationentertainment.com/forum/viewtopic.php?f=27&t=414

    www.violationentertainment.com/wiki/tiki-index.php?page=Free

    Every now and again I go through it looking for 404s and not shy about outright uploading the latest versions I have to my own webhost, and waiting patiently for any potential C&Ds.  Hopefully I would keep doing that until the day I die.

    • Like 2
  7. Yeah, facepalm yourself, have fun.  You just talked about how more geometry means more work, and so I talked about Daz3D farts, which is very common these days.  Now you got me needing to explain your own statements to you and babystep the entire context over, and this isn't the first time, either.  No time or energy to do it this time, so I'll just say this - if you can't answer the original question (which you barely bothered to even read) then simply just don't waste time with a reply.  Please.

    For everyone else, here's a link:-
    https://forums.thedarkmod.com/index.php?/topic/20377-graphics-technology-sharepoint/&do=findComment&comment=452815
     

    • Like 1
  8. Tell that to folks who fart out characters from Daz3D like it's nothing.  Your advice is a bit cynical.  Higher polycounts doesn't necessarily correlate to more skill and effort, infact the opposite may be true.  But ultimately, the GPU doesn't care if it's artful or not, it's all about numbers, and that's what I was asking about - solid figures, not yet more vague philosophies.

    • Like 1
  9. Quote

    The answer is as usual, it depends.

    Exactly, which is why I'm asking.

     

    This is a good list, but it's from the 7th gen just into the 8th, so this info is quite outdated and is already showing a huge disparity, even though we could safely guess why some numbers are different to others (such as fighting games and games not using all the crazy rendering bells and whistles):-

    https://forum.beyond3d.com/threads/yes-but-how-many-polygons-an-artist-blog-entry-with-interesting-numbers.39321/

     

    What the internet needs is some Digital Foundry level of inspection into modern (9th gen) titles, that provide info like that Quake 4 page I provided in the last post.  I can barely even find a modern wireframe shot.

    • Like 1
  10. I figure this thread is a relevant place to ask...

    Does anyone know a modern and up-to-date place to find stats and metrics on recent game releases, in terms of polycounts and drawcalls and performance?  There's a lot of yabber and vague info floating around everywhere, but extremely difficult to find hard solid numbers since around the early 8th gen consoles.  People these days simply don't seem to know.

    I remember way back, looking through these engine features:-
    https://www.iddevnet.com/quake4/LevelEditor_Performance.html
    ...and naively thinking that all game engines would provide these kind of tools, even those not necessarily moddable.  How wrong I was.  I have 'Wolfenstein Youngblood', that's the most recent title that has these kind of console commands for development.

    That's great and all, but I'd like to find like a 'hub' dedicated to folks into dissecting modern games and seeing exactly how they tick.

     

     

    • Like 1
  11. I didn't mean its modern economy, I meant in WWII, the empire's hasty and unconventional attempt at dominating the pacific (for starters).  The consensus back then (from what I know of history) is that they were considered unstoppable, simply because Japan did not play by the same rulebook as everyone else and could not be held accountable by anyone but the spirits of their own ancestors.  International human rights be damned.

    Now China is more or less looking at doing the same thing.  For a (the only) country that, to this day, holds a grudge against militant Imperial Japan, it sure does seem to want to follow in its steps.

  12. Well that sounds lovely Kurshok, but, how practical do you think that is?  The problems with the CCP really is a problem with broader Chinese culture, unfortunately.

     

    What I'm talking about isn't as radical as it is practical.  It's terrible, but letting them conquer Taiwan and setting the stage for complete domination of the pacific and the entire hemisphere is much much worse.  Half the planet today, the rest of the planet tomorrow.

     

    If you don't want to take a stand, and you have any children, all I can say is - now might be a good time to begin them on lessons in Mandarin, so in the future they will be able to understand the orders given by their masters.  If you think that's an exaggeration, you haven't been following history.

  13. 7 hours ago, Kurshok said:

    I think that's a little too far. Simply killing the heads of the CCP would suffice. No need to start slaughtering civvies.

    I agree it's going too far, but in this case it's not a simple matter of assassinating one or two old toads.  The brainwashing has run wide, deep and for a very very long time.  Something outrageously dramatic is needed and perhaps some (or much) collateral damage is justified, to turn the entire "empire" completely on its head.

    If you want to talk about the dead bodies of 'civvies', well, China is a great place to start.  These bureaucrats have the least regard for the value of human life.  ALL life, except theirs.

    Just to clarify - I have been living in Hong Kong for years now and care deeply about these people, and this is still my stance on the issue.

     

  14. I'm increasingly of the opinion that Beijing needs a nuke or two dropped on it, before it drags this entire planet (in its outright delusional attempt to control it) into war, depression, and worse...

     

    I wish I was joking.

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