Jump to content
The Dark Mod Forums

OrbWeaver

Active Developer
  • Posts

    8652
  • Joined

  • Last visited

  • Days Won

    69

Posts posted by OrbWeaver

  1. I don't think that such a licence would be a good idea. what we want to achieve is, that any asset, including code, that was contributed, has to be shared for TDM projects, but not neccessarily for others.

     

    I take it you are referring to contributions by FM authors who create and distribute Dark Mod missions, not the core mod code itself? Obviously with the core code being under the GPL there can be no restriction on using it for something non-TDM-related.

  2. 'I like to relax by repeatedly pretending to splatter the brains of invadiing hordes of aliens or mutants over the nearest wall with a big gun'

    I hope you realise how bizarre thsat statement is.

     

    Actually it makes a lot of sense - activities that are repetitive and intellectually undemanding are often used for relaxation purposes. I enjoy the mental challenge of chess, but I certainly wouldn't describe it as "relaxing".

  3. Well, they have to start SOMEHWERE. :) I reserve my opinion until I see something more substantial though.

     

    True, although it's best not put up a gallery at all until you have something substantial to show. Still, the stuff they've got is a whole lot better than the crap Unforeseen Consequences was calling "official screenshots".

  4. I wouldn't want to see _diffuse and _specular, that is just making the names too long and harder to read.

     

    _n instead of _local sounds fine, although I don't think there's much in it either way (Doom 3 mappers will be used to _local even though its meaning is not obvious).

  5. I don't know why anybody would do a thief mod for it. After all, we are creating the darkmod right now. So when Stalker is released, they would have to start from scratch. And there are not THAT many fans who also can or want to create such a mod. Otherwise I would expect more developers showing up here helping us. And whats the point of splitting manpower in 20 different thief style mods, just to have it on 20 different engines?

     

    It is one of the laws of the universe that as soon as a new game is released, somebody has to suggest making a Thief mod for it. This has to be done based purely on the visual content of the released game, not through any technical analysis of its capabilities.

     

    It is especially important that somebody does this by "announcing" such a mod on TTLG and trying to recruit large numbers of programmers and artists to implement their amazing idea.

  6. The GPL is a source code licence, it doesn't really make sense for textures (what is the "source" of a texture? The Photoshop/Gimp original project?). It might be an idea to release the code under the GPL but use a different licence for the art resource, such as one of the many "artistic" licences or Creative Commons.

  7. I've heard a similar suggestion to 1) for distributing pk4 files... Since pk4s can't make use of better compression algorithms such as 7zip, they suggest storing files uncompressed in the pk4, and storing that in a compressed archive for distribution.

     

    Interesting, although there is obviously a disk space issue there, unless the end user recompresses the uncompressed PK4 on his own machine.

     

    Don't worry, I don't intend to require everything to use dds files... I just intend to use it as a default unless the texture looks bad with DDS images.

     

    OK, that's what I was nervous about. As long as there is scope for allowing TGA if it works better for a particular texture then I see no problems with using DDS by default.

  8. Perhaps a bit late to chip in to this discussion, however a couple of points:

     

    1) RLE-compressing TGA is a waste of time since the thing is going into a PK4 anyway. Based on some testing I did, zip-compressed uncompressed TGA reaches a smaller final size than zip-compressed RLE TGA, so the RLE-decoding/reinflation need not be an issue.

    2) Although I see the point in using DDS in order to increase resolution, one needs to be mindful of using the right tool for the right job. Although DDS can look fine on noisy, detailed textures it can look ghastly on very smooth textures with diagonal lines, for example. In the latter case it might actually be better to use zip-compressed TGA rather than having to add noise before DDS compressing in order to avoid the artifacts, thus defeating the point of compression in the first place.

  9. http://www.modwiki.net/wiki/Texturing#Comp...nd_uncompressed

     

    There is no advantage in using DXT5/3 if you don't have an alpha channel, these formats have no difference in how colour is stored (AFAIK).

     

    RxGB should be used for normals, as DXT can lead to horrible blockiness that only shows up at an acute lighting angle (look at TDS for examples).

     

    EDIT: according to kat's tutorial (http://www.quake3bits.com/htm/tutorials/create_dds_ati_compressonator.htm) it sounds like RxGB might actually be a form of DXT5 after all.

     

    EDIT2: This does indeed seem to be the case, from http://www.lucasforums.com/showpost.php?p=...mp;postcount=31

     

    RXGB is Doom3 style normalmap compression which is just DXT5 compression but with the red channel moved into the alpha channel and the red channel set to 0 . This gives better encoding fidelity for normalmaps provided you can unswizzle in the pixel shader (ie. texcol.r = texcol.a)
  10. BTW, ZB the British press were writing along the lines that it was basically a remake of the original Doom, in premise anyway. I'll try and find an article.

     

    They may well have been writing that, but that doesn't change the fact that Doom 3 is demonstrably not a remake of the original, taking place in a different setting, with a different storyline and different characters. It is no more a remake of the original Doom than The Empire Strikes Back is a remake of Return of the Jedi.

  11. A bit of a pity. Especially when Doom gets a remake. Great games like Thief and Deus Ex could make use of better engines aswell as improving level design etc.

     

    Doom didn't actually get a remake, it got a sequel.

     

    A "remake" would be copying the entire map set and storyline into a new engine, which in my view would be very boring.

  12. just because the earth has been shown to rotate around it's axis for every day in human existence so far is no 100% assurance that it will continue tomorrow.

     

    True, but it would pretty stupid to assume that it wasn't going to. That is the difference between pure logic and rationality.

  13. that's nonetheless a logical fallacy as there is no reason that something which appears to be a fire should be hot, no matter how many times something similar was hot before.

     

    Err...what?

     

    In order for something such as a gas to emit light, it generally has to possess rather a lot of internal energy, i.e. heat. In the absence of any other explanation for the emission, you would be well advised to consider something that looks like a fire to be hot.

  14. Why are people so obsessed with remaking Thief? There is a whole world of possibilities for creative level design and storytelling, and all anyone wants to do is rehash some old storyline that everybody knows backwards anyway and wasn't all that original in the first place.

  15. Basically to allow jumping forward from a standing position (like when you're standing on a ledge and you want to jump to a ledge on the opposite wall- currently that's 50% risk of just falling down the ledge while this should be a really easy thing to do).

     

    Is it? Have you ever tried in real life?

  16. I certainly liked the interactivity, and the gravity puzzles increase the interest a bit from the standard point-and-shoot. I have to agree on the corny dialog though, it is just embarassing when you walk around and your character comes out with all this "hold on, I'll save you" Hollywood crap.

     

    Not sure whether I will buy the game though, it seems a bit pricy at the moment (but it might come down), and I'd like to see if there are some driver updates or something that improve the performance - not that it is unplayable, but I expect better than 1024x768 from an X850 XT.

  17. What they actually mean is "30% speed improvement if you use a particular model of card and have a 3D application which does nothing except generate cube maps all day via a particular system call that gets used about once every minute in a real game", or something.

×
×
  • Create New...