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HMart

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Everything posted by HMart

  1. Are you sure Quark Saves correct Doom 3 .map files? Have you tried to open your map on the official Doom 3 editor? Make a simple box map with a player start on Quark and DarkRadiant and compare the two .map files on a text editor to see if anything is unusual.
  2. With all respect, Yep religious books are hardly a trustworthy account of how long people live, is very easy to sugar coat the life expectancy and even deeds of the people you admire and revere. Melan i have no doubt there was people in the middle ages that lived to 80 or even more, but those IMO were the exception and not the rule, yes child mortality was rampant but was also disease, the black plague for example killed millions, leper was also very common, you could also die with a simple cold and small pox and let's not forget war, that was unfortunately very common on those days as well , why, because of conquest, more land more power and more taxes, and let's not forget the will to spread the religious thought, this also leads to, because of superstition and religious fundamentalism you could also die easily by being accused of witchcraft, blasphemy, being against the holy book, being a unbeliever, etc etc. The legal law was also very severe, you could easily die or lose members (leading to death by infection or by long lasting physical disabilities) by just stealing a apple, honor killings was also common on those days, who don't know the gentleman sword duels, what i'm saying with this is that, it was very easy to die back then and not reach more than 30 years old of age.
  3. IMO That's because back then it was rare for people to live past 30 so when a child shown adult characteristics they were considered adults, a man at 14 were very often considered adult already. No wonder war and violence was prevalent on those days, man become more calm and less inclined for war after 30/40 years old, as always there's exceptions. About the inclusion of children on TDM i'm really not against it, i'm old enough to know that i'm not hurting real children and also old enough to know that what i do in this game (or any game) i can't nor i have any interest to do on real life. I must say i sometimes think the people not wanting or having very strong reactions to the depiction of children on games have themselves some latent problem, but i'm just speculating, you are free to not concur.
  4. TDM has no support for stereoscopic 3D of any kind, Doom 3 BFG on the other end has it, but TDM uses the older Doom 3 engine before BFG. Btw i also have a 3D screen and i play many games in 3D mode, unfortunately, OpenGL games are not supported by Tridef 3D, the software i use.
  5. I like this simple Blender animation tutorial is made by a past Doom 3 modder, Brian Trepanier's, he has also a simple tutorial about character animation from 3D max to idtech 4 (the engine used by TDM) i think the principals could be the same on Blender. More Tutorials from him for 3D Max but the principals again could be replicated in blender, i think: Animated prop Animated non-player character there's also a part about making ragdools physics for idtech 4 in this Tutorial, very important for characters.
  6. Hum, i know that in traditional crossfire by pairing two discrete GPU's using a bridge the lest fast GPU will obligate the faster one to work at slower speed so it can keep up, on APU plus discrete card crossfire i don't really have any experience, but i would be surprised if it's different. Btw saw the links you gave above and i see that AMD says (now) it only works if you pair a dx11.2 APU with a dx11.2 discrete GPU and it still recommends to pair a discrete GPU of the same family or performance range has the one in the APU.
  7. Forget it, crossfire from AMD and SLI from Nvidia, when they work is nice, but are a source of problems, i know because i add a crossfire setup before and i know friends with SLI that also complained a lot. Also DO NOT crossfire your AMD 6530D integrated GPU with a discrete GPU from AMD (i don't even know if you can and it only works with GPU's of the same family, in this case AMD 6000), if it works the lest fast GPU will call the shots and bring the faster GPU to its level, so you are in a sense making your discrete GPU run slower, and it could even run faster alone than both cards in crossfire! If you go with AMD or Nvidia i don't care (it really depends on who you ask and where their preferences go, so i will not even try) just buy the GPU that is in your price/performance range but still has some life beyond it, if you buy a really low end GPU just to save money, it will become obsolete fast.
  8. Perhaps i didn't explained me well has you have noticed my first language is not English, when i mean this character needs a new skeleton i really mean this character needs a new set of animations not the normal guard or pedestrian ones, when i see your character i see a more grotesque kind of movement, something like this or like this not like this https://youtu.be/V31S7w4qBcE?t=127 About character animation like i said in my PM i'm not a animator or rigger, i have some knowledge but i can't really animate characters or complex stuff, only small mechanical stuff, but one thing i know skeletal animations are not only rotations, you can use bone scaling, to make some crazy stuff, for example control a finger curl/extend or even the open and close of a hand, you can also use translation to do stuff like stretching limb's, animate mechanical objects, control other bones (up vector for example) what i mean with this is that bone animation uses rotation/translation/scale depending on the particular needs.
  9. You can't really compare the old audio to today audio, i know because i lived through it, back then audio was for the most part wave files at 22khz at some really low bitrate now they are wave/compressed files at 44khz or 48khz at 128 or higher bitrate, back then you had audio hardware acceleration from audio cards (the creative golden age), now audio is all software based (that means it is processed on the CPU for the ones that don't know) even on new Creative sound cards (they just take the CPU processed audio and make changes to it if necessary, like using EFX effects). Audio will improve when game developers stop relying more on graphics and on "good enough" audio and return to see it as a important immersion tool, and perhaps hardware acceleration will return.
  10. Then i can only assume that this is a bug on the mesa driver and the only way is to wait for a mesa driver fix (but after 9 months they still didn't solved it? Perhaps people didn't reported the problem.), install the new AMD linux driver, i know you said it is bad but perhaps this new one works better? Just try it, doesn't hurt, and you can always go back (i think, at least on windows you can), or wait for TDM DarkRadiant coder to make a temporary fix or workaround, but if he still didn't made it, is because there's some important reason, that i don't know about.
  11. Have you read my PM? BTW fantastic model (i'm not sure about the feet tho, is anti physics law ;D ) but 30 000 polygons for a game character is a tad much, i would try to get it to max 15 000 polygons, if you want to have more than one seen at the same time, if is for a special boss kind monster than 30 000 is doable, but if you do a retopo in modo you can make a very good low poly mesh 6000 to 15 000 polys and with a normal map make it look exactly like the 30K one. You also need to do a low poly shadow mesh because TDM uses Stencil Shadows and they work by tracing (extending) the silhouette polygons of your mesh if they are very dense it will slow down the shadow calculation and the game badly. Also this character with the normal TDM biped skeleton would look very strange and not make it any justice IMO, just like the werewolf this one would need a new skeleton. Btw about the A pose to T pose that is easy to fix you can just use the Flex tool on the deform tab to rotate the harms to the T pose, then use the sculpt tools to solve any pinching.
  12. Afaik idtech 4 uses OGL 1.5 render and if i would guess i would say DarkRadiant uses OGL 1.5 or above, so i ask, is mesa a full OpenGL 1.5+ supporting driver? Does it support all the necessary OGL extensions? If not your only way is to install the official AMD linux Driver, there's a new one available on the AMD site. Here http://support.amd.com/en-us/kb-articles/Pages/AMDCatalyst15-9LINReleaseNotes.aspx
  13. Afaik 64bits is not faster than 32bits when less than 4GB of memory is used, because TDM is not a open world game like Stalker or Crysis or others, a 64bits engine will not make a huge or even any difference, also i'm pretty sure your problems with sound are not because of you using a 32bit engine on a 64bit OS, if you are using linux it can be anything, lack of a 32bit sound codec package, bad sound configuration (alsa configuration), bad/buggy sound drivers, etc.
  14. HMart

    Sound

    Yes the only way to have EAX (if it worked) on TDM was by implementing it our selfs on the levels, because no mission developer made it even when EAX worked fine. The problem is that EAX in idtech 4 (Doom 3) is the EAX 4.0 version and that was exclusive to Creative Sound cards. Asus sound cards only have EAX 2 on hardware (like all sound cards) and EAX 5.0 emulation on software, because many people used onboard sound cards including some TDM developers they decided to let go of EAX. Afaik creative also said EAX is dead so we should now use EFX instead, it works on all sound cards.
  15. HMart

    Sound

    I wonder the same thing, IMO if you guys are talking of EFX is better to forget the EAX name, just to not cause confusion. EDIT: It seems Bikerdude made a typo so EAX is indeed dead so forget it, will leave the tut below tho, perhaps it will apply to EFX as well. Forget EAX it will be removed in the next TDM version, if you don't mind, it indeed works, and you want to implement it, then you need to do this: Put in every "Room" an info_location (with the name of the EAX sound space ex: "small_room"), and an overlaping info_location_separator on every portal that separates them, if a room has more than one portal you need to put a info_location_separator in all of them , then you need to make a new folder called "efxs" in the TDM base, make a simple yourmapname.txt file change the extention to yourmapname.efx and place the below code in it. You can tweak the EAX valious and make other "room" sound spaces of your own, for example a underwater sound space. You also need to make sure s_useEAXReverb and s_useOpenAL are both set to 1 (requires restart). . Version 1 // reverb small_room reverb "small_room" { "environment" 26 "environment size" 1.0000 "environment diffusion" 0.5000 "room" 0 "room hf" -1081 "room lf" 0 "decay time" 1.1969 "decay hf ratio" 0.9228 "decay lf ratio" 1.0370 "reflections" 140 "reflections delay" 0.0260 "reflections pan" 0.0000 0.0000 0.0000 "reverb" -1200 "reverb delay" 0.0000 "reverb pan" 0.0000 0.0000 0.0000 "echo time" 0.0750 "echo depth" 0.6220 "modulation time" 4.0000 "modulation depth" 0.0000 "air absorption hf" -5.0000 "hf reference" 5000.0000 "lf reference" 250.0000 "room rolloff factor" 0.0000 "flags" 0 } // reverb corridors reverb "corridors" { "environment" 26 "environment size" 1.7795 "environment diffusion" 0.4803 "room" 0 "room hf" -393 "room lf" 0 "decay time" 2.4504 "decay hf ratio" 0.1299 "decay lf ratio" 1.1921 "reflections" 220 "reflections delay" 0.0000 "reflections pan" 0.0000 0.0000 0.0000 "reverb" 299 "reverb delay" 0.0134 "reverb pan" 0.0000 0.0000 0.0000 "echo time" 0.0805 "echo depth" 0.0000 "modulation time" 0.3650 "modulation depth" 0.0000 "air absorption hf" -5.0000 "hf reference" 5000.0000 "lf reference" 250.0000 "room rolloff factor" 0.0000 "flags" 0 } // reverb small_corr reverb "small_corr" { "environment" 26 "environment size" 1.7795 "environment diffusion" 0.4803 "room" 0 "room hf" -393 "room lf" 0 "decay time" 2.4504 "decay hf ratio" 0.1299 "decay lf ratio" 1.1921 "reflections" 220 "reflections delay" 0.0000 "reflections pan" 0.0000 0.0000 0.0000 "reverb" 299 "reverb delay" 0.0134 "reverb pan" 0.0000 0.0000 0.0000 "echo time" 0.0805 "echo depth" 0.0000 "modulation time" 0.3650 "modulation depth" 0.0000 "air absorption hf" -5.0000 "hf reference" 5000.0000 "lf reference" 250.0000 "room rolloff factor" 0.0000 "flags" 0 } // reverb small_room_2 reverb "small_room_2" { "environment" 26 "environment size" 1.0000 "environment diffusion" 0.5000 "room" 0 "room hf" -10000 "room lf" -10000 "decay time" 1.1969 "decay hf ratio" 0.9228 "decay lf ratio" 1.0370 "reflections" 140 "reflections delay" 0.0260 "reflections pan" 0.0000 0.0000 0.0000 "reverb" -1200 "reverb delay" 0.0000 "reverb pan" 0.0000 0.0000 0.0000 "echo time" 0.0750 "echo depth" 0.6220 "modulation time" 4.0000 "modulation depth" 0.0000 "air absorption hf" -5.0000 "hf reference" 5000.0000 "lf reference" 250.0000 "room rolloff factor" 0.0000 "flags" 0 } // reverb outside reverb "outside" { "environment" 26 "environment size" 8.0157 "environment diffusion" 0.7874 "room" 0 "room hf" 0 "room lf" -551 "decay time" 1.5102 "decay hf ratio" 0.7134 "decay lf ratio" 0.3094 "reflections" -2291 "reflections delay" 0.0898 "reflections pan" 0.0000 0.0000 0.0000 "reverb" -2251 "reverb delay" 0.0945 "reverb pan" 0.0000 0.0000 0.0000 "echo time" 0.1659 "echo depth" 0.7087 "modulation time" 1.4120 "modulation depth" 0.2756 "air absorption hf" -5.0000 "hf reference" 5000.0000 "lf reference" 250.0000 "room rolloff factor" 0.0000 "flags" 0 }
  16. Yes a new model format is not necessary now that i thought better about it, but you still need to save that extra scale info to the map file, just like rotations, and yes the original mesh file stays as is, why id never officially supported mesh scaling is strange, but perhaps they didn't needed it, their map making style was still based heavily on BSP not meshes, even tho Doom 3 used meshes heavily on the hell and caves maps.
  17. I can only see two ways this could be done, one give the ability to Darkradiant to open, modify and save, lwo or ASE files directly, it already saves BSP geometry to ASE files afaik. Second read the original file data (as it already does) put an exact copy of the model into memory, display it in the editor, scale and modify this copy has needed, then save it to a special custom file that only Darkradiant and the engine used need to know about.
  18. Yes there are post-processing shaders in TDM bloom being one of them, about tutorials i'm afraid i can't help you, just now that TDM uses ARB shaders so any post-processing shader needs to be done on ARB, look on the internet for examples.
  19. HMart

    Sound

    Ha ok good to know, i only asked because i used it before to implement EAX effects on a Doom 3 map.
  20. Amnesia should be played alone at night in a slight dark room and with headphones (this is the way the developers intended) but it brings the fear amount so high that some people just give up on it, i played like that and i can attest to the sense of fear.
  21. HMart

    Sound

    Isn't that based on the removed EAX code tho?
  22. After playing TDM for awhile i feel the old games are just easy, too easy in fact that i think this is why people used to them will feel TDM is hard, and i never play TDM at the highest difficulty. His opinion about the sound tho, i concur, compared to the old games TDM sound system is basic, just hope that with the new OpenAL/ EFX on the 2.04 version you guys can change that.
  23. I don't want to bring this thread to offtopic land, but i think you guys are taking this too seriously, fake do not means dishonesty all the time (nor was that my intention with the use of the word), btw just for the kicks, this types of languages are also called conlangs (diminutive for constructed languages) but is very similar to conman (sometimes used to refer to dishonest tricksters). ;P Demagogue fake is very different from random, imo something can be fake and not be random don't you agree? I have nothing against conlangs or fake languages or constructed languages or artificial languages and i will play any mission with them in, i also agree they bring something especial to the game/movie if used well.
  24. IMO is just semantics here, i call it a fake language because it was a intentionally constructed language by a man not a language that evolved, morphed and improved, sometimes unconsciously, for many years by means of social interaction in a society, like real languages, but if that two million speakers is true, than it is fast becoming the most important fake language, that i know, and the line between fake and real starts to blurry, is surprising to me, there's real languages that don't have that amount of speakers, for example on my country Portugal we have a second official language, Mirandez, but only a really small number of people speak it! But i don't really care if some mission is made using it or not, i will play it, is also funny to me that Esperanto is based loosely on latin or latin like languages, Portuguese evolved from latin, so perhaps i will understand some of it.
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