Jump to content
The Dark Mod Forums

Moon Hoplite

Member
  • Posts

    20
  • Joined

  • Last visited

Everything posted by Moon Hoplite

  1. Ok, how do I know if my CD isnt corrupt? The installation runs fine. Thus files should be too? Maybe it's my ATI mobility + windows 7 combo? Or outdated opengl/system files? Or ATI tray tools screwing something up? Or my radeon pro? My modded CCC drivers? How to turn off powerplay?
  2. Saying turn off cat AI is getting redundant. Of course I did. Thanks, I ll try doom3world. The body dissapearing and re appearing is the main issue with me. !! !! !!
  3. Hi, I know that I've posted a few technical help questions on this forum about this before, but I really need some help. My doom3 copy is very "bugged". My Doom 3 is THE CORRECT 1.3.1 (BTW). Firstly. There is a doom 3 bug where corpses which are gibbed dissapear (as normal ). Then Reappear for a few seconds headless then dissapear. Secondly, Using most mods causes the crosshair to be positioned incorrectly. The bullet always hits the lower right of the crosshair. I use an ATI mobility 5730 card windows 7 x64 bit, for references. ATI CCC 10.7 Is this due to my faulty doom 3 CD? I've heard some people have this issue on the steam forums too. Thanks.
  4. Hi Can anyone recommend a good overall ATI CC version for older games, TDS, some new games, doom3 and TDM in general? 10.10e mobility is great, but sucks with doom 3, I think. Specs ATI RADEON HD MOBILITY 5730 series. Windows7 64 bit. Thanks.
  5. Can we expect a release within the weekend? Or a few weeks?
  6. Great news. Hope it's released real soon. Seems like an essential bugfix patch.
  7. 1366 vs 768. 16:10 I dont think so. I've tried different resolution. Im telling you, it's the bloom and HDR features in these kind of mods (sikkmod, Denton's and perfected). That's why vanilla doom and TDM are fine with crosshairs for me. This issue is not only me, it happened to a few people apparently.
  8. Of course. I use 10.11 CCC it's off. It's definately off, by using the default CCC settings that's why doom 3 vanilla and TDM are fine
  9. This crosshair bug happens to me in every mod which includes advanced graphical enhancements. TDM works fine, however (yay). Anyone with catalyst 10.11 getting this issue too? ATI mobility 5730 x64 bit, windows 7. Could anyone recommend a good ATI mobility driver version who doesnt have this issue in other mods? Thanks
  10. Hi, I noticed that TDM 1.05 is 100% complete. Is it going to get an early release anytime soon? Just curious, thanks.
  11. TDM doesnt have a crosshair, so it's hard to tell. It's definately a bloom problem. Vanilla doom 3 doesnt have it. Every mod in doom 3 with bloom gives me the crosshair problem with my ATI mobility. How to disable all of the bloom/HDR features? Delete the line entries in autoexec.cfg and doomconfig?
  12. This has mainly happened in mods with possibly bloom and HDR. Doom 3 world seems pretty inactive. I think it's an ATI mobility problem? Will TDM have the same problem? Thanks.
  13. Hi, with TDM 1.04 I've been getting the: malloc failure for 4194312 or the "Mission Loaded: Please Wait" problems when running Return to the City v2 and training mission. I doubt my laptop vRAM is too low, since my page file size is set at 5000-6000 and I have 4GB RAM. I use ATI CCC 10.11, and disabled catalyst AI. Any ideas? Thanks.
  14. Hi, This is mainly a question about doom 3 with various other mods (and maybe TDM). I have 1.3.1 installed correctly. However, my crosshair is inaccurate. Bullets hit a little lower right off the crosshair target. This never happens in vanilla doom 3. It happens in perfected 5.1.0 mod and some graphical mod. Any help? Thanks.
  15. I love the gameplay direction this mod has. I would personally just like the game to be more smooth and refined foundations, of which the original thief games had. Like AI, animations, sound, good blackjacking, acceptable sword combat etc. Nothing felt wierld or missing in the original thief games (to me). It's good to hear that you guys are working on the blackjacking though. For example, no missing animations/features, which would make player-guard/NPC interaction seem 'smooth'. For example, guards properly reacting to the player. If the guard only stood stiff and yelled alert and ran to you, it wouldnt seem 'right'. When civillians spot the player, they should use 'cowering' animations, yell something and run to a guard, etc. When guards patrol they should be slightly hunched, and not walk with perfect posture (how tiring would that be). Some things I'd like to see be added are guards with big hammers using 2 handed combat. and some more magical potions. It's kinda hard to explain for me, so sorry if it isn't clear what Im writing. PC gaming isnt dying. It would be the last platform to die if gaming in general was to die.
  16. I think this mod would be more popular when all the full features to make it feel like the original thief games with better graphics/physics/improvements are released (like better blackjacking), and there are less D3 engine bugs. I have an ATI card, and I hear that there are sometimes bugs/trouble running TDM with it. This mod still has a better engine than TD:S (which felt extremely poorly made, and unsuited for 1st person view) I like the future list of changes in the 1.05 patch so far. I also cant wait for TDM updates after the D3 source code is released. Just my opinion by a bystander.
  17. Hey How about alchemy elements in this game. Like more potions for enhancements, brewing potions, etc. It would add to the arsenal of tools for a more efficient thief. '''Hammerites''' should use a 2-handed hammer attack animations, not 1 handed. It's a fairly large weapon, and 2 handed is efficient for any ' competant soldier'.
  18. Dude, wth is with that topic you made? Are you calling people petty and pathetic who report bugs? I found that offensive.

  19. Thanks, I look forward to it . It is very hard to blackjack guards/thugs when they are checking bodies (ie. crouching). I probably shouldn't have mentioned anything about the blackjack, since I am mostly fine with it now. I need to think before I post :S...
  20. I have a question. Will these features be released in the near future? Like: AI which is more similar, or better than the AI in the original Thief? Like when a guard finds a dead body, he will yell for help, but not run and find help. They will investigate the location of heard sounds... More sound effects and voices? Like exclamations from guards, etc... How can you prevent 2 guards repeating the same speeches simultaneously? Temple guards carrying hammers with 2 hands? More fluent and smooth movement from NPC's in combat, as well as charging abilities for them? Better and more animations overall? If you run backwards during combat, you will know what I mean. They follow and stop, then follow then stop, then eventually take a semi-charge. Being able to block and knock-out people easily with a blackjack? Backstab with sword animations? Guards getting startled with animations for a few seconds, when discovering you. I found it wierd and hard when a guard would immediately start striking at me when he found me. I still enjoyed the mod a lot (initial 1.0 release), and I find it very solid. I find it harder than the original Thief. I didn't find many bugs, except some missing AI features, smoothness and animations primarily. As you can see, these things aren't anything major, but if included will make the darkmod as complete as a normal Thief game... I'm just curious if the team will be able to release these features either soon or maybe in the far future. Good work anyways, I hope my post doesn't offend any developers, since I know that you guys put in a lot of hard work into the Darkmod 1.0, and that it is only a BETA release...
  21. Hi, I downloaded Saint Lucia from Filefront, and extracted the file to my doom 3 folder. The game is patched to 1.3.1. I previously had OpenGL problems with doom3, but I fixed this by reinstalling my ATI 9700 pro driver, with an older version. Saint Lucia works perfectly fine (little laggy, but it's ok), but whenever I draw my bow, you cant see the model of the bow, only the arm holding it. I also cant see the faces, arms or other human features of NPCs. They only show their armour, weapons and clothes, but the skin is absent. I've also looked in doomconfig.cfg and used these settings (as recommended in the faq): seta image_usePrecompressedTextures "1" seta image_useNormalCompression "2" seta image_useAllFormats "1" seta image_useCompression "1" seta image_preload "1" But still, I have the missing models problem. How would I be able to fix this bug?
×
×
  • Create New...