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Goldchocobo

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Posts posted by Goldchocobo

  1. Goldchocobo, the AA is the culprit. I had 4xSS-AA enabled (on my HD4870/1G), which got me 8 fps when looking at the start in the direction of the city. After switching off AA, I got manageable 25 fps. Although it looks ugly, I'm afraid this map forbids the use of any quality features.

     

     

     

    It's not. When I enable 4xAA on my 24" screen (1920x1200), TDM looks just beautiful. The only thing that's slightly annoying are the extremely hard-edged shadows. I'm still experimenting with some Doom3 shaders to have them softened, but it seems that TDM produces really bad graphics errors when I try to enable them.

     

     

     

    It seems you are correct Ladro... aa off makes a massive difference.

    Many a folk have tried softening doom3 shadows... with some success. However, I would wait for d3 to go open source. Woohoo render-er access!

     

    PS: I'm can't wait for a patched version of this map! I'm gonna hold off till then :)

  2. Goldchocobo: hm, here is an idea... How much RAM and what kind of graphic card do you have? I get unbearable chop on my laptop, and that's mainly due to the lack of memory, I think.

     

    2gb ddr 2 800 mhz, core 2 duo, 8800gt.

    I managed to get it working but tuning down the settings to 1680-1050, no v sync, 2x AA, 4x antistropic, fast ambient and fast interaction shader.

    That's a massive downgrade from my previous settings. The map still has massive fps issuse, and crashes every 10 minute or so (also breaking my savegame files).

    I don't want to be mean... this map is simply gorgeous, but I'm positive the visportals are to blame. I took a quick look at it and it desperate needs help. I've had identical problems with my city. I eventually found clever tricks to split everything up, and cut off area's which 2x'd my fps and eliminated crashing. You could easily double your FPS on this map, and eliminate the possibilities of crashing with a day of work.

    But oh man the map looks beautiful.

    Any chance for a 1.1 return to the city?

     

    edit: I don't mean to be discouraging, this map has a lot of expertise in it and it really shows, but it's all the more reason to re-visportal area's of the map.

  3. I use Alesis mixing monitors with a set of sony mixing headphones (cheaper $150 pair, I don't really like them)... though I wouldn't really recommend you buy any of this stuff. They are used to sound unbelievably realistic, not "good (ie "killer" bass, or "awesome" highs).

    When I mixed the voices for TDM, I had the some actors in the next room try to tell the difference between the played back voice through the Alesis monitors, and the real actor voicing back the exact same part afterwards... noone could tell the difference :P

  4. I would be supportive of enhancing the current FM loader with campaign support... Although I understand the current code won't support it without additions, I think it would be very conductive for a 1.1 release, especially considering everyone is developing FM's now, not just the TDM team. I'm not sure how realistic a 1.1 campaign support would be though, I'm not a programmer.

  5. Hi everyone!

    I'm working on a rather large campaign (due early next month), and am wondering if I could get help creating forest terrain in blender.

    I have my terrain finished in Dark Radiant, but I know blender could make something so much better. Unfortunately I do not know blender whatsover, nor do I have it, so I can't do it myself. If anyone could help, please PM me! It may be wishful thinking, but eh it's worth a shot to ask :).

    Thanks!

  6. I think conversations (either between two AI or to the player) are highly under-utilized in TDM at the moment. The code for conversations is there, but no one has actually used it (other than one WIP map by someone that disappeared).

     

    My missions have a massive use of chit chat between player and NPC, as well as between 2 AI.

  7. This mission was supposed to be released for the christmas contest but i didn't like how it turn out when i finished it. Still i thought it would be a waste to drop this FM so i made a few changes and here it is.

    Thanks for Fidcal and Baddcog for taking the time to beta test this FM

     

    Link: http://www.mediafire...zyn/trapped.pk4

     

    Briefing: "I was hired to find a gang of thieves which have been stealing from some very important and wealthy merchants, the watch haven't been able to find them so the merchants have hired me to do the job.

    Searching for them wasn't easy, i managed to track them down to an abandoned sewer system but it looks like they were expecting me and knocked me out. Now i'm locked up in some sort of basement, no doubt the reason i'm still alive is that he wants who hired me and how much i know about their operation.

    I need to get out of here while i still can."

     

    Note: You start the map with no equipment, in addition to the loot objetive the difficult levels change the location of the sword and blackjack, so expect forced ghosting on expert (if you don't like ghosting, play easy)

     

    Exciting! Loading right now!

  8. The extra 2000 entities were probably ones spawned at runtime. Attached entities that aren't placed directly, projectiles, etc. How many entities you can place in DarkRadiant and get a successfully running map will vary depending on how many entities are spawned at runtime (which is different for each map depending on what it contains).

     

    Exactly.

  9. Just a heads up for those planning a giant mission:

    In my own missions I'm developing, I hit a brick wall after 6200 entities. It simply wouldn't allow more. I know technically darkmod can handle 8.2k, but in this case scenario it wouldn't.

    After 10k brushes, and 13k patches (yes I had more patches then brushes), my mission began having malloc errors. Malloc errors are a nightmare to deal with, and as a generality, mark the limit of how large your mission can be. Of course this number can vary, with the given size of all the brushes/patches, but I think my own example here is a steady medium.

     

    So in retrospect, a giant (and I mean GIANT) hub city level would be a bad idea (unless split up). Too many patches/brushes = crash.

    Don't despair though, my upcoming missions are Thief 2 sized and larger with no problems :), so Im sure everyone else won't have a problem developing larger missions.

  10. Here is one that been at the back of my mind sine this lunchtime, once I have created a wall out of various parts of wall, is there a way to apply a single texture to all the parts so it looks like a proper wall, not some badly textured jigsaw puzzle..?...

     

    Select all the parts of the wall, hit "s" for surface inspector, and hit the "natural" button. Either that, or copy a texture shader from wherever, and paste them to all your wall parts.

  11. I use a doorframe as a mini hallway between two walls, and csg subtract, then throw my door in there. If the door frame is square without weird angles or architecture, csg subtract will do a good job of cutting it up. Takes 30 seconds, especially if your doorframe/door is prefabbed/copied.

  12. I'm very sorry, I was a bit of a jackass. :(

    I am studying three other languages in college, so I should be more understanding.

     

    What I've used for pictures before is Google sites. I upload it, and I can link directly to the jpg, and Google gives you 100mb of space.

     

    Mortem Desino is actually a nice guy; I think he was trying to be funny ;)

    www.photobucket.com is my place for photo hosting. Its easy and fast.

  13. I have noticed some problems with overall sound quality. Keep in mind, i searched the forum and saw how complicated the sound propagation stuff is, so im not expecting any sort of quick fix or anything, but i wanted to get these down somewhere so that they can eventually be fixed at least.

    ___

    Quality reduction: My most immediate concern is that when playing a ogg file from Audacity or Media Player, the sound is crisp and detailed, yet when played in the game, some of the detail and crispness. In this case i first noticed this with new player footstep sounds im messing with. The sound volume is reduced, but i assume that is because it might be a non-positional sound since its right below the view port, which means it is subject to the globalFraction setting, reducing its volume to .8. I was trying to capture the minute details of the actual sound, like small grinding noises made from dust particles, but when imported to the game, the footstep sounds muffled. Is this happening with all of the sounds i wonder?

    ___

    3D positioning: Somehow, i'm getting much better sound positioning information in this youtube video than i do from the game.

    http://www.youtube.c...h?v=hJLEtMaYKOg

     

    This Doom3 mod shows that it is possible to have super-accurate positioning (the reverb is also interesting to hear): http://doom3.filefro...DOOM3_MOD;30066

     

    Its like the values for the angles in which the sounds are coming from are rounded off or are not updated frequently enough. But also, it seems to jump from 45 degree off from center to 90 degrees while panning around slowly.

    __

    Lack of Reverb: In that video, as well as doom 3 itself, there also seems to be a lot of reverb which seems to be entirely missing from TDM thus far. Stock Doom3 seems to be more than capable of producing reverb effects. This thread: Setting reverb data in the new sound engine(WIKI) seems to explain that reverbs effects are entirely up to the mapper and if there are no .efx files within the .pk4 then there will be no reverb. Are reverb effects only availble to EAX users?

     

    (I should note that im using headphones with EAX enabled and CMSS-3D in "game-mode" with an Ausentech X-fi card)

     

    Reverb = EAX users.

    I don't have EAX, so everything sounds bad.

    Honestly though, thief 1/2 used reverb for both the EAX users and the non EAX users. They simply mixed all their sounds with the same neutral sounding reverb - just so it doesn't sound like complete ass for the non EAX users - and the EAX realtime reverb layered overtop of it.

    There is nothing wrong with this approach. Reverb is wonderful to work with, since in this case, layering 2 different reverbs - one pre processed (premixed, part of the orginal sound file), and the other in realtime (EAX), sounds perfectly fine.

    If it was up to me, I would remix all the sounds in TDM to have a pre existing reverb trail. I did this with the footsteps.

  14. I think 44kHz is the highest frequency Doom3 will accept? What about 16 bit vs. others? I'm still confused on what all that means....

     

    I've determined 44kHz in 24 bit is the best recording mode. Its almost universally standard at this point.

    44kHz stands for the amount of "sound slices" per second, and 24bit (16bit, 32bit) is for the bit depth of the sound itself. All you need to understand is 32bit sounds to snappy or as too much high end (due to too much bit depth, reproducing sounds that the human ear does not like), and same goes for kHz. Also, the higher your kHz, the more cpu usage ie 98kHz is double that of 44kHz. 44kHz/32bit is teh win.

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