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Hiradur

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Posts posted by Hiradur

  1. See the problem and also the reason why SSE and later are faster than FPU math is that SSE is actually less precise (less strict checking = more speed) in fact its off by exactly 4 bytes :)

     

    How come that 32 bit floats are the same speed as 64 bit double then? (EDIT: Although this is true, I didn't think it to the end)

    I think the performance gain of SSE comes from vectorization/SIMD which is why e.g. an SSE sqrt on a single variable isn't much faster than sqrt().

  2.  

    • You can address the remaining 512MB, but due to the way its accessed its far slower than proceeding 3.5GB
    • The issue is hardware related on the gfx card itself, It dosent matter what OS your using, when you cross the 3.5GB threshold (Which I have done when using nVidia DSR) you get a noticeable slow down.

    It's in hardware but anything that can be done in hardware can be done in software as well. The difference is that software can be optimized afterwards while hardware can't.

    • Er no, thats a very poor contextul analagy. Its like going into mcdonalds and paying for a bigmac meal and then finding one of the two beef patties missing, yes most people wont know the difference but, you didn't get what was advertised or what you paid for.

    This isn't a good analogy either, it's more like paying for a bigmac deal which tastes worse than it usually does because the cooking method was altered. It's the same product (without anything missing) but inferior to what you are used to.

     

    @Lux: I use DSR on a GTX 760 4GB as well for 4x1920x1200 resolution and for older games it's superb and runs well. But I never expected to be able to run current titles in 4k with it.

  3. I understand the rants but although I didn't really look into it I ask if Nvidia or Gigabyte stated anywhere that the memory is adressed in the optimal way. I would be pissed, too. But from what I heard it's not like that those 512MB RAM can't be used at all.

    The Linux Kernel is probably better than the Windows NT Kernel when it comes to performance relative matters like scheduling and memory allocation but still nobody wants a refund on Windows because it doesn't use the optimal way to make use of existing hardware.

  4. Is there still this confusion about the anniversary edition of the mod? I remember this version not working and I had to use v 1.6 then.

     

    I also had trouble with the anniversary edition last year. I just did a fresh install of UT and then installed TUT 1.7, 1.7.1 patch and then the map pack.

     

     

    Too bad Thievery isn't standalone like TDM. I haven't played any multiplayer Thief mods yet (not even the TMA one), but I would love to, provided there's enough people for a worthwhile little match.

     

    True. I always hoped that the Unreal Engine would become open source one day but I don't know if this will ever happen. There have been numerous tries to develop Thievery 2.0 on a newer Engine (UDK afaik) but I'm unsure what the status is. TDM would serve as a good platform for Thievery 2.0 since it's open source and all of the assets are already there. I don't think that it has ever been considered though.

    A few people still play this. If you join a server during the evening or on weekends (European time) they usually appear out of nowhere. ;)

  5. Development stopped. But there are still some maps in the making and people try to fix things through mutators. There is only one major bug remaining in Thievery which is that you sometimes get stuck when climbing on a rope. Servers provide a command for unstucking. It's still annoying though and can cost your life. Other than that the game feels very polished and offers an experience that differs from all other multiplayer games.

  6. For me it was just pure repetition that I leaned a level, so I've always assumed that that's how everyone did speed runs.

     

    Actually, at least for console games, speed runners use emulators to watch variables changing their values in memory in real time. This way they can find out how to abuse glitches and force the game to do what they want it to do. They also use cheats to plan their route. This is generally accepted by the community since it's impossible to know if somebody used cheats or not to plan his route and it also allows for discovery of bugs that would probably never be discovered otherwise.

     

    I always enjoy watching speed runs and these videos are no exception. Keep them coming. :)

    • Like 1
  7. I think Thievery UT already is the perfect multiplayer Thief experience. It contains guards vs. thieves, coop and thiefmatch (thieves competing for loot) and maps which are very well designed. The map design is completely different from the usual Thief maps though. My personal favorite is guards vs. thieves because it's so much more fun to hide from your friends and the adrenalin rush you get when the discover you and hunt you down is unmatched.

     

    I can see this coming to the Dark Mod but you should know that maps and gameplay would differ greatly from the singleplayer experience. Thievery is more action focussed, one game only takes like 20 minutes and while the maps usually tell a little story it can't be compared to Thief FMs. In my opinion these differences aren't bad at all and I find myself playing Thievery more often than the other Thief games because I actually prefer it.

     

    I recommend you to give it a try. Don't watch videos on YouTube because they don't reflect the actual experience at all and make the game look stupid. Only problem is that the community is very small. I'd just join a server and play alone (you can finish all maps alone) until someone joins which usually happens in the evenings and on the weekends (european time).

     

    You need to follow these instructions to find servers these days: http://forums.thedarkmod.com/topic/14411-thievery-mod-for-unreal-tournament/?p=355639

  8. I also had strong feeling of dread and isolation when playing Metroid Fusion on the Gameboy Advance a year ago. The interesting thing is that it's only a 2D sidescrolling game. It doesn't contain any jumpscares but you are alone on an abandoned space station, filled with monsters (that aren't scary), an AI that gives you your objectives and an enemy that is you just more powerful. You encounter him several times until the end of the game. With the exception of the last encounter you can't win the battle and always have to run as fast as possible while dodging his overpowered attacks.

    Not knowing when the next encounter would happen, the moody soundtrack and the fact that it's actually very hard to run away from this enemy (it took me several tries for every encounter) keep the tension high all over the game. There wasn't as much fear involved as in other games but it had its very own feeling that I've never experienced in any other game.

  9. In case people are still interested. Thievery recently has been updated to version 1.7.1. It also seems that the community is growing again. People usually come together during afternoon (UTC) on weekends and now and then there are games in the evening on work days.

     

    You don't have to join the game to see if somebody is playing, just use this server browser:

    http://thievery.ovh.org/

     

    There also is a Steam group:

    http://steamcommunity.com/groups/thieveryut

  10. I suffer from the same problem. When loading a mission I'm thrown back into the main menu. Console states:

     

    --------- Game Map Shutdown done -----

    ERROR:idSoundCache Load: error 40963 loading data into OpenAL hardware buffer

     

    EAX is disabled (I can't even enable it but I double checked in darkmod.cfg just to make sure). I tried both Creative's OpenAL installer and OpenAL Soft. I'm also using Windows 8.1 x64 and a M-Audio sound card. I can play if I disable OpenAL in darkmod.cfg but I really would like to use OpenAL Soft for its HRTF feature.

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