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ungoliant

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Everything posted by ungoliant

  1. the 4 corners trick is definitely a good supplement for the existing material out there, I can see that getting a lot of use.
  2. you'll have to select the worldspawn element of the entity you wish to resize. unless you are using the wrong terminology and are asking how to resize brush worldspawn. In either case, with the proper worldspawn selected, use the resize tool, or the translate tool with the vertices in question selected. Also I made a small video series on working with brushes
  3. thats a setting, i believe there was a similar issue with torch-bearing AI that was fixed already.
  4. would likely be better left as a static entity with permanent func_emitter. I wouldn't bother with this kind of detail unless someone first figures out a way to make believable one-time liquid spills from moveable objects, and I don't really see that happening. I only say this because I feel as a player, that feature would not grab my attention or add to my immersion unless it behaved more realistically when turned upside down than to just stop steaming.
  5. ^This. I think this is likely the source of the TTLG problem as well, since most of them likely tried it many years ago, and they are still today quoting old problems in their complaints that have long since been fixed. So basically, the real question is when will the mod be truly ready for public consumption. Or perhaps, at what stage of TDM development will the public be ready to consume it?
  6. Did you just use Hero Quest props to draw a parallel to Fallout???
  7. personally, I never want the main menu theme/interface to change. <3 however, if/when TDM goes standalone, I can recognize there might be, say, several to multiple thousands more new players whose first impression may trump my personal preferences. I'm not really sure what the best solution is, but I'm also sure that the menu can be improved (without a hub). But whatever happens - KEEP THE MUSIC
  8. Guild Wars 2 has taken over my life.... help .... meee....

    1. Sotha

      Sotha

      Doctor Sotha prescribes you 1 hour of DR per evening. 5-7 times a week. Continue treatment until a new FM is produced or GW2 has been forgotten. Medicine can be freely obtained from the DR download site.

  9. does DR display just the shaders, and not the virtual paths to the shaders? that would be a super easy fix... i think?
  10. the pk4 is not supposed to be extracted in the darkmod folder, it should be left alone. also, chances are if this is going to get released, the team is going to repackage the whole thing into an existing pk4, so I wouldn't worry about it.
  11. YES. Thats the whole point. I want to add another level of detail and tiling masking to patch based caves and things like that. I'm just trying to modify textures that you can pull up in DR and apply to worldspawn.
  12. Ever been in a large area that tiles very badly? I want to overlay a large normal map that spans across multiple tilings of the default diffuse/bump to both add detail, and obscure tiling. This would be perfect for large caves, cliff faces, or really any other large expanse of organically formed material like dirt or stone, as long as they are lit properly, use ambient occlusion map based on the normal map, or both.
  13. afaik you can't use multiple bumpmap stages, it would either overwrite or toss up an error probably. addnormals is likely the only function that will work, but i could be wrong, of course. another blend mode cannot be used, because diffusemap, bumpmap, and specularmap are the only blend modes that react to lighting.
  14. i suppose this is still possible, but not in a way that I would really like to do it. use photoshop or something to create a 2x2 image of the textures original normalmap with double the resolution. Now use addnormals to composite it with a large custom normal map. Then in the bumpmap stage rescale by .5, .5. I'm not sure how the rescaling would work, it is possible it may be necessary to translate the result by 1/2 the original resolution of the composite image in both x and y direction to get it to fit correctly over the diffuse. That method will work, but its more effort, more drive space taken up, and impossible to plug and play textures into the material shader to "skin" it.
  15. this is the functionality i was expecting to see, what I want is for it to NOT autoscale the second image accordingly. I want a large normalmap composited with a 2x2 tiling of another normal map. or possibly even 3x3 or 4x4.
  16. material shader issue. I'm not sure if what i'm asking is impossible or not. Ok so here is an example of scale stage keyword { blend diffusemap map textures/stuff scale 0.5, 0.5 } now the image is twice as large can I apply this somehow to a single image for use in addnormals(<map>, <map>), or is this impossible?
  17. I'm starting to like you!
  18. most likely displays the lyrics for church hymn karaoke on sunday morning.
  19. // Returns the entity currently being held, or $null if the player's hands are empty. scriptEvent entity heldEntity(); tdm_events.script and doom_events.script in tdm_base01.pk4 provide the definitive resources for tdm scripting. Some basic tutorials are the wiki, but if you want the brass tacks, check the script files.
  20. Sounds about right. However, i think having EAX enabled and functioning is a game-changer. I remember when i was using the Audigy 2 ZS with EAX enabled, 7.1 would "work", and TDM would not barf error messages, but my speakers would always act funny. I realize now that it was probably downmixing from 7.1 to 5.1. There might be some weird kind of auto detection going on with EAX enabled, which would explain why some people cannot get surround sound to work without EAX. However, in the aforementioned posts, you can configure speakers properly without using EAX in the manner I described. Basically, I believe that EAX when enabled and functioning, can pick up on multiple speaker setups other than 2 or 6 channel. However, TDM will downmix or upmix to your chosen s_numberOfSpeakers cvar settings, which are currently locked at either stereo or 5.1 (2 or 6 channel), and without EAX, you must manually set your speakers to 5.1 in Windows to use surround sound at all. This is all speculation of course, but it seems to fit. Oh yea, to return to original topic: I think that TDM code is screwing with EAX somehow (because it works properly in D3, and the speaker settings code has definitely been screwed with). The same problems that prevent some people from using EAX may be the same or related problem that allows EAX to crash your system. It likely has something to do with that damn buffer.
  21. Decided to do a run on the new rig: System: i5 3570K 8GB DDR3 GTX 670 Win7 Ultimate x64 Settings: Resolution: 1680x1050 Vsync: off AA: off Anisotropy: 1x Ambient: normal interaction shader: enhanced Postprocessing: on results: 1: 2976 frames in 9.8 seconds = 304.4 FPS 2: 2976 frames in 9.9 seconds = 299.9 FPS 3: 2976 frames in 10.0 seconds = 296.7 FPS Settings: Resolution: 1680x1050 Vsync: off AA: 8x Anisotropy: 8x Ambient: normal interaction shader: enhanced Postprocessing: on Results: 1: 2976 Frames rendered in 15.6 seconds = 191.1 FPS 2: 2976 Frames rendered in 15.8 seconds = 188.7 FPS 3: 2976 Frames rendered in 15.7 seconds = 189.7 FPS And yes, I got some weird ass artifacts and skybox rendering issues with my Nvidia card, doesn't happen on other missions.
  22. no need, the problem has been identified: Tel's has tentatively added "8" channel support for 7.1, but i'd be happier if the value check was removed altogether. For now, if you must get surround sound working, you must tell windows to use a 5.1 surround or Stereo setup. These are the only configurations TDM will cooperate with ATM because the only speaker values that are accepted are "2" and "6", and d3 seems to know to "look" for a stereo or 5.1 setup, and will barf up error messages if a 5.1 configuration is not found when you try to select "surround sound". So basically, the fix for my computer is: Change speaker setup in Windows from 7.1 to 5.1. Start tdm. select surround sound. 5.1 sound now works, but I lose 2 channels in the process.
  23. As far as I can gather from my own research into the matter, Yes, D3 uses OpenAL natively, making ALchemy useless. see here. Also, for other users having problems, OpenAL and EAX both "work". If you can even get a "error loading data into OpenAL hardware buffer" error, it means that D3 has done all its driver loading handshake work to initialize OpenAL and EAX. There seems to be something in TDM code that is putting a wrench in the gears. \ I hypothesize this because I can get EAX and OpenAL and 7.1 surround speakers working in vanilla d3 with no issue, and I can confirm 100% that there is TDM code interfering with speaker selection that was not present in vanilla d3. Edit: Also according to the Post System Config thread, GlyphSeeker is using a Xonar. you might pm him to see if he has eax problems. (surround sound issue can be worked around without EAX being enabled)
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