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Posts posted by ungoliant
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de ja vu
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3K???? that can't be possible. nice work, btw.
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does DR display just the shaders, and not the virtual paths to the shaders? that would be a super easy fix... i think?
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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.
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But is that applied to the material shader
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.
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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.
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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.
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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.
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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.
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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?
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staying on the easy script level forces the mapper do deal with scripting, what is in my opinion a good thing as it never hurts do learn something new
I'm starting to like you!
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most likely displays the lyrics for church hymn karaoke on sunday morning.
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// 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.
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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.
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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.
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- Hmm, When things calm down a bit maybe Gman might be able to shed some light on this.
no need, the problem has been identified:
Yeah, our code does this:
if ( idSoundSystemLocal::s_numberOfSpeakers.GetInteger() != 6 && idSoundSystemLocal::s_numberOfSpeakers.GetInteger() != 2 ) { common->Warning( "invalid value for s_numberOfSpeakers. Use either 2 or 6" ); idSoundSystemLocal::s_numberOfSpeakers.SetInteger( 2 ); }
Probably easy to change, but I have neither EAX (doesn't work on linux), nor more than 2 speakers, nor a sound card for this (I guess?), nor windows. Sorry
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.
- Hmm, When things calm down a bit maybe Gman might be able to shed some light on this.
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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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the vote is only for the feature. I didn't put in any caveats
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poll is up.
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Don't like spending more time in TDM? "Come on brah, the F*** are you doing here".
Oh snap. I know you didn't just play the "if you don't like my idea then you don't like TDM" card. no you dittint.
if you don't make this poll now, i'm going to.
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I can poll it only if we agree that we are discussing only wether you'd like the feature itself or not.
I agree to these terms. as i said, the time/effort it would take to do this is a secondary issue in my opinion.
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I dare you to poll it. double dog dare.
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The day I need to traverse half the city to the ye-olde-builder-forge to change my graphics settings is the day I quit playing TDM.
Modern TDM
in The Dark Mod
Posted
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