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Darkman

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Everything posted by Darkman

  1. stop! think first, post then! yes, the engine is some years old, but for tdm it has been modified: of course the fps will even with the same amount of rendered polygons be (much) lower that in the original doom game! or did you think, that god himself (instead of your cpu) calculates f.e. the existing AI's or the stealth level? these two additional tasks allready require a lot of calculations (yes, doom surely also had AI's but they had only a simple intelligence and were only spawned in when needed)... so don't wonder when your fps are lower than in original doom, where the hardware only had to render the pure visuals and (nearly) nothing else... so, if you prefer pure high-end-graphics, then you are wrong here! "ich habe fertig!"
  2. thats the point which sounds best from my point of view, as i had to remain at version 1.4 due to some kind of malifunction around this feature with 1.5 (although others did not have a problem there in 1.5). i hope that at version 1.6 the disabling code will work again for me
  3. forget about demagogue-missions! shadowhide's mission is allready under construction - and that's what I call a "blockbuster"! It's "next level entertainment"!!! ok, but to be serious: is demagogue your favorite missionsbuilder? which FM was built by him (i forgot...)?
  4. lol, no, just the lack of understanding
  5. yeah, surely... but please don't take my former post too serious. it was meant more as some kind of compliment. but to be honest, looking at some of your screenshots and then loading my map (as far as it is) feels like being forced to say "ouch" at the first moment. however, don't take that too serious, either
  6. thx biker! nice idea which results in a nice new (little) FM without losing too much time to build it
  7. huh, no replies yet? i lately tried to get an elevator to work but i even failed at THAT project. so, sorry, i'm not able to help you... just in case that you want to research on your own: the FM "flakebridge monastery" contains a little crypt with one room where flying skulls can be seen (i could swear that they even had a low-radius-light bound to them)... seems similar to what you are looking for, so opening that FM/room with the editor might lead to some answers. anyway, good luck
  8. as far as i experienced, flickering light can affect performance a lot (sometimes more than you might suggest). i guess that in your case the effect won't be too high as the radius is very small, few polygons are hit by those light rays and the lights don't touch each other. however, i strongly recommend that u set those lights to 'noshadow' - due to their small radius, that wont be noticeable anyway. but i guess that you have allready done that, hm?!
  9. say johannes, are all those pics that you posted in this thread taken from the same map? i'm wondering how you handle the brush/patch/entity-limits - ever single m² seems to contain hundreds of them ah, by the way, your screenshots become more and more frustrating... every time i look at them, i feel forced to select my own current map and hit the delete-button...
  10. hm... i could swear that i even saw a youtube video of this map a long time ago... but maybe i'm wrong. however, looks really interesting! but also looks like it would be impossible to play this map with acceptabel fps...
  11. Another possibility would be to create one particle effect with the particle editor that spawns 6 candleflames. The result would (technically) be one particle effect that looks like 6 different flames but behaves exactly like a single flame... This solution would require no scripting and no complex linking - but of course cost a little time to create such a particle effect. It's up to you, whether you prefer this way or not...
  12. Johannes, you are totally nuts!!! I'll go ape when i see all those pictures! Amazing, really amazin... I only hope that the massive usage of brushes/patches will not hold the mission too small (as there is - as far as i know - a limit in entity/worldspawn-count) or kill the playability due to the hunger for hardware... Anyway, go on please!
  13. Nice picture, shadow! By the way, i like coloured areas (especially beyond the often-seen yellow light that usually comes from candles)
  14. Darkman

    ...Melan

    Yes, there is a good chance, that Aprilsister's gender is male. Female beings often do not express in the shown way... However, i'm surprised that such a "war" could occur in a thief-related (!) community. And by now, it's not only aprilsister anymore who uses unacceptable expressions... Just calm down, that means all of you. Leave senseless flames, where they belong to: The World of Warcraft-forums!
  15. I noticed the same as someone above: every interleave-setting beyond 1 leads to stuttering (visually just looks like lowered fps, even if fps - in fact - rise). However, i messed around a little bit with the interleaved setttings... most changes had no or a bad influence - except a certain one: I rose the interleaved_renderpasses from 1 (=min) to 2 (=max). Is far as i know, i experienced a constant and noticable fps-boost. I haven't testet this anymore (til now) and i don't know what this exactly does and/or if there any possible disadvantages. But feel free to test this on your own, maybe (i guarantee nothing ) we can gain some fps without the whole problems at THIS point... By the way, i would be glad if anyone could explain with few words, what the mentioned command exactly does?!
  16. Nope, i don't have anything like Fraps & Co installed. The most important specs are... ...CPU: - Quad Core i750 @ 2,67 Ghz - 6 Gb RAM - Windows 7 Home Premium / 64-bit - DirectX 11 ...GPU: - NVidia GeForce GTX 260 (1792 MB) - Driver version 8.15.11.8637 (dated 14.07.2009)
  17. (Edit: Ops, accidentally posted twice)
  18. Yes, exactly. That's why i downgraded DR from ver. 1.5 to 1.4 again, since i don't need the new features of ver. 1.5 at the moment. However, really strange that the possibility to disable aero directly in the DR-settings did work since it was implemented but suddenly refuses to work in ver. 1.5... (don't forget that i only talk about MY system) By the way, my pc runs with win 7 (64 bit) and the correct VC ++ Well, maybe this problem simply vanishes with DR 1.6...
  19. Hi guys. When i installed DR 1.5 i encountered a problem, that has not been mentioned so far: It seems like the DR-compability-setting (to solve the windows-aero-issue) does not really work anymore. Deactivating the aero-design manually still works, however... Has anybody else experienced the same problem or has an idea how to solve it?
  20. hehe, i know what you mean! for the same reason, my mapping progress is even reduced to zero at the moment... however, your further descriptions of the problem do exactly point to the "aero-issue", change that and DR should run fine. anyway, let us know then, whether this problem is really solved
  21. i can confirm that. but what exactly is the problem? does DR even refuse to load/run? or DOES it load/run but having problems then (like f.e. the grid-/3D-view looks emtpy even after placing objects and brushes)? however, here are 2 different ideas in terms of what MIGHT be wrong: 1. you use windows 32bit but installed DR 64bit version (or you use windows 64bit but installed DR 32bit version) 2. you did not disable windows aero-design
  22. would be very usefull, as curtains can be an additional nice decoration and we - unfortunatelly - don't have many of them at the moment. however, i won't be a big help, i have few time left these days (i just managed to create a new skin for the existing curtain-model, that's all)...
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