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nbohr1more

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Everything posted by nbohr1more

  1. Hmm... According to this thread: http://www.doom3worl...php?f=1&t=10401 You can change the Event limit in "Event.h" ... It's 8192 in v1.05 sources...
  2. As expected, it failed. I don't think I can make it within the 12hr upload window. I need another free hoster like Dropbox with a higher limit. I at least updated the tdm_updaters (awaiting authorization).
  3. I am uploading v1.06 FULL to Moddb now... hopefully it will complete. The last time I tried a direct upload it failed. I don't have enough Dropbox space for it either... Keep yer fingers crossed.
  4. I still need to replay and get your new bonus objective...
  5. You've hit the event limit Biker. This is usually due to movables being a few units above the ground before map launch. You might be able to shave-off some of these by making them touch the ground precisely (big pain in the arse!). I don't know what else to advise other than changing some movables to stationary objects.
  6. Maybe: g_showCollisionModels or r_showAlloc would help... ? I don't think Dark Radiant tracks collision models because they are created when the map is dmapped (in the cm file) or even dynamically when things like Ragdolls are generated.
  7. Glad that did the trick... Maybe Greebo, Tels, or Grayman can find that limit where those Phobos guys couldn't (or Sgtatilov will find a hack...?) Anyway... you can also Seed_Combine if any scenes have lots of ASE or LWO models...
  8. Did you recently set a lot of geometry to Func_Static? Each FS grouping gets one collision model. Other than reverting to WS you could try merging more FS groups together.
  9. Oh no... Phobos mod found that there is a 2048 limit to collision models and they couldn't find a way to change it via SDK. Unless it's a ratio of the Entity limit, you may need to cut some collision surfaces like they did. Command to check your number: ListCollisionModels Reference Link: tfuture.org/phobos (Scroll down to "Devblog #10 - Uncharted Worlds")
  10. Oh, CS2 will handle all the cores you can throw it: http://www.tomshardware.com/2006/09/10/four_cores_on_the_rampage/page11.html If those workstations have PCI-E slots and you are gonna upgrade to CS4 anyway (it does use CPU if no GPU is available), then you might be better off adding a little RAM and some cheap "low form-factor" PCI-E cards.
  11. The 4GB of RAM should be a better option unless the upgrade from 2.4 to 3.4ghz also means going from single-core to dual core (or adding hyper-threading...). Probably too expensive to upgrade to CS4 and stick some better graphic cards (GPU acceleration) in those stations instead, eh?
  12. Yeah, I haven't seen a crash attributed to it since v1.02... Older drivers may still cause issues though...
  13. Your map compile is eating too much RAM. You will need to apply the 4GB patch to your Doom3.exe See the last entry in the dmap wiki: http://wiki.thedarkmod.com/index.php?title=Dmap Alternately, you can set some of your decorative geometry that is "not accessible to the player\non-mantle" to: noclipmodel 1 to attempt to shave off some RAM usage.
  14. Are you an nVidia user? If so, have you disabled "Threaded Optimizations"? Open Nvidia Control Panel -> Manage 3D Settings -> Bottom half of list locate "Threaded Optimization" <-- Set to NO / Off Also set "Multi-display/Mixed GPU acceleration" to "Single display performance mode"
  15. HOLY MOLÈ!!!!!!!!!! Thanks terrific Noss!!!
  16. That looks AMAZING!!!! The reflection is probably part due to the close proximity of the light source and the was the new interaction shader processes Fresnel effect. You might be able to tone it down by using a very low (almost black) grey texture for the specular map if you are already using _black (etc).
  17. Yeah, it's hard to say whether the triangulation optimization even fits this kind of model. I am wondering if lots of these puppies are on screen if the gains would be greater though... Here's Humus's reference on the topic: http://www.humus.name/index.php?page=Comments&ID=228 Again, love the work Noss!
  18. Looks great! The only thing I am concerned with is that the branches look like they are made of "long thin triangles" which is what Graphic Processors hate the most. If you can forcibly break the verts on those it may perform better but I have no frame of reference for how heavy that'll be. I can only guess that shadow calculations would be a little tough but a shadow mesh would help... This is screaming for LOD variations with less or less detail in the branches
  19. Perhaps you are getting stuck in map geometry? Try opening the console and typing noclip then see if you can fly out of whatever you've got stuck in. Then use noclip again to return to normal control.
  20. There is no Brush limit. Just the memory limit for the map compiler and the Entity limit.
  21. Not to kick a man when he's down but we really need a TDS version of that for comparison (Though, some smart-ass will come along and complain that the trend in not an exponential curve... )
  22. Another reference with some more recent methods sans Radeon Pro: http://forums.guru3d.com/showthread.php?t=339612&page=2
  23. Either the texture is too low resolution or it's scale'd (stretched) too much...
  24. Thanks PranQster. I tried to open the map in Dark Radiant and it crashed. Then I tried r_showLightCounts and the game crashed... ...but I did get a peek and saw a great number of white areas (6+ overlapped lights). I am not sure if my dmap took or there was simply too many lights in the scene anyway (downstairs long-view hall).
  25. My system can't handle this one very well. I see that you have a lot of large single-texture surfaces so I tried to dmap with lightCarve but it didn't help... Is the map geometry all World Spawn? Or did you optimize some as Func Static? (Eg. "Is there some hope I can play this one in the future...?" )
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