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nbohr1more

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Everything posted by nbohr1more

  1. Another reference with some more recent methods sans Radeon Pro: http://forums.guru3d.com/showthread.php?t=339612&page=2
  2. Either the texture is too low resolution or it's scale'd (stretched) too much...
  3. 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).
  4. 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...?" )
  5. Done: http://www.ttlg.com/forums/showthread.php?t=136100&p=2073931#post2073931
  6. I've added this to the Wiki, shall I create the TTLG thread or do you have an account there?
  7. If you want the PREMIUM (overkill) result, you could do what Arcturus does and model the shape in Sculptris. (Though, with your patch skills, you could probably even make a model out of patches in Dark Radiant... )
  8. njob has shown to be the best tool for making reasonably good depth. Even so, it may be advisable to blur the result a little as the heuristic will still sometimes catch the depth cues wrong and thus you will have artifacts. http://charles.hollemeersch.net/njob (Discussion page) http://www.game-artist.net/forums/general-discussion/12466-njob-normal-mapping-tool.html
  9. Looks great Fieldmedic! (Back to the night, eh? ) Is this part of your original long-term project. "Not an Ordinary Guest" ?
  10. Great work Tels. I imagine this is a prelude to Closed Caption support?
  11. The changed config settings were already explained to id3839315 in the RTTCv2 Thread here: http://modetwo.net/d...post__p__250595 But Partol recently showed that F@FS and RTTCv2 consume 800MB of vram at his resolution and quality settings. I suspect that id3839315 has less than 1GB of vram and is trying to operate at HD resolution or has AA and AF enabled. (Edit: Yes 256MB of vram)
  12. I agree 1000% ! The whole co-opting science fiction film conventions to modernize old Id titles didn't play out so well. I was thinking of the following analogy: 1) Kid plays a game of Checkers 2) Milton Bradley sees this and says "We're gonna make a sequel to that game!!!" 3) Kid imagines things like "new moves" , "new board layout", "more roles like Chess (lite)" "spinner" 4) Milton Bradley tries to think of a "story" for the Checker 5) Milton Bradley decides that since Checkers is a kinda metaphor for two armies that the Checker must be a soldier 6) They go on to develop an elaborate war saga in which Checker is low level grunt 7) The resultant game is a mix of the game "Life", "Clue" and "Stratego" and a little DnD 8) Kid goes "WTF!!! Milton effin' Bradley!!!" So adding story to an abstract game type like Pac Man certainly is a poor idea. Now, Quake is a bit more plausibly about "something" other than the activity of blasting stuff but not much more. Laden that property with too much story and you see my example in action. A science fiction setting necessarily requires some tangible explanation for any player predicament but a "fantasy demon infested realm" does not need any convoluted "realistic" back-story. There is no expectation about how plausible something is when the backdrop is a pure fantasy archetype. It works, and you can rock-out to heavy techno or metal and be totally in the spirit of it. It's the right thingtm to do.
  13. Thanks. To beef-up exposure, please help me game Digg by visiting and commenting and digging the related link: http://digg.com/news/gaming/the_dark_mod_for_doom_iii_is_now_available_for_mac_osx
  14. Added Sir Taffsalot's mission Xcen's mission I moved: Tapsa_Kn Capela Stardog Dragofer ...to the discussion page of the same wiki where I created a "Presumed Abandoned" chart. I have not seen these members around the forums and there has been no update on their progress since late 2009 except Dragofer but I am also presuming that he has stopped working on his Vertical Mission. I am considering moving Kiln but I thought I saw his\her user ID around here recently? Also, I am holding out on moving Winter's mission as he returned in the fall 2010 to update it...
  15. See Fidcal's resolution for the spinning sky: Someone might come up with a better solution but try this for now: Create a new folder in your darkmod folder called materials. Within it create a plain text file named no_skybox.mtr Paste in the following: textures/smf/portal_sky { qer_editorimage env/skyboxes/skybox_ocean/ocean_ed noFragment noimpact nooverlays forceOpaque noShadows { forceHighQuality blend add cameraCubeMap env/skyboxes/skybox_darkland_ne/darkland_NE texgen skybox texgen wobblesky .0 .0 .0 } } I've not tried it myself yet and anyway it is certain to be inconsistent with some FMs as there are many different skies but hopefully it will be better than a spinning sky. Thread: http://forums.thedarkmod.com/topic/11917-skybox-bug/
  16. LOL! I can't believe I skipped over that. I was so excited about the Spectrum light idea I must've zoned out on it.
  17. If it can be modded, someone will make a mod for this game and restore it to PC centric game-play. As far as the "racy content", who cares... it's a game where your primary modus operandi is to kill everything that moves. Sure, I can already tell that some of the jokes are lame but I have a hard time feeling "offended" by the actions of a prototypical "action hero cum human killing machine". Yes, he only kills aliens but we all know that those entities are effigies for the mass populace of people who frustrate the hell outta us daily. It's a game designed to indulge primal killing catharsis like any old school shooter should. Sexual immaturity, misogyny? Hell, that might be a selling point if I knew it would offend my tyrannical wife (But it wouldn't, she's even more immature than me, it would probably be seen as redeeming and down-to-earth compared to my nerdy interests. She's more puzzled that I don't spend 90% my idle PC time browsing porn like a "real man" ) Goddammit... if we add the pure schadenfreude, B-Movie kitsch, and morbid curiosity, I might just be the target audience All that is noise anyway, any decent mod of the game that ever emerges will trim the damn cut-scenes (gags, etc) and let folks shoot their guns.
  18. Maybe this is a dumb thought but couldn't you just set the wall to non-solid but place some playerclip in front of it to achieve this affect? AFAIK the AI can pass through playerclip but the player cannot. (Yeah, I should probably just build a test map...) If I'm not mistaken, Grayman already has our normal AI occasionally become non-solid to smooth-out pathfinding and AI congestion so making Ghosts temporarily non-solid for other reasons should be as reliable. If this is still how it works, you can compare TDM's SDK classes for AI pathing with your old work.
  19. Thanks AH! This update hit like a Mac Truck! I wish my IRL scheduling was better prepared for these things
  20. JUNE MEGA UPDATE! Article is up at Moddb http://www.moddb.com/mods/the-dark-mod/news/june-mega-update
  21. got me thinking about Ghost behaviors and I thought I would blather out my random insights: 1) I really like Rebb's idea (above) for using spectrum lights and materials, I was puzzling over using a remoteRenderMap on a patch of an AI in another room lit by a single light but the Spectrum method solves so much... I was also imagining disembodied hands opening doors or picking up objects but that could be covered by this technique... Def Attach a small spectrum light near the end of the arm (etc). 2) It might be cool to have candles, books, goblets (etc) that float by themselves in place of Ghost AI 3) I would really love to see an Arm that reaches up from a crack in the floor or ground to grasp at you or AI \ NPC 5) Perhaps the stable of Ghost AI should be increased... I would love to see a creepy Noble Woman Ghost wandering a desolate courtyard... or a phantom party in a parlor with tons of Ghost nobles and Ghost servants ala Kubric's "The Shining". Just some random thoughts on beefing up the Ghost supply. I think some of those might be low hanging fruit for bulking up the AI types? (I love scary missions) Edit: Added spoilers. My apologies
  22. That is also a good suggestion. It does not fully resolve the original concern but it comes pretty close... I'd be tempted to say "close enough".
  23. Yes. I just got back from a weekend trip where I was prohibited from PC time and now I have loads of work to catch-up on... I am planning a "JUNE MEGA UPDATE!!!" article which includes v1.06 and the conclusion of the Seasons contest entries. I spent a good chunk of this morning before working trying to get a good torch screen-shot for the "AI Relighting behavior" improvements in v1.06 My apologies again... I'll try to get it done tomorrow... (Where's HappyCheeze when you need him ) Edit:
  24. No need to be defensive, I'm sure that this is a topic that folks may be uncertain or on-the-fence about. In my opinion, it's good to have missions released throughout the contest so that there is more promotional exposure. Every time a new "event" like a mission release occurs a potential new TDM player\mapper\etc may be exposed to the mod. When TDM has no notable news content to relay, the mod languishes for long periods unseen at the bottom of the active mod listings... Even so, I can still see the POV that missions should be judged against each other at the time of release. I think you should make a poll and we will have the consensus view be set for the next contest.
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