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nbohr1more

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Everything posted by nbohr1more

  1. What can be said? John Carmack is a purest. He designs engines the way they "should be done" rather than how mucking about with tricks and hacks and Graphic Chip specific gotchas. He complained, even after Doom 3 was released, that the hardware vendors didn't follow his advice about future workloads. In his mind, ATI and Nvidia got it all wrong. I kinda agree, if you look at all the modern engines they all do deferred shading which is managed by SOFTWARE culling. Nvidia and ATI should be handling that stuff, not Epic and Crytech. Doom 3 was double tragic for Carmack because it squeezes the most out of a Geforce 3 that you can but it launched too far after the Geforce 3 was relevant. If he retooled the engine for better DX9 usage, all those folks who paid $1000 for an overclocked Geforce 3 would be throwing temper tantrums over the broken promise. So instead he kept his word and the engine renders just about it's full feature-set on a Geforce 2 leaving DX8 and 9 level shaders for post-processing stuff only. Then, adding insult to injury, OpenGL became a big clusterfuck because ATI and Nvidia could never agree on how it should go and the "oversight committee" were a bunch of spineless pussies who couldn't arbitrate worth shit. It's lucky that Doom 3 even had DX8 level features to work with by the time it was released. OpenGL 2.0 was barely above DX7 feature level and half of it's features were broken in both ATI and Nvidia drivers because of the ongoing tug-o-war for OpenGL's future (or intentional $abotage by Micro$oft???) Hopefully, the GPL release will be a chance to rewrite history and use the engine to it's fullest potential.
  2. Heh, corrected Oh well, deferred shaders really are the way to go I guess.
  3. I guarantee that Witcher uses some form of lightmap along with it's other lighting methods. Even UE3, which has decent dynamic light options, most mappers fallback to using lightmaps for performance. Moving light is heavy stuff. If your gonna be jealous of any modern engine, be jealous of Frostbite 2 (Battlefield 3). Realtime dynamic radiosity,
  4. That statement was directed at Mr Vorob. He seems to feel that the Shader could be improved. If so, he would have to do better than at least four of the most renowned Doom 3 ARB shader programmers (Sikkpin has also had problems with Catalyst AI).
  5. It's not easy, but there is a method to split patches: http://wiki.thedarkmod.com/index.php?title=Patch_Splitting_-_Basic_Tutorial
  6. Here: http://www.doom3world.org/phpbb2/download/file.php?id=416 This file is a Bloom shader that doesn't go upside-down when used in Doom 3 with Catalyst AI. Download the above file and compare the ARB shader code to what is in the TDM Base. Then get cracking on fixing TDM's shader code... Or perhaps... Rebb, JC Denton, and OrbWeaver already tried their best and they were unable to do it and keep the desired performance and functionality... ...Can do any better?
  7. Aww... I wanna blimp for my birthday!!! That was a very generous gift Biker, I hope jdude appreciates it Happy b-day j-dude !!!
  8. BEAR !!! Since you've returned I figured I would re-awaken this thread (with the hope of seeing some screens... )... Is BEAR still cleared to be a Beta Mapper
  9. Hmm... "fragmentMap 2 _black // Diffuse" Try removing the Ambient Method section, this texture "lights itself" so it shouldn't need it... textures/darkmod/window/ roundtop_diamond_pattern01_grey_dark_slt { glass qer_editorimage textures/darkmod/window/roundtop_diamond_pattern01_grey_dark_ed specularmap textures/darkmod/window/roundtop_diamond_pattern01_s bumpmap textures/darkmod/window/roundtop_diamond_pattern01_local { map textures/darkmod/window/roundtop_diamond_pattern01_grey_dark [b] red 0.5 green 0.5 blue 0.0 [/b] } { if ( parm11 > 0 ) blend gl_dst_color, gl_one map _white rgb 0.40 * parm11 } { if ( parm11 > 0 ) blend add map textures/darkmod/window/roundtop_diamond_pattern01_grey_dark rgb 0.15 * parm11 } } Alternately you could simply use a Blend Add stage, ad maybe ditch those Parm11 portions: { blend add map textures/darkmod/window/roundtop_diamond_pattern01_grey_dark red 0.5 green 0.5 blue 0.0 }
  10. Try this instead: { map textures/darkmod/window/roundtop_diamond_pattern01_grey_dark red 0.5 green 0.5 blue 0 }
  11. As I can see that at least Bikerdude and Fieldmedic are attempting some extra tricky stuff (no idea what Jesps is up to...???), I am extending the deadline to ensure that these remaining complications get ironed AND enough Beta test time is allotted. The new deadline is now June 20th.
  12. Sorry to hear that. Normally the "Threaded Optimizations" are as much of a problem for nVidia folk as Catalyst AI is for ATI users. Perhaps your configuration is the reverse for some reason. The only other crash factor I have seen is multi-monitor acceleration, but now my faith in the traditional advice is shaken and I dare not relay any more of it. I can only otherwise recommend that you ensure that the latest motherboard chipset drivers are installed. AMD and nVidia, being adversaries, often make each others' lives miserable with their first release drivers. We saw this for ATI cards on the nForce motherboards and I'm sure the reverse is also true. Eventually, the folks who stick to their guns and do not trade their hardware in for a matching pair complain enough and the drivers or BIOS gets fixed. Graphics hardware is a dirty industry
  13. The new expert has arrived. Move along... Good luck with your contest entry FM! I am thinking of just arbitrarily changing the contest due date further out because of how much more I perceive that you and Biker need to wrap up. (No idea on Jesps...)
  14. That Russian chick was hot! Now I want the Russian ROE version
  15. Here is the Security Camera tutorial, the details here should be enough to get cracking on Portal rendering: http://www.doom3world.org/phpbb2/viewtopic.php?t=3782 Of course, if you wanted really trippy non-euclidian scenes you'd have to use stuff like shear or even a custom heathaze.vpf deform normal map to do some anamorphic projection tricks to the remote render...
  16. One last tweak... As you have an nVidia video card, we have seen weird behaviors when "Threaded Processing" is enabled. Try disabling this option and see if you have any further improvement in either performance or stability.
  17. I recently asked AluminumHaste to bump the Doom3world topic on the "Prey style portals Mod" but Pbmax hasn't replied... I think though, RemoteRenderMap and func_camera are the trick here. Basically, if I understand correctly, any material with RemoteRenderMap applied to any entity that is a target for a func_camera will render a view from said camera. The trick for the portal view is to play with the scale and FOV so that it matches the expected result in the portal view. I am presuming that the Prey mod has the RemoteRenderMap material applied to a Func_Portal and that a teleport is immediately after that Func_Portal. I think this could also be an alternate LOD method that might work better in City areas. Basically, create a LOD version of your city and project it via Remote View onto all your Func_Portals. Presuming you cut your polys, textures and light counts (etc) enough it would allow for longer street views. Yes, pop-in would happen but it could be minimized by having an alphatest plane with the same projection fade out during the transition...
  18. Sotha has become adept at this topic but, for now, you could checkout the Doom3world tutorial to supplement whatever is present in the wiki: http://www.doom3world.org/phpbb2/viewtopic.php?t=3128
  19. I hope Andrew isn't too annoyed... Serpentine already got permission for the Serengrove assets: http://modetwo.net/d...p-inspriration/ (I wish Andrew would make a Dark Mod mission... his voice acting is tops! )
  20. A more important consideration: Make sure that your DoomConfig.cfg (in your Darkmod directory) has these values set correctly: image_usePrecompressedTextures "1" image_useNormalCompression "2" image_useAllFormats "1" image_useCompression "1" image_preload "1" In version v1.04 the values were changed in an attempt to reduce map load times. Not having the settings as above will cause the game to consume much more graphic RAM.
  21. You don't need to uninstall CCC to use Tray Tools though many do to improve overall system performance. Sometimes if CCC is not installed Tray Tools will not be able to change certain graphic options but usually newer versions will fix this. My AGP drivers don't like Tray Tools but many have praised the software (it did work well for my old Radeon 9500 Pro...)
  22. From my understanding, ROE adds override pk4's to the Doom 3 base. I'm not sure if launching TDM via the Mods menu in Doom 3 bypasses some of the compatibility problems but anything that is native Doom 3 that is replaced by ROE could potentially conflict. I was thinking that a potential workaround would be to place ZZZ in front of all the TDM PK4's. (Like zzz_tdm_textures01.pk4 etc). Or move all the ROE material into it's own Mod folder... AluminumHaste, can you clarify how your Doom 3 base directory is arranged?
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