Jump to content
System downtime for updates - Sunday 13 July 2025 ×
The Dark Mod Forums

nbohr1more

Development Role
  • Posts

    12749
  • Joined

  • Last visited

  • Days Won

    261

Everything posted by nbohr1more

  1. BTW. I had a small play-through last night. What I've seen shows an excellent use of tension and foreshadow. Visuals are very good but there are areas where some grime might help darken the corners here and there when relying solely on ambient light (eg. a little faked AO as has been brought-up ad-nauseum elsewhere... ). I fully expect more clever stuff to happen as I progress.
  2. Conceptually, you have captured my imagination Stumpy. It sounds expansive and filled with obscure detail. I can't wait to see it!
  3. So you tried forcing either: seta r_customHeight "1080" seta r_customWidth "1920" seta r_fullscreen "1" seta r_mode "-1" seta r_aspectratio "1" or seta r_customHeight "720" seta r_customWidth "1280" seta r_fullscreen "1" seta r_mode "-1" seta r_aspectratio "1" ...in DoomConfig.cfg ??? Edit: (I fixed the last line in the configs above, sorry.)
  4. Thanks! You're really hitting your stride with regard to achieving that grimed-dirty look for these latest missions. Those old complaints about TDM being "too clean" are put to bed I'd say
  5. Put some pics on yer Moddb profile so I can view 'em at work please
  6. What is your exact screen resolution? Monitor brand and make will help also.
  7. nbohr1more

    Rage

    I since the minimum requirement is 256MB and there must be room for at least a couple of render targets... the smallest cache they would likely specify is something like 192MB? ...How much room for geometry though...? maybe even lower, like 96MB?
  8. Or it could be that McPhisto2051 got the mission from the downloader and Greebo didn't have a chance to upload your latest (and presumably last) fix?
  9. Yes! You definitely get credit for the "speed" portion of this...
  10. nbohr1more

    Rage

    I don't know what folks were expecting but Id laid-out the game as intended awhile back and if you read between the lines you should've heard: "We are creating a brain-dead Id style shooter with linear progression, vehicular combat, and scripted story elements akin to HL2 (but with better vehicle sections)" Instead folks are acting as if they were told: "We are creating a deep RPG\FPS hybrid that will usurp Borderlands and Fallout 3 in scope and technology." ... Also... I love Rich_is_Bored's take on the the whole "texture quality controversy":
  11. I have a Sound Blaster Audigy Platinum Ex. Unfortunately, Creative has been neglectful about driver updates and fixes for this generation. (They were sued about the Audigy series because they claimed to have full 24bit support but instead had 16bit internal mixers and effects. They provided $15 coupons to Audigy owners as the result of the settlement. As if that is really compensation ... ) I have disabled EAX as a way to avoid possible crashes but I will test it out for the sake of this concern. There are a LOT of Linux users here so (since EAX is not fully available on that platform) you won't see a ton of interest in the technology amongst the community save the few enthusiasts like LEGION...
  12. Looks good to me.
  13. One of the old regulars around here by the nick of LEGION used to add EAX support to missions. I would chalk it up to that if I didn't see Alberic's Curse listed... Yes, something must be going on here. Perhaps these missions are trying to use positive volume adjustments above the baseline? I know that was a practice that was done as a workaround in previous versions before it was fixed? Or perhaps the audio files themselves are the problem? (Eg: Ogg vs Wave, vs ??? )
  14. "New Mission" with both words capitalized looks better than the later. It signifies that the text is a unique heading rather than part of the overall script. Likewise, "Garden Key" designates "Key" as a special word and helps to make it easier to tell where in the inventory context you are. This is less of an issue as the "New Mission" heading above but... better is better. Having the word "Key" capitalized in that context makes it stick-out as a special attribute. The "a" designation is excessive. "Book" works quite well to describe the item any similar scenario would be the same. I will admit that adding "a" to the descriptor does lend a certain archaic quality that goes better with the era of the game but it's an artistic touch that isn't worth it if it breaks consistency with other descriptions alone... much less if it causes problems with translation.
  15. Thanks again. I love getting this kinda feedback . If you like that document and are interested in other similar ones from Id, check out the pdf links at the bottom of this article: http://software.intel.com/en-us/articles/optimizing-the-rendering-pipeline-of-animated-models-using-the-intel-streaming-simd-extensions/ I know you said you're rusty at C++ but I hope to see your name in Bug Tracker after Doom 3 goes GPL (eventually)
  16. Thanks. I was confused and thought that your math-based lightgem had a shadow calculation method and the problem was more about the simplicity of the light representation itself. Just out of curiosity, did you ever try: 1) Compile the Shadow algorithm source code from Id's Intel SSE document http://software.intel.com/file/37730 2) De-compile and capture the pattern 3) De-compile the Doom 3 executable 4) Find the matching pattern from 2 5) Develop an inline injection to replace that code with one that has a virtual handle (etc) ?
  17. Ooo... Is this gonna be a forest mission stumpy ?
  18. nbohr1more

    Rage

    For ATI, it seems that the latest drivers had toothing issues as they were getting ready to introduce OpenGL 4.2. http://support.amd.c...L42BetaWin.aspx Someone reported that they were able to run RAGE without too much problems on their HD4xxx series card when they regressed to Catalyst 11.6. So it seems that both ATI and Nvidia were doing some last minute monkeying with OpenGL to beat each other to 4.2 compliance and RAGE was the victim of those changes. Nothing like making your video card "compliant" with a standard that "NO COMMERCIAL GAME USES YET" at the expense of screwing-over a rare AAA title release for OpenGL. I guess Unity must have some new benchmarks in the works or something for 4.2. God forbid they pay attention to an actual commercial game release for OpenGL rather than another Benchmark suite...
  19. double post sorry
  20. In the world of "sticks vs carrots" motivation methods, I don't think that excluding missions from authors who refuse to allow any translation is as much of a stick as it is a carrot. The "Fan Mission" wiki is still available to list links to non-official missions and free hosting can be found anywhere. In fact, I strongly urge mission authors to take advantage of Moddb and host their missions at a personal profile site there as well (before they come to their senses and stop all this unlimited hosting ). Regarding that "discussion" between Tels and Sotha, I can only say that it looks like Tels emotions were running high there. Tels seems to have a vision for the future of the way these missions are deployed and knows that Sotha's missions are amongst the most highly regarded ones. Sotha's lack of enthusiasm about this translation work leaves his project (and by extension TDM) without these prized examples to show the international communities. I must admit, this is all academic as Sotha already released his missions before the translation framework came into existence. Whether Sotha will call for translation assistance before he packages his next mission for release is the only question. If the mood continues to be combative over this, there is a good chance that he will not ... or will not work on his missions in the first place. I can certainly see why Tels is frustrated given the massive amount of work he poured into this project but Plasticman clearly pointed out that translators themselves can do both the retroactive "string fixes" and the new "string fixes" for unreleased missions. The only real concern is when authors don't even attempt to ask for translators before releasing their missions. That concern is still lodged squarely in the future as v1.06 does not have support for this new deployment method. Unless we are all to wait for v1.07... all the currently pending mission releases will necessarily be guilty of the same "released before conversion" that Sotha was in hot water about. So, if you appreciate all the work that Tels has done to expand the audience of TDM... "after v1.07 is released" make sure to appeal to a translator or build your mission pre-translated to English using the new translation framework. I think it's a very reasonable request. I just think Tels is too hot tempered about the subject to be humble about the request. Regardless of his moodiness, Tels is still cracking away at all this work and that deserves a great deal of respect. Yes, that should be a two-way street but I doubt he would continue his work if he didn't respect the mapping community. Let's move past this chapter and agree to disagree and focus on our common interests, shall we? Thanks, nbohr1more
  21. Thanks for the update Melan. I hope your "real life stuff" subsides soon... I will update the Moddb article...
  22. I once saw a pirated version of Star Wars: Episode 3 where the subtitles called the Jedi Knights... "Cheddar Knights"
  23. These are the entrants: Biker SiyahParsomen Mortem Desino Fieldmedic PranQster Stumpy Xcen ... Melan hasn't explicitly dropped-out but he has hinted that this is likely due to his cramped work schedule. (I still wanna see that mission he was planning though)... I hope he can pull through and stay in the game.
  24. Well... Yes and No. My idea was to make a simplified low resolution Voxel renderer in the SDK that renders only the light volume data. Your voxels would have X, Y, Z offset from the light origin and a brightness level. So it's not purely a mathematical distance-based falloff function but instead can include animation and non-linear variation just like the real renderer but scaled-down to very low resolution (and only including lights). The "yes" part is if you have to calculate the dynamic shadow locations from scratch... I thought there was an SDK way to collect the shadow calculation result before it renders though If all the lighting calculations move to the GPU in the future, this is about as simple as I could imagine for the AI framework to realistically track lighting without having to sample the render.
  25. Paranoia? If that's the case, the TDM_Updater is also a problem, no? Concern: Moddb has a big problem with TDM's updater and mission download features and how they complicate the possibility to add TDM to their Desura platform... Please tell me you aren't astro-turfing this issue on behalf of Desura, TheUnbeholden. I have always thought of you as a loyal fan of this project ???
×
×
  • Create New...