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nbohr1more

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Everything posted by nbohr1more

  1. The Great "Light Carve" challenge: 1) Optimize your map by manually splitting large surfaces to reduce light counts 2) Set some items to Func_Static and caulk (etc) 3) dmap and check your FPS 4) save a backup 5) Use a "light carve dmap": dmap lightCarve map_name.map 6) Note how much bigger the map compiles to 7) compare your FPS to step 3 Who can get closest to the FPS (or better) of lightCarve and keep their map small. Any takers?
  2. Added to the FAQ as a sub-heading under the supported Windows OS section... (There should probably be a whole Doom 3 trouble-shooting section of itself but I won't write it ...)
  3. That's odd... others with the Malloc errors needed to set those to: seta image_usePrecompressedTextures "1" seta image_useNormalCompression "2" seta image_useAllFormats "1" seta image_useCompression "1" seta image_preload "1" I have 2GB of RAM so I don't think this mission pushes the 32bit limit to run but it might push the limit for dmap? Alternate doom3.exe patch method that Bikerdude (and others have used): http://www.ntcore.com/4gb_patch.php
  4. For your resolution issue try adding: seta r_customHeight "900" seta r_customWidth "1600" seta r_fullscreen "1" seta r_aspectRatio "1" seta r_mode "-1" To your DoomConfig.cfg
  5. Yep. Biker really hounded Grayman about AI pathfinding when he reworked this one so many of the v1.05 fixes can be blamed on this one
  6. \m/ \m/ Pretty hardcore Melan... (So instead of the opportunity to rectify T3, Melan sees TDM as the chance for an alternate universe T2... )
  7. It attempts to split geometry per-light and per-portal such that areas that are not in view no longer add to the light count. This optimization is often turned-off so that visportals can be properly tested but is widely advised for players for performance reasons. I was surprised that is wasn't in my DoomConfig.cfg but I think it's enabled by default so perhaps my perception of boosted FPS is placebo... (I went from around 6FPS to 10FPS in one mission unless I'm crazy )...
  8. @id3839315 Do you have seta r_useScissor "1" listed in your DoomConfig.cfg ? If not, please add this and post whether performance improves...
  9. I'm surprised that other recent Eidos properties engines' aren't speculated about wrt T4: Kayne & Lynch 2 Modified "Glacier" engine from the Hitman series. Advertises dynamic light and interaction capabilities Just Cause 2 "Avalanche Engine 2.0" created by shader programmer extraordinaire "Humus" Though neither look any more mod-able than the current prospects...
  10. I'll go digging around... Though I would be curious to see how this would look for the Enhanced Ambient: { if (global5 == 2) blend add program ambientEnvironment.vfp vertexParm 0 table32[ time*0.9 ] * 0.03125, 0 vertexParm 1 table32[ time*0.9 ] * 0.03125, 0 vertexParm 2 global2, global3, global4, 1 fragmentMap 0 cubeMap env/gen1 fragmentMap 1 textures/temp/wavelong // Bump fragmentMap 2 textures/water_source/water_green // Diffuse fragmentMap 3 textures/water_source/vp_water // Specular ? }
  11. Keep at it Ocn! I wouldn't worry about the beauty of your architecture. While it's cool to have some organic dilapidation (ala Melan style cities) or ornate vaulting (etc), we live in boxy buildings and they provide a realistic backdrop. Just focus on your AI, story, and creative strengths and it'll turn-out great. Regarding Jesps with his winter themed mission: I have come to the conclusion that snow-filled missions feel more realistic in TDM because the real ambient light level produced by real snow reflection is akin to the brightened ambient that the player sees in the TDM shadows. The only thing that is off is that a Thief dressed in black would be visible for miles on a snowy moon-lit night. A white outfit would fix this but would then require a costume change once inside... It would be cool if a "costume equip" event could use the lightgem modifier cvar to such that when you enter an indoor area (info location) you are full-bright but then if you equip a black costume the lg modifier would return to normal behavior.
  12. So if you guy's are gonna use Jermi's normal maps from his T2 water mod you would have to merge the frames into a strip that would be in used in place of "textures/temp/wavelong" in the above shader... (Saw Fidcal posts at TTLG)
  13. If that doesn't work then the only way I could imagine this working is: 1) Design your wave animation for one direction and write-out the frames as images 2) Do the same for your second set 3) Convert each to a normal map 4) Create two "filmstrips" by chaining the normal maps together into one larger texture like 64x2048 (etc) 5) Create a material stage kinda like { blend bumpmap Addnormals (textures/custom/suchandsuch_A__local, textures/custom/suchandsuch_B_local ) scale size, size translate time, time }
  14. It's weird that nesting works but this wont? textures/add_two_scroll{ { blend bumpmap map addnormals ( {scroll x,y textures/custom/image_1.tga }, {scroll x,y textures/custom/image_2.tga } ) } }
  15. I use Dropbox but it requires that you install their software... Free version has a 2GB limit.
  16. I don't have a specific answer but these wiki's and tutorial videos might help... http://wiki.thedarkmod.com/index.php?title=Vaulting http://wiki.thedarkmod.com/index.php?title=Patches#Archways Komag videos: http://forums.thedarkmod.com/topic/9082-newbie-darkradiant-questions/page__view__findpost__p__180257
  17. You could play with "scroll", "translate", "scale" to achieve the effect as well I suppose. It's too bad that "videomap" can't be used
  18. I can't see the video here at work but I think you could have an animated Height map and use addnormals to blend it with an Animated Normal map.
  19. ALRIGHT! Thanks Biker! The current standings: Sotha (Released!) Jesps Carnage Ocn Shadowhide Bikerdude Fieldmedic ! With a couple of "maybe" entrants: Midnight moneyobie (edited per request )
  20. I did that Moddb DR 1.5 article as a pre-promotion for the Seasons Contest. I was thinking of doing a 1.6 article but Mandrasola hit and then Fauchard is slated to be out soon so I wanted to leave the slate clean to make room for these then maybe do the 1.6 article. Though Fauchard itself seems like a DR promotion of sorts...
  21. Contrats! Enjoy the missions and hopefully we'll see you around the forums Lady Jo!
  22. Officially it's June 1st but, as with previous contests, I will be sending out a note to ask if any entrants need an official extension. Other mission authors will be free to revise their missions until the last extension date is over. A word of advice: It is better (from a voting perspective) to beta-test with more people and get it right at first than to release and discover flaws then release again. While I applaud any author who returns to a released mission to refine it further , the time to complete the missions and vote is limited. So the chance to replay a fixed version of an already release mission may not be there (unless you're Sotha and you can release 3 missions in the span of a contest ) and many folks will not do the courtesy of retracting their vote for the revised version. In short, at least half of your votes will likely be for the quality of the original release. (Well... I suppose you could create a new thread for the revised version and ask that any votes in the original thread be discarded )
  23. You want to check the box that says "Disable Catalyst AI". Catalyst AI is known to be a problem for The Dark Mod. Also, please verify whether Doom 3 itself starts properly. (If not post the error as well).
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