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nbohr1more

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Everything posted by nbohr1more

  1. So... As far as mapper recruitment, the results are not looking promising. The most interest appeared to be amongst the Quake3world crowd but the veterans there seemed burned-out on mapping and would only have interest if a prize were offered. I think we should try and synchronize the rules of at least one of our next contests with MapCore. If one or more TDM missions were listed amongst the entries it would definitely up the exposure. The last MapCore contest was a 1024x1024x1024 cube contest. They were so used to UDK and Source maps that the Prey entry was a shock to their systems: http://www.blog.radiator.debacle.us/2011/03/mapcore-cube-compo-done.html I will keep a look-out on MapCore and if new rules are posted in time I will relay them here and elsewhere so the mission authors can try to enroll in both contests if desired.
  2. Yep. For newer drivers you either need to use Guru3d's "Radeon Pro" to disable Catalyst AI or... You can try the Trunks0 method of: Savegame + Mission PK4 + Rename the "Doom3.exe" to "darkathena.exe" http://forums.thedarkmod.com/topic/12398-disabling-catalyst-ai/page__view__findpost__p__250122
  3. Do you know what your motherboard model is? Or which chipset it uses? (Possibly terrible translation ) Savez-vous ce que votre modèle de carte mère est? Ou qui chipset qu'elle utilise? ***************** If not please install CPU-Z and click the "Mainboard" tab then post a screen: http://www.cpuid.com/softwares/cpu-z.html (Another translation): Si ce n'est pas s'il vous plaît installer CPU-Z et cliquez sur "Carte mère"puis après un écran
  4. That is a similar request as: http://bugs.angua.at/view.php?id=1188
  5. You work for AMD, Nvidia, or Intel, don't you Johannes? You are practically forcing TDM players to buy new hardware (I really hope I can play your FM with my crappy PC )
  6. See my post here: http://forums.thedarkmod.com/topic/12483-doom-3-troubles/page__view__findpost__p__251820
  7. Other Doom 3 "Bloom" mods: Dafama2k7 created a "bloom" glprogs that is more friendly for Doom 3 mods and ATI cards: Download Below is the D3W thread where I got that link: http://www.doom3world.org/phpbb2/viewtopic.php?f=39&t=21292&st=0&sk=t&sd=a&start=340 Also, you could try taking the glprogs folder from the "Ruiner" mod pak666.pk4 file and placing it in the mod specific directory. (Eg: C:\Doom3\dentonmod202\glprogs ) Ruiner: http://www.moddb.com/mods/ruiner
  8. Ha HA! Do we have a challenger to the title of Patchwork Wizard? Looks great Sotha! (Hopes this makes it into the Seasons Contest... )
  9. The only time Catalyst AI caused actual crashes for me was when I had AA set in CCC rather than having it set to "Application Controlled". Even that example was suspect because I was using a newer CCC version with an older atioglxx.dll. That said, the newest Catalysts with their "no option to disable Catalyst AI" are troubling and the ATI users who need them for their 6xxx series cards are lucky that Guru3d's "Radeon Pro" application can restore that ability. What I will say is that the original AMD Phenom CPU's were problematic and the "fixes" that were issued for them are also problematic. It may be advisable to look into either patching for Phenom or "un-patching" depending on where the OS now stands. I would first, update the motherboard chipset software. Then look into the details here: (Look for an option to disable the TLB fix) http://game.amd.com/..._overdrive.aspx Finally, I would recommend upgrading Audio drivers and disabling EAX.
  10. DoomConfig.cfg is known to regress settings that are manually applied to it. It is much more reliable to create an autoexec.cfg and place the settings there.
  11. You have to keep feeding those Moddb folk. They are fickle. Operation "Keep posting stuff so TDM status is visible in the ranks" has been a little hampered by my IRL work and chores... More articles soon...
  12. Yeah... Midnight appears to have v1.04 running on his Mac so I thought that was a lock. (Any "release" article will be a big draw over at Moddb anyway but... someone needs to release a mission concurrent to this release )
  13. Oh duh... v1.05 will have OSX support on release? A big chunk of the remaining Melan and Serpentine textures will be added?
  14. Sorry stgatilov. I've been puzzling over that table overflow error almost since NHAT was released. The really bad thing is that I have a feeling that there may be at least two "Interaction Tables" so the overflow error might even be referring to either physics or light interactions or neither ... I just thought you might be able to cook-up some interesting uses for the data in that table if I had correctly located it's interface.
  15. You can also make a worldspawn brush "pseudo shadow-mesh" (with any shadowed texture) inside a more ornate worldspawn object that has noshadows (ns) texture on it.
  16. It is my understanding that if an entity has "dynamic interactions" enabled that it checks for lighting changes at every render frame. To my mind, this means that each per-stage render-pass is drawn anew every frame incurring significant overdraw penalty for every successive draw. Frame 1: Draw Base Polys Check Interaction table Draw Diffuse polys Check Interaction table Draw Texture polys (modify by normals?) Check interaction table Draw specular polys (modify by normals?) Each draw multiplying the number of vertices in the scene, every single frame. If you set an object to "noDynamicInteractions" it bakes all those draws down the first render. If it works as it appears from the code comment it should save tons of polys and texture fill. That's why it was done for the Monorail map in Doom 3 AFAIK. I know that Doom 3 has interaction culling that should help reduce that problem but I wonder how aggressive it is? If we could control when "interactions" are allowed it would be a great saving. Mostly though, since the Interaction Table is limited, setting objects to non-dynamic might free-up space in that table. I agree that too many distance checks for proximity to dynamic-lights would probably be a loss but at least it might be a good option for distant LOD objects.
  17. ATI demonstrated film quality Image Based lighting on their 5000 series cards for one high-poly human head a year and a half ago. If that can be expanded to the amount of AI and world geometry as in a game like Assassin's Creed then by most people's definition that is real-time photo-realism. If we extrapolate 1.5x performance jump per GPU generation per year (the performance jumps have slowed due to process shrink problems lately). And we presume that a 6970 is about 2x a 5870: 2 heads (now) then 13yrs later 519 heads (probably enough with LOD and tricks to get to Assassin's Creed world density) But this is not counting the possible double revolutions of Megatexture and Mega-Voxel foreshortening this process.
  18. Can LOD \ SEED behavior be influenced by proximity to AI rather that the player? If so, the "noDynamicInteractions" attribute could be applied universally and only when AI with dynamic light sources appear will the models be swapped to interactive lighting...
  19. Cool. I was hoping to make some noise about the Blackjack fixes, I didn't know if they were going to be pushed from a promotional POV. It would funny to have a live-action Youtube commercial where people in normal social situations pull out a Blackjack to solve their problems. (Then end in Dark Mod blackjack footage...). Wham! (Blackjacked!) Ocn?
  20. The neat thing is we might get a preview of what is possible with Id Tech 4 when you can modify the renderer. I know that the original Prey broke the unified shader system a little to let certain shaders be processed only in specific scenarios. (One of JC Denton, Rebb, and Sikkpin's greatest frustrations with Id tech 4 if I recall correctly). It'll be interesting if the expand on this concept and make the system even more modular. Will they keep shadow-volumes but perhaps use deferred shading? Or will they use Shadow Maps like Wolfenstein and leave the renderer alone mostly? The big thing that keeps being brought-up is Megatexture but I have a feeling that Human Head aren't as interested in that as Splash Damage are with Brink. (Or there would be more noise about Megatexture in the Prey 2 press material we've seen thus far?)
  21. I think that 1.04's feature spree was fueled by the left-over momentum from the 1.03 crunch added to the fact that the members had a little holiday time to dig-in. I guess breaking 5 maps must've cut short the plan for 1.05 to be a longer-term release (even though 4 of them are easily made playable via a workaround ..., Link ) I still think 1.05 could've cooked a little longer and was hoping to see more pathfinding fixes or big features like new AI types. Right now the biggest new feature I can think of is the new LOD memory manager but that is a bit abstract to promote. (I will still whip-up a little frenzy at Moddb anyway ) Bugfixes are nothing to sneeze at though. It'll be cool to see long standing bugs like tracker 1330 being fixed when they were formerly considered intractable problems. Plus, I often see "bugs" where the description is like "AI should check the clock and make sure to remember to visit their friend at the tavern to discuss politics" which appear to be "fixed" by creating whole new systems. So those are really "new features" as far as I'm concerned. Viva la v1.05 !
  22. Also... you may want to add "noDynamicInteractions" as a LOD characteristic...
  23. ...I wonder if you could hack non-unified surface interactions by updating that table....
  24. If modwiki's description of r_useInteractionTable is correct: Then qhandle_t looks like the SDK virtual to access this Interaction Table if I read this code segment in Renderworld.h correctly: //-------------- Entity and Light Defs ----------------- // entityDefs and lightDefs are added to a given world to determine // what will be drawn for a rendered scene. Most update work is defered // until it is determined that it is actually needed for a given view. virtual qhandle_t AddEntityDef( const renderEntity_t *re ) = 0; virtual void UpdateEntityDef( qhandle_t entityHandle, const renderEntity_t *re ) = 0; virtual void FreeEntityDef( qhandle_t entityHandle ) = 0; virtual const renderEntity_t *GetRenderEntity( qhandle_t entityHandle ) const = 0; virtual qhandle_t AddLightDef( const renderLight_t *rlight ) = 0; virtual void UpdateLightDef( qhandle_t lightHandle, const renderLight_t *rlight ) = 0; virtual void FreeLightDef( qhandle_t lightHandle ) = 0; virtual const renderLight_t *GetRenderLight( qhandle_t lightHandle ) const = 0;
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