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nbohr1more

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Everything posted by nbohr1more

  1. If increasing the resolution causes a crash, I'd say that is a pretty good case that the textures consume more graphic RAM. If I were a betting man I would say that the normal maps could probably be excluded from suspicion (since normal map compression is not used in most cases anyway) but the textures with enhanced details might compress differently. Most compression schemes greatly reduce redundant data (like a large string of red pixels) but if you have lots of varied detail, then all that variation must be kept as a larger data-set (if you put pretty little cracks in your brick texture, it goes from being a string of red, red, red, red... to red, dark red, darker red, black, gray, etc). More detail = bigger when it comes to compression... All this said, I can't really fault the mod for making prettier textures that might require some users to lower their settings. I'm just glad it hasn't affected me.
  2. The latest malloc error reports were from folks with less video RAM on their video cards... A laptop usually is going to skimp on this. I happen to have 1GB on my 4650 so, in spite of its otherwise wimpy traits, it can handle a decent amount of textures... The big suspects are the enhanced textures and normal maps from v1.04 All I know is I am seeing more reports from folks that have to lower resolution to avoid these errors ( ...or use more compression as Sotha suggested). Did you test frame memory with r_showMemory ? (grr... damn underlines... )
  3. I got that error before SEED was even a twinkle in your eye I was hoping that SEED would help that one too. It's great that I can make the first half of the map more playable but when I get past those statues... 4FPS all the way till I get to the fortress I think that the "Interaction Table" might be sized in relation to the hardware that is detected (but I hope not...). I was just thinking of all the new stuff you have been able to spawn like combined light entities (etc) and how many "Interactions" are accumulating. I think I heard Greebo talk about the Interaction Limit being the size of the Entity Limit...? Maybe there is a ratio of Interaction Limit to Interaction Table size? If the Interaction Limit can be adjusted, it might be a good idea to raise it anyway to accommodate all the new activity?
  4. Lowering screen resolution and AA settings has fixed this problem for a couple of other users. If that does not help, please post a conDump.
  5. For what it's worth... A temporary link from my dropbox account: http://dl.dropbox.com/u/17706561/knighton_manor.pk4
  6. Well... I think the big question is "Why aren't the NHAT missions coming up as available for download in the mission downloader?"
  7. I thought that the material shader for NHAT 3/3 Vertex Blended terrain was fixed for v1.04 but I have deleted and re-downloaded the mission to no avail. (When I delete it, the missions are not listed as available for download...) ??? I followed the Ambient Light Method wiki and revised the forest.mtr material as such: Now I can set the "Simple" or "Enhanced" Ambient Light settings without having a black terrain to walk on.
  8. I think I should bring up an old topic here... The new Object Detail settings help NHAT 3/3 performance until halfway through the map where I get IDRENDERWORLDLOCAL::RESIZEINTERACTIONTABLE: OVERFLOWED INTERACTIONTABLEWIDTH, DUMPING errors... If there is anything that can be done to adjust that table size, it may have significant consequences for SEED because spawning particle interactions is very much like performing SEED entity spawns... http://www.doom3world.org/phpbb2/viewtopic.php?f=4&t=21040&view=next
  9. Thanks Grayman. I can't wait to see all the other v1.05 improvements
  10. Is this line of investigation going to be looked at (or currently under investigation) for v1.05 or is there not enough time 'till the freeze?
  11. THAT is dedication! Steam will be dropping support for that class of hardware (DX8) soon (Dont get me started about companies renaming previous gen cards with series names from the new generation and thus confusing end-users into thinking their low-end card has "next gen" features... )
  12. Even with the new version, Thieves will crash. I have fixed it along with 3 other affected missions and posted the links in this thread: http://forums.thedarkmod.com/topic/12428-crash-with-the-thieves/page__view__findpost__p__250582 (I think that my fix isn't officially hosted because it might tarnish the "artistic integrity" of the rat behavior in these missions... but they are now perfectly playable if you don't want to wait for 1.05... )
  13. It looks like some models are missing somehow. Try re-running your tdm_updater I would also delete the folders for the affected missions from your FMS directory and the Doom 3 install directory then use the Mission Downloader to grab them again.
  14. First, I would post to the TDM 1.04 issues thread in the Tech Support sub-forum Second, to collect a dump, open the console and type "conDump CantStart.txt" once this has been done, you should see a text file as named in the directory for the installed mission. http://modetwo.net/d...104-bug-thread/ Edit: I just saw anoot... This is NHAT. The three PK4's need to be placed in the FMS directory separately...
  15. What TDM version are you running, CountDrakar ?
  16. I loved this idea. It was cool to scout for AI changes. (Almost a game within a game, like "I spy" ) Any chance of an "AI Movement Beta Part Deux: 1.04 edition" ?
  17. Rock Paper Shotgun has highlighted this mission in it's Mod News section: http://www.rockpapershotgun.com/2011/03/09/mod-news-stalking-differently
  18. LOL. Just as easily, Sotha will "comment" on the gameplay of Biker's missions. I dare say that it's just a little friendly rivalry, that's all. You cant go wrong with these two greats mapping for the mod. (I really hope Sotha gets a chance to resume soon though )
  19. Yeah, maybe that NTCore 4GB patch doesn't like Win-7 SP1... Have you tried in XP compatibility mode?
  20. Just be careful or you'll end up like me... Barely able to stay employed due to my need to keep tabs on the mod's progress at work... Serious addiction.
  21. I hate to sound like a broken record but... you disabled Threaded Optimizations in the drivers for that fancy new GTX480... correct?
  22. I am speculating that the "Patrol" spawnarg was an attempt to get the rats to run around the maps properly. Now that Grayman has fixed most of the rat behavior, I don't think those heroics are required. I didn't get a ton of test time but the rat at the beginning of Trapped wandered the prison just as cheerfully as I recall from before... Is it really worth fretting over now?
  23. It's funny that you mention L4D2, RadiatorYang mentioned that TDM would really benefit from an AI director. I think that an "AI Director" might be antithetical to the Thief AI approach as having every AI be very smart and self-sufficient as possible seems to be a point of pride for Thief and TDM.
  24. Any comments? I don't think these fixes have any detrimental effect on the "rat ambience" for these maps? Would these changes be acceptable to distribute officially?
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