Jump to content
The Dark Mod Forums

nbohr1more

Development Role
  • Posts

    12131
  • Joined

  • Last visited

  • Days Won

    199

Everything posted by nbohr1more

  1. OK. We are now sure of the issue. RTTC V2 is a 1.04 map. Folks have had success playing it in 1.03 but it will be missing textures (at least). You need to upgrade to 1.04 (It will also be missing Nosslak's globe.) Edit: D'oh... didn't see the screenshot
  2. I removed the "Patrol" spawnarg (it was only assigned to rats and one map only had one instance another was like three...) from all four maps and now they work fine in 1.04. I am uploading to my dropbox account but if someone wants to beat me to the punch that would be great. Edit: Nevermind... Here they are: Trapped! http://dl.dropbox.com/u/17706561/trapped.pk4 Awaiting the Storm http://dl.dropbox.com/u/17706561/storm.pk4 Thieves! http://dl.dropbox.com/u/17706561/thieves.pk4 Special Delivery http://dl.dropbox.com/u/17706561/delivery.pk4
  3. Just random testing of a couple more oldies... Crown of Penitence (Perfect) Awaiting the Storm... same crash behavior
  4. More Detail: Windows Error log events: Faulting application doom3.exe, version 1.0.0.1, faulting module gamex86.dll, version 0.0.0.0, fault address 0x002bd3f6. 0000: 41 70 70 6c 69 63 61 74 Applicat 0008: 69 6f 6e 20 46 61 69 6c ion Fail 0010: 75 72 65 20 20 64 6f 6f ure doo 0018: 6d 33 2e 65 78 65 20 31 m3.exe 1 0020: 2e 30 2e 30 2e 31 20 69 .0.0.1 i 0028: 6e 20 67 61 6d 65 78 38 n gamex8 0030: 36 2e 64 6c 6c 20 30 2e 6.dll 0. 0038: 30 2e 30 2e 30 20 61 74 0.0.0 at 0040: 20 6f 66 66 73 65 74 20 offset 0048: 30 30 32 62 64 33 66 36 002bd3f6 0050: 0d 0a .. Fault bucket -1950341116. 0000: 42 75 63 6b 65 74 3a 20 Bucket: 0008: 2d 31 39 35 30 33 34 31 -1950341 0010: 31 31 36 0d 0a 116.. I have attached a conDump of a Thieves dmap Also, the "script" directory in the PK4 was empty... thieves_wrong.txt
  5. Thieves crashes here as well... Is there a reason for the extra complex "angle" in the info_player_start entity? // entity 213 { "classname" "info_player_start" "name" "info_player_start_1" "angle" "-1.4033418253411173e-014" "origin" "-1374 -92 -244" }
  6. Even though they are power-guzzling monsters I've been drooling over the nvidia Fermi cards. 1) I just know that the have less TDM driver issues... 2) The GP-GPU capabilities are quite strong 3) Tessellation (though the 6000 series made some comeback on that front) 4) Better Linux drivers 5) N64 emulators work better... 6) Better stereo 3D support (like having it as an option) Some day... Some day... (I miss my GPU replacement cycle days... ... Now I dread new heavier game engines rather than celebrate them... )
  7. You should be able to create a cut-scene that just consists of a "video-textured" brush that occupies the whole screen, ...no? (not sure if there's a more elegant method...) http://wiki.thedarkmod.com/index.php?title=Playing_ROQ_Video_Files Doom3world topic: http://www.doom3world.org/phpbb2/viewtopic.php?t=3533 ...Actually this Brian Trepanning definition looks like it would do the trick as intended... http://www.doom3world.org/phpbb2/viewtopic.php?f=4&t=6176&st=0&sk=t&sd=a&start=60 windowDef Desktop { rect 0 ,0 ,640 ,480 backcolor 0, 0, 0, 1 matcolor 0, 0, 0, 1 background "guis/assets/common/bg" windowDef LocationText { rect 10,408,619,79 text "gui::gui_parm1" textscale 0.94999999 textalign 1 forecolor 0.72941178,0,0,0 visible 1 background "guis/assets/main.tga" matcolor 1,1,1,1 } windowDef VidFrame { rect 0,0,640,480 visible 1 backcolor 1, 1, 1, 0 windowDef RoqFile { rect 0,0,640,480 visible 1 background "myRoQ" //video requiring RoQ mtr shader, place RoQ in sound/roq matcolor 1,1,1,1 onTrigger //onAction clickable GUI activates individual GUI, onTrigger non-clickable triggered GUI activates all instances of GUI in map { resetCinematics ; resetTime "Anim" "0" ; localsound "tunnelVision2001"; //sound shader, place OGG in sound/roq, add to SNDSHD file } } windowDef RoqFile1 { rect 0,0,640,480 visible 1 background "guis/assets/launch" matcolor 1,1,1,1 } } windowDef Anim { rect 0,0,0,0 notime 1 onTime 0 { transition "RoqFile1::matcolor" "1 1 1 1" "1 1 1 0" "50" ; } onTime 24000 //1000 is 1 second { transition "RoqFile1::matcolor" "1 1 1 0" "1 1 1 1" "500" ; } } }
  8. Perhaps you need the latest Application Profiles update: http://www.rage3d.com/board/showthread.php?t=33961798 ? I would try renaming it to "something else" unless you are a Crossfire user. I also tried that CLI argument and it failed. It might require a path to the executable with no spaces in the directory names?
  9. http://forums.thedarkmod.com/topic/11361-aidakeeleys-musings/page__view__findpost__p__222795 Unless Aprilsister is just channeling his Aida's spirit, the above Aidakeeley quote does seem to say "boy"? (The very next post Aida describes his\her musings as "madman mutterings"...) In short, beware of Lola Bikerdude, you should probably go fishing elsewhere to score some FM addicted ladies...
  10. Version 2 will be missing textures in 1.03? You are perhaps saying that the original release works in 1.03 but not in 1.04?
  11. Perhaps this is related to tracker: 2511 ?
  12. I don't get why any anonymous poster would get all that heated about another anonymous poster's opinion. Though I have tried to defend myself when my logic looked flawed on more than one occasion. I guess it's human nature. I just see that Aprilsister is a rabid fan of this mod but is way too aggressive and disparaging to Thief fans. I think having someone defend the mod when it's criticized for somehow "not living-up to Thief" is alright to a degree but the virulent hostility is uncalled for. I hate to make this analogy but it's as if she is a loyal pit-bull that scares away friends and neighbors. Melan was right to comment that Aprilsister's hostility does not reflect this community. As for Shadowhide's perception of this place, I will say outright that while I rant and rave about The Dark Mod, I know where it comes from. There is no reason to put-down Thief. The only thing Thief that this community occasionally gets worked-up about is Thief: Deadly Shadows. (But even TTLG isn't unanimously celebrating that game). I don't think it's the worst game out there, I just prefer what is being done here. All that said, I really need to play more Thief and would gladly do so if the time were afforded.
  13. It wouldn't be easy but you could use your map and some TDM AI in a "standard" Doom 3 cut-scene. Then use the DOF effect from Sikkmod. But the end result would have to be an ROQ movie.
  14. I have confirmed that any rename of the Doom3.exe file will eliminate the Catalyst AI issues. As for Crossfire, that will have to be tested by someone else...
  15. Yeah. Shader replacement for Doom 3 has been controversial almost since before the game was released. I just keep hoping that ATI looks at better Hierarchical-Z or overdraw improvements for Id Tech 4 but I suppose those should be for OpenGL overall anyway rather than be target to just Id games. It's a shame that PowerVR got chased out of the Desktop market. Now engines like UE3 essentially do a deferred rendering "visibility check" pass in software rather than where it belongs (in the hardware). How messed up is that? An engine developer hacking together a better overdraw prevention method than the hardware vendor's own driver team? Bleck! Another example from an experimental engine from an Intel employee which (again) does the overdraw reduction work for the hardware vendor: http://forum.beyond3d.com/showthread.php?t=58180 Then again, PowerVR's patents may be tying some hands here as well... I wonder how long until PowerVR tries suing UE3 for it's deferred approach...
  16. I'll test that tonight. I presume that darkathena.exe's (Chronicles of Riddick: Dark Athena) profile has some additional performance benefits and Crossfire compatibility (so the full answer would be from someone with two or more GPU's ... Hint Hint Trunks0 ...) Though it would be cool if ATI created a "TheDarkMod.exe" profile and optimized the hell out of it. I suppose they only do that for professional game publishers though ($$$$$$$$$$$$$$$). Anyone want to start a paypal account to have some ATI negotiation funds...
  17. Yep. I took some of my own medicine and tested this. Even my old Catalyst 9.10's work with this method. Catalyst AI Full and no artifacts or crashes. It would be cool if TDM launcher could work with other executable names. I think in this case just having it recognize Doom3.exe or darkathena.exe would be great. ATI should just make darkathena.exe the default Doom 3 driver profile. It's not like that old Humus fix really helps on modern GPU's and none of the hardware sites benchmark Doom 3 anymore. I dare say that folks are probably only playing Doom 3 with some mod applied these days anyway.
  18. Here is a Doom3world thread about creating bots for Doom 3. So added to stgatilov's comment... yeah you could probably still do what you want without GPL (the current SDK is open source...): http://www.doom3world.org/phpbb2/viewtopic.php?f=56&t=9940&st=0&sk=t&sd=a
  19. I haven't had a chance to test this one either but some Doom3world folk are reporting that renaming the DOOM3.exe to darkathena.exe fixes these problems. (Chronicles of Riddick: Dark Athena) That shouldn't interfere if you launch TDM from the "Mods" menu in Doom 3 but I have no idea how tdmlauncher will react if you try to launch TDM directly...
  20. Release article: http://www.moddb.com...action-released (As usual, it will likely take a couple of days to be authorized by Moddb.) Edit: Also... Wikified!
  21. That jump is tough, I think you need to use the "lean forward" key (defaut "F")? You should first try a smaller mission like "The Outpost"
  22. Thanks Stumpy! I've update the wiki. That story sounds promising.
×
×
  • Create New...