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nbohr1more

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Everything posted by nbohr1more

  1. Yeah, all my metaphors lean to the nerdy stuff. I think I need to hang out with "The Fonz" or some-such and start using auto-mechanic metaphors...
  2. I was thinking that Catalyst AI might be doing something akin to nvidia's "Threaded Optimizations" (forcing multicore usage...) with the later releases but I just figured the other problems were worth eliminating if possible. The Dmap would affect collision, thus physics, no? Though I've never heard of CM going "out of date" like AAS, so that was a long-shot.
  3. The save will be good to have. To dmap: 1) Leave the affected mission installed 2) Copy the mission.pk4 from your FMS directory elsewhere (Desktop) and rename it to mission.zip 3) Extract the file and you should see a mission.map file in there 4) Create a maps sub-folder in the mission folder under Doom 3 (example C:Program Files\Doom 3\Flakebridge\maps) 5) Launch "The Dark Mod" then open the console "CTRL+ALT+~" 6) Type: dmap mission.map (example dmap flakebridge.map) 7) Once this has completed, new files will appear in your new maps sub-folder 8) Copy these files to the extracted Pk4 and over-write the old versions where they exist 9) Zip the contents of the extracted pk4 then give it the same name as the original. 10) Replace the Pk4 in the mission install folder with the new one (Example C:\Flake\Doom 3\Flakebridge\Flakebridge.pk4 ) ( Note: For St Alban's Cathedral Bikerdude had to apply a 4GB patch/hack to the Doom 3 executable to dmap it because the dmap ballooned to over 700MB... some inherent Doom 3 limit apparently...) 4GB Patch "NTCore" http://www.ntcore.com/4gb_patch.php
  4. Actually, looking at the symptom we might be seeing a problem related to Crossfire AFR rendering Does the situation improve if you disable Crossfire (presuming you force-enabled it)? And to rule out that this is perhaps a Catalyst witch-hunt, have you tried re-downloading the affected missions or dmap-ing them?
  5. I haven't looked at the benchmarks but the Galaxy card has a 192bit memory controller verses the 256bit on Grayman's option. (With a 128bit GDDR2 memory interface, I would kill for either )
  6. Have you tried editing the XML (in Safemode) as I posted in the Wiki article: ## If it is you could still change it by editing your profiles.xml found at "\Users\'YourUserName'\AppData\Local\ATI\ACE\Profiles.xml" ## Under the heading <Aspect name="Radeon3D"> needs to be an entry :- ## Code: <Feature name="CatalystAI"> <Property name="CatalystAI" value="Disable" /> </Feature> Other than this, some folk are suggesting removing CCC and using ATI Tray Tool
  7. Great stuff! I'll play the beta but I cannot guarantee much playtime these days with our new baby around Plus I've got Moddb articles to write... Lowenz and Grayman seem to be beta-test maniacs who can spot any anomaly no matter how minor.
  8. Normal maps have been around since the mod began but you probably never noticed them because they are packed together into a "Material" definition and you would think of them as just a texture in DR. LOD is primarily for large out-door scenes and the amount of LOD models is a little sparse so if the catalog of LOD entities does not have stuff you would use for an out-door scene you would need to make your own LOD models to get any benefit. There is a wiki about LOD and creating simple models (pretty much a billboard or two unless you are good with modeling or decimation.) SEED is the mothership that runs LOD and Procedural content generation and Model Combining. One thing that almost any map can benefit from with SEED is that you can combine models together is a similar manner that Brushwork can be grouped into a func_static. It goes without saying that letting SEED randomly generate plants for your outdoor map will save you time verses manually planting those things. Tels will probably be along to say more...
  9. Not that Blackheart Manor or Dram are anything to disparage, I'm just saying that the TDM team's work seems to be perceived less to players than the mappers' work. Dram being an outlier case as he is also a Team Member.
  10. There needs to be more content and a story. More noise. I was planning on doing Team member profile stories and discussing the work that went into the release. Unless more comprehensible detail is provided, the changes listed look like tweaks and technical mumbo-jumbo to players and they wont get excited about the features until a mission uses them (for which they will likely attribute to the mission author rather than the TDM team ). All the sweat and tears, and I'm sorry to say that Dram's Blackheart Manor would probably elicit more fervor from the audience than some of these back-breaking miracles like adding 3 AI types in a short mod update release...
  11. YES! The "What are you working on?" thread is about to become nice and competitive
  12. LOL Biker, unless he's solved his auto-grimer idea I think you or Fidcal would be better candidates for griming things up
  13. You also need to change your Aspect Ratio. If you have done so and it still is not working create a text file named autoexec.cfg (make sure that your folder view is set to show extensions so that the file isn't really autoexec.cfg.txt ). Then place these cvars into the file: seta r_aspectRatio "1" seta r_mode "-1" seta r_customHeight "1920" seta r_customWidth "1080"
  14. Quick sloppy answer: If I recall correctly, Mad's Mountain was built in Blender. That's why you don't see much in the map in DR. The conventional method is to use patches ...(and if you want to get fancy export the patch work to Blender for vertex blend painting). Check out the caves in NHAT 2, and Caduceus of St Alban for other examples.
  15. Tracker 1201 is where the Fast Ambient Light and Readables were first reported as an issue: http://bugs.angua.at/view.php?id=1201
  16. I can't praise this enough! Everything is smooth as glass, features have been added, no existing features have been broken, and it was released quickly as well. If only my employer could release version updates this smoothly... BTW... How goes the OSX build? (I think that will be a big boon to promotion too...)
  17. Ha ha! It looks like our contest mappers will be able to use the new Object LOD and SEED system in their missions after all. I have posted the release article at Moddb but more will follow (not yet authorized): http://www.moddb.com/mods/the-dark-mod/news/the-dark-mod-version-104-is-out
  18. Looks good. A nice rustic lodge. Some early contest footage, eh?
  19. Try "alphatest parm3" in the material definition
  20. My first request: I'm not sure if there is already an easy way to do this but it would be cool if there were a feature that let you position an envshot or camshot script event to more precisely collect cube map images for reflections (etc). Thanks.
  21. I think that a "Feature Proposal" thread would be good to have around to let mappers express their DarkRadiant desires without making Bugtracker a mad-house of random requests. (My apologies for the Normal Map sculpting feature request ...) I'm not sure Greebo will read anything here but he might get a couple of chuckles at least...
  22. Related Workaround: http://forums.thedarkmod.com/topic/11917-skybox-bug/
  23. You may need to kill CCC (Catalyst Control Center) before trying this change (or make the change in Safemode)? Several Doom3world folk have reported success with this method...? As far as profile creation goes, I'm afraid that I'm a bit behind the times. Here are the current Rage3d.com topics that address this: http://www.rage3d.com/board/showthread.php?t=33961798 http://www.rage3d.com/board/showthread.php?t=33963638
  24. ## If it is you could still change it by editing your profiles.xml found at "\Users\'YourUserName'\AppData\Local\ATI\ACE\Profiles.xml" ## Under the heading <Aspect name="Radeon3D"> needs to be an entry :- ## Code: <Feature name="CatalystAI"> <Property name="CatalystAI" value="Disable" /> </Feature> Have you tried either creating an Application Profile or the above workaround...?
  25. This is some holy grail stuff here Flanders. It would be cool if Blender were not needed to achieve this but if you can post a Youtube of one run-through that would be wicked-awesome. SSAO can be done but would bog things down too much performance-wise. When Doom 3 goes GPL it will probably be added. (The real Holy Grail would be baking AO into the Enhanced Ambient somehow... I wouldn't care about map load time if someone had a working solution either )
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