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nbohr1more

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Everything posted by nbohr1more

  1. Try this one: http://www.ubuntudoctor.com/content/blog/07/How-to-add-a-Wubi-boot-entry-in-Windows-Vista
  2. AluminumHaste has come through (again) and has posted a thread at Doom3world: http://www.doom3world.org/phpbb2/viewtopic.php?f=39&t=24219 Maybe some old Doom 3 vets will go crazy and use their secret magicz...
  3. To my recollection, Wubi uses Window's native bootloader and bootstrap's in a Grub boot process...? You may be able to use BCDedit to resolve this. (I think there may be some easier GUI tools for this now...)
  4. So far we have: Jesps, ocn, shadowhide, and Carnage as interested authors... I will keep my eyes on the other communities for other entrants. Moddb announcement shortly.
  5. Thanks Carnage! I will compile a tentative list.
  6. Rage3d has posted a news item! http://www.rage3d.com/index.php?cat=75#newsid33973787 (Vendor involvement still pending.)
  7. Alright. Anyone with a Doom3world.org account wanna copy the rule to a thread there for me? Thanks, nbohr1more
  8. Thinking about entering the "Seasons Contest" Carnage?
  9. Thanks Shadowhide. Perhaps Clearing will post the announcement on Darkfate's front-page too
  10. I was hoping to catch enough mappers here then do the general announcements all at once (ttlg, Moddb, Rage3d, etc...) I have posted at ttlg and will post at my regular haunts. I am kindly requesting that anyone in any game forum that might have mappers to copy the rules and post there (please).
  11. One thing that would be cool to see is a map of just one entity type that has LOD levels and compare: 1) All high detail models (No LOD, No SEED) at a barely playable density (15fps ?) 2) Just LOD 3) Just SEED 4) LOD + SEED Also, to clarify does the "watch_brethren" feature let you specify how close things are combined or does it always combine all in the selected region except for culled items? Is there a way to make the "combine" feature combine smaller numbers of high-poly items that are close to the player then "combine" big swaths of low-poly models in the distance? (Does it do that automatically currently? )
  12. Sure. If someone wants to squeeze a mission in late in the contest that is a valid option. Good luck with those other projects
  13. Thanks ocn and Shadowhide. If the words "put your money where your mouth is" have any relevance, anyone who wishes to challenge at least one of these new arrivals has their chance now...
  14. Thanks Jesps! I realized after posting that I already hinted to the Moddb community that a contest is on it's way so now I will have to post a postpone notice if there is no interest. This isn't a marriage proposal so folks can place non-committal, half-hearted, "Maybe" responses if they wish. No consequences (except for folks asking "Will you ever finish your contest map ?" (Sorry Winter ))...
  15. The Great 2011 "Seasons" contest will commence shortly! This contest is intended for any type of FM having a clear seasonal element such as weather etc. sun, snow, rain, fog. The best use of the theme "Seasons" is how the missions will be judged. Because summer is not distinctive visually it is recommended (but not essential) that entries for summer be daylight FMs There is no size limit. Contest length: 3 months As the time-limit implies, we are expecting that missions will be built within the 3 month period as a matter of honor. Those interested in entering the contest please post below in this thread. Please state whether you're a maybe or a certain entrant and when you are free to start. The start date (and thereby the final day for entering) will be 1st March BUT If we get sufficient entries well before then we shall start early. I will be posting an article at Moddb for a general invite to the modding community if a sufficient number of entrants agree to participate. (This thread is not for discussion of how the contest should be run or whether it should be different.)
  16. I was thinking of the Particle leaves on the trees. Not just the draw calls but the amount of Alpha-Sort on the GPU... Of course, there are probably other nifty things that distance based particle effects can do but I also never looked into whether this is already something that can be controlled via an FX definition...
  17. Can the particle emitters be adjusted via LOD so that closer ones emit more particles (etc)?
  18. I'll have to make some noise about this at Rage3d (unless you wanna post there Biker). That should help stir up some vendor interest in the mapping contest
  19. Looking forward to seeing a result shot for the "two spots" image. Has your original swamp map seen any improved performance after the rebuild or will that have to await different models still, etc?
  20. Questions: Since the FM extractor seems to open up the PK4 upon installation, can you include override zzz_stuff.pk4's inside your PK4? Would that even allow you to pack your own custom gamex86.dll inside the override PK4 without interfering with TDM's gamex86.dll system-wide? (I suspect "no" to the second one as there would need some "relinquish control' mechanism to revert back after FM uninstall...)
  21. Fantasy seasons, eh? Asteroid season? Volcano season? Spider season? Season of the Witch!!!! \m/ I think the bulk of the original voters intended the season to be either Winter or Summer. Adding the other seasons was a tweak to add more diversity. Allowing Fantasy seasons would probably burn the last ounce of patience from some voter who wanted "Snow mission contest". If I were a total scumbag, I would get on my soapbox and find a way to steer this contest into a Halloween ( ) contest by belittling every other season's short-comings.
  22. Oh wow. That is missing treasure right there. That's right up there with the resurface the "Raccoon City" mod. I'm sure those assets could be modified and used for a Cyberpunk TDM spin-off... (I will stop daydreaming for a moment until a qualified party chimes in )
  23. I wasn't saying it was easy. (Though... you have "raised the bar" so easy is hard to define... ) I just wasn't sure of 2297's remaining importance... Things keep looking better and better Thanks for all the updates :wub:
  24. I wonder if anyone knows where the "Sapphire Scar" (Doom 3 System Shock mod) assets went... HL2 assets can now look appropriate thanks to Sikkpin implementing HL2's ambient cubemap lighting (I even saw an older Doom3world thread where someone made a HL2 style skin shader in ARB shader language...)
  25. Yeah, I have a feeling that 2297 was opened because of your concerns about the dilemma posed by 2593... Now that you've got past that concern 2297 is just a nifty little augmentation...?
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