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nbohr1more

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Everything posted by nbohr1more

  1. Sikkpin claims to have found a way to activate the use of Cubemaps with lights!!!! Also, 3D light attenuation!!!! http://www.doom3worl...&sd=a&start=520 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! (I'm trying not to get too excited... This will be a monster if true!!!!!! ) Chester Copperpot quotes "I have found the key to One-Eyed Willy" ... Edit: He has a picture of it working! (my workplace filter stripped it out)
  2. It looks like the FOV was a little narrow... (I will see if I can collect a better shot...)
  3. This doesn't work for you then? http://www.moddb.com/mods/classic-doom-3
  4. Yep. Minecraft consists primarily of user created content, does that mean that Minecraft has not been released? Edit: You could consider Minecraft to be the dumb-down-for-the-masses version of Thief\TDM fan mission creation culture.
  5. Tracker: http://bugs.angua.at/main_page.php
  6. Thanks again Rebb. I will keep this in my pack o' tricks.
  7. Does this disable the water post-process effect? Can this be applied universally without any artifact? (I think my autoexec.cfg is about to be updated ...) Cool tip Rebb!
  8. For what it's worth, I have posted a v1.03 release article: http://www.moddb.com/mods/the-dark-mod/news/the-dark-mod-version-103-is-out It appears that only the "Player's Choice" has an honorable mention area so keep crossing those fingers and toes.
  9. From my understanding, the Quicksave crashes are due to uncertain memory states in the internal id filesystem. If that ET:QW file or another workaround can move this out of the proprietary area these crashes could be diagnosed and fixed more easily... (Crossing fingers that this is not a dead-end that has already been tried...)
  10. Why not go all-out and get an original AMD Phenom so you can have rare math errors...
  11. If a mapper wants to target post v1.04 for their release they can proto-type with the current framework. So it's a matter of whether the mapper in question trusts that all those additional fixes will arrive on time or if the mapper is willing to let their release slip to v1.05 (or whatever is post v1.04) if necessary. If someone wanted to be a wise-acre I suppose they could release a mission with the warning that "Saves" don't work so just play it through in one session (like a "real man" ?) ... Edit: (Don't mind me though... I'm just dreaming of a pretty youtube video demo of some of this for Moddb promotion... )
  12. Sorry to hear that. There's plenty of cool stuff in v1.03 so I wouldn't fret about it. I just wanted to see if that entry was forgotten about. I hope you stick around and we see more of your stuff in the upcoming releases
  13. Haven't checked yet but Nosslak's "Bellows" model hasn't been added yet? http://bugs.angua.at/view.php?id=2358
  14. Playing the mission according to the wiki updates: http://wiki.thedarkmod.com/index.php?title=LODE_-_Known_bugs
  15. I'm more of a Planet Penguin Racer fan... (Oh the heady days of adding compiz workarounds for 3d games into Ubuntu and alternately dealing with unstable Flashplayer support and unstable ATI drivers... I miss those times...)
  16. Thanks Tels! As a low-ender I was getting especially worried about the hide-distance being broken (not that many maps use it, but every little bit helps). I hope that mappers start piloting and getting acquainted with this as soon as possible. (Maybe someday I'll be one of 'em... damn time-vampire wife... )
  17. lost_soul's post in the Thief source code thread has made me want to see if TDM runs in ReactOS...
  18. You can make Windows 2000 compliant compiles but it requires a number of workarounds (according to a quick Google romp). Here's one known problem: http://support.microsoft.com/kb/2005279 (I won't hazard to guess how difficult or numerous those workarounds are... )
  19. I thought that those physics anomalies near doors might drive up CPU usage so fixing this also might've had a side-benefit.
  20. I will keep crossing my fingers on this one. Thanks again. I know how frustrated Tels has been about not having time to flesh-out all his LODE concepts so I'm sure he'll be in better spirits when afforded more time for v1.04 (unless he goes through all the added work and still finds some insurmountable gotcha... or just gets sick of the whole thing). I hope at least some of his hard work on these features sees the light of day soon, even if it is just a demo until v1.04.
  21. Thanks for the details. I know that LODE is the biggest performance improvement but plain ole LOD would also help a little so I was hoping that may have been substituted. Then, barring either, the general performance improvements like Interleaved Thinking, Memory leak fixes, new Boost libraries, and NPOT texture fixes (for ATI issues) might've helped? Finally, just having the map be compiled conventionally might also help? You've got a powerful system so I am not sure those little enhancements would help you... Have you tested it on a low-end system? (Grayman? ?) (The way my wife is squandering my free-time I will probably have to wait a month after release to find out... )
  22. Did anyone else verify NHAT 3-3 is fixed as Greebo requested or is that fully settled? (Would like to know if performance is improved... )
  23. Added: Radiatoryang's "High Society" Ocn's "Nocturnal Rites Prologue" Edit: Also: Sotha's Thomas Porter 4 AluminumHaste's winter mission?
  24. I suspect that any Dark Mod convergence with any Thief "source code" project (OPDE?) would have to be well after Doom 3 has been made Open Source (and by other interested parties). The current team can barely keep-up with TDM itself. If anything like this were ever to happen, this would be my speculation about it's life-cycle: 1) Doom 3 goes GPL 2) "Other interested Id Tech 4 enthusiasts" add features such as Light Maps and more flexible map construction methods that would make the mission converter less of a project. 3) OPDE is completed and plays Thief fan missions. All Thief commercial assets are replaced (textures, voices, etc). 4) The OGRE renderer in OPDE is replaced with the Id Tech 4 renderer 5) OPDE adds Id Tech 4 physics (or whatever physics may have been integrated into Id Tech 4) 6) OPDE adds Id Tech 4 sound 7) OPDE adds Id Tech 4 SDK (AI, Entity Management, Scripting, etc) and begins moving AI code there 8) A billion years later... All OPDE AI code runs from within the Doom 3 SDK framework 9) Code is ported into The Dark Mod as a legacy mode That's my estimation of the scope of these "wishes". I'm sure someone will come along and correct my guesswork.
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