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nbohr1more

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Everything posted by nbohr1more

  1. Probably a bit complicated but I wonder if you could load-up a bunch of readables for the easy mode and use nospawn on many of them for the difficult modes?
  2. I presume that this is not an SLI bug (you also tried this with SLI disabled correct?) ?
  3. That's interesting... If you made buildings out of models and then made shadow meshes for the walls, moulding, etc... then there would be a performance gain (kinda cumbersome though understatement o' the year )
  4. Hrmm, even though it's not entirely practical that Arcturus Normal Mapping article is interesting to look at and read... (I was already thinking of linking Komag's Dark Radiant tutorials...)
  5. (I wonder if I'm allowed to brag about the traffic figures... I knew Biker's FM would be a draw... )
  6. Thanks! (Now I just need more "Karma" so my posts have more impact... We'll get there. I have some more tricks up my sleeve yet...)
  7. Alrighty Biker, I'll fix up some more of your grammar when I upload your maps. (I am trying to milk as much promotion from each FM release as possible ) Edit: I fixed some grammar... I am surprised it let me change it so quickly (much longer to post there...)
  8. Actually I didn't want to change them, your quirks and British colloquialisms (slang, etc) make for an entertaining and interesting read. Serpentine corrected enough of your language to make it readable for a worldwide internet audience
  9. Bikerdude Interview @ Moddb: http://www.moddb.com/mods/the-dark-mod/features/bikerdude-interview
  10. Actually a 2002 comedy (?) The Master of Disguise Sorry
  11. Note that your ribbing has not provoked me to de-friend you (LOL).

  12. Added to the wiki: http://wiki.thedarkmod.com/index.php?title=Making_an_Entity_frobable
  13. It was listed towards the top of the general "Mods" listing, so that is more exposure than we previously had. http://www.moddb.com/mods But apparently an Admin\Editor has to see it and post it to the front page. I think the editor will want more of a fleshed-out article to have the news hit the front page. I have something planned for that... (I kinda think I should do regular articles about "how much Moddb" has helped the mod grow in popularity, it will be cross-promotion and get us on their radar... ) (We also need to prove "reader-ship" so please do your part and visit the Moddb site for The Dark Mod ... )
  14. I don't have an "Articles" tab....? You should be able to view the update under the "New" tab (see link below ) http://www.moddb.com/mods/the-dark-mod/news
  15. Yep. The Moddb presence should represent proportionally how much more content this mod has. Rather than seeing one or two maps being incrementally updated from some small mod we can show them our legions of mappers at work
  16. Moddb has been updated with news of the release and images courtesy of AluminumHaste. Going forward I will try to do the same thing for every FM release. (I also plan on going back to old missions and high-lighting them so that they are not neglected.)
  17. Development in that field is finally picking up pace! I still think we will have 20-view parallax barrier displays before true holography because it will be very cumbersome to bath real scenes (and actors) in interference beams while shooting a movie (totally photo-realistic CGI would probably be needed for holo-movies except for toons ). I suppose a hybrid approach would be good for stuff that projects out of the display though (kinda gimmicky)...
  18. http://wiki.thedarkmod.com/index.php?title=DarkRadiant_Command_Reference I believe Edit > "Select Complete Tall" or Edit > "Select Inside" are what you are looking for but if you are doing this because the architecture is becoming unwieldy to navigate (or laggy) I recommend using more layers.
  19. Yeah, ATI 5000/6000 series or nvidia 4xx series could pull-off some of this stuff pretty smoothly. I think Sikkpin might get around to putting an AA stage into his POM shader and someone could do the same for parallax mapping using his work as a template (unless he does that as well). It's just a crying shame that they would be wasting all those FPS on stuff that would be much easier if you could tell the shader stages where the real triangles are. Edit: ATI's 6000 series has a post-processing AA method built into the drivers call MLAA so maybe you could skip Sikkpin's version? Will LEGION buy a new video card to find out if the artifact is gone?
  20. You're welcome. Here is the thread about the resolution bug: http://forums.thedarkmod.com/topic/11249-maddening-resolution-issue-no-proper-1366x768/ Quicksaves are known to be problematic for some missions (The Alchemist has a patch for this) especially if you try to use the mouse-wheel (which is broken in 1.02). Finally, I would disable as many background programs as possible IM Client, Bittorrent, etc. Then make sure you white-list Doom 3 and The Dark Mod in your security software (or disable you NIC in Device Manager then disable your security software, unless you have the Steam version of Doom 3...). Good luck.
  21. 1) Are you trying to resume from a save game? If so, I suggest you delete that save it may have problems (see The Alchemist thread). 2) Do you have version 1.02 installed (did you run the updater)? 3) I would recommend trying another wide resolution, 1366 x 768 is known to be problematic in 1.02 4) I would make sure you have UAC disabled 5) You may need to upgrade or downgrade either your video drivers, motherboard drivers or both... (Springheel's suggestion about overheating might be something to look into... Also what wattage is your power supply?)
  22. Have you tried these configuration changes? Open Nvidia Control Panel -> Manage 3D Settings -> Bottom half of list locate "Threaded Optimization" <-- Set to NO / Off Also set "Multi-display/Mixed GPU acceleration" to "Single display performance mode"
  23. AA has to be applied to the edges of geometry before post processing, since Doom 3 doesn't provide access to the geometry in the scene you have to guess the geometry edges by interpolating the Z-Pass data. I suppose you would also need geometry data to correctly calculate AF. I can't even guess how expensive a "post-process" AF solution would be... When Doom 3 goes Open Source these crazy antics shouldn't be needed. Edit: To clarify further, the Parallax Mapping introduces new silhouette edges after the initial geometry pass is rendered so it needs it's own AA pass.
  24. Sikkmod seems to be more of an experiment than something that is completely practical. The concept is "How many shader effects that need Z-Buffer data can share the same data from one Z-Buffer render?". So instead of having SSAO effect do a Z-Pass for the whole scene then have Soft-Shadows do the same Z-pass, then DOF, etc you do one expensive Z-Buffer render at the start and then have all the other effects milk data from that first pass. It is punishing to the GPU to have to reverse engineer the whole scene from the first Z-pass for every effect but it doesn't require the CPU to keep getting pummeled for that Z-Pass for every effect (which is MUCH worse). It's a fun mod for folks with Quad GTX480's
  25. Glad to hear that you are making better progress now Garreth. Looking forward to it!
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