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nbohr1more

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Everything posted by nbohr1more

  1. Yes, there are robust trigger, Stim\Response, and scripting frameworks. At least a couple of Dromed mappers are afraid to touch Dark Radiant because of how much easier it is to use (they don't want to be spoiled by Dark Radiant and loose motivation to finish their Dromed projects.)...
  2. Sikkpin doesn't appear to have an AF solution in his mod other than blurring the hell out of distant objects with his Depth Of Field solution (If he incorporated and Object LOD framework in the DLL, nobody would be able to tell how horrible the low-poly models looked :laugh: ). If anyone should get credit for the merge, it should be LEGION as I haven't had much tinker time at home. (I got discouraged about mod merging after I couldn't merge Denton's mod with the Classic Doom mod.)
  3. You're welcome. Have you tried some of the performance intensive missions like: Return to the City (this one is being optimized and re-released...) No Honor Among Thieves Betrayal ?
  4. Did you try putting seta r_useEdgeAA"1" into autoexec.cfg ? If you have edgeAA.vfp in your glprogs directory and postProcess.mtr in your Materials directory then that should work... Both mods use a gamex86.dll so I'm surprised that you could combine them but I suspect that Sikkpin's DLL was scrapped?
  5. See this excerpt from the Material Definition: postProcess/edgeAA { sort postProcess { Program edgeAA.vfp fragmentMap 0 _currentRender fragmentMap 1 nearest _depth vertexParm 0 Parm0 // AA far clip distance vertexParm 1 Parm1 // offset scale vertexParm 2 Parm2 // depth distance threshold } } I believe that this is the needed CVAR: r_useEdgeAA And this is some distance optimization CVAR: r_edgeAADistance
  6. I don't believe that the Doom 3 source has provision for AA to be applied to Shader output but ATI and Nvidia have found ways to hack AA into the rendering pipeline and allow you to force it. When modders create shaders that neither ATI nor Nvidia can anticipate those hacks dont work. Sikkpin has resolved this in his mod by creating a shader that does AA (but it is also VERY expensive).
  7. Congrats redleaf! Those "Threaded Optimizations" are to nvidia drivers what "Catalyst AI" is to ATI drivers. Those settings are poison.
  8. Yeah, it looks like VisionTek only provides one driver when you goto that link and choose Win7.
  9. I'm still waiting for grayman to fix this and still find dying AI ...then capture a screen-shot of the death event and see a ghost revnant putting it sword into the AI's back with a smile on it's face
  10. atioglxx.dll is part of the ATI driver. Now that I think of it, you could try this: 1) Download the ATI 4000 series driver at VisionTek 2) Start the installer but cancel it after it has extracted to a directory on your drive 3) Find the Bin folder in that extracted directory (I'm pretty sure that's it, I will have to verify later) 4) Find atioglxx.dl_ 5) Copy the path to that folder into your Windows clipboard 6) Run "cmd" (command prompt) 7) Type cd and past the path from your Windows clipboard then press enter 8) Type expand atioglxx.dl_ atioglxx.dll 9) Copy the new atioglxx.dll into your Doom 3 base directory This will allow you to use the VisionTek specific ATI OpenGL driver just for Doom 3 and won't affect other games. I will still recommend that you update your motherboard drivers as video drivers depend on interactions with chipset resources.
  11. While I am looking forward to Serpentine's work I took another look at EMBM in Doom 3 and it doesn't look as cumbersome as I thought it was. The shader vfp code in this forum post is irrelevant as I believe it is already in the GLProgs (?) so all you would need to do is follow suit with the elements in the material definition. Take a look if you wanna play with it: http://www.doom3worl...=14158&p=128651 (second post by OrbWeaver btw... )
  12. Can you tell my employer to stop blocking youtube so I can see some of these cool posts before I return to the dungeon (home). (I'm a terrible employee )
  13. Usually VisionTek is fine with vanilla ATI drivers so that suggestion was a long-shot. I have an AGP card from Sapphire that just doesn't work right for a couple of specific games unless I install an old Sapphire specific driver. You could try updating your motherboard drivers instead as I don't believe that has yet been tried.
  14. Shaz went through some of these steps in The Alchemist thread and another thread labeled "Why wont these 3 mission start" (approximately). She is posting in windowed mode because that is her best chance of capturing the error. If it's not her ATI driver, then the motherboard chipset driver is the only thing left... (Unless you wanna cut your map into pieces until she finds the bad object like grayman did...)
  15. That still looks like an ATI driver behavior to me. I see that VisionTek only offers one driver revision, perhaps that is the only driver that is really compliant with your card. Have you tried the VisionTek specific driver? http://www.visiontek.com/downloads.html
  16. Maybe I'm off-the-rails but I thought we were discussing making the whole orb look like reflective Gold? Like a better version of what Fidcal attempted: http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__235266
  17. Cubemap's are not usually that expensive as it is really just six textures being rendered depending on orientation. Tels did bring-up a valid concern though, the reflection will not change with the environment. It will have to be a kind of generic reflection. I thought that some of those were present already in Doom 3 but if not you'd have to create some generic room and capture an envshot then blur all the captured images. I think Tels was worried that you were applying the Cubemaps to every gem on the model... If that is the case, yes that is overkill. There is also a native EMBM shader vfp which might even look better but that one probably is too expensive. (Mostly just too cumbersome to call it in a material). (Take a look at what is already available in the env directory for Doom 3 base, I'm pretty sure that generic reflections are in there...). Edit: If you think about it, golden loot items are stationary anyway so a cubemap for any container is all that's needed. Eg: cubemap for footlocker interior, cubemap for cabinet interior, etc.
  18. I wouldn't completely discount the efforts of the TDM team to improve performance prior to Open-Source, ...when SDK bugs are fixed things can potentially perform better... (I won't argue that any more performance could've been squeezed in v1.02 for your map, you're probably amongst the best squeezers AFAIK )
  19. AI regenerative health when "ITO" is in effect? (that's probably a terrible hack )
  20. "Shadowhide, he doesn't like The Dark Mod" (Copyright 2010 Shadowhide Opinion Factory)
  21. Maybe modify the "Interleaved Thinking Optimizations" so that the think interval is increased near visportals?
  22. One of the great possibilities is that the Open Source community will see the potential of a fully dynamic unified light system and appreciate it as much as Intel does for their tech demos. Right now TDM seems to be the primary driver of SDK changes and Editor improvement. If the folks who went whole-hog with Quake 3 (Xreal, etc) decide to put the same efforts into Doom 3, then the TDM team won't have to shoulder all that burden to improve the graphics themselves but instead can pick and choose from what the community has contributed to the engine.
  23. Wow! Your apprenticeship under Melan seems pretty evident in the changes to the look of the city. Quite a change but definitely still Bikerdude quality!
  24. Maybe the AI are sad that there are no ladies (couldn't resist)
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