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nbohr1more

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Everything posted by nbohr1more

  1. 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
  2. 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.)
  3. 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)...
  4. 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.
  5. 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?
  6. 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.
  7. 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?)
  8. 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"
  9. 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.
  10. 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
  11. Glad to hear that you are making better progress now Garreth. Looking forward to it!
  12. 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.)...
  13. 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.)
  14. 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 ?
  15. PM Sent...
  16. 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?
  17. 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
  18. 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).
  19. Congrats redleaf! Those "Threaded Optimizations" are to nvidia drivers what "Catalyst AI" is to ATI drivers. Those settings are poison.
  20. Yeah, it looks like VisionTek only provides one driver when you goto that link and choose Win7.
  21. 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
  22. 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.
  23. 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... )
  24. 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 )
  25. 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.
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