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nbohr1more

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Posts posted by nbohr1more

  1. Oh well. I still wish I knew why I can face the wall around the manor and still have 6fps (normally when you are right against a wall the FPS spikes to 60fps)... but OTOH I have nearly 30fps when looking into a dense group of trees which are in the dark??? :huh:

     

    This map (NHAT 3/3) has weird performance characteristics on my system :laugh:

  2. I suspect that the lighting related game-play mechanics would be problematic but this screen seems to offer cursory proof that this could be a successful venture...

     

    943147228d1221781059-crysis-map-niveus-castle-niveus_9-17_2.jpg

     

    I would add that instead of the current Crytech, that instead it would probably be something like CryEngine 5 or whatever will shortly be available when Id Tech 4 no longer plays well in current OS's (again this is presuming that ZeniMax decides to prevent Open-Sourcing the engine).

  3. Your hardware is more than capable. I tested NHAT 3/3 on a Pentium 4 @ 2.8 GHz, Radeon 9600 Pro (128mb), 1.75 Gb RAM. There must be another variable amongst the background or Game settings.

     

    OK, I tried to resist but...

     

    What OS?

     

    If Windows, which Service Pack?

     

    (sorry for the derail)

  4. Stick and Carrot approach eh?

     

    I like the idea but I presume as Springheel had mentioned that the "standalone" folks will be unlikely to offer up much help...

     

    But... simply having the option available will mean that anything that does get contributed will reduce the final amount of work needed if Doom 3 becomes completely unplayable on modern OS's (Windows 9?) (If enough momentum builds I suspect that ttlg converts will keep hacking and patching Doom 3 to keep the engine alive in a similar fashion to the work done for Thief 1/2...)...

     

    I really hope that some suit at ZeniMax doesn't put the kibosh on all this Open-Source fun ( :( ) but if the effort to replace Doom 3 assets goes well it would reduce the work needed to move to another engine (Open-Source Quake 3?)? :huh: (Yeah probably too much plumbing to kluge into Q3 so TDM would likely be in a similar boat to Thief 1/2 until something akin to TDM was tried on a newer engine... monumental amount of work non-withstanding :laugh:...)

     

    Lets forget I even mentioned this pessimistic POV, I am really looking forward to Open-Source Id Tech 4! :) :) :)

  5. I am about to post probably the most foolish speculation yet:

     

    Could one AI be used to control two or more guards as if each guard is a guided missile coming from the same aircraft?

     

    Essentially, is the independence of TDM AI's causing resource conflicts and could we have them share path-finding when in close proximity to each other???

     

    (As I said probably foolish as either A) Doom 3 already does this behind the scenes... or B) The TDM SDK team already has that factored in their interfaces... or some other technical detail that my pigeon brain has overlooked or wouldn't understand... :laugh: )

  6. I brought up this topic in response to the possibility that FM authors will try to emulate the forest portion of "No Honor Among Thieves". Tels appears to have shown, through experiment, that for this specific example (forest) there is a tangible benefit for LOD.

     

    ...and there is a further, untested (AFAIK), issue of "entity" related performance. The authors of Ground Zero actually claimed that "entity" usage was a bigger performance factor than polygons. I believe that this is what may have prompted Tels to continue this line of investigation as the "entity" limit is of concern to any FM author that wants to create large missions.

     

    The performance impact of coming close to or hitting the entity limit has not been broached as most FM's are not designed with massive numbers of entities in mind (the exact scenario that a forest invokes...).

     

    I understand that LOD transitions are not pretty and I respect the artistic stance that this method is undesirable but I think Tels has given the TDM community the choice to utilize this tool or not. I also would understand that if you are a die-hard against Object LOD for aesthetic reasons that you fear that FMS authors will create missions that can only be playable on mainstream hardware with the use of LOD. I presume that most authors will be using this tool to allow low-end systems to play expansive missions rather than using LOD to push the technical limits on the high-end...This is indeed a valid concern but I suspect that our community will use good judgment. However, should an FMS author decide to try the latter and push technical boundaries at the expensive of LOD artifacts I think that is a better worse case scenario than having no LOD at all, wouldn't you?

  7. I should've guessed that EAX would not be available in Linux but Creative provided the Open Source driver for their Audigy and below products so I thought that they might've included it.

     

    I recall that there has been some fireworks about the Pulse Audio system and it's affect on the stability of Sound API interfaces in general. I believe there are some topics in the Ubuntu forums about removing Pulse but I don't know if this is relevant for newer releases??? (I think that the current claim is that Pulse Audio is now 99% fixed???)

     

    I need to setup a Linux partition again and fiddle around (I'm getting rusty).

  8. Last thread crap... from the Wiki

     

     

    Does it run in 64 Bit Linux?

    Yes, Linux 64 bit is supported. In addition to the steps above, you need 32 bit compatibility libraries, since Doom3 is 32 bit only:

     

    • On SuSE, they should be included.
    • On Ubuntu/Kubuntu, install the package ia32.

    For TDM after 1.0, this step should be no longer neccessary:

     

    • Since you cannot install 32 bit libraries on a 64 bit system with the normal package manager, you should use getlibs to install libmng and the boost filesystem lib:

    getlibs libmng.so.1 getlibs -l libboost-filesystem1.34.1

     

    So is this TDM 1.0?

  9. I guess I should also have mentioned that Chown should be applied to guis/assets/purchase_menu/parchment_background but I presumed that this has been covered...

     

    I'm sure that I'm digging myself in deeper but as I always say: "I post before I think" :laugh:

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