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nbohr1more

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Everything posted by nbohr1more

  1. "Whiz" can mean smart or sarcastic "Poppers" can mean "surprising" or "small bite-size portions" (among other things) These two words each have a little humor but combine to become funnier somehow?
  2. Q.E.D is a shorthand for mathematical, logical, or philosophical proof H. A. G. L. T. I. D. is an acronym that only Aidakeeley can decode W. H. I. Z. P. O. P. P. E. R. S. is hilarious!
  3. You're thinking of something similar to render-to-texture maybe? I know have an old quote from Brian (id) that seems to indicate that envshot can be automated via SDK "You should be able to implement an 'env_cubemap' pretty easily in the code. Take a look at idObjective::Event_CamShot. This is the function that's used to generate the objective screenshot used in that little tooltip window that pops up when you get a new objective. Those screenshots are generated as soon as the map loads."
  4. I've been reading a little about the hierarchy, what can func_damage be assigned to and why is it tied to idTarget when func_damagable is tied to idDamagable ...? Is there a relationship between these as is implied by their names?
  5. There goes my sleep schedule !
  6. ...maybe "The Sly Project"
  7. You should be able to cut-and-paste your Darkmod folder to another location then reinstall Doom3 and paste it back into the directory then run the tdm_updater. If you fear that some files may have become corrupt then you can simply delete your darkmod directory. For the most part (from an installation perspective), other than the installer and updater, The Dark Mod is like any other self-contained Doom 3 mod, you just place it in the Doom 3 directory and it get's recognized. There are no registry values, etc to remove. (For the Dev team, "Yes, I agree, TDM is waaaaaaaaaaaaaaaay better than any other Doom 3 mod" )
  8. Now that this thread has been re-labeled I will recommend that all further updates be posted here. The other Upcoming Fan Missions thread can ease into the sunset... Edit: Oh! You've thrown the original "Upcoming" thread a bone and will leave it alive. I will update there. (Must learn to read...)
  9. The first conceptual illustrations I've created in GIMP.
  10. Thanks for your help solarspace!!! I hope that our team returns this gesture and provides you with some assistance. (I might even make some high-poly monsters in sculptris but I am not sure about the toolset to go from sculptris to an animated MD5. )
  11. It's not assigned yet so I presume it's safe to look into... If you want to confer (PM) with Tels about 0002302, I think that is one of the major struggles currently...
  12. Bug Tracker: http://bugs.angua.at/main_page.php The 1.02 source is at the download area on the main Darkmod page but I presume you will need SVN access to make relevant changes... Someone from the team would have to answer that one Source: http://www.bloodgate.com/mirrors/tdm/pub/thedarkmod.1.02.src.zip
  13. AFAIK, TDM is having recruitment issues of it's own (in the coding dept). I posted some requests for Modelers in the Industry Jobs area at Beyond3d.com and in the PC Games area at Rage3d.com and shortly afterward two Modelers showed up... Could just be a coincidence though. I haven't gotten around to it (keep forgetting) but maybe the help wanted area in GameDev.net too... Maybe we could arrange a resource swap. Sorta like: One of you two fix one of the open issues in the TDM Bug Tracker and Baddcog, Springheel, etc from the TDM team makes you guys a monster. Just a conjecture.
  14. Aside from the positioning concerns, the image editor work to capture just the lighting is a bit of a hassle. In a perfect world envshot would have a parameter to exclude everything except lights. So this would likely require re-texturing to everything to flat colored textures prior to envshot capture or heavily editing contrast in Gimp...
  15. Hah! We wouldn't have to! 1) Ambient lights pass through geometry so they do not occlude 2) Ambient lights have non-directional bump 3) Falloff Image can occlude the source and intensify the projection So a cubemap of the environment with extra light bounces could be broken into projection images for a projected ambient with a reverse (from origin) Falloff Image for a bland image-space solution. Coupled with some good local lights and the new dynamic ambient(?) it could look pretty nice... It would be neat if the normals and specular could be influenced from the correct direction but the direct lighting should add enough of that effect to overwhelm it's absence in the image-space ambient. All that's missing is a way to easily position the projections. I suppose you could put some object right where you want the lights to project from then noclip into it and collect the envshot... still pretty fiddly... it'd be cool if it could be automated... Hrmm... A prefab with 6 projected ambients would speed the process...
  16. yeah, I'm half tempted not to finish that Strombine wiki (light baking) just to see more of your decal and grime work instead
  17. func_static's and models are about the same performance-wise as long as the func_static boils down to the same number of triangles. (Meaning, if the engine finds a way to cull triangles that either your brain or Blender couldn't then the func_static will win...) Jesps caves in Mad's Mountain are Lightwave models so you can see that even large models can perform very well.
  18. I will offer the same comment that Tels provided me for Wiki formatting advice. A cursory look seems to show that you are following most of these conventions but you are not using the "Mouse button icons" Per Tels:
  19. Yep. You certainly aren't a the lowest of the low-enders playing TDM and even missions where significant portions are as low as 10fps can still be playable enough. I usually start whining when it gets below that number but I can console myself with the number of other missions that do run well
  20. If DR was not integrated into the engine, you could easily browse for material definitions that are not in the Root Doom 3 directory or Darkmod sub-directory. As it stands, DR only sees what Doom 3 sees. AFAIK it hooks into Doom 3's native editor directly. Integrating into the engine will not always reduce lag. If the editor were abstracted more it could use less performance intensive representations of the geometry which could be manipulated outside the all the framework overhead and then moved back to the in-engine context at the end for final review. The problem, of course, is that only 0.000000000000000000000000001% of the population knows how to code a 3d editor from scratch (which is about what it would take to abstract things this way). I'm sure the Dev's will chime-in about why my guesswork is wrong
  21. Newer video drivers only have 32bit color support, 16bit support was dropped around mid 2009 I believe? Yes, if the DDfix is the one that updates the textures to 32bit then that'll fix your T2 issues. No worries about the tangents, your goal was to "have the same computing environment as before but have TDM play faster" so fixing non-TDM stuff is part of that process
  22. just add a .txt to the extension and post it to this forum like this: Zzz_ambient.pk4.txt Then right-click on the attachment and chose "copy link location" and paste into your wiki. (actually when you attach the pk4 you will see the internal attachment syntax so using that might make things more tidy)...
  23. BTW. I've seen this mentioned with regard to AI performance... Have you adjusted AI Interleaved Thinking ?
  24. "Last Updates" are accurate to the month of the last relevant forum post
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