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Posts posted by nbohr1more
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Yep, as I said, my replies are mostly lazy guesswork ... (I should've went back to the wiki too... just posted common stuff off the top of my head)...
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I'll feel foolish if this is it but (didn't see this before):
couldn't exec autoexec.cfg
might mean you need to delete your autoexec.cfg...
(or comment out things that aren't right)
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Did you already delete:
DoomConfig.cfg and gamex86.dll
(in the darkmod sub-folder)
(and re-run the updater)
???
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As a lazy guess:
sound: missing efxs/training_mission.efx
Failed to open \\.\pipe\dm_renderpipe
...might be due to EAX 4.0 Audio???
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Dont mind me I just like having more FMS to try out :laugh:
When I was in high-school I gained a certain amount of mastery at drawing. At some point after that I began to run out of creative juice. I often found that if someone scribbled something and asked me to "improve it" this spark would give me ideas to continue on and create cool stuff. I ran into the same thing when I became a musician in college, I often needed some riff or motif to start the process.
I suspect that Fidcal might work the same way in some respects...
If so, hand in your scribbles folks!
(Not that I'm calling Sotha's work a scribble... this is why I'm introverted... foot-in-mouth syndrome... )
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Thanks...
Along with Bikerdude's map ...testing, I am having trouble containing my :) :)
(I love this Mod!)
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Another Pre-Empt:
If you don't feel that either the wikis or my replies cover things, please post in the Newbie Dark Radient thread in this sub-forum.
Thanks.
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Pre-Emptive:
Please look at the Starter Map and Wikis in this area:
www.mindplaces.com/darkmod/authors.php
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Would love to test!!!! :):)
(I'm a low-ender with P4 3.0ghz and a HD4650 AGP)
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No coding required, AI and Physics are pre-packaged for you... but you are free to script behaviors...
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If I made models in Blender could I export them?
I believe this thread has relevant to your question, but yes Blender export is possible:
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1) FM does mean Fan Mission.
2) Yes, Mediafire et al. will work
See:
Thanks
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Given the early praise from some of the best mappers here, I am really looking forward to trying this. (I spent an evening trying to google for the old beta version to no avail...)
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...like I was taking a stroll down the road outside IRL.
Are you sure that's not just a side-effect of the added realism of the Doom 3 engine ...
Maybe Fidcal would be interested in your work as fixer-upper (like with the Alchemist) if you've absolutely given up on it...
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I hate to sound like a broken record but I have been testing some of the latest ATI driver releases and this is the exact symptom for having Catalyst AI enable in many of them...
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Ooops, I missed that info! However, "SHAPEOBJECT", "LIGHTOBJECT" or "CAMERAOBJECT" do not appear in any files.
There are a few with "GROUP" in them, can you please test that they work?
models/darkmod/misc/target.ase 837:*GROUP "Group02" { 838: *GROUP "Group01" { models/darkmod/tools/saw_2man_long.ase 123:*GROUP "saw_long" { models/darkmod/tools/saw_hand.ase 159:*GROUP "handsaw" { models/darkmod/architecture/windows/windowframe_wood_40x36.ase 87:*GROUP "windowframe_40x36" { models/darkmod/architecture/windows/windowframe_wood_80x72_glass.ase 123:*GROUP "windowframe_80x72" { models/darkmod/architecture/windows/windowframe_wood_80x72.ase 87:*GROUP "windowframe_80x72" {
(except the "target.ase" on, as you version still contains HELPEROBJECT so it will complain, anway.)
Edit: Tried the two saws and a window frame locally here, and they work ok, so apparently "GROUP" is okay. Unless you report otherwise, the bug is resolved then
No errors in NHAT 3/3 conDump ... I'd say the fix is confirmed
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THANKS TELS!
I will see if I can verify tonight.
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I don't have SVN but if the details to get SVN access are in the wiki or at the bug-tracker I will look 'em up and try the changes as soon as I can (pending wife approved CPU time...)
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Ah, I see that the Mission Archive pics have been updated :):)
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@GC
There is a moddb site... (unless you want one specifically for your FMS )...
But I think more screens from this mission should be posted there.
If HappyCheeze (the site maintainer) can grant me permission to post updated to that site I would do it for him.
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I believe this is your choice:
1) Make one big func_static to reduce draw calls but hope that it doesn't have too much geometry
or
2) Have lots of sub-components, like the columns, which either will or wont be rendered depending on the visportal but hope that the number of draw calls to invoke these elements doesn't choke the engine
The decision comes down to the size and complexity of the map or map portion. I imagine that someone with more time than myself has actually worked out the best ratio of func_static complexity to draw-calls for a select range of CPU models.
(as I've often said, I mostly post before thinking so take all this as a bunch of lazy guesswork)
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I thought you would chime in...
I also figured you would've tried all the conventional or advised options...
The forest idea has always been of interest to me (from a real-time 3d POV) because it's such a challenge.
The problem is actually well suited to things like Tessellation, GS, and other advanced geometry tricks. Too bad that these cant currently be used...
Out of curiosity:
1) Was this map created this way to be a Balls-to-the-Walls extreme test of the engine and modern hardware?
2) What was the slowest CPU that this was tested on?
3) Was this map tested on any AGP systems (I have a terrible feeling that a lot of CPU communication to the GPU is happening here)?
Thanks.
(actually I'm not sure if the first question should be directed at you or GC )
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Did any of you TDM fans who watched this film instantly become jealous of the render quality of the torches in this film?
Just so I loose my last shred esteem...
I actually thought that this was a decent return to form from the last two films.
There was an actual story.
And Eddie Murphy's riffing on his "donkey as metaphor for underpaid minority" was actually pretty sharp and funny compared to the empty pop-culture references of 2 and 3.
OpenGL Geometry Instancing...
in The Dark Mod
Posted
One last silly conjecture... (please feel free to let the crickets chirp on this one...)
Since we cannot acquire position data from the engine to tell the Instances where to go, we could encode vertexes with markers (like bump patterns... braille?) that would make finding them in the Vertex Buffer easier. Now this craziness depends on how reliable the Vertex Buffer Object is (which has been an area of frustration for game developer for awhile AFAIK...).
So the algorithm would be:
1) Create a terrain mesh
2) Encode vertex bumps that can be decoded for relative positional data into the mesh
3) Create a "texture" that is really just a lookup table for the codes
4) Create a texture that is encoded with a tree mesh (or extreme normal map... but the math would be, uh... complex..?)
5) Create a "Particle Effect" shader that covers a certain radius around each "bump marker"
6) When the Particle Effect is invoked it will snoop the Vertex Buffer for these bump markers
7) Once 3 markers are found, the remaining relative positions in the mesh data can be decoded from the "lookup table texture"
8) Use the mesh texture with VTF or R2VB to modify one (or all) of the marked areas in the Vertex Buffer
(even without instancing we have succeeded in creating new geometry on the GPU without pulling out a credit card and calling up John Carmack)
(optional steps, presuming we only created one tree above...)
9) Either generate position data codes from the original snoop data via mathematical offsets or snoop all the encoded items for positional data nearby.
10) Use step 9 for the position stream for Geometry Instancing
Each cluster of trees would radiate from a group of 3 markers found in the Vertex Buffer.
Caveats:
1) You would need to somehow ensure that the dmap process would not modify the geometry in the encoded areas
2) If the data in the Vertex Buffer is as unreliable as has been mentioned in the past, we would probably see artifacts like trees flickering in and out of existence...
I'm sure if someone tried this we'd get zilch but it's my compulsion to have my suspicions confirmed by outside eyes (again, let the crickets chirp on this... it's just my OCD)...