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nbohr1more

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Posts posted by nbohr1more

  1. I saw a Doom3World thread about it and it reminded me of TDM... Doesn't bother me either way but I thought I would mention it for anyone who might have a vested interest. I just wish there were more maps like Shamblers Castle and Gatehouse

  2. Bah! As I feared, disabling the moon beams did not significantly improve the situation. My P4 3.0ghz is too weak for this map (I will keep a glimmer of hope that ATI will somehow reduce the CPU overhead for their OpenGL driver and and... grumble grumble... new PC :angry: )

     

    For the curious, I went into the texture sfx01 pk4 file and renamed the "light_rays" items. I didn't think this was it initially because the call was to: textures/darkmod/sfx/moon_light_rays ... but I guess that reference is inside the "light_rays" file?

  3. Is this the first Fan Mission to use:

     

     

    A guard with a portable light source???

     

     

    Also, I couldn't help but have a sense of glee when I saw:

     

     

    All those extinguish-able lights, candles, torches, indoors... so much raw, implied game-play... like a set of Dominoes ready to be toppled... reminded me of Portal

     

     

    (the spoilers are probably excessive...)

     

    Great Mission!

  4. Yeah I only brought up the GPU because it's known to be Parallel so if Path-finding can be helped by a GPU it can be helped by Multi-Core... not that I would have the skill to help with either... If you need a wise-acre armchair developer I can send you links to SDK stuff and theoretical approaches all day :)

  5. ATI Showed an SDK sample of GPU accelerated path-finding... so that part of the AI equation has been shown to be a parallel workload. (I have no idea how hard it would be to do the same for an Open Source team and on a CPU???). But I've heard that most other AI stuff is highly serial. I guess you could give each guard their own thread when we have 12-thread or higher systems in mainstream? I kinda wish some company would pull a PhysX and create an AI accelerator.

  6. I actually have a 7300GT as well but it would be an ordeal to dig it out of the basement and install it (because my wife would throw a fit... sore subject... I earned a little side-money to get my current video card...), If it's not too late and I have a wife-free day off (she sometimes works on my weekend) I will do it anyway (curious to see if my moon beam performance issues go away as well...) I recall Vanilla Doom 3 seemed to run just as well on that card (if not better) than my 4650... damn ATI and their crap drivers... the 4650 should SMOKE the 7300GT... (well they are both CPU limited in my system so I cant be too hard on ATI)...

  7. No need to apologize... I'll find out if there's something akin to that reference soon enough (I have created my own goose-chases anyway). If I do finally disable these moon beams and the FPS is still really low near the lighted path then that part of the equation is likely the AI... but at least the inner Forrest and clearings will be smooth. I just have a hunch that this'll do it. The training demo is smooth as glass except for those darn rays in specific areas. If these glare/ray effects can be disabled easily, low-end ATI users will get to play at decent resolutions...

  8. Thanks aidakeeley, I presume that's in the darkmod main rather than specifically in the mission (only tried renaming things in the mission until I re-tried some stuff for the training mission). I really hope ATI fixes their driver performance issues with Alpha channel, Fog, etc in OpenGL... I think they internally optimized these things in D3D for the HD2xxx and up (these have hardware capable of Order Independent translucency) because HL2's foggy areas SCREAM compared to any of my previous cards. (But an ATI optimized moon beam shader would help until this happens... if ever).

  9. Well... cvar's don't seem to fully remove these things. I was able to up the performance a little but I have a feeling I'd have to cut those moon beams out in Dark Radiant. The same for the Training Mission FM... renaming the glares material just produces weird animated artifacts of the moon beams in the Lock-Picking room... (and again fog lights and particle effects cvar's have no effect).

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