Jump to content
The Dark Mod Forums

nbohr1more

Development Role
  • Posts

    12140
  • Joined

  • Last visited

  • Days Won

    199

Everything posted by nbohr1more

  1. 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... )
  2. Thanks... Along with Bikerdude's map ...testing, I am having trouble containing my :) :) (I love this Mod!)
  3. 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.
  4. Pre-Emptive: Please look at the Starter Map and Wikis in this area: www.mindplaces.com/darkmod/authors.php
  5. Would love to test!!!! :):) (I'm a low-ender with P4 3.0ghz and a HD4650 AGP)
  6. No coding required, AI and Physics are pre-packaged for you... but you are free to script behaviors...
  7. I believe this thread has relevant to your question, but yes Blender export is possible: ASE Export Thread
  8. 1) FM does mean Fan Mission. 2) Yes, Mediafire et al. will work See: How to release a Fan Mission Thanks
  9. 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...)
  10. 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...
  11. 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...
  12. No errors in NHAT 3/3 conDump ... I'd say the fix is confirmed
  13. THANKS TELS! I will see if I can verify tonight.
  14. 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...)
  15. Ah, I see that the Mission Archive pics have been updated :):)
  16. @GC There is a moddb site... (unless you want one specifically for your FMS )... TMD at Moddb 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.
  17. 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)
  18. 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 )
  19. 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.
  20. For that era (...?), that seems like one brave lady...
  21. Again, it is a crime that no screen-shots from NHAT are present either in the Showcase, the Mission Archive, or at Moddb... (I should've emphasized that when I pestered HC to update the Moddb site... sorry ) (The screen-shots could easily be stole from the original campaign promotion thread. ) I wish my CPU had the muscle to handle this campaign... but someday... (actually it looks like there are a couple... but heavily post-processed and almost unrecognizable...)
  22. Yes, I manually close Windows services... If I'm feeling ambitious: 1) I disable my NIC in Device Manager 2) Kill all Tray Apps (including Avast AV) 3) Stop as many Services that aren't needed for Games as possible... 4) Open Task Manager and find the straggler Processes and kill 5) Kill Windows Explorer (explorer.exe) 6) Launch Game Yeah, I would LOVE a First Person Mod for Ghostbusters... I really hope that this L4D Mod doesn't die: Ghostbusters Multiplayer For your P4 3.0ghz system, is that AGP or PCIE? Also, what drivers and GPU are you using?
  23. Maybe, when I have lots of free time... I will try this experiment. Perhaps there is an optimal draw-call to culling ratio (for example, break the entire map into 8 meshes?)... I should first try the simpler experiment of putting a wall at the top of the path as that is where the FPS drops like a rock... (kinda like Hadrian's Wall )... Thanks for humoring my wild tangents once again.
  24. (BTW I didn't mean to bypass Serpentine... I was composing my reply concurrent to his post apparently... )
  25. So potentially, the entire NHAT Forest could be exported and converted to on large mesh then re-imported (rather than being made of invokes for the trees in the TDM base)?
×
×
  • Create New...