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nbohr1more

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Everything posted by nbohr1more

  1. NHAT v4 - Beta 1 - Release Candidate 1 Onedrive: https://1drv.ms/u/s!AuwAFc1gTZzehnrmnPd2SDsHvKVi?e=umPMcb Googledrive: https://drive.google.com/file/d/1285hUOqgKNW96JaQ7MXK59GNs-sDFsOs/view?usp=sharing
  2. We have seen a few mappers optimize lighting performance by creating distance triggers to toggle them off. One thing that legitimately begs for this capability is in the case where light bounding boxes expand beyond the visleaf they are assigned to but do not contribute to lighting in the unintended area. Though this is what the areaLocked keyword is for? Using hide_distance would make this easier than the triggers or scripts currently used for this at least. I think the general objection to this is that mappers could easily make ugly light toggling in the distance. I believe Tels made a demo where he faded lights in\out based on distance and this would also look better than a hide_distance option. His design shrunk the light volume to zero after fading the projection image colors as I recall.
  3. A duplicate site is currently hosted here: https://iddevnet.dhewm3.org/doom3/index.html
  4. I just found a resource that can remove lighting from photo textures but it requires a model as well. Might be useful for photo-grammetry assets on free sharing sites etc: https://gamefromscratch.com/de-lighter-free-texturing-tool-by-agisoft/ Anyone know of any tool like this that does not require the model too ( AI based, etc )?
  5. The fade-in values modify the material alpha. To make lit materials fade would require making hybrid materials that feed the lit stages to the alpha stages. Probably better done as a hard-coded engine thing though rather than a material hack.
  6. @stgatilov @kingsal @duzenko @MirceaKitsune I pinged Duzenko about this on discord, I was gonna try to fix it myself by adding a hide_distance check to Emitter.cpp but needed a little guidance on where to find an example of the hide_distance check ( I think it's in SEED.cpp ? ) Duzenko instead wanted to take a crack at it. Anyone able to provide a test map with: 1. lod fade in entity 2. lod fade out entity 3. LOD model entity 4. hide distance entity
  7. Can someone confirm whether this is broken again? ( for func_emitter ) https://bugs.thedarkmod.com/view.php?id=5668
  8. Mappers can use it. You just need to add override dds and texture folders in your fm folder Whether mappers "should" include these textures is another question. That said, if you warn players about GPU ram requirements they can use image_downSize cvars to force lower quality.
  9. All forums eventually get into politics. I think the best way to address that is to create a dedicated sub-forum for it.
  10. Beta 4 testing thread is up for those willing to try it
  11. Thank you! The lighting improvements are great! I have updated the mission database.
  12. Nothing will happen until the Five Eyes agencies are disbanded and the Patriot Act is repealed. Social Media surveillance is the loophole that allows the NSA and Five Eyes to warehouse user data without "technically" violating the 4th amendment. According to Snowden, they now claim to keep most of the data inside Social Media provider servers instead of the Utah data-center, so they have plausible deniability. "No, we didn't gather that from our own NSA servers... we subpoenaed Facebook and they gave it to us."
  13. https://en.wikipedia.org/wiki/Chase_Bank#Targeted_account_closures https://nypost.com/2019/05/25/jpmorgan-chase-accused-of-purging-accounts-of-conservative-activists/ https://www.reuters.com/world/us/exclusive-jpmorgan-resumes-political-giving-freezes-out-republicans-who-2021-06-04/
  14. There is a new wrinkle. Financial institutions ( banks, credit card companies, paypal, etc ) are now acting on behalf of their clients so if "offense" material is hosted anywhere that a propaganda team "concerned citizens" can find it and point at it then they will contact those institutions and have them disable the financial accounts of the site hosts. This means that despite any inclination to allow "free speech" here we may need to censor threads like this. In fact, as Kurshok is a US citizen there have been cases where US citizens posting "prohibited right-wing content" on Twitter have had their bank accounts suspended so Kurshok may be in jeopardy of such actions by his bank if they can ascertain his true identity... ( Welcome to the new IMF \ CIA controlled world. )
  15. Yes, r_showTris 1 only shows the final visible tris. Since this is not a deferred rendering engine, many triangles are drawn or go through drawing phases before the final image is created. I think r_showTris 2 is more accurate to the real amount of work done.
  16. What is your light count? Each light generates new triangles within it's bounding box.
  17. Here are our license details: https://github.com/fholger/thedarkmod/blob/master/LICENSE.txt The code is all open source but is a mix of GPL and BSD licensing because 3rd party libraries and implementations have been integrated. The Assets: Unless explicitly stated otherwise, all maps, textures, models, def files, audio assets, and all other non-software components that are distributed with The Dark Mod are licensed under the Creative Commons Attribution-Noncommercial-Share Alike 3.0 Unported license, as specified at http://creativecommons.org/licenses/by-nc-sa/3.0/legalcode and described at http://creativecommons.org/licenses/by-nc-sa/3.0/ ( The exception being cgtextures as outlined in the License.txt above )
  18. Does the "forceHighQuality" material keyword still work? If so, that should be usable to force menu's etc to bypass compression.
  19. @demagogue would be better at answering the legal issues but I would guess that the distinctive rock formations in the background and the shape of the cobweb would be enough to get you in trouble if the owner pursued a claim.
  20. Hmm... Appears to be a stock image of Excalibur https://www.istockphoto.com/photo/sword-in-the-stone-excalibur-gm907933622-250115356
  21. https://wiki.thedarkmod.com/index.php?title=RIT_Networks
  22. Caedes created a new mirror here: https://iddevnet.dhewm3.org/doom3/index.html
  23. See this thread: @duzenko implemented volumetric lights in his branch. Did this ever get merged to Trunk?
  24. Set r_frobIgnoreDepth = "0"
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