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i30817

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Everything posted by i30817

  1. You notice that I cunningly didn't mention the AI on the first post, because i know that it's gameplay affecting. And i find it pretty bizarre that the pathfinding is so temperamental that it needs physics support to actually work without penetrating walls. On the physics example i was assuming that the pathfinding could would calculate a path that wouldn't put npc's beyond edges of rooms obviously (mathematically for the routine that culls the mesh, who cares if the mesh would be outside if it never actually shows or interacts). This would be by no means easy to actually make work though (it's probably the hardest suggestion, because the player could suddenly get into a room while they are actually penetrating a object on their route, so a 'fast forward' would have to be done until they are into a part of their path that doesn't have collisions and turn on the collisions code then). On the other hand i think that tricks like this are the only sane way to increase the npc budget, look at a game like 2005 hitman. Do you think that this level: Is doing collision to all of those hundreds of people? (in fact, it's probably doing a 'special' global pathfinding so they never actually collide with eachother, and skip the collision code entirely between themselves - this is a even more 'tricky' technique, because the player can actually see that - hell they all avoid the player, the police and a huge moving object in the level even - a parade car - so the code is not only avoiding npcs).
  2. Not if the code that turns it off and on doesn't run continously (unlike physics, conversations, animations etc). For instance, when a room is sealed, it needs to have some kind of callback to see if the player is not there and skip rendering. Why not append that disabling code there, if the check is already done?
  3. Thinking about the optimizations that the game probably already does, i'm pretty sure that whenever a room is 'sealed' from the PoV of the player, animations and meshes are turned off. Pathfinding probably never is. But what about: a ) conversations/sounds that the player can't actually hear - say, not in the 'room' the player is or in the sealed rooms adjacent to it b ) physics code that handles niceties like collision beyond the floor or momentum? In fact, why not make the AI 'immaterial' ghosts that can't fall down or collide with anything if the player can't actually see them (problem is, when the player opens a door and suddendly they are penetrating some other object - this needs to be avoided somehow).
  4. I had a lock eventually if i didn't disable dynamic power management on the amd drivers.
  5. Yeah, then we can probably rule out the drivers, since i have a radeon.
  6. It's maybe the sound in my linux yeah. I've been using the alsa driver with that seta thing and maybe that interferes with the general sound volume of the pulseaudio defaults, idk. I've noticed that the audio for walking/running in water is really aggressive for some time too, with the max volume i use for tdm, so it's all a bit strange.
  7. I think the darkmod has a sound problem with voice-overs sometimes. It was really hard to hear you-know-who even at max volume.
  8. Also this mission has the same problem in linux in my graphics card than st. lucia had: a wooden bed resource had wood edges that appeared painted blue. This is probably a bug in either the graphics card driver or the resources since it appears in both missions.
  9. It doesn't work for the doom3 resources (not the darkmod ones). In the ~/.doom3 folder that is. Make a symlink to the doom3/base folder (whereever that is) in /usr/local/games/doom3/ (this is almost certainly a bug)
  10. Lol, if you want to play at rudeness rude boy, go on - play by yourself. As far as i am concerned, this discussion is over. Good luck with your hacking, even if i don't think you will.
  11. That's not darkmod code. Besides being pretty stupid, since the outer cycle is useless (and probably the inner too, with some fancy mathmagic - it's a geometric progression). Toy examples do not generalize to real code.
  12. Yes, in st. lucia, the bed on the first accessible window had blue parts at the edges of the wood. Pretty sure no one paints a bed structure blue asymmetrically.
  13. Ati has others (more serious IMO) problems in my card. If i don't disable the power saving features, the game randomly hangs.
  14. After droppin' the hammer on st lucia there is a guy down there that is always saying 'UH i felt it not', which seems the wrong bark for suspicion - it sounds like a player hit bark instead. I also think that the running in water step sounds extremely aggressive, in comparison with the other sounds volume.
  15. Crash on the mission downloader! Asked for details on the house of theo mission. Did get them, but it crashed right after: Found 0 new mission packages. Found 37 mods in the FM folder. Bogus input colorspace ModelGenerator memory: No LOD entries. pure virtual method called terminate called without an active exception signal caught: Aborted si_code -6 Trying to exit gracefully.. pure virtual method called terminate called recursively double fault Aborted, bailing out shutdown terminal support ./StartTDM.sh: line 7: 24984 Aborted (core dumped) ./thedarkmod.x86 +set sys_videoRam 512 +set s_alsa_pcm plughw:0 +set s_driver alsa I think it's the images, same crash in another thread around here (only that one has a trace).
  16. Something i noticed but that is probably not map only is that the splashes of water look really silly when there is also fog and/or you're crouching...
  17. Ok, can't get it to work on native without black textures errors. Probably need a symlink in that /usr/local/games/doom3 folder like you PranQster. BTW, i agree that the button recognition is buggy in linux. I had problems with other buttons. Wine works with the same install so it should be not being able to find the resources without them being on that system path (ughhh). edit: it was that, i symlinked the base dir there. Anyway to set a 'toggle run' instead of 'always run'? 'always run' prevents the creep button from working.
  18. I'm just saying that without proof (profiling), optimizations can easily backfire. I wouldn't accept any 'performance optimization' that used parallelism without actual proof in the form of profiler logs before and after and testing the same thing. Here, use gprof http://stackoverflow...for-c-profilers Also i suggest you want a repeatable piece of code to test. A test case where you have no human input would help, not just loading a level and looking around nilly-willy. Not to mention that parallelism is a (very large) source of horrible bugs itself. At least you're not using threads.
  19. Bad news: ati dropped compatibility for my card ( 4000 mobility series ) Fortunately there is still this: https://launchpad.net/~makson96/+archive/fglrx
  20. I hope the same File handle is used as origin/prefix on all the code after finding it. If the darkmod is using parts from vastly different installations, that's a clear bug.
  21. I too was idealistic once, but it was about superior data structures instead of parallelism. O(1) retrieval of a map, always better than linear searching in a array for any data right? Wrong. The data is fucking tiny and it being in cache is more important. Etc. Ok, maybe it's possible for the level load process if it is doing some post processing. Maybe not, since the bottleneck there is probably disc access which can't be 'partitioned' unless you use RAID.
  22. Gone. Why would you need it? It's invoking the old doom3, not the new one.
  23. The ability to place darkmod objects on one of the horizontal axis parallel at the location with default offsets (so a mantlepiece touches any wall for instance) would be nice too at least for prototypes. Obviously not for detailed stuff, just 'i want a bed here and a mantlepiece there'. Problem is, i think collisions would be rather easy unless the object X-Y size was 'converted' to 'swift maze units' (not to mention the 'default offsets' for things that must be near or in walls like windows, paintings doors and such)
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