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Mr Mike

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Everything posted by Mr Mike

  1. S_drawsounds shows the noise coming from the torso/head area.
  2. Like I said, it's been a long time since I used this and remembered incorrectly. Just use r_showportals in conjunction with it. I just looked at the same area as my previous screen with portals enabled. What's clear is that, graphical representation at least, the sound passes through the portal via the shortest distance and NOT through the centre of it as previously suggested. Check the image. Also, ID portalled the hell out of Doom 3. A simple L shaped corridor has 4 portals in it. Even fake doors with no architecture behind them have a portal inside, presumably as door prefabs contained a portal by default. They can't have been too concerned about the performance hit this would have.
  3. s_drawsounds definitely shows where a sound is coming from to the player. I've taken a screen shot if anyone wants one (I don't have anywhere to upload to). Has anyone re-read the previous thread I linked because this seems like we're covering ground I was trying to confirm previously. PM me an email to see the screen shot.
  4. Ok, I've just checked this in standard Doom 3. s_drawsounds 1 DOES show directional information of where a sound is coming from and up to the last VP it travels through to get to you. Spring, please make sure you are testing a sound generated through at least 1 VP away and there are no leaks. I can't check in TDM right now but, if it's not working, something else is wrong.
  5. Grayman's reply in this thread is the correct answer. You need to rotate the patch and resize it. Look in the upper right view port and you can see the bevel.
  6. Spring - part of this was discussed previously - http://forums.thedarkmod.com/topic/8828-how-sound-works/page__hl__sound I can't test the command right now but Ishtvan also suggests its s_drawsound 1 (well he actually suggests its r_drawsound but r_ is for render and s_ is for sound commands AFAIK) Have you tried the commands on other maps? Maybe a leak is causing issues?
  7. It's been so long since I used it but that doesn't look right. As I recall you should see red rectangles for VPs and green lines starting from the sound origin, passing through the centre of any VP, and then arriving at the player. Footfall sounds have been given a mindistance of 0 in the soundshaders now. Maybe that causes problems. Maybe try increasing that?
  8. Well, I specifically meant turning all VP's in a map into a solid texture, that you would never use as a mapper, and back again. Admittedly I've never used this technique so I might be way off base here.
  9. I've never performed a leak test but I'm wondering if this process of converting the VP to a solid texture, and then back again after, is something that could be incorporated into a button in DR? Possibly useful?
  10. It shouldn't be clumsy if you select the correct vertex. There's 3 to choose from so make sure you use the correct view (ctrl-tab) to select the one you want to move and then move to another view so that you can position it where it needs to go. It only ever gets clumsy if you accidentally select 2 vertices at the same time.
  11. Having seen a few of the physics engines available out there and what they can do I certainly hope it is NOT physics that consume a lot of CPU (even though Ishtvan et all have worked wonders with what we do have!). TDM seems to have a sizeable effect on CPU through AI I would say, just from my editing experience. Let's hope the coding gurus around here can split that over several cores in the future
  12. Railgun's is in his post Look forward to hearing from you!
  13. No, I can't say I do. Would seem sensible to add the code Rich posted to the MTR file but maybe this causes extra overhead.
  14. The light shader lights/biground_candleflicker has no ShaderParm4 description in the shader file so adding a value in DR won't do anything. You will need to create a custom shader using Rich's code or find a shader that does have a ShaderParm4 value.
  15. Are you sure? I've looked and scouted everywhere that I can think of.
  16. Well I usually don't like to ask for help in finishing a mission but someone needs to put me out of my misery. I've pretty much scouted every area of the estate but I still can't get in the pump room, the cells or get the heart. Thanks in advance.
  17. Something that struck me whilst playing 'Heart of lone salvation' was how sounds could be improved so much with just some simple tweaking For example, wouldn't it be cool if we could reduce bass frequencies of sounds the further away from the player they are? Rather than hear the CLOMP-CLOMP-CLOMP of a far away patrolling guard you heard a much lighter sound that progressively got more boomy the closer he became. This would feel much more life like IMHO. Is something like that possible with Doom 3? Perhaps when it goes Open Source (if that is still happening)?
  18. No Fidcal, you need to sort your priorities and swap those PC's over
  19. I would be tempted to at least contribute with level building and Mission 2 sounds quite interesting. Do you have a layout/plans etc? I can also help with checking English text.
  20. Same as those 'idiot' Christians worshipping the birth of Christ at the wrong time I guess. Like most things, religion evolves over time.
  21. Hey, Yeah, thanks both, that fixed it. Though it didn't speed up loading times Is it normal for the 'Mission loaded - please wait' screen to actually display longer than the 'Mission loading' screen?
  22. Hi, first up it's been a while since I dabbled with TDM but I just installed the update and things are looking really good guys (y) Anyway, my problem. Did a search and didn't find anything but my ATI 5750 is making the sky look all goofy. For example I can see the moon at certain angles but rotating my view and the moon suddenly disappears from view. It might be a cube mapping problem as I saw a puddle in 1 mission and that looked a little strange too. This has been an issue with all missions I've tried so far. My drivers aren't the latest but I'd rather not update them unless it's confirmed it fixes this issue (for the sake of other software working correctly). Any ideas on this? Thanks and, again, really good work on TDM all.
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