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Crispy

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Everything posted by Crispy

  1. Convert the image to a format it understands. Look for an image conversion library written in C# (or with bindings to C#) that supports DDS. I found DevIL.NET and XNA without even trying - just Googled "c# dds" and that came straight up. You're welcome. However, replicating D3's GUI code sounds like a fairly challenging coding task for the uninitiated. Getting the images working is only a small part of the battle. Might I suggest getting everything else working first, and then coming back to proper image display later?
  2. Saving is not exactly performance-critical (it doesn't happen every frame; far from it). Also note that the time required to write stuff to disk will certainly dominate, and probably even mask, the time required to jump around in memory to pull out that integer value. (By "mask", I mean that the CPU is probably bottlenecked by disk access anyway, so optimising its memory access at this point would simply mean that it ended up waiting longer for the disk! End result, no actual speed improvement.) Plus, in theory that call could be partially/wholly optimised away by the compiler, turning it into a simple pointer lookup, which once in L1 cache is pretty fast anyway. In practice it may or may not be optimised very much (only way to be sure is to check the generated assembly code).
  3. An engine port is pretty much out of the question. On the other hand, there's no in-principle reason why someone couldn't rewrite bits of the renderer and implement features such as soft-shadowing once Doom 3 goes open source. Just for fun - note that the shadows there aren't at all physically accurate. Look at the shadow of the posts in the second image. They're equally as blurry close to the pole as they are far away from it... Not dissing the game at all (this is just one of those performance/quality tradeoffs that has to be made), just pointing out that it's not significantly more technically advanced than hard shadows, merely fuzzier.
  4. Nope. I know there are some people that are interested in making a campaign, but there's no effort ongoing to create an "official" campaign.
  5. Unfortunately, D3's sound engine is closed-source and doesn't have all the capabilities of the soundprop routine used by the AI, which makes it difficult to have the behaviour of player-heard sounds match up with the behaviour of AI-heard sounds. e.g. The volume heard by the player is specified separately from the volume heard by the AI. There's not a lot we can easily do about this before D3 goes open source.
  6. Don't delete everything under darkmod, that's not necessary. There's an easier way to fix this: That's your problem right there. Just move everything in C:\Program Files\DOOM 3\darkmod\thedarkmod_v1.0_beta\darkmod\ into C:\Program Files\DOOM 3\darkmod\ and then it should work. (You can delete the now-empty folder thedarkmod_v1.0_beta if you like.)
  7. Did you merely download the .torrent file, or did you use a BitTorrent client to actually download the whole 1.4 GB? Just having the .torrent file by itself won't do you any good. It's just a tiny little file that tells a BitTorrent client how to get the rest of the files. Given the level of inexperience you're displaying, I don't know that I'd recommend using BitTorrent, it might be a little beyond you. What you really need to do is tell us what the problem is. Imagine if you went to your doctor and said "hey, doctor, something isn't quite right with my body" and then refused to give any further information. Do you think you'd get very good medical help? I don't think so! Computers are the same. You need to tell us exactly what is "not working", and in what way it's not working. Everything you did and everything that happened (or failed to happen) in response. As much information as you can possibly provide. Not just "didn't work, give me more help". The quality and quantity of the help we can provide is directly related to the quality and quantity of the information you give us.
  8. Not to be an ass, but that's not Garrett you're seeing.
  9. Try putting +set s_driver oss into dmargs.txt Edit: Damnit MD.
  10. Well, now that you've explained your problem a bit better, I can actually help you. Please be much more specific next time. Go to your temporary files directory and clear it out. IIRC, on Vista it's C:\Users\yourWindowsusername\Local Settings\Temp and on XP it's C:\Documents and Settings\yourWindowsusername\Local Settings\Temp Or just download the whole thing without using the updater, as MD suggests.
  11. Yeah, I wasn't very impressed either. I can see the temptation of disabling techniques used for IPC (inter-process communication) as a way of limiting the effect of certain malware, but in reality way too many legitimate apps use IPC for this to be reasonable. And apparently disabling the firewall or making an exception for the apps involved doesn't re-enable IPC with that firewall, which is nuts. Anyway, glad I could help. Added to FAQ.
  12. Clear out your temp folder and try again. On Vista I think it's something like C:\Users\yourusername\Local Settings\Temp.
  13. OK, forgive me if I'm wrong, but if I'm interpreting you correctly then you're reasonably new to folder hierarchies (and manipulating and organising files on a computer in general). Am I right? (If I'm wrong, then please be more specific about your problem.) So, tiny step by tiny step, assuming you already have Doom 3 purchased, installed and patched to v1.3.1.1304: 1. Go to your Desktop. 2. Double-click "My Computer". 3. Double-click "C:". 4. Double-click "Games". 5. Double-click "Doom3". 6. Click to open the "File" menu. 7. Click "New". 8. Click "Folder". 9. Type: darkmod 10. Press Enter. 11. Double-click your new "darkmod" folder. 12. Download tdm_update_win.zip if you hadn't already. 13. Double-click on tdm_update_win.zip; you should see a window open up containing tdm_update.exe 14. Drag tdm_update.exe into the "darkmod" folder you just created. 15. Double-click tdm_update.exe. 16. Wait quite a long time for the game to download. Maybe overnight. 17. When it finishes, double-click tdmlauncher.exe to run The Dark Mod. Fingers crossed, it should work and you should be able to play the training mission.
  14. Dram got hired by a gamedev studio so he has less time these days, but he has said that he hopes to finish and release Blackheart Manor at some point.
  15. Nothing important is going to change, unless we really have to - and even then we'll be very careful about preserving the playability of existing FMs. Don't worry about it. All the future changes will be (1) fixing anything that's obviously broken, and (2) adding new assets/features which don't impact old maps. If a game-breaking change is introduced, we'll either fix that ASAP, or tell FM authors how to revert their FMs to the old behaviour. But hopefully that shouldn't be necessary. So please don't hesitate to go ahead and make your campaign.
  16. Do you have any firewalls, antivirus, or other security software running? Try making an exception for TDM and/or temporarily disabling them. There was one specific brand of firewall that caused problems even if it was "disabled" and actually needed to be uninstalled before the error would go away, though I don't remember what firewall it was. Something pretty obscure IIRC. EDIT: When we saw this internally, it was Sunbelt Firewall, previously known as Kerio Firewall, that was causing the problem. But this could also happen with other firewalls too.
  17. Go to C:\Games\Doom3, open the File menu, choose New, then choose Folder. Type darkmod. Hit enter. You now have a C:\Games\Doom3\darkmod folder.
  18. Looking good! Looking forward to the day when this guy is fully functional.
  19. There's a thread about this already - perhaps one of the solutions posted in there can help you?
  20. I don't quite understand your meaning (I'm no mapper!) but if this is something that could affect moveables, then you can't make assumptions about it not touching items... The player can always lift or throw things up just about anywhere. Awesome screenshot in any case.
  21. Could be a driver issue related to Vista/Win7's new driver model. Try updating (or downgrading!) your drivers on Win7. It's only supposed to render that lightgem image to the backbuffer, and not flip it onto the screen. In most cases that works fine. Using off-screen buffers to store the rendered image would be better, of course; that will probably be doable once D3 goes open source.
  22. That's awesome. I'm tempted to use it too. And yeah, check LICENCE.TXT, you can redistribute all of TDM's art and sound under a Creative Commons Share-Alike licence (except for D3-derived assets), provided you provide attribution and put a CC-BY-SA notice on it (e.g. by stating that it's under CC-BY-SA 3.0 and linking to this page).
  23. Yes, the lightgem renders are directed inward, not outwards, so it doesn't take the environment into account. It's not a cubemap exactly, but kind of a similar idea; it's two square pyramids stacked on top of each other. Bottom pyramid points down, top one points up. There are two renders, one from below and one from above.
  24. That certainly wasn't my intention, and I'm sorry that it came off that way. I have great respect for the skill and thought that goes into animating. Especially since I've dabbled myself on occasion, so I have some idea of the amount and type of work involved. I'm just trying to contribute help from my area of speciality, which is programming (and, by extension, performance analysis). I don't know for sure what % of the time spent on AI goes towards animation/pathfinding/thinking/rendering, since I haven't measured it, but I can make some educated guesses. My comment about animation performance load being identical regardless of movement is based on a few reasonable-sounding assumptions. Specifically, that transforming the vertices from the AI's neutral pose into its current pose is by far the biggest contributor (since there are lots of vertices per AI). This transformation is done by chaining together a bunch of matrix multiplications (a matrix multiply can be viewed as a transformation - due to linear algebra, which I won't go into). My guess is that these transformations are not cached between frames, since 99.9% of the time they change every frame anyway. Therefore the mere fact that a mesh is being deformed by a skeleton causes a performance hit, regardless of how the deformation changes between frames. My second guess is that even if my first guess is wrong, then the difference in performance load will not be noticeable on a real map. (i.e. It won't have an effect on the frame rate which is greater than the background noise.) Granted, I could be wrong. In truth this should be settled by benchmarks, not words. If someone wants to set up such a test then by all means. I'd do it myself but I don't have time... in fact, I'm late for a lecture right now. Oops.
  25. As you discovered, this isn't possible, because there are no lightmaps to extract. All Doom 3 lighting in performed in real time. That was kinda the point of the whole "dynamic, unified lighting/shadowing" malarky. No, it wouldn't. It's just an extra pass on the level geometry. As the guy mentions in his tutorial, this baked lighting technique explicitly only applies to level geometry, and does not affect players and other moving objects in the world. (That's why you need to keep the direct lighting as actual in-game lights, so that at least some of the light has an effect on moving objects.) The lightgem model, from which light values are read, is a moving object under that definition; so it isn't affected.
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