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AluminumHaste

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Posts posted by AluminumHaste

  1. I think darkmod can overcome dromed limits

    I'm wrong

    To create 1 room in dromed you need one brush,to create one room in DR you need 6 brushes

     

    8201 brushes / 6 = 1366.8 + 1000 brushes (thats used like patches in DR) = 2366 + 500 (as models and entities) = 2866 in dromed,so you didn't get any optimization errors with that number

     

    Well that's assuming that brush count = triangle count. 1 Air brush in dromed gives you a 6 sided room. Now how is that rendered? If it's similar to Doom 3 that's at least 2 triangles per side, the same as doom 3.

  2. This is what I've done to fix this exact issue.

     

    Open the map in DarkRadiant, select everything, copy to clipboard.

    Open another instance of DarkRadiant and paste from clipboard. Save as new filename and dmap new file and that has worked 3 times now with random unresolvable crashes.

     

    Also what you can do is open the map file and look up entity 3409 and remove it and then try to compile.

  3. Thiefette, I had that same problem towards the end of my adventures as well; I sent Jesps a save and he had nonesuch so we determined it must have something to do with my nVidia 8800... do you have similar?

     

    Also, I could spin around and find a sweet spot/direction/POV to bring the world to light again; did you experience that?

     

    I have gotten this, but I use SLi with a 260M GTX but that card is based on the G92b (9800 series desktop parts)

  4. 1) 3Dc decompression is supported in hardware so there is no performance hit for using it.

     

    2) 3dc compresses much more data than DDS so the amount of video ram (and file size) are significantly reduced

     

    3) That extra RAM can be used for more Geometry data (bigger missions) or Post Processing buffer space...

     

    You forgot to mention that 3Dc has way less compression artifacts than standard compression.

  5. Ok, I tried looking at the votes in more depth, but this is just odd.

     

    The basic idea is:

     

    * we are the only mod for D3, therefore all votes for D3 go to TDM

    * if the sitxth game has X votes, we must have less than X votes (otherwise, D3 would be on place 1..6)

     

    However, the sixth game is "Battlefield 2", with an icon of a "2". But there is no mod for it in the TOP 100:

     

    http://www.moddb.com...r-awards/top100

     

    post-144-129146648503_thumb.png

     

     

     

    Uh yeah there is, check the Top 100 again. It's alphabetical, it's the second mod along the top of the list. The game has two mode:

     

    http://www.moddb.com/mods/forgotten-hope-2

     

    http://www.moddb.com/mods/project-reality

  6. Long ago during the Quake 3 era, many of the more prominent mappers told us that they map in Caulk, and only texture afterwards.

    I always do this since reading that, but I don't know if it helps. I actually like the way Caulk looks and it's nice seeing things starting to get textured.

  7. I could send you the picture at full resolution if you wanted.

     

    Anyone can take a screenshot at that res, just type in the console:

    bind F12 screenshot 4320 900

     

    Then press F12 and Doom3 will take care of the rest. It does cause artifacts in shaders thoug

    EDIT: I'm sure that looks amazing on three monitors though, lucky you. :)

  8. I can't bring myself to read more than one or two pages from that forum. The attitude there is so negative from here and the rest of the thief community in general. It's one thing to argue and offer criticism, but the stuff going on at Darkfate is just so completely negative. Some of them there seem to hold onto some extreme mistrust and resentment toward TDM as a project and the team. It's completely irrational.

     

    Fuck them. Honestly? Fuck em' with a spoon, and a rusty one at that. They can sit in their caves throwing poo around, it's not like they're getting any on us.

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