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Posts posted by AluminumHaste
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And they probably remove double votes anyway, plus, they might even punish us for double voting. So don't do that.
They mention this on their website, they watch voting very closely so no funny business guys or we get disqualified and I doubt we would even be told.
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I edited the front page, can a Mod change the title to: "The Dark Mod has made it into the Top 100"
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Okay I cleaned the solution and rebuilt it, it's working now.
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The x64 compiler is not implicitly installed alongside VC++ 2010 Express. From technet:
http://msdn.microsof...y/9yb4317s.aspx
I've always been using the Pro/Premium versions (I get them for free as my company is paying a MSDN subscription for me), so I never ran into that problem myself. It seems though that the express versions can be pushed to compile for x64 targets as well.
Yeah same here, I stopped bothering with the Express editions for that limitation alone, also I never got it to work with the workaround. I just use the Ultimate version or whatever it was, no issues as it comes with the x64 compiler built in.
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Have you tried to run a full recompile? I haven't seen anything like this before.
I was doing that but had to stop it. That takes close to 30 minutes to complete and I ran out of time. I'll try tonight at work and see what happens.
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Running in debug mode throws this on the stack:
> DarkRadiant.exe!module::ModuleRegistry::registerModule(boost::shared_ptr<RegisterableModule> * module=0x000000000012f280) Line 65 + 0x57 bytes C++
And throws this error:
Unhandled exception at 0x000007fefdffaa7d in DarkRadiant.exe: Microsoft C++ exception: std::bad_alloc at memory location 0x0012cac0..
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The log file shows this:
BTW all dependencies were updated, 64 and 32 bit.
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Yup, I know, I've been using it at work from day 1. In my day job I am doing quite a bit of C# and SharePoint development and VS 2010 has really improved a lot of things for SharePoint developers. I was merely referring to the C++ part of VS 2010, which didn't appear to offer too many Great Advancements, just a bit of C++0x support here and there, that's why I didn't immediately jump onto the 2010 train with DarkRadiant.
Ah, I see. I just noticed that there's not going to be a 64bit environment for VS2010. Seems weird, especially since all new processors are 64bit these days.
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that crap I build today
Looks great, but please turn on Anisotropic filtering to at least 8x
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I'm on Win7 here, and this is how it looks when DarkRadiant is using the wimp engine. I suppose the controls are rendered like the "native" Windows ones when using wimp.
You mean VC++ 2010 Express? I've never tried to load the projects in there (am using VC++ 2008 for years now), but I was meaning to have a go at migrating the VC++ projects to the next version sometime anyway. I can do that earlier, if you want me to.
Visual Studio 2010 is a huge upgrade over 2008 in GUI functionality. I was using it during the beta, it was really nice.
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Is it possible to run dmap without optimization? theoretically you could caulk every square inch of every unseen surface, which should theoretically render optimization worthless since caulk doesn't get drawn. Could save a lot of hassle on dmap time, and prevent weird aggravating map holes. if it its true that the .proc file is reduced by optimizations, that might also lead to larger FM's by leaving those surfaces in though. Anyone ever tried this?
No the optimizer does way more work than just caulk out unseen faces, it optimizes geometry and triangle output, and a bunch of other things. If it wasn't needed I'm sure ID would have just told us to make sure to caulk everything and would not have built an optimizer.
I build exclusively in Caulk texture anyways, and only texture faces I need to. This helps, but on some maps it doesn't matter how much you pre-optimize the DMAP process can still take 10 minutes like it used to for my Cathedral map. That is until I changed most things into func_statics.
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I know there are a few of those warnings that come up during a dmap, but what was occuring was it'd go through those, get to degenerate triangles, then endlessly throw that error until it stopped responding. I found it was related to some octagonal brushes I had made, removing them has got rid of the dmap breaking spam. I'll try putting them back in, and creating a func_static out of them. Thanks for the idea!
My doom3.exe also stops responding while dmapping at certain parts, you should wait to see if it ever comes back. Of course, just fixing the issue is the correct procedure, but don't worry if Doom3.exe stops responding, it's just busy.
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I thought that was a benign error and just a normal part of the optimizer's task.
It's a warning and can be ignored. That said, there's a reason for these, and I'm not 100% sure, but I think they are caused by using lots of small grid brushes, and/or small angles. Try turning some things into function_statics and dmapping again.
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I wanna say one thing to all of you guys. You are amazingly productive and creative! I can admire your work and learn a lot. Btw I finally made my first steps towards the dark radiant.(and Master Builder knows how hard it is for me after unreal engine!) ehm I was wondering are there any mappacks with fanmissions editor files so I could study them? I like to work on examples.(I know it's a little bit off topic...)
Any map that you download off the missions site (http://www.mindplaces.com/darkmod/missions.php) you can unzip (pk4 file is a zip file) and look at the maps in the editor with everything the author did.
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Depends on demand. I just got sick of it so needed a break. I've been chasing grass edges through about 4 threads and more months than I care to remember. Hope to get it all down for the next update at least.
Which is a shame you have to do all this work, once the source is release (if it ever does get released) some proper alpha masking techniques can be implemented.
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The problem is, 102 votes is nice but your "zombies in a post-apocalyptic factory" mod will get 50,000.
Stop it you're making me
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So far so good guys: 102 votes submitted for Dark Mod, average of 9.6 / 10
That's community rating btw.
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Well that depends. If you just paint a brush with water then no it can be in the void. If you create a liquid entity then it's origin has to be in the map or map will leak.
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Note: the first shot is of an unfinished area. The rest are also subject to change; for a start, those candlelights are getting desaturated in the final version.
So I was just taking some screenshots of your v1 of Return to the City, could this be part of the reason you had performance issues? There must be a hundred AI in that part of the map.
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Now you're getting it, those look fantastic and a much closer approximation of real AO .
EDIT: I just wanted to add that I have a perfect real life example of AO in the office here at work, I just need to take a pic and upload it to show you guys what I mean.
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I appreciate any map that someone puts out regardless of technique used for imagery.
Whatever the author decides is what I will take, the more the merrier.
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True AH, there are real world examples where the lighting might give you some trouble distinguishing surfaces (especially in a still 2d shot). AO just reduces the number of scenarios where this occurs (and looks pretty). Sure, clever light sizing and placement will help as well.
The primary objective is to make things playable so if any method makes things easier to distinguish then it is welcomed. Someone with really good knowledge of optic behavior might be irked by the inaccuracy but most folks would also find carefully crafted shading to be visually appealing.
(BTW... Those after shots look great to me Fidcal )
Oh I agree, reality often is less than stellar compared to TDM
The only complaint I have with those comparison shots (and I have to say they look lovely), is that Ambient Occlusion does not have any effect on an anything other than acute or right angles, like corners and such. The outside edge of a corner will be fully lit so AO will not be applied. so there should not be any AO on pillars, since there's no occlusion going on.
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I am not sure what other tools are available to help with this but I have taken a portion of one of Sotha's "The Knighton Manor" screens to illustrate why AO sometimes needs to be faked for sheer playability reasons.
The area surrounded by the blue outline is a transition between a wall that is close and one that is recessed. Because the lighting does not occlude slightly, it is very difficult to distinguish the depth difference and the wall boundary. I can imagine scenarios where lining up an arrow properly could be problematic when this visual cue is not present. If not grime decals, perhaps SneaksieDave's fake shadows (gl minus one) approach? (And, of course, Strombine style enhancements to the ambient would help but I don't want to sound like a broken record ).
Really that screenshot is down to the single light source and it's position. Reducing the radius or moving it would help, also adding lights in other places would help contrast the support beam against the wall.
I do have to say though, that in real life, in situations similar to those where there's just ambient light say from a full moon, it's really hard to distinguish detail in say, white beam on white painted wall.
Also I would maybe add some trim around just the beam in the middle.
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I don't want to be mean, so please don't take it that way, I just don't want to see stuff like that on Moddb as some people won't understand.
So, what are you working on right now?
in TDM Editors Guild
Posted
I was going through the A to Z tutorial and marking up the text and stuff so decided to actually follow the tutorial. So far I'm having lots of fun with this new map.