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AluminumHaste

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Everything posted by AluminumHaste

  1. Yeah we have until January 1st to vote, so lots of time.
  2. And you want me to upload these screenshots to my Moddb page?
  3. 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.
  4. 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.
  5. I edited the front page, can a Mod change the title to: "The Dark Mod has made it into the Top 100"
  6. Okay I cleaned the solution and rebuilt it, it's working now.
  7. 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.
  8. 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.
  9. 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..
  10. The log file shows this: BTW all dependencies were updated, 64 and 32 bit.
  11. 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.
  12. Looks great, but please turn on Anisotropic filtering to at least 8x
  13. Visual Studio 2010 is a huge upgrade over 2008 in GUI functionality. I was using it during the beta, it was really nice.
  14. 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.
  15. 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.
  16. 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.
  17. 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.
  18. 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.
  19. So far so good guys: 102 votes submitted for Dark Mod, average of 9.6 / 10 That's community rating btw.
  20. 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.
  21. 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.
  22. 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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