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Posts posted by AluminumHaste
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I don't know, looking at that wiki comparison image, they are both horribly artifacted, just in different areas.
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Is the map up on SVN? If so I can grab some high res shots for Moddb. With your permission of course.
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You guys are awesome.
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Editing profile to show Source Engine now...
that would probably work
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I think what we could use is to have modetwo or an Admin, PM every member of these forums with links to create a moddb account and vote for TDM.
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I usually do not register to any sites I do not visit very actively. I registered to moddb only to vote for TDM.
Dear community, it is time to promote TDM.
Thank you!
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A huge Thank You to everyone who voted for the mod, we made it into the Top 100. Phase Two of voting has started and you need to vote again for the The Dark Mod to progress to the finals. You can find the voting station here: http://www.moddb.com/events/2010-mod-of-the-year-awards/top100
Click on Doom III:
Then click on Vote
And that's it.
I know we didn't win last year, but let's get a good effort started right away. Head on over to http://www.moddb.com/mods/the-dark-mod , log into your account there and vote for TDM!
EDIT: Don't forget you need to register an account with moddb.com. You can vote as a Guest but those votes DO NOT COUNT UNLESS THERE IS A TIE!
EDIT 2: From "THE RULES"
The top 100 is determined by "quality" of vote. For example a vote from a long time member is worth more than a new members vote which is again worth more than a guests vote.
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I will do that tonight along with high-lighting Bikerdude's interview (the original post didn't have any effect but a news blurb about the screens and the interview should do it). Sotha interview next...
Yes, AluminumHaste's work deserves a lot of the credit here, just look at the screen-shot hits.
Hey I'm just taking screenshots here, 99% of the credit goes to the map makers <3
BTW I'll be going through all the missions grabbing some high res screenshots, I'll try and get a bunch tonight at work but that all depends on how late my Boss stays.
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Did you throw up the new screenshots yet?
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OMG if you're going to create a video at 1280x720 at least RECORD THE VIDEO AT THAT RES for Christ's sake. Creates the impression that they have no idea what they are doing. /end rant
On a lighter note, wow that looks amazing.
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I am aware that linux is case sensitive OS. When mapping, I tried to make sure all the assest filenames and material definitions are lowercase and they are.
Some map entity-names I had in CapitalCase, but that shouldn't matter I think.
And is there an explanation why linux maps need to have to be re-dmapped? All the mapname.map and mapname.aas32 are lowercase, so I fail to see how it is a case problem.
Nevertheless, it weird and obviously it makes linux games' life a lot more difficult.
Yes please email me that maps pk4 file, I want to try it on my windows machine, maybe linux does something weird to it, like some file permissions on the aas files that won't allow Doom 3 to read them.
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Linux platforms and capitol letters in map entities or assets?
That wouldn't cause a LEAK on compile though, if it was a directory structure issue you might get missing model or entity, but either the brushes that seal the void are there or they are not. The location and orientation of entites and assets are stored in the .map file, so if that file is missing then dmapping would come up with the error that the map file was not found.
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I get the out of date errors with nearly half of the FMs. I dmap if they are for AAS32 or AAS48, etc., but I ignore the message if it is only for RAT paths.
What surprised me was that the map leaked. I think I'll download it again, from the first mirror this time, and try it again. I'll dmap it anyway, but if it leaks, I'll try to fix the leak properly so there is a skybox around instead of the wall like I did yesterday.
Yeah that shouldn't happen, if it didn't leak on the authors computer there's no reason it would leak on your computer. Unless of course the author accidentally packaged up the wrong map file, but then it wouldn't work for anyone. hmmmm
If you still have that pk4 please email it to me, pm me and I'll give you my email, I'd like to try it on my computer also.
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Oh yeah duh lol, I'm so dumb. Yeah I haven't got screenshots of the Caduceu, I got the names confused. I'll try and get some high res ones by tonight.
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Bikerdude's Moddb profile is N.I.C.E. !
(we need Caduceus of St Alban pics at the TDM profile soonish BTW... AluminumHaste???)
Edit:
Numbers are already high and climbing!!!
I already emailed those pics for the Moddb account, I can forward them to you if you want, just pm me your email address.
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OMG what an excellent mission. At first I didn't like the outside, too bright, then I started actually "playing" instead of "looking" and my god, what a wonderful time!
Question though
I found the crypt key along with the disk, but I had previously lock picked the crypt door, is this by design?
Also loved the secret room, I spent I think 15 minute in there just reading stuff and looking at loot and imagining all the things our good Captain has done.
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Actually I was referring to that sexy "floor me" function in DromEd.
Yeah that's what I was talking about, Morrowind's editor had that function also.
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I guess you can throw this up there as well, experimental mantling physics that allows mantling moving objects.
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Just a response to the OP (didn't read the thread to prevent getting distracted...):
- I am using the embedded window layout. It would be nice to have a key that toggles render view to get maximised when needed. For me it could as well be bound together with the actual RMB in render view.
- Is there a "drop item to floor"-function? I think I have seen something like it in some pretty outdated game editor...
Keep up the good work, thanks for rocking it!
I already requested the "floor" option years ago, but Greebo doesn't have time for a feature like that, it would be difficult to implement, but that was years ago.
Yup was over 2 years ago looks like: http://bugs.angua.at/view.php?id=698
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Okay I thought I had found an issue, looks like when I created the map I used the wrong entity, I was using func/func_liquid, so I changed them all to Liquids\atdm:liquid_water, but same issue. Could be an issue with the map then.
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Hmmm some interesting results running the water_murk and water_murk2 maps. None of the water in those maps causes the slow FPS issue. Here's the console dump.
water_murk.map
Entered water with murkiness 0.100000. UNDERWATER: After water check overlay is guis/underwater/underwater_green_thin murk.gui Leaving water. Entered water with murkiness 0.600000. UNDERWATER: After water check overlay is guis/underwater/water_dark.gui Leaving water. Entered water with murkiness 0.200000. UNDERWATER: After water check overlay is guis/underwater/water_sea_01.gui Leaving water. Entered water with murkiness 0.100000. UNDERWATER: After water check overlay is guis\underwater\underwater_green_thin murk.gui Leaving water. Entered water with murkiness 0.100000. UNDERWATER: After water check overlay is guis/underwater/water_green.gui Leaving water. Entered water with murkiness 0.100000. UNDERWATER: After water check overlay is guis/underwater/water_green.gui Leaving water. Entered water with murkiness 0.100000. UNDERWATER: After water check overlay is guis/underwater/underwater_green_thin murk.gui Leaving water. Entered water with murkiness 0.100000. UNDERWATER: After water check overlay is guis/underwater/water_green.gui Leaving water.
water_murk2.map
Entered water with murkiness 0.100000. UNDERWATER: After water check overlay is guis\underwater\underwater_bluegrey_m idmurk.gui Leaving water. Entered water with murkiness 0.100000. UNDERWATER: After water check overlay is guis\underwater\underwater_green_thin murk.gui Leaving water. Entered water with murkiness 0.100000. UNDERWATER: After water check overlay is guis\underwater\underwater_green_midm urk.gui Leaving water. Entered water with murkiness 0.100000. UNDERWATER: After water check overlay is guis\underwater\underwater_green_thic kmurk.gui Leaving water. Entered water with murkiness 0.100000. UNDERWATER: After water check overlay is guis\underwater\underwater_green_thic kmurk.gui Leaving water. Entered water with murkiness 0.100000. UNDERWATER: After water check overlay is guis\underwater\underwater_greengrey_ thinmurk.gui Leaving water. Entered water with murkiness 0.100000. UNDERWATER: After water check overlay is guis\underwater\underwater_greengrey_ midmurk.gui Leaving water. Entered water with murkiness 0.100000. UNDERWATER: After water check overlay is guis\underwater\underwater_greengrey_ thickmurk.gui Leaving water. Entered water with murkiness 0.100000. UNDERWATER: After water check overlay is guis\underwater\underwater_greengrey_ midmurk.gui Leaving water. Entered water with murkiness 0.100000. UNDERWATER: After water check overlay is guis\underwater\underwater_blue_thinm urk.gui Leaving water. Entered water with murkiness 0.100000. UNDERWATER: After water check overlay is guis\underwater\underwater_blue_midmu rk.gui UNDERWATER: After water check overlay is guis\underwater\underwater_blue_midmu rk.gui UNDERWATER: After water check overlay is guis\underwater\underwater_blue_midmu rk.gui Leaving water. Entered water with murkiness 0.100000. UNDERWATER: After water check overlay is guis\underwater\underwater_blue_thick murk.gui Leaving water. Entered water with murkiness 0.100000. UNDERWATER: After water check overlay is guis\underwater\underwater_blue_midmu rk.gui Leaving water. Entered water with murkiness 0.100000. UNDERWATER: After water check overlay is guis\underwater\underwater_bluegrey_t hinmurk.gui Leaving water. Entered water with murkiness 0.100000. UNDERWATER: After water check overlay is guis\underwater\underwater_bluegrey_m idmurk.gui Leaving water. Entered water with murkiness 0.100000. UNDERWATER: After water check overlay is guis\underwater\underwater_bluegrey_t hickmurk.gui Leaving water.
Here are the settings I'm using:
r_postprocess_bloomIntensity = "0"
r_postprocess = "1"
r_postprocess_bloomKernelSize = "2"
r_postprocess_sceneGamma = "0.92"
r_postprocess_sceneExposure = "0.9"
r_postprocess_desaturation = "0.05"
r_postprocess_colorCorrectBias = "0.1"
r_postprocess_colorCorrection = "1.15"
r_postprocess_colorCurveBias = "0.54"
r_postprocess_brightPassOffset = ".8"
r_postprocess_brightPassThreshold = "0.4"
r_postprocess_debugMode = "0"
At this point I'm all "WTF?" so I loaded up my noblecave map where I'm having this issue.
Entered water with murkiness 0.000000. UNDERWATER: After water check overlay is guis\underwater\underwater_green_thin murk.gui
And again FPS drops to less than 10. The only difference I see is that on my map the murkiness is 0.000000, while all other water is over that.
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You guys are going to need a loot icon for this?
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ah yes, AH have you tried justy running it on 1 gpu/card...?
I believe I have but I will have to try again can't say for sure.
So, what are you working on right now?
in TDM Editors Guild
Posted
Hey fids those are nice, but why are some entities missing their textures? The four poster bed in one shot is completely black, as are I think the curtains in the other shot.
The ones I'm talking about are bed01.jpg, the bed is completely black.
Also in study.jpg, the curtains are black, as are the spear tips and the center of the shield