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AluminumHaste

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Everything posted by AluminumHaste

  1. 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.
  2. 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.
  3. 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
  4. I don't know, looking at that wiki comparison image, they are both horribly artifacted, just in different areas.
  5. Is the map up on SVN? If so I can grab some high res shots for Moddb. With your permission of course.
  6. 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.
  7. 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.
  8. 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.
  9. Did you throw up the new screenshots yet?
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. I already emailed those pics for the Moddb account, I can forward them to you if you want, just pm me your email address.
  16. 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
  17. Yeah that's what I was talking about, Morrowind's editor had that function also.
  18. I guess you can throw this up there as well, experimental mantling physics that allows mantling moving objects.
  19. 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
  20. 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.
  21. 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.
  22. Okay here's some screenshots with and without r_postprocess Without Post Process With Post Process set to 1 The FPS in the last shot were actually lower than this, going down to 3 fps
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