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AluminumHaste

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Everything posted by AluminumHaste

  1. You guys are going to need a loot icon for this?
  2. I believe I have but I will have to try again can't say for sure.
  3. Oh forgot to mention, turning off HDR fixes the issue, and I get constant 60 fps underwater. I'll take some screenshots tonight along with a cvar dump so you can see which settings I'm using.
  4. Using latest SVN checkout, any underwater overlay causes FPS to drop almost to 1 with PostProcess turned on. Same with the Bloom AFAIK. System: Alienware M17x 2x Nvidia GTX 260M 1GB SLi Alternate Frame Rendering Technique #2 Core 2 Quad @ 2.2 GHz 6 GB DDR3 @ 1066 MHz 400GB Raid 0 7200 RPM Doesn't matter what map, any water that uses the murky wavy effect when you are submerged causes this issue.
  5. I don't know I think it looks phenomenal at the moment, and performance doesn't even suffer that much. Although there's still that issue where you are underwater and FPS goes to like 3 fps.
  6. The only issue I've been annoyed with recently has to do with rotating entities. When the origin of a let's say Door entity is aligned along the side of the door like it needs to be, when trying to rotate the entity, rotates it around the origin, causing the entity itself to rotate in strange ways. I remember reading that entities have a general point of origin based on the average distance to center or something like that, which is where the origin "vertex" is positioned. Would it be possible to have the entity keep the original origin point exclusive to the origin vertex? I'll try and post some screenshots later I don't think what I just wrote makes much sense.
  7. I think I'm going to throw up another video just for Moddb, or something. EDIT: Video is up, it's currently still processing so it probably won't work or will look like crap:
  8. Wow, just tried it, amazing work there! All of the mantling was very realistic, I had to be careful on the rotating barrel. If I didn't time it right it would turn and I'd fall off the side. This is so much better now and it also opens up a lot of possibilities.
  9. Is this change up on SVN then? I'd like to try it out if I could.
  10. You can get the arrows the frob distance is REALLY short so you can't frob them through the glass. I had to noclip to get them however.
  11. Yes the first time I went for that geode it wasn't there, so I noclipped and found it down under the rocks. The second time I don't think I got that far.
  12. No playerclip is the worst, nothing like an invisible wall to get you a 0/5 stars for design Just make them all climbable, problem solved. Sure it's useless as there's nothing there, but a chain should always be climbable.
  13. hmmm, I died several times trying to jump onto one of them, I'll take a pic. EDIT: These are the chandeliers I first started trying to climb, so it's no wonder I never thought to climb the other ones.
  14. Hmm, that's weird because when I compressed that image using the nvidia photoshop plugin it at first complained that it wasn't a power of 2, then when I changed it to 1024x768 for the diffuse it was all happy. I see, so it's either 1024x1024 or 1024x512. That sucks, because the image is neither square nor 1:2 So are you saying that non powers of two DDS breaks video drivers causing crashes?
  15. Don't be sad, I actually had to cheat to find about 800 of the loot. I NEVER thought to look behind bricks for stuff, that was just mean. A couple of things about the map though; window ledges should not stick out more than a few units so as to prevent the player from getting stuck on them when trying to mantle. Ladder brushes should never be buried in brushes/other entities so that the player can use the entire ladder and not have to try multiple times to mantle off the ladder. The frob distance for some objects is so small that I had to noclip into a cabinet in order to pick up the water arrows, same for the bones of st. Albans, couldn't grab the legs.
  16. WOW just finished, OMG over 2.5 hours to complete! That's longer than any of the campaigns in the Thief series. What a ride! I HATE you for the loot though!
  17. wow I just have to say; amazing. I'm not even finished, not even close but I can for sure say this has been an authentic Thief experience! Also I have to say thank you, you are the first person to use my stained glass I made all those years ago. And about the loot, you are EVIL!!!!!
  18. That looks a lot like the Cathedral I left up on SVN. Looks great btw, can't wait to play it!
  19. shaderParm3 I think, set it to distance in units til opaque. EDIT: Found it: shaderParm3=<whatever distance til fog is opaque> Lower numbers make thicker fog, higher numbers make thinner fog.
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