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AluminumHaste

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Posts posted by AluminumHaste

  1. How can I set a layer to be 'current' so new items are created in it?

     

    Creating pillars in a room with manor and archdoor3 showing the pillar always goes into archdoor3 though I want it in manor. I've tried selecting all in manor then unselecting and also tried hiding all then showing manor before archdoor3 and vice versa but always the pillar goes into archdoor3 so I guess it is because that was created later? Also tried renaming manor. The only way I can force the pillar to be created in manor is to hide archdoor3. But I don't want to hide it as it is part of the room I'm working on.

     

    Feature request on tracker I guess, that would be useful. Maybe have it created on the currently selected layer?

  2. Hmm, SSAA is Anti-aliasing with Supersample, or what? This is my panel:

     

     

     

    What is not visible is only:

    Threaded Optimization: NO

    Triple Buffering: ON

    Vertical Sync: Force ON

     

    Also for Anti-aliasing I can choose after x16, x16Q. But doesn´t help.

     

    Now I chose 16Q and also 16 AF. Look:

     

     

    But I hit the right angle, just a little to the right:

     

     

     

    Right now you have Nvidia driver set to "Enhance the application" try "Override the application", which I think is the only way to force Super Samplin in Doom 3 as it doesn't have built in support for SuperSampling.

  3. Already activated. AF was x4, but with maximum x16 I can´t tell a notable difference. I have Nvidia GeForce 9800 GT, though not the best with Supersampling (7upMan told me) it´s still a good card, isn´t it? :mellow:

     

    I would like to see this shot with the best GPU out there...

     

    Best image quality would be with SSAA at like 8 or 16x though 16x may be overkill. Your card should be able to do SSAA, give it a try, force it in the control panel for the Doom3.exe. It will probably run at like 2 fps :wacko:, but it will look great. Don't forget to take a screenshot :)

  4. Increased AA and AF settings should reduce that artifact but I am not sure it's entirely avoidable...

     

    AA is not applied to textures, only edges of geometry. AF may help, but you can also try turning on SSAA, which may help, but be prepared for a MASSIVE performance hit.

  5. For those of you having issues using Sikkpin's test map, I made a video and put it on youtube.

    For some stupid reason when I watch the video on youtube it's extremely dark, but the version I have on my computer looks fine. I don't know if it's just my computer and Firefox and IE are using some special plugin that's different than VLC, or it's because youtube re-encoded the video.

    Anyways, here's the video:

  6. yes i am setting 2 or 3 random pieces of each ledge in my FM with that property to make it more difficult to mantle, and feel more like Thief. maybe it will bring some more people from TTLG over here if they feel more at home with the gameplay, heh heh.

     

    That would just piss me off in game if random stuff was no longer mantleable. I think I would stop playing that Fan Mission if I noticed stuff like that. Difficult mantling was NOT a hallmark of Thief series but a huge, fat, frustrating mark AGAINST it.

  7. I can try to change the way the GUI renderer dispatches the draw calls for the text, but this takes a while. It would be nice to have some sort of GL debugger which tells me exactly what the problem is, I have no idea what I might be doing wrong.

     

    That said, I'm soon going to get a new laptop with an ATI card, so with a bit of bad luck I'm going to experience this problem myself.

     

    OMG don't say that lol, these issues can be sooooooooooooo annoying, especially if you are the only one having them.

  8. ak we have reinstalled windows but still DR is crashingm but atleast this time the error reporting service came up with an error - "atioglxx.dll"

     

    Now I seem to remember that some taffers have had issue with this file and D3/DR...

     

    -_-

     

    Ati OpenGL, didn't he already update the drivers though?

  9. While trying to replicate the same error as Ungoliant, I stumbled across my own crash bug in regards to the readable editor. I'm running the 64bit SVN build, checked out and built yesterday.

    My steps to reproduce:

     

    1) In darkradiant create any readable entity. I used atdm:readable_mobile_book01

     

    2) Select the entity and open the readable editor.

     

    3) Click in the XData Name field without typing

     

    4) Click the X to close the Window and POOF, DarkRadiant crashes.

     

    Can someone else confirm this please.

  10. The only thing I can suggest is that you install Visual Studio 2008 Express C++ (or the full version) and download the source code. Then run a debug build to try and get some useful info for the coders, so they can maybe help you out.

    I just installed and built from source in less than 1 hour, it doesn't take any technical knowledge really.

  11. Linux build is now working post-merge and the application runs, although I haven't done any thorough testing.

     

    I've just been looking at some documentation on Glade, which is the "logical next step" in the modernisation of GTK use. It separates UI design from logic by storing the widget structure in an XML file which is then parsed at runtime to build the interface, rather than writing code for each widget individually (this is much closer to how Qt works).

     

    In this case converting everything to use Glade would be a monumental task (even more than converting to GTKmm I suspect), because each window would have to be re-designed from scratch in Glade, but it could be useful for development of new dialogs. The Gtk::GtkBuilder object is right there in GTK/GTKmm, so as far as I know it could just be used in various situations without requiring any build adjustments or new libraries.

     

    Is the windows version up?

  12. heard of it but couldn't remember it. I haven't installed Thief since 10 years maybe longer (I have no windows since that time, either, except lately some virtual boxes for work stuff)

     

    Well now, that makes sense. No Thief for you? 10 years? That's a long time.

  13. Erm, either it is vanilla Thief, or "the community has done something with it" :)

     

    Edit: Although I have no idea what they have done with it. Hacked the resolution/colors?

     

    You've never heard of DDFix? Oh I meant Vanilla Thief as in the artistic assets have not changed, and they haven't.

     

    DDFix: http://www.ttlg.com/...ad.php?t=121449

     

    DDFix is a patch (created by TimeSlip and updated by SIO2) to allow Dark Engine games to run properly on modern hardware. It fixes the numerous problems introduced in modern graphics card drivers, as well as enabling 32-bit rendering to increase visual quality beyond even the original game. It also fixes fog in Windows 7 and Windows Vista.

     

    It's great I have Thief 2 running at 1920x1200 with 8xAA with SLi turned on, on my Quad core machine. No issues.

  14. Is this with some sort of high-res texture pack? What else did you change, I see the horrible color banding is gone?

     

    No it's just vanilla Thief 2, it's amazing what the community has done with the .exe file for thief and thief 2, just simply amazing.

  15. Anything you can do I can do better...I can do anything better than you... ;)

     

     

    A quick'n'dirty rough approximation. Just because it's on TDM doesn't instantly make it look and play boring.

     

    Okay let's at least give Thief 2 a fair chance here:

     

    thief22010092100155501.png

  16. Also through a couple particle leaves in my cherry blossom tree and it fills it out pretty good. The particles really aren't bad most of the time and they look fullest, they only spin weird if you really look right at the tree and rotate, which is an odd move to make in game.

     

     

    Don't worry, any particle generated look at particle will do this, Oblivion trees have this issue also and they look amazing in game, so no need to worry, they look great :D:)

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