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AluminumHaste

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Posts posted by AluminumHaste

  1. Yeah you need DDFix, which is better anyways as it supports 32bit render targets, fog is fixed, and you can use whatever resolution you want.

    I play T2 at 1920x1200 with the widscreen patch also. Runs great.

    So I guess we see that you still need a new system. I had this issue too when I upgraded my crappy system with a Radeon 9700 Pro, back in the day. It was an 800$ video card, with an Athlon 1.2 Ghz system. Games still ran like crap, but were no longer GPU limited.

  2. Well, with the rebate it's about 80 bucks, but the PCIe version has so many different companies using the card it depends on what brand you buy. The price depending on what tweak of the Radeon HD 4650 PCIe you buy ranges from 63 bucks to 188 bucks. I got the XFX version, and it's PCIe counterpart from the same supplier is 75 bucks, but no rebate is being offered. I guess I hit a little serendipity spot there.

     

    Addendum:

     

    Hey, BTW, I don't have Catalyst installed on my comp, just the ATI Display Driver. When I get my new card and install the new driver before putting the card in the slot, will it cause problems if I don't uninstall this display driver?

    Should I uninstall this display driver, install the new display driver, then shut down and change cards? Or is leaving the old driver until later no big deal?

     

    I would suggest;

     

    1) Uninstall all ATI software

    2) Shut down computer

    3) Remove card and insert new card

    4) Boot back up, install new drivers/software

     

    That's usually the route I've taken with ATI hardware swaps and I've never had an issue. Ohhhh I can't wait for you to play the game on a better computer. Don't forget you can always come over and use the big computer downstairs, it was running quite well. Cheap computer too, i7 12 gigs of ram, 1 TB HDD, 1gig Nvidia card I think it was 1000$?

     

    I just checked Dells website, they have for today only a nice system:

    http://configure.us....=en&s=dhs&cs=19

     

    $909.99 USD - Free Shipping

     

    PROCESSOR AMD Phenom™ II X6 1035T (6 Cores)

    GRAPHICS CARD ATI Radeon HD 5670 1GB

    OPERATING SYSTEM Genuine Windows® 7 Home Premium, 64Bit, English

    MEMORY 8GB Dual Channel DDR3 SDRAM at 1333MHz - 4 DIMMs

    HARD DRIVE 1TB - 7200RPM, SATA 3.0Gb/s, 16MB Cache

    OPTICAL DRIVE 16X DVD+/-RW Drive

    SOUND CARD Sound Blaster® X-Fi™ Xtreme Audio

  3. The ATI HD 4650. It's being shipped from the U.S. I should get it in another day or two.

     

    Nice! that should be a HUGE upgrade, you were probably also getting huge lag from the frame buffer being so small (64 MB) on your old card.

    Although, just out of curiosity, what is the price difference between the HD 4650 AGP and the HD 4650 PCIe?

  4. I checked one of my old rigs, and it has a Dynex 400W power supply, so if a card recommends it, I guess I could switch out the 250W in this rig for that one. Are Dynex OK?

     

    Here are the cards I'm looking at....

     

    http://www.tigerdire...&Sort=0&Recs=10

     

     

     

    And this is the one AluminumHaste (in his Haste, he forgot the "i" in Aluminium, hence, I guess AluminumHaste) is liking..... rolleyes.gif

     

     

    http://www.tigerdire...6197&CatId=2234

     

    I'd be OK if the Dynex is an OK power supply. Note if you click the "more info" button, one of the specs is minimum wattage for the power supply. This one recommends 400W.

     

    Maybe get one of the GeForce? I've casually read here and there that there are some issues with ATI and the mod.

     

    Those are just the cards I picked EDIT: after looking through the prices, you sent me the tigerdirect link remember? I was just looking on the same site.

    So which did you end up getting?

     

    Also it's only Aluminium in Europe, in North America it's Aluminum =D

  5. Yeah, so far no tearing anymore. :) Maybe it´s a GPU-issue(Nvidia GeForce 9800 GT, newest drivers, in combo with my TV), because the tearing was on spots with slower performance. Now I notice on these spots a slower FPS-rate, though barely visible.(before with tearing there were no FPS-drops!!) I wonder if it would be even visible on a recorded video, most likely not I guess...

     

    Only if you recorded your tv while playing, which would help us understand the issue.

  6. I have an update on this front:

     

    As I started the new FM Betrayal by Fieldmedic the tearing was back, although I made the vid_restart after loading the mission. I saved, quit and reloaded that spot in 1280x720, no tearing, made vid_restart with custom res, tearing was there.

    But then I decided to test another custom res (only left possible between the two) and this (1232x700) is working just fine!! No need for vid_restart, just loaded Dufford´s and here no tearing too!!!! :o:laugh::)B)

    Damn, am I glad! Oh, I´m so happy cause the new res is cutting so less from the screen that I now can read the last loot-line that wasn´t possible in 1280x720 and nowhere else I had a feeling of 'cut'. I have a gut-feeling that I got finally and for sure rid of the tearing. No talking of the devil, I know, but that have to be it, I´m sure... :unsure:

     

    I'm glad you're getting to the bottom of your rendering issue. :)

    It's for sure a strange issue, might only be caused by certain combinations of custom resolutions or something like that. Anyways, keep us posted.

    1. Unfortunately, I've noticed that using this command causes water surfaces to disappear completely for me. No matter what other settings I change. But it was worth the tradeoff.

     

    It's because the water effect is all done as a post process, disabling post process will disable all post process FX including any transparent textures that distort the view such as stained glass windows.

  7. nbohr1more got it right the first time. boy do I feel dumb for some reason I thought my version of Doom3 was pre-patched. yeah I'm a dummy today. so it is working now, thank you very much for the help but I have another question. I have a wide 18~ish inch monitor and the game doesn't display all the way out to the side. the top and bottom meet up well but there's close to 2 inches of black nothing on either side of the game. my screen resolution is 1680 x 945 the closest I can get the game setting to that is 1680 x 1050 but the black side don't seem to change any from me adjustingz resolution or aspect ratio. the game seem pinched side to side to me. is there any way I can get the game to display fully from side to side?

     

    thanks again

     

    Open the console in Doom3/Darkmod (CTRL+ALT+~) and type in:

     

    seta r_customHeight 945

     

    Then hit enter. Then type in:

     

    seta r_customWidth 1680

     

    Then hit enter. Then type in:

     

    seta r_mode -1

     

    Then hit enter. Then type in:

     

    vid_restart 1

     

    Try that.

  8. I believe I'm mostly done now with the transition, all UI-related code has been migrated to gtkmm. There are a few classes here and there which rely on glib functions, but this is not a problem.

     

    I'm going to merge back the changes into the trunk and compile a first pre-release test package, for some volunteers to try out.

     

    EDIT: Nevermind lol, just read the rest of your post. Cool I'll check out tonight then.

  9. Must have been something else. AI can see through monsterclip. They just regard it as inaccessible.

     

    I always take monsterclip to the ceiling except for patches and entities that I want the AI to walk upon. I wonder if a brush that is 5000 units high takes up any more space in the map than one that is 100 units high. They are stored as corner points aren't they? Plus if you have an area to be blocked off you would need several or even many brushes whereas I would just fill the lot with one big brush.

     

    They are stored as the points in which infinite planes intersect.

  10. Right, but there haven't been any new features in the trunk for a while. All the recent work has been greebo working on the GTKmm transition, which is in the gtkmm branch; of course you can checkout and build this, but there may be issues and probably no real advantage to using this at the moment.

     

    I thought I had already switched to this trunk, maybe not.....mmmmm, I'll have to check when get back.

  11. Very simple indeed, the GTKmm flags include all of the required GTK flags as well so it was a simple search and replace.

     

     

     

    Yes I see that now, in which case there is much less redundancy than I originally assumed, and a progressive migration therefore seems like a good strategy.

     

     

     

    Well there is at least a gtkglextmm package in Ubuntu, and GNOME are still offering it, so it looks promising.

     

    I also saw this commit and it built just fine, but was wondering if anyone was able to get an updated winbuild so we can compile the DR source again.

  12. Ah - replace player1 with idPlayer

     

    You are making hard work for yourself Next FM you really should begin with startmap. It's easier than re-inventing the wheel. Or at least insert the objectives/ammo/shop prefab thing. Can't remember the exact name but its under misc. Basically when you ask a question I just go away and look in start map then come back and tell you and pretend I'm clever! haha ;)

     

    lol don't worry we still love you Fids :wub:

  13. On the other hand, brushes can be easily split with the clipper tool, while this is not possible for patches without resorting to an inconvenient-sounding method. On the other hand, there is a lot of "organic" complexity that needs patches instead of brushes... or models, but those have to be made in an external application and imported at an extra effort. It is a delicate three-way balance among brushes, patches and models.

     

    LOL shut up :laugh: that took me a while to compile, and everyone is scared of it. After the first or second time doing it, it is so easy. -_-

  14. You can actually do alot with this method. I was thinking about putting some patch aligment tips on the wiki.

     

    Like if you make an arch, copy/past shader from wall below it onto the patch, the top will be 'smeared' because it's 90* to the wall. (That makes the middle of the arch verts in line with the corner verts and they can't be grabbed seperately in the tex editor).

     

    So if you put a brush by it, make a 45* angle on the bottom (so it's halfway between vert wall and horizontal top), copy/past the wall shader to it , then copy/paste it from 45* to patch.

     

    It's still not aligned, but not stretched, so then when you pull up the texture editor you can see all the verts and tweak them.

     

    I've been doing this for years, I can't be bothered wasting so much time on the texture tool. It's how I got the cathedral ceiling texture to look decent.

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