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AluminumHaste

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Everything posted by AluminumHaste

  1. Confirmed for me also, FF v3.5.3 "Use Full Editor" button does nothing when I click on it.
  2. This is the greatest thing to happen to the sneaker genre since the first 2 games.

  3. That's been around for a long time, ATI came up with a Hardware implementation back in the day called Truform that was done on the Radeon 8500. Check out the video here: http://media.amddevcentral.com/video/gpu_Videos/ATI-8500-Dolphin-Demo-v1.0.avi Unfortunately there is only software support for this now as the HW that was built into the 8500 was dropped in later GPUs. Nvidia has the same thing called N-Patches. Morrowind supported this, on both ATI and Nvida hardware. Looks good too, but had a large performance hit.
  4. It's his forum, why would he need to ask anyone else if he should do whatever to his own forums?
  5. I can definitely see why you'd want the functionality to carve a func_*, but how about a modifier key while pressing the CSG Subtract?
  6. Apparently the only way to get 64bit working on the Express edition is to edit the registry and copy some files from another install ugh. Forget it I'm just going to install Visual Studio.
  7. It's not the only options for the express edition are SQL 64 and Silverlight, nothing else. I already tried installing the 64bit compiler manually as a separate download from microsoft.com, but it still won't work. I'll keep trying.
  8. So I went through the guide for compiling DarkRadiant 64bit, but when I pick X64 from the Project Manager and hit the Build, it just says 44 skipped. I did read somewhere that I need to install the Windows SDK in order to get the x64 compiler. I'm using the Visual C++ 2008 Express Edition. Maybe I should just install Visual Studio 2008...
  9. Shit sorry, I'll add it now. Done: http://bugs.angua.at/view.php?id=1950
  10. what he said. I'd say forget about buying XP, it's now 2 generations out of date and only keep it around if you need to run old games.
  11. I'm running it on Windows 7 RTM Ultimate, no issues and runs better than Vista.
  12. Okay it happens in 0.10.0, but it does NOT happen in 0.9.11.
  13. In this screenshot I just created a simple room that's 384x384x384 and created a default light entity (radius of 320,320,320) at origin. I then select the light and the left wall... Then move it over along with the light entity. As you can see as soon as the wall passes 320 units, it is no longer illuminated.
  14. You're right, I installed Doom 3 + Darkmod + DarkRadiant (SVN Build) yesterday on my mom's computer (NVidia 6150 LE) and it also does it there. I found some steps to reproduce this error. Step 1: Create a cube with dimensions of 384,384,384. (doesn't have to be this size) Step 2: Texture walls with whatever you want Step 3: Click on "Make Room" button. Step 4: Place default light entity in center of room Step 5: Select the light entity and one of the walls and move them away from map origin (0,0,0) After you drag it a little ways it's as if the light is still at 0,0,0 and not moving with the wall.
  15. The only thing that might cause this weird issue for me and not you guys is that I installed OpenGL 3.0, perhaps there's something there.
  16. Perhaps then I have it backward. Perhaps the Light Center and Light Origin are being duplicated. So a light at 1000,1000,1000 would have an Offset light center of 1000,1000,1000. In which case the light would not appear to illuminate anything?
  17. I am having major rendering issues (or so I thought) with DarkRadiant, the latest source build and the 0.10.0 build on Sourceforge. I've spent the last few weeks reinstalling driver after driver. Well today I finally figured out what's going on; As you can see from the screenshot, the light entities origin and light center are different. I don't know when this happened but if I create a new map and add a light that's not at 0,0,0, then it's light center is at 0,0,0 while it's origin may be at 1000,1000,1000 (just for example). Now I'm screwed as all the lights in my map have had their centers changed to 0,0,0, so none of them illuminate ANYTHING. If I manually change the light centers to equal what's in the light origin, then the light works correctly. If I take that light entity and drag it it's light center fields aren't updated and the further the light entity is dragged, the less it illuminates. Can anyone help me here? Greebo maybe? I'm wringing my hands here thinking about how much work it's going to be to replace all my lights in all my maps as each one has been opened and had their light centers corrupted with 0,0,0,
  18. No still doing it in both version with the latest Nvidia drivers.
  19. I have to disagree with you there, while making single player maps usually takes more work, tell any talented Quake 3 Map maker that their work is just dumb.
  20. I have used both, when I first started with DarkMod I was using a pirated version of Doom 3 which worked fine. Then I purchased it from the store, and lost the CD + Serial Key. ID refused to get me a new one so I bought the Steam version and have been happy every since. It works fine with the Steam version.
  21. I've had this issue before also, I opened my map in DarkRadiant and saved it as another file name. I was then able to compile without issues. Also there was no leak, go figure.
  22. Yup, it happens in 0.10.0 also, exactly the same way. I'm going to try updating video drivers.
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