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zergrush

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Posts posted by zergrush

  1. Regarding engine upgrading, I was wondering, it would perhaps be best to create a separate webpage dedicated to Dark Engine, chiefly to document new features and updates that separate it from idtech4, but also to attract potential developers that can help improve it. Is there a github page for the code, or something like it?

  2. This map is very optimized, and was beta tested out the wazoo to squeeze out as much lag as possible. But it's a much larger map than SL, and with more AI that are much busier than SL's, so older PCs might have some difficulty.

     

    While multicore support would certainly help all maps, it's not really the root cause of lagging; there are many factors.

     

    The forum folks have helped a ton of people who started out with the same "so and so mission lags on my computer" problem, and--as MD noted--knowing your specs will help get that discussion started so we can help minimize your performance issues.

     

    I wonder though, aside from multicore support, what else could be done in the long run to boost performance on all maps?

  3. Not really. We can show any number of screenshots, but they will not be new, nor signify the campaign's release is estimably closer than at the latest news release. This is the simple truth. We have stalled, and that is mainly due to low manpower. T2X had more than 60 people working on it; our core team was never larger than about six or seven regular contributors, and nowadays it is mostly down to one or two people plinking away at some task. Plus burnout. Plus we have no people for certain tasks (like drawing and implementing the briefings). With this pace, any hope about an imminent release should be put aside and forgotten.

     

    That's sad news. Hopefully we should be be getting more talent in the community soon, with 2.0 released, and all that.

  4. So far I've got a few suggestions of things to fix for a future version.

     

    Regarding the horses in the bandit camp, I think they should die with a single broadhead shot. After trying to shoot one I noticed he started climbing trees in a fairly ridiculous when trying to run away. Might as well avoid that at all.

     

    There's also a nasty bug and a typo with the optional objective requiring you not to be seen twice by haunts. I was just about entering the underground crypt when I suddenly got an "objective complete" warning for no reason, marking that one when I checked the list. The objective itself also states "Your a master thief", when it should be "You're a master thief".

     

    *EDIT*

     

    The abundance of thought messages is also somewhat annoying, and I feel it breaks the mood. Some are nice, like the "Looks like someone is already here" at beginning of the level, but others sound downright obnoxious or superfluous like "Let's raid some tombs" and "Ah, a hidden entrance".

     

    Regarding the crypts, there are some things I favored in the old version too. I really loved how it was previously lit by regular torches, since they made the ambient absolutely spectacular. The new green torches, albeit more unnatural, don't make the mood as good as it was before. I'm not entirely sure I like the amount of spiders either, since they can be a serious pain, especially when combined with that patrolling zombie moving around. If you're going for a full loot run, I don't think it's possible to ghost, without at least killing the spiders. I kinda liked it better when the crypts were more of a game of "don't step on that cleverly hidden lying zombie" game. One small puzzle that I really miss was the zombie corpse at the top of the stairs of the crypt entrance. I felt it had a quite clever solution and I'm really sorry it was gone and replaced with more spiders.

     

    I'll keep posting more likes/dislikes as I play. This is still one of my all-round favourite missions, and I really feel I must add my two cents on every little updated aspect.

  5. According to https://svn.thedarkm...unk/LICENSE.txt, the licence for all assets (graphics, sounds, maps, models and basicly anything which is not code) is CC-BY-NC-SA 3.0. For anyone who doesn't know what this means, you see a summary on https://creativecomm...s/by-nc-sa/3.0/.

     

    Why has this rather restrictive* license been chosen in favor of a more permissive one? Especially, why did you choose to explicitly forbid any commercial use of the assets?

     

     

    * = I call it "restrictive" because of the NC clause.

     

    I don't think art assets being non-commercial is of any importance. Not even rms thinks that, as a matter of fact. The game's still Free as In Freedom because the most important part, namely the code is under a FLOSS license.

     

    Sadly, much like a lot of the code used to be BSD and now is GPL as a result of the whole engine etc, external licenses often act as viruses.

     

    Now this I don't agree with. Share-alike licenses for code force all improvements and changes to be shared, which is fantastic. For instance as poorly written the D3 BFG edition code may be, some people around here already ported a few features for using the Dark Mod version of the engine. This would have never happened if the D3 engine was released under BSD, because most development companies are just nasty hoarders when it comes to keeping code to themselves.

  6. I didn't say up-to-date machine :) - look at the hardware prices of the last year, they throw the stuff out everytime a new generation comes out. Maybe one can afford even a second-hand computer. ;)

    I mean, look at how old the doom engine is and still there a players who can't run the game properly because their computers are even older, what the..?

     

    Hardware prices don't exactly correspond to full availability in all countries, especially if you go 3rd world. Other times there's shipping costs to match poor availability, which greatly raises the prices. Then there's public institutions like schools youth centers, etc, whose computers are replaced in a 15 year basis (my uni's computers are still single core machines running winxp, for instance). Finally there are also several reasons to make the engine as light as possible such as portability, improved mod support and, of course, the possibility of having people making larger and larger maps.

  7. That may sound a but rude, but in my eyes one of the big weaknesses in the engine at the moment is, that it is forced to run on peoples computers that were produced 20 years ago.

     

    One doesn't need a high end pc for a big amount of cash, but imho there's enough hard- and software (yes xp is old too) available for low prices on the market to play an enhanced "thief game" with enhanced graphics.

     

    No offense, but I feel this mentality is just wrong. Regardless of what you may think, not everyone can afford an up-to-date machine, no matter how cheap they may be nowadays. When it comes to freeware and FLOSS games, I believe the lower the specs to run it, the better. If it's a free game, it should be available to the greatest amount of people possible, and a lot of that involves being able to run in low-end machines.

     

    With that said, I also used to get horrible framerates on my old machine in this particular bit of the training mission. I just never complained because I'm aware the engine still needs some serious upgrades in order to properly support multithreading and such.

     

     

    Well, i just completed Saint Lucia and have not observed a single performance problem in the whole mission.

     

    So i really doubt on that part the card could be the culprit or the TDM wouldn't run that well overall, not just in the area i posted about in the screenshot

    Especially considering how relatively small that melee arena room in the training mission can be. It's probably more linked to what Serpentine mentionned.

     

    Though why is the performance in the melee arena back to very playable when you're inside the arena ? all the AI are still there and on top of this, you get to fight up to 3 AI without performance dropping

     

    Usually this has a lot to do with the way the maps are built. For instance, Bikerdude has made some huge maps with incredible performance (St. Alban's Cathedral comes to mind). St Lucia is also another example of well-optimized mapping. Don't expect all fan-missions to follow this premise, though.

  8. @ zergrush: Please reply to my post as a whole, because it is a whole. Ripping it apart and bashing on single points doesn't do it justice, thanks. :)

     

    Your post was composed of several different issues which were more easily treated in a separate manner. If you sum up all the quotes, you will realized I did not exclude or omit any bit whatsoever (save for the last line which is just a simple sum), just split it in parts to make the answer more easily readable and also easier to write. Otherwise you would end up with one bulky paragraph. I suggest you to start reading replies instead of just assuming what's written on them.

  9. I tried other distros. OpenSuse, which sucked big time, i always had problems with the packet managing, and installing drivers back then, 2006-2007 was a big PITA.

     

    2006/7 isn't now.

     

    Mint with Cinnamon, which had and still has loads of issues.

     

    It's an unstable DE, what else did you expect? Try the MATE version and stick to it. Besides, Cinnamon has also advanced a lot lately.

     

    Xubuntu, which also has enough issues (small dev team, what do you expect).

     

    Xubuntu is just Ubuntu with a different DE and software defaults. The same issues you find there are the same exact ones you find in Ubuntu, and it has nothing to do with the team itself.

     

    All in all Ubuntu is the most stable and issue free for me. Debian i won't use, because i'm not the guy to build up a whole system. I'm rather a user than a fiddler. Pretty slow development in that too anyway, no wonder as it's community based.

     

    If you know how to use Ubuntu, you know how to use Debian. It's not a barebones distro as they say. It just includes a more stale ensemble of defaults. If you can use a package manager that's not the Software Center, you can use Debian. Customizing it is as simple as installing your favourite programs when you do a fresh Windows install, which you do everytime. Also don't use the word "stable" in this context. Ubuntu is actually based on the Debian unstable branch, with some edges trimmed here and there. It's far from being a stable distro when compared to RHEL, Debian Stable/Testing or even OpenSuse, which you previously mentioned.

  10. Actually Ubuntu is the only decent distribution, as there's a company behind it with enough manpower to sort out issues. But well, not worth another discussion on whose distro is better. :) Mint is a Ubuntu anyway, so. :P

     

    Don't talk stuff without trying other distros. Mint fixes a lot of usability issues with ubuntu and is a generally more pleasant OS to get started with Linux. There's also Fedora and RHEL, made by Red Hat Co, which are by far the most successful distros in terms of enterprise solutions and tech support, both largely surpassing Ubuntu in terms of professional customers and actual profit share, Red Hat itself being valued over 1 billion dollars. Then there's Debian, completely managed by a non-profit foundation and the most popular distro for server hosting worldwide. It's my distro of choice and In fact, Ubuntu is actually based on Debian.

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  11. As for the performace improvements: I don't know a lot about this. Only stuff I've read in BFG code review and some articles by Jean Paul van Waveren and Carmack. But I'll take a look if I'll find the time.

     

    That would be greatly appreciated, as TDM currently suffers from some serious performance issues on older pcs, and even some choppy frames on modern pcs when playing larger maps.

  12. Have you looked at any of the performance side changes in Doom 3 BFG? Things like dual core enhancements and threading? Those things would probably be a nice performance boost for us later on down the road.

     

    This and all of my this. This contribute of yours might seems like a nice addition, but what we really need atm is a bad dude enough to tackle this one with wrestler's arms.

  13. The thing is, I think non-lethal poisons could be more useful than lethal ones, since they wouldn't necessarily alert the guards. For instance, a poison that would cause the target uncontrollable nausea and vomit, hence making it run towards the bathroom, or a poison that would cause the target to fall asleep.

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