Jump to content
The Dark Mod Forums

Search the Community

Showing results for '/tags/forums/doom 3/'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General Discussion
    • News & Announcements
    • The Dark Mod
    • Fan Missions
    • Off-Topic
  • Feedback and Support
    • TDM Tech Support
    • DarkRadiant Feedback and Development
    • I want to Help
  • Editing and Design
    • TDM Editors Guild
    • Art Assets
    • Music & SFX

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

  1. That is slightly less than 4k but imo is still a really a high rez, specially for this engine, that is ~7.3 million pixels that the engine has to calculate/shade, per pixel 60 times or more, every second! also why MSAA (multisampling anti-alising) can be very expensive on this engine, it increases pixel count. So like nbohr1more said, if you have it on, lower it or better disable MSAA, at that rez IMO you don't need it anyway and it has no effect on geometry faces/surfaces, only on geometry edges and if you really want AA, also like nbohr1more said, force a post process one (FXAA or better if possible TAA) using the Nvidia driver. You can also try to lower the rendering scale and increase the sharpening filter to counter balance the loss of definition in the video options menu. About the CPU the fact you have low CPU utilization and high GPU utilization, shows you are getting GPU bound in this case, so increasing thread count in the game console, I don't think will help but try it. Btw sorry if you already know this but if you don't, at lest may explain to you why this "old" game, is so heavy even for your modern very expensive GPU, this game uses a modified Doom 3 engine, with better support for multicore CPU's and other modern stuff making it way faster than original Doom 3 engine, but is still using the old forward render and unlike more modern renders like deferred render or forward+, that can render hundreds of (non shadow casting) dynamic lights, before getting slow, a old forward render like of Doom3/TDM, can get really slow with a relatively low number of dynamic lights in a scene, worse if they all cast shadows, and on this game all lights are fully dynamic and in many missions most of them cast shadows, real time shadows, there's no light baking of any kind.
  2. Personally I really don't know if that is available or not but that does sound too a specific guard behavior, so perhaps is not defined? If is possible to have that? Yes, if is not available already, unfortunately there's no other way but code it into the guard AI, in c++ or script yourself, if you know how to code.... Btw the civilian AI does have "fear" and runs away from danger, is that AI type really entirely separate from the guard AI, or the guard behavior is just "dormant" on the civilian AI and vice versa? If all AI's are done through the same AI system then perhaps is just a matter of turning some stuff on or off. If they are totally separate AI's, they are still so similar in parts that perhaps so you could adapt/transfer the civilian fear behavior into the guard AI for specific types of danger. But all of this requires coding. Sorry for not being more helpful than this, I really don't know much about TDM or even Doom 3 AI stuff.
  3. Yeh that is also how Doom 3 weapons were done, but perhaps this can be worked around? Next to weaponDepthHack there's also a modelDepthhack bool I assume for every other model, perhaps that just needs to be put in the model def file or enabled by a spawn argument? I really don't know, or if that spawnarg even exists, if not then is something to put in the roadmap.
  4. Is the lamp a weapon? Unless TDM weapon system is different from Doom 3, weapon models should have the "depth hack" thing enabled, that "hack" (that is how idSoftware calls it ) makes sure the weapon never intersects with geometry. in the code: bool weaponDepthHack; // squash depth range so view weapons don't poke into walls Don't know if there's a way to enable that without messing with c++, stgatilov or others may know.
  5. Pretty cool! As a general rule, Doom 3 \ TDM engines both like long narrow tunnels like this. Dram did a bunch of experiments with different map designs and found that long and thin maps can be enormous and still have great performance. I think this is why "No Honor Among Thieves" has lots of long + thin areas. The designers took Dram's findings into consideration.
  6. Thanks for playing and the kind feedback re: the bugs: the brew tank is a new one - thanks for that. Will add it to the list for any future update. the bow: I think that's a TDM bug. I experienced it as well, but only the early days of developing the mission so I thought it had gone away, but I guess not: https://forums.thedarkmod.com/index.php?/topic/21345-210-crashes-may-be-bow-frontend-acceleration-related/ the keys on the guard: never did get to the bottom of that one as I could never reproduce it.
  7. Thanks! Hint for the safe code here: https://forums.thedarkmod.com/index.php?/topic/21837-fan-mission-the-lieutenant-2-high-expectations-by-frost_salamander-20230424/&do=findComment&comment=485264 Actually, it's probably time I added these hints to the original post....
  8. I never realised Bill Gates was a member of these forums. Welcome to the community! I hope you enjoy The Dark Mod. Perhaps your Foundation could help pay for the server hosting or fund the development of some new features?
  9. Yes I saw a video explaining precisely this the other day. The video also made a point to explain that "AI " doesn't care where the information came from, be that from a qualified professional or a random Internet user with the handle TurdBurglar69. Of course such functionality would indeed be pretty cool in the realm of video games to create more believable NPCs, where people aren't potentially getting unsafe information. But in the real world, such things might be very dangerous. Another realm where this could be good, is level design. Random Doom level generators have been around for a long time. And some of the output from them looked pretty damn good to me; better than the professional level design in some games. Ever played Halo 1? 60% of the architecture in that game was copy and paste, with little variation (constantly reusing pieces of architecture from before). I dare say that a computer algorithm could have indeed done a better job.
  10. Thanks for the replies, gonna try those spoiler Tags again now for my short review (oh well it inserted one above my text now and I can't seem to delete it on mobile - this text editor is strange)
  11. Just finished this mission and wow I gotta say in great honor to Grayman and of course the rest of the team picking it up, this was something I've never seen before in any other TDM mission, especially visually wise. I am so happy that grayson gave green light for other experienced mappers to finish his last mission. And what came out of this is really something special. I'll put my review in spoiler tags since I'm now referring to critical mission details. Edit - How do I put spoiler text here on mobile?? [spoiler] test [/spoiler][SPOILER] test [/SPOILER] [spoiler[spoiler [sfah
  12. You can try my alternative footstep sounds package which addressed the things you described together with a lot of other footstep sounds both for player and AI if you want to. https://forums.thedarkmod.com/index.php?/topic/17631-new-footstep-sounds/
  13. Perhaps you have a infinite loop in one of your scrips? Infinite loops can cause freezes. But I also thought the script parser was able to caught those? Btw I don't remember ever having, Doom 3 in this case, freeze because of changing a def file (or even a script?), the worse it could happen is crash the game or cause ingame bugs but I'm not absolutely sure on this.
  14. Mods can this moved again? @Acolytesix- can you make sure you post in the beta thread instead of this one please (this one is public, the beta thread is only for logged-in forum members): https://forums.thedarkmod.com/index.php?/topic/21822-beta-testing-high-expectations/
  15. sure - I would only ask that you follow the thread to make sure you don't report stuff that has already been mentioned: https://forums.thedarkmod.com/index.php?/topic/21822-beta-testing-high-expectations/
  16. heh i was thinking the same though it might just have been a glitch when writing the names are pretty similar. But for correctness it is called the dark engine and the newer version that allows us to run these beauties on win10/11 is called newdark. newdark is kinda interresting as it just suddenly popped up on a french forum some time ago by an anonymous developer with the alias le corbeau who allegedly got his hands on the original source code and started updating it for modern OS. this was the original thread i believe -> https://www.ttlg.com/forums/showthread.php?t=140085 bikerdude was on that forum to when the patch hit i noticed hehe.
  17. Okay, I had no idea, I have googled it up now and you are right, to my own surprise. Done, I´ve put some paragraphs which were previously not in spoiler tags into spoilers.
  18. Sounds pretty good, and I'm looking forward to it. Looks like a taffing good time, tbh. Might I suggest a name change, though? DOOM 3 was DOOM³. The Dark Mod is no longer a mod, so how about The Dark³ (TD³)?
  19. Thebigh is right. The pronunciation tripped me up too, but that is apparently how Leicester is pronounced. Also @TarhielI'm glad you are loving the FM but do you mind putting spoiler tags on your post please
  20. Thank you for the details and test map! I will try to get testing done tonight but I see that our engine still has support for the "noportalfog" global material keyword. There may already be a noportalfog light material in our repo that we can test ( converted from Doom 3 ). Too bad it's not an entity spawnarg but I think I can add that too.
  21. Oh! I didn't knew that! Thanks for the correction. Is what happens when I take knowhow from the original Doom 3 engine (and Dewm 3 engine) as a starting point. :S
  22. We will look at some of this stuff, but SPOILER tags, please!!!
  23. Oh so this is like a Doom 3 style lantern that you use instead of a weapon?
  24. This may make sense in that the performance impact of the volumetric effect can scale with how much of the effect is filling the screen. We shipped with a “performance mode” but had to setup the entities by hand to do it (so it’s not perfect). If you change the LOD detail settings to “Low” or “Lowest” this will disable certain lights, particles and such that can be very heavy to render. You can try these settings and see if you notice an improvement. If not sending us some pictures of heavy areas (with spoiler tags please) will be helpful with tuning these “performance modes” in subsequent patches. Thanks for playing!
  25. Interesting, although I'm not sure what to make of that. One of my favorite games (The Chronicles of Riddick Assault on Dark Athena) was published by Atari, and, they don't even seem to care to keep the activation servers running much. Or remove/change the copy protection, which doesn't work at all on Windows 11. I really hope that Nightdive delivers at the end of May... I'm not one of the shit storm crowd (it's absolutely horrible on the Steam forums...), but, 7 years of development is a long time, and delaying the release obviously has become a bit of a habit, to say the least.
×
×
  • Create New...