Comment History  (150 - 180 of 340)
nbohr1more
nbohr1more Nov 3 2011, 5:40pm says:

The new frontpage is much easier to manage to push-out updates to the mirrors but... Mappers should be more explicit about updates to their versions. I will be keeping the wiki updated to include revision details so hopefully these complications can be minimized.

I wonder if they could add an "unofficial repository" configuration area to the mission downloader tool kinda like the "Universe" repository in Synaptic Package Manager so that folks who want to download unofficial or non-vetted missions (or missions that the Team doesn't want representing the mod) can do so with the same convenient interface...

+1 vote     article: Halloween Speed Build Contest
nbohr1more
nbohr1more Nov 3 2011, 5:33pm says:

With regard to bugs in these missions, they are remarkably low on problems save the most ambitious mission (size and architecture wise), "Dragon's Claw". Biker has done a good job of being forthright about all the issues and it's still a playable mission so there ya go. PranQster's mission first had some severe issues but those were corrected very shortly after his first released version near the beginning of the contest.

I think you'll like 'em all. No reason to wait on fixed versions even if Biker is planning a revision for his version.

+1 vote     article: Halloween Speed Build Contest
nbohr1more
nbohr1more Nov 3 2011, 4:16pm says:

The deadline was in flux.

I originally thought "Christmas" but there's something wrong about posting Halloween stuff at Christmas (even if you aren't religious... LOL).

New Years was suggested then a couple of folks felt that would be too long and anticlimactic which made sense to me, it says "Meh, who cares about the voting results of this contest. It's just a formality".

To be honest, the player demographic for this mod seems to sway to older players with less free-time so having a longer voting period still makes sense. But for the sake of promotion a tighter schedule keeps it more alive. Plus the players are forced to "speed-play" these "speed-builds" so the urgency is passed along.

The precise date is because it's a week into the month (a little buffer) and on a day where I can be pretty assured that I can tabulate the results in peace.

+1 vote     article: Halloween Speed Build Contest
nbohr1more
nbohr1more Nov 2 2011, 8:21pm says:

Votes must be in by December 11th 2011.

+1 vote     article: Halloween Speed Build Contest
nbohr1more
nbohr1more Nov 2 2011, 8:02pm replied:

New method:

For some newer ATI drivers, changing the Catalyst AI setting to "Performance" will fix Doom 3 mod issues.

+3 votes     mod: The Dark Mod
nbohr1more
nbohr1more Nov 2 2011, 4:42pm says:

Looks great on my work monitor.

It was a little dark at home (CRT) but day-time does that. I found the shots are brighter than the actual game and comparable to some of your other recent brightened shots.

Let the whining begin.

LOL

+1 vote     media: Dragon's Claw Images
nbohr1more
nbohr1more Nov 2 2011, 2:16pm replied:

Please clarify?

Did you create a Darkmod directory under your Doom 3 install directory?

Do you have Steam?

If so, did you use the Steam install directions from our Wiki?

Do you have an ATI video card?

If so, did you disable Catalyst AI?

Did you try to install the missions without first installing the Mod?

Do you have the Doom 3 1.3.1 1304 patch applied?

+3 votes     mod: The Dark Mod
nbohr1more
nbohr1more Oct 20 2011, 4:52pm says:

Perfectly captures the mood of the Hexen era graphics. So many next-gen updates to old titles fail to retail the proper mood.

Great job (again).

+2 votes     media: WIP_h3m1
nbohr1more
nbohr1more Oct 20 2011, 4:41pm says:

Great work Hexen EOC team!

+2 votes     media: WIP_h3m2
nbohr1more
nbohr1more Oct 18 2011, 12:21pm says:

How big is the asset collection now? Are most/all surfaces getting normal maps or will that be more conservative like HL2 (or somewhere between)?

+1 vote     mod: Black Mesa
nbohr1more
nbohr1more Oct 18 2011, 12:07pm replied:

The forums are back online :)

+2 votes     mod: The Dark Mod
nbohr1more
nbohr1more Oct 17 2011, 6:44pm replied:

Thanks.

FYI: They are revising the main site so the TDM forums are current down...

+2 votes     mod: The Dark Mod
nbohr1more
nbohr1more Oct 17 2011, 2:19pm says:

Happy Birthday TDM!!!! 2yrs!

+3 votes     mod: The Dark Mod
nbohr1more
nbohr1more Oct 16 2011, 9:24pm says:

This is the original version. Version 2 is a drastic overhaul of this mission.

+1 vote     download: Darkmod FM: Business as Usual
nbohr1more
nbohr1more Oct 16 2011, 9:22pm replied:

To close the loop, Business as Usual does not have relighting behaviors in place but the author may tweak it again for v1.07...

+1 vote     article: September Updates!
nbohr1more
nbohr1more Oct 16 2011, 9:21pm replied:

Download links at the main site have been updated. (Added to the article)

+1 vote     article: September Updates!
nbohr1more
nbohr1more Oct 5 2011, 9:03pm says:

RIP Steve.

We made a Mac version just before you passed away.

:(

+2 votes     mod: The Dark Mod
nbohr1more
nbohr1more Oct 5 2011, 9:02pm says:

RIP Steve.

You probably never knew about the Mac edition of TDM

:(

+1 vote     article: JUNE MEGA UPDATE!!!
nbohr1more
nbohr1more Oct 5 2011, 9:00pm says:

RIP Steve.

You probably never knew that we gave your users a Thief style game to play...

+1 vote     download: The Dark Mod 1.06 Mac OSX Installer
nbohr1more
nbohr1more Oct 5 2011, 3:38pm replied:

Oh wait! Siege Shop definitely has relighting! I remember putting out the torch on the roof and the AI went to fix that. :)

+1 vote     article: September Updates!
nbohr1more
nbohr1more Oct 5 2011, 3:25pm says:

I don't recall seeing any relighting in either of these but I will check with the authors.

I agree that relighting should be incorporated in more missions.

I have been a big advocate of using Dynamic Ambient light through the "Location Settings" framework and using the SEED system but the adoption for these new features has been slow in the mapping community... If examples were added to the Start Mapper's Guide or.. a really high profile mission had something folks wanted to emulate... then that would probably speed adoption. Folks stick with what works and are very careful not to upset the apple-cart too much I guess.

+1 vote     article: September Updates!
nbohr1more
nbohr1more Sep 29 2011, 5:44pm says:

Thanks booman!

+1 vote     media: Business as Usual (v2) Images
nbohr1more
nbohr1more Sep 29 2011, 5:43pm says:

Fixed

+1 vote     media: The Siege Shop Images (set 1)
nbohr1more
nbohr1more Sep 29 2011, 2:08am says:

I requested that they be put up. The developers are a bit busy though. You can get the new versions in the in-game downloader or at these links:

The Siege Shop (Redux):

Jdchoate.mcn.org

Business as Usual (v2):

Gamefront.com

I am not sure how long those will stay active... These missions are good enough where it wouldn't be a problem to upload them here as well I suppose...

+1 vote     article: September Updates!
nbohr1more
nbohr1more Sep 2 2011, 2:32am replied:

Thanks for your support Argoon!

I'm afraid that The Dark Mod and Desura are currently at some sort of philosophical impasse right now. The lead developer, Greebo, spent a great deal of time getting a "mission download" feature and "auto update" feature working well and meeting with the approval of all the nationalities who use the mod and their ISP rules. These features have really made the mod into a luxury experience for those that get past the initial install barrier.

Now Desura has requested that we remove our updaters from the mod because it may add additional confusion and conflicts with their methods. It does make sense. If joe end-user launches a Desura update for TDM at the same time he opens the tdm_updater tool, Windows will throw a fit and there will be errors about file overwrite problems. In reality, the Desura user is unlikely EVER to visit the actual mod folder so both positions are a little silly to war over. (But The Dark Mod devs paid blood and tears for their part).

What really needs to happen is for TDM to make an executable installer that will seek out the Doom 3 folder for the end-users. Then we will cut down on the confused user ratio. But I'm sure most would rather see that coding effort placed elsewhere, eh?

Now what I wanna know is what Desura would say to a commercial game that has an updater in it. Will they claim that mods for that game are impossible to support because Desura has an update feature too? What? HL2 updates itself all the time and potentially can conflict with inbound Desura updates? How did they resolve that problem?... Hmmm? ;)

+3 votes     article: More mods for Doom 3 on Desura!
nbohr1more
nbohr1more Aug 31 2011, 9:50pm replied:

The biggest performance offenders are:

Soft Shadows, DOF, and SSAO.

Because there is no direct access to the z-buffer, modders like Sikkpin have to use a hack that causes Doom 3 to paint the z-buffer into a texture then use ARB shaders to decode that texture into depth values. It takes a lot of CPU resources because you are essentially doubling every frame render. It takes a lot of GPU resources because of those depth calcs. The trick that Sikkpin did was to front-load that work so it only needs to be done once. So if you enable Soft Shadows, SSAO won't be that much more expensive (etc).

Bloom and HDR should not be hard on the CPU, AFAIK they simply use falloff image manipulation on the GPU.

+2 votes     download: Perfected Doom 3 version 6.0.0
nbohr1more
nbohr1more Aug 31 2011, 11:30am replied:

Yeah, I may be a tinfoil wearing fool but I've always suspected that many Doom 3 mods have been made by ringers who work for either Nvidia or ATI. Humus, one of the folks who did the biggest "fix" for Doom 3's specular performance on ATI, was hired by them and his fix was added to their driver. Since then many Doom 3 mods have gone haywire on ATI hardware with Catalyst AI enabled. But some do work, Dafama2k7 (for example) found a drop-in replacement for the shader in Denton Mod that fixed the "upside-down" issues for Bloom. I don't necessarily think Sikkpin works for Nvidia as much as I think that he built his body of work from mods that did come from Nvidia employees. What choice is there though, Nvidia was far more generous with OpenGL example materials (and has always had the performance advantage for this game). It has attracted more Nvidia friendly developers. Sikkpin did actually implement some of Humus's other astoundingly cool shader methods in one of his shader packs but I wish that Humus himself had taken a more active role in the Doom 3 modding scene given his skill. Humus is one of the rare OpenGL experts who likes ATI's version of OpenGL better than Nvidia's and knows how to make their hardware rock.

+2 votes     download: Perfected Doom 3 version 6.0.0
nbohr1more
nbohr1more Aug 30 2011, 6:26pm replied:

Congrats on the release BTW. (Good luck with all those ATI users...)

+1 vote     download: Perfected Doom 3 version 6.0.0
nbohr1more
nbohr1more Aug 30 2011, 6:22pm replied:

Disable Catalyst AI (if possible) or set Catalyst AI to "low" then Disable "Surface Format Optimizations".

Some have also reported that the latest drivers produce a crash with Doom 3 mods if your CCC is "not present\disabled".

+2 votes     download: Perfected Doom 3 version 6.0.0
nbohr1more
nbohr1more Aug 28 2011, 3:58pm says:

Congratulations Biker!

A worthy victory.

+1 vote     article: Fan Mission: Alberic's Curse by b1k3rdude
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