AluminumHaste
Novice
- Joined
- Aug 18, 2011
- Messages
- 18
No you are correct, Quake 4 had very large outdoor areas that were completely bare.
About LoD - It's not the authors that need to use it, it's the objects in the mod resources that new low-poly versions and the system needs to use that automatically.
To be honest, i may have already seen that - some roman statue? Not quite sure because my gfx card sucks, but i noticed some 'popping' which is characteristic of LoD systems on low-end cards (where the draw distance to exchange the meshes is low). BTW, if that distance can be made adaptive to the card it would be nice
Though i bet it's only a few objects yet (the most important to apply this are naturally the npcs, which tend to be the most detailed objects on a room).
the dark mod cant even rise as an inferior version of thief. it can barely function as a game and thats after many years of development. the head guy cant help promoting it and then derailing every thread at ttlg even if it's barely mentioned in passing in a completely different topic. with the new thief patches and source leak it's more irrelevant than it ever was before.
Whats wrong with TDM exactly?
It doesn't feel like Thief at all, and was made for an engine that can't render large levels without feeling you're just in a large room.
You mean "large rooms" like this?
http://www.youtube.com/watch?v=ErA4GDzViR0&feature=related
TDM has a lot of small missions made for contests, but they also have some missions that are the same size as T1/2 levels, if you actually take the time to look.
http://forums.thedarkmod.com/topic/12985-animated-grass-test-map/page__view__findpost__p__264547
I don't consider 12 fps 'playable'.That performed WAY WAY better than I expected.
Normal FPS on the hill was around 12. Highest was around 30. Lowest was looking back from the castle at the field 6 or 7 FPS.
Very playable on the low end.
That's somewhat harsh and unfair. It's fine if you don't like it, I don't like Halo or similar games, but at least have the humility not to come across as if it's a fact. It's your opinion that it sucks and thank you for sharing it, we will continue to try and improve upon our work. Given the number of downloads we track though, we have a healthy user base that is quite happy with it...as are we.
Also, what "head guy" are you talking about derailing threads at ttlg? We don't have an official "head guy" or Mod Leader. We have different team leads, but we work together as a unit. In the earlier days, I and a few others were certainly guilty of being a bit overzealous in our defense of the project but it was our baby. After pouring your heart and soul into a project for 6 years, and then reading harsh critiques from people about how it sucked and was going to fail, when they hadn't even so much as played it...well, that could raise the worst out of anyone.
The game code in idTech 4 has been ported over to Mono C#. The engine comes with a Visual Studio 2012 plugin that provides the ability to debug Mono generated assemblies.
I think the game needs occlusion culling of some kind on top of the 'sealing' system. It's probably terrible to manually seal all the leaks on a outdoor scene (not having any experience of mapping).
Here is the deal. The troll is ready and awaits to be uploaded here. Now I need to ask how one uploads image here, because from this reply console I see only Insert/Edit image, which pops up URL. I tried linking Imgur, but the picture is broken. Any ideas?
I don't consider 12 fps 'playable'.
nvidia was directing 1.08 to play on my laptop's integrated graphics chip instead of the GT555M card.