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Posted: Sat Aug 13, 2005 7:51 pm
by shiznit
The mod blows piss off already, come back here when you got something better to show us.

Posted: Sat Aug 13, 2005 7:56 pm
by dzjepp
I think as far as Doom 3 style visuals go, you did a pretty good job, and I applaud you for that. But there dosen't seem to be anything in there that would warrant the 'Well, our mod is 1 year older than D3, the hardware specs are a lot higher than D3 was'. Side by side it looks almost like D3. Nothing wrong with that, but when you make a mod that chugs everyone's rigs (everyone but the top 1% that have the latest and greatest) I would at least expect it to look light years beyond the base VD3 game. :clownboat:

Ignore me though, I'm just gripping because I can't play it (at least judging from the performance comments). I would install it but seeing as D3 runs 'ok' not 'great' on my rig, I prolly won't bother.

Actually I think your mod would fare a whole lot better on the Q4 game base. Isn't D3 development all but dead? I only see your mod and the Theif mod as the only 2 big ones. People have moved on. D3 MP is crap (4 players, crappy netcode, etc.) not to mention the 'omg dark corners!' is so zzzz. I don't know if you are going to add a MP component to your mod or not, but anyways there would definately be a bigger fan base with Q4 seeing as it's going to be 16players+? online, much better netcode (the more people that play the game online the bigger the overall community and better chances people will check out your SP mod).

Good luck anyway.

Posted: Sat Aug 13, 2005 7:57 pm
by +JuggerNaut+
so my AMD Duron 900 with Geforce GTS 32mb won't run this?

``

Posted: Sat Aug 13, 2005 8:00 pm
by inolen
o'dium wrote:BTW, doom 3 isn't exactly optimized either
I like how you say this like you know this :lol: What isn't optimized exactly o`dium?

Re: ``

Posted: Sat Aug 13, 2005 8:01 pm
by +JuggerNaut+
inolen wrote:
o'dium wrote:BTW, doom 3 isn't exactly optimized either
I like how you say this like you know this :lol: What isn't optimized exactly o`dium?
you're opening the floodgates man!!! NOOO!!


*btw, sup!*

Posted: Sat Aug 13, 2005 8:02 pm
by inolen
duffman91 wrote:"inolen" shows up on the credits, is this our inolen?
http://inolen.com/images/fresnel1.jpg

Fresnel shader I wrote for proper water reflection. I also released some poor assets and some minimal sdk changes for a few added water effects.
Dark Metal wrote:If so that would explain the poor attention to detail.
...

Posted: Sat Aug 13, 2005 8:45 pm
by Kiltron
Yawn!

Posted: Sat Aug 13, 2005 10:27 pm
by MKJ
this guy should work at id :icon14:

Posted: Sat Aug 13, 2005 10:38 pm
by o'dium
inolen, seriously, how it impliments Normal Mapping is VERY VERY VERY slow, and the Shadows could be improved 10 fold by switching them to shaders from stencil. Speed overall could be improvided by changing the system to a Render Target using multiple resolutions 256x256, 512x512, 1024x1024 etc etc.

In other words, id COULD of did a lot of things to help frame rate, and they COULD of made it easier on old machines. But they didn't.

Also, the maps are not the best and are very frame hungry. They have a lot of overdraw and at times seem very basic in terms of how they have been lit (Center lights opposed to normal lights, center lights create an alternate origin for the light and thus reduce the radius of the light, thus resulting more Frames. Another method Kiltron left out.)

So please, all of you, shut up and read first yeah.

Posted: Sat Aug 13, 2005 10:42 pm
by MKJ
that horrible PPL could be done much better too. i mean, when i point my torch at say a railing, it calculates a kabillion different things per frame. the result is the same railing in opaque black placed with a 1 game-inch offset.
or in other words: the result looks exactly the same as the real time shadowing in Fatal Frame for PS2 :dork:

Posted: Sat Aug 13, 2005 10:45 pm
by o'dium
What kiltron KEEPS leaving out is that his 2048x2048 skins take up about 500x500 pixels screen space on the UV map. This means that you could EASILY shift the UV map around (Which is VERY bare and bad), and EASILY get the EXACT same amount of texture detail thats there now, in a 512x512 texture map.

So, you have to think about that. 2048 x 2048 is 13meg PER TEXTURE loaded into the memory. 512x512 is 768kb PER TEXTURE. Thats nothing. You could quadruple your texture DETAIL and STILL only be using up about 3meg a texture, thats still 10 meg less.

Now thats problem 1, UV texture space optimizing Vs overall memory consideration.

Problem 2, is that you have 4 of these textures, resulting in 48meg of memory needed JUST for a monster skin?

Thats crazy.

Now, think about this. Your glow skin is using about 128x64 pixel space, so why bother using ANOTHER 2048x2048 res skin just for the glow, when you could easily model that as extra polygons and give it its own decal shader so it draws above the model. Then you only have to supply a 128x64 texture for the glow, instead of a 2048x2048 res one.

As i told you all this before, but you ignored it all and just said, what was it again? Its my mod, i can do what i like, its aimed at high end machines... Or something... Yeah.

Now, my method and your method would have EXACTLY the same detail. However, mine would take up about 2.335meg. Yours, would take up about 48meg...

Thats a big difference, no matter how you look at it.

Posted: Sun Aug 14, 2005 1:01 am
by Kiltron
I wish I was as smart as you Odium.

Go ahead, please rearrange the uv's so they all fit on a 512x512.

WARNING: Doing so may result in MAJOR visual quality loss. Maybe I'm wrong? Maybe it will be just as crisp?

I like having pushed 48 megs at the cards. Call it crazy, but I did what was aimed for. (optimized or not, optimizing wasn't the point)

(image shrunk down for the sake of posting)

Image

Posted: Sun Aug 14, 2005 1:10 am
by eepberries
Kiltron wrote:I wish I was as smart as you Odium.

Go ahead, please rearrange the uv's so they all fit on a 512x512.

WARNING: Doing so may result in MAJOR visual quality loss. Maybe I'm wrong? Maybe it will be just as crisp?

I like having pushed 48 megs at the cards. Call it crazy, but I did what was aimed for. (optimized or not, optimizing wasn't the point)

(image shrunk down for the sake of posting)
Optimization SHOULD be the point

Posted: Sun Aug 14, 2005 1:16 am
by Kiltron
Yep it should, if you're trying to make it play well on low end machines, unfortunately, I'm not. Sorry!

Posted: Sun Aug 14, 2005 1:24 am
by shiznit
What was the point of that image, it doesn't show anything if it's 532x549. Jesus get a fucking grip, get back here when you have something better.

Also what kind a moron uses such insane texture sizes. Fuck 1024x1024 is already too much.

The game runs like shit on my 3Ghz, 1GB Ram, 6800. Fix the fucking textures I want 60+ fps.

Posted: Sun Aug 14, 2005 1:31 am
by Foo
Heh, I read this page first thinking 'damn, this all got a really hostile response for no reason'.. Then I stepped back through pages 1 and 2 and found kiltron being a complete asshole to Doomer when he was being quite reasonable.

Posted: Sun Aug 14, 2005 1:47 am
by Kiltron
Yawn!

Posted: Sun Aug 14, 2005 1:59 am
by Foo
Seemed to me more like you were arrogant and didn't listen.

Posted: Sun Aug 14, 2005 2:01 am
by eepberries
Kiltron wrote:Yep it should, if you're trying to make it play well on low end machines, unfortunately, I'm not. Sorry!
:olo: So basically you're just saying "hey if you have a good machine, then it doesn't matter if it's done right"? I swear to god kiltron, you're such a fucking moron.

Posted: Sun Aug 14, 2005 2:28 am
by DooMer
It's his mod, he can do whatever he wants with it, and he obviously doesn't want any suggestions. I thought it was made because he was a fan of quake, and wanted the community to enjoy his work. I guess I was wrong, looks as if he slapped some other peoples work together for nothing more than a paycheck. Just what we need, another company producing half assed shit for a quick buck.

Posted: Sun Aug 14, 2005 2:38 am
by feedback
It looks a little bit like this mod is complete total fucking garbage, I think I'm going to go ahead and probably not play it, probably.

Posted: Sun Aug 14, 2005 2:41 am
by feedback
Also, I'm betting I could go toe to toe with Kiltron and put him to sleep in less than 5 seconds, under any rules. Even rules making it impossible to put him to sleep. Shit like that won't make a difference. You're fucking mince meat, chump.

Posted: Sun Aug 14, 2005 2:45 am
by feedback
ALSO THIS MAY SEEM OUT OF THE BLUE, BUT THE OTHER DAY I RECEIVED A CALL FROM A PROFESSOR AT FLORIDA STATE. HE TOLD ME HE WAS TEACHING A CLASS ENTITLED 'WHY KILTRON IS A DESPICABLE FUCKING POSER WHOSE UTTER LACK OF TALENT IS RIVALED ONLY BY HIS GARENTUEED UTTER LACK OF SEX APPEAL." I FOUND IT ODD THAT A MAJOR UNIVERSITY WOULD ACTUALLY OFFER COURSES IN THIS, BUT THE MAN ON THE OTHER END SOUNDED VERY SINCERE AND EVEN WENT OUT OF HIS WAY SEVERAL TIMES DURING OUR CONVERSATION TO INFORM ME THAT "THIS IS TOTALLY A REAL CLASS" AND, OCCASIONALLY, "THIS IS DEFINITELY A REAL CLASS, MAN".

Posted: Sun Aug 14, 2005 3:07 am
by Kiltron
Yawn!

Posted: Sun Aug 14, 2005 3:08 am
by eepberries
wer jeluz :olo: