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Messages - The Happy Friar

#841
Turns out you're right, I was thinking of the 2002 D3 preview.  ATI was chosen over Nvidia because it performed better.
#842
Both companies products have their pluses and minuses.  Unlike what was said in the first post. D3 ran better on the ATI cards vs the Nvidia cards at the time. 

BUT...  in general we're talking about unrealistic issues here.  most gamers don't have the latest hardware.  Most don't want everything maxed out.  Most don't want to manually tweak everything.  Throw Doom 3 on an AMD/Intel/Nvidia setup and the average person won't notice or care as long as it runs. 

As for specifics, developers develop for what people buy. Nvidia might have the PC market (which is mostly D3D anyway) but consoles are ATI/AMD.  Consoles sell more.  AMD is pretty secure in their market share for GPU's.  Nvidia just spends more saying THEY are the better option but I've never liked their products.  Heck, even back in '08 when I went to my first QCon I found out that Nvidia removed DX8 & older support from their drivers for win 98/2k/XP w/o making it well knows.  So nobody could run AvP.  Nvidia users told me it was just my Intel card until THEY tried it.  My ATI at home ran it just find.   So I don't trust any company to cater to me, I'm not paying their bills!
#843
Id tech 5 Discussion / Re: The Evil Within
November 14, 2014, 12:13:52 PM
Quote from: Sir Blackington on November 10, 2014, 09:08:39 PM
Lol when I asked for computer specs, I was hoping someone had a more budget orientated build so we could get an idea of how efficient this version of idtech is compared to previous examples. Not a bunch of people with liquid nitrogen cooled I7's and gpus running on uranium that max out pretty well everything else anyways

Motorsep and I have near-dinosaurs.  :)  My CPU is 6 years old!  Win 8.1 did make a good performance increase in many things though.
#844
I used the forum "split topic" tool to make a new thread for the Unreal vs id mapping discussion.  Here: http://idtechforums.fuzzylogicinc.com/index.php?topic=157.0

Cool discussion btw.  :)
#845
Quote from: motorsep on November 12, 2014, 12:45:41 PM
Is it happening with old Doom 3 ?

Only the original D3, yes.  Don't own BFG but it doesn't happen with ETQW & never happen with Q4/Prey/Wolf.  Doesn't happen with the GPL engine variants I think but I haven't tried many D3 based ones.

Quote from: BloodRayne on November 12, 2014, 12:51:39 PM
I had this happen and eventually resorted to a simply hack. I created a shortcut to doom3 which set the brightness/gamma both back to normal up on start, then a -crash command (only works with the -developer switch). Then D3 starts, reverts the brightness and crashes. I added the normal brightness values to the regular Doom3 shortcut.

How can I set the brightness/gamma on start?  I didn't say in the original post but Doom 3 itself looks fine, it's the rest of windows.
#846
When I load up D3 in a window (or the D3 editor) my screen brightness goes SUPER bright.  In Win XP I could load up my ATI control panel and reset the brightness.  In 8.1 I can't.  Not sure if it's a windows 8.1 thing or because AMD/ATI changed the control panel.  There's no more 3D color correction options I can find.

Anyone else have this happen & know how to fix it?  It's annoying and ONLY happens with Doom 3 in a window.  No other D3 engine based games.

#847
Id tech 5 Discussion / Re: The Evil Within
November 08, 2014, 09:57:46 PM
AMD Phenom 9600
AMD HD 7850
6 gb RAM
Win 8.1-64

Played part of the first level, no texture popping.  I'm impressed by the visuals on a machine like mine.
#848
Id tech 5 Discussion / Re: The Evil Within
November 08, 2014, 11:26:03 AM
Quote from: revelator on November 08, 2014, 07:08:56 AM
Still suffers from texture pop in

What drives me nuts about this is that Epic engines (haven't played a Crytec game in a while) do the same thing but I never see it mentioned.  BS: Infinite drove me nuts because it's level of detail was well under Rage and I still had texture pop.  :/

Quote from: motorsep on November 08, 2014, 10:56:17 AM
I know THF has AMD, I wonder if it runs well for him.

didn't know there was a demo until you posted, so I'll give it a shot.  I'm not a fan of these kinds of games either.

EDIT: My CPU could very well be underpowered for this game.  I'm got a Phenom from '08.  :)
#849
Welcome! / Re: Welcome to the id Tech Forums!
November 08, 2014, 07:12:44 AM
Welcome! 
#850
id Tech 4 Scripting / Re: Random non-encounters?
November 06, 2014, 11:15:11 AM
Try using my time adding idea and see what the spread is on those random numbers.
#851
id Tech 4 Scripting / Re: Random non-encounters?
November 06, 2014, 08:09:42 AM
"Way back when" I did lots of test with random numbers, float vs int.  Float had a lot less randomness vs int for most proposes.  I'd print the random numbers to the console and they would be different sets each time I'd run the map.  When I tested float vs int, I never got 1.0 or 0.  When I tested ints (with the script I posted) I'd get 0 and 21 after a couple runs. 

My theory is this: int avoid rounding problems, float's don't.  If you want a random int between 0 and 21, there's only 22 possibilities.  if you get a float it's truncated or rounded (I forget).  If you want a random float between 0 and 1 & D3 supports 6 decimal points(not sure), there's 1 million possibilities.  People just don't normally think down to that level of detail when wanting a random number, but, in theory, a number between 0 and 21 has the same possibility as a float between 0 and .000021.  I want to say that even if I tried to get a random number between 0 and 21 and didn't use an int it always tended to be on the low end though (under 1).  I'd have to run tests again to see.

On another randomness note, you could use game time to help random numbers along with more "randomness".  I would figure because odds are you'd never take the exact same amount of time to get to the trigger that calls the script.  Might be 0.001234 seconds different, but that's a different number then 0.000000.

EDIT: currenttime - (int(currenttime)) should trunk the time so you get just a decimal & no whole number.  IE 234.534534 = current time, int(234.534534) = 235 (if it rounds).  That would leave -0.534534 as your value.  That could be a random value of it's own!
#852
id Tech 4 Scripting / Re: remove cutscenes
November 06, 2014, 07:51:47 AM
Cutscenes can be canceled with the "ESC" key, right?  If that is true, is it possible to rig up something to automatically cancel the cut scene when it starts?
#853
id Tech 4 Scripting / Re: Random non-encounters?
November 05, 2014, 10:31:57 PM
I took a look at the random monster/zombie spawner I made years ago and I must of had the same issue with the float numbers.  This is the code I made to randomly choose a zombie and it always worked:
    float num_zom_types = 22 - 1;        //number of zombie types to choose from.  ALL must be setup below!  NOTE: 1 is subtracted because the random function could pick 0
    float x = 0;                //temp counting var
    float random_x = int(sys.random(num_zom_types));            //random number generated
    entity zombie_spawn;            //entity used for spawning


Notice I had 22 possible choices and the random could only be an int.  It would randomly choose between 0 and 21.

EDIT: script is here: http://sterlingshield.net/home/steve/doom3/06jan.html
#854
id Tech 4 Scripting / Re: Random non-encounters?
November 05, 2014, 10:48:18 AM
the easiest way may be to play through the game with a key bound to "toggle g_stoptime".  Then (I forget the console command) find the entity name (when time is stopped) & load up the map script & do a search for that entity.  Also do a search of the map (in a text editor should be fine).  If you find a script that references that monster, or the map has entities that call to or from that monster, it might not be wise to change it.
#855
id Tech 4 Needs Help / Re: Placing monsters in a map
November 03, 2014, 09:22:30 PM
It's the same as any other GTK Radiant game.  IE Quake 2, 3 & the like. 

But your step 2 is more complex then just changing a value, you'd have to add the script to do that.