The physics engine is not Havok for Doom 3.
Definately when I get back home in a week I'm planning to look at fixing zombies so they fake being dead (of course at the time will have to get rid of the disintegration for them except for weapons like the Plasma Gun, BFG, and say my flamethrower :P).
Man, thats kinda depressing. I used to love their games. Then again not too surprising considering I've not seen really a decent game actually internally developed by LucasArts for a while :(
Yikes, sorry wasn't thinking when I posted :(
Figured some people might be interested but was a little too quick about posting. Anyways glad to hear people like it at least.
Just posting information on the lastest version of my flamethrower mod.
I fixed the sound looping issue from earlier versions. Also changed it so the flames should shoot out as a cone.
Unfortunately will be a week before I can try out the mod myself so I hope someone can tell me how it...
Sure it will if you put it at the end of the weapon. Its called this thing torque. Now put it back where you hold it and yeah it won't make a difference. Heh and it doesn't look like a 5 ounce flashlight the Doom Marine carries around :P
Oh and here you go for flashlight on a pistol...
Heh well Fistandantilus you should be happy to know that my pistol + flashlight mod shouldn't work in the same situation the flashlight doesn't work. I definately agree that people should play the game without that mod I made but if they don't want to thats fine with me.
Was an interesting...
Because there isn't going to be a motherboard thats even affordable with 64 PCI-E channels devoted to 4 PCI-E 16X slots (Currently 24 channels is the max current PCI-E chips support that are on the market).
Edit: Heh fixing my mistake :p
btw FourCC code's are ATI's ways getting around MS not putting official support into DX. Same thing ATI had to do with instancing for their R300+ cards since none of them support SM3 which is what MS has to be there before you can considering instancign being there.
While you can use it in DX...
And for those of you who still don't understand the dislike of Creative read this article The Sad State of the PC Audio Industry
Its pretty good. And basically unless Nvidia or Intel come out with a great sound solution unfortunately looks like we are stuck with the crumminess of Creative...
Actually Creative filed patent before Carmack announced anything (earliest known thing was an email with Nvidia in 2000 and Creative filed in Oct 1999). But, Creative also wasn't the first one to present it as shown above.
I disagree with the best surround algorithms. And its kinda annoying...
Figured I bump this for those who didn't see this last night.
By now most of you should have seen it on the frontpage here and several other sites as well.
Except for items where they are really thin and the program is relying on that point being exactly on one pixel (ex. Text in a program and the solution to this is for game developers to use font textures with the characters being wider than 1 pixel), AA in general should help texture's be more...
Well, I would be just as bothered assuming it was say lets pretend A3D is still around an Aureal was doing the same thing to Carmack to get A3D support added in. I don't care that they are or aren't a monopoly, its just the idea of abusing the patent system w/ an invalid patent to pressure...
Hehe, yes VIDEO shadow technology hence I posted this in the video cards section (seemed most appropiate since I'm not trying to argue about EAX).
If you are interested here is the basic description of the algorithm being used that happens to be patented...
The unethical part is in persuing a patent that you have knowledge of is invalid due to prior art that you should clearly know about and not presenting it as required to the patent agent.
Also there is alternatives to Creative. Nothing is particularly very useful about Creative cards unless...
It seemed like something was suspicious about Creative's announcement today on how they will be adding EAX ADVANCED HD (anyone else hate the caps for that technology?) to Doom 3.
http://bluesnews.com/cgi-bin/board.pl?action=viewthread&threadid=50329
Turns out as somewhat suspected how...
hmmm super sampling AA shouldn't make things blurry if done correctly (meaning only sampling the correct places not like quincux which samples neighbors for generating a pixel though only half them are for the actual pixel). Supersampling can work with the extent of acting as well like AF...
Hmmm???? If VSync is disabled it doesn't throw frames away, it immediately swaps over to them. Using the FillrateBenchmark I can easily see up to 8 tears in a frame on an LCD @ 60hz. This corresponds to 8 buffer switches or 9 different frames being sent as one frame to the monitor occuring...
If you need just 3 Channels why wouldn't you just use DXT1 though :P
Doesn't matter which channels you want with 3Dc since you can do a swizzle in the PS(change which color maps to which).
Because there is more of them potentially, so if there is the same chance of any individual having an issue then if you have more people with one item you have more people there that have an issue.
Hmmm while you might have files with VP3 video codec, more likely it seems they are OGM files with some other video codec (XVid most likely if its OGM or potentially Divx). OGM needs to be used if you use Ogg Vorbis for audio due to AV syncing issues with AVI with Ogg Vorbis.
Also 3Dc can't...
Hmmm both support DTX5 and 3Dc? (though at this moment Nvidia doesn't actually support 3Dc but it could be added in if they desired easily enough)
Anyways on image comparison here is a picture from discussion on Beyond3d (when someone discovered that the DTX5 compressor used wasn't...
While that is the main case where it is sure to happen. It is also possible to have it occur when your FPS is less than the refresh rate. What happens under this situation is the buffer switching doesn't occur in sync with the vertical refresh so switching to another buffer in the middle causing...
Curious why would someone want to disable the FPS limit so they can render identical frames and potentially not get the next frame of real information ASAP?
Except for me and several people I knew. First came out the graphics were kinda nice but unfortunately multiplayer wasn't quite as fun as Duke3D. Heh, so back in high school we kept on playing Duke3D (we tried out Quake multiplayer but didn't learn to appreciate the DM in there at that time and...
Heh, the interesting thing to note is I can't remember which one of them said this(Carmack or Duffey) but apparently the CPU usage by the sound engine is less than those supposed "3d" sound cards (and for this game all you need is 5.1 sound out since EAX is worthless for doing 3d sound effects...
Heh or potentially the hardware just doesn't do certain things well that only Doom 3 does.
Or Hard[OCP] was in a rush to get it out ASAP and might not have had much choice in hardware since it was on systems id had setup (hmmm I really can't see the point of testing a GF4MX440 in a P4 3.2GHz...
Seems hard to me to say you have OpenGL 2.0 support before OpenGL 2.0 as a spec is even finalized (though hopefully before long it will be). ARB is currently aiming for it to be finalized at SIGGraph 2004 (August 8-12).
Heh, well if a game needs to use AGP memory, you will have a nice dip in your framerate. Its better of course than not having AGP Texturing though (I remember people all upset about V3 not having AGP texturing when most those people failed to realize the direct result it would have on their FPS...
And that memory isn't just for texture memory. Consider a 1600x1200 w/ 4x AA requires a 30MB buffer. And you need 3 of those buffers (front, back, and z-buffer/stencil-buffer). So thats 90MB you are using there without touching textures.
No, it goes to system memory. Just requires...
Could be shown well enough with a well done survey to close enough stats to show if the normal person actually cares. (Make note of the well's before dislike of stats comes up or something)
Sure not getting 1600x1200 resolution considering reports are coming out max resolution really of 1024x768 on the latest top of the line cards. Else than that I'm sure it will do fine.
Heh, did you know ATI's drivers are much better written for GLSL than Nvidia's which fail the majority of tests for them. (just to make a side note Nvidia's compatibility with older features is higher than ATI's and of course performs better)
Actually Quake 1 engine, I wish it had used Quake...
The point of HDR isn't to display really high contrast images. Instead its to be able to do things like you see in the rthdribl demo where the exposure changes automatically. Basically if someone currently shines a bright light in your face in a FPS you can see fine, in a game where it has HDR...
Well just want to say 6800u won't perform any better in rthdribl since its not using FP blending which is the preferred HDR method (which is what ATI doesn't support). Also there is evidence that could easily boost the performance in rthdribl with fixing the horriblely inefficient shaders its...