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Posted: Wed Jan 30, 2008 23:10
by Rex Claussen
Nice new pics.
Posted: Fri Feb 01, 2008 17:50
by Lioyd_Irving
Just one thing, though : use conventional sector light instead of several dynamic lights all around the room.
Posted: Sat Feb 02, 2008 1:15
by Fabio914
Lioyd_Irving wrote:Just one thing, though : use conventional sector light instead of several dynamic lights all around the room.
Well . We were thinking about using dynamic lights for the project be more Doom 3 like , but if in some cases these lights aren´t good enough then we will use conventional sector light.
Another Screenshot:

Posted: Sat Feb 02, 2008 1:26
by Enjay
I'm just itching to see that imp in action.
Posted: Sat Feb 02, 2008 1:32
by Fabio914
Enjay wrote:I'm just itching to see that imp in action.
Next week we will release a video on YouTube showing this Imp in "real" action.
EDIT:
A PDA screenshot of version 0.7 (Tech Demo 2 version is 0.5D):

Posted: Mon Feb 04, 2008 7:53
by Lioyd_Irving
I know it is for the ambience, but dynamic lights kill my framerate. My machine is old and not even conceived for gaming.
Btw, nice PDA.
Posted: Tue Feb 05, 2008 16:46
by Fabio914
Lioyd_Irving wrote:I know it is for the ambience, but dynamic lights kill my framerate. My machine is old and not even conceived for gaming.
Btw, nice PDA.
The objective of this project is to make Doom 3 playable on an old PC , so I think we can reduce the dynamic lights.

Posted: Tue Feb 05, 2008 17:21
by Enjay
Lioyd_Irving wrote:My machine is old and not even conceived for gaming.
Fabio914 wrote:The objective of this project is to make Doom 3 playable on an old PC , so I think we can reduce the dynamic lights.

It'd be interesting to find out how old and how "not even conceived for gaming" his machine is. Sure, I agree with the project goals but you wouldn't want to push it so far that it became pointless. He might not even be able to cope with models, for example.
Posted: Wed Feb 06, 2008 14:33
by Lioyd_Irving
I got an example : Deus Ex is from 2000, my machine from late 2001. And it comes under 10 fps in 1024x768 w/high textures and 32bit colors. The framerate drops when playing on 800x600.
Another example : the appropriate OpenGL drivers weren't installed for my graphics card, where they probably are on game-themed machines. I had to use Tweak-XP.
The well-known emulator Project64 lags when I play GoldenEye.
I got no problem running Quake 1 and 2 and Half-Life : Uplink. However, the DarkPlaces engine for Quake comes to lag.
Doom 3 lags like Hell, but remains playable. In fact, I think it would even be fluid without all those dynlights.
Models aren't a problem, my comp can handle several polygons at once with acceptable framerates(20~30fps, tested with Cube).
But dynlights slows it down dramatically. That's its weak point.
This should give you some idea of the performance of my computer.
Posted: Wed Feb 06, 2008 14:42
by Fabio914
Whats your processor and video card? On the project web site , I specified a minimum system requeriments so if your computer are above these requeriments and doesn´t run dynamic lights well , then I´ll have to increase the minimum system requeriments.
Posted: Wed Feb 06, 2008 16:51
by wildweasel
Lioyd_Irving wrote:The well-known emulator Project64 lags when I play GoldenEye.
You would probably need a 3 GHz system to be able to make it not lag, because the CPU requirement on Goldeneye is higher than the rest of PJ64 due to the AI. You probably couldn't run Perfect Dark. (I couldn't, at least not on my old 3 GHz.)
Posted: Wed Feb 06, 2008 17:04
by TheDarkArchon
Perfect Dark runs terribly on a real N64, so an emulator wouldn't help matters much.
Posted: Thu Feb 07, 2008 17:41
by Lioyd_Irving
I'm not sure of the GHz number. My comp is a Pentium III with an nVIDIA GeForce MX-200.
I confirm that dynlights are the real problem : in Doom3, i used the noclip cheat on the console to go through the window in the control room(the one where you meet Kelly at the beginning). There is no light at all. I managed to have 5 Zombies and 1 Imp onscreen - it was still running around 20 frames per second.
There is no problem with polygons.
Posted: Fri Feb 08, 2008 11:31
by TheDarkArchon
Lioyd_Irving wrote:I'm not sure of the GHz number.
Less than 1.
Posted: Fri Feb 08, 2008 11:49
by Enjay
In case it helps, here's Graf's statement about the minimum required to get GZdoom running. Presumably that's with no fancy extras enabled, and the quote comes from some time ago before, I think, a lot of the shader stuff etc was added.
Graf Zahl wrote:For the record: The minimum system requirements I'd set are:
Intel/AMD processor with 1 GHz
Geforce 3 graphics card with 64 MB memory
256 MB RAM.
Oh, and I meant to ask... why is the project using MD2 models rather than MD3? MD3 are far more precise and the vertexes stay where you put them when you save the file. MD2s can go all "wobbly". eg I had a rectangular box model with a rotating wheel on the side. The only thing that was supposed to move was the wheel and that's all that did move in the editor. But when I exported it as an MD2, the whole box wobbled as the wheel turned. Another example - I had a model of a missile that had a nice smooth nose-cone that came to a sharp point. The MD2, however, squared the point off and the smooth cone became very uneven. In both cases, MD3s worked perfectly.