The Dark Mod: Need Alpha testers with ATI cards. - by New Horizon
chumbucket91 on 29/2/2008 at 01:34
I downloaded the Catalyst driver package from the ATI website, version 07.12 according to the options menu in my control panel.
New Horizon on 29/2/2008 at 01:50
Quote Posted by chumbucket91
I downloaded the Catalyst driver package from the ATI website, version 07.12 according to the options menu in my control panel.
For an experiment, would you be willing to try the Omega drivers?
(
http://www.omegadrivers.net/)
Just wondering if this is an ATI screw up.
chumbucket91 on 29/2/2008 at 02:13
I installed the Omega drivers, and I still had the same problem - the lights were extremely bright.
Is it worth mentioning that the brighter light registers on the lightgem, too? Before, I could hide from the guard by crouching next to the wheelbarrow, but now the light reaches all the way over there and he sees me, and the lightgem is lit up 100%.
If there's anything else I can do, let me know.
rebb2 on 29/2/2008 at 10:15
Hi guys, thanks for testing this.
There is a more current Version of this Fix available on (
www.trisoup.net/temp/d3ambient/) . If possible, please check if that fixes anything for you.
@Neuling :
Where is the lighting being messed up in your screenshots ?
New Horizon on 29/2/2008 at 13:15
Quote Posted by rebb2
Hi guys, thanks for testing this.
There is a more current Version of this Fix available on (
www.trisoup.net/temp/d3ambient/) . If possible, please check if that fixes anything for you.
@Neuling :
Where is the lighting being messed up in your screenshots ?
Yes, I had trouble seeing that too. :) Scroll down for the messed up shots.
rebb2 on 29/2/2008 at 13:53
:o
Ok, this seems to be the same error as others have been having then.
Please try the current Version to see if that problem is still there.
tham3s tr0ut on 29/2/2008 at 16:06
Tested and posted on TDM forums...
'Rebb, your new version fixes the light oversaturation problem BUT now only some of the normal maps work and some appear flat.
As I said I'm on a barebones system so I can't check out what it might be, could be a dds problem?
2 examples; the cobbled stone floor where the patrolling guard with the torch is DOES work correctly. The shimmering wall torch leaves no doubt that that normal map is giving the feeling of depth as it should.
2nd example; inside the next room where the torch is on the wall. That texture appears FLAT with no normal map effect. The same texture makes up a lot of the house and it all appears flat with the latest fix.
Remove the fix and both textures appear bumped as expected.
What's the difference between the 2 textures/shaders? '
New Horizon on 29/2/2008 at 18:23
We were explaining this on The Dark Mod forums. The original Doom 3 ambient made things look a lot darker due to the incorrect shadows. The new ambient is evenly lit, so the original settings are going to make the level look a bit brighter. I doubt that the bars are lit on the wrong side, it's just that the ambient appears brighter now...so adjustments will be made for that in future levels.