The Dark Mod: Need Alpha testers with ATI cards. - by New Horizon
The Magpie on 3/3/2008 at 04:17
Quote Posted by rebb2
I could almost bet that the Doom3 Rendering Code is passing slightly different stuff to the Shaders if it finds an ATI card - dammit.
And NH posted a quote from the id developers' site:
ambientLight An ambient light has non-directional bump mapping and no specularQuote Posted by New Horizon
The above is what they intended, but since they didn't use ambient in Doom 3...they didn't bother to fix the bug.
I'm very puzzled as to how it has gone unfixed by id for this long. Because with all the fun fan modding (no... not
that kind of mods) history of every id engine since Doom, id would surely understand that people would want to design levels where ambient would play a part.
Why no fix in an official patch?
--
Larris
New Horizon on 3/3/2008 at 12:38
Quote Posted by The Magpie
And NH posted a quote from the id developers' site:
ambientLight An ambient light has non-directional bump mapping and no specularI'm very puzzled as to how it has gone unfixed by id for this long. Because with all the fun fan modding (no... not
that kind of mods) history of every id engine since Doom, id would surely understand that people would want to design levels where ambient would play a part.
Why no fix in an official patch?
--
Larris
Well, I think by the time the community figured out what was making it look gross, it was probably a bit too late to get another patch, but if it's simple enough...sometimes you never know. I doubt we would see one at this point though, id is busy with their new games.
jtr7 on 3/3/2008 at 17:50
Since this is a Doom engine, they may have decided odd and ugly shadows made a good visual effect.:p
New Horizon on 3/3/2008 at 18:34
Quote Posted by jtr7
Since this is a Doom engine, they may have decided odd and ugly shadows made a good visual effect.:p
Well, doom 3 really didn't use very many ambient lights...hence the pitch black shadows, so I think that's what happened. It just got missed due to not using it in any major form.
jtr7 on 3/3/2008 at 18:39
:)
Goldmoon Dawn on 3/3/2008 at 18:46
*cough*
Which is again, why Thief is so important to the future and past of video gaming. It is one of those games that "the sum is greater than the parts". Mindless first person bloodfests have little use of shadows to hide in. 'Tis no wonder that they didn't focus their engine on it.
Fortunately, the good folks at The Dark Mod have got the concept of shadows covered.This is truly such an exciting time to be a fan from way back. :thumb:
EvaUnit02 on 29/3/2008 at 15:05
Ironically I doubt that we'd have so many compatibility issues today with Thief 1 & 2 if they had been built on Carmack technology.
Surely LGS could've modified heavily the Q1 engine to meet their needs?
tham3s tr0ut on 30/3/2008 at 00:46
Well both the Dark Engine and Q1 were developed at a similar time iirc. The Dark Engine proving to be far superior as well, imho.
Goldmoon Dawn on 30/3/2008 at 01:06
Quote Posted by EvaUnit02
Surely LGS could've modified heavily the Q1 engine to meet their needs?
lol
Why on earth would Looking Glass Studios have to borrow someone elses engine? LGS had been crafting technologies long before the dawn of "first person shooters". They created the first 3d freelook engine ever, back in like 91'! Folks have been borrowing from them ever since... It's sometimes scary how little some of the wouldbe fanbase knows about the company before Thief. Remember, they actually made rpgs before Thief... *gasp* :ebil: