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PostPosted: Wed Mar 02, 2005 10:32 pm 
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goliathvt wrote:
Okay, from what I've read...

People with 128MB ATI cards... are you the ones specifically seeing overheating issues?

The only folks with ATI cards I've read about that can run the map successfully tend to have 256MB cards.

Can folks with 128MB ATIs who have had trouble and those who have not had any trouble (besides really low FPS) post here and mention your system specs... namely, CPU, memory, vid & mem.

Thanks,

G


Game locks up when I approach the square (can still alt-tab to windows).

Northwood 3.2 HT
1gb DDR400
Radeon 9800 Pro 128mb (Catalyst 5.2 drivers)
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PostPosted: Wed Mar 02, 2005 11:32 pm 
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T0r1t0 wrote:
I noticed the sun/moon movement script is disabled by default. Even without it i get 3-5 FPS (true, i have a readeon 9000). I enabled it just to see, and i get a 10 sec slideshow.

The map is really excelent, really great ideas. But you'll have to own at least a GF 6800 Ultra and a couple of Gb of ram if you want to play it with decent fps and the sun/moon script enabled.


I thought that this map was supposed to be shown off on high end pc's anyway?

I mean 9800 is prob minimum it should be able to play on.. 9000 is a bit, well old now?


But I dunno :roll:


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PostPosted: Wed Mar 02, 2005 11:36 pm 
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Asus A7N8X Deluxe
AMD athlon XP 3000+ ( 333fsb ) CoolMaster Aero Lite CPU fan
1GB 333mhz DDR Samsung
ATI 9800 PRO 128MB DDR power color with Arctic Cooler 5.2 ati drv
Creative Audigy 2 : 6.1 Sound card

lowest ive seen Frame rate is around 5fps and in most areas it is around 20fps

No visual problem tho, Everything seems normal


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PostPosted: Wed Mar 02, 2005 11:46 pm 
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I've had a couple of texture problems. Dunno what the cause is but I have:

Athlon XP 2400+
1.5Gb of ram
9800 pro 128Mb


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PostPosted: Thu Mar 03, 2005 2:13 am 
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whoa182, thank your arctic cooler... looks like it's helping keep things stable, 'cause I think you're the first 128MB ATI user I've seen able to run the map w/o problems.

Keep the feedback coming folks, it's very helpful.

Goliath

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PostPosted: Thu Mar 03, 2005 3:12 am 
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I think they are all using Catalyst drivers, and that could be their problem.

Oh, another thing that would improve performance:

Ditch the particle water for something static but attractive, or decrease the amount of particles but change the way the particle looks (if possible). The effect isn't very good anyways, as it is, and degrades performance.

Making something in the shape of a fountain of water, with the proper animation (may need a model, or a series of cleverly placed polygons with a texture) should give a better general effect with less of a performance hit I would think.

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PostPosted: Thu Mar 03, 2005 3:32 am 
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goliathvt wrote:
whoa182, thank your arctic cooler... looks like it's helping keep things stable, 'cause I think you're the first 128MB ATI user I've seen able to run the map w/o problems.

Keep the feedback coming folks, it's very helpful.

Goliath


I know some people with 9800 pros that have the same prob as all other people are having...

Ive been able to overclock my card to 450mhz without a problem, While my friends have an arctic cooler they can only get to 400mhz and then things mess up.

What IM saying is, about 6 Friends of mine have 9800pros and my 9800 is the only 1 that never had probs with doom 3. 1 Of my friends Card blew by overclocking to 400mhz from 370.

To fix the problem for doom 3 they had to actually UNDER CLOCK their graphics card !

weird hu :?

Something is wrong with a lot of 9800's, they have heat issues!

Note: I dont overclock my card when playing Doom 3


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PostPosted: Thu Mar 03, 2005 3:41 am 
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I'm running a 9700 pro and it didn't lock up (which is saying alot since other games do lock up...you'll see why)

p4 533mhz fsb 2.8ghz
intel mobo
512mb rdram pc1066 (not officially supported for my mobo...the reason for games locking up on my system I believe)
radeon 9700 pro
newest cat drivers
etc etc

All builds have run fine for me.

Noticed some slow down in the underground and square areas, but that would obviously happen so I'm not surprised.

Keep up the good work guys.


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PostPosted: Thu Mar 03, 2005 10:32 am 
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Mblackwell wrote:
Ditch the particle water for something static but attractive, or decrease the amount of particles but change the way the particle looks (if possible). The effect isn't very good anyways, as it is, and degrades performance.

Making something in the shape of a fountain of water, with the proper animation (may need a model, or a series of cleverly placed polygons with a texture) should give a better general effect with less of a performance hit I would think.

The particle effect is really a place holder until someone comes up with something better.
The particles don't seem to affect my performance, they are such a simple shape( two polys) with a basic flat textures, no affect on lighting or shadowing. They may have more impact on the CPU just calculating their positions and gravity effects.
Maybe a simple gui to turn off the fountian would be a nice idea.

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PostPosted: Thu Mar 03, 2005 12:15 pm 
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For anyone's interest, my set up is:

P4 2.666Ghz (seriously :D )
512 Mb DDR Ram
Ati 9800 Pro 128mb

Sever lack of ram, not too great cpu or gpu and no clever heating system and I didn't run into any problems.

Ran like the dog's breakfast true, had to lower the res to 640x480 and put it to low detail, but unless i was looking at the whole map in one go, it was ok.

I'm not sure which drivers i'm using, but their probably the latest (unless any new ones have come out in the last month or so). I haven't overclocked it


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PostPosted: Thu Mar 03, 2005 12:50 pm 
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You guys should try running Eurobuild4 in windowed mode. I went from single digit framerates at 640x480 low quality no bumpmaps, no specularmaps, no fragment maps, no particles, etc. in fullscreen mode with game locking up whenever I went into the square, to 1024 @ High Quality, everything on (my regular D3 setup) no lock ups, no problems whatsoever and a very respectable framerate when I tried it in windowed mode.

My specs again for reference:

Northwood 3.2 HT
1gb DDR400
Radeon 9800 Pro 128mb (Catalyst 5.2 drivers)
WXP SP2

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PostPosted: Fri Mar 04, 2005 7:30 am 
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this mod looks great so far. i've just tried this build and i had to come back after playing for about 20 seconds with some simple tips that i feel might help a lot (at least with the first few bits of map i saw).

firstly i managed to shoot joe straight away when i went to talk to him. nice one. secondly similar trouble with the door. the area is too small to catch easily enough and too difficult to notice unless you tweak its the ui sound and notice the tiny little mouse. i still got through, second door... different story. because i waited it closed and jammed me in.

normally i wouldn't complain about nitpicks like this... but come on, there is so much quality in this mod... please don't ruin it by ignoring the basics. maybe i was unlucky to get smacked up by the map so quickly... but these problems are all quite trivial to fix...

you have to expand the cone or frustrum or whatever you use to check the players view angles when talking to that guy. i was looking right in the middle of his face... and i think my click maybe jogged me a pixel or two... thats not really helpful. usually you can look a bit away and still be able to talk to a guy... maybe you intended i could shoot him. either way, this is confusing.

the doors... just make the gui areas bigger or more noticeable somehow... couldn't a rotating door handle be used or something a bit more obvious?

and as for closing on me? thats just wrong. do a bounding box or distance check, very cheap and easy to implement and doable in script if necessary.

anyway, i'm going to go explore it some more. it still looks like a great project...

edit:

only thing i'd like to add is it seemed much too bright, and some of the specular highlights indoors were far to extreme... but understand this is work in progress. it seems i was just a bit unlucky with shooting that guy i think... anyway, i like the effects, the wavy glass door looks great and the water in the fountain is nice. the ambient light looks okay except that it is super bright. i think that it is over compensating for how dark doom 3 normally is.


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PostPosted: Fri Mar 04, 2005 8:38 am 
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Personally I would prefer listen ambient light, Just seems to bright..

Could you guys actually take a bit of time to adjust different light settings and Post screens of different times of day and level of light and we can all decide which looks best ?


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PostPosted: Fri Mar 04, 2005 12:27 pm 
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Jheriko wrote:
you have to expand the cone or frustrum or whatever you use to check the players view angles when talking to that guy. i was looking right in the middle of his face... and i think my click maybe jogged me a pixel or two... thats not really helpful. usually you can look a bit away and still be able to talk to a guy... maybe you intended i could shoot him. either way, this is confusing.


erm, which Joe do you mean? The default name for human NPCs is Joe, so currently they're probably all called Joe. Also, you are aware mappers have absolutely no control over the NPC interaction system. Seriously, you just plonk the guy in and he works, we're using exactly the same process id used in the vanilla game. If you managed to shoot him, you would have done the same were it an id map, it's no different. Are you absolutely sure you didn't stand too far away before you pressed fire?


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PostPosted: Fri Mar 04, 2005 1:53 pm 
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Jheriko wrote:
firstly i managed to shoot joe straight away when i went to talk to him. nice one.

Fair comments overall, but the above quoted statement... Since when has this project been about gameplay? We are trying to push the graphics engine, not create an SP or even an MP map...


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PostPosted: Wed Mar 09, 2005 5:48 am 
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i did say that was just random afterwards ... look at the edit. its a good map though visually, gameplay would be nice to add if possible :)


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PostPosted: Wed Mar 09, 2005 8:54 am 
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I actually think we should aim for some decent gameplay as well. Being that we're trying to show off the Doom 3 engine...maybe we should show off that it's more than just a graphical showcase. That's the main complaint I hear from people about Doom 3; all looks, no fun.


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 Post subject:
PostPosted: Wed Mar 09, 2005 12:40 pm 
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radix2 wrote:
7 FPS minimum for me, generally 25+ FPS. Quite acceptable for an unoptimised tech demo.

I am running:
ATI Radeon 9600 XT 256MB
1GB RAM &
AMD Athlon 64 3400+
(these are the bits that matter overall for this discussion)

(...)


The above was run with Catalyst 4.8 drivers with the DOOM 3 patch. I have just "upgraded" to Cat 5.2 and the frame-rate is terrible - to the point where the D3CDIT map is pretty much unusable (15 FPS max - most of the time 4FPS). I'll try an earlier version of the Cat drivers, but has anyone else experienced this deletorious effect?


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PostPosted: Wed Mar 09, 2005 6:50 pm 
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radix2 wrote:
The above was run with Catalyst 4.8 drivers with the DOOM 3 patch. I have just "upgraded" to Cat 5.2 and the frame-rate is terrible - to the point where the D3CDIT map is pretty much unusable (15 FPS max - most of the time 4FPS). I'll try an earlier version of the Cat drivers, but has anyone else experienced this deletorious effect?


Have you tried running EuroBuild4 in windowed mode? I got a huge speed boost compared to fullscreen.

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PostPosted: Thu Mar 10, 2005 2:19 am 
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Your performance boost could be due to the fact that you got an ati, which d3 is not optimized for, but hey, ill give it a shot anyways.

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