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 Post subject: Sikkmod v1.2
PostPosted: Thu Jan 06, 2011 2:48 am 
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ModDB site:
http://www.moddb.com/mods/sikkmod

Links:
D3 - http://www.moddb.com/mods/sikkmod/downloads/sikkmod-v12
RoE - http://www.moddb.com/mods/sikkmod/downl ... od-v11-roe

Mirrors:


Mac Files:
D3 sikkmod v1.2 binaries - http://www.the-emz.com/media/d3w/sikk-osx-12.pk4
D3 sikkmod v1.2 source - http://www.the-emz.com/media/d3w/sikk-osx-12-src.zip
Note: the source zip only contains files that were modified to build a Mac verision

Cheers

*Update - 3-7-13: simulation was kind enough to release binaries and source of a Mac version. So full thanks go to him, mac users!


*Update - 1/15/11: ModDB file is now public. LDAsh & Gregs2k2, feel free to remove the old file if you wish. You're also more than welcome to continue hosting the latest versions, it's up to you. Just let me know either way so I can keep the links in this thread up to date.

*Update - 1/28/11: RoE version is now available.

*Update - 6/20/11: v1.1 for D3 released.

*Update - 7/1/11: v1.1 for RoE released.

*Update - 9/3/11: v1.2 for D3 released.

*Update - 9/20/11: Updated the v1.2 file. Kept the same version number as the update was small.

Screenshots - Doom 3: (doesn't reflect the visuals of the current version)
Image

Screenshots - Resurrection of Evil:
Image


Last edited by Sikkpin on Tue Sep 20, 2011 4:29 pm, edited 22 times in total.

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 Post subject: Re: Sikkmod v1.0 RC
PostPosted: Thu Jan 06, 2011 3:36 am 
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maybe
http://doom3.filefront.com ?


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 Post subject: Re: Sikkmod v1.0 RC
PostPosted: Thu Jan 06, 2011 3:40 am 
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http://www.filefactory.com/
free hosting


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 Post subject: Re: Sikkmod v1.0 RC
PostPosted: Thu Jan 06, 2011 2:39 pm 
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:D Horray, great job Sikkpin. Where is the downloadlink? Cant wait to try that out !

Edit: Thank you for the link...and your work on the mod :D

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 Post subject: Re: Sikkmod v1.0 RC
PostPosted: Thu Jan 06, 2011 9:16 pm 
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the problem with SSIL
its not working right (when i activate it i see just a noise and my fps falls to hell)


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 Post subject: Re: Sikkmod v1.0 RC
PostPosted: Thu Jan 06, 2011 10:15 pm 
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Hey you're right, ssil got broke somehow. I'll get on it. By the way, the fps hit is just the way it is. Too many texture fetches. Nothing I can do.

*Edit: Problem was an oversight in the shader. Fixed it and uploaded the shader here. I'll wait until I get more feedback with potential bugs before I upload an updated pack.


Last edited by Sikkpin on Fri Jan 07, 2011 12:22 am, edited 2 times in total.

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 Post subject: Re: Sikkmod v1.0 RC
PostPosted: Thu Jan 06, 2011 10:15 pm 
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Could you guys post some screens please? :)
Thanks to those who are kind enough.


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 Post subject: Re: Sikkmod v1.0 RC
PostPosted: Thu Jan 06, 2011 10:49 pm 
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I cant download the fixed shader...it says File not found.

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 Post subject: Re: Sikkmod v1.0 RC
PostPosted: Thu Jan 06, 2011 10:58 pm 
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Sikk :(
"File not found"
you need to pack it into "rar"

how to use lens flares?
god rays are haotic. Its normal?
how to "on" the soft particles?


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 Post subject: Re: Sikkmod v1.0 RC
PostPosted: Fri Jan 07, 2011 12:22 am 
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oh, sun shufts are okay
but Is there a way to create are different sunshafts and lensf flares with different settings?


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 Post subject: Re: Sikkmod v1.0 RC
PostPosted: Fri Jan 07, 2011 12:29 am 
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Link has been fixed. Stuck the file in a rar and it works now.

@RipOutTheWings
There is no command to turn soft particles on. To have soft particles, you have to edit/create particles that use the shader. To use custom textures for the lens flare, just change the textures in the material. To change the positions and number of flares, you'd have to edit the code and compile a new dll. As for sun shafts, there really isn't much more you can do. This isn't Crysis, after all, and my options are extremely limited. What exactly do you want to do?


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 Post subject: Re: Sikkmod v1.0 RC
PostPosted: Fri Jan 07, 2011 12:43 am 
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I dream about a independent lens flare material
make it possible to have several different LeFlares sources with different textures on one map
and something of type box lighting of sun shafts or point and posibility to create several sources on map too
--
Ssil is working, but i take it in g_testpostprocess and i see that the light twitches strongly


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 Post subject: Re: Sikkmod v1.0 RC
PostPosted: Fri Jan 07, 2011 12:57 am 
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Ok, i have a problem. :cry:


this is the situation with all sikk parameters off(world upside down)
Image

this with only HDR activated
Image

Some solution?

win7 64
HD 4890 crossfireX with Catalyst 10.12
DooM III 1.3.1


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 Post subject: Re: Sikkmod v1.0 RC
PostPosted: Fri Jan 07, 2011 1:27 am 
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Quote:
ome solution?

win7 64
HD 4890 crossfireX with Catalyst 10.12
DooM III 1.3.1


Have you turned off Catalyst A.I. in the control center?

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 Post subject: Re: Sikkmod v1.0 RC
PostPosted: Fri Jan 07, 2011 1:50 am 
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He,s right ,turn out catalyst a.i.,that cause only problems when playing doom.
After a short test i have to say : :mrgreen: Just great. Congrats Sikkpin.
Everything works perfect so far.

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 Post subject: Re: Sikkmod v1.0 RC
PostPosted: Fri Jan 07, 2011 5:11 am 
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So awesome!

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 Post subject: Re: Sikkmod v1.0 RC
PostPosted: Fri Jan 07, 2011 5:48 pm 
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Can someone detail what exactly this release includes that the last one didn't?


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 Post subject: Re: Sikkmod v1.0 RC
PostPosted: Fri Jan 07, 2011 9:10 pm 
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Mirror here.

http://game-bloggers.co.uk/Files/sikkmod_v1.0-RC.rar

EDIT: Could one of you generous peeps please post a config file that yields the best visual effects? Would be a great help. Thanks ;)

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 Post subject: Re: Sikkmod v1.0 RC
PostPosted: Sat Jan 08, 2011 1:34 am 
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Help! It's not working. I have clean version of Doom 3 (1.3.1) Win 7 x64, ATI 4890.
Just black screen after launching mod through main menu. Found that it's because of one file doom_main.script. If i delete it mod start, but i cant begin new game, after few seconds it kicks me to main menu(( Please help! Test 5 working well! (Sorry for my english=)


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 Post subject: Re: Sikkmod v1.0 RC
PostPosted: Sat Jan 08, 2011 6:47 am 
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hi sikk
i found a problem
on a big distances appears this big and buggy flat of something =/
is there any way to fix the problem with sky sphere?


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