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  1. That sort of tone doesn't fly in our forums.
  2. I would use this massive list for any fan missions, it includes campaigns too: https://www.ttlg.com/forums/showthread.php?t=148090 There are a lot of Fan Missions for the picking, I myself go for the lesser known ones and the short variety, because sometimes they hide a gem or two. Just like jaxa, I'm a bit outdated after the temporal retirement, but I do remember some amazing campaigns like "The Black Frog". If you intend to play The Black Frog, you should play the first two of the L'Arsene series missions, it's how I did it myself. Also, yes, L'Arsene are a fantastic series. The first mission of L'Arsene is a "rough draft", author was a bit new to Thief level making, but still great either way, after the 3rd you will see how his skill increased by a massive amount.
  3. Unfortunately, TDM forum deletes the separator between the numbers. So I have to guess where one number ends and the next starts Also, user can rename screenshot manually, or push it through something that would rename it automatically. Thenwe won't see coordinates on screenshot address on forums.
  4. tdm_show_viewpos cvar and screenshot_viewpos command: https://forums.thedarkmod.com/index.php?/topic/22310-212-viewpos-on-player-hud-and-screenshots/
  5. There's a group of players who have meticulously tested and adjusted ghosting rules for The Dark Mod. Please see: Official Ghosting Rules: https://www.ttlg.com/forums/showthread.php?t=148523 Ghost Rules Discussion: https://www.ttlg.com/forums/showthread.php?t=148487 Why alienate an established group of dedicated players?
  6. Relax @NƤkki, it's great to hear you enjoyed the game. My personal expectations were just a bit different when I read the Steam page, although the various trailers should have been a warning that stealth maybe wasn't the biggest priority of the devs. From the Steam page: "Weird west legends meet eldritch horror in BLOOD WEST, an immersive stealth FPS." Also "Blood West is a stealth FPS inspired by the genre classics such as the Thief series (whose fans will be happy to hear the voice of Stephen Russell, the actor voicing the master-thief Garrett, returning here as the protagonist), S.T.A.L.K.E.R. games, or - from the contemporary catalog - Hunt: Showdown. The gameplay rewards the careful approach: scouting the area, stalking your enemies, and striking from the shadows. Can you figure out a way to clear a fort full of ghouls and monsters without raising an alarm?" From my personal experience I think the game is predominantly Hunt: Showdown, a bit of S.T.A.L.K.E.R. and a very small portion Thief. Stealth is very unforgiving and makes it almost impossible early game when there are various enemies around, but hey maybe I just suck at it. I don't see Deus Ex in it, unless the skill leveling is the Deus Ex part for you and then I have to disagree with you, as that seems like the trait system in Hunt: Showdown. Edit: What I also understood from the Steam forums is that the original VA was dropped close before the release of the full version and replaced by Russell with no real explanation from the devs why this was done.
  7. Ambient atmospheres are in my opinion one of the best parts of the Dark Mod experience, not just for getting a mission to have the right feel but also for inspiration and to have them playing in the background when creating maps. The more the merrier, so here's a thread to collect all the links to ambient music and environmental sounds that could have a spot in TDM's setting. Ambients from the TDM forums Gast's Eerie Lullabies Magnanimous Merry's Miscellanea Orbweaver's Dark Ambients Spadey's Ambients Radioteque's Ambients Kyyrma's Composing Ambient Tracks for Dummies - Kyyrma shows how ambient soundtracks can be made from a set of sounds. Also contains some of his finished ambients. Request for more interior sounds - this thread is a very productive community session where members came up with a large and good selection of new ambients. Uncle Peti's Sound Den Dragofer's Ambients - post #6 in this thread SeriousToni's Ambients - posts #8, 12, 15 and 19 in this thread Ambients from the TTLG forums Custom resources list Gigagooga's Ambients 1 - possibly the largest pack of ambient musics and nature sounds, all of them high quality. Gigagooga's Ambients 2 - this pack puts more weight on shorter swells/hits/pads to be layered on top of a subtle ambient. Gigagooga's Ambients 3 Yandros' ambient loop Sephy's Ambients - a large collection of ambient pieces, including many shorter ones which will be valuable for anyone wanting to try a layered ambience approach like in the Thief OMs and Full Moon Fever. Internet databases www.freesound.org - some of the better composers in my opinion are ERH and BrandonNyte. www.purple-planet.com - a large selection of all kinds of ambient and musical soundtracks to be used freely. www.darkwinter.com - an internet label that publishes a lot of dark ambient music under a Creative Commons license. www.endlessascent.com - sister website of Darkwinter for non-dark ambients. Youtube Asatru Dark - also has very nice reference images for outdoor stone memorials, statue arrangements etc. #4 Void by Raffaele du Marteau & #6 Dreaming of Nowhere by Raffaele du Marteau - possibly the most forlorn pieces I've found on the internet. Alacazam - a prolific Creative Commons ambients composer . Cryo Chamber - for-profit label for dark ambient music with a large selection on offer. Going by their Youtube comments they're fine with people using their soundtracks for games etc., although you'd probably need to buy the soundtracks first. Dark Ambient Mixed Session - as much ambient as something to have in the background while mapping.
  8. So, if I understand you, no Thief Gold FM does sound and text notifications of completed objectives? The missions in The Black Parade surely did. I'm completely confused now. I was sure that original Thief Gold had those objective complete notifications (at least the sound). Reading this thread suggests otherwise though: https://www.ttlg.com/forums/showthread.php?t=132977
  9. DarkRadiant 3.8.0 is ready for download. What's new: Feature: Support new frob-related material keywords Improvement: Mission selection list in Game setup is not alphabetically sorted Improvement: Better distinction between inherited and regular spawnargs Improvement: Silence sound shader button Improvement: Add Reload Definitions button to Model Chooser Fixed: Model Selector widgets are cut off and flicker constantly on Linux Fixed: DarkRadiant will not start without Dark Mod plugins Fixed: GenericEntityNode not calculating the direction correctly with "editor_rotatable" Fixed: RenderableArrow not drawing the tip correctly for arbitrary rotations Fixed: Light Inspector crashes on Linux Fixed: Models glitch out when filtering then showing them Fixed: Skin Editor: models not centered well in preview Fixed: "Copy Resource Path" includes top level folders Fixed: Skin Editor: internal test skins are shown if Material Editor was open previously Fixed: Changing Game/Project doesn't update loaded assets correctly Fixed: Model Chooser: initially hidden materials aren't revealed when enabling them Fixed: Choosing AI entity class 'atdm:townsfolk_commoner_update' causes crash Fixed: Sporadic assertion failure on shutdown due to LocalBitmapArtProvider destruction Fixed: Prefab Selector spams infinite error dialogs on Linux Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.8.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. The list of changes can be found on the our bugtracker changelog. Keep on mapping!
  10. Greetings everyone! I recently got into TDM and am already having a lot of fun playing through and ghosting missions. However, coming from Thief, I am mostly relying on the rules and my experience with that game, while there are clearly differences in how TDM works. Right now, there is talk in the ghosting discussion thread on TTLG to amend the ruleset and include clarifications pertaining to TDM. So I wanted to drop by and ask: is there an active TDM ghosting community already and have any rules for this playstyle been developed? I would also like to ask someone to take a look at the draft of this addendum to see whether everything looks correct: https://www.ttlg.com/forums/showthread.php?t=148487&page=16&p=2473352&viewfull=1#post2473352 Thanks!
  11. A Problem Arises I've paused subtitling of the Lady02 vocal set, because of a problem with the voice clips described here: https://forums.thedarkmod.com/index.php?/topic/21741-subtitles-possibilities-beyond-211/&do=findComment&comment=490151 While a way forward is being determined, I'll work on a different vocal set. Maybe manbeast, for which Kingsal just provided me the voice script.
  12. Included in the beta for 2.12 is a new companion to security cameras familiar to Thief players: the automatic turret. It will become active as soon as an enemy is detected by a targeted security camera, firing projectiles to fend off the intruder. Similarly to the security camera and the camgoyle sentry, turrets are highly customisable in their behaviour and appearance. There are two main variants of turrets at the moment: the cannon and the flamethrower. Thanks to Goldwell for digging up custom sound effects and Bikerdude for creating the models. Both were originally written as scripts, and meanwhile the cannon has been converted to C++ and integrated into the core assets for 2.12-beta1. One of the aims of the 2.12 beta is to test the readiness of the turret for release, given that it's a brand new and complex entity. The question of whether it's released with 2.12 or pushed back 2.13 is decided based on feedback by testers, so plentiful testing is of the essence and can be posted here. At the time of the 2.12 beta, the flamethrower is available as a script-based downloadable addon [here]. Its mode of action is to fire a lance of fire at its target, a novelty in TDM. While the scripting engine is powerful, there are some significant potential benefits in a C++ version. The main one is access to array variables to store and process data about all emitted flames, which would allow the flamethrower to spray fire in an arc instead of firing a single stream at x position. For this reason the flamethrower isn't offered as a core asset yet. Another feature of 2.12 is the refurbishment of Doom-era code for guided projectiles, tricky for even the nimblest players to dodge. Switching to guided projectiles only requires changing a projectile's spawnclass from idProjectile to idGuidedProjectile, and more spawnargs can be found in the new entity base class for guided projectiles. A guided version of the cannon turret's projectile is available in 2.12-beta1. Work was also done on introducing Thief-style bouncing projectiles but, as a hybrid between projectiles and moveables, these aren't part of 2.12 because changes to existing code at a deeper level are needed.
  13. First sorry if there's already a thread for this mod, but my search didn't found a dedicated thread for it, if there is, be free to delete this. I don't know how many here know about this Doom 3 Mod, perhaps all and I'm wasting my time but my search found, imo, so few mentions of it that I decided to make a thread to spread awareness. IMO, next to obviously TDM (even though TDM is not a Doom 3 mod anymore), Phobos is one of the best Doom 3 mods in existence. They released Episode 1 some time ago and it was to me a fantastic surprise, now they released Episode 2 and imo they outdid themselves the new Episode, like the first, has some of the best level design I saw for Doom 3, some even better than official Doom 3 game and expansions and this one is also longer than first episode. Any Doom 3 and idtech 4 fan should play this mod and even if you don't like the former but you like the works of Frictional Games or DONTNOD, imo you will be surprised with this mod. Btw for thief and TDM fans this mod is nothing like it, is not a stealth game, is a action game but also with a strong emphasis on story. This mod REQUIRES the original Doom 3 and Resurrection of Evil expansion, it doesn't work with Doom 3 BFG. They are also working on the third and I think final Episode and like is usual to say, personally I just can't wait for it. Doom 3: Phobos
  14. Not really. The GUI editor works (under Windows) for Quake 4 and Doom 3, but not for TDM. I also got the idea that it's pretty basic.
  15. Always surprised again how popular action games are. I used to play action games, like, 20 to 25 years ago or something. I've really grown out of them quickly... Well, I still play the occasional Doom 3 or System Shock, or whatever, but, those are hardly sole action games.
  16. Black Parade is released ! https://www.ttlg.com/forums/showthread.php?t=152429
  17. Of course, it is one of the reasons for the decline of online forums, since the advent of mobile phones. Forums on a mobile are a pain in the ass, but on the other hand, for certain things there are no real alternatives to forums, social networks cannot be with their sequential threads, where it is almost impossible to retrieve answers to a question that is asked. has done days ago. For devs for internal communication, the only thing offered is a collaborative app, such as System D (not to be confused with systemd). FOSS, free and anonymous registration, access further members only by invitation, full encrypted and private. https://www.system-d.org
  18. Body awareness please. https://forums.thedarkmod.com/index.php?/topic/20013-are-you-gonna-add-this/
  19. I loved it. Awesome game. I faceplanted at the people who asked for quest markers in the Steam forums there... Herr, lass Hirn regnen. The game is so great, and so true to the original, because it doesn't hold your hand. When is the new breed of gamers gonna learn.
  20. (I apologize for the odd poll question layout. I wasn't able to add five yes-no questions, because polls are limited to three questions.) Hi everyone, I've recently been working on some patches for issues that I've read about from players on the TDM and TTLG forums ā€” and Discord. My goal is to make it as easy as possible for players, especially new players and those who need usability/accessibility options, to find what they need in order to have a better TDM experience. I've already written the GUI and game engine code for these settings, which I've been using in my personal build. The reason for this poll and discussion is to both guide the finalization of my work and collect data to help inform the dev team. Which patches I submit depend on the outcome of this poll, discussion, and what the dev team agrees to accept. Once decided, I can coordinate with the dev team. I've attached screenshots of what the new settings menu would look like if all of the settings are accepted. Below, I have detailed each menu setting, so you can have an easier time understanding each one. Very important to keep in mind: None of these settings change TDM default behavior. They are all opt-in. If you are already happy with the behavior of 2.10, 2.11, etc. and these menu settings are accepted, nothing will change for you. Rename "Always Run" to "Run Mode" with options "None, Always, Toggle" After 2.11 was released, @i30817 requested that "toggle run" be added to the settings menu. Its cvar is already in TDM as "in_toggleRun" (same as Doom 3). I propose renaming the "Always Run" setting to "Run Mode" with options: "None", "Always", and "Toggle". None = in_alwaysRun 0; in_toggleRun 0 Always = in_alwaysRun 1; in_toggleRun 0 Toggle = in_alwaysRun 0; in_toggleRun 1 Show Blackjack Helper @Wellingtoncrab suggested that the new blackjack helper be added to the settings menu. Its cvar was added to 2.11 as "tdm_blackjack_indicate". More info: It's the new blackjack helper added to 2.11. When the game detects that the blackjack can be used for a successful hit or KO, the blackjack will rise slightly. I propose a "Yes/No" setting for this. Slider for "View: Head Bob" @ChronA requested a way to disable head bobbing, because a viewer watching him play was having severe motion sickness. Also, there was a bug in TDM that made setting the head bob in the console not stick after loading a saved game. (Even with 2.11, if a mission overrides the "tdm_player_thief.def" file and sets "pm_bobroll", "pm_bobpitch", "pm_bobup", and other cvars, it will override player preferences.) As far back as 2008, players have had trouble setting head bob. Another one from 2018. At the end of 2022, @Shadowex3 registered just to voice the need for a way to control head bob. I propose that a slider be added to adjust the amount of head bob. This would use a new "pm_headbob_mod" cvar with a value between 0.0 and 1.0 (default 1.0, no change). The "pm_headbob_mod" would be a multiplier for "pm_bobroll", "pm_bobpitch", and "pm_bobup". The advantage to this approach is that missions like Volta 2 and Hazard Pay would not need to adjust their "tdm_player_thief.def" files for head bob to work properly. And, the player can still adjust "pm_bobroll", "pm_bobpitch", and "pm_bobup" as they like. Slider for "View: Mantle Roll" This is similar to head bob for those who are sensitive to motion. Its cvar was added to 2.11 as "pm_mantle_roll_mod". A Thief player on Discord said, "2.11 will have a cvar to tune down the mantling animation at last." I propose that a slider be added for "pm_mantle_roll_mod". Auto-Search Bodies @Zaratul requested the "auto-search bodies" feature from Thief 1 & 2. Its cvar was added to 2.12 dev16783-10307 as "tdm_autosearch_bodies". I did a poll on the a Thief Discord server and roughly 20% of players there use the Thief auto-search bodies feature. I propose a menu setting for this, so that players coming from Thief 1 & 2 can easily find it.
  21. So giving it none of those tags, but making the AI invisible, silent, non-solid, and on a team neutral to everyone would not work? Oh well, it was a horrible inelegant idea anyway.
  22. So, I've got a confession to make: Up until recently, I hadn't really played a full FM in quite some time as I only did the occasional playtesting. I am currently trying to catch up and boy did I miss some gems! This FM is one of them and easily one of my all-time favorites. The save-system on expert combined with the incredible athmosphere of your mission created a tension I haven't felt in a Thief-style game in a long, long time. Thank you, thank you, thank you and bravo @kingsal. TDM and its mappers have really come a long way, competing high up there with commercial productions. Your FM inspired me in two ways: At one point, I died due to my character not jumping off a slope, eventhough I felt like I pressed jump at the right time. I think everybody of us knows this issue and you always have this kind of in the back of your head that you don't jump when the ground is not perfectly even. This failed jump was of course very annoying due to the saving constraints, so I instantly started thinking how we could solve this. There's a technique known primarily from platformers but also from FPS like Doom Eternal, and that technique is called "Coyote Time". It allows the player to jump for some short timespan after leaving a platform. We should maybe explore something similar for TDM, to make jumping off slopes more reliable. We have to be careful to not allow the player to cross further distances this way of course. I loved the save restriction and the tension it create so much, that I want more of it. I started to brainstorm and remembered the optional game mutators from Unreal back in the day. These mutators allowed you to enable extra challenges or modified physics etc. for your game. Coming back to the save restriction, a respective mutator for TDM could be that each savegame costs some resource. Some resource that hurts, like a water arrow or a health potion, to make the player think twice about saving. A mutator like that would honestly be my default play-setting, I think. Other obvious mutators could be "Ghost" (missions fails as soon as the stealth score is non-zero and blackjacking is disabled), "Ironman" (no saves), "Strong Enemies" (enemies hit harder, have more health). I shall follow up on both of these points soon.
  23. I am trying to play TDM on Windows 7 x64 with my copy of Doom 3 obtained from steam. Doom 3 is installed by steam at C:\Program Files (x86)\Steam\steamapps\common\Doom 3 So I placed the dark mod at C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod I ran tdm_update.exe there until the 2GB of data were downloaded when I execute tdmlauncher.exe (or alternatively C:\Program Files (x86)\Steam\steam.exe -applaunch 9050 +set fs_game_base darkmod) I get the following log and error message DOOM 1.3.1.1304 win-x86 Jan 16 2007 15:36:51 3200 MHz Intel CPU with MMX & SSE & SSE2 & SSE3 & HTT 16336 MB System Memory 1536 MB Video Memory Winsock Initialized Found interface: {D408E490-AFF9-4634-9960-BE86BBDE67B4} IntelĀ® 82579V Gigabit Network Connection - 152.3.136.29/255.255.254.0 Sys_InitNetworking: adding loopback interface doom using MMX & SSE & SSE2 & SSE3 for SIMD processing enabled Flush-To-Zero mode enabled Denormals-Are-Zero mode ------ Initializing File System ------ Loaded pk4 C:\Program Files (x86)\Steam\steamapps\common\Doom 3\base\game00.pk4 with checksum 0x29cdb978 Loaded pk4 C:\Program Files (x86)\Steam\steamapps\common\Doom 3\base\game01.pk4 with checksum 0x51c6981f Loaded pk4 C:\Program Files (x86)\Steam\steamapps\common\Doom 3\base\game02.pk4 with checksum 0xf3ec6f7 Loaded pk4 C:\Program Files (x86)\Steam\steamapps\common\Doom 3\base\game03.pk4 with checksum 0x5d4230ea Loaded pk4 C:\Program Files (x86)\Steam\steamapps\common\Doom 3\base\pak000.pk4 with checksum 0x28d208f1 Loaded pk4 C:\Program Files (x86)\Steam\steamapps\common\Doom 3\base\pak001.pk4 with checksum 0x40244be0 Loaded pk4 C:\Program Files (x86)\Steam\steamapps\common\Doom 3\base\pak002.pk4 with checksum 0xc51ecdcd Loaded pk4 C:\Program Files (x86)\Steam\steamapps\common\Doom 3\base\pak003.pk4 with checksum 0xcd79d028 Loaded pk4 C:\Program Files (x86)\Steam\steamapps\common\Doom 3\base\pak004.pk4 with checksum 0x765e4f8b Loaded pk4 C:\Program Files (x86)\Steam\steamapps\common\Doom 3\base\pak005.pk4 with checksum 0x8ffc3621 Loaded pk4 C:\Program Files (x86)\Steam\steamapps\common\Doom 3\base\pak006.pk4 with checksum 0x95b65ab Loaded pk4 C:\Program Files (x86)\Steam\steamapps\common\Doom 3\base\pak007.pk4 with checksum 0x666bdb3c Loaded pk4 C:\Program Files (x86)\Steam\steamapps\common\Doom 3\base\pak008.pk4 with checksum 0x23ae5993 Loaded pk4 C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_ai_animals01.pk4 with checksum 0xacda2bb Loaded pk4 C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_ai_base01.pk4 with checksum 0xf42f339d Loaded pk4 C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_ai_humanoid_builders01.pk4 with checksum 0xcb2854bf Loaded pk4 C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_ai_humanoid_females01.pk4 with checksum 0x1b2a6a31 Loaded pk4 C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_ai_humanoid_guards01.pk4 with checksum 0x33ca6394 Loaded pk4 C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_ai_humanoid_heads01.pk4 with checksum 0x5dd21227 Loaded pk4 C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_ai_humanoid_mages01.pk4 with checksum 0x4fb92e26 Loaded pk4 C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_ai_humanoid_nobles01.pk4 with checksum 0xe4ff336c Loaded pk4 C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_ai_humanoid_pagans01.pk4 with checksum 0xa1349247 Loaded pk4 C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_ai_humanoid_townsfolk01.pk4 with checksum 0x8ddbd904 Loaded pk4 C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_ai_humanoid_undead01.pk4 with checksum 0x2477a779 Loaded pk4 C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_ai_monsters_spiders01.pk4 with checksum 0x792b0ca5 Loaded pk4 C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_ai_steambots01.pk4 with checksum 0x731159a8 Loaded pk4 C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_base01.pk4 with checksum 0xfb74186c Loaded pk4 C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_defs01.pk4 with checksum 0x31417173 Loaded pk4 C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_env01.pk4 with checksum 0x70046471 Loaded pk4 C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_fonts01.pk4 with checksum 0x4d337925 Loaded pk4 C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_game01.pk4 with checksum 0xab7fd2d2 Loaded pk4 C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_game02.pk4 with checksum 0x4a1b32fc Loaded pk4 C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_game03.pk4 with checksum 0x1c4edae4 Loaded pk4 C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_gui01.pk4 with checksum 0x63a09f0e Loaded pk4 C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_gui_credits01.pk4 with checksum 0x5b1d7253 Loaded pk4 C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_models01.pk4 with checksum 0x16c8a70a Loaded pk4 C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_models02.pk4 with checksum 0x3d12c87e Loaded pk4 C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_models_decls01.pk4 with checksum 0x92c43427 Loaded pk4 C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_player01.pk4 with checksum 0xe4d3e6fd Loaded pk4 C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_prefabs01.pk4 with checksum 0x838252d0 Loaded pk4 C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_sound_ambient01.pk4 with checksum 0x40500cb Loaded pk4 C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_sound_ambient02.pk4 with checksum 0x666b0cac Loaded pk4 C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_sound_ambient03.pk4 with checksum 0xfa3d0336 Loaded pk4 C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_sound_ambient_decls01.pk4 with checksum 0x1f53dda2 Loaded pk4 C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_sound_sfx01.pk4 with checksum 0x8d3d8fa7 Loaded pk4 C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_sound_sfx02.pk4 with checksum 0x6a7ee5ef Loaded pk4 C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_sound_vocals01.pk4 with checksum 0x749a24b6 Loaded pk4 C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_sound_vocals02.pk4 with checksum 0x3ce30b71 Loaded pk4 C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_sound_vocals03.pk4 with checksum 0xfbc08dea Loaded pk4 C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_sound_vocals04.pk4 with checksum 0x6bae7076 Loaded pk4 C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_sound_vocals05.pk4 with checksum 0x8bc0bbe1 Loaded pk4 C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_sound_vocals06.pk4 with checksum 0xe1f2a386 Loaded pk4 C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_sound_vocals07.pk4 with checksum 0xe7d94add Loaded pk4 C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_sound_vocals_decls01.pk4 with checksum 0x1a0de03d Loaded pk4 C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_textures_base01.pk4 with checksum 0x87f7f590 Loaded pk4 C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_textures_carpet01.pk4 with checksum 0xcc1e2e32 Loaded pk4 C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_textures_decals01.pk4 with checksum 0x7e7ce54e Loaded pk4 C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_textures_door01.pk4 with checksum 0xda543894 Loaded pk4 C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_textures_fabric01.pk4 with checksum 0x7c12c7ad Loaded pk4 C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_textures_glass01.pk4 with checksum 0x5fa01a26 Loaded pk4 C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_textures_metal01.pk4 with checksum 0x173ce02a Loaded pk4 C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_textures_nature01.pk4 with checksum 0x444352b6 Loaded pk4 C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_textures_paint_paper01.pk4 with checksum 0xf4cab8d7 Loaded pk4 C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_textures_plaster01.pk4 with checksum 0xf1b2549c Loaded pk4 C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_textures_roof01.pk4 with checksum 0x2efab03d Loaded pk4 C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_textures_sfx01.pk4 with checksum 0xff5da4d5 Loaded pk4 C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_textures_stone_brick01.pk4 with checksum 0xe942a997 Loaded pk4 C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_textures_stone_cobblestones01.pk4 with checksum 0xb215367c Loaded pk4 C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_textures_stone_flat01.pk4 with checksum 0xc063445 Loaded pk4 C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_textures_stone_natural01.pk4 with checksum 0x6cd8c52a Loaded pk4 C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_textures_stone_sculpted01.pk4 with checksum 0xf225aa20 Loaded pk4 C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_textures_window01.pk4 with checksum 0xdb10db90 Loaded pk4 C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_textures_wood01.pk4 with checksum 0xe96a8d66 Current search path: C:\Program Files (x86)\Steam\steamapps\common\Doom 3/darkmod C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_textures_wood01.pk4 (293 files) C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_textures_window01.pk4 (226 files) C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_textures_stone_sculpted01.pk4 (304 files) C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_textures_stone_natural01.pk4 (99 files) C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_textures_stone_flat01.pk4 (256 files) C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_textures_stone_cobblestones01.pk4 (185 files) C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_textures_stone_brick01.pk4 (350 files) C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_textures_sfx01.pk4 (32 files) C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_textures_roof01.pk4 (65 files) C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_textures_plaster01.pk4 (96 files) C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_textures_paint_paper01.pk4 (22 files) C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_textures_nature01.pk4 (193 files) C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_textures_metal01.pk4 (329 files) C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_textures_glass01.pk4 (30 files) C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_textures_fabric01.pk4 (38 files) C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_textures_door01.pk4 (155 files) C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_textures_decals01.pk4 (226 files) C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_textures_carpet01.pk4 (71 files) C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_textures_base01.pk4 (159 files) C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_sound_vocals_decls01.pk4 (23 files) C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_sound_vocals07.pk4 (1083 files) C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_sound_vocals06.pk4 (661 files) C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_sound_vocals05.pk4 (80 files) C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_sound_vocals04.pk4 (1258 files) C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_sound_vocals03.pk4 (722 files) C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_sound_vocals02.pk4 (1335 files) C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_sound_vocals01.pk4 (66 files) C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_sound_sfx02.pk4 (549 files) C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_sound_sfx01.pk4 (457 files) C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_sound_ambient_decls01.pk4 (8 files) C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_sound_ambient03.pk4 (24 files) C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_sound_ambient02.pk4 (148 files) C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_sound_ambient01.pk4 (151 files) C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_prefabs01.pk4 (440 files) C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_player01.pk4 (123 files) C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_models_decls01.pk4 (88 files) C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_models02.pk4 (1770 files) C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_models01.pk4 (1533 files) C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_gui_credits01.pk4 (49 files) C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_gui01.pk4 (661 files) C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_game03.pk4 (2 files) C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_game02.pk4 (2 files) C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_game01.pk4 (2 files) C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_fonts01.pk4 (731 files) C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_env01.pk4 (92 files) C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_defs01.pk4 (147 files) C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_base01.pk4 (125 files) C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_ai_steambots01.pk4 (27 files) C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_ai_monsters_spiders01.pk4 (89 files) C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_ai_humanoid_undead01.pk4 (29 files) C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_ai_humanoid_townsfolk01.pk4 (65 files) C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_ai_humanoid_pagans01.pk4 (8 files) C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_ai_humanoid_nobles01.pk4 (51 files) C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_ai_humanoid_mages01.pk4 (7 files) C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_ai_humanoid_heads01.pk4 (64 files) C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_ai_humanoid_guards01.pk4 (286 files) C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_ai_humanoid_females01.pk4 (138 files) C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_ai_humanoid_builders01.pk4 (84 files) C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_ai_base01.pk4 (8 files) C:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\tdm_ai_animals01.pk4 (76 files) C:\Program Files (x86)\Steam\steamapps\common\Doom 3/base C:\Program Files (x86)\Steam\steamapps\common\Doom 3\base\pak008.pk4 (3 files) C:\Program Files (x86)\Steam\steamapps\common\Doom 3\base\pak007.pk4 (38 files) C:\Program Files (x86)\Steam\steamapps\common\Doom 3\base\pak006.pk4 (48 files) C:\Program Files (x86)\Steam\steamapps\common\Doom 3\base\pak005.pk4 (63 files) C:\Program Files (x86)\Steam\steamapps\common\Doom 3\base\pak004.pk4 (5137 files) C:\Program Files (x86)\Steam\steamapps\common\Doom 3\base\pak003.pk4 (4676 files) C:\Program Files (x86)\Steam\steamapps\common\Doom 3\base\pak002.pk4 (6120 files) C:\Program Files (x86)\Steam\steamapps\common\Doom 3\base\pak001.pk4 (8972 files) C:\Program Files (x86)\Steam\steamapps\common\Doom 3\base\pak000.pk4 (2698 files) C:\Program Files (x86)\Steam\steamapps\common\Doom 3\base\game03.pk4 (2 files) C:\Program Files (x86)\Steam\steamapps\common\Doom 3\base\game02.pk4 (2 files) C:\Program Files (x86)\Steam\steamapps\common\Doom 3\base\game01.pk4 (2 files) C:\Program Files (x86)\Steam\steamapps\common\Doom 3\base\game00.pk4 (2 files) game DLL: 0x0 in pak: 0x0 Addon pk4s: file system initialized. -------------------------------------- ----- Initializing Decls ----- ------------------------------ ------- Initializing renderSystem -------- using ARB renderSystem renderSystem initialized. -------------------------------------- 1141 strings read from strings/english.lang Couldn't open journal files execing editor.cfg execing default.cfg execing DoomConfig.cfg Unknown command 'objectives' execing autoexec.cfg 1141 strings read from strings/english.lang ----- Initializing Sound System ------ sound system initialized. -------------------------------------- ----- R_InitOpenGL ----- Initializing OpenGL subsystem ...registered window class ...registered fake window class ...initializing QGL ...calling LoadLibrary( 'opengl32' ): succeeded ...calling CDS: ok ...created window @ 0,0 (1024x768) Initializing OpenGL driver ...getting DC: succeeded ...PIXELFORMAT 10 selected ...creating GL context: succeeded ...making context current: succeeded ------- Input Initialization ------- Initializing DirectInput... mouse: DirectInput initialized. keyboard: DirectInput initialized. ------------------------------------ sound: STEREO ...using GL_ARB_multitexture ...using GL_ARB_texture_env_combine ...using GL_ARB_texture_cube_map ...using GL_ARB_texture_env_dot3 ...using GL_ARB_texture_env_add ...using GL_ARB_texture_non_power_of_two ...using GL_ARB_texture_compression ...using GL_EXT_texture_compression_s3tc ...using GL_EXT_texture_filter_anisotropic maxTextureAnisotropy: 16.000000 ...using GL_1.4_texture_lod_bias X..GL_EXT_shared_texture_palette not found ...using GL_EXT_texture3D ...using GL_EXT_stencil_wrap ...using GL_NV_register_combiners ...using GL_EXT_stencil_two_side X..GL_ATI_fragment_shader not found X..GL_ATI_text_fragment_shader not found ...using GL_ARB_vertex_buffer_object ...using GL_ARB_vertex_program ...using GL_ARB_fragment_program ...using EXT_depth_bounds_test ---------- R_NV20_Init ---------- --------------------------------- ----------- R200_Init ----------- Not available. ---------- R_ARB2_Init ---------- Available. --------------------------------- ----- R_ReloadARBPrograms ----- glprogs/test.vfp glprogs/test.vfp glprogs/interaction.vfp glprogs/interaction.vfp glprogs/bumpyEnvironment.vfp glprogs/bumpyEnvironment.vfp glprogs/ambientLight.vfp glprogs/ambientLight.vfp glprogs/shadow.vp glprogs/R200_interaction.vp glprogs/nv20_bumpAndLight.vp glprogs/nv20_diffuseColor.vp glprogs/nv20_specularColor.vp glprogs/nv20_diffuseAndSpecularColor.vp glprogs/environment.vfp glprogs/environment.vfp glprogs/arbVP_glasswarp.txt: File not found glprogs/arbFP_glasswarp.txt: File not found ------------------------------- using ARB_vertex_buffer_object memory using ARB2 renderSystem game using MMX & SSE & SSE2 & SSE3 for SIMD processing enabled Flush-To-Zero mode enabled Denormals-Are-Zero mode --------- Initializing Game ---------- gamename: baseDOOM-1 gamedate: Mar 22 2012 Initializing event system ...473 event definitions Initializing class hierarchy ...142 classes, 191092 bytes for event callbacks Initializing scripts --------- Game Map Shutdown ---------- -------------------------------------- ******************** ERROR: Error: file script/doom_events.script, line 997: Unknown event 'moveToCoverFrom' ******************** Error during initialization Shutting down OpenGL subsystem ...wglMakeCurrent( NULL, NULL ): success ...deleting GL context: success ...releasing DC: success ...destroying window ...resetting display ...shutting down QGL ...unloading OpenGL DLL I have also tried to verify the integrity of my doom 3 files through steam, that didn't help. I also tried extracting gamex86.dll from tdm_game01.pk4, but that didn't help either. What am I doing wrong? Thanks
  24. Horror themed fan mission - exploration of seemingly deserted keep in the middle of swamps. Spiders, undead, darkness. ----------------------------------------------------------------------------------------------------------------------------- This is the story about the fate of my family. My uncle, Ralph Mac Roberts, is the baron of a keep nestled deep within the Rahenaen marshes. It was once an important outpost tasked with guarding one of the few Builder roads that cross the marsh, but after the Inventor`s Guild built a system of nearby dams that flooded the whole land, the road closed and there was no longer anything to watch over anymore. The keep itself needed reinforcement against the raising water level and the trade routes become almost impassable, not only for the carriages but for lone couriers as well. There hadn`t been any messages coming from the keep for over a year and my father was about to assemble a caravan so he could go on an expedition to the keep himself. However, in the middle of the night before he was set to leave, a carrier pigeon landed on his windowsill. My father received the letter and read the apologies from my uncle and his family, excusing their long absence. As a way to make reparations for their extended silence, my uncle invited me to the keep to stay there for a fortnight or so. My uncle had instructed me to leave my horse three leagues away from the keep by the nearest charcoal burning hut and hike the remainder of the road on foot, as the trek through the marsh is treacherous for horses. The weather will be awful this time of year, but my father insists that I should go anyways to ensure that our relatives are okay. These plains become dreadfully deserted - to the point where you more expect to meet the dead than the living. And by the way - I think I`m lost. ----------------------------------------------------------------------------------------------------------------------------- Download link: https://1drv.ms/u/s!Aj1DVS465udZgVkXteBbr6cUxdPH Thanks: to the TDM team for great tools, and all the contributors for their assets, to betatesters: Amadeus, Bienie, Boiler's_hiss, Dragofer, Filizitas, Judith, nbohr1more, s.urfer, again to Amadeus for proofreading and text tweaks, and to all the players for their time! Few screenshots: http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/?p=434716 http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/?p=429558 http://forums.thedarkmod.com/topic/19886-fm-marsh-of-rahena-beta-testing/?p=434507 Enjoy! Walk-through !major spoilers! Finding a way across the marsh area: Getting inside: Bed objective: Light sources: Maps: Enemies: Room objective: Hut objective: Sealed objective: Gold: Key: Bodies:
  25. Of course you're free to not play it if you don't want to. Personally, I would have given it the Resident Evil remake treatment; with graphics that would absolutely blow the mind, new areas to explore, surprises and changes for people who think they already know the game just because they played the original one five times over, etc. What we got here is not really that, and yeah, that's disappointing. But I don't think these people were working with a big budget. Also I like the way Doom 3 fleshed out the story and the environments, with those little videos playing on the wall which were there to explain the purpose of each location. I would have also done something similar to that in this remake; because it makes the game world feel more "real" and "lived in". Of course most people went into Doom 3 just wanting another action-packed Doom experience with minimal story or none at all, but I feel that it would have been more appreciated here.
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