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  1. Because no entrants made it this year, all eligible FM authors will be visited by the ghosts of darkmod past, present, and future. The spookiest outcome of all! ( "Ghost of darkmod past" politely asking you to purchase a copy of Doom 3 so he can haunt you... )
  2. We got TDM VR, for a start. https://forums.thedarkmod.com/index.php?/topic/20468-the-dark-mod-vr-210-alpha-is-now-available/
  3. Yes, it does. Which makes it interesting that you yourself explicitly said that it's interesting nobody had complained here on the official forums: I did, which is why it stood out to me so much that even though you yourself had personally been involved you would reply claiming nobody had complained here on the official forums. I'm not colorblind at all. Does that make people pointing out that almost no modern games have proper colorblindness support hyperbole? Just because it doesn't affect you, or you choose not to pay attention to the discussion of something, doesn't make it hyperbole. Pick pretty much any modern FPS and you will find plenty of discussion about the near universal disregard for FOV and camera movement as accessibility issues. Denigrating those as hyperbole because you personally don't feel the affects is as bad of a look as demeaning people who bring up the importance of valid allergen warnings like gluten or colorblindness and deafness support.
  4. I literally registered just to point out that people HAVE been raising this as a serious accessibility issue since as far back as 2008. It's been repeatedly brought up over and over and over again. And that is just here on the official forums. If you really mean what you've said I think you should find it genuinely concerning that one of the single most widely discussed accessibility issues in gaming has been repeatedly brought up for over a decade with your game and apparently this is the first you've heard of it... even though it's even been subject to multiple issues in your issue tracking system according to these threads and other google results.
  5. here use this link and never miss again its my startpage https://forums.thedarkmod.com/index.php?/discover
  6. This can potentially cause performance degradation if there are too many entities in a scene. We probably don't have up to date cost vs benefits metrics on this one so please test elsewhere and report your comparison findings. Edit: r_useEntityScissors is broken: https://bugs.thedarkmod.com/view.php?id=6099 These should still work but there may be some performance regressions due to scissor changes in 2.11. You are not seeing any benefits from either? This theoretically would improve cache coherency for multi-core rendering. @stgatilov evaluated it compared to our own design and considers the benefit to be dubious since we already have better VBO and SIMD accelerated portal optimizations that vanilla Doom 3 and BFG lack.
  7. Oh wow. I've been playing TDM since the time it was actually a mod for Doom 3, and I guess I always considered mastering KOs in this game to be something of a rite of passage, given there's always a chance you'll fail no matter your experience. Now you are able to get a visual indication of a guaranteed takedown, which I think is an overall positive but it takes some of the uncertainty away. On the other hand, I will freely admit to save scumming. I would often save before attempting a KO even if I thought it would have a high chance of succeeding. So I'm trading lots of saving in a mission for an animation showing the chance of success. At least there's a cvar to allow for both styles, I like that.
  8. You can find a test map here. Note that I remember not being too happy with it. https://forums.thedarkmod.com/index.php?/topic/19825-negative-spectrum/&do=findComment&comment=432949
  9. Looks great, but PLEASE don't use no_shadows on that torch in image Makes the entire scene look flat and wrong. And it shouldn't be necessary these days. One of the biggest reasons for choosing Doom 3 engine was the use of real time shadows. Not using them seems antithetical.
  10. PLAYERS * Volumetric lights appeared late before the previous beta, so the quality of volumetrics in 2.10 was rather poor, and the dithering pattern was very annoying to look at. The feature received a lot more development, and now adheres to the standards of modern rendering. The dithering pattern is gone, performance should be much better, and now you won't miss volumetrics even if you prefer to play with stencil shadows all the time! (thread) * Thanks to a certain "AI-heavy" mission, the game code has received major optimizations. It is most noticeable in low performance conditions, when game modelling takes a lot of CPU time. Previously the game could easily descend into the "spiral of death" with FPS falling below 5, now it is way harder due to better scheduling of AI thinking. There is a variety of other game code optimizations which make our lives slightly better. * New version includes several optimizations for shadows, mostly stencil shadows. A long-standing inefficiency of stencil shadows with antialiasing is fixed, new tile-based optimization is added for soft stencil shadows (thread), small lights with large meshes work faster due to BVH efforts (thread). On the side of shadow maps, the rules for distributing the resolution budget are changed: small distant lights no longer steal precious bandwidth for themselves. * There are several improvements on gameplay side as well. The core mechanics of blackjacking enemies has received subtle, yet helpful improvements (thread). Now you can grab many close pieces of loot by holding down the frob button, instead of picking up each item individually. There are several improvements to crouching, making it more responsive (thanks to @Daft Mugi). The in-game downloader now supports "sort by release date" ordering. * There were a ton of small bugfixes for issues like: bow stuck after load, wrong strafe-walk sound, crash when saving shortly after the death of an elemental, melee combat crash, issues with leaning onto doors, missing fracture sounds after loading a save, X-ray glitch in the first frame, toggling solidity/visibility, lightgem on game load, etc. MAPPERS * The engine now supports OBJ model format. This format is much more popular than ASE and LWO. The engine loading code is very lightweight: it will use your model exactly is as, and load it very quickly. The OBJ format is preferred for large meshes due for faster loading times. The only possible downside is somewhat larger download size compared to LWO, although not much and not always (thread). * Renderer should deal with large meshes much faster, thanks to BVH optimizations. Recall that idTech4 was made for very low-poly models. When renderer frontend sees a "surface" in a model, it always treats this surface as an atomic piece, doing all computations for all of its vertices and triangles. This is very good for low-poly models, can heavily drag performance down with large meshes, as several recent missions noticed during beta. The BVH data structure breaks every surface into smaller chunks, allowing renderer to quickly cull away whole chunks. This makes a big difference in case of large meshes (e.g. terrain) lit by many small lights (thread). * You no longer have to write frob-highlight stages in materials, since they are added implicitly. The problem with these stages was that were very easy to forget, which resulted in no highlight on frobable items. Also it increased cognitive load and scared mappers away. While writing frobstages is no longer necessary, the old stages work just fine. So mappers can still customize frob-highlighting if they really want to (thread). * It is now legal to override a single decl of core game in your mission. Recall that "decl" means a material, a skin, an entityDef, a particle, etc. Note that overriding a whole file from core game always worked as expected, but overriding a single decl from a file did not work reliably before (despite the common belief that it should). * The major cleaning of shaders resulted in some changes in lighting model. The aim was to make TDM lighting closer to the standard Phong model, and make it more logical in general. The changes should rarely make a big difference, aside from probably stronger specular (thread). * Added error-reporting to the GUI scripting engine. Implementing GUI scripts is very hard, error-prone, and confusing. Aside from surprising differences in Doom 3 GUI behavior compared to e.g. Javascript in DOM, a lot of confusion was caused by total lack of any error handling whatsoever! In the new version, all possible errors should result in easy-to-understand console warnings, so writing correct GUI is much easier. Also, we fixed a few features, and added a few new ones to the GUI engine (thread). * dmap command received minor improvements. Yet another big rewrite happened for T-junctions fixing code, since it took tremendous amount of time on one mission. Also a few precision improvements were made. * Other small fixes and additions: added script functions getAnimRate / setAnimRate for tweaking animations added script function setObjectiveNotification for silent objective change added script function getCurInvItemCount for interaction with inventory added script variable "AI_ENEMY_TACTILE" to the base AI scriptobject, which is true whenever the AI is in tactile range of an enemy added spawnarg absence_alert_increase for loot items as a proper substitute for absence_alert, giving control over how much an AI gets alerted if that piece goes missing added spawnargs allow_idle_anims / allow_random_headturning for customization during a running mission, useful i.e. for cutscenes AIs notice broken fracture entities trigger_multiple now works on stationary AIs almost doubled tracemodel limits, raising the restrictive limits for making collision meshes for moveable items door movers can now call "used_action_script" whenever something like a key, lockpick or other item is used on them, if they have the spawnarg "call_used_action_script" "1". ASSETS * Many new assets from capable creators in our community have been incorporated into the core assets. These include: Loot assets: Detailed coins and ingots with accompanying lore. Link Ancient loot items suitable for museums, collectors and ancient sites, first seen in the Volta series. A tiling treasure hoard texture for those with unimagineable wealth. 6 detailed book skins including 3 that are lootable, a first for TDM. Link Security assets Highly detailed standing and wall safes - with or without an accompanying combination lock. Link The combination "safe lock" is now part of core assets and can be operated by either scrolling or frobbing. Mappers no longer need to track down this asset and include it with their FM files as a custom asset. Wall-mounted locks in the style of those commonly found in the original Thief games. Camgoyle sentry, a magical stone guardian based on the security camera shooting magical projectiles at the player, first seen in Written in Stone. The prefab also includes a power source pedestal. Link Fully useable audiograph for playing recorded sounds, first seen in the Accountant and Shadow of Northdale missions. A new full-featured scriptobject makes them easy to implement and control via spawnargs. Wiki Furniture assets Posh upholstered armchairs and sofas for the wealthiest nobles. Link A new high-detail grandfather clock with a working scriptobject and a mantle clock. Link A gothic-style cabinet. Link Office assets Including bundled stacks of paper, blueprints, a letter, crumpled paper, waste bins, an end table and an ornate table. Nautical assets Full-scale modular ship prefabs with interiors, allowing anyone to assemble a ship for a nautical mission in a matter of seconds. 1 merchant galleon and 2 smaller sailing ships are available. Link Link Link A large galleon ship wreck in 2 pieces for those sailors who have met an unfortunate end. Decorative assets An impressive multi-tiered wall fountain, first seen in the mansion in Noble Affairs. A new pair of marble lion statues. Link A standing stone menir with carved symbols on it, ideal for pagan missions. Link Stone pedestal with purple cloth for presenting valuable items. Textures High-resolution cobblestone textures for detailing the streets of TDM. Link Starry wallpaper. Lamps A set of 6 bronze vintage lamps has been added for particulary posh establishments. Link Thief-style charge post streetlamp. A new open-top carriage, the barouche. Link Miscellaneous other models, including: wall planter, 7 small "foliage" herbs, 2 mine carts, 6 shop signs, equippable feather duster and 5 decor plates * We fixed all loading warnings on all existing assets. This became possible after creating an automatic map generator which forces the engine to load all assets from every group. All the references to missing files are fixed too, which means a variety of assets have become available: Old noblewoman skin, plain mage robes skin, moor helmet, electrical arcs, stone window decals (5178), yellow banner skin (5563), wine barrel (Link), grass particles (5689), lampion lights and more graffiti decals. PROGRAMMING Under the hood, we updated third-party libraries, and moved to Visual Studio 2022. The "Debug With Inlines" configuration was split into "Debug Editable" (with hot-reload support) and "Debug Fast" (fastest debuggable). Marking the final step in transition to tdm_installer, the old tdm_update program is finally removed, with TDM packaging code extracted to standalone program.
  11. Also as someone else once said, it will frequently be quicker in terms of performance to just use texture projection to simulate shadows of complex objects like leaves/grates/etc. This is what Doom 3 did. All those sections where there was a light shining out from behind a grate, casting patterns on the walls? Yep, just a projection. Deus Ex invisible War made heavy use of this too. It's very fast and very cheap.
  12. This "free game" had an outside audit done on it to help make sure that the total conversion from Doom 3 and all of its assets were legally protected. So there is definitely heightened sensitivity around these issues and they should not be dismissed out of hand. https://www.newmediarights.org/taxonomy/term/421
  13. Looking at the func_pendulum c++ class, shows that it doesn't care or use angles var for anything. So the only thing I can think right now, to solve this, is to bind the visible entity, to a invisible pendulum mover, moving in the direction you want the visible one to follow, its own axis doesn't matter (visually but do matter to the pendulum movement), you can even make it a brush box. Hope you get what I mean. Also here is a old Doom 3 pendulum tutorial that I found, I didn't bother to search in TDM wiki, so perhaps there's one there as well, but just in case see if this helps. https://web.archive.org/web/20100522163241/http://www.doom3world.org/phpbb2/viewtopic.php?p=84076#84076
  14. DarkRadiant 3.7.0 is ready for download. What's new: Feature: Skin Editor Improvement: Script Window usability improvements Fixed: Hitting escape while autosaving crashes to desktop Fixed: Def parsing problem in tdm_playertools_lockpicks.def Fixed: DR hangs if selecting a lot of entities with entity list open Fixed: Float Property Editor's entry box is sticking around after selecting a float key Fixed: Spline entities without model spawnarg are unselectable Fixed: Entity window resets interior sizing forcing resize each time it is opened Fixed: Spline curves should not be created with a model spawnarg Fixed: Newly appended curve control vertices aren't shown at first Fixed: Light entities are zoomed out in preview window Fixed: Entity inspector spawnarg fields not always updated by UI windows such as Model Chooser Feature: Skin Editor (see video) Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.7.0 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!
  15. Would it be at all possible to do this from the "main" website? I mean the one you first see when you look up "Dark Mod". Cuz it is a maze in these forums, goodies strewn about here and there but few resources that are intuitively accessible. Also @SeriousToni, what are you planning on uploading?
  16. Originally the mug was created by @LordSoth https://forums.thedarkmod.com/index.php?/topic/13257-tdm-beginners-contest/&do=findComment&comment=287897
  17. Not sure you understand the feature. That transparent geometry IS WHY these these are called "volumetric". All Doom 3 \ TDM lights use light volumes but the new "volumetric" lights are meant to render God Rays, light shafts, etc by filling the light volume with transparent dust \ fog. When you disable the volumetric feature the lights go back to being standard TDM lights with no God Rays and dust. The other rays and dust in the scene above are made by particles and patches.
  18. I think none of them are correct in 2.11 and all will produce a warning. To be honest, it's better to test if you want to know that level of detail. For the sake of tutorial, the only way that should be advertised is: float <user_variable> 0 <property> 0 This is what Doom 3 expected, and it works reliably both in Doom 3 and all versions of TDM without warning. All the other syntax is playing with fire, and people should not know about it
  19. It seems that there is a reverse engineer group ( Amernime \ Nimez ) who are back-porting newer AMD drivers to older GPU versions. Terrascale 1 support is currently a "work in progress" : https://forums.guru3d.com/threads/amernime-zone-amd-software-adrenalin-pro-driver-release-nemesis-22-10-3-whql.436611/ If you are interested, they might have beta versions up on their terrascale discord. The downside is that these are community created drivers rather than official ones by AMD. Maybe AMD will release some sort of maintenance for terascale like they did for some of their other old GPU's.
  20. Yeah, my reaction is directed not towards you, but towards the original author of Doom 3 GUI engine. I won't mind. Perhaps the third thing, along with calling named event and runScript command. https://bugs.thedarkmod.com/view.php?id=6164
  21. Don't know if it was your intention but this reply makes it sound like I'm lying or something! Or I'm just reading it wrong? If I am, sorry for my reaction, but is hard to detect intention in text. If I'm not, then I'm not asking for you or anyone to believe me and I even said that. Why they copy pasted the entire C++ code instead of reusing? Only the original programmer knows that, but perhaps they were to be different in some special case that never came to happen? Just assuming here. And yes they totally could just have parsed the same keywords in the same c++ code, and in the Quake4 editor (made by Raven software) that comes with Doom 3, they do that. else if ( !token.Icmp ( "definefloat" ) || !token.Icmp ( "float" ) ) { idToken token2; idStr result; if ( !src.ReadToken ( &token2 ) ) { src.Error ( "expected define name" ); return false; } idWinFloat var; idUserInterfaceLocal ui; idWindow tempwin ( &ui ); idStr out; src.SetMarker ( ); tempwin.ParseExpression ( &src, &var ); src.GetStringFromMarker ( out, true ); wrapper->GetVariableDict().Set ( token + "\t\"" + token2 + "\"", out ); continue; } I Just know for certain is that Quake4 removed definefloat (at lest is not discussed in their wiki) and QuakeWars removed definefloat and definevec4 entirely, for float and vec4 respectively. And what about what I asked about supporting vec4 keyword in TDM guis?
  22. vomoc

    No visual

    No its desktop.I didn't buy any graphics card after my previous card got damaged.And doom 3 BFG edition runs very slow in my pc,so i cant play it.But TDM ver 2.10 does not show any visuals(background music playing) while in 2.0 i could get visuals and play tutorial map.
  23. HMart

    No visual

    The fact that you can't play Doom3 BFG explains why you can't play modern TDM, afaik both use more or less the same OGL system, thou TDM has since surpassed even BFG graphics. Also if I'm not mistaken Thief 3 is not even a OGL game but a DirectX 8 game, it uses Unreal 2 engine, Doom 3 is a OGL 1.4/2.0 game that came out in 2004 and you already have to play it at lowest graphics settings!? Man that means your GPU is just to slow, I assume is a laptop?
  24. vomoc

    No visual

    I can play thief 3.And i can play doom 3 with lowest graphics setting.But i cant run doom 3 BFG edition.
  25. HMart

    No visual

    The fact you really can't update drivers and not even OGL 3.2 seams to be fully supported, the only solution for now that I can think of, is to play a older version of the game, one that still has support for the original Doom 3 render based on OGL 2.0, but I don't remember which one, others may help better. Playing a older TDM, does means you will be unable to play the more modern missions, but even so, your GPU is very old anyway and would very probably suffer with the more heavy modern missions and there's still plenty of older ones that are very nice to play.
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