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  1. Is it possible to run The Dark Mod through a Doom 3 Demo?
  2. This runs at over 50 FPS on my rig at 1920x1200 everything on max. This is just a test map I've been working on to get some practice with making terrain out of patches. As you can see their is a shit load of polys being rendered and at over 50 fps.
  3. Check out this awesome Doom modification Awesome Doom modification
  4. What FPS should we be setting our FBX files to? Does it even matter? I was just suspicious that some anims are faster/slower than they should be, and maybe that's why squill's run anim looked so fast to begin with, after it was in game.
  5. It seems for me, no matter what I try, doom 3 crashes when I use 1.3.1 update. Yes its the 1.3.1.1304, not the 1302 which I know is bad. I dont know what it is, but the game only runs with 1.3, and thief's den demo crashes with 1.3 version. What is the big deal with 1.3.1 patch that its so needed beyond the 1.3? Is there some hack or option I can set so the game runs simply in version 1.3? from what I know the executables since version 1.3 are the same, so really there cant be that much important updates from version 1.3.1 that it couldnt run this mod if it was set to let it run with version 1.3. please, anyone?
  6. I reinstalled Doom 3 a while ago but realised I'd lost the manual with the CD key on it. This hasn't affected the Dark Mod because when I load a mission from the console it works without the key. But in future it could be a pain to have to load every mission from the console rather than go through the Dark Mod's new menu. Rather than buy Doom 3 again just to get the CD key I was thinking about buying the expansion pack, just so that I haven't completely wasted my money. So my question is, can you play the Dark Mod with the CD from the expansion pack, or only the standard Doom 3 CD?
  7. I was wondering whether Doom 3 supports colored specular, since the newest version of crazybump does and it looks really neat on some textures. But I guess it doesn't since everyone has ever talked about greyscales. Is there any game at all which supports colored specular?
  8. The dark mod has come along way. with dark radiant released and many Thief FM makers out there along with the hype about this mod in the thief community maybe You guys should add in some new parts of the forums. For editor Discusion, and just general mapping. along with coding and stuff. so there is help here for the mappers that are at work learning and using the D3 editor. just a thought it would be a good move to create a really good base of DM editors for the release. it would help us solve the problems we are having and get better as we talk about it and learn the editor. also maybe a FM concepts forum to. to talk about ideas for good maps and for ppl to req mappers and coders for DM projects... i think its the right move. it would also bring a lot of new people interested in the mod's comunity on a daily bases. maybe we can steel some of the fm makers from the first two thiefs haha. hopefully. theres alot of amazing FM's out there for the first 2.
  9. Moin, I am having trouble installing Doom 3 under Kubuntu 64 bit (this always worked flawless under Suse): root@te:~/incoming/games# sh doom3-linux-1.3.1.1304.x86.run Verifying archive integrity... All good. Uncompressing DOOM 3....................................... ........................................ . ............. ./setup.sh: 279: /home/te/.setup6479: not found ./setup.sh: 290: /home/te/.setup6479: not found It doesn't work as user either (I just get one more of the "not found" lines). Does anybody know what could be wrong? Some packet I forgot to install first? Googling didn't shed any light on this issue so far. *frustrated* All the best, Tels
  10. Thought this worth its own thread. I hope I'm wrong and nobody else needs it! This relates back to posts I made back HERE. At that time I thought I had found a workaround but it wasn't and I have several times thought the same since but I'm still getting conflict and mostly I don't run Doom and DR at the same time which is a pain when testing and doing quick fixes as you can imagine. The basic problem is really excessive lag in both Doom and DR when running together sometimes to the point where they seem to have crashed, effectively they have but it is really that they slow down so much you can wait one minute for for a keypress to respond. But other times it is just say 2 or 3 seconds so It recently occurred to me that others might have the problem but not so severe and might not realize it. Anyways, until I can get a new graphics card (the prime suspect) this is my current bodge which I think is helping but cannot be certain..... First load Doom In console type gameError to crash to a full screen console. Switch to any other full screen program like Notepad (not sure of this theory but I was trying to avoid both a Doom window and DR peeking behind it. I am doubtful this is really needed.) Start up Dark Radiant. Edit, save map changes Switch to Notepad Switch to Dark Mod dmap, map whatever, test Console, enter gameError to clear game Notepad Dark Radiant. It is a nuisance but you have to reload the map anyway if you are testing (mostly) and there is the console history and it's a lot faster than closing/reloading Doom/Dark Radiant. Whether the above method will continue to be reliable I don't know. It may be that even when working it only works for a time and half an hour or so later it all lags up again but at least one gets a reasonable session. Hell, even blackheart can be scrolled around reasonably I just found! Jerky when zoomed out but do-able. Actually I also just found the best way with a big map like this is Filter out entities to big scroll a zoomed out map, then zoom in close and restore entities. Close up it scrolls OK. Alright - need to hide camera unless needed but orthoview seems do-able. I might post something on the blackheart thread though about splitting up the map.......
  11. Hey, Most of my mapping was with Q3, with a little in DR. But there are vast holes in my knowledge with the D3 engine. In Quake 3, Spog wrote a some great info on the theory behind what the engine was doing, and how it handles maps. Has anyone done this for D3 or DM? Also, could someone point me to a good tute on the material files etc. I have an idea what they are used for but its quite vague. I'm finding I'm going to have to start from scratch with mapping all over again with the D3 engine, but god its an amazing engine for mappers. Thanks.. Venus PS feel free to throw in ny links that might be helpful (including the link to DR tutes).
  12. Spring I just found this thread on Doom3world, where somebody offered free 3D models ready for Doom3. http://www.doom3world.org/phpbb2/viewtopic...=13&t=19250 Most of them are of course SciFi, but some would be usable for us: http://www.sharecg.com/v/4079/3d-model/mod...ck-01-(3-models http://www.sharecg.com/v/4526/3d-model/breakable-pallet http://www.sharecg.com/v/6503/3d-model/free-breakable-grate http://www.sharecg.com/v/7317/3d-model/foliage-pack-01 And here is another thread from the same guy. Maybe there is something as well or can be made to be used with some new skins. http://www.doom3world.org/phpbb2/viewtopic...=13&t=20298
  13. I just tried, out of curiosity, what would happen if I install DR on my office machine where I don't have D3 installed. It seems to work fine. I don't see any textures (obviously), but I still can edit map geometry without any issues, so this is quite nice. You can still use DR to block out the map geometry and only texture it later. Only annoying thing is that it keeps asking me for the D3 path every time I run it. If I have time I see how much you really can do with it, without having Doom 3 actually installed. I also plan to take a disc with the mod with me and install this, to see if I can use these assets without Doom. Should work IMO. So overall this was a nice surprise. I also experienced a crash once when I closed DR.
  14. Hey guys. The forums have been successfully upgraded, although it took longer than I thought due to some extensive mysql queries that had to be run. This version of IPB is the newest, and it includes changes, new features and more. Please have a look around! IMPORTANT: Since a lot of the client-script files have been updated it is mandatory to empty your cached files from this forum. You can either empty your browser cache if you want to (check the settings), or you can do a hard refresh (this is usually done by holding the Ctrl-button while you hit 'Refresh'). Yes, the skin is currently toe default IPB skin, but this will be changed ASAP. It takes some time to update the changes in the original darkmod-skin, so please be patient. If you spot anything out of order (e.g. bugs) or you have suggestions or general feedback, please use this thread. Because of a new CAPTCHA (Completely Automatic Public Turing Test to Tell Computers and Humans Apart) system introduced in this version, I have now disabled the manual validation process of new members. Cheers, ~m2
  15. Alright, the forum has successfully been upgraded to IPB version 2.2.2. If you have any comments, bug reports, suggestion or general feedback, post it here. IMPORTANT: Since a lot of the client-script files have been updated it is mandatory to empty your cached files from this forum. You can either empty your browser cache if you want to (check the settings), or you can do a hard refresh (this is usually done by holding the Ctrl-button while you hit 'Refresh'). Cheers, ~m2
  16. I will upgrade the DarkMod forums this Friday to the newest IPB version. This will hopefully help us stop the spammers from signing up so we can get rid of the manual authentication process. The forums will be unavailable for some time, and the skin might not look normal after the upgrade. Just a heads up. Cheers, ~m2
  17. Well I know D3 Engine had the best engine and shadow renderer but one question though... Doom 3 never had any waters! A small blood pond I saw in D3 represented the the Freshnel reflections with a series of moving textures. Thief 3 does has waters! And not only that but swimming too! A question is this... Are you going to include Reflective and Refractive water in The Dark Mod and even Freshnel reactions or leave it as it is? It's just that these had gone standard these days and it would hit bad a plain water surface...
  18. so have u guys already asked id software for permission to make this mod. i dont know if u guys know but a lot of mods for a lot of games (most of them actually pretty good) have been and were shut down becasue they either didn't ask for permission before they made it or the company didn't want it. in certain cases, they even pressed charges on the basis of copyright laws... just thought id give the devs a headsup
  19. Hi Guys This may be off use - maybe you can swap textures maps with the guy. http://edgeofchaos.planetdoom.gamespy.com/media.htm - hexon the edge of chaos. the texures and architechure would fit in very well with the DM. biker Gildoran - coolies :-)
  20. Composer to composer forum @ finalemusic: http://acf.finalemusic.com/ This fairly new & isn't very busy at all. http://www.music-web.org/forum/index.php Better organized & a lot busier. So this would be a great place to introduce ourselves It has music theory, composition showcase, music encyclopedia, & more.
  21. Hey Orb, I think I suggested this to you a long time ago, but I was wondering if now might be a good time to look into it. Not having direct access to doom 3 in Dark Radiant is a bit of a hassle, so I was wondering if we could work around this by somehow assigning the Doom 3 default F2 key, to basically pass this command to the doom 3 executable? com_allowConsole 1 +set r_fullscreen 0 +set r_brightness 1 +set r_contrast 1 +set fs_game darkmod DarkRadiant would somehow have to check where the executable is, based on the players setup preferences, and then pass the command to it. Not sure if that would be hard, or if it's even possible, but if it's not too much work to do...perhaps we should think about getting it in there right away, just to give the editor a feeling of being connected...and just provide faster access to it as well.
  22. http://www.fuzzpopfx.com/tutorials/doom3/ This looks like a similar approach as in Quake 4, might be useful for us.
  23. sparhawk

    Doom 3 Coop

    Since there are some people enjoying coop modes in game, there is a mod now for Doom 3. http://www.doom3world.org/phpbb2/viewtopic...79eac734776cea5 Seems OneOfThe8Devilz is pretty busy with Doom 3 considering how many mods he already released.
  24. cool i knew brown barn spiders are worth something.
  25. What do I put in the material file to make a texture with no mapping at all, just a TGA image, like in old games? I can't be arsed to make all mapping files, I just want to learn to do d3ed mapping with some nice simple brick and stone TGA texture tiles. I've looked in the doom 3 tutorial sites and found a promising link about "Quake III style textures" but it was down.
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