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  1. and I just finished beating up the second hunter. I really like the slow-mo effect of the you know what. I think Prince of Persia did it first. Anyway it is so awesome being able to rotate in 360 degree slow motion at leaping creatures. It reminds me of The Matrix. It's just too cool seeing the graphics and animations in slow motion. It's so well done. Also i'm definately looking foward to Prey. I am glad that 3D Realms has decided to pick the Doom 3 engine. Hopefully Prey will deliver with a single player epic campaign. To conclude have any of you played the Doom 3 expansion pack?
  2. Unstoppable

    Doom 3

    I use to be hard headed. I told myself, bah Doom 3 just another shoot em up.(When it first released) I'm not gonna pay 50$ for this shit I said to myself. Time when on and I found myself without a game to conquer. So I coughed up 40$ for Doom 3 and the expansion. As well as a new dvd drive with cd burner so I could play Splinter Cell:Chaos Theory. I played Doom 3 for a bit but I got kinda scared and stopped. It was an off and on relationship. I told myself bleh just what I thought it would be, just another shoot em up. Time went by again but i'm finally realizing how underrated Doom 3 is. Now that I got into researching what it takes to makes game I can just appreciate games three times as much. I'm walking around Doom 3(Just finished killing Saboath) and i'm like dam. These guys at ID are so good. No wonder they have a hard-core crowd following them. I was missing all this all along. The boss fights are just jaw dropping. I'm not running the latest and greatest system neither. However the game just runs smooth. I love it. I don't even know why ID bothered putting a dang multiplayer component. Might as well just put more time into the single player game. I use to get pissed cuz enemies would just be all up in my face. However now that I realize what I can do and how to fight them i'm like bring it! I'll bust out my chaingun or soulcube and tell you to shove it up your ass you stupid monsters! So yea. I'm just really enjoying the game for what it is. I appreciate what I got now more than ever. I also think not many people finished Doom 3 step by step. Pity because it's really worth it. Damn this game is creepy but fun. p.s. My system is an AMD Athlon xp 2100(1.73ghz) 1 gig ddr ram at 2100, geforce 4 ti 4200 AGP x8 128mb DDR, 40 gig harddrive along with a 10 gig harddrive. I run the game at medium with 800x600 resolution. My motherboard is an MSI K7N2G. In conclusion I now realize why you guys chose the Doom engine. It's awesome.(I'm also playing Far Cry it's also a great engine) Oh yeah i'm also playing Warhammer 40k Dawn of War.
  3. Has anybody successfully set this up to work yet? I have got Eclipse to compile the D3 SDK code, but for some reason it (or Scons, I don't know which) is not using an incremental build - instead the entire project is rebuilt from scratch even if only a single file has changed. Is there some flag you have to set in either Eclipse or SCons to use an incremental build, or is there some other problem which causes one of the tools to think that an complete rebuild is necessary?
  4. I was looking at our moddb entry and I saw some comment that I found pretty strange. Maybe this is refering to the game itself, because it already seem to be in the bargain bin. Apparently it didn't sell so well, because HL2 is still quite expensive. If this is related to the engine though, then I'm pretty stunned. Do people consider D3 already to be outdated?
  5. Anybody seen Doom the movie? I watched it and it was not as bad as I thought. Actually I enjoyed it quite a lot, even though I think it helps to be a fan of Doom. The movie itself was more made like Doom 3 than the classic Dooms, but there were moments that really reminded me of Doom I/II and also got me playing it again. Especilly that scene where 'The Rock' got the BFG 9000. I also liked the short sequence of First Person Shooting, even though it is pretty weird in a movie. It felt like watching somebody playing Doom 3. My wife didn't like it as much, but she is no fan either.
  6. For some reason I just can't find the answer to this anywhere: In Buzz's Doom 3 VTMs their editor has grid units displayed in the viewport (-128, -64, 0, +64, etc). What is the trick to turning them on? The VTMs themselves don't seem to mention it, and I can find no references online.
  7. Will I need the Doom Expansion pack to take full advantage of the Dark Mod??? Is there a benefit to having it??
  8. After some fund raising we were able to get a IPB perpetual license which makes us able to upgrade from an unsecure 1.3.x board to a fully updated 2.0.4 board. Feel free to poke around and look at the new features etc. The skin is reset to the default IPB one, because the old one won't work on this version. We'll get working on it ASAP. Happy posting!
  9. I'm sorry this took so long, but I've just restored the forums from a backup I took on saturday. The forums were 'hacked' by a script-kiddie yesterday. I saw in the admin logs that he logged in with one of the admin accounts (probably after 'guessing' the password with some brute force script). He then edited all of the admin accounts and removed their access to the admin control panel (acp). Then he edited the forum description and wrote a text saying we would get acp access back for the total amount of $100. Right. Anyway, since I had to restore a backup of the database, some posts/threads/PM's and new users were wiped, but I couldn't do anything with that. I don't think this guy did anything other than removing the admin powers and editing the forum description when he was in the acp (all operations in the acp is logged), and he had no access to download the database. But just in case I urge you to change your password on this forum, and other sites where you've got the same account name and password. It's better to be safe than sorry. All admins are instructed to change their passwords to a hard-to-guess one. The password should; not contain any words found in a dictionary contain atleast 8 characters or more consist of characters, numbers and signs in a good mix consist of both lower- and uppercase characters/signs Also, always LOG OUT after you're done in the admin cp, and don't click on links in threads when logged into the admin cp. If an intruder fetches your cookie, he can access the admin cp. All admins have lost their acp access. They will get it back once they have changed their password. Please PM Fingernail when you have changed your password. Also, the acp is .htaccess protected with a username/password, and I've given the login info to Fingernail.
  10. Hi guys! I've been psyched about the Dark Mod since I first heard about it. Your goals are well-focussed and not too large, the chances for success as a project are really good when so many other projects of this type fail for one reason or another. I feel confident you're going to make something really great and in fact I'm getting involved now. I watched all of the Doom3 editing videos I could find and they really make a difference. It's so much easier learning the editor by watching a video than by reading even the most graphically beautiful, detailed, well-organized text or HTML tutorial. So I'm going to start my first ever room tonight, then move on to joining two rooms with a hallway, then see what I can do from there. I want to be ready when you release your toolset. I guess I have the ultimate Thief modder's dream in mind. A huge, single level city. I have had most of it planned out for a few years, actually. Streets and rooftops both. It may take me a couple of years but that's my goal. It would be great if you someday added an automap to TDM. The downside of a big city is that it's easy to get lost and confused. My idea is to organize the city into distinctive sections, each connected to one another by only one or two "chokepoints." Not only would this make it harder to get lost or confused, but it would probably be good for framerates too. I've planned the basic architecture pretty carefully so as to avoid really long lines of sight, even did a few mockups in Dromed with good results (stumbled across some tricks to make a thieve's highway easy too). These sections would be visually distinctive (slums, taverns and restaurants, a business district, civic center with lots of marble, docks, a park). That way you'd always know immediately where you were just by looking at the style of everything. And if that isn't enough, there would be plenty of very unique landmarks to keep you oriented. Sewer exit points would be labelled too so you knew where you were coming up (most of the time, heh). And of course lots of secrets. Big, meaty secret areas, rooftops and neighborhoods. From what I know about Doom 3 I could create something pretty enormous with lots of actual usable buildings with people and rooms in them and such (and not have to resort to the Dark Engine way of most building being empty fakes) and, provided it was well-planned and divided up, it wouldn't take too long to load. In reality I may not go that far due to gameplay considerations, but it's nice to know it's possible. So I imagine I can start on the geometry and that at least will be usable in TDM eventually. I'm resigned to retexturing, re-AIing, and probably relighting eventually, but that's okay. I'll probably screw the lighting up the first time anyway and want to redo it eventually when I know a lot more. Lighting sounds really tricky in Doom 3. Don't overlap light volumes, don't illuminate a single brush face with too many lights. Plus Doom 3 has no ambient lights! Yikes. That sounds like the biggest drawback to the engine. One question for now. Does anybody know of a source of decent quality medieval style textures? Either a free source, or a paid source, or even another game whose textures I can "borrow" just while I'm working. I know I'll have to retexture everything eventually anyway. I can't think of any games. Thief 3 city textures weren't really my cup of tea but I plan to look at them again. Maybe Hexen 2. As I remember it kind of had some textures like that. Oh, and I still have Daikatana around someplace, it had some good textures as I recall. Any other ideas? I'll post some newbie map pics soon.
  11. I was wondering if anyone knew of a way to export some textures out of D3? Like the ancient temple ones with the cool hieroglyphs? I was thinking of trying to get a hold of them for use in Dromed. Also since it would be in a fan mission, does anyone think ID software would care since they seem to be mod friendly?
  12. Can someone just give me a quick run down of how to get an animated model from Maya to Doom 3. Like what you need in the maya scene, what you need in the Def file, what you need to display the model in doom 3, etc. ATM whenever i try exportModel with a def file of just 1 model and 1 anim command, it crashes (and fucks up my desktop, what's more. You know, just like when you have doom 3 windowed and the desktop is super bright). It's a maya 6 model and i'm using the maya 6 importer dll.
  13. Apparently der_ton has already written an exporter than can export vertex animaiton from 3ds Max. He says one can be written for any 3d app. Any of you programmers think you could look at his and then write one in mel script for Maya? THis would obviosuly mean superior lip sync and cloth animatons for some of the charcater's clothes, especially the ones wearing long robes/cloaks etc, and curtains.
  14. Jeez, I'm really loving the forum community for TDM. I mean, the replies I get for my topic is damn amazing. I jus post a topic asking about a release date, and I get 50 replies talking about wether or not we should add a bloody sword to the game(I personally think you should, as it came in handy when I got cornered). And im getting tired of people saying "If you get caught, or if you run out of flashbangs to use to run away with you dont even deserve to be playing the game" or something like that, I mean, not everybody spends so much time playing a damn stealth game so that they never ever get caught, plus a sword, and (my favourite weapon by far in any theif games) the bow, added more replayability, so you could always replay the game and just try to rampage through the level, or sneak, but be a bit more brutal, using the aggression to pick off your enemies in the dark with the sword, or bow, or (I almost forgot another useful tool) the blackjack. If theres one this that I dont like about the forums its that I cant figuire out how to reply in a topic... or maybe thats just my problem for being so stupid, but either way, can somebody please tell me before I have to start a new thread everytime I want to say something?!
  15. First off I'd like to say great work all around, the screenshots and models look top notch. The new architecture sketches by KFMcCall are absolutely god-like. Now the real question is, why the doom 3 engine? I understand that its dark, which suits the theify mood, but why not use the superior source engine from hl2? The editor seems more user friendly for makign FMs and the physics seem better tuned in general for picking up bodies, distractions etc. Anyways its probably too late now, i just wanted to know. As a suggestion, why not try to allow FM authors to enable co-op of some sort? If it's at all possible i beleive it would make an awesome addition to gameplay.
  16. When I look at oddities character models they are really looking great, as probably everybody agrees. What I wonder though, is as how they will look in-game. Remember BlackThiefs problems with the Zombie skinning? Because the models are mirrored. So I would suggest to start skinning at least on one character from Oddity to see how they turn out when they are ported into D3. I would really hate to loose that great look of them, but we should get some experience with this.
  17. Has ayone managed to get static models in-game, complete with normal maps? Normal maps generated by ZBrush don't seem to work properly in Doom, I think because they use tangent space instead of local space, the model I imported was 0,0,0 black everywhere except where the lights hit it. The Orb normal map program site seems to be down since all the links are broken, my lightwave notmal map plugin seems to have mysteriously stopped working, and I can get renderbunmp tool in Doom to cooperate either! :/ SO if anyone has generatd their own normal maps for an objects and it worked ok in-game, please spill the beans. Also on poly counts, it states somwher on the forums here that character models can be up to 7-8k or something, but I think that's way too many. The model I imported was only about 4k and my perfomace went way down, even though it was the only model in an empty room. All of the Doom models are very low res - that's the point of using normal maps in the first place..you don't need high res models.
  18. Just played a little Doom 3 again. After all doing the mod takes most of my time and I'm still at the very beginning. I just came back to mars city. Is the scenery changin in later levels or is it always this underground scifi scenario? I must say that I liked Doom and Doom 2 much more then D3. For all it's flashy graphics it's rather boring. Most of the tension comes not from gameplay but from the fact that you can always expect one monster spawning behind your back. I hate this. That was the single worst feature I hated most in Duke Nukem, despite loving that game for all it's fun, but D3 excells at this. Well, it doesn't really matter because it seems that I bought D3 mostly to play Thief after some time. So it's still worth it's money, even if it is not what the developers may have intended it. Then again, they might, because I think that D3 is not something a gamedesigner could be proud of. So I guess this is just a tech-demo disguised as a game and the designers intended to people mod it after all, or sell it to game developers.
  19. Not sure if you all are interested, but a new version of the D3 SDK was released http://www.3dgamers.com/news/more/1096480321/ It adds support for vehicles! Now, rideable burricks would be cool!
  20. Since I can not post this in the news/announcment I post this here, because I think it might be interesting for us. Here you can find a project which does a similar thing like we do. They convert System Shock 2 to Doom 3. Maybe we can have some synergies with this project. Don't know, but I thought it is interesting for some of us. http://ss2rebooted.tk/
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