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  1. For those who are fans of the game DOOM and of the series this might be of interest, a three part documentary on how the latest Doom game came to be is going to be released online for free next week. Trailer http://www.youtube.com/watch?v=dkH78CGsjhc
  2. A moment of appreciation for Brutal Doom... Someone has finally managed to mix the good aspects of old and new games correctly in a way that creates something that feels new, but is not watered down. There is no two weapon limit, auto-healing, or snail-like movement. What there is, is a whole lot of blood and guts, grenades for clearing out monster infested areas, multiple functions for weapons, fast paced action, easter eggs/secrets, smarter/tougher monsters and an unlimited number of levels...

    1. Sotha

      Sotha

      Brutal Doom is awesome! No way I'm playing the old Doom after that.

    2. teh_saccade

      teh_saccade

      tempt you with doom 2?

       

      https://classicreload.com/doom-ii-hell-on-earth.html

       

      (that i paid £50 for way back when - 4 discs!)

  3. Sign out of TDM forums, close browser, re-open later, "Huh...I'm still signed in?"

    1. Show previous comments  1 more
    2. Bikerdude

      Bikerdude

      Its a cookie thats keeping you logged in.

    3. Sotha

      Sotha

      Another visitor! Stay a while; stay forever!

    4. Tarhiel

      Tarhiel

      We´re like a Shalebridge Cradle: what comes in must never leave :)

  4. I looked but didn't see this video posted in these forums. It's pretty cool.
  5. Announcing the Release of 'Requiem' for The Dark Mod! Download Download the latest version of the Dark Mod here: http://www.thedarkmo...wnload-the-mod/ Download the mission here: Mediafire: http://www.mediafire...u89/requiem.pk4 Southquarter: http://www.southquar...ons/requiem.pk4 Fidcal.com: http://www.fidcal.co...ons/requiem.pk4 Create a folder in your Dark Mod install with the path "darkmod/fms/requiem" and place the downloaded .pk4 file inside. When you load up The Dark Mod, the mission will appear on the "New Mission" page. Requiem can also be found directly using the in-game loader. Gameplay Notes While this mission is playable in TDM 1.8, for an optimal experience please download and play in TDM 2.0 (or higher). Most inventory items in the game can be dropped, so no need to carry them around after they are no longer of any use. Note that If you use noclip or other console commands while playing, there is a good chance that you will break the intended flow of gameplay. Credits Mapping and Readables: Gelo R. Fleisher Voice Acting: Goldwell Additional scripting: Obsttorte Additional textures and assets: Flanders, Sotha, Grayman, Springheel, Bikerdude, Obsttorte Additional map optimizations: Bikerdude Testers: Bikerdude, Obsttorte, Gnartsch, AluminumHaste, Baal, nbohr1more, PPoe Custom Soundtrack: Leonardo Badinella - http://leonardobadinella.com/ Additional Music: Lee Rosevere - http://freemusicarch...c/Lee_Rosevere/ Marianne Lihannah - http://www.funeralsinger.net/ Vox Vulgaris - http://www.last.fm/music/Vox+Vulgaris/ A note from the author Hi all. While I've been involved in indie game development for a while now, I'm first and foremost a writer. My most recent project has been a novella that tries to capture the visual feel and tone of the Thief series (you can find the link below). As I was writing, I found myself playing a lot of Thief and Dark Mod fan missions, and got to thinking that maybe I wanted to make one myself, as a companion piece to the book. When I finished up writing, I had a bit of down time and decided to take the plunge. Having never done any serious mapping before, my plan was to make a small mission that I could bang out in a month or two and call it a day. Well, as sometimes happens, the project got a little bit bigger than I had planned. Ten months, and lots of elbow grease later, Requiem is finally ready for you to play. I'd like to thank everyone who helped pitch in to help make Requiem come alive, from those who took the time to answer my many questions on the forums to those who actively contributed to the FM. I especially want to thank Bikerdude who served as my mapping mentor, and Obsttorte whose clever scripts really turned what was in my head into the game that you are playing. Above all, I want to thank you for downloading and playing Requiem; I hope you enjoy it. Links of Interest Author's Blog: http://gfleisher.blogspot.com/ Companion Novella (Amazon): http://www.amazon.co...k/dp/B00BYEW02M Companion Novella (Smashwords): http://www.smashword...oks/view/298956
  6. Got a used RTX 2060 6GB for Christmas! It's pretty strange being able to run TDM at full renderscale 1080p, shadow maps at 1440 size, soft shadows quality 25, 4xMSAA, 16xAF (SSAO, Bloom, and Fresnel mod) and still have gas in the tank for 100FPS or more. I found that Penny Dreadful 3 courtyard performance can be conquered by a better GPU and so can the opening area of Briarwoord Manor ( notorious outliers ) and the finale area of Written in Stone. However, the tavern in BCD is still stubbornly stuck at 40FPS and Scroll of Remembrance is stuck at 37 FPS. I went back to do a performance comparison between 1.07 vs 2.11 beta and found that even with my new GPU 1.07 runs the original Return to the City at sub 30FPS in the opening area. In 2.11 with equivalent settings I get 95FPS with the same map. I was also saddened to see the Serengrove map running under Doom 3 Sikkmod still runs sub-20 FPS. On a lark I tried extracting it to RBDoom3BFG and it was locked at 60FPS with all fancy features enabled. There has been a longstanding stance that Doom 3's CPU usage was a bit heavy but the biggest consumer was GPU fillrate. Based on my testing, throwing fillrate at the problem doesn't seem to be the magic bullet. Given how much better CPU optimization is for both TDM 2.11 and RBDoom3BFG I would guess that a smaller GPU upgrade and a better CPU would have been a better choice. I'm still overall happy with my upgrade and the i7-3770S is still holding it's own pretty well too.
  7. It wasn't a "sacrifice", it was a deliberate decision. People wanted the game to be as close as possible to the original, including pixelated graphics. If you ask me, the former version based on the Unity engine looked and felt better. But, hey... I guess I'm not the right person to judge that, as I never played the original, and always found that the art style of System Shock 2 is much better anyway. This also illustrates the issue with community funded games: Too many cooks spoil the broth. In game design, you need freedom, not thousands of people who want you to do this and this and that. Just take a look at the Steam forums and see how all those wimps complain again about everything. Hopeless.
  8. DarkRadiant 3.5.0 is ready for download. What's new: Feature: More customisable layout, all windows and panes can be dragged and arranged Layouts like Embedded, Regular and Splitpane are superseded and have been removed Tweak: The LayerControlPanel's tooltip popup is now less annoying Tweak: Clarify distinction between Shadow render mode and other render modes Fixed: Show/hide Light Volumes for combined entities inconsistent Fixed: Currently applied particleDef not selected in Particle Selector Fixed: Layer visibility checkbox not reacting to double-clicks Fixed: Cannot toggle visibility of layers in Linux Fixed: Drag-and-dropping layers is not working in Linux Feature: Customisable Layout (click to see the videos) Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.5.0 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. Have fun mapping!
  9. https://www.ttlg.com/forums/showthread.php?t=152224 There is a new mapping contest over on TTLG for the Thief: Deadly Shadows 20th Anniversary and the organizers were kind enough to include The Dark Mod along with all of the Thief games as an options for making a mission to submit as an entry. The deadline is a year from yesterday and the rules are pretty open. I recommend going to the original thread for the details but I will summarize here: Rules: - The mission(s) can be for Thief 1, Thief 2, Deadly Shadows or The Dark Mod. - Collaborations are allowed. - Contestants can use any custom resource they want, though TDM cannot use the Deadly Shadows resource pack. - Contestants can submit more than one mission. - Contestants can enter anonymously. - The mission(s) can be of any size. Using prefabs is allowed but the idea is this is a new mission and starting from an abandoned map or importing large areas from other maps is not allowed. Naturally this is on the honor system as we have no way of validating. Mission themes and contents: There is no requirement from a theme or story viewpoint, however contestants might consider that many players may expect or prefer missions to be celebratory of Thief: Deadly Shadows in this respect: castles, manors, museums, ruins inhabited by Pagans and the like, with a balance of magic versus technology. This is entirely up to the authors, though, to follow or not - it is just mentioned here as an FYI and, while individual voters may of course choose to vote higher or lower based on this on their own, it will not be a criteria used explicitly in voting or scoring. Deadline: May 25th, 2024 at 23:59 Pacific Time. See the TTLG thread for details on submissions and the voting process. Provided I can make the deadline I hope to participate. It would be nice to see the entire community do something together, and expressing our complicated relationship with this divisive game seems as good a pretext as any.
  10. What I understood is that the idea of TDM was born from that it was unclear if T3 would get a level editor at the time. Source: https://web.archive.org/web/20050218173856/http://evilavatar.com/forums/showthread.php?t=268
  11. Well I'm shocked at your confusion. Correct, TDM is based on DOOM 3. Yep. So with the history of the development of TDM and all it's advancements to the DOOM 3 engine. It seems TDM would be the best engine possible for DOOM 3. Such as when TDM 2.06 *and later introduced the GLSL backend and optimizing Doom 3 code with modern SIMD approaches. I'm also confused, because I said any thoughts, or avenues to pursue on this from anyone constructive would be much appreciated.
  12. @stgatilov, you said, RE string comparisons: I'm unclear if you are referring just to changes you made in 2.11. I think equality testing of two strings (one of which is "text") was working and is a good and expected capability, and should be supported. Including against an empty string. I noticed in your bug activities that you did remove some comparisons with ... == "". I see you also removed string concatenation with "\". No problem, but does that mean multiline macros are no longer a thing? (If so, I'll need to change some examples) BTW, the series so far hasn't really tried to cover the 2.11 changes, since I figured it's a work in progress. But since you did a great deal of GUI work in July, perhaps it's stable enough to try to consider it. I see the logs listed in bugtracker, but don't have access to the private forum threads mentioned there: https://forums.thedarkmod.com/index.php?/topic/20526-gui-refactoring/&do=findComment&comment=477179 https://forums.thedarkmod.com/index.php?/topic/21535-order-of-evaluation-in-expressions-materials-and-gui/ (Nor do I have SVN currently set up on my newer machine, for changelogs from there.) Any place else I should look?
  13. I'm a little surprised that a direct file reference doesn't work but OTOH many Doom 3 conventions prefer def inheritance over direct file references. For example, particle textures.
  14. This one is really essential: https://www.ttlg.com/forums/showthread.php?t=138607 Should work fine with the GOG version.
  15. For example while you have respawning enemies you also have respawning energy so you won't need to play half of the game using a wrench only because you are out of ammo or your weapons have broken. Also the maze layout fits much better to a space station than a space ship and it is kind of reasonable that you don't meet anybody alive, while SS2 teases and disappoints you again and again with the same trick. Of course it is a matter of taste, but for me coming from Half-Life at the time SS2 felt like a step back, while I can understand now why SS coming closely after Doom is considered a classic.
  16. The idea is to deprecate Doom 3 style "parallel" light. Use "parallelSky" light instead. And if you want the light to have shadows, then: make it global, i.e. cover the whole world make sure portalsky material marks the sky instead of caulk or anything else hope that it works
  17. I just stumbled upon this thread (because I saw that snatcher is involved which is always exciting ) but I wonder why we would want a lamp that can not be used at the same time as a weapon? This brings back memories of the stupid Doom 3 flashlight which did the same thing just for jumpscares. So if you really want to show a visible lamp, can't the player hold it in his left hand while the right one is still free at least for blackjack, sword and to pick up items?
  18. So I made this thing in honour of The Shard's inauguration; enjoy! http://doom-doom-doom.tumblr.com/post/26700870947/the-prince-of-wales-on-architecture-the-shard-is

    1. Show previous comments  1 more
    2. Bikerdude

      Bikerdude

      heheh, the laser show at the grand opening was a joke. And you can go up in the elevator, but the cheeky gits have the stunning audacity to charge £25a time..

    3. Melan

      Melan

      @jay pettit: There is an uncanny resemblance, plus it is an example of a symbol of power ripping up the city fabric.

       

      @Bikerdude: I can probably think of a hundred better ways to spend Ł25 in London...

    4. Glyph Seeker
  19. I have returned to TheDarkMod after a few years (I played it a lot around 2015-16, even tried making a map, it did not go anywhere so I donated those few assets). The missions are great. In this one in particular, the navigation is awesome. The city is very good. I have noticed a trend though: the puzzles are more complicated; a lever may open something *somewhere*. Do you think that large TDM missions are suffering from "puzzle creep", that the veteran and in-community players do not notice? [/spoiler] So you have to go *all the way back* to use the crystal key on the teleporter thingy? And I don't know how to deal with the burning crystals either. I ended up killing nearly all enemies in the mages' place, with sword and holy water, because, yeah, I need to figure things out and I can't be bothered to stealth from one place to another anymore, lol. I will try checking the readables and environment with a bit more patience and see. [spoiler] The old format for spoiler tags does not work, not does changing the '/'. Wow, what a way to advertise "I am dumb" XD IMO the best way is to place gradual spoilers in the forum thread. I know it's a bit of a burden on the authors but answering 20 questions disjointly from different users is one as well.
  20. Personally I think Moonbo's Requiem FM is about as good as one could wish for in terms of a spiritual successor to the Thief trilogy. The story hits all the important notes, and the level design is uniformly top notch across all the expected axes of stealth gameplay. And there is even a sequel that trailblazes entirely new territory from its predecessor in gameplay, story, and tone. That's just icing on the cake. Indeed there several FMs for TDM that I believe equal or even surpass the quality of the original games' levels. The trouble is how do you discover them in that giant downloader list? Are there other great missions in there that I have yet to find? That is undoubtedly the greatest current weakness of this project. The ability to sort FMs in the game client (i.e. both the downloader and the mission launcher) by date, size, and author would be a great help. Search by keywords or tags and support for grouping missions into collections would also be very useful.
  21. In order to better discuss performance, please look into this article: https://wiki.thedarkmod.com/index.php?title=Tracy:_timeline_profiler#Gameplay Perhaps inspect some Tracy records too. The game consists of four main parts, most of them run in parallel: game modelling renderer frontend renderer backend GPU Let's suppose n-th part consumes Tn milliseconds of time on some interval, then the interval takes min(t1 + t2, t3, t4) of time in total. Usually either p.1 + p.2 or p.4 are bottleneck. If you try doing less updates, you cannot make renderer backend and GPU faster: it still has to render all the stuff every frames. Except for something like reusing shadow maps between frames, which is not implemented yet. You can make game modelling faster if some entities skip thinking. The most time-consuming entities are AIs, and this kind of optimization is applied to them since the very beginning of TDM, known as "interleaded thinking optimization" (Doom 3 had similar but stronger "dormancy" concept). If an AI is behind closed doors and far from player, then he thinks rarely, e.g. 3 times per second. You can use cv_ai_opt_forceopt cvar to experiment with it. It took much effort to make this work reliably, but without it TDM should be very slow on anything but small levels. And this optimization caused some headache later, for instance it caused distant AIs to randomly die with uncapped and low FPS. All the other entities think every frame, as far as I know. Some entities are known to be dangerous to think rarely: that's mostly physics-related things like ropes and ragdolls. Another thing is that many entities spend negligible time in their Think methods, and most entities don't think at all (only "active" entities think, see listActiveEntities command). Speaking of renderer frontend, you can update entities less often. Then you can reduce time on understanding which areas entities belong to, and on generating interactions (that's the main part I think). However, there are parts of frontend which are view-dependent, so they need to run every frame. You can experiment with cvar r_skipUpdates. As far as I understand, it disables all updates of render entities/lights from game code. The game modelling still runs, guards still move around, see you, speak, chase you, and kill you. But renderer displays the obsolete state of the world from the moment when you set the cvar.
  22. OK, I'll try to rearrange to that directory layout. I'll have to lookup how to do that without screwing up Tortoise. I'm not on that machine at the moment, so I can't check your BTW. I don't remember about "branches", but I do remember a local "tags" directory... don't know if it was populated.
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