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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!
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https://github.com/HansKristian-Work/vkd3d-proton/tags <- directx 12 wrapper for dxvk https://github.com/doitsujin/dxvk/tags <- directx to vulkan wrappers D3D 9 to 11 eg. dxvk if you want to try it with horizon zero dawn you need to copy out dxcompiler.dll from Tools\ShaderCompiler\PC\1.0.2595\x64 and bink2w64.dll from Tools\bin and place them next to HorizonZeroDawn.exe. then copy over dxgi.dll from dxvk and d3d12.dll from vkd3d and place them next to it to. now fire up the game and let the shaders recompile -> profit.
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Is it just me or does the TDM Forums favicon look whack?
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I hope that is not the new TDM version. https://forums.thedarkmod.com/index.php?/topic/20784-render-bug-large-black-box-occluding-screen/
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Hi all, me again Now that I've learned how to take screenies on DM (thanks to Aluminumhaste) I wanted to post one that I took but I got an error saying that the image ext that I used was not allowed in these forums, It was .jpg so I changed it to .png and I got the same error again. They're on Photobucket.
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Hi, Sorry if this has already been posted here. I am currently also working on (what's turning out to be a) total conversion for No Man's Sky (because it's too easy to stay alive and the only times I did are when I fall asleep playing it), to make it... more hardcore survival than sandbox nicey-nicey. It's even on git-hub... Might give up, because the devs are very communicative, same as Necropolis devs, and things are going well. They lied to us - there is no "multiplayer" - the videos you see of ppl flying in wings - there is no player interaction. It's a single player game, with centralised servers for "discoveries" - I will never EVER meet my friend who held me down and beat me until I sold enough steam trading cards and CSGO/TF2 items to afford to buy it. I went back to Elite yesterday and ... that's changed a lot. I no longer feel "Elite" in combat... Anyway - saw this and thought of you: Guy recreates NMS in Doom It's pretty good heheh SPOILER ALERT - it contains the end of everything. I am impressed at how accurate the models are for things, compared to the actual game. ps - he did this in three weeks !
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@datiswous, made that correction fm_test.subs --> fm_conversations.subs @stgatilov, about srt naming and file location, would you be OK with the following edit? New/changed stuff in italics: srt command is followed by paths to a sound sample and its .srt file, typically with matching filenames. An .srt file is usually placed either with its sound file or in a "subtitles" folder. The .srt file format is described e.g. [1]. The file must be in engine-native encoding (internationalization is not supported yet anyway) and have no BOM mark. It contains a sequence of text messages to show during the sound sample, each with start and end timestamps within the sample's timeline. It is recommended to use common software to create .srt files for sound samples, instead of writing them manually. This way is more flexible but more complicated, and it is only necessary for long sounds, for instance sound sample of a briefing video. It's a simple enough standard that it can be shown as an short example, demonstrating that subtitle segments can have time gaps between them. And the example can show correct TDM usage, without requiring a trip off-site and picking through features that TDM doesn't support. Specifically, the example shows how to define two lines by direct entry, rather than using unsupported message location tags (X1, Y1, etc.). And skips other unavailable SRT font markups like italics, mentioned in the wikipedia description. The example would also show the TDM-specific path treatment. The example could be inserted before the sentence "It is recommended to use common software...."
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I havent tried it. Following the readme and gamelist, if you run Doom 3 using this wrapper, this wrapper will download and use Dhewm3. I dont know if d3 has a official linux binary for it, but dhewm3 is nice to have. If you want to use quake 2 with this wrapper. I know there is an official quake 2 linux binary. But yamagi quake 2/vkquake2/etc that the wrapper uses, gives me more features. (havent tried quake 2 proton and quake 2-2023 yet) gamelist: https://luxtorpeda-dev.github.io/packages
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Here is the info from the "condump" DOOM 1.3.1.1304 win-x86 Jan 16 2007 15:36:51 2999 MHz Intel CPU with MMX & SSE & SSE2 & SSE3 & HTT 1024 MB System Memory 512 MB Video Memory Winsock Initialized Found interface: {4DC414A2-0764-405C-99FC-B6621E9155B0} Realtek RTL8139/810x F amily Fast Ethernet NIC - 68.119.228.103/255.255.248.0 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\DOOM 3\base\game00.pk4 with checksum 0xf07eb555 Loaded pk4 C:\Program Files\DOOM 3\base\game01.pk4 with checksum 0x51c6981f Loaded pk4 C:\Program Files\DOOM 3\base\game02.pk4 with checksum 0xf3ec6f7 Loaded pk4 C:\Program Files\DOOM 3\base\game03.pk4 with checksum 0x5d4230ea Loaded pk4 C:\Program Files\DOOM 3\base\pak000.pk4 with checksum 0x28d208f1 Loaded pk4 C:\Program Files\DOOM 3\base\pak001.pk4 with checksum 0x40244be0 Loaded pk4 C:\Program Files\DOOM 3\base\pak002.pk4 with checksum 0xc51ecdcd Loaded pk4 C:\Program Files\DOOM 3\base\pak003.pk4 with checksum 0xcd79d028 Loaded pk4 C:\Program Files\DOOM 3\base\pak004.pk4 with checksum 0x765e4f8b Loaded pk4 C:\Program Files\DOOM 3\base\pak005.pk4 with checksum 0x8ffc3621 Loaded pk4 C:\Program Files\DOOM 3\base\pak006.pk4 with checksum 0x95b65ab Loaded pk4 C:\Program Files\DOOM 3\base\pak007.pk4 with checksum 0x666bdb3c Loaded pk4 C:\Program Files\DOOM 3\base\pak008.pk4 with checksum 0x23ae5993 Current search path: C:\Program Files\DOOM 3/base C:\Program Files\DOOM 3\base\pak008.pk4 (3 files) C:\Program Files\DOOM 3\base\pak007.pk4 (38 files) C:\Program Files\DOOM 3\base\pak006.pk4 (48 files) C:\Program Files\DOOM 3\base\pak005.pk4 (63 files) C:\Program Files\DOOM 3\base\pak004.pk4 (5137 files) C:\Program Files\DOOM 3\base\pak003.pk4 (4676 files) C:\Program Files\DOOM 3\base\pak002.pk4 (6120 files) C:\Program Files\DOOM 3\base\pak001.pk4 (8972 files) C:\Program Files\DOOM 3\base\pak000.pk4 (2698 files) C:\Program Files\DOOM 3\base\game03.pk4 (2 files) C:\Program Files\DOOM 3\base\game02.pk4 (2 files) C:\Program Files\DOOM 3\base\game01.pk4 (2 files) C:\Program Files\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. -------------------------------------- 5206 strings read from strings/english.lang Couldn't open journal files execing editor.cfg execing default.cfg execing DoomConfig.cfg couldn't exec autoexec.cfg 5206 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 found DLL in pak file: C:\Program Files\DOOM 3\base\game03.pk4/gamex86.dll copy gamex86.dll to C:\Program Files\DOOM 3\base\gamex86.dll 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: Jan 16 2007 Initializing event system ...473 event definitions Initializing class hierarchy ...142 classes, 191092 bytes for event callbacks Initializing scripts Compiled 'interpolateShaderParm': 1484.6 ms ---------- Compile stats ---------- Memory usage: Strings: 79, 9648 bytes Statements: 67875, 1357500 bytes Functions: 2109, 250532 bytes Variables: 147376 bytes Mem used: 2476344 bytes Static data: 2277552 bytes Allocated: 3281600 bytes Thread size: 7068 bytes ...6 aas types game initialized. -------------------------------------- -------- Initializing Session -------- WARNING: idChoiceWindow::InitVars: gui 'guis/mainmenu.gui' window 'SNDBPrimary ' references undefined cvar 's_driver' session initialized -------------------------------------- --- Common Initialization Complete --- ------------- Warnings --------------- during DOOM 3 initialization... WARNING: idChoiceWindow::InitVars: gui 'guis/mainmenu.gui' window 'SNDBPrimary ' references undefined cvar 's_driver' 1 warnings guid set to qNdGbBZc//c ============= ReloadEngine start ============= --------- Game Map Shutdown ---------- -------------------------------------- Shutting down sound hardware idRenderSystem::Shutdown() 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 ------------ Game Shutdown ----------- --------- Game Map Shutdown ---------- -------------------------------------- Shutdown event system -------------------------------------- ------ Initializing File System ------ Loaded pk4 C:\Program Files\DOOM 3\base\game00.pk4 with checksum 0xf07eb555 Loaded pk4 C:\Program Files\DOOM 3\base\game01.pk4 with checksum 0x51c6981f Loaded pk4 C:\Program Files\DOOM 3\base\game02.pk4 with checksum 0xf3ec6f7 Loaded pk4 C:\Program Files\DOOM 3\base\game03.pk4 with checksum 0x5d4230ea Loaded pk4 C:\Program Files\DOOM 3\base\pak000.pk4 with checksum 0x28d208f1 Loaded pk4 C:\Program Files\DOOM 3\base\pak001.pk4 with checksum 0x40244be0 Loaded pk4 C:\Program Files\DOOM 3\base\pak002.pk4 with checksum 0xc51ecdcd Loaded pk4 C:\Program Files\DOOM 3\base\pak003.pk4 with checksum 0xcd79d028 Loaded pk4 C:\Program Files\DOOM 3\base\pak004.pk4 with checksum 0x765e4f8b Loaded pk4 C:\Program Files\DOOM 3\base\pak005.pk4 with checksum 0x8ffc3621 Loaded pk4 C:\Program Files\DOOM 3\base\pak006.pk4 with checksum 0x95b65ab Loaded pk4 C:\Program Files\DOOM 3\base\pak007.pk4 with checksum 0x666bdb3c Loaded pk4 C:\Program Files\DOOM 3\base\pak008.pk4 with checksum 0x23ae5993 Loaded pk4 C:\Program Files\DOOM 3\thiefs_den\darkmod.pk4 with checksum 0xae7f 9fe1 Loaded pk4 C:\Program Files\DOOM 3\thiefs_den\game01-base.pk4 with checksum 0x d29e6284 Loaded pk4 C:\Program Files\DOOM 3\thiefs_den\thiefs_den.pk4 with checksum 0xb 87d41de Current search path: C:\Program Files\DOOM 3/thiefs_den C:\Program Files\DOOM 3\thiefs_den\thiefs_den.pk4 (44 files) C:\Program Files\DOOM 3\thiefs_den\game01-base.pk4 (2 files) C:\Program Files\DOOM 3\thiefs_den\darkmod.pk4 (2 files) C:\Program Files\DOOM 3/base C:\Program Files\DOOM 3\base\pak008.pk4 (3 files) C:\Program Files\DOOM 3\base\pak007.pk4 (38 files) C:\Program Files\DOOM 3\base\pak006.pk4 (48 files) C:\Program Files\DOOM 3\base\pak005.pk4 (63 files) C:\Program Files\DOOM 3\base\pak004.pk4 (5137 files) C:\Program Files\DOOM 3\base\pak003.pk4 (4676 files) C:\Program Files\DOOM 3\base\pak002.pk4 (6120 files) C:\Program Files\DOOM 3\base\pak001.pk4 (8972 files) C:\Program Files\DOOM 3\base\pak000.pk4 (2698 files) C:\Program Files\DOOM 3\base\game03.pk4 (2 files) C:\Program Files\DOOM 3\base\game02.pk4 (2 files) C:\Program Files\DOOM 3\base\game01.pk4 (2 files) C:\Program Files\DOOM 3\base\game00.pk4 (2 files) game DLL: 0x0 in pak: 0x0 Addon pk4s: file system initialized. -------------------------------------- background thread already running ----- Initializing Decls ----- ------------------------------ ------- Initializing renderSystem -------- renderSystem initialized. -------------------------------------- 5166 strings read from strings/english.lang Couldn't open journal files Here is the mtr. j_dngn_crss_01a // << this is the shader name { diffusemap models/darkmod/props/textures/j_dngn_crss_01a }
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For free ambience tracks it's as Freky said: you look around on the internet for tracks with the appropriate license to be included in your FM. Fortunately, you likely don't even need to bother doing this as a beginner as there's an entire "Music & SFX" section of the forums full of good ambient tracks for you to use if the stock tracks do not meet your fancy. You might also be interested in Orbweaver's "Dark Ambients", which come with a sndshd file already written for you.
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The problem with a "theme" system (I think) is that it's forcing the assets into categories they may not fit well into or that don't make sense; or I mean it's forcing the mapper to think in terms of discrete "categories" at all, when that may not be most effective. Whereas a tagging system doesn't impose any "system"... Tags are completely open-ended, and could be at any level of scale or heirarchy -- you could have: bathroom-furniture, made-of-wood, Victorian, X-author's set, good for triggers, items for a bookshelf, architectural, magic, etc, etc... as tags, but not all of those categories make sense as discrete themes with other co-themes at the same level. I guess this is a longwinded say tagging more intuitively lets you target what you want without imposing a structure you have to wedge it into ... just a totally open field of tags from any walk of life. Edit: This is not to say tags should be arbitrarily specific. There should be tags of general categories too of course; even these will be the backbone of the system. But the whole point is tagging allows multiple layers, so you can use the general category tags to start your search, then ween it down with increasingly specific tag sets, whatever is best for the asset set. Some asset sets, or especially combinations, will categorize differently than others, and tagging is ok with that. Edit2: The image I have in my mind anyway is like a photo-collection tagged collection. There's an opening page with a tag cloud with the most common basic tags (general category) the largest in size and minor ones smaller, which you click on and then you get a browser with that set of textures. Then on the left hand bar will be all the tag-combinations within that set (other tags textures in the set are carrying; then in parentheses maybe the number of AND-textures it'd filter down to / OR-new textures they'd bring in), the major tags again larger or highlighted somehow, which if you click one of those new tags, it'd filter the browser to show the AND set. And maybe there's also an option so you could have an OR set and get both (or even select a new OR set from the full tag cloud), which adds new textures into the browser window, and also new sets of tags in the left-bar (the new tags carried by one or more textures in the new set). Also there's a place you could back out of a tag to cut that subset out. So you could open up & winnow down the set as you desire. It ends up a kind of way to browse through the whole collection by navigating through tag AND/OR combinations. Also there's a search bar where you could type in a tag at any time also.
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Feedback on wiki "GUI Scripting Language" Series
stgatilov replied to Geep's topic in TDM Editors Guild
I recommend going to changelog and roadmap in bugtracker and looking through issues that are about GUI scripting. I'm pretty sure there were some major changes which are worth taking into account when writing a tutorial. Maybe even give a list of these tickets somewhere, because if people come from other Doom 3 mods, they can get wrong impression, since stock Doom 3 engine has more bugs and some different behavior. Speaking of putting double-quotes vs not putting them: I think it is a good idea to enclose every item in double-quotes. Literal numeric values are perhaps the only exception. Internally, lexer breaks the text into tokens, and each token is treated as single item. Characters like colon, dot, or dollar break name into several tokens, so you have to enclose such items into double-quotes. In fact, adding double-quotes is never a problem since lexer always removes them, emitting their contents as single token of type "string". The only case where it is a problem is with literal numeric constants, since the GUI parser expects to see them as tokens of type "number". Regarding "initialization" and "updates" of properties. When you declare a property, you can write any expression on the right side, potentially referencing some non-constant things there. Normally, when some of these things change, the property is reevaluated automatically. However, this can get you into trouble is you assign something into the property using Set command... so there is a concept of "active" and "non-active" properties, or "enabled/disabled" properties (not sure about canonical terms). Some things disable/deactivate a property. The rules of original Doom 3 were weird in this regard (6028), but in upcoming TDM 2.11 I think the only way to deactivate a property is to Set something into it, or start a Transition of it. Deactivation happens in runtime, not statically, so the property will keep updating before the first Set is done. The section User Variable says this is OK syntax: float crouch_scale=0; I'm sure this is not correct, and hope that recent dev builds produces a warning on it. String comparison section says that there is some special "quoted comparison operator": if ("LSGSaveGameNameEntry::text" "!=" "") { I don't recall seeing anything specific regarding double-quotes around operators. Moreover, GUI parser cannot see double-quotes, since lexer will replace it with a single two-character token of string type, that won't work properly with GUI parser. Moreover, I don't see any occurance of quoted "!=" in current .gui files, so I guess it was a buggy code that got fixed. I think there is no string comparison, because all expressions and their intermediate values are floats, they simply cannot hold strings. In Precedence section, there is discussion about parentheses. Yes, you can put parentheses in GUI expressions, and rely on normal evaluation order otherwise. The discussion about macros here might be a bit confusing, because GUI engine has nothing to do with #defines, in fact it does not even see them. Just like in C language, all the directives starting with #sharp are handles by totally separate thing called preprocessor, the GUI parser will see all macro references replaced by whatever they point to, so for the GUI parser it would be just a gigantic expression with two levels of nested parentheses. I would probably be better to stress this in tutorial, because this understanding of preprocessor as an entirely separate step can help on many occasions. There is Multiple If section, which totally lacks the most important caveat of GUI ifs that usually kills all attempts of writing any complicated logic in GUI scripts! While you can write expressions inside If conditions (and now also on the right side of Set command), they are evaluated not when you normally expect it to! All the expressions are evaluated before script commands are executed. So if you Set the value of "gui::myvar" from 0 to 1, the following "if (gui::myvar)" will still be considered false. I believe all the expressions are evaluated at the same time, regardless of whether they are on the right side of property definition (aka 'visible "gui::LootIconVisible"') or inside script. This is very important to understand when you write expressions, since normal people assume that script commands are evaluated sequentally, and their changes are propagated immediately. And yes, you can write nested ifs, but with the caveat of early evaluation they probably won't give you much. UPDATE: I see it mentioned in Changing User Variables. And yes, it should apply to properties too, simply because the problem is on the other end: the change is applied immedately, but conditions and expressions are evaluated earlier. Perhaps correct this misconception here, and mention it in Multiple If section too (never too much). Regarding onTime event. You wrote there '"reset" command', perhaps change it to '"resetTime" command'. Regarding onTime 10 instead of onTime 0 in main menu. I think one reason of doing so is to ensure order of triggering handlers. Imagine that you have 50 "onTime 0" handlers, but you want to ensure that some of them are evaluated after the others. Adding small time offsets is the only way of hacking around it. Regarding vector components. The original Doom 3 code intended to make them accessible via indexation, like v[0], v[1], v[2], v[3]. But the code had a terrible bug, so it did not work. In TDM 2.11, it works (6028). UPDATE: also here -
Beta Testers Wanted. The Lieutenant 3: Foreign Affairs
Frost_Salamander replied to Frost_Salamander's topic in Fan Missions
For the FM? For beta 1 it's here: https://drive.proton.me/urls/H1QBB04GA0#oBZTb1CmVFQb I've already done around 100 fixes though, so you might want to wait for beta 2 which should be ready in a couple of days hopefully. All links are in the first post of the beta thread here: https://forums.thedarkmod.com/index.php?/topic/22439-the-lieutenant-3-foreign-affairs-beta-testing/ -
Saw this article and thought it was pretty neat, with a lot of screenshot examples
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Vertex blending not working with bump maps
stgatilov replied to grodenglaive's topic in DarkRadiant Feedback and Development
You might as well ask: what is the motivation to specify interaction properties as 3 seemingly independent stages? I think the answer is that when Doom 3 ran on shader-less platforms (hello from 2001), each stages was rendered separately and blended into total result. Perhaps it was important bumpmap stage was rendered first. Today the stages are always combined into diffuse+specular+bumpmap packets. The sorting logic in game is much more convoluted: It splits all stages into groups, such that each group (except maybe the first one) starts with bump. Then every group is sorted in order: ambient, bump, diffuse, specular. It is not important where ambient stages are. So according to what I see, the engine does not support setting bump/diffuse/specular stages in arbitrary order and never intended to support it. It expects bumpmap to be first in every "interaction packet". The simplest solution here is to invent a condition which looks like wrong order and post warning in this case. For instance, if we have a bump at the end without matching diffuse, it is most likely an error. If we have several diffuse/specular maps in single group, it is also an error. UPDATE: Ok, there is a special condition when first stage is not bumpmap. And I think it does not work properly... only provides an illusion that bumpmap not at first place is supported. -
Dark Mod: Dynamic Save Room Mod - A custom save restrictions challenge
ChronA replied to RedEmber's topic in The Dark Mod
I'm genuinely curious how far you are willing to go with this thesis, chakkman. I would say the main distinguishing feature of the Thief games and TDM compared to virtually all other role playing games is that they do not allow the player complete freedom to choose how they approach the game. On the contrary, unlike your Elder Scrolls or Kingdom Comes, our beloved Thiefs and Thief-likes don't allow you to be a dedicated sword fighter, or an archer, or an alchemist, or a diplomat. They force you to roleplay principally as a thief (or assassin), which requires approaching every encounter using stealth. That's simultaneously the easiest, most mechanically rewarding, and intended way to play these games. And the consensus seems to be that the more these games commit to that narrow roleplaying window, the better they are. (IMO, that tracks, because what makes them great games is the amount variety and depth they support inside that very narrowly defined role.) But if maximum player freedom is actually desirable, would you be in favor of increasing the player's health, increasing weapon damage, and removing ammo limits? After all, that would make it easier to play in whatever style the player prefers. And, if you like the game as it is, it changes nothing for you. All it takes is a little discipline to play the game however you want. I'm open to being convinced on this. I agree that all else being equal, allowing more people to play however they want is a good thing. Different people have different power fantasies, and they all (mostly) deserve equal dignity and indulgence. But what is it that makes the freedom to non-diegetically time travel more sacred than the freedom to fight your way to the loot with a sword and shield, or cast ice magic from your hands, or to double jump or air dash? (Seriously, sometimes I would kill for the freedom to double jump and air dash, Doom Eternal-esque, in TDM.) -
This post will be updated: http://forums.thedarkmod.com/topic/15755-oculus-rift-and-other-vr-headsets/?p=374161
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Was working on my mother's PC this weekend. AMD E-300 APU with HD 6310 graphics. Doing everything I could from the performance tweak guide, I got about 18FPS in "A New Job" ( at most ). Wasn't expecting miracles, the thing barely runs Doom 3. Just morbid curiosity. I've been pondering setting up a Linux partition on it. Modern ( updated ) Windows 10 is atrocious with a spinning HDD so it might be nice to have something a little snappier to do browsing (etc). Downside is that Windows 10 tends to funk up dual boot systems when the OS's exist on the same HDD. I don't think my mom is gonna want to learn to use a USB boot repair and cross fingers every time she updates.
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Hi, I've been trying to get into Doom 3 mapping using the DarkRadiant editor, which has been going well on my PC. However on my laptop, the "media" tab doesn't seem to be anywhere. This is what I see, just the camera and default views: Been trying to look at tutorials to see if it's something to be enabled in a newer update, but it doesn't seem so. I went to the Window dropdown menu to manually enable the Media tab (also via the M key), but nothing happens - or rather, DarkRadiant seems to go "out of focus" and I need to click it to get back in, as if it opened a menu somewhere but I still can't see it. If anybody has any advice about what I'm missing or overlooking (or another way of applying textures to brushes?), I'd greatly appreciate it. Thanks.
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Interesting idea. Not sure about my upcoming time availability to help. A couple of concerns here - - I assume the popup words uses the "Informative Texts" slot, e.g., where you might see "Acquired 80 in Jewels", so it likely wouldn't interfere with that or with already-higher subtitles. - There are indications that #str is becoming unviable in FMs; see my just-posted: https://forums.thedarkmod.com/index.php?/topic/22434-western-language-support-in-2024/
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(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 — 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.
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In post https://forums.thedarkmod.com/index.php?/profile/254-orbweaver/&status=3994&type=status @nbohr1more found out what the Fixup Map functionality is for. But what does it actually do? Does it search for def references (to core?) that don't excist anymore and then link them to defs with the same name elswhere? Also I would recommend to change the name into something better understood what it is for. Fixup map could mean anything. And it should be documented in the wiki.
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If only this worked with "Brutal Voxel Doom"! I wish they started with GZDoom As for Ray Tracing? Even Nvidia never meant for RT hardware to do full scene RT via AI up-scaling. The plan was to use RT for Spherical Harmonics probe updates. ( Similar to Frostbyte \ Battlefield 3 doing low resolution RT on the CPU and feeding the output to a 3D texture which in-turn is used to update SH probe weights ). Nvidia had so much better RT perf than expected and were so far ahead of AMD that they changed plans and just used RT and AI without a GI system so that AMD would feel the pain if they tried to use shader based RT. (similar to how Nvidia unnecessarily cranked up the tessellation polys on Crysis 2 so that AMD's cards would lose benchmarks ).
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