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  1. Ideally, you should have checked out "trunk" directory only, so that its contents get into "tdm11dev/darkmod_src" instead of "tdm11dev/darkmod_src/trunk". Do you BTW have all the "branches" and "tags" directories near "trunk" ? Maybe not, because they are still closed for public for some weird reason...
  2. 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.
  3. The Black Parade is coming! http://www.ttlg.com/forums/showthread.php?t=146501 Woo-hoo!

    1. Show previous comments  8 more
    2. demagogue

      demagogue

      I suppose making a campaign as an individual and building for Thief Gold go hand & hand. You need to be pretty obsessed to do either. XD

    3. Epifire

      Epifire

      I'm just very happy to see how much work still goes on with the original Thief games. Good mods = long life after release!

    4. lowenz
  4. Jupiter Hell from the makers of the excellent Doom: the Roguelike is now on Kickstarter. Hyped! https://www.kickstarter.com/projects/2020043306/jupiter-hell-a-modern-turn-based-sci-fi-roguelike

    1. SeriousToni

      SeriousToni

      What? The mysterious saviour is back to make our Thief lives happier again after such a long absence? I can't believe it's true! Wow thanks so much!

    2. demagogue

      demagogue

      He's like our own Game of Thones mystery crow that leads us to secret treasures.

    3. SeriousToni

      SeriousToni

      Or to an old tree with lots of zombies around.. xD

  5. Apparently it's opt-in though. I don't have a problem with features like this, as long as they are opt-in and clearly explained. Recently I got a smart TV and I was stunned and amazed how non-hostile, straightforward and user-friendly the setup process was. It didn't try to force me to do anything I don't want to do, like connect to the Internet. Instead of saying "let's connect to the Internet", it said "Would you like to connect to the Internet?". And there was a "no" button, not a "maybe later" button. Also it boots up to the HDMI port extremely quickly; even faster than my ten year old dumb TV. It takes 3 seconds at most. So yeah, there's doom and gloom in my mind about TVs eventually not letting you use the inputs until you opt in to all the tracking, and perhaps coming with a cellular radio for spying that you can't disable, but we are fortunately not there yet. https://www.consumerreports.org/electronics/privacy/how-to-turn-off-smart-tv-snooping-features-a4840102036/
  6. Right, so there is this one weird qwerk of classic Thief. If you beat an AI to death with the blackjack (I know, I know, but sometimes it's fun to fight this way because it's more of a challenge than using the sword) as though Thief was a Quake clone, the guard will scream and begin to drop. But if you quickly wack him again, he will pop up and play the "knocked out" sound, and then collapse again. So basically you killed him, and *then* you knocked him out! The natural question at this point, is how the stats would reflect such an oddity. I guess there is only one way to find out, but the problem is, there's usually more than one dead guard on the map when I play. Especially on Thieve's Guild. I go straight-up Doom on that one, and use the corpses to trace my steps around the confusing layout. The classic Thief guards aren't great fighters; they are especially vulnerable to circle strafing and lots of pelting. You can even get them completely turned around and facing the other direction! As long as you're in a relatively open space you can own them by doing this quite easily. This strategy will not work on TDM guards. Try this with them and you are the one that gets owned. lol
  7. DarkRadiant 3.3.0 is ready for download. What's new: Feature: Remove menu options which are not applicable to current game Feature: Grey-out menu entries that are not applicable Feature: FX Declaration Parsing Support Feature: FX Chooser Feature: Renderer now takes "translucent" keyword into account Fixed: Lighting Mode Renderer draws hidden lights Fixed: Loading map results in "Real Hard DarkRadiant Failure" exception Fixed: Crash when trying to set default mouse or keyboard bindings Fixed: Unit Tests intermittently get stuck on Github runner Fixed: xmlutil thread safety problems Fixed: Some materials aren't displayed correctly Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.3.0 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!
  8. Let me elaborate on this tactic: 1) Postulate some crazy concepts about historical events until one gains a little traction either by morons or people who find it to be an amusing meme 2) Test the waters in different forums and social media spaces to see how folks react to this 3) If the forum crowd is determined to be largely left-wing and rationale, overamplify how "idiotic" people are for believing XYZ and then slowly begin associating these "idiots" with anyone they consider their social or political adversaries until you get large numbers of forum members to rant about right-wing "Trump-tards" (etc) and foam at the mouth about all their political grievances 4) Pretend to be a right leaning person, act like a jerk, and get your posts censored 5) Go to right leaning forums and show them that this "theory" is being censored and see if you can get them to integrate it into the larger narrative of "true things that the left is censoring". ( Eg, add it to the pile of Qanon nonsense ). 6) Return to the left leaning forums to mock the right leaning folks for doing step 5. Mission accomplished, you've entrenched more poorly educated people into an absurd belief system and you've ignited a bunch of left-wing derision against them. This type of agitated polarization works well whether you are Putin, the Republican Party, Democrats, etc. Divide and conquer. Here's a tip: Nobody needs to grouse around about what "idiotic" things people believe. If you don't like people believing dumb things, then create a blog, youtube video, or podcast explaining the topic in easy ( and friendly ) terms to those you wish to evangelize into the world of being "not idiotic". The language of referring to people as "those idiots who believe" is a cancer that we suffer too much of these days with political propaganda organizations such as "Media Matters for America" (MMFA) who basically write a single set of political jokes about a daily topic and feed them to all the Late Night television hosts so that if you don't hear them say "republican person X did \ said this dumb thing" from one late night personality, you surely will hear it from another one and the version of what is told omits any nuance or rational counterpoint. In some cases, the words are out-right fabricated from out-of-context statements or things that MMFA thinks people will believe. Here's a perfect example: To this day, late night comedians treat the incriminating emails on Hunter Biden's laptop as "fake Russian slander" even though the New York Times has corroborated their authenticity and they are DKIM signed. They use the laptop story as a talking point about how Republican's are "pro Russian idiots" even though nobody of either political party would be happy to have the son of a vice president using his father's position to arrange financial scams and deals with geopolitical enemies ( China ). Because the latter information is largely invisible to over 50% of the US populace, it serves as a perfect place for political divide and conquer. If the entirety of mainstream entertainment and news are gonna bury or distort legitimate news stories about their allies, what are the chances that anyone will vote for a moderate "middle" candidate? The left will see right-leaning voters who discuss the laptop story as Russian traitors and the Right will see the left as "idiots" who get all their news from television comedians and insane "woke" SJW blue hairs. Perfectly divisive. People need to stop looking at the proles on the ground and start thinking about all the groups that are trying to pull the strings. So I state again, this is no place for astro-turfers, propagandists, and non-linear warfare. Nobody here really cares about what dumb things are floating through the brains of a small group of internet denizens. If these "idiots" grow in numbers, calling them idiots "louder" will not "cure" them or shrink their numbers. The only thing you will achieve is more entrenchment and polarization.
  9. Thanks for playing and the kind feedback re: the bugs: the brew tank is a new one - thanks for that. Will add it to the list for any future update. the bow: I think that's a TDM bug. I experienced it as well, but only the early days of developing the mission so I thought it had gone away, but I guess not: https://forums.thedarkmod.com/index.php?/topic/21345-210-crashes-may-be-bow-frontend-acceleration-related/ the keys on the guard: never did get to the bottom of that one as I could never reproduce it.
  10. 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 !
  11. Thanks! Hint for the safe code here: https://forums.thedarkmod.com/index.php?/topic/21837-fan-mission-the-lieutenant-2-high-expectations-by-frost_salamander-20230424/&do=findComment&comment=485264 Actually, it's probably time I added these hints to the original post....
  12. I'm wondering if anyone ever checks new posts in the Fan Missions Forums? I've posted 4 questions asking for help for 4 different missions that I can't finish because I"m stuck, and I don't get any help. I posted a question this morning so I don't expect an answer right away for that one. Its frustrating because I would like to finish them. I've read through the posts for each mission and I'm not getting anything from them. If there's someone who could help me I'd really appreciate it. Thanks I guess I'm spoiled from the TTLG forums.
  13. Is it just me or does the TDM Forums favicon look whack?

    1. Show previous comments  1 more
    2. SeriousToni

      SeriousToni

      Yes I was annoyed by that, too!

    3. Epifire

      Epifire

      Glad I wasn't the only one noticing that.

    4. Bikerdude

      Bikerdude

      Will drop Taaaki a message.

  14. Old topic: SteveL had most of the basics of func_occluder \ antiportal working but was struggling with shadow handling and a few related concerns. Quake mappers would probably love the feature since they've already been using it for years but it's hard to say whether TDM \ Doom 3 folks will really want to add another optimization workflow? Admittedly func_occluder seems to be easier to visualize than portal closure behavior so it might not be as error prone.
  15. Occlusion culling is not as easy as it looks. For instance, if you simply check entity's bbox against individual brushes, then most of the entities behind walls would pass the check because no individual brush covers a whole entity completely. Also, there are dozens thousand brushes on large maps, you cannot iterate through them naively. On the other hand, this is close to the concept of "antiportals". That's when mapper puts an "antiportal", ensuring that everything behind it is occluded, and the engine takes it into account whenever it works with portals. But this requires work from mapper, and I don't think it would provide much help. To get serious benefits, you need to recognize the whole wall consisting of many brushes as a single inpenetrable surface, at which point you necessarily have something really complicated. I thought about doing Umbra-like occlusion culling on brushes (with automatic portals and conservative rasterization inside), but I realized it's ton of work. There is always something else to do. By the way, the recent change is not about what player does not see, it's about what light don't see/hit. Just rendering a surface is very cheap because of depth prepass, but light interactions are costly with all the textures, soft shadows, etc. Realizing that you don't need light interaction on something you see is quite beneficial. The problem with original Doom 3 engine is that it basically lights up all objects within light volume. With the exception of static shadow-casting lights, portals are just ignored! I have expanded usage of portals to dynamic lights. It might sound funny, but there is still some room for improvement in this area...
  16. 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
  17. 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.
  18. 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.
  19. Here's the (growing) list http://www.moddb.com...d-20-standalone http://www.pcgamer.c...without-doom-3/ + http://www.pcgamer.c...e-dark-mod-2-0/http://kotaku.com/if...this-1442764101http://www.gamestar....89,3028788.htmlhttp://www.rockpaper...-is-standalone/http://www.shacknews...-now-standalonehttp://www.dsogaming...n-2-0-released/http://www.phoronix....item&px=MTQ4MjYhttp://www.polygon.c...-with-version-2http://atomicgamer.c...32/the-dark-modhttp://www.gamefront...one-2-0-update/http://www.destructo...se-263370.phtmlhttp://lfg.hu/62280/...oom-3-motorral/ (hungarian)http://www.bluesnews...no-longer-a-modhttp://games.on.net/...r-file-library/http://www.vg247.com...one-experience/http://www.joystiq.c...self-goes-stan/http://vorpalchainsw...rk-mod.html?m=1http://www.explosion...one-experience/http://www.chip.de/d...d_64819987.html (german)http://slashdot.org/...ief-a-like-gamehttp://www.gamestar....61,3029213.html (german)http://the-rageaholic.tumblr.com/post/63609053694/in-positive-thief-related-news-you-no-longer-needhttp://www.destructo...od-264626.phtml
  20. Thomas Porter is back in a TDM FM called... LQD is a medium sized FM, made for the TDM unusual contest 2013, where Thomas Porter sets out to get rid of the Lich Queen once and for all! Will he succeed, or will the evil Lich Queen get her sinister revenge on Thomas? The mission was created by me, Sotha. Betatesters: Bikerdude, nbohr1more and Obsttorte are thanked for their efforts on improving this work. Big thanks to TylerVocal for excellent voice acting. Thanks to freesound audio artists: Amliebsh (39222), Steveygos93 (80401), Jackie4ever (83095) and Klankbeeld (133100). Immense thanks for the developer team and everyone contributing to the mod. Release notes: *This mission has player character narration. There is no way to control the volume of the player lines in TDM 1.08 and they are at 100% volume at all times. For optimal experience, be sure to set SFX and ambient close to 100% volume in the in-game audio settings and fine tune the volume to nice levels from you operating system's mixer. That way the world sounds match the player voice in volume and your gameplay experience is not reduced by very loud player narrative. *This mission involves using objects with other objects. Normally objects are used like this: push R to drop the item into your hands, move the item where you want to place or use it. *This mission has a video briefing, so you have the habit of skipping the TDM logo which is visible before the briefing, do not skip it or you will miss the briefing. Download link: Use the ingame downloader to get it. As always, it is not recommended to read the thread further before you have completed the mission. Someone will fail to use spoiler tags. [spoiler] This will be hidden [/spoiler] Enjoy! Please remember to give comments and vote! -Sotha.
  21. I've never actually seen the insides of an elevator but from what I know about electronics in similar settings from a few friends who did some work in the field, my guess is that it's an ARM system on a chip and it's quite possible that it runs Linux. And it's highly likely that it's separated from a chip that's taking care of the actual elevator movement, so you probably couldn't use the buttons for input. The reason for this being that ARM SoCs able to run linux are really not that expensive nowadays, whereas developing custom systems outputting graphics with a cheaper weaker chip has a large upfront cost. And if you're using a universal OS like Linux, you can keep the software side the same if the ARM chip you're using goes out of production and you need to switch to a new one. If these assumptions are true, running Doom on it would be easy provided there's some input method.
  22. guess they used DooM as the OS in the movie with the killing elevator -> you need to be atleast as old as me to know the one hehe.
  23. I waited a few mins then tried it again. Hope this helps. Double checked the path and the texture is there. 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': 1565.8 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 execing editor.cfg execing default.cfg execing DoomConfig.cfg couldn't exec autoexec.cfg 5166 strings read from strings/english.lang ----- Initializing Sound System ------ sound system initialized. -------------------------------------- ----- R_InitOpenGL ----- Initializing OpenGL subsystem ...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\thiefs_den\darkmod.pk4/gamex86. dll copy gamex86.dll to C:\Program Files\DOOM 3\thiefs_den\gamex86.dll WARNING: CVar 'pm_crouchviewheight' declared multiple times with different ini tial value WARNING: CVar 'pm_usecylinder' declared multiple times with different initial value WARNING: CVar 'pm_walkspeed' declared multiple times with different initial va lue WARNING: CVar 'gamedate' declared multiple times with different initial value WARNING: CVar 'g_version' declared multiple times with different initial value 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 17 2008 Initializing event system ...700 event definitions Initializing class hierarchy ...160 classes, 313600 bytes for event callbacks Initializing scripts Compiled 'weapon_base::ExitCinematic': 323.8 ms ---------- Compile stats ---------- Memory usage: Strings: 38, 4880 bytes Statements: 24183, 483660 bytes Functions: 1192, 125472 bytes Variables: 81980 bytes Mem used: 1199856 bytes Static data: 2277552 bytes Allocated: 2827252 bytes Thread size: 7068 bytes ...8 aas types game initialized. -------------------------------------- Parsing material files ------------ RCF Server started ----------- -------- Initializing Session -------- WARNING: Couldn't load sound 'sound.wav' using default session initialized -------------------------------------- ============= ReloadEngine end =============== WARNING: Unknown string id #str_07186 WARNING: Unknown string id #str_07186 ]dmap jjmodeltest ---- dmap ---- --- LoadDMapFile --- loading maps/jjmodeltest 6 total world brushes 0 total world triSurfs 0 patches 4 entities 38 planes 0 areaportals size: -416, -448, -416 to 416, 512, 448 ############### entity 0 ############### --- FaceBSP --- 36 faces 80 leafs 0.0 seconds faceBsp ----- MakeTreePortals ----- ----- FilterBrushesIntoTree ----- 6 total brushes 24 cluster references --- FloodEntities --- 8 flooded leafs --- FillOutside --- 24 solid leafs 48 leafs filled 8 inside leafs ----- ClipSidesByTree ----- --- FloodAreas --- area 0 has 8 leafs 1 areas ----- PutPrimitivesInAreas ----- ----- BuildLightShadows ----- ----- CreateLightShadow 05BDBCD0 ----- 0.0 seconds for BuildLightShadows ----- OptimizeEntity ----- ----- OptimizeAreaGroups Results ----- 48 tris in 12 tris after edge removal optimization 12 tris after final t junction fixing ----- FixGlobalTjunctions ----- ############### entity 2 ############### --- FaceBSP --- 6 faces 20 leafs 0.0 seconds faceBsp ----- MakeTreePortals ----- ----- FilterBrushesIntoTree ----- 1 total brushes 4 cluster references ----- ClipSidesByTree ----- --- FloodAreas --- area 0 has 16 leafs 1 areas ----- PutPrimitivesInAreas ----- ----- OptimizeEntity ----- ----- OptimizeAreaGroups Results ----- 32 tris in 12 tris after edge removal optimization 12 tris after final t junction fixing ----- FixGlobalTjunctions ----- ----- WriteOutputFile ----- writing maps/jjmodeltest.proc 0 total shadow triangles 0 total shadow verts ----------------------- 1 seconds for dmap --------- Game Map Shutdown ---------- -------------------------------------- WARNING: Unknown string id #str_07186 WARNING: Unknown string id #str_07186 collision data: 2 models 44 vertices (1 KB) 82 edges (2 KB) 38 polygons (2 KB) 7 brushes (0 KB) 4 nodes (0 KB) 38 polygon refs (0 KB) 7 brush refs (0 KB) 24 internal edges 0 sharp edges 0 contained polygons removed 0 polygons merged 8 KB total memory used 1 msec to load collision data. ------------------------------------- 0 seconds to create collision map no entities in map that use aas48 ======================================== =============== no entities in map that use aas96 ======================================== =============== no entities in map that use aas_guardian ======================================== =============== no entities in map that use aas_mancubus ======================================== =============== no entities in map that use aas_sabaoth ======================================== =============== no entities in map that use aas_cyberdemon ======================================== =============== no entities in map that use aas32 ======================================== =============== no entities in map that use aas100 ]map jjmodeltest WARNING: Unknown string id #str_07191 guid set to qNdGbBZc//c --------- Game Map Shutdown ---------- -------------------------------------- reloading guis/mainmenu.gui. reloading guis/restart.gui. reloading guis/gameover.gui. reloading guis/msg.gui. reloading guis/takeNotes.gui. reloading guis/intro.gui. reloading guis/netmenu.gui. --------- Map Initialization --------- Map: jjmodeltest ----------- Game Map Init ------------ collision data: 2 models 44 vertices (1 KB) 82 edges (2 KB) 38 polygons (2 KB) 7 brushes (0 KB) 4 nodes (0 KB) 38 polygon refs (0 KB) 7 brush refs (0 KB) 24 internal edges 0 sharp edges 0 contained polygons removed 0 polygons merged 8 KB total memory used 1 msec to load collision data. map bounds are (832.0, 960.0, 864.0) max clip sector is (52.0, 60.0, 54.0) 0 bytes passage memory used to build PVS 0 msec to calculate PVS 1 areas 0 portals 0 areas visible on average 4 bytes PVS data [Load AAS] loading maps/jjmodeltest.aas48 [Load AAS] loading maps/jjmodeltest.aas96 [Load AAS] loading maps/jjmodeltest.aas_guardian [Load AAS] loading maps/jjmodeltest.aas_mancubus [Load AAS] loading maps/jjmodeltest.aas_sabaoth [Load AAS] loading maps/jjmodeltest.aas_cyberdemon [Load AAS] loading maps/jjmodeltest.aas32 [Load AAS] loading maps/jjmodeltest.aas100 Entering doom_main() Exiting doom_main() Spawning entities loaded collision model models/darkmod/dungeon/j_dngn_crss_01a.lwo ...5 entities spawned, 0 inhibited ==== Processing events ==== WARNING: idChoiceWindow:: gui 'guis/mpmain.gui' window 'OS6Primary' has value count unequal to choices count WARNING: idChoiceWindow:: gui 'guis/mpmain.gui' window 'EAXPrimary' has value count unequal to choices count WARNING: idChoiceWindow::InitVars: gui 'guis/mpmain.gui' window 'SNDBPrimary' references undefined cvar 's_driver' -------------------------------------- SpawnPlayer: 0 WARNING: Couldn't load sound 'sound/sfx/bubbles1.ogg' using default WARNING: Couldn't load sound 'sound/sfx/bubbles2.ogg' using default WARNING: Couldn't load sound 'sound/sfx/bubbles3.ogg' using default WARNING: Couldn't load sound 'sound/sfx/bubbles11.ogg' using default WARNING: Couldn't load sound 'sound/sfx/bubbles12.ogg' using default WARNING: Couldn't load sound 'sound/sfx/bubbles13.ogg' using default WARNING: Couldn't load sound 'sound/sfx/tools/misc/pagan_orb_return1.ogg' usin g default WARNING: Couldn't load sound 'sound/sfx/movement/footsteps/human_snow01.ogg' u sing default WARNING: Couldn't load sound 'sound/sfx/movement/footsteps/human_snow02.ogg' u sing default WARNING: Couldn't load sound 'sound/sfx/movement/footsteps/human_snow03.ogg' u sing default WARNING: Couldn't load sound 'sound/sfx/movement/footsteps/human_snow04.ogg' u sing default glprogs/heatHaze.vfp glprogs/heatHaze.vfp glprogs/heatHazeWithMask.vfp glprogs/heatHazeWithMask.vfp removed 12 degenerate triangles WARNING: Couldn't load sound 'sound/ambient/ambience/underwater.ogg' using def ault WARNING: Couldn't load gui: 'guis/underwater.gui' ----- idRenderModelManagerLocal::EndLevelLoad ----- 0 models purged from previous level, 28 models kept. --------------------------------------------------- ----- idImageManager::EndLevelLoad ----- WARNING: Couldn't load image: textures/darkmod/decals/vegetation/tropical_broa dleaf WARNING: Couldn't load image: itemhighlightshell 0 purged from previous 176 kept from previous 217 new loaded all images loaded in 9.2 seconds ---------------------------------------- ----- idSoundCache::EndLevelLoad ----- 2543k referenced 3805k purged ---------------------------------------- sound: missing efxs/jjmodeltest.efx ----------------------------------- 10781 msec to load jjmodeltest idRenderWorld::GenerateAllInteractions, msec = 0, staticAllocCount = 0. interactionTable size: 42824 bytes 6 interaction take 672 bytes ------------- Warnings --------------- during jjmodeltest... WARNING: Couldn't load gui: 'guis/underwater.gui' WARNING: Couldn't load image: itemhighlightshell WARNING: Couldn't load image: textures/darkmod/decals/vegetation/tropical_broa dleaf WARNING: Couldn't load sound 'sound/ambient/ambience/underwater.ogg' using def ault WARNING: Couldn't load sound 'sound/sfx/bubbles1.ogg' using default WARNING: Couldn't load sound 'sound/sfx/bubbles11.ogg' using default WARNING: Couldn't load sound 'sound/sfx/bubbles12.ogg' using default WARNING: Couldn't load sound 'sound/sfx/bubbles13.ogg' using default WARNING: Couldn't load sound 'sound/sfx/bubbles2.ogg' using default WARNING: Couldn't load sound 'sound/sfx/bubbles3.ogg' using default WARNING: Couldn't load sound 'sound/sfx/movement/footsteps/human_snow01.ogg' u sing default WARNING: Couldn't load sound 'sound/sfx/movement/footsteps/human_snow02.ogg' u sing default WARNING: Couldn't load sound 'sound/sfx/movement/footsteps/human_snow03.ogg' u sing default WARNING: Couldn't load sound 'sound/sfx/movement/footsteps/human_snow04.ogg' u sing default WARNING: Couldn't load sound 'sound/sfx/tools/misc/pagan_orb_return1.ogg' usin g default WARNING: idChoiceWindow:: gui 'guis/mpmain.gui' window 'EAXPrimary' has value count unequal to choices count WARNING: idChoiceWindow:: gui 'guis/mpmain.gui' window 'OS6Primary' has value count unequal to choices count WARNING: idChoiceWindow::InitVars: gui 'guis/mpmain.gui' window 'SNDBPrimary' references undefined cvar 's_driver' 18 warnings ]condump testmodel02 Dumped console text to testmodel02.txt.
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