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  1. 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.
  2. 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.)
  3. (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.
  4. 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.
  5. Google mobile is on the forums online user lists (in addition to google)... never seen that before

    1. nbohr1more

      nbohr1more

      He's a pretty cool guy. You ask him to find stuff and he'll usually turn up the goods. A little nosy though...

  6. 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.
  7. 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/
  8. Personally I think this is the worst idea ever. The Reason forums has LOADS of info and knowledge, built up through years and years. I'm really sad to see it go away, and I can't understand why they've made this decision. https://www.propellerheads.se/forum/showthread.php?p=1579099#poststop
  9. 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.
  10. Still sad no one made Doom for this machine. It would be a cool university project or something. I mean the hardware is pretty weak, but all console versions of the game had sacrifices made to them. E.g. removing other animations of monsters so that they can only face the player, removing lots of textures, etc. I think if the SNES could run Doom, this thing should be able to. It has 4 times the memory, but the thing about cartridge based games is that you can cheat by including extra processors inside of the cartridge itself (all?) 3D games on the SNES did this. You can also rapidly pull data from the cartridge to make up for lacking RAM, it's like a grandfather of the super-fast SSD, which you certainly can't do with a 1X CD-ROM drive! I know that the wizard who made SNES Doom happen released the source code for it and also did a long interview, I wonder what he would have to say on the subject of making Doom run on a CD-I.
  11. 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 ).
  12. To begin, this is a large mission and EFX reverb is gonna take it's toll ( lots of reverb bounces to calculate ). Try playing with EFX off. Other than that ( or if you absolutely need the reverb ) try these changes: Set FPS to "Uncapped" in the advanced video settings ( some drivers don't like Doom 3 style FPS management ) Set MaxFPS to 60 (or whatever your Refresh is ) Set Color to 32-bit on the Advanced Video menu. Config changes: tdm_lg_interleave 3 tdm_lg_interleave_min 31
  13. id Studio did a poor job in defining its categorization of variable nomenclature, so in subsequent documentation and discussions there are divergent views (or just slop). In my series, I had to choose something, and went with what I thought would be clearest for the GUI programmer: Properties, which are either Registers (like true variables) Non-registers (like tags) User Variables (also true variables) I see that your view is more along these lines (which perhaps reflects C++ internals?): Flags (like my non-registers) Properties, which are either Built-in (like my registers) Custom (like user Variables) Also, elsewhere, you refer to "registers" as temporaries. I am willing to consider that there could be temporary registers during expression evaluation, but by my interpretation those would be in addition to named property registers. I'm not sure where to go next with this particular aspect, but at least can state it.
  14. Yes. Sure, I will change it, but I do mind. In addition to changing the forum title, I have also had the name of the pk4 changed in the mission downloader and the thiefguild.com site’s named changed. It's not just some "joke". The forum post and thread are intended to be a natural extension of the mission’s story, a concept that is already SUPER derivative of almost any haunted media story or most vaguely creepy things written on the internet in the past 10 or 15 years. Given your familiarity with myhouse.wad, you also can clearly engage with something like that on some conceptual level. Just not here on our forums? We can host several unhinged racist tirades in the off-topic section but can’t handle creepypasta without including an advisory the monsters aren’t actually under the bed? (Are they though?) I am also trying to keep an open mind, but I am not really feeling your implication that using a missing person as a framing of a work of fiction is somehow disrespectful to people who are actually gone. I have no idea as even a mediocre creative person what to say to that or why I need to be responsible for making sure nobody potentially believes some creative work I am involved in, or how that is even achievable in the first place. Anyway, apologies for the bummer. That part wasn’t intentional. I am still here. I will also clarify that while I love the game, I never got the biggest house in animal crossing either. In the end Tom Nook took even my last shiny coin.
  15. I've seen fun workarounds like that in other game modding as well. Years ago, maybe even a decade, some fella who was making a mod for Mount & Blade over at the Taleworlds forums revealed that he put invisible human NPCs on the backs of regular horse NPCs, then put the horse NPCs inside a horse corral he built for one of his mod's locations/scenes and then did some minor scripting, so the horses with invisible riders would wander around the corral. The end result was that it looked they're doing this of their own will, rather than an NPC rider being scripted to ride around the corral slowly. Necessity is the mother of invention. I don't know about the newest Mount & Blade game, but the first generation ones (2008-2022) apparently had some sort of hardcoded issue back in the earlier years, where if you left a horse NPC without a rider in its saddle, the horses would just stand around and wait and you couldn't get them to move around. Placing an invisible rider in their saddles suddenly made it viable again, at least for background scenes, of riderless horses wandering around, for added atmosphere. First generation M&B presumed you'd mostly be seeing horses in movement with riders, and the only horses-wandering-loosely animations and scripting were done for situations when the rider was knocked off their horse or dismounted in the middle of a battle. Hence the really odd workarounds. So, an invisible NPC trick might not be out of the question in TDM, even though you could probably still bump into it, despite its invisibility.
  16. Thanks, I can also recommend gog galaxy. The idea of the custom tags is really nice, I'll have to try this out too!
    1. Show previous comments  4 more
    2. lost_soul

      lost_soul

      I've been considering reinstalling TDS for a wile now... I've still got my original CDs. Have these guys fixed the bug where you get stuck floating? Last time I played TDS, that happened and I was unable to get out of it, so I ragequit.

    3. chakkman

      chakkman

      You can surpass that bug by drawing your bow, performing a shot, and draw your blackjack when the bow is tensioned, to abort the bow shot. I'm hoping it's fixed in the Gold patch too though. Alongside the thing where you move sideways, when peeking left or right.

    4. nbohr1more

      nbohr1more

      @Biker Hmm.

       

      Build TDM mission in DR.

       

      Export as portions as ASE

       

      Edit in Blender and export in TDS compatible format

       

      Import into T3ED

       

      Edit

       

      Release TDS mission...

       

      (or just stick with TDM)

  17. YOU TAFFERS! Happy new year! Deadeye is a small/tiny assassination mission recommended for TDM newcomers and veterans alike. Briefing: Download link: https://drive.google.com/file/d/1JWslTAC3Ai9kkl1VCvJb14ZlVxWMmkUj/view?usp=sharing Enjoy! EDIT: I promised to someone to write something about the design of the map. This is in spoiler tags below. Possibly useful to new mappers or players interested in developer commentary.
  18. I have recently installed Dhewm3 (with the Doom 3 demo) and DarkRadiant. I know my way around GTK Radiant and Preditor, so I assumed DarkRadiant would be a walk in the park. However, I'm getting these two problems I never got with the other editors. 1) I have installed DarkRadiant from the package darkradiant-3.7.0-x64.portable.7z. I launched it, configured it to use the Doom 3 demo (Game Type: Doom 3 Demo), selected the folder where the Dhewm3.exe file is located, but it cannot find any textures. 2) If I try to make a test map (a square room with no textures, a player start) and save it, I get an error message that says: "Failed to locate map format module". Subsequently, nothing gets saved. I have pasted the DarkRadiant log at https://pastebin.com/YAGv2u5h . You can see a screenshot showing the problems (error, no textures) at https://imgur.com/a/qVhx4dv. How do I solve these problems?
  19. Goldwell

    Doom reboot

    http://www.youtube.com/watch?v=ca1cHfu1cso They just released a very very small sneak peak at some in-game footage and we should get to see some proper gameplay next month at E3.. June14th at 7pm PT to be specific. I guess the big question on everyones mind is The Dark Mod 2?
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