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No. The Aeden's staff optional objective is the hardest of the game. To point out directions here, though, is getting into an area of heavy-duty spoilers ... so I'm constrained in my response just as I was constrained in my responses to the "endless keyhunt" complaints because to show the rather simple direction would be a huge spoiler. So I had to bite my tongue and take it. Aeden's staff is different, though - harder. I've never tried a no-KO ghost playthrough. Because I'm clumsy and have slow reflexes. I think it might be possible to do a stealth no-alerts playthrough. Are you allowed to KO? I think I've gotten the staff a few times in my playthroughs without alerting the builders in that room. The only switchable lights in the FM are table lamps. The cylindrical style wall lamps aren't extinguishable. The other fire and gas wall lamps are extinguished by water. In the Ox all waiters and commoners in the common room and outside are friendlies - except for the waitress in the upper lounge which is filled with enemies. You need water arrows. Moss arrows. Rope arrows. I've never used a gas arrow in a playthrough of the FM but one would make things easier, for sure. I'm going to replay the area and check through the locations that you mentioned - the loop etc. - then if it's OK with you I'll PM you with some info, tho' I'll ask you if you want the info first. So's not to spoil it for others who get that far in the game (few and far between!). I find it almost impossible not to click the "reveal spoiler" tags and read the info ... and, y'know, spoilers do spoil the real deal.
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http://www.wolfenstein.com/en-gb Thoughts on this?
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Cool. Debugging TDM problems while listening to 20yo DOOM music.
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Fan Mission: The Accountant 2: New In Town by Goldwell (2016/05/09)
Daft Mugi replied to Goldwell's topic in Fan Missions
With TDM 2.12, after the credits finished, the "Mission Complete" screen did not display. I found that the screen was black and I could hear my footsteps when I tried to move around. I think the reason for the mission not completing successfully was that the "Do not kill or harm allies" objective was never marked as "1 = STATE_COMPLETE" instead it was left as "0 = STATE_INCOMPLETE". Note, I didn't use noclip throughout the mission. Same as: https://forums.thedarkmod.com/index.php?/topic/18054-fan-mission-the-accountant-2-new-in-town-by-goldwell-20160509/&do=findComment&comment=458491 -
How about using TDM automation framework (and maybe pcem/qemu)? More info see: https://forums.thedarkmod.com/index.php?/topic/19828-automation-features-and-discussion/
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Oh, sorry I misunderstood what you meant. My thiefs den shortcut is ""C:\Games\Doom 3\Doom3.exe" +set fs_game thiefs_den", and DR is set to thiefs_den as the fs_game as well. A lot of assets and textures show up just fine, but there are a ton that don't and I wasn't sure if they were supposed to. An example is in plaster, framed_01 and framed_02 and framed_old_decorative_01 and plaster_01 work, but the other 9 show as shader not found, I've not tested every one that has this to see if it would show up in game, but the ones I have tried all do not. It may just be these are placeholders that I'm not supposed to have, I don't know. Like, should framed_with_bricks01 and 02 show up anything? Or halftimber_gables? Of all the wood textures, only scratched and scratched_dull show up, none of the others do. I did condump like you said in a different thread and attached it, in case there is anything interesting there. When I played thiefs den it worked just fine. I wouldn't spend too much time messing with me if this is indeed not right, I was just curious if I was supposed to be seeing more usable textures than I am. If I am I'll reinstall or play with it. DOOM 1.3.1.1304 win-x86 Jan 16 2007 15:36:51 2613 MHz AMD CPU with MMX & 3DNow! & SSE & SSE2 & SSE3 & HTT 2048 MB System Memory 512 MB Video Memory Winsock Initialized Found interface: {F7FE4141-0D5C-4D11-A33E-30655D38905D} NVIDIA nForce Networki ng Controller - Packet Scheduler Miniport - 192.168.1.104/255.255.255.0 Found interface: {C90D87F5-D1CA-488B-ADA5-A38D6C3DCB1A} Hamachi Network Interf ace - Kaspersky Anti-Virus NDIS Miniport - 5.163.13.211/255.0.0.0 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:\games\Doom 3\base\Copy of pak004.pk4 with checksum 0x765e4f8b Loaded pk4 C:\games\Doom 3\base\game00.pk4 with checksum 0x29cdb978 Loaded pk4 C:\games\Doom 3\base\game01.pk4 with checksum 0x51c6981f Loaded pk4 C:\games\Doom 3\base\game02.pk4 with checksum 0xf3ec6f7 Loaded pk4 C:\games\Doom 3\base\game03.pk4 with checksum 0x5d4230ea Loaded pk4 C:\games\Doom 3\base\pak000.pk4 with checksum 0x28d208f1 Loaded pk4 C:\games\Doom 3\base\pak001.pk4 with checksum 0x40244be0 Loaded pk4 C:\games\Doom 3\base\pak002.pk4 with checksum 0xc51ecdcd Loaded pk4 C:\games\Doom 3\base\pak003.pk4 with checksum 0xcd79d028 Loaded pk4 C:\games\Doom 3\base\pak004.pk4 with checksum 0xe4bde4b7 Loaded pk4 C:\games\Doom 3\base\pak005.pk4 with checksum 0x8ffc3621 Loaded pk4 C:\games\Doom 3\base\pak006.pk4 with checksum 0x95b65ab Loaded pk4 C:\games\Doom 3\base\pak007.pk4 with checksum 0x666bdb3c Loaded pk4 C:\games\Doom 3\base\pak008.pk4 with checksum 0x23ae5993 Loaded pk4 C:\games\Doom 3\base\skybox.pk4 with checksum 0x647109de Loaded pk4 C:\games\Doom 3\base\WaterSource_1.0.pk4 with checksum 0x175b4c78 Loaded pk4 C:\games\Doom 3\thiefs_den\darkmod.pk4 with checksum 0xae7f9fe1 Loaded pk4 C:\games\Doom 3\thiefs_den\game01-base.pk4 with checksum 0xd29e6284 Loaded pk4 C:\games\Doom 3\thiefs_den\thiefs_den.pk4 with checksum 0xb87d41de Current search path: C:\games\Doom 3/thiefs_den C:\games\Doom 3\thiefs_den\thiefs_den.pk4 (44 files) C:\games\Doom 3\thiefs_den\game01-base.pk4 (2 files) C:\games\Doom 3\thiefs_den\darkmod.pk4 (2 files) C:\games\Doom 3/base C:\games\Doom 3\base\WaterSource_1.0.pk4 (17 files) C:\games\Doom 3\base\skybox.pk4 (28 files) C:\games\Doom 3\base\pak008.pk4 (3 files) C:\games\Doom 3\base\pak007.pk4 (38 files) C:\games\Doom 3\base\pak006.pk4 (48 files) C:\games\Doom 3\base\pak005.pk4 (63 files) C:\games\Doom 3\base\pak004.pk4 (5232 files) C:\games\Doom 3\base\pak003.pk4 (4676 files) C:\games\Doom 3\base\pak002.pk4 (6120 files) C:\games\Doom 3\base\pak001.pk4 (8972 files) C:\games\Doom 3\base\pak000.pk4 (2698 files) C:\games\Doom 3\base\game03.pk4 (2 files) C:\games\Doom 3\base\game02.pk4 (2 files) C:\games\Doom 3\base\game01.pk4 (2 files) C:\games\Doom 3\base\game00.pk4 (2 files) C:\games\Doom 3\base\Copy of pak004.pk4 (5137 files) game DLL: 0x0 in pak: 0x0 Addon pk4s: file system initialized. -------------------------------------- ----- Initializing Decls ----- WARNING: file materials/tdm_water.mtr, line 392: material 'textures/water_sour ce/neon' previously defined at materials/neon.mtr:1 WARNING: file materials/tdm_water.mtr, line 452: material 'textures/water_sour ce/blood_1' previously defined at materials/blood_1.mtr:1 WARNING: file materials/toxin.mtr, line 27: material 'textures/water_source/to xin' previously defined at materials/tdm_water.mtr:334 WARNING: file materials/water_clear.mtr, line 27: material 'textures/water_sou rce/Water_clear' previously defined at materials/tdm_water.mtr:1 ------------------------------ ------- Initializing renderSystem -------- using ARB 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 ...registered window class ...registered fake window class ...initializing QGL ...calling LoadLibrary( 'opengl32' ): succeeded ...created window @ 0,0 (1288x1058) Initializing OpenGL driver ...getting DC: succeeded ...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:\games\Doom 3\thiefs_den\darkmod.pk4/gamex86.dll copy gamex86.dll to C:\games\Doom 3\thiefs_den\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 17 2008 WARNING: file materials/tdm_water.mtr, line 392: material 'textures/water_sour ce/neon' previously defined at materials/neon.mtr:1 WARNING: file materials/tdm_water.mtr, line 452: material 'textures/water_sour ce/blood_1' previously defined at materials/blood_1.mtr:1 WARNING: file materials/toxin.mtr, line 27: material 'textures/water_source/to xin' previously defined at materials/tdm_water.mtr:334 WARNING: file materials/water_clear.mtr, line 27: material 'textures/water_sou rce/Water_clear' previously defined at materials/tdm_water.mtr:1 Initializing event system ...700 event definitions Initializing class hierarchy ...160 classes, 313600 bytes for event callbacks Initializing scripts Compiled 'ai_character_prone::state_Idle': 333.7 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 -------------------------------------- WARNING: Unknown string id #str_07202 --- Common Initialization Complete --- ------------- Warnings --------------- during DOOM 3 initialization... WARNING: Couldn't load sound 'sound.wav' using default WARNING: file materials/tdm_water.mtr, line 392: material 'textures/water_sour ce/neon' previously defined at materials/neon.mtr:1 WARNING: file materials/tdm_water.mtr, line 452: material 'textures/water_sour ce/blood_1' previously defined at materials/blood_1.mtr:1 WARNING: file materials/toxin.mtr, line 27: material 'textures/water_source/to xin' previously defined at materials/tdm_water.mtr:334 WARNING: file materials/water_clear.mtr, line 27: material 'textures/water_sou rce/Water_clear' previously defined at materials/tdm_water.mtr:1 WARNING: Unknown string id #str_07202 6 warnings guid set to N1N73rVyBZM ]condump console.txt Dumped console text to console.txt.
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Well I'm shocked at your confusion. Correct, TDM is based on DOOM 3. Yep. So with the history of the development of TDM and all it's advancements to the DOOM 3 engine. It seems TDM would be the best engine possible for DOOM 3. Such as when TDM 2.06 *and later introduced the GLSL backend and optimizing Doom 3 code with modern SIMD approaches. I'm also confused, because I said any thoughts, or avenues to pursue on this from anyone constructive would be much appreciated.
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Finally, put together a video showing progress on the game I have been working on. The video particularly shows progress made on the engine:
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Theres still brainstorming how it would work hypothetically. Where would it be stored? I see 2 viable options: On the map file somewhere. Having a list on a server somewhere of all the maps and their tags. I think option 2 might be the best in the long run because it allows expansion onto the tags without having to go through each map file and update them if something comes up. How it will look in the client. Would the tags be in a drop down box in each section where you can filter out maps you want? (I think gamebanana had this way back) Would it be like steam tags where you can search certain or multiple tags? Where should the tags be? I personally think they should be out of sight unless you specifically click to see them so it's easy to go into the mission not knowing whats ahead if you like that.
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How would I go about disabling stamina for the first 5 seconds after player begins running, and then make it kick in after 5 sec. is up ? In other words, player starts running, runs for 5 seconds without draining stamina, then stamina starts draining. Another thing is that player slows down as stamina depletes. How do I make him not slow down and run at the same speed until stamina is out? I found stamina code, but it's kinda tangled up :/ Thanks.
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Well this is interesting, I got Doom 3 on my Nexus 5 with latest Kitkat. Running SlimKAT latest Weekly Release Client.
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To cater to both audiences. I mentioned LibreGameWiki as one example. nbohr1more mentioned other uses. Explicitly allowing reuse and spread will help TDM reach a wider audience and would hopefully attract more volunteers. More volunteers which can help improve both TDM versions. There are several benefits for a project of being in the Debian repo. One is that TDM Debian-users can report defects on any package directly to Debian (no need to register on separate forums). Debian may then fix the issue themselves (in their "TDM-libre" package) and will offer the patch upstream to TDM, who can then choose to accept or reject the patch. I envision "TDM-libre" to have the same capability of downloading any mission as regular TDM. The only difference is that "TDM-libre" would come packaged with the regular engine (which is GPL+BSD) and an included mission that has libre media/gamedata. When I play TDM by myself, I want the unlimited-play and can accept commercial restrictions. But if I were to promote it somewhere, or charge for a stream when playing online, or make a video, I would want a version without commercial restrictions (and can temporarily accept limited-play) to make sure I don't violate anyone's copyright. Perhaps. That's what I'm trying to find out.
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Commendations Where Commendations Are Due: http://forums.thedarkmod.com/topic/14225-standalone-progress/page__view__findpost__p__302785
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The BSD's arn't for everyone, but within their goals, simple code and mailing lists lies a lot of goodness and simplicity. I love the underdogs. Anyhoo work will be Linux friendly too. Portability is a cornerstone for good code.
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I suggest you use the term "I", to make clear that it is something YOU want, and that you speak for yourself. But, as wesp5 mentioned, I don't really know what this is about, at all. And, I'm also wondering about all the newly registered people lately, who just arrived at this forum, and already want to revolutionize this mod. This is a thing I noticed 2 or 3 years ago, and which hasn't been present in the 15 years I play this mod and frequent these forums now. Really seems like a common thing these days, to not knock on the door, but kick it in, and stomp right in.
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Dusk has the Doom gameplay of course, but it's so poor in a good number of design aspects and choices to be a "Doom/Quake killer". That's what I'm talking, Cultic is just perfect about the *design*, it's Blood on steroids. If you want the perfect Quake experience just try Arcane Dimensions And for Doom just try CountryCide: https://www.moddb.com/mods/trench-foot-wip/downloads/countrycide
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TDM has tons of textures from "free" texture resources that do not allow redistribution and cannot be incorporated into a commercial project. Someone would need to create a huge replacement pack of textures that do not break the look of existing missions and do not infringe on the copyrighted textures. Also, many artists who contributed to this project do not want 3rd party entities to use their work in commercial projects. They intended the models, textures, sounds, animations to be exclusively used for Darkmod content. You would either have to replace ALL assets or contact every contributor and ask them to re-license their assets. Many contributors are no longer active with the project and haven't visited the forums in years so it would be no easy feat. I cannot speak to Debian policy but I think that they treat installers that add non-free content the same as non-free content itself. One could argue that Steam is such an installer but I guess Debian would counter that there are a few fully Libre games on Steam. I think Debian, Ubuntu, or Linux Mint need to consider a repo that allows for games (etc) that include non-libre content but intentionally offer this content for free to the community with no stipulations other than "don't try to sell it as a product".
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The gamepad implementation allows for a great degree of flexibility to personalize settings, aside from a few minor issues that I mentioned here: https://forums.thedarkmod.com/index.php?/topic/22337-gamepad-bindings/ I would say that playing TDM with a gamepad works very well, especially considering that it was implemented as experimental and hasn't been changed since then. If I could, I'd go back to 2021-you and congratulate you on buying that gamepad. I notice that your DarkmodPadbinds.cfg looks very different from mine...
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It seems like more and more "thief" and "thief players" is becoming a short hand to dismiss community members earnest desire to improve the game - which happens to be a barely legally distinct "thief style" game which was made by thief fans for thief fans and is "designed to simulate the stealth gameplay of Thief". Who is the predominant player base of the game supposed to be beyond fans of the thief games? Is there some better avenue to find feedback for the game beyond this forum? FOSS and linux forums? I have seen maybe half a dozen posts from that segment. I am a thief fan, I play thief fms, my association with those games is what drives me to play and make things for this game. Are we supposed to pretend the original games are not a huge reason why most of us are here at all? TL;DR version:
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Thanks! 1) Doing LONG_PRESS PAD_A (what I, for lack of knowledge, call "jump-mantle" or "_jumpmantle") differs from doing PRESS PAD_A ("_jump"). "_jumpmantle" differs from "_mantle", so they must be mapped to different button-calls. "_jumpmantle" differs from "_jump", so they must also be mapped to different button-calls. This appears to be the case, but it is not evident (or changeable) in DarkmodPadbinds.cfg. "_jumpmantle" seems to be hard coded to always connect to the same button as "_jump" but with a long press. It is as if bindPadButton PRESS PAD_A "_jump" is not actually just binding PRESS PAD_A to "_jump", but rather interpreted as "link PAD_A (regardless of button press time) to behave exactly like keyboard SPACE for short and long presses". I would have expected the default DarkmodPadbinds.cfg to explicitly read: bindPadButton PRESS PAD_A "_jump" bindPadButton LONG_PRESS PAD_A "_jumpmantle" bindPadButton PRESS PAD_B "_crouch" bindPadButton LONG_PRESS PAD_B "_mantle" ... but neither LONG_PRESS PAD_A or "_jumpmantle" is listed in the file. If there are actions "_jump" and "_mantle", I suppose there must also be an action "_jumpmantle" since it is possible for the player to do all those movements: * "_mantle" does the movements "crouch on the high surface, then stand up" * "_jumpmantle" idoes the movements "jump slightly forward, then land standing on the high surface" * "_jump" idoes the movements "jump up, then land exactly where you started" If the actions "_jump" and "_moveup" are not synonymous, then perhaps the action "_moveup" is what i call "_jumpmantle"? 2) Thanks for the link! It was useful in more than one way. I'll link to that page from https://wiki.thedarkmod.com/index.php?title=Bindings_and_User_Settings#Gamepad_Default_Bindings if I can get an account on the wiki, which proved more difficult than i thought (https://forums.thedarkmod.com/index.php?/topic/22327-how-can-i-create-an-account-on-the-tdm-wiki/). However, it does not answer my question how to find out the name ("<button>") used for a button on my gamepad. Basically, I would need to press the button on my gamepad and some program could tell me "That button is called 'PAD_A'". In my case, I have a gamepad "Logitech F310" (https://commons.wikimedia.org/wiki/File:Logitech_F310_Gamepad.jpg) which has a "Logitech button" (see image) that I want to use. I was hoping to find out the "button name" for that button and then edit DarkmodPadbinds.cfg to map it to a function. 3) ... but if that button has an "unusual name" that TDM does not recognize, then it may perhaps not work. E.g. if that button is called "PAD_LOGITECH" and TDM cannot recognize that name, then I cannot map anything to it via DarkmodPadbinds.cfg. Using QJoyPad I can map any keyboard key to it instead, as a workaround, but I cannot map MODIFIER to it (since MODIFIER cannot be set to a keyboard key). If current implementation is still called "experimental", then I must say it works very well; @cabalistic: kudos for that! I may not have continued playing TDM had it not worked with a gamepad.
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And those pics that Daft Mugi posted do show the problem with TDM maps, but I also have to say, that is a problem with TDM shadow maps, not with maps in general, I never seen such ugly issues in Stalker for example or Call of Juarez and many other games. Perhaps those shadow maps issues arise from people not thinking of shadow maps at all, when creating their lights, shadow maps do require a little more tweaking to look good, specially at grazing angles, because they are literally textures, so perhaps moving the lights a little solves those problems or even increasing the shadow map res. Just think about this, if shadow maps where that ugly, the gaming industry would never deprecate stencil shadows and we would still be seeing a ton of games using them, but is totally the contrary, games with stencil shadows, are the minority, even idSoftware removed them, I think since Rage (i'm not totally sure about Rage...) and up (besides obviously Doom 3 BFG). For example: Wolfenstein II Dishonored 2 Evil within 2 (this particular shot is impossible with stencil shadows, because of the blood that is a particle effect with alpha) etc. For obvious reasons TDM fans have a good opinion of stencil shadows and I comprehend that, they do look very good, TDM and Wolfenstein 2009 are the games with the best soft stencil shadows that I haver seen, but maps can also look good, if given the chance and used to their full potencial. another game with good stencil soft shadows Thou tree shadows on this game seem to use something else or literally stencil shadows because sometimes they look like a blob on the floor instead of seeing the individual leaf.
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It is possible that this is a setting that needs to be activated to work: https://mantisbt.org/forums/viewtopic.php?t=23221
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Figured this interview might be of interest for folks here... http://www.wired.com...rmack-doom/all/
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- doom
- john carmack
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(and 1 more)
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