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I didn't know that Thief is so heavily influenced by Quake...
New Horizon replied to chakkman's topic in Off-Topic
Yeah, Quake influenced the Dark Engine. I read some interviews over the years where some Thief designers talked about that. In a way it made the Doom 3 engine feel like a distant cousin to the Dark Engine. Probably why The Dark Mod felt so Thief like from the earliest days. The Doom 3 engine, having shared old Quake foundations, still had that feel. -
Hi, This is just me being a bit curious. I've grown quite fond of DarkRadiant, so I tend to use it over the built-in d3-editor when mapping for Doom as well. However, there is one thing that doesn't work well, and It's when you have a specified model for the lights. So if you open up any map, you'll see the box with a question-mark instead. This is usually when there is special things going on like breakable lights etc. Is that just functionality that was never needed for the Darkmod/DarkRadiant or is there something else going on ? I tend to use d3-editor just for those special cases.
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Doubt it. I don't think the Navi 31 GCD is in production anymore. Maybe we'll be seeing the 9070 XT sliding ahead of the 7900 XTX a lot in the future, such as in Doom: The Dark Ages, a raytracing-mandatory title: https://www.techpowerup.com/review/doom-the-dark-ages-performance-benchmark/5.html
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That is very surprising, idDebris imo was a very useful entity, not only for projectiles, thou this "flinder" class apart from the physics seems to be the same thing, thou I was unfamiliar with that word. Also probably idDebrie add code that couldn't be transferred to standalone TDM or something. I would love to give better help because I do think more destructibility for TDM objects would be cool, but unfortunately I did that stuff so long ago that I totally forgot how I disabled the physics. I went to look at the Doom 3 idDebris c++ code and saw nothing directly that says "disable physics" but I did saw something in Entity.cpp, a function called RunPhysics() that is also called by idDebrie class, and on there, I saw a particular entity flag, one called "fl.solidForTeam", that sounds like it controls physics for entities in the same "team" and that is probably what I used. So I imagine that there's a way to negate this flag through scripting? try writing a entity spawnarg "solidForTeam 0" on the flinder objects in the editor.
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Fm Down by the Riverside crash to desktop
stgatilov replied to datiswous's topic in TDM Tech Support
"Frontend acceleration" is the user-side name of cvar r_useParallelAddModels, which controls job-based parallelism inside frontend. And cvar com_smp controls the original two-thread parallelization which was present in Doom 3. We used to have a troubleshooting switch for it in the menu, but later we deleted it because this parallelism seemed stable enough. If you are interested, it is described here: https://wiki.thedarkmod.com/index.php?title=Tracy:_timeline_profiler#Gameplay -
have you looked at the "colored" stage keyword? Not sure about TDM but some Doom3 materials use that to create different colored objects, that share the same material and textures. from here: https://iddevnet.dhewm3.org/doom3/materials.html there's also: https://modwiki.dhewm3.org/Colored_(Material_stage_keyword) About a tutorial I don't really know one, so I hope this is enough hints to get you going. What I did and always recommend is to take a look at Doom 3 materials (and why not TDM materials) and see how they did it.
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idTech4 engine has used on Doom 3 already had a destructible entity system for the destructible barrels, was that removed? In Doom3 you can create debris entities and they become physics entities, never heard of this "flinder" stuff so I assume is a new TDM entity type. Don't know if this is useful for TDM, if not ignore, but who knows could give some hints. This was how I created a simple destructible wood barrel in Doom 3 engine. First I defined the broken debris peace's: (yes they are individual entities and models) entityDef debris_woodbarrel_1 { "spawnclass" "idDebris" "mins" "-3 -3 -3" "maxs" "3 3 3" "model" "models/maps/temple/mapobj/pipo broken/pipo_debri_1.lwo" //"skin" "skins/exp_barrel_red" "health" "0" // amount of damage projectile can take if damaged (0 means it can't be destroyed) "velocity" "1 1 450" // how fast the projectile leaves the gun (or distance if fuse is 0) "random_velocity" "1" "angular_velocity" "105 215 10" // how the projectile is rotating when it leaves the gun "thrust" "0" // the rate of acceleration (always in the direction of the projectiles model) "thrust_start" "0" // when to start accelerating "thrust_end" "0" // when to stop accelerating "linear_friction" "1.0" // "air" friction "angular_friction" "0.1" "contact_friction" "0.9" "bounce" "0.1" // how much speed a projectile retains when it bounces off of objects (coefficient of restitution). 0 means no bounce. "mass" "50" "gravity" "1066" // how much gravity affects the trajectory. gravity direction is same as the entity that fired it. "fuse" "10" // how long before the projectile is removed or self-detonates. Use 0 for beam weapons (velocity == distance). "detonate_on_fuse" "1" // whether projectile should detonate when it's fuse runs out "detonate_on_death" "0" // whether projectile should detonate when it's "killed" (health runs out) "detonate_on_world" "0" // whether projectile should detonate when it hits an obstacle "detonate_on_actor" "0" // whether projectile should detonate when it hits a character in the game "smoke_fly" "debristrail.prt" // particle effect while in the air "snd_bounce" "tray_impact" // parametric particles -- temp "model_detonate" "" "smoke_detonate" "" // particle effect when detonates "smoke_fuse" "" "smoke_bounce" "" } entityDef debris_woodbarrel_2 { ... } etc, then I define the main entity: entityDef moveable_woodbarrel { "editor_color" "0 .5 .8" "editor_mins" "-16 -16 0" "editor_maxs" "16 16 48" "editor_rotatable" "1" "editor_usage" "Moveable woodbarrel. Works just like a func_moveable. However the barrel" "editor_usage1" "has special handling to make it appear more round. This version also explodes when damaged enough." "editor_usage2" "Only add model, model_detonate or model_burn or health to override defaults" "editor_var burn" "number of seconds to burn before exploding." "editor_model model_damage" "model to leave as damaged base" "editor_model model_detonate" "ips model to switch to for explosion." "editor_model model_burn" "ips model to show when on fire." "editor_var def_debris" "add as many as you like, debris1, debris2, etc.. " "editor_var health" "how much health the barrel has, default is 5. If burn is set to 1, the health is effectively doubled so you have to kill it twice to get the explosion" "editor_var respawn" "if non zero the number of seconds to respawn after killed" "editor_var respawn_range" "no player in distance range to actually respawn - default 256" "editor_var respawn_again" "try again in seconds if player in range - default 10" "editor_var triggerTargets" "if set to 1 will trigger targets after being killed" "editor_mat mtr_lightExplode" "light shader to use for explosion" "editor_mat mtr_lightBurn" "light shader to use for burning" "spawnclass" "idExplodingBarrel" "density" "0.02" "friction" "0.2" "bouncyness" "0.4" "def_splash_damage" "damage_moverCrush" "ignore_player" "1" "model" "models/maps/temple/mapobj/pipo.lwo" "def_debris" "debris_woodbarrel_1" "def_debris1" "debris_woodbarrel_2" "def_debris2" "debris_woodbarrel_3" "def_debris3" "debris_woodbarrel_4" "def_debris4" "debris_woodbarrel_5" "def_debris5" "debris_woodbarrel_6" "def_debris6" "debris_woodbarrel_7" "def_debris7" "debris_woodbarrel_8" "def_debris8" "debris_woodbarrel_9" "health" "35" "snd_explode" "wood_barrel_breaking" "snd_bounce" "woodimpact" } This was the effect: https://drive.google.com/file/d/1lsXwNssxp-QO3MZKOmUiBd1DWhd0V7HY/view?usp=sharing Hope this helps.
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And some info can be found on this forum topics and wiki. Wiki article: https://wiki.thedarkmod.com/index.php?title=Parallax_mapping Topic: https://forums.thedarkmod.com/index.php?/topic/22574-experimental-support-of-parallax-mapping-in-213/
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A few new articles popped up: https://www.gamingonlinux.com/2025/03/thief-like-free-and-open-source-game-the-dark-mod-2-13-brings-better-ai-vision-and-new-graphical-goodies/ https://www.pcgamesn.com/thief/the-dark-mod-update https://www.dsogaming.com/mods/version-2-13-of-the-dark-mod-thief-game-in-the-doom-3-engine-released/
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I looked into it with debugger. The mission_start sound shader does not run because it has "private" keyword, which means that only the entity which emits it can hear it. In your case "speaker_1" is the emitting entity, so player does not hear it. Now I see that only mission-related sounds have this keyword, and I wonder why is it even needed. I suppose it was necessary in Doom 3 multiplayer to make sure only local player hears some sounds he emits. But does it make any sense in TDM? Perhaps comment out all the "private" flags?
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Start here: All "potentially visible" ( from AI pov ) entities run the full render pipeline for a random group of nearby pixels. Light and shadow casting is interleaved with the results added to a weighted running average. Before we had the Doom 3 source, there was no good way to sample the light textures in parallel for better performance.
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In TDM 2.13 we restore the original Doom 3 option to change texture quality in the menu. Lowend players no longer need to tinker with the image_downSize cvars. Unfortunately, sometime after the release of "Seeking Lady Leicester" ( TDM 2.11 development ) some DDS textures were added to TDM that lacked mipmaps. On texture quality settings below "Full" ( default ), these textures will render black: If you want to use any of these textures in a mission, fixed versions can be found packed into the missions "Seeking Lady Leicester" and "The Imperial Sword". If you see any other textures that render black when texture quality is below Full, please report them to this thread. Thank you! Edit: Daft Mugi used a python script to find the remaining items ( added to the list above )
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The Dark Mod 2.13 has been released! A new era in accurate AI Vision! When id Software released the Doom 3 modding SDK, The Dark Mod team saw the potential for something more than a multi-player cops vs robbers game like Thievery UT. The sheer amount of access to essential game-play systems meant that a true Thief style experience could potentially be created. One of the first things the team did was to investigate how a light-gem system could be implemented. Having a good way for both the player and AI to know when the player is visible to others is a crucial part of the Thief experience so if we couldn’t build it then the dream of a Thief style experience was over. Fortunately, there were enough parts of the AI visual logic and more than a few stub pieces of the Render code that gave us the ability to build a robust system. The downside of the light-gem system was performance. Even though we did our best to limit the viewport and resolution of the light-gem image captures, often the light-gem would cut FPS in half ( or less ). This was pretty painful, especially since most computers could just barely run vanilla Doom 3 at acceptable FPS. After this system was fully functional, other aspects of AI vision were investigated. Obviously, we could not afford to run the light-gem render for every object or body the AI might see so it was decided that the AI would do a more simplified light-gem calculation for things other than the player. This meant that ( to the AI visual scan ) all light volumes would be either cubes or pyramids with perfect exponential falloff. We would run a line-of-sight check to the objects then ( if it hit ) calculate the pixel brightness by the location of the spot in relation to the center of the light(s). This was far cheaper than rendering the whole scene but heavily impacted accuracy. Many solutions were proposed to improve things but a solution evaded us for years. 2.13 changes things! Now we have a "stochastic sampler" model that does regular measurements of the actual light volume pixels and builds a "running average" of how illuminated different entities are. The days of seeing knocked-out AI in the middle of a bright spotlight get ignored are over. Now all AI and loot entities (etc) essentially have their own light-gem and it performs excellently! Magnificent Mission Management! Daft Mugi has drastically improved the GUI menus for mission management. The Dark Mod mission list and in-game downloader now have a search filter window that follows modern conventions of reducing the listed items as each new letter eliminates a possible matching mission name. Both lists can be sorted by actual name ( The Rats Triumphant ) or Chicago Style ( Rats Triumphant, The ). Additional mission details ( readme data ) can now be scrolled so players can see more information about the mission without having to navigate to the darkmod/fms folders. The menus have also been tuned with smaller font sizes for more practical mission listing and have been hardened against buggy order of operations issues so that you will be far less likely to encounter strange issues or crashes when downloading and installing missions. Parallax Occlusion Mapping! Stgatilov has added the oft requested POM feature to the latest Dark Mod release! WellingtonCrab has coordinated with him to provide examples and check the functionality and quality. Now The Dark Mod is ready to offer a quantum leap in perceived geometric detail with all sorts of surfaces realistically showing 3D parallax rather than the flatter looking normal maps we usually offer. WellingtonCrab also created many texture variants that are tuned to look better with POM enabled. Other Graphics Goodies! Now cubemaps \ environment maps respect more stage keywords. This means that faked reflections on water shaders can now move in relation to the water texture movement offering a more convincing illusion! Subviews ( cameras, portals, mirrors, xray, etc ) can now be nested. You can now have a skybox render in a camera view, etc. Volumetric lights and particles now render in mirrors! Alpha-tested surfaces get alpha shadows in Shadow Maps mode. Tone-mapping now supports range compression to prevent unwanted overbright areas. Arcturus has introduced some new metal materials that use improved cubemaps as well as skyboxes with clouds that use POM! Stability and Performance! The console variable system ( CVAR ) has been improved to be thread safe. This should resolve some rare crashes that involve weapon scripts that rely on CVAR values. We now automatically detect the number of CPU cores and allocate Jobs based on the detected specifications. Level loading has been given more parallel execution optimizations including optimizations for loading audio samples in parallel. Uncapped FPS is enabled by default so Linux players will not have a poor first time experience and many audio and video playback timing bugs that occur only in classic capped mode are avoided. Finally, Linux vsync support has been greatly improved. Improved Training Mission! The Training Mission is supposed to help players understand the basics of Dark Mod game-play and controls. It was created to coincide with The Dark Mod v1.0 and was not significantly altered until TDM v1.08 ( when Bikerdude did some texture replacement for 2.0 standalone and improved the overall visuals ). As such, many new game-play features that were added since 1.0 were never included in the mission. Now the mission has been upgraded to include more game-play features such as the Vine Arrow as well as getting further visual upgrades and EFX Reverb! Drunken AI! Now that the AI have better visual accuracy, Amadeus decided to balance things out by fixing many of the broken behaviors of Drunken AI so that they are more reliable and consistent for use in missions by default ( no need to extensively customize the defs or use scripting to improve them ). Potions! Dragofer and Amadeus have completed the work on the Slowfall potion originally prototyped by VanishedOne. They also incorporated the invisibility potion by Kingsal ! These now have pre-defined slots in the gameplay menu as well as the default shop menu design. Assets Galore! Along with new POM textures, we now have: A new modular pipe set A new Lampion entity Some new Factory Machine entities Ornate wood and stone relief textures A new AI praying animation A new AI smoking animation And many fixes or improvements to existing assets EFX Reverb Location Preset! Frost_Salamander took some time away from his continued work on the excellent “The Lieutenant” series missions to make EFX reverb setup easier for himself and other mission authors. You can now add EFX preset spawnargs to location entities rather than having to use the EFX def file. Translation Packs! Between TDM 1.06 and 2.0 Tels and the translating community started translating many missions but these translations required that the original mission be altered in a way that made it harder for the mission authors to revise. That meant that translation packs were in limbo being hosted by 3rd party sites \ forums along with their orphaned old missions. The translators over at the Darkfate forums came up with an solution by including not only the translation strings in the translation pack but also the altered map files, GUI defs, etc that had translation work done to them. This would leave the original mission untouched but allow translation packs to override some parts. We have gone through the old archives of these translations and have reworked them to work with the latest version of TDM (and the associated missions). Most of the translations are Russian ( due to the continued work of the Darkfate people ) but many of the early TDM missions also have German, Italian, French, etc translations too. Also Nolok contributed a brand new Catalan menu translation! Subtitles! Datiswous has been creating story subtitles for many of the existing missions in the TDM mission database. Most authors have incorporated these into their official releases, otherwise players can still add them to the FM folder. A detailed list of changes can be seen here: https://wiki.thedarkmod.com/index.php?title=What's_new_in_TDM_2.13 To UPDATE, simply run the tdm_installer.exe file in your darkmod folder. Note that tdm_update.exe is no longer supported, but you can download the new installer from the Downloads page if you don’t have it yet. Please be aware that old saved games will not be compatible with 2.13, so finish any missions you might be in the middle of first! Also, some missions created prior to 2.13 may need to be updated so they will be playable in 2.13. Before upgrading, set TDM to use one of the built-in missions ( Training Mission, A New Job, Tears of St Lucia ) then use the in-game mission downloader to check for updates
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@nbohr1more, I just recently noticed that back in Oct you reported in https://www.ttlg.com/forums/showthread.php?t=152771 I didn't see anything about this in the current "What's New in 2.13". Will this new functionality actually happen for 2.13, and if so what FMs can now be re-downloaded to get the enhanced translation packs? Particularly "early TDM missions [that] also have German, Italian, French, etc translations". Pointer to any new bugtracker/forum/wiki info about this appreciated.
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That's a pity, and rather an oversight in my opinion (although not very surprising, most of the licensing stuff wasn't really thought about very much until far too late in development). A couple of possible ways around it: Anything that came directly from vanilla Doom 3 would be covered by the id software license, which might be GPL for everything. In this case, the license cannot legally be changed by TDM and must be the original GPL license. For example, the func_static entity def has obvious references to "demonic" which suggests it is based on the original D3 definition. In many or most jurisdictions, purely functional elements which do not contain any creative or original content, or are needed for interoperability, are excluded from copyright protection altogether. This is how WINE is allowed to implement the Win32 API without permission from Microsoft, for example. This might make it possible to use certain entity definitions by stripping them down to the bare bones, and removing all original content such as documentation. Some entity definitions might not be as important as you think: atdm:entity_base, for example, only contains editor documentation for the various spawnargs (which could be re-written from scratch using original language, or just left out altogether).
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I think it's good to make sure it's only happening in 2.13 and not also in 2.12. If it also happens in 2.12 it's probably just an (lod related) mission bug that the missionmaker (bikerdude) has to fix. I already send your post info to him (he's not on the forums)
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I played Prey in 2021 I think. I think I was strongly biased because over time I tried to change the focus. When I compare Prey to HL2, FEAR, Quake 2. Prey felt so out of place. But compare Prey to Unreal, Unreal 2, doom 3. The walk on walls and ceiling and the portal tech were super cool for the players at the time. It's interesting that I loved FEAR. But when I searched the web for opinions about it I've found lots of ppl saying that FEAR was bland, crude. That Condemned was a much better game. For some reason the plot of FEAR with supernatural horror got me hooked in and made me not care much about the repetitive gameplay.
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I did a bit of digging through the forum settings and I could not find any configuration for this. Looking at the underlying code, the comment count per page is hardcoded to 3. I could update the code, but I'm reluctant to do so as this would need to be re-applied after each update. That being said, it looks like we should start to brace for status updates being removed as Invision Forums v5 no longer supports status updates (we're still on v4.x): https://invisioncommunity.com/deprecation-tracker/status-updates-r19/ https://invisioncommunity.com/forums/topic/480551-status-updates-have-been-removed-in-v5/
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Something wrong with the hosts? See following topic for the investigation. https://forums.thedarkmod.com/index.php?/topic/22663-cannot-download-dark-mod/
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Maybe something is wrong on the hosts on that time? Others cant download it as well. https://forums.thedarkmod.com/index.php?/topic/22662-error-missing-end-chunk-0-193/
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a doom pdf editor wtf... were doomed
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https://doompdf.dev/doom.pdf
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I would like the development team to consider applying the GPL3 licence to the following Text file which was created by @Tels, @Greebo and @Dragofer. tdm_internal_engine.mtr (darkmod>materials) The reason for this request is that it is a critical core file and without it the engine (when built from source) cannot launch at all. I would also like to query whether the following script files created by @Obsttorte and @Dragofer: tdm_audiograph.script tdm_camgoyle.script tdm_grandfather_clock.script tdm_safe_lock.script tdm_safe.script tdm_turret.script were intentionally released under the CC-BY_NC_SA_3 licence or if this was an oversight? I ask since all other .script files included with TDM (and which are all called by the engine source) all contain GPL3 headers while these files have no licence information at all so naturally fall under the CC-BY_NC_SA_3 licence. Additionally in investigating which text files are required by the engine depending on scenario (and while I understand that the number of developers who are no longer on the development team may affect how many of these files can be licenced) I wondered if these too may be open for consideration as to their licence? tdm_base.def tdm_soundprop.def cursor.gui mainmenu_background_custom.gui mainmenu_background.gui mainmenu_briefing_video.gui mainmenu_briefing.gui mainmenu_credits_background.gui mainmenu_credits.gui mainmenu_custom_defaults.gui mainmenu_custom_defs.gui mainmenu_debriefing_video.gui mainmenu_defs.gui mainmenu_download.gui mainmenu_failure.gui mainmenu_loadsave.gui mainmenu_main_ingame.gui mainmenu_main.gui mainmenu_message.gui mainmenu_music.gui mainmenu_newgame.gui mainmenu_objectives.gui mainmenu_quit.gui mainmenu_settings_audio.gui mainmenu_settings_controls.gui mainmenu_settings_gameplay.gui mainmenu_settings_gamma.gui mainmenu_settings_guisize.gui mainmenu_settings_language.gui mainmenu_settings_video.gui mainmenu_settings.gui mainmenu_shop.gui mainmenu_success.gui mainmenu_utils.gui mainmenu.gui msg.gui tdm_objectives_core.gui tdm_subtitles_common.gui tdm_subtitles_message.gui tdm_gui.mtr tdm_tables.mtr tdm_guis.sndshd all.lang english.lang These provide the foundation of a working base main menu. TDM's main menu also includes several undocumented commands (that neither show in listcmds nor listcvars) which are useful to know for anyone wishing to use the base source code. I have listed the .lang files solely because of the #StringNum associations, I appreciate that they are not truly required for the above to be a foundation. While looking into how far I could break TDM in removal of files, I came across this thread by @Fiver suggesting a Libre version of TDM: https://forums.thedarkmod.com/index.php?/topic/22346-libre-version-of-tdm/ I believe that in that instance all text based files would need to be GPL3 licenced, leaving only videos, sounds, textures, models and the like as still being under the CC_BY_NC_SA_3 licence since remaking the files would likely result in most cases with near-identical looking files to the original. Thankyou for your consideration.
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It might be best to simply encourage them to come to the forums
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There's a person messaging the Dark Mod twitter account, saying they can do a Catalan translation of the game. I pointed them in the direction of the Wiki and the forums, but they're saying they want to email someone about it. I'm not really involved in the translation side of things, so I don't have any useful input here. Any ideas?