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  1. I just spawned the entity class zombie but can work for entity func_fx how is possible by script? thanks
  2. Still spreading the word about TDM on forums to new peops... Funny to see people say "Awesome, I loved playing Thief back in the day!"

    1. Show previous comments  2 more
    2. kano

      kano

      Yes it was in a discussion where someone was saying how unhappy they are with the way game companies grant themselves permission to do whatever they like to your PC and personal info today. I pointed out that giving up games completely is an unnecessarily overkill solution when there are free games like TDM to play.

    3. Epifire

      Epifire

      Honestly the mod/Indie genre is still really booming right now. And they aint got no reason to do shady invasive privacy bs.

    4. Petike the Taffer

      Petike the Taffer

      What Epifire said. :-)

  3. A music video, that's a doom-style FPS browser game about waiting in line, where you have to punch yourself in the face: http://www.waitinginline3d.com/

    1. freyk
    2. teh_saccade

      teh_saccade

      He lasted 4 minutes longer than I did :)

       

  4. Hey, have you guys seen this? http://www.decarpentier.nl/armed-mine "Suppose a game character needs react to the direct impact of a bullet on its body. Trying to achieve this accurately for all possible impact positions under all possible conditions using only an animation system would require an enormous set of available animations to choose from. Only then, impacts would fit nicely with the any previous pose and activity. Alternatively, the animation system (and possibly other systems, like inverse kinematics) could be used to generate a frame-by-frame pose that acts like a target to drive an actual physically simulated character body towards. This would be a bit like having a virtual puppeteer (the animation system) control a simulated marionette (the simulated character body, or rag doll). Obviously, you could try to set the simulated pose instantly to mimic the target pose, but this would simply hamper and override the physics simulation, causing it to break in various ways. Instead of using infinitely strong marionette strings, it’s better to drive the body by relatively weak virtual springs. This way, the physics simulation always has the final say. For example, the body would normally match the animations closely. But when shot, the body would receive a physical push from the impact. This impact will push the pose away from the target pose, stretching the springs. Consequently, the stretched springs will start to push back towards their rest length, restoring the actual pose to the target pose over the course of a (fraction of a) second." Theres a full article explaining the mechanics, as well as a download link for the the source code. The result is bizarrely interesting. A thing that pushes itself pysically no matter what direction its facing, and reacts in real time to force (impact, bumps in direction). It would be brilliant to have TDM AI reacting more organically to force/damage, specially when hit by arrows, sword blows or thrown objects.
  5. Kinda feel naked without my Doom-Guy-Avatar. :D

    1. Show previous comments  1 more
    2. STiFU

      STiFU

      Well, as I recently said, it's kinda weird that you have known all these people for so long, but you know none of their faces. So here we are now! :-)

    3. Petike the Taffer

      Petike the Taffer

      "Habit is an iron shirt" (mail shirt ?), goes an old saying in my country. ;-)

    4. Epifire

      Epifire

      Yeah that always spins me out when people change avatars. Pretty sure as long as my name is Epi, then the Thief font logo shall remain :P

  6. So, what's the best way to play vanilla Doom 3 with soft shadows? I mean, like, the TDM soft shadows would be nice to have...

    1. nbohr1more

      nbohr1more

      Currently the best option is to get BFG and use Robert Beckeban's RBDoom3 fork. Someone could backport TDM shadows to vanilla though.

  7. How to design a not-very-good Doom level. Pack fifty high-tier monsters into a small hallway where the only way to fight them is to lower a lift that brings one or two down at a time. The player is stuck slaying them until boredom sets in. Of course he can take the lift up, but then he gets ripped a new one, emerging in the middle of the pack with no room to dodge.

    1. kano

      kano

      But, the level that preceded this one was quite fun.

    2. Zen3001
    3. Sotha

      Sotha

      Could the player get them to fight each other? At least in the original Doom (1993) it was possible to lure baddies to fight each other, which was hilarious.

  8. https://discord.gg/9wtCGHa There is a discord channel for Doom 3/idTech 4 users, players and alike!
  9. Been scouring the net for an active community for doom3 and this was the most active outside of github source codes... so I figured it might be worth a shot. Looking to see if there is anyone who can give me a hand fixing up the thirdperson cross hair for Doom 3 Ruiner. There are 2 bugs in it. I'm hoping to get a fix included for the upcoming, and long overdue, patch for the mod. This is probably the biggest bug in the mod. The first bug is from the trace line made to determine the cross hair's position. When playing the mod, type g_debugweapon 1 in the console to show the line used to determine the position and also for the melee combat related additions. When something gets in the way of the line, the cross hair won't update. This is easily duplicated by standing next to a wall or door way and just shooting. I have a hunch the issue is mainly caused by the shoulder camera offsetting the camera. Maybe being able to offset the origin of the line to the right would help? The other bug deals with launching projectiles from the barrel. When set to 1, the cross hair is always off. to counter act it an offset can be set in the cursor.gui It works alright, but will still be off when looking too high or low because of the weapons barrel position. The only thing I can think of is maybe a flag in the projectiles fired to aim towards it... which could look wierd unless the crosshair position is offset right in the cursor.gui. Any help would be really appreciated! We uploaded the source code for the mods years ago on the mod db. https://www.moddb.com/mods/ruiner/downloads/ruiner-hardqore-2-source-codes The crosshair is handled in the player cursor.cpp
    1. Tarhiel

      Tarhiel

      Awesome, congratulations!!! :o

    2. Bikerdude

      Bikerdude

      Yup, all the remianing bugs were ironed out, so it nigh on perfect now.

    3. AluminumHaste

      AluminumHaste

      version 2.1 is now uploaded to mirrors ready to download.

  10. can somebody fix the mainpage of our site? http://forums.thedarkmod.com/topic/19469-new-layout-error/

    1. nbohr1more
    2. Springheel

      Springheel

      It's under construction at the moment.

       

  11. Experimenting with TDM on Steam Link on Android. see topic http://forums.thedarkmod.com/topic/19432-tdm-on-steam-link-for-android/

    1. freyk

      freyk

      Did the TDM team removed D3's internal Joypad feature? (tdm works only with systemkey binders for joysicks)

    2. freyk

      freyk

      Thanks to shadrach, i got my joypad working in TDM on steam link!

  12. Great mod, loads of fun. It modernizes Doom, but in a good way. Two things I would like to request. 1. sounds for waterfalls/liquid falls. It is nice that there are sounds for torches now, but it seems a bit strange when near a waterfall and there is no sound. Surely surfaces with flowing textures could be tagged to play a rushing sound. 2. Cyberdemon should be a bit tougher, at least against the BFG. He's supposed to be a bad-ass and instill fear in the player, so it feels kind of too easy to paste him with 2-3 BFG blasts. Thanks
  13. Did a great find today: Quake 4 mods for dummies. Now online readable. http://forums.thedarkmod.com/topic/5576-book-quake-4-mods-for-dummies/?p=412644

    1. Obsttorte
    2. Bikerdude

      Bikerdude

      He changed ita long while back, it was so he was using the same name as he uses on other forums.

  14. So, I'm not sure how much changes you have made to the renderer and it's integration with the rest of the engine, so I do not know if this is at all feasible even, but a Vulkan renderer for the Doom 3 Engine has been released Open Source and perhaps it would be a good idea to integrate this in the future. Here's the article, it includes links to the Github Repo etc. http://www.phoronix.com/scan.php?page=news_item&px=Vulkan-Doom3-Available I understand that this might be quite an undertaking, and I do not at all expect this to be a feature in the near future, I just thought I'd share this information, and perhaps you could make use of it ^-^
  15. That moment you log into TDM forums and suddenly feel nostalgic...

    1. Sotha

      Sotha

      Protip: if you never log off and stay for ever, there is no nostalgia when you visit.

    2. Melan

      Melan

      Welcome back!

    3. RPGista

      RPGista

      Haha yeah, I feel like that from time to time. Good to see you around.

  16. A moment of appreciation for Brutal Doom... Someone has finally managed to mix the good aspects of old and new games correctly in a way that creates something that feels new, but is not watered down. There is no two weapon limit, auto-healing, or snail-like movement. What there is, is a whole lot of blood and guts, grenades for clearing out monster infested areas, multiple functions for weapons, fast paced action, easter eggs/secrets, smarter/tougher monsters and an unlimited number of levels...

    1. Sotha

      Sotha

      Brutal Doom is awesome! No way I'm playing the old Doom after that.

    2. teh_saccade

      teh_saccade

      tempt you with doom 2?

       

      https://classicreload.com/doom-ii-hell-on-earth.html

       

      (that i paid £50 for way back when - 4 discs!)

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