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  1. I still play classic Doom (albeit with user-made mods and maps rather than the original campaign) on a regular basis. A game from the early 90's which has still got a healthy following in 2022. Pretty amazing.

    1. Airship Ballet

      Airship Ballet

      I think new levels are great! Some of the mods people have come up with are crazy, like whole new games for better or worse. Blood still getting content made for it is what I'm all about though.

    2. datiswous

      datiswous

      How does classic Doom compares to Quake 1 in your opinion? I haven't played Quake much personally.

    3. Xolvix

      Xolvix

      I like both equally well, especially since Quake also has a strong following and plenty of maps/mods. Doom focuses more on masses of enemies (easy to do since they're all sprites), Quake focuses more on intricate levels and navigation, since you can jump now and maps tend to take advantage of the improved movement. Quake's palette is a bit less colorful than Doom but it lends itself to a certain style of map a lot better, grittier and more morbid.

  2. New script for mappers: my flavour of a fog density fading script. To add this to your FM, add the line "thread FogIntensityLoop();" to your map's void main() function (see the example in fogfade.script) and set "fog_fade" "1" on each foglight to enable script control of it. Set "fog_intensity_multiplier" on each info_location entity to change how thick the fog is in that location (practically speaking it's a multiplier for visibility distance). Lastly, "fog_fade_speed" on each foglight determines how quickly it will change its density. The speed scales with the current value of shaderParm3, using shaderParm3 = 1000 as a baseline. So i.e. if shaderParm is currently at 1/10th of 1000, then fade speed will be 1/10th as fast. Differences to Obsttorte's script: https://forums.thedarkmod.com/index.php?/topic/14394-apples-and-peaches-obsttortes-mapping-and-scripting-thread/&do=findComment&comment=310436 my script uses fog lights you created, rather than creating one for you. Obsttorte's script will delete the foglight if entering a fogfree zone and recreate it later more than one fog light can be controlled (however, no per-fog-light level of control) adding this to the map requires adding a line to your void main() script, rather than adding an info_locations_settings entity with a custom scriptobject spawnarg in my script, mappers set a multiplier of fog visibility distance (shaderParm3), while in Obsttorte's script a "fog_density" spawnarg is used as an alternative to shaderParm3 smaller and less compactly written script fogfade.scriptfogfade.map
  3. I can confirm your issue. My monitor can run at 165 Hz so I set the in-game FPS cap to 166. When capped at 166 FPS I can't hear any faint footsteps while creeping either, but when set to a cap of 144 FPS the creeping footsteps played as expected. I've only played a handful of missions since I got this monitor so I likely just didn't notice this and if there were any other oddities like the camera and other movement, I didn't notice them either. Still, there's clearly something subtle happening at higher frame rates. I'd be curious if the problem happens on say a 60 Hz monitor but still capped at 166 FPS. Guessing it would. As for the other thing you noticed where the actual frame rate cap doesn't seem to match the one selected in the menus, I think this is more of an issue with the Doom 3 (id Tech 4) engine the game uses as its base. My understanding is it took some work to actually get higher frame rates than 60 working in the game in the first place. Even the dhewm3 source port of Doom 3 doesn't have it working correctly. Even if you uncap the FPS the timing of the game goes to warp speed and it's completely unplayable. https://github.com/dhewm/dhewm3/pull/297. Amusingly there's at least one TDM dev who posted there, since people talk about how TDM implemented their own solution (not without its own bugs).
  4. True, but, 1. this thread is called "Western stealth FPS with Stephen Russell", and, 2. nothing you said changes anything for me. The gameplay still doesn't look like something I'd enjoy. And, if you really think this forum is cynical, then you don't visit forums much. Actually, the majority of the users are are pretty mature, unlike in other forums.
  5. Before Doom 3 was GPL, this was the guide: https://wiki.thedarkmod.com/index.php?title=Coding_in_the_SDK
  6. Perhaps id didn't cared for that loss on accuracy, at lest for Doom 3, is hard for me to believe they did that for lack of knowledge or something but who knows. Is this code still in BFG?
  7. We didn't make the holidays (such a busy time of year) so here's a New Year's gift, an unusual little mission. Window of Opportunity Recover an item for a regretful trader out in a wilderness setting, and discover more! Available within the in-game mission downloader or: Download: http://www.thedarkmo...ndetails/?id=79 Alternative: https://drive.google...WTMzQXZtMVFBSG8 Some unorthodox gameplay on regular/ghost difficulties. (Arachnophobes might prefer short mode...) Please expect to need your lantern in regular and ghost modes! Short ("easy") mode is a smaller map, so if you are looking for areas others reference below, or 100% of the loot, you'll need to play on another mode. I wanted to create my first mission before I became influenced by too many others' ideas, and limited myself to what has been done before. As such, this mission is not set in a city/town, and has some features that are likely to be provocative. There's a section some really like, which others don't, either way I kept it short to not last too long. That being said, I hope you do find it fun! :-) Special thanks to those who provided valuable testing and feedback: Goldwell, Kyyrma, plotzzz, 161803398874989, PPoe & Bikerdude (who also contributed a sound). (Please remember spoiler tags to not expose things meant to be discovered by playing.) Like so: [spoiler]secrets[/spoiler] If you are having trouble finding the main objective, here's what to pay attention to in the mission for hints: There is a spot it's possible to get stuck on the ground in the corner by the cliff/rockfall where there's a rope laying on the ground, please take care if you poke around there!
  8. I'm looking for some clarification on how well DarkRadiant supports mapping for Doom 3. I'm trying to open alphalabs1.map from pak000.pk4 and it doesn't seem to be reading it properly, there are some brushes sitting outside the map which don't appear when I open the map with D3Edit (see the attached picture). Unsurprisingly, if I then save the map and try to compile it with dmap in the console it gives me a leaked error. I have the game type set to Doom 3. I guess my question is: Is my DarkRadiant probably configured improperly, or should I not expect everything to go smoothly for these sorts of pathological cases (complicated map, made in a different editor, etc.)?
  9. Four years ago I was in the process of creating a PDF guide for DOOM 3 mapping using Darkradiant and it's been on my HDD ever since waiting to be finished. I've been updating it to the latest version of Darkradiant and I've noticed that the anim property for enemy entities has now been removed. How are enemy animations added for DOOM 3 maps in later versions of Darkradiant?
  10. Woo!! 2.10 Beta "Release Candidate" ( 210-07 ) is out:

    https://forums.thedarkmod.com/index.php?/topic/21198-beta-testing-210/

    It wont be long now :) ...

  11. Beta 11 Fix finished-on state auto-update was unreliable Slighty improve scanner title/author detect Tags are now named some whatever regular-version-looking thing to force GitHub to put the newest at the top
  12. After all the research I've done so far and comparisons, including reading the history of the development of TDM. It seems TDM would be the best engine possible for DOOM 3. Any thoughts, or avenues to pursue on this from anyone constructive would be much appreciated.
  13. I don't think there's a link to thedarkmod.com on forums.thedarkmod.com ...

    1. datiswous

      datiswous

      Yeah and the wiki and moddb. It should have those links in the footer I think. Probably easy to add by an admin.

      Edit: And a link to the bugtracker. I'm always searching for a post in the forum that links to that because I can't remember the url.

    2. Petike the Taffer

      Petike the Taffer

      I drew attention to this several times in the last few years. No one payed it any attention, so I just gave up.

    3. duzenko

      duzenko

      Reluctance to improve the forums is matched by reluctance to allow more people to work on it. Talk about trust and power.

  14. Yes, thank you. My question is if there is a catch-all configuration for a gamepad since apparently there's no gamepad support by default. Even though Doom 3 was released on consoles as well. I imagine this means no rumble, vibration support for gamepads neither. Just wanted to double check if there is an easy workaround that I missed. Apologies for the confusion.
  15. 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
  16. 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/
  17. Dhewm3: static void WriteFloat( idFile *f, float v ) { if ( idMath::Fabs(v - idMath::Rint(v)) < 0.001 ) { f->WriteFloatString( "%i ", (int)idMath::Rint(v) ); } else { f->WriteFloatString( "%f ", v ); } } Hmm... The original GPL Doom 3 code: static void WriteFloat( idFile *f, float v ) { if ( idMath::Fabs(v - idMath::Rint(v)) < 0.001 ) { f->WriteFloatString( "%i ", (int)idMath::Rint(v) ); } else { f->WriteFloatString( "%f ", v ); } }
  18. Hi I use Darkradiant primarily for making base Doom 3 maps, and apart from its propensity for causing windows to think it has frozen when switching between lighting and other modes (in some cases it actually does) it is a very good editor. However, when it comes to the issue of creating breakable lights, I am unable to do so due to the fact that this requires 'grouping' the light entity with the light patch. Doom 3's built in editor allows for this, but I cannot find this function anywhere in Darkradiant. I could use the built in editor, but I am accustomed to using Darkradiant, and am reluctant to edit maps in another editor for fearing of creating problems with the map. How do I 'group' two entities in Darkradiant? I must emphasize the difference between 'group' and 'connect' or 'bind' as I understand the latter two.
  19. Well, let's explore this a bit. How can this be solved? Currently, creeping overrides running (like you said). Here are a couple issues or considerations: What about players who want to keep the fine control of toggling each one independently? Perhaps some players want to go from creeping to running. At the moment, the code is written in such a way (due to its Doom 3 history) that toggling creep can set the toggled run state, but toggling run cannot set the toggled creep state. The toggle creep key can set the toggled run state to walk but only once. If the player presses the toggle run key again, it will toggle without regard to the toggled creep state. Fixing this would require a lot of code rewriting. Brainstorming: It almost sounds like increase and decrease speed keys are desired. Run key to go from creep to walk and from walk to run. Creep key to go from run to walk and from walk to creep. If you're curious to give this a try, here's a Linux test build that matches beta212-05 (rev 16950-10635) with the following change: The toggle creep key sets the toggled run state to walk but only once. If the player presses the toggle run key again, it will toggle without regard to the toggled creep state. https://drive.google.com/file/d/1osTCQRf7LQ5wPvhGl2uRU4NcFnJPEu9_/view?usp=sharing
  20. If the "mission fails as soon as stealth score turns non-zero," that would not be good for ghost players. They might need to find out "how" they failed and experiment to avoid alerting guards. They might need to take those score points as a "bust". They might need to take those score points to complete an objective. Then, mission authors would need to encode exceptions into their missions, which would be a lot of work (if they decide to do it at all). However, part of what makes ghosting challenging and fun is when mission authors do not create their missions with ghosting in mind. Please see: Official Ghosting Rules: https://www.ttlg.com/forums/showthread.php?t=148523 Writing code for these rules would be a huge undertaking. Ghost Rules Discussion: https://www.ttlg.com/forums/showthread.php?t=148487 Creating an official mode could alienate these dedicated ghost players, because it would clash with what is considered ghosting in the community. Including the Stealth Stat Tool mod in the official release would be more useful. Or, making the audible alert states of guards quick and easy to recognize could help as well. For these reasons, I don't agree with an official "Ghost" mode. If the dev team were to do it, we should consult with @Klatremus so we get it 100% correct or not pursue it at all. (This ghosting bit should probably be in its own thread.)
  21. The Doom series went from action in 1 and 2 (along with Doom 64 and Doom RPG) to horror in Doom 3 and back to action in Doom 2016 and Doom Eternal. Now, I absolutely loved the epic saga of the Doom Marine in 1 and 2 turning into the legendary hero in Doom 2016 and Eternal, but as a fan of Doom 3's horror, I feel bad that the horror reboot was un-rebooted. Would you guys like it if in the future, a sequel to Doom 3 was made? I know that The Dark Mod started out as a Doom 3 mod.
  22. Years ago, to try and do a little Moddb participation project, I wrote a little blog piece about my take on the whole Doom 3 mod scene. At the time, I was roughly trying to parse out the factions within that community and my general feelings towards both the original game and the mods affect on it. Results, pretty much an awkward Myspace post about Doom 3: http://www.moddb.com/members/nbohr1more/blogs/reasons-to-own-doom-iii Oh well, hindsight is 20/20 eh? The general premise still stands though. Doom 3 is a game that uncomfortably straddles between a mindless shooter and a survival horror title. It's interesting to consider that Doom 3's cerebral attributes seem to be inherited from System Shock which heavily influenced it's design whereas I can now confidently say that Doom 2016 is a byproduct of Doom 3, Brutal Doom, and HL2 \ Black Mesa (with the latter being a particularly strong influence). While there are some flashes of brilliance in the early levels of the game, the true glories of the Doom 3 experience are in the Hell levels where the organic environments and intense demon fighting action take center stage compared to the claustrophobic jump-scare maze of offices in the research facilities. Still, there is SOMETHING there in that early gameplay that feels like it had the potential to be far more interesting than the version that shipped. I think that is why so many mods have tried to tinker with ammo amounts, difficulty, AI accuracy, etc to refine what was good about these areas. Alas, most of these endeavors have failed. Up 'till this point, Dentonmod was really my go-to gameplay modifier. I mostly used it for the included gore and weapon physics. It was more satisfying to watch my weapons display more powerful damage effects even if they didn't inherently change any of the difficulty behaviors. (I keep putting it on the back-burner but I have planned to fiddle with Flaming Sheep's Classic Doom 3 and Denton mod to make a combined mod so that all the functionality from both remains intact.) (Action Side) So, one evening, when scanning the Doom 3 mod section I came across the DoomReborn mod which I had seen a few times before and decided to finally give it a try. Up to this point, I had avoided it because it looked pretty garish and I thought that Classic Doom 3 had already accomplished this feat much more appropriately with better level design. I was surprised to find a completely different experience that was really a thrilling throw-back to the original Doom 3 feel. DoomReborn may not look so great in screen-shot form, but when played it's dimensions, player speed, and color scheme all subliminally link you back to the original Doom game and it makes you feel more like you are playing the most advanced Doom 1 graphics mod rather than a Doom 3 modded to play Doom 1 levels. I think it's a shame that the two projects were developed independently. Classic Doom 3's smaller, more closed-in, levels and slower pacing feel somewhat limp compared to the bombast of DoomReborn's sprawling 1000mph blast fests. So, I'll give a resounding "recommended" to DoomReborn if you are a fan of the arcade style action of the original Doom games: http://www.moddb.com/mods/doomreborn (Survival Horror Side) After that, and tinkering with a few other Doom 3 mods that mostly were variants of Sikkmod with Wulfen textures, I decided to check out one mod that was constantly mentioned in Steam forums. Strelok's D3 Enhancements. http://www.moddb.com/mods/streloks-d3-enhancement-mod I was absolutely floored! Stelok has done something quite special here. He's finally made the base Doom 3 game live up to it's survival horror leanings. Enemies no longer awkwardly lurch towards you as you fire ineffectual rounds at them. Now they rush at you in a way that recalls the menace of contemporary Zombie films. The whole feel of navigating the early missions is completely nail-biting. Also, weapon reloading is a manual affair. Once you run out of ammo, the game no longer wrests controls from the player and auto-reloads but instead leaves you firing empty clicks. You must take the initiative to reload. Another nice survival horror touch! The only down-side, I've encountered thus far are the Imp's. They are also sped-up and more aggressive to the point that it is very difficult to survive an encounter with more than two at once. With Doom 2016 out, this mod makes the virtues of Doom 3's design stand much further in contrast. If Doom 3 had launched like this, surely it would've been considered to be in the company of classic survival horror titles like the Resident Evil series. (Footnote) I have yet to revisit everyone's standard Doom 3 mod, Perfected Doom 3. The last time I tried this it was a horrible mess with inappropriate self-shadowing and strange "sharpened" textures with halo\emboss artifacts at the shading boundaries. (And it performed like a dog.). It looks like V-games may have made some significant improvements since I last looked into this, so I look forward to seeing the progress.
  23. 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.
  24. 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.
  25. revelator

    solus

    So id recently started dablling with linux derivatives as a main OS again after holding off for years due to some problems running my hardware when i stumbled upon Solus. Solus is a distro that was developed independently from mainstream linux (from the ground up) and uses its own desktop model called budgie (also comes with a plasma gnome and XFCE dektop). Solus uses its own package manager called eopkg and it handles flatpak and snap as well. I been very impressed with it so far as things just worked out of the box for most parts, only real problem i had was getting steam running which turned out to be due to my machine loosing internet connection when it was installing it which left some broken files and after an uninstall / reinstall it worked quite nicely. one warning though Solus comes with a linux steam integration tool which while cool has a rather annoying bug if you try to use the intercept library no games will launch (well alledgedly one will and it was made for that because it wont launch without it on groan...), so do not enable that setting. lutris also works pretty much from the get go though i had to do some reading to find out how to get it to synch up with steam (steam profile must be set to public in pretty much everything). So how does games work on it, well actually rather well proton has made strides in getting even the newest games to run on steam and the only games i so far have not been able to run is the division 1 and 2 but this a'int a problem with steam but with ubisoft connect which crashes and might get fixed in the future (damn launchers...). So far i been plaing baldurs gate 3, callisto protocol, crysis remastered trilogy, DOOM, starfield and a wealth of older games with it and no problems besides having to run baldurs gate in DX11 mode (not really sure why the vulkan driver is not working for this game on linux ???). I might actually step onto the linux platform for good when win10 goes out of support, and ill probably stay with solus since it is less cluttered than most other distros and main packages are built explicitly for it which again means stability as you dont get puckered into installing something which was newer meant for your OS (yeah i f.... up numerous linux distros over the years because you can install pretty much what you like even if it breaks everything, not so with Solus). This does not mean you cant have some nice app you need which was built against say gnome because you sit on a plasma desktop, you absolutely can but they are only avaliable as snap / flatpaks so each of them run in its own sandbox with all the dependencies only avaliable to said program and keept isolated from the system. try it out :) https://getsol.us/download/
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