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  1. I guess it depends what "looks like shit" really means. Compared to what? Doom 3? Or to Thief itself? If it looks the same, then it would be ok. Expecting that it would look like D3 because it runs on D3 would be a bit naive though. Actually, even if it looks like crap (meaning not worse then the original games, not saying that the look like crap just in comparison to nowadays engines ) I would like to play it. This way there would be a single engine to play all of them, which would be cool. But it definitely will not happen.
  2. Confirmed. Editing out these extra properties causes the map to load successfully. This looks like a bug, if Doom 3 can cope with worldspawn properties then so should DR. EDIT: It seems to be specifically the "name" property that causes the crash, other properties seem to be OK.
  3. Nice work. Though the heads look quite knwon to me from Doom 3. Maybe it's just because I know the game though. Anyway, we have no other heads at the moment so these are as good as any others. Maybe they could use a different skin with their hair though. They all look quite marineish with their short hair.
  4. You should be able to see now the coding forums and documentation/design as well. If not please tell me. If it doesn't work right away, you might need to log out and login again to refresh your settings.
  5. She told me in person that she'll do whatever it is that needs doing, she just wanted to experiment for a while, with the dragon thing. So she wants to help, so we can give her tasks now I'll get her set up with Doom 3 and the mod, and CVS.
  6. I have a problem; I only have Visual Studio 2005, and I can't compile any of the code because there are a bunch of errors and deprecation warnings. What dev environment did ID use for Doom 3?? VS.NET?? EDIT: Whoops, I meant to say that I had 2005 not 2003
  7. Doom 3 actually has code for slow-mo ragdolls they use for deaths. I'm not sure we want to go that route though.
  8. ascottk, I noticed you said the Doom 3 exporter for 3DS Max were too unreliable. Did you try to export the mesh into Maya and go from there?
  9. That grin - is it really so bad? Look at this: It looks a bit happy too... (maybe all mounted boar heads are happy - they could have finished in much worse way... ) Anyway - I'll change the eyes (diffuse and normal map as well) and maybe that'll help. @sparhawk - you mean the specularity of snout is too high? I can change it easily - it just looks diffrent in 3dsmax compared to Doom 3. I think it also has some smoothing problem... (the edge around the snout is sharp ) Anyway - thanks for feedback!
  10. LIKES 1 lower memory usage compared to doomedit 2 camera movement 3 the direction right click is going is a good direction clean but useful 4 I like texture menu just loads all the textures I select. Dislikes 1 entity inspector missing usage information. (Very helpful if it was available 2 Entity inspector missing create button 3 Entity inspectors is missing GUI, SOUND, SKIN, MODEL, preview button and preview window. 4 I miss pressing J to bring up the light inspector 5 I miss a separate light inspector that works outside the entity inspector(wht you get when you press J in doom edit Though the entity inspector does not have usage information available if it does get added it should expand on doomedits limited usage information by giving both side of the usage example: When you add a property to a target_x and trigger_y must have some other property added before it can trigger target_x. but you don’t know that until you read about it in trigger_X So I can’t remember exactly what property it was but it was like my example and I would have loved to know the other side of the usage information…anyways that is how I learned about the triggers and targets and gui and stuff. One night I sat and read the the usage and tested it in a test map. I suppose lots of us learn best when we can figure it out. Sometimes we can even learn a better way of doing something just by reading the usage information provided. And the key value information provided inside entity [like how to set gui_parm3 to name the area.]
  11. Whoa, what the hell. That's pretty damned cool! Too bad there isn't more stuff like this documented about the doom 3 engine. I would say that it must be an IK thing.
  12. Like I said twice already, I can't find the thief, or any other character in the right click menu in the Doom map editor...
  13. If you mean I haven't updated from CVS - the update completed just a few hours ago. What might help is if you were able to tell me where I could find our AI in the right click menu in Doom edit. @Spring - I updated the thief def. Moved his materials to a seperate material file, and hopefully he's an entity now, but I can't test that, as I said before
  14. I'm a also a Thief fan, but I still like to play shooters as well. Depends on the overall atmosphere though. I liked Painkiller and Prey, but I definitely didn't like Doom 3 even though I fervently played D1 and D2. And I also liked Quake 2 a lot (but not Q1).
  15. Well, I can't work out how to place a darkmod entity in the map inthe Doom 3 editor. When I rightclick, there is a darkmod category, and it's got like 5 things in it, none of them are characters. I CAN actually select the thief in the entity browser on the left, so that's something. Don't know how to create it in the map though, so I can't fully confirm for you if it works 100%
  16. Would these issues be improved by modifying the All Properties dialog so that you could enter a number of keys just by typing and pressing Enter (like Venus said)? I actually agree that the categorised entity list may need some improvement, for the simple reasons that I hardly ever use this method to examine keys - "too many clicks" I think is the problem. It is not obvious what to do about this: although a simple Doom 3 interface could be used, I don't want to lose either the newbie-friendliness of making all the available keys visible, or the key-specific editing interfaces (like the color selection button for "_color" keys). I wonder if the two interfaces could be combined in some way, bearing in mind the screen space is limited. I guess as a last resort a simple preferences option to select one of two interface styles would be sufficient, but I don't really favour this kind of thing because it requires twice as much maintenance, and doesn't encourage the development of a "good" interface which should be usable by all.
  17. We have decided to disable guest's right to post on the forums. You can still view topics but if you want to post you will need to register.
  18. I thought the nodraw solution was more of a workaround - hiding the sword then showing it when nessecary - when what we acutally want is for Doom 3 to dynamically attach any weapon we want to an AI's hand so that they can swing any weapon, rather than the specific one embedded in the mesh. Is this correct?
  19. Beautiful! This is exactly what I need! I wanted info on how to do the moving bone thing to tell Doom how the model is moving during the walk cycle - anyway, it's all in that doc plus it's a much more compressed version of exporting etc than the previous exporting tutorial doc we've been using. I'm going to post a thanks or something.
  20. http://forums.thedarkmod.com/index.php?act=Post&CODE=00&f=1 WOOT!
  21. I love how writing sound propagation code leads me to post uninformed questions in so many other development forums... Anyway, I have to load a collision model for doors early on in my code, and I have a choice about whether to let it go ahead and use the rendermodel as the collision model if no .cm file exists for the model, or give an error at this point about the door not having a .cm file. I don't know how you guys make collision model .cm files, maybe they're automatically generated from SURF_COLLISION surface when importing the model? I dunno. I'm inclined to just do what D3 does when it loads collision models, which is try to find the .cm model, and if not, use the rendermodel. Because maybe you guys like to use SURF_COLLISION in your models themselves rather than generating a separate .cm file? I just wanted to check what you modelers' preferences are. As a side note, if I'm reading the code right, for a collision model to be precached on map load, the model files MUST include a .cm file, otherwise it's dynamically loaded from the rendermodel every time an entity using that rendermodel needs a clipModel (which I would think would be bad). So that may be one argument for making .cm files.
  22. Anything you guys would like to see from us on the PR side of things (this isn't a mod feature discussion, mmk?), or to make these public forums better, more exciting, a public IRC channel, anything? We're a touchy-feely mod team, we want our fans and critics to be treated well. :lol: Seriously though, don't suffer in silence!!!!
  23. Not many forums can have the luxury of allowing guest posting, and it's no wonder really. http://penny-arcade.com/view.php3?date=2004-03-19
  24. To use test model; Run the mod, start any map, type "testModel tdm_ai_thief" to cycle through the animations, keep typing "nextanim" If you agree that textures should go in the mesh folder they belong to, then materials should be grouped in a similar fashion, for characters at least; since character materials just point directly to a single texture each. So we should have a material file for each character mesh. tdm_ai_thief.mtr tdm_ai_citywatch_elite.mtr etc... And the folder won't be difficult to sort through if everything is named correctly. Its just a matter of scrolling past the stuff you don't need. Same as the def files in vanilla Doom 3. monster_demon_archville.def, monster_flying_cacodemon.def, monster_zombie_bernie.def It's like using a phone book. You don't want monsters, scroll past monsters. You don't want demon monsters, scroll past monster_demon.
  25. The X850XT is considerable faster than the 9800XT (they are both top of their respective generations, but the X850XT is a generation newer). It has 6 vertex shaders and 16 pixel shaders as opposed to the 9800XT's 4 vertex and 8 pixels (IIRC), and allows me to play Doom 3 at 1280x1024 with antialiasing at full framerate, whereas before I would generally have to use 1024x768 with little or no antialiasing to get a smooth display. I suspect the 7800GS would be better though, if the cost is not too great. With that you will at least get Shader Model 3.0 and proper Linux support.
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