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  1. Sure! [[FAQ#Troubleshooting]] the link to the forum is wrong, change it to https://forums.thedarkmod.com/ (or use same value as set for variable "Discussion forum" in the wiki menu instead) This seems important and has been on my list for a long time. The following changes are small but should be uncontroversial: * [[The_Dark_Mod_-_Compilation_Guide]] "Linus distro" -> "Linux distro" * [[The_Dark_Mod_Gameplay]] in section See Also, add a link to [[Bindings and User Settings]] * [[Bindings_and_User_Settings]] change "DarkmodKeybind.cfg" to "DarkmodKeybinds.cfg" * [[Installation]] add definitive article to the first two bullet points. * [[Installation]] "When the game doesnt start the first time, the game create logs." -> "If the game doesn't start the first time, the game creates logs." * [[TDM_Release_Mechanics]] "will be heavily changed of even removed by" -> "will be heavily changed, or even removed, by" * [[TDM_Release_Mechanics]] "links to bugtracker as especially welcome" -> "links to issues in the bugtracker are especially welcome" * [[Fan Missions]] change the redirect (from the category) to the article [[Fan Missions for The Dark Mod]] * [[FAQ#What_is_The_Dark_Mod?]] create a sub-header "Which license does TDM use?" and link to https://svn.thedarkmod.com/publicsvn/darkmod_src/trunk/LICENSE.txt I would have linked to https://github.com/fholger/thedarkmodvr/wiki/Gamepad-support from [[Bindings_and_User_Settings#Gamepad_Default_Bindings]] when I learned about it in January and I noticed it was missing from the wiki article, but the article has since been updated (by you, actually) in April.
  2. What licence is the Doom 3 mod Phobos (which recently issued its third episode) released under? I've not played it myself (and their website doesn't appear to say) but in the various blurbs they say that they've produced a number of new assets, some of which replace the standard Doom ones.
  3. As someone focused on attempting special FM's with slightly unique stories and genres compared to most missions, especially when it comes to adding a blend of scifi to the mix, I could use a repository of readily available custom assets that deviate from the default theme. Obviously I can grab anything from OpenGameArt or BlendSwap, but for a lot of stuff converting models or creating materials might be a lot of extra work better spend actually getting a map done. I know there were a lot of mods for Doom 3 / Quake 4, which makes me wonder if any freely licensed ones were ever released: Almost everything made for vanilla idTech 4 should be compatible with TDM and possible to copy-paste into a FM, especially when it comes to decorative models or textures or sounds, they should be plug-and-play from any Doom based project: I'd only need to know they're freely licensed and at worst CC-BY-SA-NC like TDM. Only exception is AI: We use our own rig and animations, any custom character must have been made for TDM. Though when it comes to monsters, granted they have their own animations and IK for ragdolls included, I suspect any md5mesh can be easily adapted with a custom def based on the spider AI: Technically even humanoids might work since I don't think we're limited to a hardcoded rig... we do however have a lot of specific animations for those so any complex character would need anims for walking / attacking / using / more which can be remapped, things like firing the bow would be impossible as that must be precisely animated yet a generic swing might work for any melee weapon. I'd also ask if anyone's ever made custom AI that were never featured in any FM but are available for others to use, like the anthro characters I rigged ages ago but never got around to actually making a FM with. Only resource I can think of myself is the PhilipK texture set, one of the most popular texture packs for open-source projects: The pk01 and pk02 packages come with material definitions for Quake 4 builtin, they can be extracted and used directly in any FM... I think I already did that during my attempt to create a Cyberpunk mod and the materials work great in TDM.
  4. I have not seen any mention about order of stages in the docs. But Doom 3 is such a thing where requirements are imposed by implementation. The implementation of material stages sorting most likely has not changed since Doom 3. It clearly expects bumpmaps to go first in each packet. Moreover, I would argue that "fixing the issue" would only increase confusion. Because D1 B2 D2 B3 looks like a valid combination that would work in unexpected way, no? It is much better to restrict the rules and prints warnings, then to allow any order of stages and silently work in some way... which can be not the way mapper intended it. Because most of the materials use single interaction pass. If there is one bumpmap, then everything is assumed to be single interaction pass and is sorted accordingly. I think the question is: is bumpmap stage required if diffuse or specular is set? If it is not required and is implicitly replaced with _flat, then the rules should definitely not be relaxed. In fact they should be restricted further, but we cannot do it.
  5. You might as well ask: what is the motivation to specify interaction properties as 3 seemingly independent stages? I think the answer is that when Doom 3 ran on shader-less platforms (hello from 2001), each stages was rendered separately and blended into total result. Perhaps it was important bumpmap stage was rendered first. Today the stages are always combined into diffuse+specular+bumpmap packets. The sorting logic in game is much more convoluted: It splits all stages into groups, such that each group (except maybe the first one) starts with bump. Then every group is sorted in order: ambient, bump, diffuse, specular. It is not important where ambient stages are. So according to what I see, the engine does not support setting bump/diffuse/specular stages in arbitrary order and never intended to support it. It expects bumpmap to be first in every "interaction packet". The simplest solution here is to invent a condition which looks like wrong order and post warning in this case. For instance, if we have a bump at the end without matching diffuse, it is most likely an error. If we have several diffuse/specular maps in single group, it is also an error. UPDATE: Ok, there is a special condition when first stage is not bumpmap. And I think it does not work properly... only provides an illusion that bumpmap not at first place is supported.
  6. I'm genuinely curious how far you are willing to go with this thesis, chakkman. I would say the main distinguishing feature of the Thief games and TDM compared to virtually all other role playing games is that they do not allow the player complete freedom to choose how they approach the game. On the contrary, unlike your Elder Scrolls or Kingdom Comes, our beloved Thiefs and Thief-likes don't allow you to be a dedicated sword fighter, or an archer, or an alchemist, or a diplomat. They force you to roleplay principally as a thief (or assassin), which requires approaching every encounter using stealth. That's simultaneously the easiest, most mechanically rewarding, and intended way to play these games. And the consensus seems to be that the more these games commit to that narrow roleplaying window, the better they are. (IMO, that tracks, because what makes them great games is the amount variety and depth they support inside that very narrowly defined role.) But if maximum player freedom is actually desirable, would you be in favor of increasing the player's health, increasing weapon damage, and removing ammo limits? After all, that would make it easier to play in whatever style the player prefers. And, if you like the game as it is, it changes nothing for you. All it takes is a little discipline to play the game however you want. I'm open to being convinced on this. I agree that all else being equal, allowing more people to play however they want is a good thing. Different people have different power fantasies, and they all (mostly) deserve equal dignity and indulgence. But what is it that makes the freedom to non-diegetically time travel more sacred than the freedom to fight your way to the loot with a sword and shield, or cast ice magic from your hands, or to double jump or air dash? (Seriously, sometimes I would kill for the freedom to double jump and air dash, Doom Eternal-esque, in TDM.)
  7. Was working on my mother's PC this weekend. AMD E-300 APU with HD 6310 graphics. Doing everything I could from the performance tweak guide, I got about 18FPS in "A New Job" ( at most ). Wasn't expecting miracles, the thing barely runs Doom 3. Just morbid curiosity. I've been pondering setting up a Linux partition on it. Modern ( updated ) Windows 10 is atrocious with a spinning HDD so it might be nice to have something a little snappier to do browsing (etc). Downside is that Windows 10 tends to funk up dual boot systems when the OS's exist on the same HDD. I don't think my mom is gonna want to learn to use a USB boot repair and cross fingers every time she updates.
  8. Episode 3 of the second best Doom 3 mod, Phobos,  was just released.

    1. Show previous comments  3 more
    2. chakkman

      chakkman

      I tried it yesterday. Had some problems... First I changed the default resolution to 1920x1080, and clicked on "Restart video" in the video options, and the game still stuck with 640x480... Tried a couple of things, until I took a look into the config files, and saw that seta r_mode was still set to 3, not to -1 like it should be. So, changed that, and the game booted in 1920x1080. Changed some other video options, clicked on "Restart video", and the game booted to a grey screen. Had to force quit the game, then somehow some icons in my taskbar were missing. Rebooted, icons there again. Started a game, pressed escape to change some option, game crashed.

      Kind of the experience I had with many mods in the past. Buggy as hell. 

    3. nbohr1more

      nbohr1more

      That's more of a "Vanilla Doom 3 verses Windows 10/11" issue. Doom 3 was always a little janky with automatic hardware detection but since Window Vista ( WDDM ) driver model it barely understands what it's running on anymore and you have to get your autoexec.cfg ready to for your resolution and screen refresh rate. Dhewm3 does a better job but you can't use DLL mods with it ( there are a number of binary mods though ). ( Of course, Dhewm3 uses SDL for hardware detection so it's no wonder that it works better than Vanilla Doom 3. )

    4. Xolvix

      Xolvix

      Oh man I remember this mod. I had finished EP1, played a bit of EP2 but got stuck somewhere and left it alone. When I moved onto Dhewm3 (because of the improved support for modern systems/hardware), I knew Phobos wouldn't run but I hoped at some point they'd port it. Maybe now that EP3 is released they'll be able to do so.

  9. Hi, I've been trying to get into Doom 3 mapping using the DarkRadiant editor, which has been going well on my PC. However on my laptop, the "media" tab doesn't seem to be anywhere. This is what I see, just the camera and default views: Been trying to look at tutorials to see if it's something to be enabled in a newer update, but it doesn't seem so. I went to the Window dropdown menu to manually enable the Media tab (also via the M key), but nothing happens - or rather, DarkRadiant seems to go "out of focus" and I need to click it to get back in, as if it opened a menu somewhere but I still can't see it. If anybody has any advice about what I'm missing or overlooking (or another way of applying textures to brushes?), I'd greatly appreciate it. Thanks.
  10. If only this worked with "Brutal Voxel Doom"! I wish they started with GZDoom As for Ray Tracing? Even Nvidia never meant for RT hardware to do full scene RT via AI up-scaling. The plan was to use RT for Spherical Harmonics probe updates. ( Similar to Frostbyte \ Battlefield 3 doing low resolution RT on the CPU and feeding the output to a 3D texture which in-turn is used to update SH probe weights ). Nvidia had so much better RT perf than expected and were so far ahead of AMD that they changed plans and just used RT and AI without a GI system so that AMD would feel the pain if they tried to use shader based RT. (similar to how Nvidia unnecessarily cranked up the tessellation polys on Crysis 2 so that AMD's cards would lose benchmarks ).
  11. Strange. Just restarted the game and loaded from my last save and... they work now! Perhaps restarting was the answer all along. I probably should've tested that before running to the forums - sorry about that!
  12. @Marbrien please use spoiler tags As to your questions:
  13. Just use 32bit binaries+Large Address Aware flag! /LARGEADDRESSAWARE (Handle Large Addresses) | Microsoft Learn Large Address Aware | TechPowerUp Forums
  14. To begin, this is a large mission and EFX reverb is gonna take it's toll ( lots of reverb bounces to calculate ). Try playing with EFX off. Other than that ( or if you absolutely need the reverb ) try these changes: Set FPS to "Uncapped" in the advanced video settings ( some drivers don't like Doom 3 style FPS management ) Set MaxFPS to 60 (or whatever your Refresh is ) Set Color to 32-bit on the Advanced Video menu. Config changes: tdm_lg_interleave 3 tdm_lg_interleave_min 31
  15. Because it's super useful not having to browse through the whole thread, and probably not even finding what you're looking for, because people put it in spoiler tags, which are excluded from the search. You don't have to click on the spoiler tag in the original post.
  16. Basically someone always asks. We're all grownups here and it's in spoiler tags so...
  17. I hope that is not the new TDM version. https://forums.thedarkmod.com/index.php?/topic/20784-render-bug-large-black-box-occluding-screen/
  18. For free ambience tracks it's as Freky said: you look around on the internet for tracks with the appropriate license to be included in your FM. Fortunately, you likely don't even need to bother doing this as a beginner as there's an entire "Music & SFX" section of the forums full of good ambient tracks for you to use if the stock tracks do not meet your fancy. You might also be interested in Orbweaver's "Dark Ambients", which come with a sndshd file already written for you.
  19. For the FM? For beta 1 it's here: https://drive.proton.me/urls/H1QBB04GA0#oBZTb1CmVFQb I've already done around 100 fixes though, so you might want to wait for beta 2 which should be ready in a couple of days hopefully. All links are in the first post of the beta thread here: https://forums.thedarkmod.com/index.php?/topic/22439-the-lieutenant-3-foreign-affairs-beta-testing/
  20. Is that really correct? Unless TDM team changed stuff from Doom 3 times, if you use Doom 3 as example, normal maps that represent outward surfaces, use OpenGL system, those that represent inward surfaces, aka holes, use D3D system. On real DirectX renders, outward surfaces, use the D3D system instead and the OGL one for inward, is inverted. And to reinforce this the original example by idSoftware, looks to use the OpenGL system see here cyan for top, purple for the bottom, in d3d is inverted. Thou like I said maybe the TDM team changed all of this by now... edit: Incorrect info so ignore it any mod is free to delete this if he/she wants.
  21. Rage didn’t have terrible loading times but people complained that it took awhile for the texture fidelity to catch up. Doom 2016 tried to fix that by front loading more but they went overboard with that.
  22. Wasn't "Megatextures" the reason Doom 2016 (IdTech 6) takes years to load though, even on a high-class SSD? I've then heard that Megatextures were scrapped out in Doom Eternal (IdTech 7), which apparently could add to the fact it loads incredibly fast.
  23. At the end of darkmod.cfg. like what xlm posted. or do a "seta" in the console, like "seta mysetting value" According this site, you can also to change some def files. https://doom.fandom.com/wiki/Doom_3 (See header "difficulty) A link to Info about A.I (what xlm posted earlier) https://wiki.thedarkmod.com/index.php?title=Cvars_in_The_Dark_Mod#AI
  24. Interesting idea. Not sure about my upcoming time availability to help. A couple of concerns here - - I assume the popup words uses the "Informative Texts" slot, e.g., where you might see "Acquired 80 in Jewels", so it likely wouldn't interfere with that or with already-higher subtitles. - There are indications that #str is becoming unviable in FMs; see my just-posted: https://forums.thedarkmod.com/index.php?/topic/22434-western-language-support-in-2024/
  25. In post https://forums.thedarkmod.com/index.php?/profile/254-orbweaver/&status=3994&type=status @nbohr1more found out what the Fixup Map functionality is for. But what does it actually do? Does it search for def references (to core?) that don't excist anymore and then link them to defs with the same name elswhere? Also I would recommend to change the name into something better understood what it is for. Fixup map could mean anything. And it should be documented in the wiki.
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