Jump to content
The Dark Mod Forums

Search the Community

Showing results for '/tags/forums/doom 3/'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General Discussion
    • News & Announcements
    • The Dark Mod
    • Fan Missions
    • Off-Topic
  • Feedback and Support
    • TDM Tech Support
    • DarkRadiant Feedback and Development
    • I want to Help
  • Editing and Design
    • TDM Editors Guild
    • Art Assets
    • Music & SFX

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

  1. (I apologize for the odd poll question layout. I wasn't able to add five yes-no questions, because polls are limited to three questions.) Hi everyone, I've recently been working on some patches for issues that I've read about from players on the TDM and TTLG forums — and Discord. My goal is to make it as easy as possible for players, especially new players and those who need usability/accessibility options, to find what they need in order to have a better TDM experience. I've already written the GUI and game engine code for these settings, which I've been using in my personal build. The reason for this poll and discussion is to both guide the finalization of my work and collect data to help inform the dev team. Which patches I submit depend on the outcome of this poll, discussion, and what the dev team agrees to accept. Once decided, I can coordinate with the dev team. I've attached screenshots of what the new settings menu would look like if all of the settings are accepted. Below, I have detailed each menu setting, so you can have an easier time understanding each one. Very important to keep in mind: None of these settings change TDM default behavior. They are all opt-in. If you are already happy with the behavior of 2.10, 2.11, etc. and these menu settings are accepted, nothing will change for you. Rename "Always Run" to "Run Mode" with options "None, Always, Toggle" After 2.11 was released, @i30817 requested that "toggle run" be added to the settings menu. Its cvar is already in TDM as "in_toggleRun" (same as Doom 3). I propose renaming the "Always Run" setting to "Run Mode" with options: "None", "Always", and "Toggle". None = in_alwaysRun 0; in_toggleRun 0 Always = in_alwaysRun 1; in_toggleRun 0 Toggle = in_alwaysRun 0; in_toggleRun 1 Show Blackjack Helper @Wellingtoncrab suggested that the new blackjack helper be added to the settings menu. Its cvar was added to 2.11 as "tdm_blackjack_indicate". More info: It's the new blackjack helper added to 2.11. When the game detects that the blackjack can be used for a successful hit or KO, the blackjack will rise slightly. I propose a "Yes/No" setting for this. Slider for "View: Head Bob" @ChronA requested a way to disable head bobbing, because a viewer watching him play was having severe motion sickness. Also, there was a bug in TDM that made setting the head bob in the console not stick after loading a saved game. (Even with 2.11, if a mission overrides the "tdm_player_thief.def" file and sets "pm_bobroll", "pm_bobpitch", "pm_bobup", and other cvars, it will override player preferences.) As far back as 2008, players have had trouble setting head bob. Another one from 2018. At the end of 2022, @Shadowex3 registered just to voice the need for a way to control head bob. I propose that a slider be added to adjust the amount of head bob. This would use a new "pm_headbob_mod" cvar with a value between 0.0 and 1.0 (default 1.0, no change). The "pm_headbob_mod" would be a multiplier for "pm_bobroll", "pm_bobpitch", and "pm_bobup". The advantage to this approach is that missions like Volta 2 and Hazard Pay would not need to adjust their "tdm_player_thief.def" files for head bob to work properly. And, the player can still adjust "pm_bobroll", "pm_bobpitch", and "pm_bobup" as they like. Slider for "View: Mantle Roll" This is similar to head bob for those who are sensitive to motion. Its cvar was added to 2.11 as "pm_mantle_roll_mod". A Thief player on Discord said, "2.11 will have a cvar to tune down the mantling animation at last." I propose that a slider be added for "pm_mantle_roll_mod". Auto-Search Bodies @Zaratul requested the "auto-search bodies" feature from Thief 1 & 2. Its cvar was added to 2.12 dev16783-10307 as "tdm_autosearch_bodies". I did a poll on the a Thief Discord server and roughly 20% of players there use the Thief auto-search bodies feature. I propose a menu setting for this, so that players coming from Thief 1 & 2 can easily find it.
  2. What function are you using to render the subtitle text? Is it idRenderSystemLocal::DrawSmallStringExt() ? The comment above it says it does drop shadow but I didn't analyzed the code at all to know if true. That 480p virtual background rendering, does sounds like a problem, too text at lest, specially when you guys are still using the text textures at max 48 size, like Doom 3. The engine is essentially using the same "basic" text system from quake 2 or even quake, texture atlas, and it makes for blurry text when scaled, specially from 480p. Btw no pressure here just a suggestion, if you haven't looked at the OverDose source code imo you should, they claim is a very advanced quake 2 engine but internally, looking at it, is almost identical to idTech 4 but with a more advanced modern GL render just like TDM engine . I'm talking about that engine, particularly because they upped the text atlas scale to max 96 and you could look how they did it, that should help a little with the blurry text. And IMO, not affect performance that much, specially today when thanks to your fantastic job TDM engine is so fast. Also they even have a nice tool to create fonts for their engine (and other tools and documentation, some of it imo still relevant for Doom 3 editing and perhaps even TDM). And lastly I know is probably not possible and would be a bunch of work for you and I bet you are already busy with other more pressing things but some day, something similar to this would be awesome, if a open source equivalent exists...
  3. Hum personally I don't think that exists, at lest for all functions, I could be wrong thou. But TDM, coming from Doom 3 should support https://modwiki.dhewm3.org/HasFunction_(script_event) but this is particular to script objects/entities and not to ask if some generic global script function exists anywhere and I don't really know how that would be implemented. But couldn't script macros be used for that? Something like SDL does. // based verbatin from SDL version define #define TDM_VERSIONNUM(X, Y, Z) \ ((X)*1000 + (Y)*100 + (Z)) #define TDM_COMPILEDVERSION \ TDM_VERSIONNUM(TDM_MAJOR_VERSION, TDM_MINOR_VERSION, TDM_PATCHLEVEL) #define TDM_VERSION_ATLEAST(X, Y, Z) \ (TDM_COMPILEDVERSION >= TDM_VERSIONNUM(X, Y, Z)) #if TDM_VERSION_ATLEAST(2, 11, 0) // run this func only in TDM 2.11 or above func(){ do stuff; } #endif Not totally sure if script language macro support is robust enough for this but it should be.
  4. Above 3 items are released now, on the "Barks" thread: https://forums.thedarkmod.com/index.php?/topic/21740-english-subtitles-for-ai-barks/&do=findComment&comment=483331
  5. Instead of that, you could, in that time period, start learning your own missions and in doing so become more active on the forums, learning from others. It's also great to understand how things work in the engine, when you play. It might spoil some immersion though.. Or learn to build games with other engines, like Godot for example.
  6. Keep in mind also that mission size, and complexity have increased dramatically since the beginning. For a lot of veteran mappers, it can take over a year to get a map made and released. The last dozen missions have for the most part been pretty massive, with new textures, sounds, scripts, models etc. We seem to be long past the point of people loading up the tools, and banging out a mission in a few weeks that's very barebones. We still do see some of those, but I noticed in the beta mapper forums and on Discord, that mappers seem to make these maps, but don't release them, and instead use the knowledge gained to make something even better. Could just be bias on my part scrolling through the forums and discord server though.
  7. Here is the script event which should work for AIs: const idEventDef EV_GetLocation("getLocation", EventArgs(), 'e', "Returns the idLocation entity corresponding to the entity's current location.\n" \ "This was player-specific before, but is now available to all entities."); // grayman #3013 It works by traversing BSP tree from root to leaf according to the 3D point, so should be very quick. If you query it once per frame for every AI, then you would probably notice performance impact This is not true in TDM usually. Unseen AIs can switch to "interleaved thinking", i.e. move at something like 3-5 FPS rate instead of full rendering framerate. But they still do think and continue their patrols. The original Doom 3 made all AIs go "dormant" when surely out of reach, but this was disabled in TDM because dormant AIs stop patrolling, and this is usually a problem for a mapper. Only a few TDM missions enable dormancy explicitly, perhaps because it improved performance on release date.
  8. Totally agree and not only that but if Doom 3 was made on Unity, TDM would never exist, because any game made on Unity is just almost impossible to be modded, unless you do heavy reverse engineering of the files (most don't know how) or the developers make their own mod tools, that I assume less than 1% of Unity game developers bother to do or even know how to develop their own tools. Xolvix that is my supposition as well, but is a petty variety in the game engine world, is slowly dying, not only because that is starving the engine making talent pool, but also because that has a real impact on the look and feel of games, unless the developers go out of their way to remove the engine default look, all games made on Unity or Unreal look and feel the same.
  9. I have implemented the extension, and seems to work fine (6262). Inline subtitle for a sound of duration = T lasts for max(T + 0.2, 1.0) seconds. This is configurable: 1.0 second minimum taken from this thread, and 0.2 addition was taken from hardcoded delay between actions in conversations. Also I noticed that while I planned subtitles to not move between slots, they indeed do move sometimes. Also, as noticed here, high-level subtitles are not guaranteed to be displayed in presence of many low-level messages. So with 6264, fixed this and I passed more information from sound engine. For instance, now subtitle slots can be reused by having same "emitter"... which is supposedly very close to the concept of "who says this". Also, the original Doom 3 has the following rules which affect subtitles. Every "sound emitter" has a bunch of "sound channels". Conversation sounds go into SND_CHANNEL_VOICE channel, but ordinary barks usually occupy any free channel. One channel can only play one sound at a time. If new sound is started on the same emitter and same channel, then the old sound is stopped and replaced with the new one. The consequence is that no matter how long subtitles show after the sound is over, you'll never see two subtitle messages from the same actor at once: the newer one would replace the older one. But in case of barks it is well possible, since new mesage can take a different channel.
  10. There is no SS3, how can they do a remake? And thank god they got rid of unity, that engine is total trash garbage on anything over 60 fps. Just spend 5 minutes on steam forums for Unity project games, and there's just thousands of people complaining about poor performance, stuttering etc.
  11. Probably the .script file that's needed, but unfortunately can't be included with a prefab. Maybe there's a comment somewhere in the prefab (or in the wiki or forums) that says what script it needs and where to find it. (The similar combination setup I used earlier doesn't involve "slot", so clearly uses a different script that I what I have.)
  12. I have seen this addon mentioned on the idtech 4 discord regarding exporting doom 3 brushes from blender in the .map format which might let you accomplish some of what you want as far as building level geometry in blender. Haven’t tested it personally for tdm: https://github.com/c-d-a/io_export_qmap
  13. Yes, this is possible but there are a few things that make it a little impractical. 1) Models do not seal the void so you need BSP brushes behind or inside models to properly seal a map. As I recall, there are doom 3 and quake map exporters that can export your initial block-out geometry as standard brushes so you could do both modeling and brushwork in blender. You’d just have to do it in phases 2) Visportal placement is crucial to performance so you will need to ensure you blender models are cut at portal boundaries so that you can setup brushes and visportals at choke points to prevent rendering outside the player view area 3) model geometry is often too complex for the physics engine. You will need to make invisible clip models or clip brushes that use a more simplified structure to ensure AI pathing and overall collision physics perform well. 4) Models need to be split at light boundaries. If a single light touches a model the engine will do light geometry calculation for the whole model. If enough lights hit a large model it can severely impact performance. Brushes will auto-split on light boundaries but often split in less optimal locations so it has become the convention to use func_static geometry to force brushes to split in the preferred locations 5) blender has no knowledge of specialty brushes like fog volumes, water, SEED auto dispersal etc So it’s possible to do the majority of mapping in blender but ultimately you will need to use Dark Radiant to do the finishing touches The current paradigm is to create modular content in blender and then assemble the modules together in Dark Radiant along with bsp caulking and vidportal placement
  14. Thank you for a great puzzle fm! I'm having real trouble with the TDM v 2.10-64bit on Linux Mint 21.1 Link to the guide supplied by V-Man339 https://forums.thedarkmod.com/index.php?/topic/15844-fan-mission-the-gatehouse-by-bikerdude-goldchocobo-updated-02112014/page/7/#comment-429405
  15. I agree. I'm copying this idea over to the https://forums.thedarkmod.com/index.php?/topic/21741-subtitles-possibilities-beyond-211/ thread. Related: I'll probably do some more experiments with the current TDM font & size, to understand max char count versus field width.
  16. Some years ago i succesfully downloaded the wiki with wget, for TDM dvd. I dont know if this method wikl work now. https://forums.thedarkmod.com/index.php?/topic/19998-tdm-collection-dvd/#comment-437887
  17. I'll upload the old Dungeon of Doom demo to Moddb so anyone interested can play around with it. I believe BloodRayne back in the Doom3world days also made a procedural map generator, I'll see if that is up anywhere where I can post it.
  18. @datiswous, made that correction fm_test.subs --> fm_conversations.subs @stgatilov, about srt naming and file location, would you be OK with the following edit? New/changed stuff in italics: srt command is followed by paths to a sound sample and its .srt file, typically with matching filenames. An .srt file is usually placed either with its sound file or in a "subtitles" folder. The .srt file format is described e.g. [1]. The file must be in engine-native encoding (internationalization is not supported yet anyway) and have no BOM mark. It contains a sequence of text messages to show during the sound sample, each with start and end timestamps within the sample's timeline. It is recommended to use common software to create .srt files for sound samples, instead of writing them manually. This way is more flexible but more complicated, and it is only necessary for long sounds, for instance sound sample of a briefing video. It's a simple enough standard that it can be shown as an short example, demonstrating that subtitle segments can have time gaps between them. And the example can show correct TDM usage, without requiring a trip off-site and picking through features that TDM doesn't support. Specifically, the example shows how to define two lines by direct entry, rather than using unsupported message location tags (X1, Y1, etc.). And skips other unavailable SRT font markups like italics, mentioned in the wikipedia description. The example would also show the TDM-specific path treatment. The example could be inserted before the sentence "It is recommended to use common software...."
  19. As I recall, when JC-Denton did the HDR-lite implementation he made the following changes: 1) Increased the default specular response and added a simulated light bounce per the Doom 3 Brilliant Highlights mod by Maha-X https://www.moddb.com/mods/brilliant-highlights 2) Added a glancing angle fresnel response 3) Added a small default specular amount to materials that have no specular so that some of the lighting effects would work better 4) Mixed in some of the diffuse color into the specular to slightly approximate radiosity effects As of 2.11, 3 and 4 are no longer applicable but 1 and 2 still happen.
  20. I guess the best image-to-normal conversions I've seen here in the forums are via njob. I am curious about this AI thing though: https://github.com/HugoTini/DeepBump has to be installed into Blender as a plugin?
  21. Outer Wilds and Inscryption for their genre defining nature and utterly brilliant design. Sekiro for redefining Sword Fighting in video games and SIFU for adapting and expanding that to fist fighting. Hollow Knight for setting a new benchmark in the Metroidvania genre. Doom Eternal for introducing more players to the flow-state due to its mechanics. Other notable mentions: Amid Evil for its awesome abstract level design in an oldschool boomer-shooter setting DEATHLOOP for combining a nice single player experience with an immersive multiplayer part There is no Game - Wrong Dimension just for being so absolutely meta and funny. OlliOlli World because it is simply a shitton of fun and comes with a soundtrack that instantly raises your mood.
  22. DarkRadiant 3.8.0 is ready for download. What's new: Feature: Support new frob-related material keywords Improvement: Mission selection list in Game setup is not alphabetically sorted Improvement: Better distinction between inherited and regular spawnargs Improvement: Silence sound shader button Improvement: Add Reload Definitions button to Model Chooser Fixed: Model Selector widgets are cut off and flicker constantly on Linux Fixed: DarkRadiant will not start without Dark Mod plugins Fixed: GenericEntityNode not calculating the direction correctly with "editor_rotatable" Fixed: RenderableArrow not drawing the tip correctly for arbitrary rotations Fixed: Light Inspector crashes on Linux Fixed: Models glitch out when filtering then showing them Fixed: Skin Editor: models not centered well in preview Fixed: "Copy Resource Path" includes top level folders Fixed: Skin Editor: internal test skins are shown if Material Editor was open previously Fixed: Changing Game/Project doesn't update loaded assets correctly Fixed: Model Chooser: initially hidden materials aren't revealed when enabling them Fixed: Choosing AI entity class 'atdm:townsfolk_commoner_update' causes crash Fixed: Sporadic assertion failure on shutdown due to LocalBitmapArtProvider destruction Fixed: Prefab Selector spams infinite error dialogs on Linux Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.8.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. The list of changes can be found on the our bugtracker changelog. Keep on mapping!
  23. TTLG? That's Through the Looking Glass Forums. A looking glass fan community. Has been around for a long, long time. https://www.ttlg.com/forums/
  24. My Memory is equally blurry at this point. lol I'm 47 now with two kids. I think they have consumed a lot of my brain matter. haha I have really fond memories of working with Spar in the early days. I think we used to chat on MSN. I was quite the night owl back then, so with the time differences our schedules lined up quite well and I would sit up at night helping him test out his systems as he figured things out. I'll never forget how he scared the hell out of me with the S/R system when he first got something working. He had a simple room map, something standing in for loot that I could frob and when I did, it spawned a doom 3 zombie behind me. Not the best thing to experience at 3am while testing in the dark. haha Amazing to see how it grew into the TDM it is today. Amazing really. Some folks over at TTLG said we would never do it.
  25. No, not really, have only seen him on the forums many years ago. He deserves a lot of credit for providing the SVN infrastructure in the beginnings of the project, it's been only later when we transferred this to a hosted server. Memory is blurry, but I think my time working on TDM and his don't overlap that much - I had been getting more active, and he pulled back a bit. He bootstrapped quite a few important systems, IIRC he's been working on light gem and the first Stim/Response and Inventory implementations. From what I recall, he gave the project an organisational backbone in the technical department which is crucial to keep things together. Folks like Spring and NH who have joined long before me could give more insights, I guess. (Looking at my join date makes me feel old either way. From TDM's current view point, the year 2006 seems like right at the beginning, but actually the mod had already been existing for two years by that time I joined. With the first release in 2009, 2006 is rather in the middle. Heck, I haven't touched the mod code for at least 10 years - and I can still remember a few things, which is a testament of how much it occupied my thoughts back then).
×
×
  • Create New...