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  1. I,m trying getHealth () from enemy with script but without sucess. If possible help me t = sys.getTime(); sys.print(t); if (t > 5) { //Code for spawn enemies Wherever you wish on the map float killed = 0.0; sys.wait(1.8); entity new_monster = sys.spawn("monster_zombie_fat"); // example monster_zombie_fat or any class enemy name new_monster.setKey("name", "monster_zombie_fat_3"); new_monster.setOrigin('-136 -120 11'); if ($monster_zombie_fat_3.getHealth( ) < 1){ // Not Working cant get value of health killed += 1; string myStr = new_monster.getKey("name"); // Retrieve the value of the "name" spawnarg of the player entity myStr = "The name of zombie_fat is " + myStr + "killed = " + killed + "\n"; sys.println(myStr); // Print the text to the console } }
  2. I just made a test with script here from darkmod but i put $player1 and not work after $info_player_start_1 and nothing. If possible help me. please. Create the script file If your map is called for example maps/mydir/mymap.map, you must create a text file maps/mydir/mymap.script. The contents The map script needs to contain a main function. This function is called at the very start of your map, e.g. when the map is loaded for the first time. So if you want something to happen later, you need to pause the script and then do something. Here is an example:
  3. I just spawned the entity class zombie but can work for entity func_fx how is possible by script? thanks
    1. Show previous comments  3 more
    2. Obsttorte

      Obsttorte

      We had a lot of rain today. So it's not that hot anymore.

    3. nbohr1more

      nbohr1more

      I can't stand being overheated. But, as if I had wished for a wish from a devious genie, I have the opposite problem. I sleep downstairs and my wife cranks the A\C until I'm frozen. I wear winter pajamas in the summer. Then when I do go outside I sweat like a pig.

    4. Melan

      Melan

      I have the same problem - plus I tend to catch a cold due to the heat differences. So I use generous quantities of soda water instead of AC.

  4. Well i got an other output, running your 1.08 build of the app in darkmod 2.0 Maybe it helps to debug. Start command: /Users/freyk/Library/Application Support/Doom 3/darkmod/TDM.app/Contents/MacOS/Doom\ 3 +set fs_basepath "/Users/freyk/Library/Application Support/Doom 3/darkmod" +set com_allowConsole 1 +set r_fullscreen 0 TDM 1.08 #0 MacOSX-universal Dec 8 2012 18:15:55 loopback IP: 192.168.3.9 NetMask: 255.255.255.0 Found Intel CPU with Hyper-Threading enabled, features: MMX SSE SSE2 SSE3 CMOV doom using MMX & SSE & SSE2 & SSE3 for SIMD processing. enabled Flush-To-Zero mode enabled Denormals-Are-Zero mode WARNING:Reading currentfm: (/Users/freyk/Library/Application Support/Doom 3/darkmod/currentfm.txt)... WARNING:Setting fs_currentfm to be darkmod ------ Initializing File System ------ Current search path: /Users/freyk/Library/Application Support/Doom 3/darkmod /Users/freyk/Library/Application Support/Doom 3/darkmod/tdm_textures_wood01.pk4 (297 files) /Users/freyk/Library/Application Support/Doom 3/darkmod/tdm_textures_window01.pk4 (234 files) /Users/freyk/Library/Application Support/Doom 3/darkmod/tdm_textures_stone_sculpted01.pk4 (312 files) /Users/freyk/Library/Application Support/Doom 3/darkmod/tdm_textures_stone_natural01.pk4 (110 files) /Users/freyk/Library/Application Support/Doom 3/darkmod/tdm_textures_stone_flat01.pk4 (271 files) /Users/freyk/Library/Application Support/Doom 3/darkmod/tdm_textures_stone_cobblestones01.pk4 (192 files) /Users/freyk/Library/Application Support/Doom 3/darkmod/tdm_textures_stone_brick01.pk4 (390 files) /Users/freyk/Library/Application Support/Doom 3/darkmod/tdm_textures_sfx01.pk4 (41 files) /Users/freyk/Library/Application Support/Doom 3/darkmod/tdm_textures_roof01.pk4 (65 files) /Users/freyk/Library/Application Support/Doom 3/darkmod/tdm_textures_plaster01.pk4 (124 files) /Users/freyk/Library/Application Support/Doom 3/darkmod/tdm_textures_paint_paper01.pk4 (37 files) /Users/freyk/Library/Application Support/Doom 3/darkmod/tdm_textures_nature01.pk4 (218 files) /Users/freyk/Library/Application Support/Doom 3/darkmod/tdm_textures_metal01.pk4 (360 files) /Users/freyk/Library/Application Support/Doom 3/darkmod/tdm_textures_glass01.pk4 (36 files) /Users/freyk/Library/Application Support/Doom 3/darkmod/tdm_textures_fabric01.pk4 (38 files) /Users/freyk/Library/Application Support/Doom 3/darkmod/tdm_textures_door01.pk4 (155 files) /Users/freyk/Library/Application Support/Doom 3/darkmod/tdm_textures_decals01.pk4 (317 files) /Users/freyk/Library/Application Support/Doom 3/darkmod/tdm_textures_carpet01.pk4 (71 files) /Users/freyk/Library/Application Support/Doom 3/darkmod/tdm_textures_base01.pk4 (323 files) /Users/freyk/Library/Application Support/Doom 3/darkmod/tdm_standalone.pk4 (4 files) /Users/freyk/Library/Application Support/Doom 3/darkmod/tdm_sound_vocals_decls01.pk4 (25 files) /Users/freyk/Library/Application Support/Doom 3/darkmod/tdm_sound_vocals07.pk4 (1104 files) /Users/freyk/Library/Application Support/Doom 3/darkmod/tdm_sound_vocals06.pk4 (680 files) /Users/freyk/Library/Application Support/Doom 3/darkmod/tdm_sound_vocals05.pk4 (128 files) /Users/freyk/Library/Application Support/Doom 3/darkmod/tdm_sound_vocals04.pk4 (2337 files) /Users/freyk/Library/Application Support/Doom 3/darkmod/tdm_sound_vocals03.pk4 (739 files) /Users/freyk/Library/Application Support/Doom 3/darkmod/tdm_sound_vocals02.pk4 (1292 files) /Users/freyk/Library/Application Support/Doom 3/darkmod/tdm_sound_vocals01.pk4 (82 files) /Users/freyk/Library/Application Support/Doom 3/darkmod/tdm_sound_sfx02.pk4 (596 files) /Users/freyk/Library/Application Support/Doom 3/darkmod/tdm_sound_sfx01.pk4 (882 files) /Users/freyk/Library/Application Support/Doom 3/darkmod/tdm_sound_ambient_decls01.pk4 (8 files) /Users/freyk/Library/Application Support/Doom 3/darkmod/tdm_sound_ambient03.pk4 (24 files) /Users/freyk/Library/Application Support/Doom 3/darkmod/tdm_sound_ambient02.pk4 (151 files) /Users/freyk/Library/Application Support/Doom 3/darkmod/tdm_sound_ambient01.pk4 (205 files) /Users/freyk/Library/Application Support/Doom 3/darkmod/tdm_prefabs01.pk4 (544 files) /Users/freyk/Library/Application Support/Doom 3/darkmod/tdm_player01.pk4 (123 files) /Users/freyk/Library/Application Support/Doom 3/darkmod/tdm_models_decls01.pk4 (89 files) /Users/freyk/Library/Application Support/Doom 3/darkmod/tdm_models02.pk4 (1809 files) /Users/freyk/Library/Application Support/Doom 3/darkmod/tdm_models01.pk4 (1679 files) /Users/freyk/Library/Application Support/Doom 3/darkmod/tdm_gui_credits01.pk4 (49 files) /Users/freyk/Library/Application Support/Doom 3/darkmod/tdm_gui01.pk4 (667 files) /Users/freyk/Library/Application Support/Doom 3/darkmod/tdm_game02.pk4 (2 files) /Users/freyk/Library/Application Support/Doom 3/darkmod/tdm_game01.pk4 (2 files) /Users/freyk/Library/Application Support/Doom 3/darkmod/tdm_fonts01.pk4 (696 files) /Users/freyk/Library/Application Support/Doom 3/darkmod/tdm_env01.pk4 (98 files) /Users/freyk/Library/Application Support/Doom 3/darkmod/tdm_defs01.pk4 (169 files) /Users/freyk/Library/Application Support/Doom 3/darkmod/tdm_base01.pk4 (149 files) /Users/freyk/Library/Application Support/Doom 3/darkmod/tdm_ai_steambots01.pk4 (24 files) /Users/freyk/Library/Application Support/Doom 3/darkmod/tdm_ai_monsters_spiders01.pk4 (82 files) /Users/freyk/Library/Application Support/Doom 3/darkmod/tdm_ai_humanoid_undead01.pk4 (50 files) /Users/freyk/Library/Application Support/Doom 3/darkmod/tdm_ai_humanoid_townsfolk01.pk4 (79 files) /Users/freyk/Library/Application Support/Doom 3/darkmod/tdm_ai_humanoid_pagans01.pk4 (10 files) /Users/freyk/Library/Application Support/Doom 3/darkmod/tdm_ai_humanoid_nobles01.pk4 (49 files) /Users/freyk/Library/Application Support/Doom 3/darkmod/tdm_ai_humanoid_mages01.pk4 (7 files) /Users/freyk/Library/Application Support/Doom 3/darkmod/tdm_ai_humanoid_heads01.pk4 (69 files) /Users/freyk/Library/Application Support/Doom 3/darkmod/tdm_ai_humanoid_guards01.pk4 (313 files) /Users/freyk/Library/Application Support/Doom 3/darkmod/tdm_ai_humanoid_females01.pk4 (155 files) /Users/freyk/Library/Application Support/Doom 3/darkmod/tdm_ai_humanoid_builders01.pk4 (87 files) /Users/freyk/Library/Application Support/Doom 3/darkmod/tdm_ai_base01.pk4 (8 files) /Users/freyk/Library/Application Support/Doom 3/darkmod/tdm_ai_animals01.pk4 (80 files) /Users/freyk/Library/Application Support/Doom 3/darkmod/darkmod /Users/freyk/Library/Application Support/Doom 3/darkmod/base File System Initialized. -------------------------------------- ----- Initializing Decls ----- ------------------------------ ------- Initializing renderSystem -------- using ARB renderSystem renderSystem initialized. -------------------------------------- I18N: SetLanguage: 'english'. I18N: Found no character remapping for english. 1213 strings read from strings/english.lang I18N: 'strings/fm/english.lang' not found. WARNING:Cannot find guis/mainmenu.gui WARNING:Couldn't load image: guis/assets/splash/launch Couldn't open journal files couldn't exec editor.cfg execing default.cfg couldn't exec autoexec.cfg I18N: SetLanguage: 'english'. I18N: Found no character remapping for english. 1213 strings read from strings/english.lang I18N: 'strings/fm/english.lang' not found. WARNING:Cannot find guis/mainmenu.gui ----- Initializing Sound System ------ sound system initialized. -------------------------------------- ----- R_InitOpenGL ----- Initializing OpenGL subsystem fullscreen: no 800 600 Windowed ok FIXME: Sys_UnfadeScreen ------------------ ------- Input Initialization ------- 3 sound device(s) 0: ID 58, Built-in Input - Apple Inc. 1: ID 47, Built-in Output - Apple Inc. 2: ID 65, Greatdy System Audio - ma++ ingalls for Cycling '74 select default device, ID 47 current nominal rate: 44100 current frame size: 512 frame size allowed range: 14 9216 setting frame size to: 4096 using stereo channel IDs 1 2 Checking portable OpenGL extensions... v - using GL_ARB_multitexture v - using GL_ARB_texture_env_combine v - using GL_ARB_texture_cube_map v - using GL_ARB_texture_env_dot3 v - using GL_ARB_texture_env_add v - using GL_ARB_texture_non_power_of_two v - using GL_ARB_texture_compression v - using GL_EXT_texture_compression_s3tc v - using GL_EXT_texture_filter_anisotropic maxTextureAnisotropy: 16.000000 v - using GL_EXT_texture_lod_bias X - GL_EXT_texture3D not found v - using GL_EXT_stencil_wrap v - using glStencilOpSeparate X - GL_NV_register_combiners not found X - GL_ATI_fragment_shader not found X - GL_ATI_text_fragment_shader not found v - using GL_ARB_vertex_buffer_object v - using GL_ARB_vertex_program v - using GL_ARB_fragment_program v - using EXT_depth_bounds_test ---------- R_NV20_Init ---------- Not available. ----------- R200_Init ----------- Not available. ---------- R_ARB2_Init ---------- Available. --------------------------------- ----- R_ReloadARBPrograms ----- glprogs/test.vfp glprogs/test.vfp glprogs/interaction.vfp glprogs/interaction.vfp glprogs/bumpyEnvironment.vfp glprogs/bumpyEnvironment.vfp glprogs/ambientLight.vfp glprogs/ambientLight.vfp glprogs/shadow.vp glprogs/R200_interaction.vp glprogs/nv20_bumpAndLight.vp glprogs/nv20_diffuseColor.vp glprogs/nv20_specularColor.vp glprogs/nv20_diffuseAndSpecularColor.vp glprogs/environment.vfp glprogs/environment.vfp glprogs/test_direct.vfp glprogs/test_direct.vfp glprogs/interaction_direct.vfp glprogs/interaction_direct.vfp ------------------------------- using ARB_vertex_buffer_object memory using ARB2 renderSystem WARNING:Unknown string id #str_04343 WARNING:Unknown string id #str_04349 Font fonts/english/stone in size 12 not found, using size 24 instead. WARNING:Unknown string id #str_04350 Shutting down sound hardware idRenderSystem::Shutdown() ----- Shutting down GL ----- FIXME: Sys_FadeScreen FIXME: Sys_UnfadeScreens ----- Done shutting down GL ----- I18NLocal: Shutdown. Sys_Error: wrong game DLL API version About to exit with code 1
  5. 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 :)

       

    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.

  6. The *DOOM3* shaders are ARB2 ('cause of old GeForce support) carmack plan + arb2 - OpenGL / OpenGL: Advanced Coding - Khronos Forums
  7. 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

  8. Hi guys, through the "cheats" topic I got the idea, that it would be quite useful, if there were tags for missions (the post was about removing the killing restriction in some missions to suit the prefered play style). I don't know how easy or difficult this is, but with them, it would be quite convenient to pick missions with playstyles, environment, etc one does want to use. This could also be expanded to other mission properties. I remember a discussion about climbable drains, handles on doors, that cannot be picked and other things the map author chooses for himself. That way these things would be clearer and as I said before, it is easier to choose missions with playstyles that suit oneself. What do think?
  9. 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.

  10. Still sad no one made Doom for this machine. It would be a cool university project or something. I mean the hardware is pretty weak, but all console versions of the game had sacrifices made to them. E.g. removing other animations of monsters so that they can only face the player, removing lots of textures, etc. I think if the SNES could run Doom, this thing should be able to. It has 4 times the memory, but the thing about cartridge based games is that you can cheat by including extra processors inside of the cartridge itself (all?) 3D games on the SNES did this. You can also rapidly pull data from the cartridge to make up for lacking RAM, it's like a grandfather of the super-fast SSD, which you certainly can't do with a 1X CD-ROM drive! I know that the wizard who made SNES Doom happen released the source code for it and also did a long interview, I wonder what he would have to say on the subject of making Doom run on a CD-I.
  11. 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.
  12. id Studio did a poor job in defining its categorization of variable nomenclature, so in subsequent documentation and discussions there are divergent views (or just slop). In my series, I had to choose something, and went with what I thought would be clearest for the GUI programmer: Properties, which are either Registers (like true variables) Non-registers (like tags) User Variables (also true variables) I see that your view is more along these lines (which perhaps reflects C++ internals?): Flags (like my non-registers) Properties, which are either Built-in (like my registers) Custom (like user Variables) Also, elsewhere, you refer to "registers" as temporaries. I am willing to consider that there could be temporary registers during expression evaluation, but by my interpretation those would be in addition to named property registers. I'm not sure where to go next with this particular aspect, but at least can state it.
  13. DarkRadiant 3.4.0 is ready for download. What's new: Feature: Allow Layers to be arranged into a Tree Fixed: Readable Editor displays "shader not found" in view Fixed: Undoing snap to grid with prefabs causes crash Fixed: Include doc in building instructions Fixed: Decal textures causes DR to crash - (textures/darkmod/decals/dirt/long_drip_pattern01) Fixed: Skin chooser: double click on materials list closes window Fixed: Selecting and deselecting a filtered child brush through layers leaves the brush selected Fixed: Material editor re-sorts stages on pasting image map resulting in wrong material stages list and wrong selected stage Fixed: Crash on start if engine path is choosen (Doom 3) Feature: Layers can now be arranged to form a hierarchy Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.4.0 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. Have fun mapping!
  14. 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.

       

  15. 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!

  16. 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.

  17. 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.
  18. Thanks, I can also recommend gog galaxy. The idea of the custom tags is really nice, I'll have to try this out too!
  19. Hey guys, I've been trying to solve this problem on my own forever now, and I realize that google isn't getting me anywhere. Ok, so I installed doom 3, play it while TDM downloads, and then install the dark mod, and then I get a runtime error on startup for TDM. I google, and I realized I need to be patched, so I download that latest patch, then the updater tells me that it doesn't know which version of Doom 3 i have, but somehow I can still choose a filepath for the updater, so I choose it, update it, and then doom 3 starts up after the updater closes. That's when It crashes, and I get some console looking window with a blue background, this is what it says: DOOM 1.3.1302 win-x86 May 12 2005 10:40:52 1800 MHz Intel CPU with MMX & SSE & SSE2 & SSE3 & HTT 1920 MB System Memory 128 MB Video Memory Winsock Initialized Found interface: {1E31F43E-FC1A-4680-B461-C7D78ACE1BFE} NVIDIA nForce 10/100 Mbps Ethernet - 72.203.167.224/255.255.252.0 Sys_InitNetworking: adding loopback interface doom using MMX & SSE & SSE2 & SSE3 for SIMD processing enabled Flush-To-Zero mode enabled Denormals-Are-Zero mode ------ Initializing File System ------ Loaded pk4 C:\Users\Claude\Downloads\ [PC Game] DOOM 3 (Extract and Play)\Doom 3\base\game00.pk4 with checksum 0x29cdb978 Loaded pk4 C:\Users\Claude\Downloads\ [PC Game] DOOM 3 (Extract and Play)\Doom 3\base\game01.pk4 with checksum 0x51c6981f Loaded pk4 C:\Users\Claude\Downloads\ [PC Game] DOOM 3 (Extract and Play)\Doom 3\base\game02.pk4 with checksum 0xf3ec6f7 Loaded pk4 C:\Users\Claude\Downloads\ [PC Game] DOOM 3 (Extract and Play)\Doom 3\base\game03.pk4 with checksum 0x5d4230ea Loaded pk4 C:\Users\Claude\Downloads\ [PC Game] DOOM 3 (Extract and Play)\Doom 3\base\pak000.pk4 with checksum 0x28d208f1 Loaded pk4 C:\Users\Claude\Downloads\ [PC Game] DOOM 3 (Extract and Play)\Doom 3\base\pak001.pk4 with checksum 0x40244be0 Loaded pk4 C:\Users\Claude\Downloads\ [PC Game] DOOM 3 (Extract and Play)\Doom 3\base\pak002.pk4 with checksum 0xc51ecdcd Loaded pk4 C:\Users\Claude\Downloads\ [PC Game] DOOM 3 (Extract and Play)\Doom 3\base\pak003.pk4 with checksum 0xcd79d028 Loaded pk4 C:\Users\Claude\Downloads\ [PC Game] DOOM 3 (Extract and Play)\Doom 3\base\pak004.pk4 with checksum 0x765e4f8b Loaded pk4 C:\Users\Claude\Downloads\ [PC Game] DOOM 3 (Extract and Play)\Doom 3\base\pak005.pk4 with checksum 0x8ffc3621 Loaded pk4 C:\Users\Claude\Downloads\ [PC Game] DOOM 3 (Extract and Play)\Doom 3\base\pak006.pk4 with checksum 0x95b65ab Loaded pk4 C:\Users\Claude\Downloads\ [PC Game] DOOM 3 (Extract and Play)\Doom 3\base\pak007.pk4 with checksum 0x666bdb3c Loaded pk4 C:\Users\Claude\Downloads\ [PC Game] DOOM 3 (Extract and Play)\Doom 3\base\pak008.pk4 with checksum 0x23ae5993 Current search path: C:\Users\Claude\Downloads\ [PC Game] DOOM 3 (Extract and Play)\Doom 3/base C:\Users\Claude\Downloads\ [PC Game] DOOM 3 (Extract and Play)\Doom 3\base\pak008.pk4 (3 files) C:\Users\Claude\Downloads\ [PC Game] DOOM 3 (Extract and Play)\Doom 3\base\pak007.pk4 (38 files) C:\Users\Claude\Downloads\ [PC Game] DOOM 3 (Extract and Play)\Doom 3\base\pak006.pk4 (48 files) C:\Users\Claude\Downloads\ [PC Game] DOOM 3 (Extract and Play)\Doom 3\base\pak005.pk4 (63 files) C:\Users\Claude\Downloads\ [PC Game] DOOM 3 (Extract and Play)\Doom 3\base\pak004.pk4 (5137 files) C:\Users\Claude\Downloads\ [PC Game] DOOM 3 (Extract and Play)\Doom 3\base\pak003.pk4 (4676 files) C:\Users\Claude\Downloads\ [PC Game] DOOM 3 (Extract and Play)\Doom 3\base\pak002.pk4 (6120 files) C:\Users\Claude\Downloads\ [PC Game] DOOM 3 (Extract and Play)\Doom 3\base\pak001.pk4 (8972 files) C:\Users\Claude\Downloads\ [PC Game] DOOM 3 (Extract and Play)\Doom 3\base\pak000.pk4 (2698 files) C:\Users\Claude\Downloads\ [PC Game] DOOM 3 (Extract and Play)\Doom 3\base\game03.pk4 (2 files) C:\Users\Claude\Downloads\ [PC Game] DOOM 3 (Extract and Play)\Doom 3\base\game02.pk4 (2 files) C:\Users\Claude\Downloads\ [PC Game] DOOM 3 (Extract and Play)\Doom 3\base\game01.pk4 (2 files) C:\Users\Claude\Downloads\ [PC Game] DOOM 3 (Extract and Play)\Doom 3\base\game00.pk4 (2 files) game DLL: 0x0 in pak: 0x0 Addon pk4s: file system initialized. -------------------------------------- ----- Initializing Decls ----- ------------------------------ ------- Initializing renderSystem -------- using ARB renderSystem renderSystem initialized. -------------------------------------- 5206 strings read from strings/english.lang Couldn't open journal files execing editor.cfg execing default.cfg execing DoomConfig.cfg couldn't exec autoexec.cfg 5206 strings read from strings/english.lang ----- Initializing Sound System ------ sound system initialized. -------------------------------------- ----- R_InitOpenGL ----- Initializing OpenGL subsystem ...registered window class ...registered fake window class ...initializing QGL ...calling LoadLibrary( 'opengl32' ): succeeded ...calling CDS: ok ...created window @ 0,0 (800x600) Initializing OpenGL driver ...getting DC: succeeded ...creating GL context: succeeded ...making context current: succeeded ------- Input Initialization ------- Initializing DirectInput... mouse: DirectInput initialized. keyboard: DirectInput initialized. ------------------------------------ sound: STEREO ...using GL_ARB_multitexture ...using GL_ARB_texture_env_combine ...using GL_ARB_texture_cube_map ...using GL_ARB_texture_env_dot3 ...using GL_ARB_texture_env_add ...using GL_ARB_texture_non_power_of_two ...using GL_ARB_texture_compression ...using GL_EXT_texture_compression_s3tc ...using GL_EXT_texture_filter_anisotropic maxTextureAnisotropy: 16.000000 ...using GL_1.4_texture_lod_bias X..GL_EXT_shared_texture_palette not found ...using GL_EXT_texture3D ...using GL_EXT_stencil_wrap ...using GL_NV_register_combiners ...using GL_EXT_stencil_two_side X..GL_ATI_fragment_shader not found X..GL_ATI_text_fragment_shader not found ...using GL_ARB_vertex_buffer_object ...using GL_ARB_vertex_program ...using GL_ARB_fragment_program ...using EXT_depth_bounds_test ---------- R_NV20_Init ---------- --------------------------------- ----------- R200_Init ----------- Not available. ---------- R_ARB2_Init ---------- Available. --------------------------------- ----- R_ReloadARBPrograms ----- glprogs/test.vfp glprogs/test.vfp glprogs/interaction.vfp glprogs/interaction.vfp glprogs/bumpyEnvironment.vfp glprogs/bumpyEnvironment.vfp glprogs/ambientLight.vfp glprogs/ambientLight.vfp glprogs/shadow.vp glprogs/R200_interaction.vp glprogs/nv20_bumpAndLight.vp glprogs/nv20_diffuseColor.vp glprogs/nv20_specularColor.vp glprogs/nv20_diffuseAndSpecularColor.vp glprogs/environment.vfp glprogs/environment.vfp glprogs/arbVP_glasswarp.txt: File not found glprogs/arbFP_glasswarp.txt: File not found ------------------------------- using ARB_vertex_buffer_object memory using ARB2 renderSystem found DLL in pak file: C:\Users\Claude\Downloads\ [PC Game] DOOM 3 (Extract and Play)\Doom 3\base\game03.pk4/gamex86.dll copy gamex86.dll to C:\Users\Claude\Downloads\ [PC Game] DOOM 3 (Extract and Play)\Doom 3\base\gamex86.dll 3 22 800 600 Regenerated world, staticAllocCount = 0. Shutting down sound hardware idRenderSystem::Shutdown() Shutting down OpenGL subsystem ...wglMakeCurrent( NULL, NULL ): success ...deleting GL context: success ...releasing DC: success ...destroying window ...shutting down QGL ...unloading OpenGL DLL wrong game DLL API version So I google some more, and one way or another I read I need a no cd-patch. so i download it, and install it, nothing changes.. So now I do a fresh install of everything, and I even change file paths, like that would matter. And I mess around a while and mess with different fixes, and nothing changes. So I visit the forums, check out the FAQ, and I read where I need to have version 1.3.1.1304. So I make a fresh install of Doom 3 again, and I check out the version number in-game (Doom 3 works until I patch it) and it is 1.3.1.1302. So before I patch it, I try a fresh install of TDM AGAIN. and now it runs vanilla Doom 3. like the application was just doom 3 with a different icon and filename. I patch the game. and now I get the same exact console thing again.. the Wrong game DLL API Version one. So I guess my main question here is, what do I do to get this game to patch? pre-patch : Doom 3 runs fine, TDM gets a runtime error Post-patch : Doom 3 crashes and I get an error log or something, and TDM starts up Doom 3, which crashes as well. It loads up fine, and right when the initial loading is done (right before the main menu) bam. crash. I hate to have my first post be a problem, but I don't know where else to go. I appreciate the help guys.
  20. The votings for the game awards 2020 are starting. So, what's your game of the year? Mine is clearly Doom Eternal. On highest difficulty, this game gives you the same feeling of acomplishment as Dark Souls and the likes. This FPS-game just rocks and rolls, both due to gameplay and soundtrack (obiously I also voted for Doom Eternal in the best soundtrack category)! Regarding the other nominees: Yes, TLOU 2 was an interesting experience, but game of the year? NO! Hades: The game would've been better had it been a true rogue-like. The way it is currently implemented, to much grind is involved, so that it fails to motivate me on the long-term. FF VII: Haven't played it, yet, as I am waiting for the PC release, but I have a feeling it might be a strong Game of the Year contender, too. Ghost of Tsushima and Animal Crossing: Don't understand why these would deserve the spot. Scrolling further down, I see that "Star Wars: Jedi Fallen Order" (technically a 2019 game) is nominated for best action-adventure. That's a definitive yes from me, as I really loved that game, although I think its chances to win are rather slim next to the other nominees.
  21. YOU TAFFERS! Happy new year! Deadeye is a small/tiny assassination mission recommended for TDM newcomers and veterans alike. Briefing: Download link: https://drive.google.com/file/d/1JWslTAC3Ai9kkl1VCvJb14ZlVxWMmkUj/view?usp=sharing Enjoy! EDIT: I promised to someone to write something about the design of the map. This is in spoiler tags below. Possibly useful to new mappers or players interested in developer commentary.
  22. Seems to confirm: https://bugs.thedarkmod.com/view.php?id=5718 does it happen in the latest dev build: https://forums.thedarkmod.com/index.php?/topic/20824-public-access-to-development-versions/
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