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  1. When playing TDM, even at constant 60 fps, the game always somehow didn't run smoothly for me. There were small Micro-Lags, that made it all look more like 20 fps instead of 60. Today I incidentally stumbled over a solution to the problem, that worked out so great, that I thought I'd share it with you taffers. So here's the secret: Enable triple buffering and vertical synchronization in your driver settings! And that's already it. It's really unbelievable how much one can gain in graphical quality by simply changing driver settings. "I wonder how RttC plays with this..." - says he, running off to start TDM
  2. I just purchased a copy of Doom 3 off of Steam in order to play TDM. But unfortunately, it doesn't seem to be working. I placed the updater in the correct folder (C:\Program Files\Steam\steamapps\common\doom 3) and let it download what it wanted. But when I click on tdmlauncher, all I get is Doom 3. I followed all the instructions to the letter, and consulted the FAQ, how can I fix this problem? I'm currently using Windows 7 RC.
  3. First let me congratulate everyone involved in making The Dark Mod on a fantastic job. I have played through the 4 available missions and i like The Dark Mod a lot even though i had a couple of crashes in the training mission (none in the other missions). I sincerely appreciate the huge effort that has been put into this and i hope the Thief fan mission community will embrace it and start producing missions for it. Having said that i have a couple of questions. I myself am a software developer and i would like to know whether the following are limitations based on the Dooom 3 engine, conscious design decisions or just something no one thought about. 1: Would it be possible to setup another path for the fms folder that is currently located under the darkmod folder? At the moment it's not a big deal it's only 23 MB, but again hoping the volume of Dark Mod missions increases it could grow to many gigabytes. I use a fast WD Raptor 10000 rpm disk for system & games drive, but it is limited in size. So for Thief1/2/3 with Darkloader/Garrettloader i have the missions folder (11,8 GB at the moment) on another slower & larger data drive. I would love to be able to do the same with The Dark Mod. 2: Having a seperate directory for every mission. Currently not such a big deal but as the number of missions hopefully starts increasing the Doom3 folder gets messy. I'm assuming this a is Doom 3 limitation. Would it be possible to change it so that they instead were placed in a "Missions" folder under the Doom 3 folder? 3: Because of the seperate directories we end up with a large number of copies of gamex86.dll. I assume the Doom 3 engine needs it there, but how about letting the install/uninstall routines copy/remove that file? 4: Also we get to have two copies of each mission pack (.pk4 file). One in the fms folder and one in the missions directory. Again how about letting the install/uninstall routines copy/remove that file? 5: Having all the saves for every mission you ever installed at the ready is great, but not when the saves take up as much space as they do. The training mission produces a save of about 32 MB which is the largest of the 4 missions and that is still a relatively small mission. So when we get real large missions will we end up with 100 MB saves? 10 of those and you hit a gig. As the number of missions grows that gets to be too much. So have you considered having the install/uninstall routines archive the saves like Darkloader does? Using RAR they compress down to about 4% of the actual size. Sincerely The Elusive One
  4. Thanks for humoring my nonsense, I know you guys are always having to defend the Doom 3 engine from noobs who put it down. I'm just looking for ways to extend it to more polys... (I love everything else about it)!

  5. Today there are people talking about scary games and some other mod but can some of you name some good d3 mods that are less action type games and more exploratory or adventurous? Somethings like that one for Halflife2 called Dear Ester I think. Also if there are some good ones would I be able to play them without messing up TDM?
  6. Since I can not post this in the news/announcment I post this here, because I think it might be interesting for us. Here you can find a project which does a similar thing like we do. They convert System Shock 2 to Doom 3. Maybe we can have some synergies with this project. Don't know, but I thought it is interesting for some of us. http://ss2rebooted.tk/
  7. hey could someone please up the original doom 1.3.1 exe for me - unfortunately I lost it. don't know how ^^ - I tried a cracked exe from my friend, it works, but only with my antivirus turned off. I don't wanna reinstall the game and the mod, that's why I ask here Regards Berny
  8. I've just completed the upgrade from IPB 2.2.x to 2.3.6, the newest official release of IPB. This was done to stay ahead on the IPB version 3 that is currently in the beta stages. Please post any comments, bug notices, etc in this thread. PS: If you have any issues with the new forums, please try to refresh/remove your Internet browser cache. Thanks, ~m2
  9. I ran over a nice tutorial today explaining how to bake Global Illumination into a lightmap and using it afterwards in Doom 3(screenshots included). What do you think? Could it be put to some use in TDM in combination with Doom's shadow volumes? I think it would make some places look a lot more vibrant and especially bigger areas would profit from it by looking less monotone. The process of achieving this effect seems to be pretty extensive though and I am not sure how well it would behave together with dynamic lights and the ambientlight... There is also the question of consistency. Rendering the Lightmaps for a whole level would be way too much work, as far as I can tell from the tutorial, so you'd have some places with "realistic" lighting in your map and some with the standard lighting.
  10. I'm not necessarily asking for help here, just whining more than anything... I knew as I uninstalled Doom 3 a few weeks ago to make room on my hard drive, in the back of my head I knew... there was some reason not to do this, but I just couldn't remember what it was. I plumb forgot about the Dark Mod. Well, now I want to try out the new demo, and here I am looking at a jewel case with Doom 3 discs 2 and 3... but no disc 1 I even have the other jewel case with Resurrection of Evil in it, that disc is present and accounted for... I am dead set on finding the disc, I'm an old school Doom fan since '93, and Wolf3D before that, and I don't take losing a Doom disc lightly. I'm a bit sloppy sometimes though, my organizational tendencies are like cicadas they only resurface on rare occasion. This is even kind of inspiring a much needed and long overdue cleaning of my domain, so that's good... it's frustrating though because I've actually looked pretty hard already in the spots I was sure I'd find it... checked the disc drives on my previous PC, checked all around the area the jewel case was... *sigh* Well, wish me luck, and cross your fingers that when I find it, it isn't cracked into pieces or something like that. UPDATE: HAHA, just found it about 30 seconds after posting this, I think that might be why I did it... I knew if I did something to put myself on the line and risk looking like a jackass, reality would consider that a sufficient offering. It worked.
  11. I currently have Thief 1 & 2 & 3installed in a directory structure like: D:\Thief series\Thief 1 - The Dark Project (Gold)\ D:\Thief series\Thief 2 - The Metal Age\ D:\Thief series\Thief 3 - Deadly Shadows\ and I really want to be able to install Doom 3 with the Dark Mod project in a directory like: D:\Thief series\Thief - The Dark Mod\ I acknowledge it is not technically a thief - blah blah legal jargon, however this is besides the point, I would love to follow this structure, as well as not need a CD. I have legitly purchased Doom 3 As well as every Thief title. I have all thiefs running without CD, and are on a partition that if I format, and reinstall windows, All my thief titles work without reinstalling, and maintain all major settings. However when I do this with the Dark Mod with the Beta levels, this directory structure breaks the mod, as well as if I use a nocd on the Doom3 engine w/ The dark Mod. Can this be remedied, hopefully before launch. I really hope to not have to break my structure if at all possible. Thanks for the tips, and keep up the great work!
  12. Well, does any one cos when I install the patch mine messes up so I cant play anything.
  13. My monitor is set to 1024x768 at 100 Hz. I reinstalled Doom 3 and whenever I play it refresh rate drops to 60 Hz. I tried "+r_displayRefresh 100", but it does not seem to work for me. Any ideas? I remember having this problem before, but I have no idea how I solved it. Help! [EDIT] I used this program (RefreshForce): http://www.pagehosting.co.uk/rf/ to set my refresh rate. It works great! Timedemo showed 51 fps before. And now (at 100 Hz) I have 91 fps! If anyone wants to use ReForce... a word of warning. One needs to set desktop resolution in Doom 3 before using this program. If, for example, Doom 3 is set to 800x600 while desktop is 1024x768 (with ReForce), the monitor will freeze and the game won't start. Strange. So if you are planning to change resolution in Doom 3, start ReForce and click on 'Restore original settings' first.
  14. Hello everyone, I'm fairly new. I can't get the fm maps to load in the Darkmod.I get no objectives or map, when I click map it gives me a in the game error map can't load. then returns to the menu, after I click buy equipment. I even copied the name of the map over to the fm folder from the Doom3 directory(which had the gamex86 in it). I have no choice to unzip them and put them in there own folder name, in order to have it show up on the in the game menu. I'm out of ideas do anyone of you know how to fix this problem?? I followed the steps in the FAQ related to my problem. It seems they don't have a problem for the problem I have..Your help would be appreciated. Vista 64 fresh install of doom 3 game patch 1.3.1
  15. Hi there, Seeing how the the Dark Mod has just been released (), I re-installed Doom 3 (and the Resurrection of Evil expansion pack as well. just for the hell of it) in order to play this great looking mod. Yes, I installed the official 1.31 patch as well. Also, I have the latest Nvidia drivers. However, for the life of me, I cannot get Doom3 to play on anything other than a 640 x 480 display resolution! Sure, I've altered the 'cfg' file (as laid out in the appropriate Wide Screen Gaming entry) but it always defaults to the most basic resolution possible. Very frustrating! Any ideas how I can resolve this problem, as it looks Pig Ugly at this minimalist resolution? Thanks, DANNY My Specs: XP Home+Vista Ultimate (32-bit) \ Intel E6750 @ 3.47 \ Abit IP-35 Pro \ Antec 900 Ultimate Gamer \ Arctic Cooling Freezer 7 Pro \ 4gb Corsair Twin2X2048 XMS Xtreme Performance (800mhz) \ XFX 8800GTS 320mb \ Samsung SpinPoint F1 1TB \ Samsung Writemaster SH-S223 \ Corsair CMPSUHX 620w PSU \ DGM L-2248WD 22" TFT \ ZyXel P-660RU-T1
  16. can't update the backuped version of doom 3...

  17. http://www.fuzzpopfx.com/tutorials/doom3/ This looks like a similar approach as in Quake 4, might be useful for us.
  18. My doomkey works fine with D3, but is not working with The Dark Mod after updating to the latest version. I also used it fine with the "old" version of the Dark Mod with "Saint Lucia" & "Thief's Den", but is now asking me to put the key in TWO (2) different boxes. I've tried taking the last 3 characters (where only 3 will fit in the last box), but that doesn't work either. PLEASE HELP...
  19. I'm sure I've asked this before, but here I am again. Now importing and exporting is no problem for me. It's pretty easy stuff nowadays. But I do have one last hurdle I need to pass before I can say I'm halfway competent. I need to get my models in Modo scaled properly so they line up and move with the 4/8 grid inside of Radiant. To do that, I need to align my measurements so they're uniform across both platforms. So how big is a Radiant Unit exactly? I can set Modo up to use Game Units, but I have to know how many meters (or rather fraction of a meter) are in a single unit before I can do that. I've looked around on Google, but I can't seem to find anything on this. Anyone have any advice?
  20. Thought this worth its own thread. I hope I'm wrong and nobody else needs it! This relates back to posts I made back HERE. At that time I thought I had found a workaround but it wasn't and I have several times thought the same since but I'm still getting conflict and mostly I don't run Doom and DR at the same time which is a pain when testing and doing quick fixes as you can imagine. The basic problem is really excessive lag in both Doom and DR when running together sometimes to the point where they seem to have crashed, effectively they have but it is really that they slow down so much you can wait one minute for for a keypress to respond. But other times it is just say 2 or 3 seconds so It recently occurred to me that others might have the problem but not so severe and might not realize it. Anyways, until I can get a new graphics card (the prime suspect) this is my current bodge which I think is helping but cannot be certain..... First load Doom In console type gameError to crash to a full screen console. Switch to any other full screen program like Notepad (not sure of this theory but I was trying to avoid both a Doom window and DR peeking behind it. I am doubtful this is really needed.) Start up Dark Radiant. Edit, save map changes Switch to Notepad Switch to Dark Mod dmap, map whatever, test Console, enter gameError to clear game Notepad Dark Radiant. It is a nuisance but you have to reload the map anyway if you are testing (mostly) and there is the console history and it's a lot faster than closing/reloading Doom/Dark Radiant. Whether the above method will continue to be reliable I don't know. It may be that even when working it only works for a time and half an hour or so later it all lags up again but at least one gets a reasonable session. Hell, even blackheart can be scrolled around reasonably I just found! Jerky when zoomed out but do-able. Actually I also just found the best way with a big map like this is Filter out entities to big scroll a zoomed out map, then zoom in close and restore entities. Close up it scrolls OK. Alright - need to hide camera unless needed but orthoview seems do-able. I might post something on the blackheart thread though about splitting up the map.......
  21. Hey Guys, has anyone of you any experience with running doom3 on ubuntu 9.04? It runs with about 0.5 FPS on my PC, i remember playing it with windows and it worked fine. I have a ATI Radeon x1950 and I know the open-source (ati doesn't support that card anymore) drivers are not that good, but maybe you can help me anyway. Otherwise i would have to buy a new small hard-drive for a windows installation :-(
  22. I see that most of the DarkMod models use ASE/LWO, whereas my tree model I just exported I used DerTon's MD5 exporter for 3DSMax 2009. What's easier to get into Doom 3?
  23. The dark mod has come along way. with dark radiant released and many Thief FM makers out there along with the hype about this mod in the thief community maybe You guys should add in some new parts of the forums. For editor Discusion, and just general mapping. along with coding and stuff. so there is help here for the mappers that are at work learning and using the D3 editor. just a thought it would be a good move to create a really good base of DM editors for the release. it would help us solve the problems we are having and get better as we talk about it and learn the editor. also maybe a FM concepts forum to. to talk about ideas for good maps and for ppl to req mappers and coders for DM projects... i think its the right move. it would also bring a lot of new people interested in the mod's comunity on a daily bases. maybe we can steel some of the fm makers from the first two thiefs haha. hopefully. theres alot of amazing FM's out there for the first 2.
  24. I will upgrade the DarkMod forums this Friday to the newest IPB version. This will hopefully help us stop the spammers from signing up so we can get rid of the manual authentication process. The forums will be unavailable for some time, and the skin might not look normal after the upgrade. Just a heads up. Cheers, ~m2
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