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  1. I wanna play Doom 3, but fhDoom has much better features than dhewm3, yet fhDoom is old, outdated and probably not supported. Damn!
    Makes me think that TDM engine for Doom 3 itself would actually be perfect.

    1. Show previous comments  3 more
    2. datiswous

      datiswous

      So it's like going back.. But still, could be interesting.

      Would be interesting to make an immersive sim kind of level with Doom 3 assets using the TDM engine.

    3. The Black Arrow

      The Black Arrow

      I didn't think about that, but...That's actually a great idea, datiswous!

      Hopefully someone reads this status and gets inspired to make a "Doom 3 for TDM" fan mission, heh.

      I would think of it as either during the invasion or after the invasion, just a few hours in, where you play as one of those scientists or office workers, you got no weapons and you'll have to avoid the possessed Humans (zombies) and Security Guards, maybe even some Demons. You'd mostly go through offices, warehouses and some industrial complexes.

      I can easily see the Security Guards being implemented as redone Haunts that use Security Batons instead of rusty swords.

    4. datiswous

      datiswous

      I think it's actually something that regularly comes up. I've seen a similar topic at least once before.

  2. Is there something wrong with the forums lately, or is it my browser? I've been having trouble formatting posts, and just now I couldn't format anything at all.

    I'm using Vivaldi.

    Usually I have to: select text, click bold, nothing happens, select again, click bold, then it works. 

    Same for other stuff, like creating spoilers, bullet points, links. Nothing works the first time. 

    1. datiswous

      datiswous

      I have no problem. I use Firefox. @Zerg Rush also uses Vivaldi. Have you tried without extensions, or in another browser?

      (btw. bold, italic and underline have shortcut keys: Ctrl B, Ctrl I and Ctrl U, you could try that)

       

  3. And what kind of computer is inside them, anyway? Is it some 8-bit thing, or something more advanced like an ARM architecture? The place I visited recently had an elevator with five full color LCD screens; one on every floor, and one in the elevator itself. I don't imagine an 8-bit computer driving them all at the same time... Note that it is presumably the computer's job to determine if the elevator is overloaded with too much weight, whether the doors are fully closed or not, etc.
  4. I still play classic Doom (albeit with user-made mods and maps rather than the original campaign) on a regular basis. A game from the early 90's which has still got a healthy following in 2022. Pretty amazing.

    1. Airship Ballet

      Airship Ballet

      I think new levels are great! Some of the mods people have come up with are crazy, like whole new games for better or worse. Blood still getting content made for it is what I'm all about though.

    2. datiswous

      datiswous

      How does classic Doom compares to Quake 1 in your opinion? I haven't played Quake much personally.

    3. Xolvix

      Xolvix

      I like both equally well, especially since Quake also has a strong following and plenty of maps/mods. Doom focuses more on masses of enemies (easy to do since they're all sprites), Quake focuses more on intricate levels and navigation, since you can jump now and maps tend to take advantage of the improved movement. Quake's palette is a bit less colorful than Doom but it lends itself to a certain style of map a lot better, grittier and more morbid.

  5. Since Aluminum directed me here ( https://forums.thedarkmod.com/index.php?/topic/9082-newbie-darkradiant-questions/page/437/#comment-475263 ) can we have unlimited renderer effects? Well, maybe not unlimited, by maybe 3-5? Thanks.

     

    1. Show previous comments  1 more
    2. Nort

      Nort

      Since I wasn't the one mainly asking, I'll just cite you in the original thread instead.

    3. AluminumHaste

      AluminumHaste

      There already is a kind of sorting, sort nearest, sort decal, sort <n>. For things like windows and such, sort nearest should probably have the desirable affect, though looking through multiple translucent shaders might kill performance.

    4. Nort

      Nort

      Is having multiple render effects really killing performance that badly? I don't understand. You're saying that if I have two transparent objects side-by-side, then they'll just count as two render effects, but when combined, they somehow become something much more difficult to render?

      Never-the-less, unless we're talking some kind of infinite portal problem, why not let the mapper choose how much he wants to kill performance? Just warn him against putting too many effects close together.

  6. I'm looking for some clarification on how well DarkRadiant supports mapping for Doom 3. I'm trying to open alphalabs1.map from pak000.pk4 and it doesn't seem to be reading it properly, there are some brushes sitting outside the map which don't appear when I open the map with D3Edit (see the attached picture). Unsurprisingly, if I then save the map and try to compile it with dmap in the console it gives me a leaked error. I have the game type set to Doom 3. I guess my question is: Is my DarkRadiant probably configured improperly, or should I not expect everything to go smoothly for these sorts of pathological cases (complicated map, made in a different editor, etc.)?
  7. Four years ago I was in the process of creating a PDF guide for DOOM 3 mapping using Darkradiant and it's been on my HDD ever since waiting to be finished. I've been updating it to the latest version of Darkradiant and I've noticed that the anim property for enemy entities has now been removed. How are enemy animations added for DOOM 3 maps in later versions of Darkradiant?
  8. After all the research I've done so far and comparisons, including reading the history of the development of TDM. It seems TDM would be the best engine possible for DOOM 3. Any thoughts, or avenues to pursue on this from anyone constructive would be much appreciated.
  9. Woo!! 2.10 Beta "Release Candidate" ( 210-07 ) is out:

    https://forums.thedarkmod.com/index.php?/topic/21198-beta-testing-210/

    It wont be long now :) ...

  10. I don't think there's a link to thedarkmod.com on forums.thedarkmod.com ...

    1. datiswous

      datiswous

      Yeah and the wiki and moddb. It should have those links in the footer I think. Probably easy to add by an admin.

      Edit: And a link to the bugtracker. I'm always searching for a post in the forum that links to that because I can't remember the url.

    2. Petike the Taffer

      Petike the Taffer

      I drew attention to this several times in the last few years. No one payed it any attention, so I just gave up.

    3. duzenko

      duzenko

      Reluctance to improve the forums is matched by reluctance to allow more people to work on it. Talk about trust and power.

  11. Hello everybody, I'm Sprony and I'm new here. I used to be very active in mapping communities (under the nickname Infernis) but I've been out of the game for a long time. Recently I ran into an old acquittance on Twitter from Doom3world and that made me nostalgic about the good old days. I have to say that I'm impressed with how far The Dark Mod has come. Thief has never been my sort of game, but I respect what you accomplished here. As you all will certainly know, practically all Doom 3 editing communities are dead. I've found one that's still up, but it lacks activity. I've also found a Discord channel with some active users, but not much else. Point is, I'm itching to make something for Doom 3 again, but that will be difficult if there's no one around to bother with questions if you can't find the answer or figure it out yourself. So I wonder if an aspiring Doom 3 mapper is welcome here and if so, what's the appropriate forum to ask question about mapping or modding for Doom 3 specifically? I already have DarkRadiant installed and setup for Doom 3 (seeing as how the in-game editor doesn't like Windows 10 much).
  12. The Doom series went from action in 1 and 2 (along with Doom 64 and Doom RPG) to horror in Doom 3 and back to action in Doom 2016 and Doom Eternal. Now, I absolutely loved the epic saga of the Doom Marine in 1 and 2 turning into the legendary hero in Doom 2016 and Eternal, but as a fan of Doom 3's horror, I feel bad that the horror reboot was un-rebooted. Would you guys like it if in the future, a sequel to Doom 3 was made? I know that The Dark Mod started out as a Doom 3 mod.
  13. First sorry if there's already a thread for this mod, but my search didn't found a dedicated thread for it, if there is, be free to delete this. I don't know how many here know about this Doom 3 Mod, perhaps all and I'm wasting my time but my search found, imo, so few mentions of it that I decided to make a thread to spread awareness. IMO, next to obviously TDM (even though TDM is not a Doom 3 mod anymore), Phobos is one of the best Doom 3 mods in existence. They released Episode 1 some time ago and it was to me a fantastic surprise, now they released Episode 2 and imo they outdid themselves the new Episode, like the first, has some of the best level design I saw for Doom 3, some even better than official Doom 3 game and expansions and this one is also longer than first episode. Any Doom 3 and idtech 4 fan should play this mod and even if you don't like the former but you like the works of Frictional Games or DONTNOD, imo you will be surprised with this mod. Btw for thief and TDM fans this mod is nothing like it, is not a stealth game, is a action game but also with a strong emphasis on story. This mod REQUIRES the original Doom 3 and Resurrection of Evil expansion, it doesn't work with Doom 3 BFG. They are also working on the third and I think final Episode and like is usual to say, personally I just can't wait for it. Doom 3: Phobos
  14. Doom Eternal / id Tech 7 Here's new footage of Doom Eternal in Nightmare mode Doom Eternal can do 1000 fps if you've got the hardware for it Blur Busters Law: The Amazing Journey To Future 1000Hz Displays
  15. Not so long ago I found what could make a pretty good profile picture and decided to try it out on these new forums. But I couldn't find a button anywhere that would let me change it. I asked on Discord and it seems Spooks also couldn't find anything anywhere. So I logged into an old alternative account and, lo and behold, that account has a button. This is on the first screen I get when I: 1) click on my account name in the top-right of the browser -> 2) click on 'profile'. Compared to my actual account: Are you also missing this button on your account? It'd be very much appreciated if that functionality could be restored to any of the affected accounts.
  16. i wish now can write the health of monsters when hited may be can use with scriptEvent entity getAttacker() ? using threads may be? but in my doubt in entityDef can be write the params in runtime? example is "inv_name" "Hited! cb_demon health is monster_boss_cyber_demon_1.getHealth()" or any idea how can i write on the screen the message? thanks
  17. I just made a test with script here from darkmod but i put $player1 and not work after $info_player_start_1 and nothing. If possible help me. please. Create the script file If your map is called for example maps/mydir/mymap.map, you must create a text file maps/mydir/mymap.script. The contents The map script needs to contain a main function. This function is called at the very start of your map, e.g. when the map is loaded for the first time. So if you want something to happen later, you need to pause the script and then do something. Here is an example:
  18. I,m trying getHealth () from enemy with script but without sucess. If possible help me t = sys.getTime(); sys.print(t); if (t > 5) { //Code for spawn enemies Wherever you wish on the map float killed = 0.0; sys.wait(1.8); entity new_monster = sys.spawn("monster_zombie_fat"); // example monster_zombie_fat or any class enemy name new_monster.setKey("name", "monster_zombie_fat_3"); new_monster.setOrigin('-136 -120 11'); if ($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 } }
  19. I just spawned the entity class zombie but can work for entity func_fx how is possible by script? thanks
  20. Still spreading the word about TDM on forums to new peops... Funny to see people say "Awesome, I loved playing Thief back in the day!"

    1. Show previous comments  2 more
    2. kano

      kano

      Yes it was in a discussion where someone was saying how unhappy they are with the way game companies grant themselves permission to do whatever they like to your PC and personal info today. I pointed out that giving up games completely is an unnecessarily overkill solution when there are free games like TDM to play.

    3. Epifire

      Epifire

      Honestly the mod/Indie genre is still really booming right now. And they aint got no reason to do shady invasive privacy bs.

    4. Petike the Taffer

      Petike the Taffer

      What Epifire said. :-)

  21. 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 :)

       

  22. 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.
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