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  1. I finished DOOM - The Dark Ages the other day. It is a decent shooter, but not as great as its predecessors, especially because of the soundtrack.

    1. Show previous comments  2 more
    2. STiFU

      STiFU

      @Airship-Ballet just play it on Gamepass, that's what I did.

    3. Airship-Ballet

      Airship-Ballet

      Neveeerrr ✊

    4. STiFU

      STiFU

      @peter_spy the gameplay was honestly fun, but there are some caveats. Here is my full review:
      Everything about the new DOOM screams badass — the setting, the scale, the visuals, the sounds. You’ve never felt more like an unstoppable killing machine than in this installment. The level design is excellent, and the new shield-based melee combat is genuinely fun and satisfying. However, this game doesn’t quite reach the genius of DOOM Eternal for four reasons: Reason One, Mick Gordon no more. Mick‘s music defined the franchise's identity and even gave birth to a new metal subgenre—Argent Metal. While the new soundtrack does have its moments, it is lacking punch (and volume in the default setting). Gone are the days of headbanging so hard in front of your screen that you mess up your shots. Reason Two, the new resource management. The previously built-in combat-mechanics to obtain armor or health have been removed and replacement functionality is now gated behind (partially late-game) weapon upgrades. This frequently has you scouring for items mid-combat in early-game, and in late-game, you'll likely stick to to those specific weapons rather than swapping weapons situationally. Reason Three, vague weapon roles. In Eternal, weapon roles were crystal clear—each enemy type had a go-to counter. That precision is missing here. Sure, you’ll still use plasma on energy shields and melee against physical ones, but beyond that, the weapon utility feels blurred and underdeveloped. Reason Four, painfully slow weapon swapping. Even if there was an incentive to swap weapons situationally, you probably wouldn’t because weapon swapping is sluggish as hell and leaves you vulnerable to attacks. All that being said, The Dark Ages is still a fantastic game, but when you’re following in the footsteps of genre-defining titans, comparisons are inevitable. 8/10

  2. I'm curious about doom and thief multiplayer netcode 😂 or how these games handle networking for multiplayer in general

    a youtube channel called battle(non)sense sometimes posts about netcode analysis

    1. freyk

      freyk

      For doom 3 and thief 2 multiplayer, take a look at the source-code.

    2. taffernicus

      taffernicus

      i found a number of networking architecture documentations accross the internet. Might look into the source code later 

  3. Websites prove their identity via certificates, which are valid for a set time period. The certificate for forums.thedarkmod.com expired on 10/18/2024. Error code: SEC_ERROR_EXPIRED_CERTIFICATE
  4. I know this is The Dark Mod but I thought it might be worth asking in case there might be those with the requisite knowledge here - I downloading 6th Venom's main manu mod for Doom 3 ROE and apparently, in ROE, the difficulty is locked to Recruit regardless of what you choose for some reason. It can't even be changed in-game using set g_skill. I noticed a user talking about this bug in the comments and just tested it, myself. Is there anyone here who could possibly take a look at this? I really love this mod but this is kind of a glaring issue; it would be so great if it could be fixed. And I can't afford much, but I'd be willing to buy a pizza for anyone who can fix this! Luke
  5. 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.
  6. 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.

  7. 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.

  8. 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)

       

  9. 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.
  10. 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.

  11. 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.

  12. 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.)?
  13. 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?
  14. 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.
  15. 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 :) ...

  16. 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.

  17. 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).
  18. 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.
  19. 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
  20. 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
  21. 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.
  22. 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
  23. I just made a test with script here from darkmod but i put $player1 and not work after $info_player_start_1 and nothing. If possible help me. please. Create the script file If your map is called for example maps/mydir/mymap.map, you must create a text file maps/mydir/mymap.script. The contents The map script needs to contain a main function. This function is called at the very start of your map, e.g. when the map is loaded for the first time. So if you want something to happen later, you need to pause the script and then do something. Here is an example:
  24. I,m trying getHealth () from enemy with script but without sucess. If possible help me t = sys.getTime(); sys.print(t); if (t > 5) { //Code for spawn enemies Wherever you wish on the map float killed = 0.0; sys.wait(1.8); entity new_monster = sys.spawn("monster_zombie_fat"); // example monster_zombie_fat or any class enemy name new_monster.setKey("name", "monster_zombie_fat_3"); new_monster.setOrigin('-136 -120 11'); if ($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 } }
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