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. 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.

  1. 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.

  2. 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

  3. 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?
  4. 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.

  5. 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.
  6. 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.

       

  7. 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!

  8. 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.

  9. 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.
  10. https://discord.gg/9wtCGHa There is a discord channel for Doom 3/idTech 4 users, players and alike!
  11. Been scouring the net for an active community for doom3 and this was the most active outside of github source codes... so I figured it might be worth a shot. Looking to see if there is anyone who can give me a hand fixing up the thirdperson cross hair for Doom 3 Ruiner. There are 2 bugs in it. I'm hoping to get a fix included for the upcoming, and long overdue, patch for the mod. This is probably the biggest bug in the mod. The first bug is from the trace line made to determine the cross hair's position. When playing the mod, type g_debugweapon 1 in the console to show the line used to determine the position and also for the melee combat related additions. When something gets in the way of the line, the cross hair won't update. This is easily duplicated by standing next to a wall or door way and just shooting. I have a hunch the issue is mainly caused by the shoulder camera offsetting the camera. Maybe being able to offset the origin of the line to the right would help? The other bug deals with launching projectiles from the barrel. When set to 1, the cross hair is always off. to counter act it an offset can be set in the cursor.gui It works alright, but will still be off when looking too high or low because of the weapons barrel position. The only thing I can think of is maybe a flag in the projectiles fired to aim towards it... which could look wierd unless the crosshair position is offset right in the cursor.gui. Any help would be really appreciated! We uploaded the source code for the mods years ago on the mod db. https://www.moddb.com/mods/ruiner/downloads/ruiner-hardqore-2-source-codes The crosshair is handled in the player cursor.cpp
  12. Great mod, loads of fun. It modernizes Doom, but in a good way. Two things I would like to request. 1. sounds for waterfalls/liquid falls. It is nice that there are sounds for torches now, but it seems a bit strange when near a waterfall and there is no sound. Surely surfaces with flowing textures could be tagged to play a rushing sound. 2. Cyberdemon should be a bit tougher, at least against the BFG. He's supposed to be a bad-ass and instill fear in the player, so it feels kind of too easy to paste him with 2-3 BFG blasts. Thanks
  13. Did a great find today: Quake 4 mods for dummies. Now online readable. http://forums.thedarkmod.com/topic/5576-book-quake-4-mods-for-dummies/?p=412644

    1. Obsttorte
    2. Bikerdude

      Bikerdude

      He changed ita long while back, it was so he was using the same name as he uses on other forums.

  14. I know this forum is for The Dark Mod but this seems to be the only place with an active technical side to Id Tech 4 so I'm kinda not sure where else to look. So I've been trying to compile the Doom 3 source code to make some edits to some game mechanics in Resurrection of Evil. Thing is though I keep running into issues with errors in Visual Studio and I'm not exactly sure on how to solve them. I've been following this guide in order to compile the Doom 3 source code but I get issues with DoomDLL, MayaImport, and Game-D3XP. https://www.katsbits.com/smforum/index.php?topic=896.0 MayaImport doesn't matter as the issue for it seems to be that I don't have Maya to begin with and I'm assuming isn't needed for me to compile anyways. DoomDLL fails however with errors about Win_input.cpp with errors about things being in a constat and identifiers. Game-D3XP fails due to a problem with the script_compiler.cpp with it complaining about constant char as well. I can get Game-D3XP to compile if I replace the script_compiler.cpp with the one from Game and it seems to work fine. While I managed to compile a DLL for Doom 3 and ROE they were much larger than the vanilla DLLs that come with the game. I know some things changed like something different about the shadows to avoid a problem with a patent but are they supposed to be almost twice as large? I removed the default DLLs from the game files and used my own which seemed to run fine which gets me on to the point. The goal of this is essential to make some engine changes to allow the player to get ammo_souls like they did in Doom 3. I tried adding the Soul Cube and changing the Artifact to use ammo_souls so that it would be usable in custom maps that don't have the Artifact charge pickups. Killing enemies won't get you souls in ROE even if you have the Soul Cube in your inventory it seems and I've found this in the code. /* ============= idPlayer::AddAIKill ============= */ void idPlayer::AddAIKill( void ) { #ifndef _D3XP int max_souls; int ammo_souls; if ( ( weapon_soulcube < 0 ) || ( inventory.weapons & ( 1 << weapon_soulcube ) ) == 0 ) { return; } assert( hud ); ammo_souls = idWeapon::GetAmmoNumForName( "ammo_souls" ); max_souls = inventory.MaxAmmoForAmmoClass( this, "ammo_souls" ); if ( inventory.ammo[ ammo_souls ] < max_souls ) { inventory.ammo[ ammo_souls ]++; if ( inventory.ammo[ ammo_souls ] >= max_souls ) { hud->HandleNamedEvent( "soulCubeReady" ); StartSound( "snd_soulcube_ready", SND_CHANNEL_ANY, 0, false, NULL ); } } #endif } From what I've been told the #ifndef _D3XP skips the code if D3XP is defined somewhere but I'm not a code expert and this is just my guess from reading what the statement might mean online. The other problem after this is that I want to use Sikkmod on top of these changes with my Doom 3 mod list. While Sikkpin released the source to his mod I'm not 100% on how to use it. I assuming you just plant it on top of the vanilla Doom 3 source code and compile it that way but doing that gives me issues with player.obj and calling external objects. Error 1015 error LNK2019: unresolved external symbol "public: __thiscall idGrabEntity::idGrabEntity(void)" (??0idGrabEntity@@QAE@XZ) referenced in function "public: __thiscall idPlayer::idPlayer(void)" (??0idPlayer@@QAE@XZ) C:\Users\The_OId_AI\Downloads\doom3.gpl-master - Copy\neo\Player.obj Really, all I want help with is compiling it all properly so that I can look into what I need for the Soul Cube and the Artifact. TL;DR1. Is the guide I'm following correct? Are there any extra steps I need to take that the guide may not have mentioned due to maybe the author thinking it was obvious?https://www.katsbits.com/smforum/index.php?topic=896.0 2. Is the compiled DLL supposed to be about twice as large as the vanilla counterpart? If not what exactly should I do to make sure it is? 3. How can I resolve the issues I am having with Sikkmod 1.1 ROE edition source? What steps do I need to take in order to compile it. 4. Is it a bad idea to do what I am doing with script_compiler and D3XP? Is there something I should look into for a proper solution? More info here but I think I covered everything here. http://idtechforums.fuzzylogicinc.com/index.php?topic=532.msg5830;topicseen#msg5830 If there is anything I'm missing that you need ask and I'll see if I can give you an answer. https://www.katsbits.com/smforum/index.php?topic=896.0
  15. That moment you log into TDM forums and suddenly feel nostalgic...

    1. Sotha

      Sotha

      Protip: if you never log off and stay for ever, there is no nostalgia when you visit.

    2. Melan

      Melan

      Welcome back!

    3. RPGista

      RPGista

      Haha yeah, I feel like that from time to time. Good to see you around.

    1. demagogue
    2. jaxa

      jaxa

      I've found it difficult to find where TDM is listed as #1 on Greenlight. This page ( https://steamcommunity.com/greenlight/ ) has no ranked listing. This one ( https://steamcommunity.com/sharedfiles/filedetails/?id=858048394 ) has no visible rank or stats page. Is it my script blocker?

  16. Hi all. I have found my way to The Dark Mod via the excellent fan missions on TTLG which in itself I stumbled across only a few weeks ago. I got hold of a genuine version of DOOM 3 from Amazon very cheaply last week but have encountered problems when attempting to patch with the 1304 update (Couldn't load default.cfg). I do note that my DOOM 3 is a EU manufactured set and I get a warning at the outset of the options in the setup for the patch something about being "cannot identify the version of DOOM 3 installed" and if I am not running the English version then to "select the appropriate localisation component" during the patch process (none of which make the slightest difference of course). I am loath to ask for help with a first post but having trawled the web and fiddled with the setup as best that I can, I am still stuck and would love to run the Dark Mod missions (DOOM is just not my type of game). Any suggestions and assistance gratefully appreciated. Here is the error messages I get with Win XP Pro SP3, AMD Athlon 2.4+, 1.5Gb RAM, runs Thief DP,TMA, T2X and all Thief FM's seemlessly. Graphics are Radeon 9550 with 256Mb onboard RAM. DOOM 1.3.1.1304 win-x86 Jan 16 2007 15:36:51 1503 MHz AMD CPU with MMX & 3DNow! & SSE 1536 MB System Memory 256 MB Video Memory Winsock Initialized Found interface: {096BB5A0-9B05-41B7-84A9-8C6E29E62A5F} NVIDIA nForce MCP Networking Adapter - Privacyware Filter Miniport - 192.xxx.x.xx/255.xxx.xxx.x Sys_InitNetworking: adding loopback interface doom using MMX & SSE for SIMD processing enabled Flush-To-Zero mode ------ Initializing File System ------ Loaded pk4 C:\Games\Doom 3\base\Doom 3\base\game01.pk4 with checksum 0x51c6981f Loaded pk4 C:\Games\Doom 3\base\Doom 3\base\game02.pk4 with checksum 0xf3ec6f7 Loaded pk4 C:\Games\Doom 3\base\Doom 3\base\game03.pk4 with checksum 0x5d4230ea Loaded pk4 C:\Games\Doom 3\base\Doom 3\base\pak005.pk4 with checksum 0x8ffc3621 Loaded pk4 C:\Games\Doom 3\base\Doom 3\base\pak006.pk4 with checksum 0x95b65ab Loaded pk4 C:\Games\Doom 3\base\Doom 3\base\pak007.pk4 with checksum 0x666bdb3c Loaded pk4 C:\Games\Doom 3\base\Doom 3\base\pak008.pk4 with checksum 0x23ae5993 Current search path: C:\Games\Doom 3\base\Doom 3/base C:\Games\Doom 3\base\Doom 3\base\pak008.pk4 (3 files) C:\Games\Doom 3\base\Doom 3\base\pak007.pk4 (38 files) C:\Games\Doom 3\base\Doom 3\base\pak006.pk4 (48 files) C:\Games\Doom 3\base\Doom 3\base\pak005.pk4 (63 files) C:\Games\Doom 3\base\Doom 3\base\game03.pk4 (2 files) C:\Games\Doom 3\base\Doom 3\base\game02.pk4 (2 files) C:\Games\Doom 3\base\Doom 3\base\game01.pk4 (2 files) game DLL: 0x0 in pak: 0x0 Addon pk4s: file system initialized. -------------------------------------- Unknown command 'vid_restart' idRenderSystem::Shutdown() Shutting down OpenGL subsystem ...shutting down QGL Couldn't load default.cfg Thanks again in anticipation. M O
×
×
  • Create New...