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  1. Don't know if already posted but here is, Unreal on Doom 3 engine (idtech 4), done for fun by a oficial Prey 1/Rage/Doom (2016) level designer, this is what the old original idtech 4 can do in the right hands.
  2. How you can help depends a lot on what skills you have. I can Record Video Recording "Let's Play" videos or simple walkthroughs of existing missions and posting them to Youtube is great exposure for the mod (see example .) Be sure to let us know so we can link to them. If you have some editing ability, Video tutorials, where you explain how the mod works, or how to use specific tools, would also be great. Video trailers, showcasing interesting places and features, are also great for publicity. An example is . I can Write Writing reviews for missions are always nice, especially if they include good screenshots. Not only does it give us something to post on other forums, but it makes mappers feel good when their mission gets attention (especially if it's positive). We have a collective thread to post reviews in: http://forums.thedar...s-walkthroughs/ Writing reviews of the mod as a whole, targetted an an audience that doesn't know much about TDM, is also very useful. You could also try offering your services to mappers to create interesting readables, or to proofread for their mission. I can Act and Record Audio We are always on the lookout for good quality audio recordings for vocal sets. If interested, you can pick a few different lines from this script: http://wiki.thedarkm...t:_Average_Jack and send the recordings to Springheel, who then writes a script based on the type of voice you have. I can Translate We could always use translations of our menu/hud into more languages. Also, only a few FMs are aavailable in more than one language, so there is a lot of work there, see the I18N Translator's Guide in the Wiki. I can Model Great! Take a look at the model request thread:http://forums.thedar...-requests-here/ and pick something that interests you. Or just post a, "Hey, anybody want a model?" thread in this forum and I'm sure mappers will get back to you. I can Animate Fantastic. We can always use more good animations. Our current character rigs use a Maya skeleton. PM Springheel for more info. I know C++ Have a look at our coding section in the wiki, pick an issue or feature from the bugtracker of the mod or the leveleditor, download the recent sourcecode release (or better ask for an SVN checkout) and get cracking. Make sure nobody is already working on that specific issue and feel free to ask questions. I can Edit Images We can always use completely new textures and/or improved versions of older textures. How to get started and how to import them into the mod. I can Take Photos Good quality photos of useful textures (medieval-ish building facades, dirt, rocks, wood, etc) are always welcome. The fewer directional shadows and higher resolution, the better. I don't have any skills Even if you can't do any of the above, you can still help out. Talk about TDM in other forums; share your (preferably positive) experiences with other gamers you know. Last, but not least, compliment people when you like their work. Saying "thanks", to a developer or, "I really enjoyed your mission" to a mapper will make their day. -------------------- I'll update this further as more things occur to me.
  3. This game started has a Doom 3 mod and even thou I'm not on the team, I bet idTech 4 was chosen at the time, because it's real time per-pixel lighting and shadows, strongly resembled the look of Thief 3 and also the engine itself was very mod friendly, afaik more so than the heavily modified Unreal 2 engine used in Thief 3. IMO this game will be active for years to come, at lest while there's people willing to work on it and making new missions, players will come. And also the current TDM engine, is not the original Doom 3 engine, it got updated by the team through the years and as surpassed the original in many ways and will keep on evolving, while there's good c++ coders in the team, like currently they have.
  4. Hello TDM-ers. I am encountering an issue where textures seem to partially disappear. I tried searching the forums, but, I don't know what to search for. The missing textures are a worldspawn brush acting as a roof with {for now} flat iron texture. There are other worldspawn brushes right below to create an attic ceiling with roof framework board texture. These gaps appeared a few edits ago. I can't "undo" to get back before whatever edit did this. The gaps are only visible during play and are not visible during editing. Closing and reopening DR and TDM do not fix anything. Some of the brushes overlap in areas behind the play area but I have never seen an issue doing that. The attached image has the effect I am now seeing. Ideas on where to start debugging this? Very much appreciated. Clint
  5. (I apologize for the odd poll question layout. I wasn't able to add five yes-no questions, because polls are limited to three questions.) Hi everyone, I've recently been working on some patches for issues that I've read about from players on the TDM and TTLG forums — and Discord. My goal is to make it as easy as possible for players, especially new players and those who need usability/accessibility options, to find what they need in order to have a better TDM experience. I've already written the GUI and game engine code for these settings, which I've been using in my personal build. The reason for this poll and discussion is to both guide the finalization of my work and collect data to help inform the dev team. Which patches I submit depend on the outcome of this poll, discussion, and what the dev team agrees to accept. Once decided, I can coordinate with the dev team. I've attached screenshots of what the new settings menu would look like if all of the settings are accepted. Below, I have detailed each menu setting, so you can have an easier time understanding each one. Very important to keep in mind: None of these settings change TDM default behavior. They are all opt-in. If you are already happy with the behavior of 2.10, 2.11, etc. and these menu settings are accepted, nothing will change for you. Rename "Always Run" to "Run Mode" with options "None, Always, Toggle" After 2.11 was released, @i30817 requested that "toggle run" be added to the settings menu. Its cvar is already in TDM as "in_toggleRun" (same as Doom 3). I propose renaming the "Always Run" setting to "Run Mode" with options: "None", "Always", and "Toggle". None = in_alwaysRun 0; in_toggleRun 0 Always = in_alwaysRun 1; in_toggleRun 0 Toggle = in_alwaysRun 0; in_toggleRun 1 Show Blackjack Helper @Wellingtoncrab suggested that the new blackjack helper be added to the settings menu. Its cvar was added to 2.11 as "tdm_blackjack_indicate". More info: It's the new blackjack helper added to 2.11. When the game detects that the blackjack can be used for a successful hit or KO, the blackjack will rise slightly. I propose a "Yes/No" setting for this. Slider for "View: Head Bob" @ChronA requested a way to disable head bobbing, because a viewer watching him play was having severe motion sickness. Also, there was a bug in TDM that made setting the head bob in the console not stick after loading a saved game. (Even with 2.11, if a mission overrides the "tdm_player_thief.def" file and sets "pm_bobroll", "pm_bobpitch", "pm_bobup", and other cvars, it will override player preferences.) As far back as 2008, players have had trouble setting head bob. Another one from 2018. At the end of 2022, @Shadowex3 registered just to voice the need for a way to control head bob. I propose that a slider be added to adjust the amount of head bob. This would use a new "pm_headbob_mod" cvar with a value between 0.0 and 1.0 (default 1.0, no change). The "pm_headbob_mod" would be a multiplier for "pm_bobroll", "pm_bobpitch", and "pm_bobup". The advantage to this approach is that missions like Volta 2 and Hazard Pay would not need to adjust their "tdm_player_thief.def" files for head bob to work properly. And, the player can still adjust "pm_bobroll", "pm_bobpitch", and "pm_bobup" as they like. Slider for "View: Mantle Roll" This is similar to head bob for those who are sensitive to motion. Its cvar was added to 2.11 as "pm_mantle_roll_mod". A Thief player on Discord said, "2.11 will have a cvar to tune down the mantling animation at last." I propose that a slider be added for "pm_mantle_roll_mod". Auto-Search Bodies @Zaratul requested the "auto-search bodies" feature from Thief 1 & 2. Its cvar was added to 2.12 dev16783-10307 as "tdm_autosearch_bodies". I did a poll on the a Thief Discord server and roughly 20% of players there use the Thief auto-search bodies feature. I propose a menu setting for this, so that players coming from Thief 1 & 2 can easily find it.
  6. Awesome! Post is up! https://forums.thedarkmod.com/index.php?/topic/22200-beta-testing-the-house-of-delisle/#comment-487365 Thanks!
  7. I've recently searched the internet with the aim of finding importers and exporters for all model formats used by TDM, both for older and newer versions of Blender and any other common modelling apps. Here's the result: As a precaution I've made a backup of these importers and exporters on TDM's FTP server in case these links go dead. I won't provide download links to them here so we don't compete with the authors' links, but if at some point in the future someone isn't able to model something for TDM because the right import/export scripts don't exist anymore they can contact a team member. If the original authors want their work removed from this backup they can post here, send a PM to a team member or write an email to the address found at the bottom of this page: https://www.thedarkmod.com/team/ ASE Blender 2.80+: Orbweaver and chedap's importers and exporters for ASE & LWO, should be regularly updated (ASE importer only imports geometry, no materials or UVs) Link Blender 2.79b: Orbweaver and chedap's exporters for ASE & LWO Link Blender 2.79b: JediAcademy importers and exporters for ASE & MD3: Link Blender 2.76b: JediAcademy importers and exporters for ASE & MD3: unknown Blender 2.76b: Motorsep's updated importer for ASE (download link access has been restricted): Link LWO Blender 2.80+: Orbweaver's importers and exporters for ASE & LWO, should be regularly updated (2.79b scripts no longer available): Link Blender 2.80+: douglaskastle's importer for LWO: Link Blender 2.79b: ken9's importer for LWO: can't find the link anymore, used to be on Blenderartists.org MD5 Maya: idTech and greebo importers for MD5: Link 3DSMax: Berserker importer and exporter for MD5: Link Blender 2.80: KozGit importers and exporters for MD5: Link Blender 2.79b: Nemyax importers and exporters for MD5, made for 2.66 and still works for 2.79b: Link Blender 2.72: RPGista's guide for MD5: Link Blender 2.66: Sotha's guide for MD5 (access to the link for Arcturus' rig has been restricted): Link MD3 Blender 2.79b: JediAcademy importers and exporters for ASE & MD3: Link
    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.

  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. The *DOOM3* shaders are ARB2 ('cause of old GeForce support) carmack plan + arb2 - OpenGL / OpenGL: Advanced Coding - Khronos Forums
  10. 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.

       

  11. Sorry if I came a little obtuse It was not my intention but at lest made you guys discuss the subject. ;D Like I said it was a opinion and truth be told based on much ignorance in how TDM render and idtech 4 render in general works, I know vanilla engine is locked at 60hz and that is why I explicitly said "default" of 60, but was just a suggestion. I was also basing my opinion on what I see other games do, afaik TDM is the only game, where you have to explicitly unlock fps's, before being able to set a max fps, at lest in the menu visible to the player. But TDM situation seems to be a particularity of this engine old idtech4 DNA. "Fps limit only works with vsync off" Is that a general fact or only a TDM (idtech 4) fact? I have games where I have both on and they seem to not conflict, but perhaps those games just disable one or the other behind the scenes? " it excludes everything except 60Hz monitors" Like I said it was just a suggestion, not trying to exclude high-frequency monitors, specially because I have one! A 165hz FreeSync monitor. And wouldn't people be able to set their own frequency? Also honest question, can't you detect in the engine code at what frequency player monitor is at and set accordingly? "Then came people with high-frequency monitors" Like you see I'm one of those. This imo is obviously a case of me not being privy on the internals of the TDM engine render, making wrong assumptions based on past experience with other games/engines... :S
  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. 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!

  14. Thanks again. It says "material not found" so it's probably named differently, but I tried it with other materials as a test and they show over the screen so technically this should work. Digging through the files now but once I find what I need I may just have the requirement to get me started. Once more never underestimate how awesomely idTech 4 was designed This is what I get with "g_testPostProcess xray_glasses_overlay_mixed_warped" for instance: I vaguely remember that long ago there was discussion about making water and / or stained glass blur with distance rather than constantly. Was this ever achieved to use as an example? It's what tdm_water.mtr - textures/water_source/water_blurred seems to be doing, it uses heatHazeWithMaskAndBlur.vfp which can probably be simplified as I only need the blur component. I can't find where vfp files are stored though, glprogs only contains fs / vs / glsl files.
  15. Thanks, I can also recommend gog galaxy. The idea of the custom tags is really nice, I'll have to try this out too!
  16. 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.
  17. 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.
  18. _dhewm 3_ is a _Doom 3_ GPL source modification. The goal of _dhewm 3_ is bring _DOOM 3_ with the help of SDL to all suitable platforms. Bugs present in the original _DOOM 3_ will be fixed (when identified) without altering the original gameplay. **The project is hosted at:** https://github.com/dhewm **Consult the FAQ at:** https://github.com/dhewm/dhewm3/wiki/FAQ **Report bugs here:** https://github.com/dhewm/dhewm3/issues # CHANGES Compared to the original _DOOM 3_, the changes of _dhewm 3_ worth mentioning are: - 64bit port - SDL for low level OS support, OpenGL and input handling - OpenAL for audio output, all OS specific audio backends are gone - OpenAL EFX for EAX reverb effects (read: EAX on all platforms) - Better support for widescreen (and arbitrary display resolutions) - A portable build system based on CMake - (Cross-)compilation with mingw-w64
  19. Unless the TDM team changed the gui system, in a way that I was not aware, TDM gui's, shouldn't support mouse drag functionality. Having said that, it is certainly not impossible to change it to support it, if you know c++ coding, know the gui system iner workings, deeply enough, and also important, have time and incentive to do it. I know of at lest one idtech 4 game the one in the link bellow, where drag&drop and more is supported, is also the idtech 4 game with the most complex fullscreen gui's that I've seen to this day, unless he totally replaced the original idtech 4 gui system, for flash or something (like in doom 3 BFG) than he most have changed it deeply. https://www.moddb.com/games/icarus-starship-command-simulator/videos/video-2
  20. 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/
  21. TTLG? That's Through the Looking Glass Forums. A looking glass fan community. Has been around for a long, long time. https://www.ttlg.com/forums/
  22. I just read@motorsep Discovered that you are able to create a brush, then select it and right click "create light". Now you have a light that ha the radius of the former brush. Just read it on discord and thought it may be of use for some people in the forums here too.
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