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  1. For the people eager to play with the latest state of development, two things are provided: regular dev builds source code SVN repository Development builds are created once per a few weeks from the current trunk. They can be obtained via tdm_installer. Just run the installer, check "Get Custom Version" on the first page, then select proper version in "dev" folder on the second page. Name of any dev version looks like devXXXXX-YYYY, where XXXXX and YYYY are SVN revision numbers from which the build was created. The topmost version in the list is usually the most recent one. Note: unless otherwise specified, savegames are incompatible between any two versions of TDM! Programmers can obtain source code from SVN repository. Trunk can be checked out from here: https://svn.thedarkmod.com/publicsvn/darkmod_src/trunk/ SVN root is: https://svn.thedarkmod.com/publicsvn/darkmod_src Build instructions are provided inside repository. Note that while you can build executable from the SVN repository, TDM installation of compatible version is required to run it. Official TDM releases are compatible with source code archives provided on the website, and also with corresponding release tags in SVN. A dev build is compatible with SVN trunk of revision YYYY, where YYYY is the second number in its version (as described above). If you only want to experiment with the latest trunk, using the latest dev build gives you the maximum chance of success. P.S. Needless to say, all of this comes with no support. Although we would be glad if you catch and report bugs before the next beta phase starts
  2. Sorry, I think it should be #include "guis/mainmenu_briefing_preamble.gui" At least that's what I see in some existing gui files: the guis subdirectory is important. I think it is irrelevant. Just like in C/C++, C preprocessor runs before the main language and does simple textual transforms only. It does not know the main language at all. It understands only directives (lines starting from #) and some strings which were #define-d beforehand. After preprocessor is over, the main language starts working, and it only sees what is produced by preprocessor, it has no way to know about the directives. So in the first example it will check if the current mission is indeed 1. If it is not, it will remove the section inside #if from the source code, the Doom 3 GUI language will not even know it was there. If it is, then the section will survive. Then it will handle the #include, which basically says "please copy/paste the contents of that file here". In the second example, the preprocessor has no freaking idea what the first line means. It is not a directive. So it will leave it as is, regardless of which mission it runs now. The it will handle the #include, i.e. copy/paste the file contents regardless of which mission is now. Given that Doom 3 GUi language only allows to use if-s inside event handlers, the second approach is only valid if you use it inside a single script event handler. Which is often too small. But then the parts which are not specific to either mission will be included/present twice, no? In fact, if #include sounds complicated to you, you can just do everything without it. Imagine that file2.gui contains the full GUI code for mission 1, and file2.gui contains the full GUI code for mission 2. Just put contents of both files into mainmenu_briefing.gui surrounded by appropriate #if MM_CURRENTMISSION == ? and #endif. Preprocessor will process each #if and drop the ones which are false. Since #include is just a command for preprocessor to copy/paste, it works effectively the same way. It just allows you to have one mission per file instead of one megafile with the stuff for all missions (well, as long as paths are correct).
  3. ============== -= IRIS =- ============== WELLINGTONCRAB TDM v 2.11 REQ Ver. 1.3 *For Maureen* -=- "Carry the light of the Builder, Brother. Unto its end." -Valediction of the Devoted "What year is this? Am I dreaming?" -Plea of the Thief Dear Iris, I am old and broken. When we were young it felt like the words came easily. Now I find the ink has long dried on the pen and I'm as wanting for words as coin in my purse. I can tell we are nearing the end of the tale; time enough for one more job before the curtain call... ============== -Installation- Requires minimum version of TDM 2.11 **Dev build dev17056-10800 (2.13) fixes several visual effects which have been broken in the mission since the release of 2.11. For that reason playing with that version or later is currently recommended** -Iris does not support mods or the Unofficial Patch- Download and place the following .pk4 into you FMs directory: Iris Download ============== *Thank you for playing. Iris is a large mission which can either take as quickly or as long as you are compelled to play. I hope someone out there enjoys it and this initial release is not completely busted - I tried the best I could!* *Iris both is and isn't what it seems. If commenting please use spoiler tags where appropriate. If you are not certain if it would be appropriate a good assumption would be to use a spoiler tag* *Support TDM by rating missions on Thief Guild: https://www.thiefguild.com/* ============== WITH LASTING GRATITUDE: OBSTORTTE - Whose gameplay scripts from his thread laid the foundation which made the mission seem like something I could even pull off at all. Also fantastic tutorial videos! DRAGOFER - Who built upon that foundation and made it shine even brighter! And whom also provided immeasurable quantities of help and encouragement the past couple years on the TDM discord. ORBWEAVER & GIGAGOOGA - For generously offering their ambient music up for use. EPIFIRE - Who lent me his fine trash and trash receptacle models. AMADEUS - Who was the first person who wasn't me to play the damn thing and provided his excellent editorial services to improving the readers experience playing TESTERS AND TROUBLESHOOTERS: AMADEUS * DATISWOUS * SPOOKS * ALUMINUMHASTE * JAXA * JACKFARMER * WESP5 * ATE0ATE * MADTAFFER * STGATILOV * DRAGOFER * KINGSAL * KLATREMUS - What can I possibly say? Playing this thing over and over again could not have been easy. Deepest thanks and all apologies. -=THANKS TO ALL ON THE TDM DISCORD AND FORUM=- ==SEE README.TXT FOR ADDITIONAL ATTRIBUTIONS & INFORMATION== HONORABLE MENTION: GOLDWELL - If I hadn't by chance stumbled into Northdale back in 2018/2019 I would probably still be trying to get this thing to work in TDS, which means it probably would not exist - though more details on that in readme. ============== Boring Technical Information: *Iris is a performance intensive mission and I recommend a GTX 1060 or equivalent. I find the performance similar to other demanding TDM missions on my machine, but mileage may vary and my apologies if this prevents anyone from enjoying the mission.* *Iris heavily modifies the behavior of AI in the game, how they relate/respond to each other and the player. So they may act even stranger than they do typically in TDM. Feedback on this is useful - as it can potentially be improved and expanded upon in future patches.* -=- This is my first release and it has been a long time coming! If I forgot anything please let me know! God Speed. 2.10 Features Used:
  4. https://www.ttlg.com/forums/showthread.php?t=134733
  5. Hmm yeah newdark also works for both thief 1 and 2 and also the gold version it seems. https://www.ttlg.com/forums/showthread.php?t=141148 latest version seems to be from 2019.
  6. The Unreal engine and Unity engine are free to use for non-commercial projects as well, but nobody ever considered porting TDM to them. The work would just be too much for too little benefit! Also AFAIK the Doom 3 engine has some of the best lighting/shadow handling out there, even today?
  7. On the upside this might make some people actually happy: https://forums.thedarkmod.com/index.php?/profile/34053-xolvix/&status=4090&type=status
  8. I started using Unexpected Keyboard for Android phone.

    It's pretty cool, because it has an actual Ctrl key, which you can use to do cut, copy and paste actions via x, c and v. pretty handy in the forums, to move quoted text around for example.

  9. The difference is that TDM is not a mod. It was a mod for Doom 3, but it cannot be used as a mod for Doom 3 anymore, because it's using a different engine.
  10. There is a post over on TTLG: https://www.ttlg.com/forums/showthread.php?t=153145 Just re-checked, it was also just "an idea" and the scripts he posted mainly resolve around the enemy movement speed. I was so hooked up on that idea that I didn't remember this in the first place, sorry!
  11. Thanks everyone for your passionate feedback so far. The topic of save restrictions really brings out the “travelling circus” haha! Even with maybe a clown act or two! I appreciate all the perspectives! @kingsal Just to clarify, the idea was always meant as an optional feature. It was never something forced onto any player. The intent is not to punish or restrict, but to offer map authors and players another tool to curb quicksave and quickload habits if they choose to. So customization would be key part of this, whether you set the loot threshold, turn it off, or adjust it per mission. I completely hear those who feel any kind of restriction undermines player freedom in immersive games. That is why I believe this should be extra and opt-in only, not tied to standard difficulty or forced on anyone who does not want it. On the other hand, I think the proposal from @snatcher about rewarding restraint, such as stealth score bonuses for minimal saving and loading, is an alternative brilliant way to turn the concept into something encouraging rather than restrictive. That could motivate players to play differently without feeling confined. Anyways.. Let us keep the discussion creative and constructive. For next year’s circus, maybe we can add a small demo to show the crowd PS: Thanks a lot @datiswous for taking the time to search the forums again. I somehow wasn't aware that this topic came up already a few times, and the forum search itself often is not working so well. So thank you!
  12. *** WORK IN PROGRESS *** VIRTUAL ROOMS - A TUTORIAL SETUP BRICKS LAYERS TESTING I will try to explain here how to create a Virtual Room but be informed this is not a DarkRadiant or mapping tutorial. If you are new mapping and need help go check the boards, the wiki and other online resources. Please don't ask here general mapping questions, this is not the place. 1. SETUP The first thing you need to do is to extract all contents of the pk4. Pack files are zip files with a pk4 extension. Go to "fms/vr_vol1" and extract its contents. Delete "virtual_rooms_vol1.pk4". You must have this structure: 2. BRICKS Open in DarkRadiant fms/vr_vol1/maps/vr1_00_template.map A Virtual Room is created by stacking bricks together. Think of a 1x1 Lego brick. Our base brick is a cube of 64x64x64 Doom-units. Basic operations: Set the grid to 64 in the grid menu Select a brick (Shift + Left Click) Clone the brick (Space) Move the brick (Left Click inside + Drag) Or resize the brick (Left Click outside + Drag) Unselect the brick (Shift + Left Click or Esc) Or delete the brick (Backspace) Textures & Materials Select a brick (Shift + Left Click) or select a surface (Shift + Ctrl + Left Click) Go to "window > Surface Inspector" (S) In "Texture Properties > Shader" choose a "virtual_rooms/vr_" shader. 3. LAYERS Go to "window > Layers" (Ctrl + L) There are two layers that contain critical elements for a Virtual Room to work: World_Player World_Theater You can do what you want with the rest of the layers. I personally use "Stage" for the bricks. 3A. World_Player This layer contains the player start location and the exit zone. Move the entities around but don't change their properties. World_Player > info_player_start Name: virtual_room_entry_point Description: location where the player starts. World_Player > info_tdm_objective_location Name: virtual_room_exit_point Description: location where the mission ends. The "Virtual Compass" points to it. It is grouped with the next entity. World_Player > func_emitter Name: virtual_room_exit_emitter Description: An emitter that signals the exit. It is grouped with the previous entity. 3B. World_Theater This layer contains essential brushes and entities. The default size of the room is a cube of 3200x3200x3200 Doom-units. There is a "false floor" at the bottom where you can hide entities. You should not change anything here, except for info_location to set the name of the room and perhaps "virtual_room_ambient_music". The mandatory atdm:ambient_world named "ambient_world" entity The default worldspawn that acts as the skybox, surrounding the arena A nonsolid entity named "virtual_room_false_floor" that hides anything that falls through. The default inventory items: the Spyglass, the Lantern and the "Virtual Compass" (always pointing to the exit) classname atdm:campaign_info named "virtual_room_campaign_info" that prevents weapons and ammo to be available in the next room. classname info_location contains the name of the current room (change it). atdm:speaker_ambient_music "virtual_room_ambient_music" has the default ambient music. You can change the music and add revert here if you want. Check the companion script functions "virtual_music_stop" and "virtual_music_start" to stop / resume the music on the fly. atdm:target_addobjectives "virtual_room_objectives" contains the objectives. You shouldn't change anything here unless you know very well what you are doing. 4. TESTING Save your map and give it a number and a name: "vr2_01_name.map". A single word for the name is recommended. Launch TDM, bring down the console and dmap it: "dmap vr2_01_name.map" Test the map: "map vr2_01_name.map" Does it work? Congratulations, your Virtual Room is good to go.
  13. When will they finally update their forums to a mobile friendly version..
  14. I know there's a lot of doom and gloom with missions being released but look at it like this; every year there's enough content to equal a full campaigns worth of missions. It's like a full thief game every year. And the quality just keeps getting better, as mappers get more and more experience.
  15. https://www.ttlg.com/forums/showthread.php?t=153139
  16. A set of some 200 missions is a lot to sift through to find what one likes. I never used your site but if it provided functionality to search missions for parameters like approximate playtime, series v standalone, and tags like undead, spiders, mansion, city, etc, then it sounds plenty useful. Can the functionality be incorporated into the main web page? Perhaps even integrated to fetch underlying data from the wiki (so that trusted editors can keep the parameters up to date)?
  17. There's now an editable fan mission list on the wiki, for the sake of tracking missions made for The Dark Mod. Please read and follow the guidelines, and help keep the list up to date! Direct link, but also accessible from the wiki title page: http://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod Discussion of changes (format, policies, entries, etc.) can take place in this thread. --------------------------------------- There is also now a wiki page to track upcoming fan missions: http://wiki.thedarkmod.com/index.php?title=Upcoming_Fan_Missions Submissions, progress, and any discussion for missions under construction can take place here: http://forums.thedarkmod.com/topic/11639-upcoming-fan-missions/
  18. Yeah dhewm3 is probably the definitive way to play Doom 3 on modern systems these days I think. The high frame rate build is still under development (https://github.com/dhewm/dhewm3/pull/585) but even with occasional glitches it is so much nicer on a high refresh rate monitor than being stuck at 60 Hz. Also I never played the BFG edition so I'm not in a position to compare audio, but the switch to OpenAL in dhewm3 did at least improve the audio from the original game which had an issue in occasionally skipping playing a sound sample in certain situations (e.g. firing the machine/chain gun).
  19. Greetings everyone! I recently got into TDM and am already having a lot of fun playing through and ghosting missions. However, coming from Thief, I am mostly relying on the rules and my experience with that game, while there are clearly differences in how TDM works. Right now, there is talk in the ghosting discussion thread on TTLG to amend the ruleset and include clarifications pertaining to TDM. So I wanted to drop by and ask: is there an active TDM ghosting community already and have any rules for this playstyle been developed? I would also like to ask someone to take a look at the draft of this addendum to see whether everything looks correct: https://www.ttlg.com/forums/showthread.php?t=148487&page=16&p=2473352&viewfull=1#post2473352 Thanks!
  20. 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.

  21. The version I'm playing is pretty issue free. I read that there are some physics related issues with the unlocking of the framerate, but, I haven't really noticed anything. One thing I'd still like to see is improvements in the audio quality. The BFG Edition of Doom 3 has fantastic sound. Not sure what they did there (probably something with the dynamics), but, it's much better than in the original Doom 3 and in dhewm3.
  22. for those still dabling in retro hardware heres some interresting sites https://windowsupdaterestored.com/ windows updates for win 9x to xp https://www.techpowerup.com/forums/threads/tpus-nostalgic-hardware-club.108251/ links to various sites with old software and information on setting up older systems hardware.
  23. I was thinking about the moving flesh animations in Doom 3 and Prey Exactly, Prey!
  24. I was thinking about the moving flesh animations in Doom 3 and Prey..
  25. hmm its actually rather advanced and unfortunatly a bit of a pain to setup. one example is hrtf (headphone surround) which requires mapping sound locations with a tool they provide. https://deepwiki.com/kcat/openal-soft/5.3-gui-configuration-tool lists a good deal of which steps needed. for all other cases it is probably better to ask on the github forums for it. attached my own config for dhewm3 which sounds somewhat ok. drop it next to the dhewm3 executable. if you feel up to experimenting you can add your own settings to it alsoft.zip
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