I help HappyCheeze?
Make sure your darkmod folder is not set to "Read Only" and that it has permissions for the user you are running the updater as. Also, it's best if you create your darkmod folder right on the root of the drive. Eg. C:\darkmod
C'mon, google "4chan Euro Truck Simulator" and you'll see it's a running meme with them. They find this thing hilarious. Of course they'll vote for it. Is the point of MOTY to be "the thing that 4chan finds hilarious"?
Hard to say things will change, to them "ratings is ratings" so the massive traffic spike from the 4chan crew is "a good thing" the problem is that it isn't a sustainable thing and when advertisers get wind that they are advertising to bots then the house of cards will fall. Depends on who wants to upset the apple cart with a little dose of truth at the upper management levels on both sides. I get the impression that the corporate heads of both sides of this equation would rather live in the fantasy world that these bot votes are real end-user eyeballs...
Ahh, a little googling shows that 4chan has weighed-in on the whole MOTY scene with this little ETS2 upset. Now that they know they can do it, I expect more troll-style winners next year...
Hmm, I've always used WASD for directional controls so I'm not quite sure why you have "L-Alt" for the "back" (S) direction?
We have opened a ticket at BountySource to request that someone port GPU skinning from BFG to Vanilla Doom 3:
Yeah, I think that something in newer compilers or OS updates is setting this to Read Only by default since we only started seeing this type of problem around TDM 2.0.
Is the folder you have your updater in set to "Read Only"?
Do you have Firewall or Security Software blocking programs from downloading? (if so, you should whitelist the updater)
Folks having performance issues on the newest AMD\ATI hardware or drivers, please try renaming "TheDarkMod.exe" to "darkathena.exe".
Did you set the resolution in Darkmod.cfg per the following wiki:
Everyone who is using the "New Dark" patch is indirectly benefiting from the leaked dark engine code...
Yeah, the team felt that the balancing for bow vs charging AI was not quite right. The AI have some cover responses but are not good enough to be aware of the danger posed by a bow and players were clearing maps in missions without no-kill objectives. So, until a better solution appears, the workaround is to presume the AI are dodging at the last minute (etc) when alerted. I'll have to find it but we had a rather long discussion about this at the forums. Point of the story, be stealthy and don't provoke AI to make them arrow-fodder. I kinda think a difficulty setting which allows you to kill AI this way would be nice since maps that have good opportunities for the use of broad-head arrows on moving targets are rare and it's a shame that players don't get to experience them more often.
This should be higher in the rankings. People don't know what they are missing.
You "can" install it under Doom 3 but Doom 3 is no longer required now.
1) Create a darkmod directory anywhere on your PC (make sure the folder is not set to read-only)
2) Either download this 2.0 package or just the tdm_updater and copy that to your darkmod directory
3) run tdm_updater until you are upgraded to 2.02
4) Point a shortcut to TheDarkMod.exe within your darkmod directory
5) Click the shortcut to start the game
6) Select a mission or download a mission within the new mission interface
Try the tdm_updater now, it should be less congested for the 2.02 download. Also, make sure your darkmod folder is not set to read only. Finally, delete your gamex86.dll and let the game rebuild a new one for you. If those suggestions don't work, please stop over to forums.thedarkmod.com and we'll investigate further.
The package is too large to upload to moddb from a desktop and nobody has offered to host the file on a direct HTTP host that works with their HTTP uploader.
Just download this version then run tdm_updater to upgrade it to 2.02 or download the latest tdm_updater and do a fresh install via that tool.
Yeah. I don't think the money is as much of a barrier as the license implications it may pose. That said, (personally) these days I can't get my wife to agree to any PC upgrades for gaming purposes or almost any game related funds that aren't for the kids... Don't know if the player-base is in my shoes but I know the a good percentage of the dev team have similar issues (new family responsibilities vs development time and funding)
I know that "Thomas Porter 1: The Knighton Manor", "Return to the City", "William Steele 1: In the North", "Thief's Den 4: The Alchemist", "Tears of St Lucia", and "Thomas Porter 5: Phrase Book" were in there.
I think that part of "A Score to Settle" is also in there but don't quote me on that one...
I think you are mistaking the little hanging fish's fin for an eye socket...?
Here is a discussion, the last I heard Demagogue was coordinating the efforts though (as you will see) this is a contentious subject:
We've got quite a few FOSS warriors in the mix and Valve's pioneering work in getting mainstream acceptance of DRM doesn't sit well with them.
That said, we also have quite a few folks who love the convenience and publicity that Greenlight would give the project.
One think folks can do to assist the TDM team is to contribute to bountysource tickets for general improvements to the vanilla Doom 3 source code.
I have opened an example ticket here:
There's an open discussion on this. Some folks are collecting funds for the entry fee and others are reviewing the Greenlight EULA for legalities.
Moonbo's "Requiem" won the "I made a Mod" portion. I will be posting an article when I get a chance.
Stop by the forums.
Yes, it will work on XP but some larger missions might have trouble running on 32-bit memory sizes. You can use image_downsize cvars to workaround that to some degree if you don't mind the quality loss.
I love D3W
Some solid choices here. Congrats all!
Experimental OSX Binary:
Well, it works for me...
My respect to TDM Core Team - everything seems to work just out of the box!
For lazy testers, I have uploaded some binaries: follow: Forums.thedar...post__p__302111 but look for TDM2.OSX10_7_i386.tar.bz2
Sources are in my git repo, currently in the branch: TDM2.00_OSX_PORT_00 .
Note that i was forced to use clang for compiling - read osxBuild.sh for more details .
I love the game... where are the mods?
Yeah, yeah, DRM...
You probably have folder options set to hide known extensions. You need to disable that. Once you do that, try deleting your Darkmod.cfg and letting the game rebuild it.
UAC tends to slow-down or interfere with programs. Try disabling it temporarily...
Also try disabling Aero.
Also check your resolution and aspect ratio in Darkmod.cfg
For Threading Optimizations:
Open Nvidia Control Panel ->
Manage 3D Settings ->
Bottom half of list locate "Threaded Optimization" <-- Set to NO / Off
Also set "Multi-display/Mixed GPU acceleration" to "Single display performance mode"
Another option: Download the v1.08 build and then use the tdm_updater on that (sanity check).
Incidentally, Doom 3 can be had for less than $10, this mod is worth more than than by a long shot. :)
You are on a Roll with these new monsters!
Great work guys!
Do I see some new stone textures there or are those Hell textures that I've forgotten?
(Looks great BTW!)
Did you follow the Steam specific instructions for installing the mod?
Also, try running the tdm_updater insider your Doom 3\darkmod directory. Some files may have been damaged during download and that tool will repair them (etc).
Finally, if you have applied any mods to your "Base Directory" rather than keeping them in their own sub-folders that may conflict with this mod.
(For example: Is Sikkmod installed in "C:\Doom 3" or "C:\Doom 3\Sikkmod" ... if the former, if will conflict with TDM...)
The deadline was in flux.
I originally thought "Christmas" but there's something wrong about posting Halloween stuff at Christmas (even if you aren't religious... LOL).
New Years was suggested then a couple of folks felt that would be too long and anticlimactic which made sense to me, it says "Meh, who cares about the voting results of this contest. It's just a formality".
To be honest, the player demographic for this mod seems to sway to older players with less free-time so having a longer voting period still makes sense. But for the sake of promotion a tighter schedule keeps it more alive. Plus the players are forced to "speed-play" these "speed-builds" so the urgency is passed along.
The precise date is because it's a week into the month (a little buffer) and on a day where I can be pretty assured that I can tabulate the results in peace.
Perfectly captures the mood of the Hexen era graphics. So many next-gen updates to old titles fail to retail the proper mood.
Great job (again).
Great work Hexen EOC team!
Thanks for your support Argoon!
I'm afraid that The Dark Mod and Desura are currently at some sort of philosophical impasse right now. The lead developer, Greebo, spent a great deal of time getting a "mission download" feature and "auto update" feature working well and meeting with the approval of all the nationalities who use the mod and their ISP rules. These features have really made the mod into a luxury experience for those that get past the initial install barrier.
Now Desura has requested that we remove our updaters from the mod because it may add additional confusion and conflicts with their methods. It does make sense. If joe end-user launches a Desura update for TDM at the same time he opens the tdm_updater tool, Windows will throw a fit and there will be errors about file overwrite problems. In reality, the Desura user is unlikely EVER to visit the actual mod folder so both positions are a little silly to war over. (But The Dark Mod devs paid blood and tears for their part).
What really needs to happen is for TDM to make an executable installer that will seek out the Doom 3 folder for the end-users. Then we will cut down on the confused user ratio. But I'm sure most would rather see that coding effort placed elsewhere, eh?
Now what I wanna know is what Desura would say to a commercial game that has an updater in it. Will they claim that mods for that game are impossible to support because Desura has an update feature too? What? HL2 updates itself all the time and potentially can conflict with inbound Desura updates? How did they resolve that problem?... Hmmm? ;)
Disable Catalyst AI (if possible) or set Catalyst AI to "low" then Disable "Surface Format Optimizations".
Some have also reported that the latest drivers produce a crash with Doom 3 mods if your CCC is "not present\disabled".
We are about to collect the votes for our Seasons Contest entrants and post the winner.
Of course, more missions are cooking so you shouldn't have to wait too long for a new one. ;)
Keep up the good work Arx EOS team!
The screen was posted by Melan to showcase his textures that were planned for inclusion in v1.03. I think all of his original set has made it in by v1.04. The steam-bot was introduced in v1.02...
That was a surprise, I was actually expecting somebody to make a poop joke...
Whether frozen-poop or industrial strength marital aid, you will find that in v1.05 you can more easily knock-out someone with it.
Bringing details back into the normal - be gentle!
* Duplicate your old diffuse, desaturated it and then use a high-pass filter to pull out the details, edges and such. Using darken/multiply or whatever seems best blend the details into your new heightmap, you'll find you need very low opacity to just bring in some details, sometimes you will want to mask out the larger edges and let that just come from your hand made heights if they are accurate already.
* Test again.
* Now that you have a better understanding of what areas would be darker in normal illumination, maybe you want to try your hand at removing downlighting or whatever from the image, remember not to make it completely flat, a 'true' diffuse does not look good in games, it might look good in a 3d render where you have a million other things to displace/whatever. Diffuse changes (besides lining things up and doing shape changes) should be done after normalmap, I've regretted doing it before many times...
* If your diffuse didnt have much lighting to start with, take your heightmap, throw it into njob and output an AO map. Multiply this onto your diffuse, careful with opacity, you don't need to completely blacken areas or anything like that. Use a mask to remove details you dont want, using a soft brush add in deeper areas that would be flat-lit but dimmer than you're getting.
Just to be clear, this video was created by ocn (who also in an entrant in the Seasons mapping contest)
Here is a Youtube link for folks who have trouble with the Moddb player:
OK. I will re-upload that. If you run the tdm_updater it should replace those corrupt files.
Some good stuff there, looking forward to the SDK level transition video!
Note to self
Bikerdude gave me a nice bunch of pics and told me to choose 5 (I went with 6 because that was Melan's max)... You would not believe how hard the decisions were, the shots he provided were mind-meltingly beautific.
Grayman was pretty good at seeing through my spin and he made sure to keep things "nice and accurate" (quite a rascal). I hope to get the chance to have another interview with him because that was just too much fun...
Bikerdude's missions are on the "addons" tab now so you can judge for yourself whether "prodigy" an accurate term for his his skills ;)
Fan Missions will be uploaded soon...
Forgot to mention:
This mission requires The Dark Mod v1.02.
You may either download the tdm_updater "updater" application or the whole 1.02 package (which I have recently uploaded to the Moddb Downloads area).