I help HappyCheeze?
This should be higher in the rankings. People don't know what they are missing.
The Gatehouse is now available in the mission downloader!
Thanks. I guess that means we are eligible in the Indiedb contest next year?
Thanks for the nod. Though I must say I'm surprised that you chose our Top 10 Halloween article over our Standalone 2.0 article:
Accidentally down voted you from my mobile. Sorry. Feel free to return the favor or reply to this so I can upvote that...
Yes, as long as sikkmod is located in
C:\Program Files\<Doom 3 Install folder>\sikkmod
and NOT in
C:\Program Files\<Doom 3 Install folder>\base
you can install it.
That goes for ANY Doom 3 mod, wherever you install Doom 3... DO NOT ALTER THE BASE FILES. As long as you follow that rule you can install as many mods as you like.
Yes. The Dark Mod uses it's own launcher and it's assets go inside it's own darkmod directory. Therefore you just need to launch Doom 3 via the Doom3.exe instead. You can install as many Doom 3 mods as you like as long as they are in their own mod folder and not in the Doom3\base folder.
Black Mesa is a household name. I doubt it's absence here will make any difference but it certainly deserves the attention it has. I have no idea how this list was compiled but the represented population looks more like editors picks than a snapshot of popularity. This list has a reasonable amount of diversity. If it were all by popular vote there'd probably be a bunch of "me too" projects since folks tend to flock to stuff that's similar to what they know. We'll know the real score about what folks are into soon enough. Undoubtedly, Black Mesa will be near the top. I know I grabbed it the day it landed.
Trailers can provide a preview for an existing movie or game. Though it probably has a connotation of a preview of something that has yet to be released. Not sure if there's a better word...
Points taken on the "scale" of testing done by mission authors. We definitely need to gather more regulars or encourage FM authors to seek-out beta testers elsewhere (probably the latter) so that missions are seen with lots of different perspectives. To my knowledge, I couldn't name any functional bugs in the mission. One of the beta testers offered a HUGE list of potential changes with would mostly amount to the visuals being more physically accurate from a structural POV. The performance on the city streets is a tad rough on the low-end systems but Biker already looked into that as best as he could. The only possible glitch I can see is the over-active dynamic ambient in one of the city areas. I might fix that myself and offer it as an alternative version if Sir Taffsalot gives me permission. Otherwise, I doubt a revised version will be out in the short term...
The Dark Mod will work with any Doom 3 version patched to 1.3.1 1304
More installation requirements are here:
If you are asking about an Open Source build, then no it would not work because many of the other assets that ship with Doom 3 would be needed.
The Dark Mod team is even working on shipping their own executable for version 1.08 but the same applies. The mod cannot be distributed as a standalone until Id Software's IP is replaced (textures, animations, particles, etc).
If you are asking about a pirated copy, I can't help you. I can only suggest that Doom 3 never really had any serious DRM garbage, just a serial code check and online verification for multi-player.
If you are saying, "Why not release 1.08 with only textures then 1.09 with only models" then I see your POV. I suppose that it comes down to packing more into the releases so they have more perceptual impact. Yet, the version progression still has been pretty subtle with the largest change (from a player POV) happening at v1.03 because of the new rendering options and large influx of textures. If players who haven't played TDM since the Thief's Den demo were to try the current build the drastic improvement would certainly have a larger perceptual impact.
(That said, we are still pending mapper uptake for the use of new mod features from v1.04. Some features will be more popular or easy to use obviously...)
I think the philosophy is that each version roll-out is a unified marker for what missions of that version can contain whether it be code features, new textures or new models (etc). This way, instead of saying "To play Alberic's Curse, you need at least TDM version 1.05 and Texture pack 7 and model pack 3". You can instead just refer to what version is needed (though mappers have been pretty lax about including that in the actual mission release...) The weird thing is that a large sub-set of The Dark Mod mapping community are "beta mappers" and thus will usually have early access to new mod assets but there has been no centralized push to get these special members to include new features in their releases and synchronize with mod updates since the v1.0 release. Since I've wrangled mappers into some contests I might be able to orchestrate that kinda coordinated effort? (To be fair, since I've run the last couple of missions, I must take part of the blame for the asynchronous release schedule.)
With regard to bugs in these missions, they are remarkably low on problems save the most ambitious mission (size and architecture wise), "Dragon's Claw". Biker has done a good job of being forthright about all the issues and it's still a playable mission so there ya go. PranQster's mission first had some severe issues but those were corrected very shortly after his first released version near the beginning of the contest.
I think you'll like 'em all. No reason to wait on fixed versions even if Biker is planning a revision for his version.
Yeah, I may be a tinfoil wearing fool but I've always suspected that many Doom 3 mods have been made by ringers who work for either Nvidia or ATI. Humus, one of the folks who did the biggest "fix" for Doom 3's specular performance on ATI, was hired by them and his fix was added to their driver. Since then many Doom 3 mods have gone haywire on ATI hardware with Catalyst AI enabled. But some do work, Dafama2k7 (for example) found a drop-in replacement for the shader in Denton Mod that fixed the "upside-down" issues for Bloom. I don't necessarily think Sikkpin works for Nvidia as much as I think that he built his body of work from mods that did come from Nvidia employees. What choice is there though, Nvidia was far more generous with OpenGL example materials (and has always had the performance advantage for this game). It has attracted more Nvidia friendly developers. Sikkpin did actually implement some of Humus's other astoundingly cool shader methods in one of his shader packs but I wish that Humus himself had taken a more active role in the Doom 3 modding scene given his skill. Humus is one of the rare OpenGL experts who likes ATI's version of OpenGL better than Nvidia's and knows how to make their hardware rock.
This is really a pivotal release.
This is how The Dark Mod's Lead Artist and AI Animation author personally sees how TDM missions should be. This will be as much a point of reference as St Lucia is to current and future mission authors.
I can't wait to see what this mission inspires.
Looking forward to that :) Review it now before we have 900 fan missions like Thief 2... ;)
We are discussing this. One thing that is problematic is that mission authors often enhance or fix newly found bugs and re-uploading such a large file is quite a maintenance chore. One day if we have as many "Fan Missions" as Thief (approx 900!!!) a full package will be impossible except via torrent (unless Moddb wants to change their size restrictions LOL).
The next version, v1.03 will be out soon and it will have it's own downloader tool for officially supported missions.
Congrats on the long awaited release. I had a fun little session with this one last night!
More on the way...
Good luck with 2014!
Hopefully we at The Dark Mod will be as productive.
Long live Id Tech 4!
Must have been filtered or lost during server maintenance. Can you send it to my Moddb Personal Message?
I'll check with Springheel on that. I know we've been having site maintenance issues recently. Thanks!
This is not a stupid question. This is a question we love to hear! Welcome to the dark side my Builder friend.
Some solid choices here. Congrats all!
Correct. It's completely standalone now. Just make sure your install directory is named "darkmod"
I uploaded this via tribler. Are you able to download the file? I can try another torrent client if needed. Tried to find a GPL and adware free client to use. uTorrent used to be my goto client a long time ago but I haven't done much with torrents these days.
Is EA looking to collect mod to indie crossovers like Dear Esther? They'd better think hard about their stance on mods then. I suspect a great number of contributors here would rip-up an EA check in favor of going to Valve or heading down to Kickstarter (etc). Time for an EA rep to grace us with some carefully manicured words...
I'm not a Steam hater but I must admit that I have mixed feelings about them being a "gateway drug" for popular acceptance of DRM. Yes, I must admit, if we are forced to have DRM in our lives it should be as well designed as the Steam version... I think the Greenlight thing might happen. I just need to read over the legalize of the TOS with our resident legal man and start moving on it.
You might be able to use an old version (v1.07 or earlier) but now with our own executable you'd need to merge the source code from that project to get it working. Not to mention that TDM, even as a mod does some executable hooks from the dll to get extra access to pixel buffers for the light gem. If DIII4A has a radically different renderer, the you'd need to figure out how to feed the light gem it's data. I presume you are trying to run this on a gpu with at least 256m of ram right? Even at that size you'd need to downsize textures and bump maps for the medium size missions. I suppose you could go nuts and downsize everything to 32x32 or something. Good luck and let us know how it works.
Here's a thread:
the list might need to be updated because Requiem and Lords and Legacy are quite good too.
I will open a thread about non-horror missions.
That said many missions run the gamut of themes which includes some horror\undead areas (just like Thief 1). Even amongst the Top 10 horror list, many of the listed missions have significant non-horror portions.
New Intel graphics drivers. Finally stable full-screen TDM in Windows 8.1:
Forum registration at forums.thedarkmod.com has been temporarily suspended until we have a new solution for the incoming spammers.
Thanks Bliccer! I also hope that you catch a few minutes and get a chance to make a mission. :)
Experimental native OSX port of The Dark Mod 2.0:
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 .
Did you try adding
bind "r" "toggle in_alwaysRun 0 1;"
to your Darkmod.cfg file?
Yeah, probably true. Some folks have legitimately expressed similar concerns over at the TDM forums so I thought I would answer abruptly. AluminumHaste just made a video that contradicts the sword complaint:
So... difficult for some, too easy for others...
That may be true, however... Are any of them free and built by fans of Thief? That is who we cater to. If you don't like Thief 1 or Thief 2 you probably won't like this game. Sorry
The blackjack works only for non-alert guards. The sword is not supposed to be effective. This is a stealth game. You need to learn how to sneak around. If you don't like sneaking there are plenty of shooters and hack n slash games out there for you.
There's in in-game mission downloader but I will be uploading a pack to moddb
Also, make sure you put the updater inside a folder named "darkmod"
You are referring to this link: Fidcal.com ?
You can try the 1.08 updater located here:
It should upgrade itself then download the mod.
That said, since we've been featured on Slashdot.org our whole download infrastructure has been hit pretty hard. It might be better to get the file via the torrent until the traffic settles down.
I didn't want to be premature about it but when Melan calls it a "must play" and Goldchocobo says its the best mission yet for TDM... Well, who am I to argue? I totally agree that it's either one of the best or the best mission. Too bad it's so new and didn't get included in our Top 5 mission vote. We'll have to hold another once a few more missions are released.
I love the game... where are the mods?
Yeah, yeah, DRM...
No need for any version of Doom 3 anymore. This is a free standalone game now.
You need to change "the dark mod version 2.0 - standalone release" to "darkmod" in your folder path. At this time the folder name is hard coded. Version 2.01 will resolve this.
The Dark Mod's combat methods were inspired by Mount and Blade, are any M&B fans interested in Thief or The Dark Mod?