I help HappyCheeze?
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...
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:
What graphics card do you have? Do you have the latest drivers installed?
If you have an nvidia card, have you disabled "Threading Optimizations"? If you have an ATI\AMD card, have you disabled Catalyst AI?
What OS are you using?
Do you have UAC disabled?
Perhaps you have a corrupt install. You could try using the tdm_updater tool (available here at moddb or at the downloads area
for www.thedarkmod.com ) to verify that all files are correct.
Congrats on the release, and good luck with your indie aspirations.
This version is out.
Over 60 missions are available to play!
The road map shows that 1.08 is practically finished but one of the lead coders has been tied-up with outside obligations. It's hard to predict whether the rest of the team will wait for him to return or forge ahead with the release (and delay any of his big patches for 1.09). If I were a gambling man...
"there's a certain anniversary around the corner..."
Not yet... The TDM team is working to make the project standalone but it will take time to replace the Doom 3 copyrighted art assets with new versions. The upcoming v1.08 can already start many missions without any reference to the Doom 3 asset locations but some of the mod included material may be modified from Doom 3 material so that will need to be carefully reviewed.
Here is a progress overview from our wiki:
Folks are still playing missions for the original Thief games so being "behind the times" is kinda relative to the audience expectations.
That said, the Doom 3 engine is Open Source now so (provided the coding skills) the sky is the limit for what modern features you wish to add.
The TDM team have made some nice (conservative) improvements to the engine in the upcoming version (which is now a consolidated executable), and (hopefully) as future iterations evolve, more engine-side fixes or enhancements will arrive from within or outside the team.
(If anyone has rendering code knowledge and would like to contribute, please stop by the forums and and create a thread in the "I want to Help" section.)
Already the Quake 1 coding community discovered an optimization that helps make the shadows render 1.5x faster (or better in heavy scenes). With help from the Doom 3 coding community things are likely to improve further from the GPL code changes. With regards The Dark Mod team, they should be able to reduce some of the performance overhead for the light-gem and ambient light system at least.
Incidentally, I found that v1.07 improved the performance for a couple of missions I tried.
Looks great on my work monitor.
It was a little dark at home (CRT) but day-time does that. I found the shots are brighter than the actual game and comparable to some of your other recent brightened shots.
Let the whining begin.
Download links at the main site have been updated. (Added to the article)
You probably never knew that we gave your users a Thief style game to play...
I requested that they be put up. The developers are a bit busy though. You can get the new versions in the in-game downloader or at these links:
The Siege Shop (Redux):
Business as Usual (v2):
I am not sure how long those will stay active... These missions are good enough where it wouldn't be a problem to upload them here as well I suppose...
While the first version of Winter Harvest did have it's share of problems, I have a bad feeling that ShadowHide may have unfairly lost some points because of his behavior in the forums.
The jury is still out because of his language issues, but it seems pretty clear that he is often outright rude to forum members, mappers and even the TDM developers.
That should not be a factor in a contest though. Yes, we always hope that mission authors will also be genial but if they are providing free goods then why get upset over their attitude. I would like to see ShadowHide add a poll to his thread for Winter Harvest v2 so that we might see cooler heads voting on it and maybe gauge it's ranking more realistically.
The specular is a bit toned down where only ambient light is present. The "ambient world" light is supposed to represent pure dark or shadow in the game yet allow the player to navigate... so what would specular look like when almost completely dark? Perhaps there's a better method but this one looks quite good when BOTH real and ambient light hit anything.
Better options will be available when the Source Code is release of course. Hell, Sikkpin showed that you can do HL2 style Ambient Cubemap lighting (even now without the source code) but you'd have to replace all your existing light assets.
A couple of points of clarification:
1) The Dark Mod is a "Total Conversion Mod" which is as far from "simply a mod" as you can imagine.
2) The SDK was released in 2005. Source code the for AI, Physics, and Game systems was made available back then as well. We are awaiting the source code for the remainder of the engine (renderer, sound, collison, etc) later this year.
3) The Dark Mod cannot be released "Doom 3 free" unless the art assets used by the mod (textures, models, particles, animations) are replaced. We await help from the community for this very large task. A cooperative effort between Doom 3 mod developers to embark on this project has been discussed...
4) The Dark Mod now (as of v1.06) supports multi-mission campaigns. You will likely see large "full game" style experiences in the future as several mission authors have committed to large projects.
Also, since this was submitted after the contest deadline, it is not eligible for contest votes. Only the original version is eligible.
Some of the initial bugs were addressed but, yes, there are still some issues. As a new mapper, ShadowHide isn't doing too badly here though... Many have played and enjoyed this one (even the initial release).
That's yet another player rating this in the top leagues...
(several forum posters put this one "up-there").
I'm sure Sotha never expected such acclaim for something he constructed so quickly...
Quote from out texture expert Serpentine:
Well, since I've worked on the other moldings, let me try give you my approach to this. Do note that I have taken to doing things very manually and it does take a bit of time.
First of all you need to come to terms with what you are trying to work with here. Lets do it
* Take the diffuse you are making the new normal for, blow it up to double size - because when remaking something, why not make it last?
* Take the old normal and throw it into njob, convert normal->heightmap.
* Overlay it on the diffuse.
* Does this heightmap seem correct? it wont be perfect, but does it reflect the depths and levels which the diffuse shows? Keep these things in mind, and take a look from time to time to make sure you're avoiding the mistakes you saw.
* Chances are it doesn't, so hide that layer.
* Make a new folder in your layers, starting at black, layer on the different levels, working your way up to white, do each one as a separate layer, start out with rough shapes and once all the layers are there you can work to match it up to the diffuse by overlaying it with low opacity.
* Avoid blurring/smudging to make gradual height until you're satisfied everything is in place, when doing gradiant slopes merge the two layers and using whatever tools, usually a bit of blurring and smudging try to match the expected results.
* Once you think it shows the basic layer of the texture, copy a merged version of the heightmap and throw it back into nJob, convert height->normal.
* Test it ingame, does it show up the areas you want as you would expect? Does it miss depth in specific areas?
* If you need to increase heights or blur hard edges, its easily done with the layers, much easier than using levels to adjust specific parts.
It's a great mission from what I've played.
The "Seasons Contest" entrants will have quite a task to live-up to the weather effects in this mission.
(Contest reminder link)
I think they authorized the article in the middle of the evening so it got lost in the shuffle. I can at least temporarily get The Dark Mod at the top of the "Mods" tab... ;)
I usually am put-off by this much of an effect but your shot composition is impeccable and the mood here is undeniable AH. :)
(On behalf of The Dark Mod team...) Thanks!
Wait until all the revised normal maps and textures appear in v1.04 (only a portion of the planned texture updates made it into v1.03).
This mod has nearly every possible real-time dynamic lighting effect that could possibly be applied to Doom 3's unified shader system. While this is not practical (performance wise) for every class of hardware it is a tremendous technical achievement and should be acknowledged as such.
I hope Sikkpin reworks these effects when Doom 3 goes Open Source as squeezing these abilities from the current system shows Sikkpin is in a rare stratosphere amongst the best of the Doom 3 ARB shader programmers.
I just spawned her in the Training Mission for visual inspection.
(I also see that the video looks much darker than when I previewed it at home...)
Yep. We need to keep the pressure on GameDevGoro to work on the sequel.
We made it to the Top 100 :)
If these details were released earlier it might've boosted our standing but The Dark Mod team goes through extra trouble to ensure that the features they are listing are fully workable for a large number of beta testers before promoting such features. For example, the improved Object LOD system was delayed for release v1.04 due to last minute issues seen in beta.
Player's Choice MOTY hasn't yet been announced so... fingers crossed...
AFAIK, the settings are very tweak-able so this may just be AluminumHaste's specific preference. Plus the fresnel lighting changes dynamically depending on angle so it may look more natural in motion.
We do have a "City Reference Pictures" thread stickied in our "Editors Guild" forum that I see many mappers visit and update so that might be a nice place to start (and I'm sure Jesps has taken a peek there as well)...
AluminumHaste has an SVN build of the upcoming v1.03 release... ;)
I've got both this one and the old self-contained demo version installed (partly so I can play Closemouthed Shadows). I like comparing the two versions and seeing how just updating the mod base has a dramatic effect on the look of the missions. It will be cool to see some of the enhanced textures, normal maps, models, etc... show up in old missions in the upcoming releases.
I'm surprised you haven't bling-ed your profile out to look like "The Keep of Metal and Gold"
Someone should upload all 900 Thief FM's to the Addon's section for the Thief Moddb profile... (Hint Hint)
(ROFL if that happened...)
This mission is not currently compatible with The Dark Mod 1.0x versions. To play this mission you must install the old "Thief's Den" demo.
This demo version has been replaced by a proper installable "Fan Mission" version that is compatible with The Dark Mod 1.01 and higher.
I can't wait to see screens with evidence of your new endeavors...
You're welcome! (another one is on it's way...)
LOL... Alrighty Biker, you asked for it:
1)That freakin' MOVING solar system model up there in the picture says otherwise.
2)AFAIK, a more accurate term for someone who has a "natural gift" for something that "usually requires deep thought and study" is "idiot savant". If I used that phrase in place of "prodigy" at least half the readers would think I was insulting you.
Now take a bow and enjoy the well earned appreciation you humble kook!
That's high-praise from a Crysis modder.
Never doubt the power of Id Tech 4, it'll surprise you all the time...
Thanks. Believe me, the TDM team had high hopes that Thief 4 would be a return to form. Unless what was shown in the early game-play demos changes significantly, we're fairly well slated to be the last stand for authentic Thief 1/2 style game-play.
Accidentally down voted you from my mobile. Sorry. Feel free to return the favor or reply to this so I can upvote that...
Right now, the mission Chalice of Kings is nearly standalone ready in our (internal) current build. This means that most missions should also be ready soon since the work to eliminate D3 assets in that mission would also fix them in other missions. Tentatively, it is believed that it might be possible have a standalone release by the fall but that depends on the complexity of the remaining tasks...
Sorry to hear about the turnover. The Dark Mod has had it's share of contributors that don't pan-out too. When the Lead coder spends considerable time training a newbie and they drop-out "shortly after" it has the unfortunate side-effect of discouraging the search for new blood.
Great stuff nonetheless, keep up the good work.
No mods work with BFG Edition. There is an Open Source port of BFG that added a mod framework but nobody has made any mods for it yet.
Try opening the console and typing "tdm_updateCookedMathData 1"
Also try turning Vsynch on or off.
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.
Fantastic work as always Solarspace and Arx EOS crew!
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.
If you liked Illusionist's Tower, Stumpy's other mission "House in Blackbog Hollow" might be up your alley. In fact, many of the Halloween contest maps had some unusual scripted features. The Creeps and A Night to Remember both dealt with haunted areas in different ways.
As for AI that are more aggressive, you should definitely check-out Sotha's missions. In particular, Sotha's "Glenham Tower" is a great haunt mission with some excellent scares. Even the mission that Sotha co-authored with Fidcal, "The Alchemist" has very challenging AI.
We have yet to see many mappers do an obstacle course like "Swing" but the three mission mini-campaign "No Honor Among Thieves" has quite a few climbing challenges, as do the missions "Somewhere above the City" and "The Rift".
Promoting your mod on your own sites is nice but you must realize that the eyeballs of gamers are going to be in general gaming forums. If you're allowed, you should post to the BFME forums at EA. Post LOTR forums too, like theonering.net. Find other similar games, visit their forums and post to them. Finally, try Reddit or Digg which have huge audiences and aren't insular to your friends and family like facebook.
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.
Thank you for the recognition Henley!
It may be a bit gratuitous to say this but since the release of Doom 3 BFG Edition was devoid of mod tools, I feel that The Dark Mod, Hexen: EOC, Arx: EOS, Grimm and other Doom 3 total conversions or mods should be a be on the minds of a few more gamers out there when considering the future of modding.
That said, the release of the BFG source code does (by way of crowd sourcing) restore mod support to the game. In fact, Justin Marshall over at Doom3world already merged the old Doom 3 Radiant map editor into BFG.
As you can see, however, it's still quite cumbersome to make content for the new edition and it will take awhile to get this back to where the original Doom 3 mod scene was. Fortunately, the original Doom 3 source was also released and is compatible with mods. It could be at this level or worse for modders from now on, unless we vote with out wallets and keep this discussion in the public eye...
The Team is working to make TDM standalone for 1.09. That said, if the BFG source code is released in the interim, it may be possible to develop a way to load the BFG assets if the vanilla assets are not found (etc).
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...
Vanilla Doom 3 is now available on Steam:
Since v1.08 many folks have reported Malloc errors (memory errors) when launching large missions. As memory use varies from system to system these problems have been solved by various measures such as upgrading video or chipset drivers, disabling background services, etc. Ultimately it seems that TDM now uses more video ram. When v1.09 is released the team plans on including high quality Normal Map compression. Until then,
most folks can get missions running via the "downsize" cvars in Darkmod.cfg
Use these switches to enable downsizing for different areas:
seta image_downSizeBump "1"
// enables downsized normal maps
seta image_downSizeSpecular "1"
// enables downsized specular maps
seta image_downSize "1"
// enables downsized textures
Then change these limit sizes to your requirements:
seta image_downSizeLimit "512"
// limits textures to 512x512
seta image_downSizeBumpLimit "256"
// limits normal maps to 256x256
seta image_downSizeSpecularLimit "256"
// limits specular to 256x256
Since TDM uses far less specular than vanilla Doom 3 (or most other games) you can probably set the value to 128 or 64 without much visual loss and leave the other settings (texture, normals) alone. The interaction shader already interpolates specular in most cases anyway so it is not really needed much unless you have really detailed shine variations.
GameFly appears to have the original Doom 3 for sale. I can't predict how long that will last so get it while it's hot...
Yes, we cannot release exact clones of Thief missions but many authors have released missions that pay homage to Thief missions.
Notably, GameDevGoro's "Lockdown" has been compared to Life of the Party. Sotha's "Phrase Book" has been compared to Thieve's Highway. Bikerdude's "Alberic's Curse" is an homage to a Thief fan mission "Cathedral of the Damned" which in turn is inspired by Thief 1 Haunted Cathedral. Both of Melan's city missions "Return to the City" and "Fiasco at Fauchard Street" are dripping in Thief 1 atmosphere.
You'll be right at home playing most Dark Mod missions.
Unfortunately, we have heard reports that Doom 3 BFG doesn't use the same model and texture format of the original Doom 3 so it wont be compatible with TDM.
As far as I know, the only way to purchase the original Doom 3 on Steam is to get the "Id Software Mega Pack" ($99).
The best option is to get a hard copy (Amazon, Ebay, etc).
Version 1.08 is about 90% standalone already. Progress to a fully standalone version is happening quicker than expected but will still take some time.
Ha! 1.08 is out now. Run your tdm_updater then point your startup shortcut to the new TheDarkMod.exe (Doom 3 engine replacement). An article will be up as soon as possible.
Happy Birthday TDM!
1.08 should be out very, very, soon...
To my knowledge, the "censorship" is more of a change in the way account bans work. Posts are taken-out with some ban methods.
I certainly don't see why anyone would censor praise for the mission and there are others in the thread who have offered commendations...
I believe the general sentiment by "management" is that they would like you to stick around the forums but also would like you to curb your "bad behavior". Given your stance on "free speach, social politics, etc" I imagine this an irreconcilable difference...
The quality is through the roof!!!
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...
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:
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...