Comment History  (90 - 120 of 349)
nbohr1more Feb 12 2013, 10:37pm replied:

Try opening the console and typing "tdm_updateCookedMathData 1"

Also try turning Vsynch on or off.

+1 vote     mod: The Dark Mod
nbohr1more Jan 10 2013, 9:43pm replied:

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.



+2 votes     download: The Darkmod 1.08 Full
nbohr1more Jan 2 2013, 9:14am says:

Fantastic work as always Solarspace and Arx EOS crew!

+2 votes     media: Arx End Of Sun - WIP Demo 2
nbohr1more Jan 2 2013, 9:11am replied:

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.

+1 vote     download: The Darkmod 1.08 Full
nbohr1more Dec 16 2012, 11:29am replied:

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".

+2 votes     article: Community "Unusual Gameplay" Contest
nbohr1more Dec 11 2012, 1:15pm replied:

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 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.

+3 votes     article: Mod of the Year 2012 Top 100
nbohr1more Dec 10 2012, 10:36pm replied:

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.

+1 vote     article: MOTY Year in Review 2012 Quarter 04
nbohr1more Dec 9 2012, 11:21pm says:

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...

+1 vote     article: MOTY Year in Review 2012 Quarter 04
nbohr1more Nov 15 2012, 11:36am replied:

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).

+3 votes     mod: The Dark Mod
nbohr1more Nov 14 2012, 9:59am replied:

This version is out.

Over 60 missions are available to play!

+3 votes     media: The Dark Mod 1.08 Trailer
nbohr1more Nov 14 2012, 9:58am replied:

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...

+1 vote     media: The Dark Mod 1.08 Trailer
nbohr1more Nov 13 2012, 9:48pm says:

Youtube link:

+5 votes     media: The Dark Mod 1.08 Trailer
nbohr1more Nov 4 2012, 4:28pm says:

Vanilla Doom 3 is now available on Steam:

+2 votes     mod: The Dark Mod
nbohr1more Nov 2 2012, 12:44pm says:

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.

+3 votes     mod: The Dark Mod
nbohr1more Oct 24 2012, 12:31pm replied:

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...

+2 votes     mod: The Dark Mod
nbohr1more Oct 23 2012, 9:10am replied:

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.

+4 votes     mod: The Dark Mod
nbohr1more Oct 20 2012, 8:25pm replied:

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).

+4 votes     mod: The Dark Mod
nbohr1more Oct 20 2012, 8:19pm replied:

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.

+5 votes     mod: The Dark Mod
nbohr1more Oct 17 2012, 5:38pm replied:

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.

+4 votes     mod: The Dark Mod
nbohr1more Oct 17 2012, 12:31pm says:

Happy Birthday TDM!

1.08 should be out very, very, soon...

+5 votes     mod: The Dark Mod
nbohr1more Sep 26 2012, 12:59pm says:

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...

+2 votes     article: Deceptive Shadows is OUT!
nbohr1more Sep 19 2012, 12:03am says:

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..."

+6 votes     article: Deceptive Shadows is OUT!
nbohr1more Sep 14 2012, 7:02pm says:


The quality is through the roof!!!

+1 vote     mod: Black Mesa
nbohr1more Sep 9 2012, 5:49pm says:

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...

+1 vote     article: "Vengeance for a Thief: Part 1" is Released!
nbohr1more Aug 28 2012, 8:46am replied:

Better link:

+4 votes     mod: The Dark Mod
nbohr1more Aug 27 2012, 6:42pm says:

Please visit The Dark Mod sub-reddit and share your screenshots, videos, and commentary.

+4 votes     mod: The Dark Mod
nbohr1more Jul 16 2012, 6:54pm replied:

I think he's referring to the melee weapons in Painkiller which are pretty unusual and perhaps the sickle resembles their attack to some degree. I imagine there have been high-powered melee weapons in other franchises before Painkiller though ;)

Keep up the good work!

+5 votes     mod: Grimm: Quest for the Gatherer's Key
nbohr1more Jul 11 2012, 10:31pm says:

Glad to see these updates! I feared that this was collecting dust given all the work you guys are also doing on Hexen EOC (not that I'd mind, they're both great mods...).

Keep up the good work!

+1 vote     media: Work in progress - July 2012
nbohr1more Jul 5 2012, 8:40pm replied:

There is an ongoing effort to go standalone. See the wiki

Version 1.08 will be it's own compiled executable but will require Doom 3 assets for most maps to run. Several maps can run without Doom 3 assets now but obviously have artifacts and glitches.

The bigger project will be replacing some of the high quality models that were made collage style from Doom 3 models.

+3 votes     mod: The Dark Mod
nbohr1more May 17 2012, 7:33pm replied:

Not sure what you are asking...

The maps are located in one of the base pk4 files and you could certainly modify them in the editor then dmap them and pack them into a new pk4 to be placed in a mod directory. Shipping that in a Mod would not be legal though. To my knowledge, there's no tool to "patch" maps to include new changes though I suppose you could save all your edits to a layer in DR then save the contents of that layer as a "prefab". It would still encumber the player to insert the prefab to patch the map though...

+2 votes     game: Doom III
Offline Since
Aug 26, 2014
United States United States
Member Watch
Track this member
Comment Statistics
Posts per day