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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).
This version is out.
Over 60 missions are available to play!
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 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..."
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...
Please visit The Dark Mod sub-reddit and share your screenshots, videos, and commentary.
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!
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...).
There is an ongoing effort to go standalone. See the wiki Wiki.thedarkmod.com
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.
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...
Incidentally, Doom 3 can be had for less than $10, this mod is worth more than than by a long shot. :)
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:
There was some discussion about making AI "aware of other AI patrols". I am not sure if any of those changes were added to v1.08. As for waking KO'd AI, it might be possible via scripting but it would probably break the stealth score system...
Given the scope of the entire Dark Mod project, the team had early-on settled for Single Player as the only target. Even then, the odds of completing the work were low. The Dark Mod's SDK code was stripped of any multi-player components so that it would be easier to trouble-shoot bugs and track-down included components. Now that the mod is nearly feature-complete, if some developer wants to create a multi-player branch it would be an easier task than starting from scratch. The current TDM team is very small so it's unlikely they would add that feature without gaining more coders to help. Please stop by The Dark Mod forums if you wish to contribute. (Or just to discuss TDM in general)
Also, AI are alerted when you throw things at them...
Sorry for the delay. You just need to extract the contents of the "tdm_prefabs01.pk4" to a folder of your choice.
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.)