I help HappyCheeze?
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.)
Do you have the 1.3.1 1304 patch applied?
What video card do you have?
If it's ATI you may need to disable Catalyst AI or "Surface Format Optimizations" depending on your driver.
Where did you place your "darkmod" directory?
For folks who make "Let's Play" style videos of Dark Mod missions:
Some versions of FRAPS cause problems for the Light Gem where your character will be fully bright and visible in the shadows. This will make playing the missions incredibly difficult or impossible.
If you see anyone on Youtube getting busted in the shadows this is most likely the culprit.
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.
The Vine Arrow is demonstrated in this video... ;)
(See the new Promotional Video... )
Indeed, there are many categories folks would be interested in for awards. The picks, however, do highlight rare (often overlooked) attributes that help differentiate a select few mods from the vast majority. Add a pinch of salt for that stance as the poster is from The Dark Mod which has been chosen (thanks!).
I would, however, love to see a technical coding award as the coders are the really rare hen's teeth that make many of these total conversion or graphic engine overhaul mods happen. Folks are quick to praise mappers, modelers, artists, musicians, etc ...but coders often are the silent hero's that make all the impossible stuff possible.
1) The SDK has been free (and Open Source) since shortly after Doom 3 was released
2) The Doom 3 engine Source Code was just recently released as Open Source
3) While the code is Open Source, Textures, Models, Particles, Scripts and other Doom 3 assets are copyrighted and therefore cannot be freely distributed.
You will need to purchase Doom 3 unless you can replace all those Doom 3 assets that we use with "free" versions that are not copyrighted.
Doom 3 is very inexpensive now and it is WORTH IT not only to enjoy The Dark Mod, Hexen: Edge of Chaos, Arx - End of the Sun and other mods and total conversions but also to support a company that contributes it's code to the community and does not burden it's products with restrictive DRM.
You are on a Roll with these new monsters!
Great work guys!
Congrats on your progress BloodRayne!
(Slick fire propagation coding there. )
This mod will be one to watch for sure.
No matter the number of down-votes, the truth cannot be silenced. Awesome mods come from many games out there, not just the "favored" ones.
People need to expand their horizons rather than issue petty demotions to projects they likely have never tried. :)
For the 3rd year in a row, The Dark Mod has made it into the Top 100!
Thank you to all the voters!
(It would've been cool to share this ranking with our friends at "Hexen: Edge of Chaos" but there's always next year.)
I think Tels is waiting until his small showcase collection is completed before deploying them to the downloader and missions page.
Yes, in addition to providing an alternate "Thief 1 & 2" style game as a counterpoint to Thief 3 (Deadly Shadows), we are also filling the void while folks patiently wait for the arrival of Thief 4. I personally believe that Dark Mod fans will keep playing missions beyond the release of Thief 4. (Especially if no mission editor is provided in Thief 4 and only DLC is offered to players... )
AFAIK, there's no official TDM team mission pending release in the "near future" but we do still have an active mapper community and I'm sure folks like Jesps and Bikerdude would love to work with you to design new ambient music for either new missions or revisions. (And, of course, these would be added to the TDM catalog for other mappers...) Stop by the forums and post in the "I want to Help" area or the Editor's Guild and let folks know you're around.
Sorry about your technical issues... but thanks for the appreciation.
With the Source Code release, it is now possible for The Dark Mod team to develop a simpler deployment method and still retain the nice mission browser interface.
It's not that difficult to create a folder inside your Doom 3 install directory and copy stuff into it but many users find that a stumbling block and install to the wrong location such as the Doom 3\Base directory. I personally think the devs should create an installer executable so that the process is foolproof. I understand the lack of motivation to cater to folks who wouldn't take the extra effort to read our wikis or contact us on the forums... but it must be stated that there is an inherent fear by many PC users to even try mods because they are afraid to "break their PC" and an easy installer would reduce that apprehension.
Anyone who's afraid to take the plunge, remember that the developers and our community will work with you until you get it working if you run into any trouble. It's definitely worth it to try.
(Incidentally, the only TDM technical issue I've encountered was for their early Thief's Den demo. I was simply missing a file.)
One of our French translators has noticed that the Menu translations regressed (in quality) from where they were before the release. This was probably a mix-up due to where various members thought the testing cut-off took place. The improved French translation should be available in the next release but the current version is workable for now.
The Menu, GUI and HUD are already translated for French but MANY missions are pending French translation. The primary focus is to get the smaller missions translated so there is a nice sampler set for new players.
Currently "Chalice of Kings", "The Outpost" and "The Thieves" are translated to French. To reach the goal we will need "Awaiting the Storm", "Living Expenses", "Special Delivery", and "Thief's Den".
Of course, you are free to choose any other mission you prefer to translate including showcase missions like "Return to the City" or "Glenham Tower".
It may be best to wait for Closed Caption support to translate missions with lots of spoken dialog (scripted cut-scenes, etc.) such as "A Score to Settle" or "The Transaction".
Translation Status page:
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.)
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.
There's a good "chance"
What happened to my noodles...
The EULA for the SDK forbid "commercial exploitation" but the GPL terms are less clear. I believe that if the code is significantly revised, then the authors are free to charge for it but some folks over at Doom3world expressed the idea that any commercial use would require paying a fee to id software. The Dark Mod is on shaky grounds for commercial prospects for another reason though... While nobody can really own the concept of "Thievery" there's a good change that Eidos would try to sue if The Dark Mod were offered as a commercial title competing with their franchise. It would be a disastrous PR move from them but these days companies seem to be ignoring their negative press.
I think that if they can get this project to standalone status, that opportunities for web-traffic advert revenue and branded merchandising would be safely outside the domain of the GPL terms... They can use those funds for hosting costs (etc)(so essentially a non-profit).
The community has already improved the shadow performance by (at least) 1.5x :