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...
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 :
Before a standalone version can happen, many of the Doom 3 art assets need to be replaced. In particular, the character animation rigging will need to be rebuilt. Many of the high-quality character models were based-off modified Doom 3 models and the artist "oDDity" has left the project. "Someone" will need to reverse engineer the high-poly models from the normal maps so that the normals can be baked to a non-Doom 3 model.
Lot's of work... The mod will need more staff to complete it...
If you are able to help, please stop by the forums and post in the "I want to help" section:
There has been discussion about releasing a low-quality alpha standalone version with placeholder assets but we would need to be sure that the community would respect that this is not the intended final product.
Do I see some new stone textures there or are those Hell textures that I've forgotten?
(Looks great BTW!)
Hey Thief fans...
Don't forget to check-out The Dark Mod:
Now over 50 fan missions strong!
A recent change in Steam may be causing problems for the TDM's launcher tool. Please use the wiki instructions to add the launcher commands then download this file and replace your existing TDM_Launcher:
Discussion with Greebo (Lead Coder):
Another Steam issue:
It seems that some Steam users are now reporting issues with the launcher command line arguments. To fix this, a new launcher has been compiled. Please use the wiki instructions above with this file:
Another possible issue:
Do you have a unique monitor size or aspect ratio?
If so, have you specified it in your DoomConfig.cfg ?
"Let Sleeping Thieves Lie" was quite a surprise and is a damn fine mission. I understand completely why Biker took time away from the contest to help on it. The concept was compelling, and the layout of the map just had this classic vibe. A nice sampler type mission too with many of the same variations that Biker was drawn to for his own mission "St Alban's Cathedral". Best of all, it hit before Halloween and had the spooky vibe appropriate for the season.
Our resident curmudgeon over at the forums voiced a concern that was all too likely for the contest... which is that these missions would be small, sloppy and buggy. In fact: the missions were reasonably large for the time allotted for creating them, the missions were cleanly built often with stunning visuals and, very low on bugs. (As if the participants had specifically set-out to silence all those concerns).
(I still hope to see another Halloween contest where a longer stretch is allotted to the mission authors though.)
Did you follow the Steam specific instructions for installing the mod?
Also, try running the tdm_updater insider your Doom 3\darkmod directory. Some files may have been damaged during download and that tool will repair them (etc).
Finally, if you have applied any mods to your "Base Directory" rather than keeping them in their own sub-folders that may conflict with this mod.
(For example: Is Sikkmod installed in "C:\Doom 3" or "C:\Doom 3\Sikkmod" ... if the former, if will conflict with TDM...)
The new frontpage is much easier to manage to push-out updates to the mirrors but... Mappers should be more explicit about updates to their versions. I will be keeping the wiki updated to include revision details so hopefully these complications can be minimized.
I wonder if they could add an "unofficial repository" configuration area to the mission downloader tool kinda like the "Universe" repository in Synaptic Package Manager so that folks who want to download unofficial or non-vetted missions (or missions that the Team doesn't want representing the mod) can do so with the same convenient interface...
The deadline was in flux.
I originally thought "Christmas" but there's something wrong about posting Halloween stuff at Christmas (even if you aren't religious... LOL).
New Years was suggested then a couple of folks felt that would be too long and anticlimactic which made sense to me, it says "Meh, who cares about the voting results of this contest. It's just a formality".
To be honest, the player demographic for this mod seems to sway to older players with less free-time so having a longer voting period still makes sense. But for the sake of promotion a tighter schedule keeps it more alive. Plus the players are forced to "speed-play" these "speed-builds" so the urgency is passed along.
The precise date is because it's a week into the month (a little buffer) and on a day where I can be pretty assured that I can tabulate the results in peace.
Votes must be in by December 11th 2011.
For some newer ATI drivers, changing the Catalyst AI setting to "Performance" will fix Doom 3 mod issues.
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.
Did you create a Darkmod directory under your Doom 3 install directory?
Do you have Steam?
If so, did you use the Steam install directions from our Wiki?
Do you have an ATI video card?
If so, did you disable Catalyst AI?
Did you try to install the missions without first installing the Mod?
Do you have the Doom 3 1.3.1 1304 patch applied?
Perfectly captures the mood of the Hexen era graphics. So many next-gen updates to old titles fail to retail the proper mood.
Great job (again).
Great work Hexen EOC team!
How big is the asset collection now? Are most/all surfaces getting normal maps or will that be more conservative like HL2 (or somewhere between)?
The forums are back online :)
FYI: They are revising the main site so the TDM forums are current down...
Happy Birthday TDM!!!! 2yrs!
This is the original version. Version 2 is a drastic overhaul of this mission.
To close the loop, Business as Usual does not have relighting behaviors in place but the author may tweak it again for v1.07...
Good luck with 2014!
Hopefully we at The Dark Mod will be as productive.
Long live Id Tech 4!
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.
Try downloading at a friend's house and then copy it to a flash drive to bring back home. TheDarkMod.exe should start from any folder as long as its named darkmod. It's completely portable. You could even leave it on the flash drive.
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".
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...
Oh wait! Siege Shop definitely has relighting! I remember putting out the torch on the roof and the AI went to fix that. :)
I don't recall seeing any relighting in either of these but I will check with the authors.
I agree that relighting should be incorporated in more missions.
I have been a big advocate of using Dynamic Ambient light through the "Location Settings" framework and using the SEED system but the adoption for these new features has been slow in the mapping community... If examples were added to the Start Mapper's Guide or.. a really high profile mission had something folks wanted to emulate... then that would probably speed adoption. Folks stick with what works and are very careful not to upset the apple-cart too much I guess.
Congrats on the release BTW. (Good luck with all those ATI users...)
I need a faster PC to capture this well with FRAPS running though...
I'm sorry if my comments were a little too rough but I thought I would cover the typical reaction to this kind of mod. Believe me, if you had posted this at filefront you would've been "torn a new one". You still have not answered what specific changes YOU have made other than merging these two mods. If there is nothing beyond that, you should shorten your description. If you have added other changes (etc) explain WHY and list them.
As this is part of a contest, it should be self-evident that not all entrants will be of equal caliber.
Part of the fun is the gambling aspect of "what will this one be like" and getting to act as a mission critic. There is a link to the forum thread so folks can study others' opinions if they want to reduce the risk. And my article pretty clearly indicates that this is from a "new mapper" and is not a typical TDM experience.
All I know is that this is a very strange mission and that I think there are at least a few folk like me who enjoy weird experiences from time to time.
If it were bug free, it would still be controversial as a representative of a TDM missions... But I think it's crime that folks would skip it entirely. You should always broaden your horizons and try to appreciate things from other perspectives.
Mortem Desino is doing his best to show that The Dark Mod can be a cozy place for Thief fans.
One of his technical demo's was a near replica interior of a Thief mission (not officially released).
He also provided a DoomConfig.cfg that replicates the low-fi look of Thief in The Dark Mod.
Does your new normal look good, but it's a bit too strong, making harsh black slopes and over-bright edges?
* Chances are you should be using less 'scale' and rather soften your heightmap a bit by blurring some stuff, use layers/adjustment masks to do it non destructively.
If you're missing depth in some areas and an AO pass doesn't seem right:
* Take your normal map as you see 'complete' go to the blue layer and gently darken the area. Note that this should not be abused as it will make your normal map look retarded!, the blue chan should be predominantly 100% white for flat facing things. Blend the edges a bit to give a slope. This will adjust the angle at which light illuminates the surface ingame, avoiding the 'straight on' lighting a deeper area would have.
This approach is very intensive, yes.
But once you get the hang of the workflow you can simplify parts of it, specially knowing which tools work best for what and how to use their outputs to augment your work. For example the xNormal photoshop plugin's cavity maps provide a really nice alternative to AO maps for flat textures. SSBump is excellent for drawing out specific elements from a diffuse, such as cracks from some tiles without getting excess data from elsewhere on the image etc.
Duplicate of "http://www.moddb.com/mods/doom-3-inferno"
A couple of revised missions are pending release VERY soon.
The mod's lead mapper, Fidcal, has the mission "Manor Royale" listed as scheduled for this month.
The mod's artistic lead and main NPC\AI model designer (amongst other feats), Springheel, has explained that his mission is 75% complete with all architecture and AI placement done...
Sotha is pretty well into his 4th Thomas Port mission as well...
Missions are coming. ;)
Also remember that only a small portion of the missions are either here or at the mod's mission download area. The full list is located at this wiki:
I never had a chance to verify that CRC issue but I have re-uploaded this file (and performed more compression verifications). Please let me know if you have any further issues with this file.
Looks pretty good to me.
I figured you can change a lot of settings (The HDR wiki has quite a few CVAR's for serious tweakers to play with if it's still accurate...)
Yep, there's no menu option for it but "r_bloom 1" (or 2 or 3) will enable bloom in 1.02. (If you are an ATI user, make absolutely sure that Catalyst AI is disabled or the screen may be upside-down when this is enabled...)
If you don't want to enable this via the console, create an autoexec.cfg with:
seta r_bloom "1"
(...so much for my sly anticipation-building comment, LOL )
Whoah there AH, as you can clearly see the posts must be spaced in three year intervals... (Damn! I just broke this rule too!)
The sarny sounds swell just don't use American cheese... bleck... I think a bitter white cheddar would work but I'd like to hear the official versio...
Hey wait, your first interview has been upstaged by a sandwich!