I help HappyCheeze?
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...
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.
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...
Download links at the main site have been updated. (Added to the article)
We made a Mac version just before you passed away.
You probably never knew about the Mac edition of TDM
You probably never knew that we gave your users a Thief style game to play...
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.