I help HappyCheeze?
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.
I requested that they be put up. The developers are a bit busy though. You can get the new versions in the in-game downloader or at these links:
The Siege Shop (Redux):
Business as Usual (v2):
I am not sure how long those will stay active... These missions are good enough where it wouldn't be a problem to upload them here as well I suppose...
Thanks for your support Argoon!
I'm afraid that The Dark Mod and Desura are currently at some sort of philosophical impasse right now. The lead developer, Greebo, spent a great deal of time getting a "mission download" feature and "auto update" feature working well and meeting with the approval of all the nationalities who use the mod and their ISP rules. These features have really made the mod into a luxury experience for those that get past the initial install barrier.
Now Desura has requested that we remove our updaters from the mod because it may add additional confusion and conflicts with their methods. It does make sense. If joe end-user launches a Desura update for TDM at the same time he opens the tdm_updater tool, Windows will throw a fit and there will be errors about file overwrite problems. In reality, the Desura user is unlikely EVER to visit the actual mod folder so both positions are a little silly to war over. (But The Dark Mod devs paid blood and tears for their part).
What really needs to happen is for TDM to make an executable installer that will seek out the Doom 3 folder for the end-users. Then we will cut down on the confused user ratio. But I'm sure most would rather see that coding effort placed elsewhere, eh?
Now what I wanna know is what Desura would say to a commercial game that has an updater in it. Will they claim that mods for that game are impossible to support because Desura has an update feature too? What? HL2 updates itself all the time and potentially can conflict with inbound Desura updates? How did they resolve that problem?... Hmmm? ;)
The biggest performance offenders are:
Soft Shadows, DOF, and SSAO.
Because there is no direct access to the z-buffer, modders like Sikkpin have to use a hack that causes Doom 3 to paint the z-buffer into a texture then use ARB shaders to decode that texture into depth values. It takes a lot of CPU resources because you are essentially doubling every frame render. It takes a lot of GPU resources because of those depth calcs. The trick that Sikkpin did was to front-load that work so it only needs to be done once. So if you enable Soft Shadows, SSAO won't be that much more expensive (etc).
Bloom and HDR should not be hard on the CPU, AFAIK they simply use falloff image manipulation on the GPU.
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.
Congrats on the release BTW. (Good luck with all those ATI users...)
Disable Catalyst AI (if possible) or set Catalyst AI to "low" then Disable "Surface Format Optimizations".
Some have also reported that the latest drivers produce a crash with Doom 3 mods if your CCC is "not present\disabled".
A worthy victory.