I help HappyCheeze?
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 :
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.