Comment History  (180 - 210 of 355)
nbohr1more
nbohr1more Jul 13 2014, 11:28am replied:

I know that "Thomas Porter 1: The Knighton Manor", "Return to the City", "William Steele 1: In the North", "Thief's Den 4: The Alchemist", "Tears of St Lucia", and "Thomas Porter 5: Phrase Book" were in there.

I think that part of "A Score to Settle" is also in there but don't quote me on that one...

+2 votes   media: The Dark Mod 2.0 Standalone Trailer
nbohr1more
nbohr1more Jul 8 2014, 8:44am says:

One think folks can do to assist the TDM team is to contribute to bountysource tickets for general improvements to the vanilla Doom 3 source code.

I have opened an example ticket here:

Bountysource.com

+7 votes   article: The Dark Mod 2.02 is OUT!
nbohr1more
nbohr1more Oct 13 2013, 4:04pm replied:

What graphics card do you have? Do you have the latest drivers installed?

If you have an nvidia card, have you disabled "Threading Optimizations"? If you have an ATI\AMD card, have you disabled Catalyst AI?

What OS are you using?

Do you have UAC disabled?

Perhaps you have a corrupt install. You could try using the tdm_updater tool (available here at moddb or at the downloads area
for www.thedarkmod.com ) to verify that all files are correct.

+2 votes   download: The Dark Mod 2.0 Standalone Full Installer
nbohr1more
nbohr1more Jun 30 2013, 9:50pm says:

Congrats on the release, and good luck with your indie aspirations.

+2 votes   article: Grimm:Quest for the Gatherer's Key Win Final
nbohr1more
nbohr1more Nov 14 2012, 9:59am replied:

This version is out.

Over 60 missions are available to play!

+3 votes   media: The Dark Mod 1.08 Trailer
nbohr1more
nbohr1more Sep 19 2012, 12:03am says:

The road map shows that 1.08 is practically finished but one of the lead coders has been tied-up with outside obligations. It's hard to predict whether the rest of the team will wait for him to return or forge ahead with the release (and delay any of his big patches for 1.09). If I were a gambling man...

"there's a certain anniversary around the corner..."

+6 votes   article: Deceptive Shadows is OUT!
nbohr1more
nbohr1more May 14 2012, 1:08pm says:

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:

Wiki.thedarkmod.com

+5 votes   article: The Phrase Book has been released!
nbohr1more
nbohr1more Apr 18 2012, 6:45pm says:

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.)

+4 votes   article: Crucible of Omens Update
nbohr1more
nbohr1more Nov 29 2011, 3:23am says:

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.

+4 votes   article: The Dark Mod v1.07 is out!
nbohr1more
nbohr1more Nov 2 2011, 4:42pm says:

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.

LOL

+1 vote   media: Dragon's Claw Images
nbohr1more
nbohr1more Oct 16 2011, 9:21pm replied:

Download links at the main site have been updated. (Added to the article)

+1 vote   article: September Updates!
nbohr1more
nbohr1more Oct 5 2011, 9:00pm says:

RIP Steve.

You probably never knew that we gave your users a Thief style game to play...

+1 vote   download: The Dark Mod 1.06 Mac OSX Installer
nbohr1more
nbohr1more Sep 29 2011, 5:44pm says:

Thanks booman!

+1 vote   media: Business as Usual (v2) Images
nbohr1more
nbohr1more Sep 29 2011, 5:43pm says:

Fixed

+1 vote   media: The Siege Shop Images (set 1)
nbohr1more
nbohr1more Sep 29 2011, 2:08am says:

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):

Jdchoate.mcn.org

Business as Usual (v2):

Gamefront.com

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...

+1 vote   article: September Updates!
nbohr1more
nbohr1more Aug 24 2011, 5:47pm says:

While the first version of Winter Harvest did have it's share of problems, I have a bad feeling that ShadowHide may have unfairly lost some points because of his behavior in the forums.

The jury is still out because of his language issues, but it seems pretty clear that he is often outright rude to forum members, mappers and even the TDM developers.

That should not be a factor in a contest though. Yes, we always hope that mission authors will also be genial but if they are providing free goods then why get upset over their attitude. I would like to see ShadowHide add a poll to his thread for Winter Harvest v2 so that we might see cooler heads voting on it and maybe gauge it's ranking more realistically.

+3 votes   article: 2011 Seasons Contest Results!
nbohr1more
nbohr1more Aug 10 2011, 11:31pm says:

The specular is a bit toned down where only ambient light is present. The "ambient world" light is supposed to represent pure dark or shadow in the game yet allow the player to navigate... so what would specular look like when almost completely dark? Perhaps there's a better method but this one looks quite good when BOTH real and ambient light hit anything.

Better options will be available when the Source Code is release of course. Hell, Sikkpin showed that you can do HL2 style Ambient Cubemap lighting (even now without the source code) but you'd have to replace all your existing light assets.

+1 vote   download: Arcturus's "Animated Grass Demo"
nbohr1more
nbohr1more Aug 8 2011, 11:10pm replied:

A couple of points of clarification:

1) The Dark Mod is a "Total Conversion Mod" which is as far from "simply a mod" as you can imagine.

2) The SDK was released in 2005. Source code the for AI, Physics, and Game systems was made available back then as well. We are awaiting the source code for the remainder of the engine (renderer, sound, collison, etc) later this year.

3) The Dark Mod cannot be released "Doom 3 free" unless the art assets used by the mod (textures, models, particles, animations) are replaced. We await help from the community for this very large task. A cooperative effort between Doom 3 mod developers to embark on this project has been discussed...

4) The Dark Mod now (as of v1.06) supports multi-mission campaigns. You will likely see large "full game" style experiences in the future as several mission authors have committed to large projects.

+5 votes   article: Animated Grass Demo
nbohr1more
nbohr1more Jul 27 2011, 9:42am says:

Also, since this was submitted after the contest deadline, it is not eligible for contest votes. Only the original version is eligible.

+1 vote   download: Winter Harvest V2
nbohr1more
nbohr1more May 19 2011, 4:21pm says:

Some of the initial bugs were addressed but, yes, there are still some issues. As a new mapper, ShadowHide isn't doing too badly here though... Many have played and enjoyed this one (even the initial release).

+1 vote   article: Winter Harvest "Released"
nbohr1more
nbohr1more May 2 2011, 2:18pm says:

That's yet another player rating this in the top leagues...
(several forum posters put this one "up-there").

I'm sure Sotha never expected such acclaim for something he constructed so quickly...

+1 vote   article: Madrasola "Released"
nbohr1more
nbohr1more Mar 12 2011, 12:21am says:

Quote from out texture expert Serpentine:

Well, since I've worked on the other moldings, let me try give you my approach to this. Do note that I have taken to doing things very manually and it does take a bit of time.

First of all you need to come to terms with what you are trying to work with here. Lets do it

* Take the diffuse you are making the new normal for, blow it up to double size - because when remaking something, why not make it last?
* Take the old normal and throw it into njob, convert normal->heightmap.
* Overlay it on the diffuse.
* Does this heightmap seem correct? it wont be perfect, but does it reflect the depths and levels which the diffuse shows? Keep these things in mind, and take a look from time to time to make sure you're avoiding the mistakes you saw.
* Chances are it doesn't, so hide that layer.
* Make a new folder in your layers, starting at black, layer on the different levels, working your way up to white, do each one as a separate layer, start out with rough shapes and once all the layers are there you can work to match it up to the diffuse by overlaying it with low opacity.
* Avoid blurring/smudging to make gradual height until you're satisfied everything is in place, when doing gradiant slopes merge the two layers and using whatever tools, usually a bit of blurring and smudging try to match the expected results.
* Once you think it shows the basic layer of the texture, copy a merged version of the heightmap and throw it back into nJob, convert height->normal.
* Test it ingame, does it show up the areas you want as you would expect? Does it miss depth in specific areas?
* If you need to increase heights or blur hard edges, its easily done with the layers, much easier than using levels to adjust specific parts.

+1 vote   media: The Transaction Images (Part 2)
nbohr1more
nbohr1more Mar 6 2011, 3:55pm says:

It's a great mission from what I've played.

The "Seasons Contest" entrants will have quite a task to live-up to the weather effects in this mission.

(Contest reminder link)

Moddb.com

+2 votes   article: The Transaction "Released"
nbohr1more
nbohr1more Feb 16 2011, 8:55am says:

I think they authorized the article in the middle of the evening so it got lost in the shuffle. I can at least temporarily get The Dark Mod at the top of the "Mods" tab... ;)

+1 vote   article: "Seasons Contest" Announcement
nbohr1more
nbohr1more Jan 18 2011, 2:41pm says:

I usually am put-off by this much of an effect but your shot composition is impeccable and the mood here is undeniable AH. :)

+2 votes   media: The Crown of Penitence Images
nbohr1more
nbohr1more Jan 18 2011, 2:39pm says:

(On behalf of The Dark Mod team...) Thanks!

Wait until all the revised normal maps and textures appear in v1.04 (only a portion of the planned texture updates made it into v1.03).

+2 votes   media: The Crown of Penitence Images
nbohr1more
nbohr1more Jan 17 2011, 3:17pm says:

This mod has nearly every possible real-time dynamic lighting effect that could possibly be applied to Doom 3's unified shader system. While this is not practical (performance wise) for every class of hardware it is a tremendous technical achievement and should be acknowledged as such.

I hope Sikkpin reworks these effects when Doom 3 goes Open Source as squeezing these abilities from the current system shows Sikkpin is in a rare stratosphere amongst the best of the Doom 3 ARB shader programmers.

+7 votes   mod: Sikkmod
nbohr1more
nbohr1more Dec 31 2010, 7:57pm says:

Yep.

I just spawned her in the Training Mission for visual inspection.

(I also see that the video looks much darker than when I previewed it at home...)

+1 vote   media: Noblewoman v1.03
nbohr1more
nbohr1more Dec 29 2010, 4:00pm says:

Yep. We need to keep the pressure on GameDevGoro to work on the sequel.

+1 vote   article: Lockdown Part 1 "Released"
nbohr1more
nbohr1more Dec 23 2010, 3:28pm says:

We made it to the Top 100 :)

If these details were released earlier it might've boosted our standing but The Dark Mod team goes through extra trouble to ensure that the features they are listing are fully workable for a large number of beta testers before promoting such features. For example, the improved Object LOD system was delayed for release v1.04 due to last minute issues seen in beta.

Player's Choice MOTY hasn't yet been announced so... fingers crossed...

+2 votes   article: The Dark Mod version 1.03 is OUT!!!
nbohr1more
nbohr1more Dec 15 2010, 2:16pm says:

AFAIK, the settings are very tweak-able so this may just be AluminumHaste's specific preference. Plus the fresnel lighting changes dynamically depending on angle so it may look more natural in motion.

+1 vote   media: HDR-lite sneek peek (Work in Progress)
nbohr1more
nbohr1more Dec 13 2010, 4:38pm says:

We do have a "City Reference Pictures" thread stickied in our "Editors Guild" forum that I see many mappers visit and update so that might be a nice place to start (and I'm sure Jesps has taken a peek there as well)...

+1 vote   article: Jesps Interview
nbohr1more
nbohr1more Dec 7 2010, 3:24pm says:

AluminumHaste has an SVN build of the upcoming v1.03 release... ;)

+2 votes   media: Flakebridge Monastery Images
nbohr1more
nbohr1more Dec 1 2010, 10:42am says:

I've got both this one and the old self-contained demo version installed (partly so I can play Closemouthed Shadows). I like comparing the two versions and seeing how just updating the mod base has a dramatic effect on the look of the missions. It will be cool to see some of the enhanced textures, normal maps, models, etc... show up in old missions in the upcoming releases.

+1 vote   download: Thief's Den v1.02
nbohr1more
nbohr1more Nov 30 2010, 6:29pm says:

I'm surprised you haven't bling-ed your profile out to look like "The Keep of Metal and Gold"

Someone should upload all 900 Thief FM's to the Addon's section for the Thief Moddb profile... (Hint Hint)

Moddb.com

(ROFL if that happened...)

+1 vote   member: Komag
nbohr1more
nbohr1more Nov 21 2010, 6:36pm says:

This mission is not currently compatible with The Dark Mod 1.0x versions. To play this mission you must install the old "Thief's Den" demo.

+1 vote   download: Closemouthed Shadows
nbohr1more
nbohr1more Nov 21 2010, 6:32pm says:

This demo version has been replaced by a proper installable "Fan Mission" version that is compatible with The Dark Mod 1.01 and higher.

Thedarkmod.com

+2 votes   download: The Tears of Saint Lucia
nbohr1more
nbohr1more Nov 18 2010, 3:44pm says:

I can't wait to see screens with evidence of your new endeavors...

+1 vote   member: demagogue
nbohr1more
nbohr1more Nov 17 2010, 12:55pm says:

You're welcome! (another one is on it's way...)

+1 vote   article: Sotha Interview
nbohr1more
nbohr1more Nov 13 2010, 8:35pm says:

LOL... Alrighty Biker, you asked for it:

1)That freakin' MOVING solar system model up there in the picture says otherwise.

2)AFAIK, a more accurate term for someone who has a "natural gift" for something that "usually requires deep thought and study" is "idiot savant". If I used that phrase in place of "prodigy" at least half the readers would think I was insulting you.

Now take a bow and enjoy the well earned appreciation you humble kook!

LOL

+2 votes   article: Bikerdude Follow-up
nbohr1more
nbohr1more Nov 10 2010, 5:22pm says:

How's that?

+2 votes   member: nbohr1more
nbohr1more
nbohr1more Nov 10 2010, 11:04am says:

That's high-praise from a Crysis modder.

Never doubt the power of Id Tech 4, it'll surprise you all the time...

+1 vote   media: St. Alban's Cathedral Images
nbohr1more
nbohr1more Oct 5 2011, 9:03pm says:

RIP Steve.

We made a Mac version just before you passed away.

:(

+2 votes   mod: The Dark Mod
nbohr1more
nbohr1more Oct 5 2011, 9:02pm says:

RIP Steve.

You probably never knew about the Mac edition of TDM

:(

+1 vote   article: JUNE MEGA UPDATE!!!
nbohr1more
nbohr1more Oct 5 2011, 3:38pm replied:

Oh wait! Siege Shop definitely has relighting! I remember putting out the torch on the roof and the AI went to fix that. :)

+1 vote   article: September Updates!
nbohr1more
nbohr1more Oct 5 2011, 3:25pm says:

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.

+1 vote   article: September Updates!
nbohr1more
nbohr1more Sep 2 2011, 2:32am replied:

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? ;)

+3 votes   article: More mods for Doom 3 on Desura!
nbohr1more
nbohr1more Aug 31 2011, 9:50pm replied:

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.

+2 votes   download: Perfected Doom 3 version 6.0.0
nbohr1more
nbohr1more Aug 31 2011, 11:30am replied:

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.

+1 vote   download: Perfected Doom 3 version 6.0.0
nbohr1more
nbohr1more Aug 30 2011, 6:26pm replied:

Congrats on the release BTW. (Good luck with all those ATI users...)

+1 vote   download: Perfected Doom 3 version 6.0.0
nbohr1more
nbohr1more Aug 30 2011, 6:22pm replied:

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".

+2 votes   download: Perfected Doom 3 version 6.0.0
nbohr1more
nbohr1more Aug 28 2011, 3:58pm says:

Congratulations Biker!

A worthy victory.

+1 vote   article: Fan Mission: Alberic's Curse by b1k3rdude
nbohr1more
nbohr1more Aug 16 2011, 10:34pm says:

The quality of this model is beyond compare! Who's the artist again?

+2 votes   media: Low Poly Roden Deformed
nbohr1more
nbohr1more Aug 14 2011, 9:35pm says:

The process to get the audio levels and quality into shape is pretty time consuming and is done primarily by Springheel (who is often tied-up with other tasks like making new AI characters... etc.).

We have several new voice sets in-progress but feel free to offer any assistance if you have audio editing or voice acting skills:

Modetwo.net

+1 vote   article: Animated Grass Demo
nbohr1more
nbohr1more Aug 14 2011, 2:38pm says:

The Dark Mod is composed of many contributions from both active and inactive members many of whom are no longer in contact with the team. If you are referring to a commercial release, then some arrangement would need to be made to compensate those contributors.

If you are simply referring to making the mod "standalone" (meaning that it does not require the Doom 3 game to legally distribute), the that is something under consideration but would require replacing many of the art assets, animations and custom scripts (etc) that the mod uses. It would be a pretty large task so we are hoping that the combined efforts of the Doom 3 community can overcome this barrier for all Doom 3 mods to go "standalone". The Dark Mod is doing it's part in trying to replace these assets but there is limited staff and they are spending more time improving the mod which is considered a higher priority task for now.

Anyone who'd like to help may stop by the forums and post in the "I want to Help" forum (here):

Modetwo.net

+3 votes   mod: The Dark Mod
nbohr1more
nbohr1more Aug 9 2011, 5:02pm says:

Thanks Argoon.

...

Video added.

+1 vote   article: Animated Grass Demo
nbohr1more
nbohr1more Aug 9 2011, 2:10pm replied:

True.

I need a faster PC to capture this well with FRAPS running though...

+2 votes   article: Animated Grass Demo
nbohr1more
nbohr1more Aug 9 2011, 12:27am replied:

Thanks!

We are about to collect the votes for our Seasons Contest entrants and post the winner.

Of course, more missions are cooking so you shouldn't have to wait too long for a new one. ;)

+1 vote   article: Animated Grass Demo
nbohr1more
nbohr1more Aug 8 2011, 10:20pm says:

As stated elsewhere, make sure your "Object Detail" is set to "Very High". A revised demo may improve the object hide behavior at a later date.

+1 vote   article: Animated Grass Demo
nbohr1more
nbohr1more Aug 5 2011, 11:00pm replied:

You install the mod inside a folder called "darkmod" inside your Doom 3 install (base) folder.

For me this is: C:\Program Files\Doom 3\darkmod

To install missions, copy them to the FMS directory:

C:\Program Files\Doom 3\darkmod\FMS

The Dark Mod comes with an in-game mission downloader tool so you don't have to manually install missions except for ones that aren't hosted by the team.

If you haven't downloaded the mod yet, the easiest method is to use the TDM_UPDATE tool.

1) Create the darkmod folder (as above)
2) Download the TDM_UPDATE tool and copy it to the darkmod folder
3) Run the TDM_UPDATE tool
4) Create a desktop shortcut to the TDM_Launcher in the darkmod folder
5) Open the mod and download some missions!

More details here:

Modetwo.net

+1 vote   mod: The Dark Mod
nbohr1more
nbohr1more Aug 5 2011, 1:44am replied:

My apologies Neo-Tokyo man. I haven't touched that mod since a big HL2 update broke all mod support (yeah, I know they've fixed it).

Your answers just sounded too apologetic on Blizzard's behalf and it struck a nerve.

I agree that Piracy in retaliation is a dumb tactic...

But lets not be pacified by calls to reason and sympathy for the publisher. DRM is eroding the concept of product ownership and consumer attrition to products with draconian DRM is a loss of rights for all who value the independence of product ownership. We are heading down a path where all things are for rent only, maybe someday the very organs of our body will cease to function if we don't keep that persistent DRM connection linked and our rent paid.

As a Cyber-Punk fan, you must have speculated on this as well...

+1 vote   article: Diablo 3 not supporting mods
nbohr1more
nbohr1more Aug 4 2011, 11:52pm says:

The renderer is not the problem per se, it's the data format and decode efficiency. Though you might be almost right since some of those Open Source coders are pretty good with compression methods (FLAC anyone?).

This is huge. The first engine with fully dynamic per-pixel lighting is going Open Source. With a few tweaks this will be competitive with UE3 and beyond.

+13 votes   article: Doom 3 Source Code Released
nbohr1more
nbohr1more Aug 4 2011, 8:36pm says:

Doom 3 will be Open Source this year!!!

The Dark Mod team is very excited about all the fixes and optimizations that will now be possible!

+2 votes   game: Doom III
nbohr1more
nbohr1more Aug 4 2011, 2:31am replied:

Gimme a break.

Are you really gonna make excuses for Blizzard here? Really?

"Hi, I'm a consumer and features in the product line I've been loyal to are being taken away. It's cool. I am perfectly happy with their business plan and the profiteering at my expense. I'm also happy to see them promoting a business practice that erodes the very notion of product ownership. I'm just a happy little guy."

+2 votes   article: Diablo 3 not supporting mods
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