I help HappyCheeze?
I need a faster PC to capture this well with FRAPS running though...
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. ;)
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.
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.
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:
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...
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.
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!
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."
Alright, I've read enough. You must be some astro-turfing PR dude for Blizzard (et al.). First of all, cop to your scum-baggery right now and also name your sock-puppet. You know, the one who brings up Piracy so that the topic is moved from the stupidity of persistent online DRM and NO EFFING MOD SUPPORT!
Next, give the Mod community a REAL apology for this treachery. Their Mod content kept selling your ancient games Blizzard (effin' ey!)!
The only thing that distinguishes "Indies" from classic small studios of yore is that there are now a number of Open Source engines to work from rather than build from scratch. The skill-set to become an Indie, however, is usually a natural progression from learning to MOD. Modding has a much lower entry barrier and fosters learning in ways that Encyclopedia sized books on traditional "from scratch" game development rarely do. If modding dies, so goes the cradle of new Indie developers. Now, if we talk about "The Dark Mod" (which I help promote), those guys (the programmers) probably would've been "Indie" if there were a suitable Open Source engine to use back then. Even there, TDM started with mappers (mission authors) and a crazy dream, the programmers came a little later.
John Carmack is already working on Voxel Octree tech for id Tech 6 and has been since before 2008.
The Dark Mod's combat methods were inspired by Mount and Blade, are any M&B fans interested in Thief or The Dark Mod?
Splinter Cell fans, any interest in Thief or The Dark Mod?
(or at Moddb)
As a Thief fan, have you tried "The Dark Mod" ?
Check out this BOD inspired WIP mission for The Dark Mod:
(In fact, several of TDM's textures are donated from Dave Gurrea! )
Also, since this was submitted after the contest deadline, it is not eligible for contest votes. Only the original version is eligible.
This version has been visually upgraded but is still an unusual Dark Mod mission as the Human AI at the start are friendly and have scripted conversation.
Just an FYI:
The smaller "tdm_update" installer tools can be used to remotely download the mod on a workstation that does not have Doom 3 installed. Just create a darkmod folder ANYWHERE on the workstation and run the executable from within that folder.
Also, that "tdm_update" tool will resume an interrupted download and will replace any corrupt files if re-run. So it's even less risky than waiting on the very large monolithic v1.03 version to download and then updating that version.
It also should be quicker than the (often) poorly seeded v1.05 or v1.06 torrents.
Just FYI: The tdm_update tool will resume an interrupted download session. It will also download regardless of whether Doom 3 is installed. So if you need to download at a remote location, you can just download that "tdm_update installer tool" and place it in any folder named "darkmod" and run it. It is even more fool-proof than a direct download and often better than the torrent due to the lack of seeders. Of course you can always update this version to the latest one after download.
If you're a Thief fan you should also check-out "The Dark Mod"
Our fans and most of the TTLG folk love Amnesia. If you are a Thief fan you have to check this one out... I wonder if the reverse is true? Do Amnesia fans have an interest in Thief or The Dark Mod???
(The Dark Mod @ Moddb Moddb.com )
Very difficult AFAICT (probably impossible). You'd basically need to reverse-engineer the RAW content compiler so you could deliver an understood format to the engine. Even then, map content may be signed so a 3rd party map would probably kick-off a DRM measure. You'd have to crack the product and reverse engineer the content format... The only way I can see this happening is if a hacker group posts the engine source code...
The last claim I saw was that their map compiler requires "RAW" art assets so that tons of config file lines do not need to be parsed at load time. I think that the mod community would gladly accept longer load times for the ability to mod on this engine. The real big stumbling block is the stupidity over content protection. So what if the raw art assets are exposed to the public? Are we to believe that someone will reverse engineer the whole engine with this access? Are we to believe that EA wouldn't be in the same boat policing piracy with cracked games verses raw content sharing? (In fact it would be less of a problem because raw content means nothing to the typical end-user pirate downloader.) It's just poor understanding of the realities of the internet and piracy. The game will get cracked anyway, why impeded mods' "value added" free content that provides incentives for folks to purchase the game even outside it's target market. How many folk have bought Doom 3 for either The Dark Mod or Hexen Edge of Chaos? More relevant, how many have purchased BF1942 for the Galactic Conquest mod. Short sighted nonsense by folks who don't grasp things too well. Hrmph! Why make it harder for prospective licensees to test out the engine. It's not like any publisher would sell content made from unauthorized content anyway.... what's the fear there? Is EA planning on milking licensees for support costs?
Is having users only content expansion option be DLC the real motive? That's baloney too. There are OTHER GAMES out there if the kids get bored with BF3. They aren't gonna be held hostage to buying EA DLC anyway. Spend $$$ on DLC that was essentially sold through extortion or just spend the $$$ at GOG or Steam on another low cost title (thousands to choose from). Hmmm.
The latest work on these issues is that you can disable "Surface Format Optimizations" in a CCC sub-menu and that should address most of these problems. I have not tried since I use Catalyst 9.10 (cause it's the only version that plays Ghostbusters without lockups on my dinosaur P4 AGP system)
(Though you've just utterly destroyed all the relevance of the Project SYNergy mod... LOL).
I'll have to see how this stacks up against my Denton Mod 2.0 with Ruiner Mod's Glprogs combo.
(As you can see I'm a big JC Denton fan).
A "good mission" can mean different things to different people AidaKeeley. Yes, if your sole criteria is "can it be played to completion in the correct order from any avenue of exploration" then this is not the best example. I value the dynamism, the well crafted views, and the tense exploration of this mission. There are quite a few things in here that other mappers can take away and expound on. I highly doubt that we would see a landslide of missions with this "sequence issue" due to trying to replicate this experience. I know that you are trying to uphold the duty of making sure "all mission authors are given equal treatment including Team Members" but I think this is unwarranted negativity. Springheel may be an old hat at TDM but this is his FIRST mission. His primary value to the team was not his mapping skill and he had to learn or relearn much of that when he resumed work on this mission. For a first effort, this is quite a mission! But again, even if flawed, it also can serve as an example of the intended aesthetics, play spaces, and interactivity that the TDM team is aiming towards. The acclaim for this mission is well deserved.
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.
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.
Think of each mission like a Single Player map. Campaigns can be thought of as Map Packs. Each mission is it's own unique creation but does not require an extensive "Installation Process". Just place the mission.pk4 into the C:\Doom 3\darkmod\fms directory and start The Dark Mod. It will then be available in the list.
In fact, it's even easier now, there is an In-Game downloader tool that will download and install all the missions and you can browse through them iTunes style to chose a mission to play.