I help HappyCheeze?
In other words, as this missions build up, you won't just have ONE "The Dark Mod" game but instead possibly 10's or even 100's of Thief style games all using the same core art assets, textures, models (etc).
I think last count there were over 6 multi-mission stories from different mission authors.
It's a MUCH bigger concept than just one multi-mission campaign.
At this time, please think of the mod like this:
1) First there was the game Thief
2) Then Thief fans couldn't get enough so they made Fan Missions (over 900 of them)
3) Now you can have Thief style Fan Missions in a much better game engine (currently over 45)
There are authors who are making series of missions that you can think of as a "full game". Sotha, for example, has an EXCELLENT 5 mission series "The Thomas Porter Series".
Does that clear things up?
The original 1.3.1 patch (126.96.36.1992) was broken and caused many problems. Not long after id Software issues a replacement patch 188.8.131.524. If you install the later patch, you shouldn't have any problems.
We (The Dark Mod) host a copy and reference this in our Wiki:
This looks fantastic!
I don't have a problem with this per se, but it does bring up a couple of interesting concepts:
1) If the devil exists so does God, therefore signs of Demonic activity in a God-less science-fiction setting means that religion and belief persists there.
2) The concept of removing demonic imagery seems to me to be akin to the Harry Potter concept of "not saying Voldemort". The Bible has references to the worship of Beelzebub for illustrative purposes. If this same practice were in place for Judaism, we would never know the name of this false god. But it's impractical to wipe away all these references because then we have no context. If we forget that Beelzebub is the deity of a wicked clan because his name is lost to history, he may emerge elsewhere unrecognized. The "Satanic" symbols, like pentagrams, are the pop-culture distillation of the Necromancy craze of the 1580's. People so desperate to call on the supernatural that they would sacrifice their souls. But it's all made-up non-sense. It is just cobbled-together mysticism from eastern religion and Kabbalism and gibberish from "seers". They could've created pictures of bunnies and now we'd have Christians who are afraid to look at a box of Trix cereal. Knowing what their symbols look like and where they came from can only be helpful for the faithful to keep track of the phenomenon. Erasing all knowledge of them is the surest way for them to re-emerge unrecognized. Have faith, do not fear the Pentagram. :)
I would have applauded this if it were done for artistic reasons. Doom 3, save the end levels, was overwhelmingly in the vain of Aliens or any 3D game that emulates that movie. Removing the silly "demon" aspect would've pushed the game into a more clear direction. Alternatively, making the game more demonic would've been BADASS but the Aliens style backdrop doesn't fit that idea. Ideally it would be more like the Shamblers Castle mod if that were the route. Incidentally, the excellent Hellgate map does the former, it makes Doom 3 into more of a pseudo Aliens game (odd name map...)
Keep up the good work Arx EOS team!
Campy Humor in The Dark Mod = Not much...
Campy Humor in The Dark Mod "Team" = Yes sir, you are correct.
That said, Jesps, Sotha, and Bikerdude have put little humor elements into their missions... so much for intentions... It's community driver project...
As this is part of a contest, it should be self-evident that not all entrants will be of equal caliber.
Part of the fun is the gambling aspect of "what will this one be like" and getting to act as a mission critic. There is a link to the forum thread so folks can study others' opinions if they want to reduce the risk. And my article pretty clearly indicates that this is from a "new mapper" and is not a typical TDM experience.
All I know is that this is a very strange mission and that I think there are at least a few folk like me who enjoy weird experiences from time to time.
If it were bug free, it would still be controversial as a representative of a TDM missions... But I think it's crime that folks would skip it entirely. You should always broaden your horizons and try to appreciate things from other perspectives.
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).
LOL... glad that worked.
Here is the patch that has been floating around our mapper forums:
(the darkmod.com domain host is currently having problems...)
Greetings from The Dark Mod team!
Regarding large maps:
1) When several of our mappers ran against a compiler limit for their large maps they were able to overcome it via a program that patches the Doom 3 executable to allow it to address 4GB or more of RAM. It the majority who use this method are on Win7 but there is even an XP user who was able to compile this way.
2) One of The Dark Mod developers, Tels, has made an Entity Management system called SEED which allows entities to be merged to reduce entity counts and improve performance. It can also procedurally distribute models and is an Object LOD manager. You should check out the latest public source code.
Looking forward to that :) Review it now before we have 900 fan missions like Thief 2... ;)
I was never able to play the original RTTC version due to how it performed on my PC so I was not familiar with what you added. That interior was an improvement over your previous missions so I was not sure who was responsible. Indeed, you continue to gain skills while I thought you had already peaked... Can't wait to see your next mission :)
The screen was posted by Melan to showcase his textures that were planned for inclusion in v1.03. I think all of his original set has made it in by v1.04. The steam-bot was introduced in v1.02...
Mortem Desino is doing his best to show that The Dark Mod can be a cozy place for Thief fans.
One of his technical demo's was a near replica interior of a Thief mission (not officially released).
He also provided a DoomConfig.cfg that replicates the low-fi look of Thief in The Dark Mod.
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...
Words fail to match it's majesty!
That was a surprise, I was actually expecting somebody to make a poop joke...
Whether frozen-poop or industrial strength marital aid, you will find that in v1.05 you can more easily knock-out someone with it.
Not that some of these "fans" deserve it but... It might be a good idea to add such images to "Latest Screens".
As I had noted that you've previously referred folks to the wiki, I will suggest that adding wiki update screens to your presence here at Moddb (on a regular basis) would probably diffuse the troll situation a little...
Id Software has not promised to "freeware" Doom 3.
They have stated that they will "Open Source" the Doom 3 source code.
People will be free to create their own Doom 3 executable but will not be at liberty to distribute the Doom 3 game and art assets (models, textures, animations, sounds, etc).
This means that The Dark Mod team can get under-the-hood and change the Renderer, Sound system and other stuff that isn't in the Open-Source SDK.
For The Dark Mod team to be able to legally distribute this mod for users without Doom 3 (after that happens), all the Doom 3 models, Textures, Animations, Sounds, and other assets would need to be removed. One of the developers is currently working to ensure that TDM uses as little Doom 3 art assets as possible but it will be very hard to replace the AI models and animations as many are modified from Doom 3 AI models and animations.
If it happens, it will take time.
The www.thedarkmod.com site appears to be up now. :)
The Dark Mod site is temporarily down as the person who owns www.thedarkmod.com is switching to a different provider.
The site is available here for now:
Does your new normal look good, but it's a bit too strong, making harsh black slopes and over-bright edges?
* Chances are you should be using less 'scale' and rather soften your heightmap a bit by blurring some stuff, use layers/adjustment masks to do it non destructively.
If you're missing depth in some areas and an AO pass doesn't seem right:
* Take your normal map as you see 'complete' go to the blue layer and gently darken the area. Note that this should not be abused as it will make your normal map look retarded!, the blue chan should be predominantly 100% white for flat facing things. Blend the edges a bit to give a slope. This will adjust the angle at which light illuminates the surface ingame, avoiding the 'straight on' lighting a deeper area would have.
This approach is very intensive, yes.
But once you get the hang of the workflow you can simplify parts of it, specially knowing which tools work best for what and how to use their outputs to augment your work. For example the xNormal photoshop plugin's cavity maps provide a really nice alternative to AO maps for flat textures. SSBump is excellent for drawing out specific elements from a diffuse, such as cracks from some tiles without getting excess data from elsewhere on the image etc.
Bringing details back into the normal - be gentle!
* Duplicate your old diffuse, desaturated it and then use a high-pass filter to pull out the details, edges and such. Using darken/multiply or whatever seems best blend the details into your new heightmap, you'll find you need very low opacity to just bring in some details, sometimes you will want to mask out the larger edges and let that just come from your hand made heights if they are accurate already.
* Test again.
* Now that you have a better understanding of what areas would be darker in normal illumination, maybe you want to try your hand at removing downlighting or whatever from the image, remember not to make it completely flat, a 'true' diffuse does not look good in games, it might look good in a 3d render where you have a million other things to displace/whatever. Diffuse changes (besides lining things up and doing shape changes) should be done after normalmap, I've regretted doing it before many times...
* If your diffuse didnt have much lighting to start with, take your heightmap, throw it into njob and output an AO map. Multiply this onto your diffuse, careful with opacity, you don't need to completely blacken areas or anything like that. Use a mask to remove details you dont want, using a soft brush add in deeper areas that would be flat-lit but dimmer than you're getting.
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.
The Dark Mod requires the 1.3.1 (1304) patch.
Please stop by the forums at www.thedarkmod.com for further assistance.
Did you try the steps to disable Catalyst AI from this wiki?
You have the 1.3.1 patch (1304) applied to Doom 3 correct?