I help HappyCheeze?
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.
For a little road-map detail version 1.07 will have improved Mines which will also be unlockable. There's also some investigation on improving Moss Arrows and the Vine Arrows may finally be completed (crosses fingers).
Good stuff is on the way...
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.