I help HappyCheeze?
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.
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!