I help HappyCheeze?
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".
A worthy victory.
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.
The quality of this model is beyond compare! Who's the artist again?
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:
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):
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.
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 )