I help HappyCheeze?
I never had a chance to verify that CRC issue but I have re-uploaded this file (and performed more compression verifications). Please let me know if you have any further issues with this file.
The new v1.03 upload has been posted. Let us know if there are any further problems.
Right Click on a blank area of your Desktop and choose New > Shortcut.
You then can use the path from the above post.
The 1.3.1 patch should be included with the Steam version. You simply need to setup the launcher correctly:
Does it run with the Steam version of Doom 3?
Yes :) You need to install the mod into the directory where Steam put Doom3, this might be under:
C:\Program Files\Steam\steamapps\common\doom 3
or a similiar folder.
Important: Create a shortcut on your desktop and set it to the following:
steam.exe -applaunch 9050 +set fs_game_base darkmod
If you have a problem with region\country specific patching please visit our forums and workarounds can be suggested. (Don't recall off the top 'o my head...)
Disable Catalyst AI
We have some "irregular" download statistics for our v1.03 full release package. I have not had time to verify the reported file integrity issues with the uploaded package. If you are using an automated downloader that never completes the download please try manually downloading the file then using the "tdm_updater" to replace the corrupted files.
(Or visit the download area at www.thedarkmod.com .)
I apologize for the delay and will try to get another version uploaded ASAP.
I usually am put-off by this much of an effect but your shot composition is impeccable and the mood here is undeniable AH. :)
(On behalf of The Dark Mod team...) Thanks!
Wait until all the revised normal maps and textures appear in v1.04 (only a portion of the planned texture updates made it into v1.03).
This mod has nearly every possible real-time dynamic lighting effect that could possibly be applied to Doom 3's unified shader system. While this is not practical (performance wise) for every class of hardware it is a tremendous technical achievement and should be acknowledged as such.
I hope Sikkpin reworks these effects when Doom 3 goes Open Source as squeezing these abilities from the current system shows Sikkpin is in a rare stratosphere amongst the best of the Doom 3 ARB shader programmers.
1) For Doom 3 mods always disable ATI/AMD Catalyst AI or Nvidia Threaded Optimizations
2) Try using an autoexec.cfg to force your screen's native resolution:
Use the r_aspectRatio CVAR to adjust to the proper ratio.
r_aspectRatio takes the values 0 for 4:3, 1 for 16:9 and 2 for 16:10.
It is best to create an Autoexec.cfg file and place the CVAR in it as such (this would be a 1080p resolution):
seta r_aspectRatio "1"
seta r_mode "-1"
seta r_customHeight "1920"
seta r_customWidth "1080"
OK. I will re-upload that. If you run the tdm_updater it should replace those corrupt files.
Yes this is non-linear in most respects. Some missions require you to perform tasks in certain sequences but most are simply:
1) Steal a bunch of loot
2) Escape to specified location
If you are asking if the available missions are meant to be played in any sequence. Some missions are part of a series by the Mission authors but there is no real requirement to stay in order...
Alright. This post is late but I love this shot!
While I agree that a demo, or more content and videos should have been posted to keep the faithful appraised of the progress, remember that sometimes the impossible does come true:
The Dark Mod:
I just spawned her in the Training Mission for visual inspection.
(I also see that the video looks much darker than when I previewed it at home...)
Yep. We need to keep the pressure on GameDevGoro to work on the sequel.
I think that "Sim War" is something that is just in-vogue because it helps folks cope with the idea of having to fight in real wars or to deal with feelings about family doing so. It's cathartic to pick-off virtual enemies and imagine that they are real and therefore feel that you have somehow fended-off a real threat imposed on you by conscription. Maybe someone should start a national poison turtle scare to sell more Mario games.
I won't comment about what it says about someone who wants to pretend to be a professional Thief... ;)
Please visit our forum and post an example of your work in the "I want to Help" forum:
The Dark Mod team welcomes any interested modelers and animators to contribute (...if you're a coder then please visit ASAP! )
FYI: The Noblewoman represented in the screen above is not as broad-shouldered as she appears. The FOV in this screen appears to have been adjusted to show more scenery and thus the proportions are distorted.
FYI: The Noblewoman represented here is not as broad-shouldered as she appears. The FOV in this screen appears to have been adjusted to show more scenery and thus the distorted proportions.
Just an FYI: Any of The Dark Mod 1.x Installer or Updater files can be used to upgrade to version 1.03 by running the tdm_update.exe.
I will try to get a full package up to the site as soon as I can but I suspect that in a couple of releases the amount of included assets will be over the Moddb upload limit.
Check out the new Mission Download feature often as several high profile missions are arriving shortly...
We made it to the Top 100 :)
If these details were released earlier it might've boosted our standing but The Dark Mod team goes through extra trouble to ensure that the features they are listing are fully workable for a large number of beta testers before promoting such features. For example, the improved Object LOD system was delayed for release v1.04 due to last minute issues seen in beta.
Player's Choice MOTY hasn't yet been announced so... fingers crossed...
(Run your updaters folks, v1.03 has been released!)
(Articles will arrive shortly...)
Looks pretty good to me.
I figured you can change a lot of settings (The HDR wiki has quite a few CVAR's for serious tweakers to play with if it's still accurate...)
AFAIK, the settings are very tweak-able so this may just be AluminumHaste's specific preference. Plus the fresnel lighting changes dynamically depending on angle so it may look more natural in motion.
We do have a "City Reference Pictures" thread stickied in our "Editors Guild" forum that I see many mappers visit and update so that might be a nice place to start (and I'm sure Jesps has taken a peek there as well)...
Yep, there's no menu option for it but "r_bloom 1" (or 2 or 3) will enable bloom in 1.02. (If you are an ATI user, make absolutely sure that Catalyst AI is disabled or the screen may be upside-down when this is enabled...)
If you don't want to enable this via the console, create an autoexec.cfg with:
seta r_bloom "1"
(...so much for my sly anticipation-building comment, LOL )
AluminumHaste has an SVN build of the upcoming v1.03 release... ;)