The Perfect Dark mod is a UT modification based on Perfect Dark (N64). The basic premise is to combine the style and power of UT with the massive content of Perfect Dark, while at the same time improving upon PD's blatant errors (i.e., slow, cumbersome movement) and maybe adding (optional) new features. While the PD weapons will be, for the most part, true to the originals, some allowances must be made. For example, UT has no built in "Action" button (for opening doors, reloading, etc.) so this functionality must be built in using similar effects. The maps are true to the original, as much as can be, but cannot be perfect renditions. Some scaling issues have been uncovered in certain maps, as well as some questions of physical feasability. All in all, the maps are accurate representations of what once was... Movement speeds and accelerations are not quite addressed yet. Any Perfect Dark fan can tell you that you moved faster when strafing instead of just walking forward....

Post news Report RSS Two Year Anniversary!

Greetings. Well, I'm a little late on the up-take (the actual anniversary is August 10th), but it still doesn't hurt to announce the two-year anniversary that the mod has existed. While it's not as far along as I had envisioned (but really, does anything turn out the way you envisioned

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Greetings.

Well, I'm a little late on the up-take (the actual anniversary is August 10th), but it still doesn't hurt to announce the two-year anniversary that the mod has existed. While it's not as far along as I had envisioned (but really, does anything turn out the way you envisioned two years ago?), but believe it or not, I do have some good news.

The Perfect Dark mod is approaching the release of BetaV3. Given previous ups and downs, I can't say that I expect many people to still be waiting for it, but... This has really turned into more of a battle of will than a battle of ability: I can no longer claim I don't have the ability to do something, then blame that lack of ability for the lack of progress.

Technically, I could have zero dependencies on anyone else in the production of this mod, but what kind of person would I be if that happened? Okay, I got side-tracked there for a moment... The real truth is, without other people, there would be no mod. Hell, even the very concept of the mod was kickstarted by an unnamed person (you should know who you are, if you're reading this...).

Anyways, what's important is, the mod is still going, and will always be going as long as...well, I don't know for sure. I won't try to give any set release date, as I always tend to cram everything in at the last minute, so...it will be released when its done. Before I go crazy with anticipation myself, here's an incomplete list of the major changes in store for BetaV3:
- Ammo changed to a large box; color indicates the type
- Ammo sharing
- Changed CTF to Capture the Case (with 4 team support!)
- Eliminated PDFX.utx file
- Eliminated weapon/ammo caches in maps
- Map list support
- Mod menu eliminated
- New AI rating system for weapons
- New Gametype: King of the Hill
- New Map: PD-Base
- New UMOD install module
- New Weapons
+ CMP-150
- No slot mutator
- Weapon configuration through Settings tab

Lots of stuff has been done, with a lot more on the way. I had hoped (a few weeks ago) to release BetaV3 BEFORE school started again, but I don't think that's a possibility any more.

In any case, you have something to look forward to, and I have work to do, so until then...stay cool!

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Lord_Draco
Lord_Draco - - 226 comments

Keep on trucking dude

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