Not that long ago, I installed TDM 1.02 to get a sense of perspective on where we are currently verses
the old TDM versions.
My goodness, things were bad back then.
The game would never keep texture quality at the level appropriate for my hardware and
would constantly set image_downSize every time I installed a new mission.
Menus rendered out-of-sync with words appearing at random (often before their background graphics).
The game was virtually silent, with no rustling AI or familiar grunts from mantling or lifting objects.
It was such an off-putting experience that I retreated to fiddling with my favorite TDM version prior to
the Standalone release, 1.07.
I'm not sure quite how some of the 1.02 issues like image_downsizing on restart were cured in this release
but 1.07 is clearly a substantially better "old version" of TDM. If you want to revisit the past, this is the one to try.
(Unless you're morbidly curious about the creaks and groans of the oldest releases.)
It was the last TDM release to use the Mod DLL SDK rather than build from Doom 3 sources.
I've always admired this release. It was well optimized compared to 1.06 and didn't rock-the-boat with
radical changes that required asset or map changes.
During various TDM x64 discussions, I pointed back at 1.07 as the starting point to convert to a different Doom 3
fork since newer releases would require you to reconcile TDM game code, Doom 3 vanilla, TDM engine changes,
and whatever fork you wanted. Greebo and stgatilov did all this work anyway, so kudos for that!
Now that we have the potential of unlimited upgrades to the TDM engine and we are fully Standalone, our
relationship with Moddb is a little strange.
The whole point of modding culture is to see what you can do when limited to using a commercial game
as the source material to create your own project.
With TDM free of this constraint, the Moddb culture has become increasingly ambivalent or antagonistic towards
TDM and many there treat us as an unqualified interloper who shouldn't be participating in their Mod contests
or rankings. We still have our core fans there and Moddb staff seem to think that we still deserve our place
there as a legendary pioneers of the early "full conversion mod" scene, so it's not all dire.
I've been thinking about a ways to rekindle the "mod" side of TDM.
One thing I did was offer the "Flame Glare" mod but it didn't seem to gather much interest. Maybe I need to make
The other thing I've been thinking about is the topic of this thread,
What if I back-ported some of the latest TDM changes to the 1.07 and made a Gold Edition release?
This would allow players to play old non-standalone mission versions with some of the enhancements from 2.x and newer.
It would also grant old-school Doom 3 modders with more code examples they can more easily port to their projects.
Pretty crazy idea I guess.
But I thought it might be fun to tinker with.
Unfortunately, I'm stuck at an impasse. TDM 1.07 requires MSVC 2008 to compile.
If someone can lend a tip or two as to how I can get builds to work again, I can begin this stupid journey into the
world of obsolete TDM coding.
I'll post here if I figure this out...