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Posts posted by DeathStage_12

  1. Just finished this beauty up. Thanks, Sotha, this was a very nice and fun mission. I loved the story and thought that the AI patrols were very well done, and you gave lots of niches for hiding.


    Thought I'd share a funny...


    When I grabbed the diamond and the undead came at me, my meager PC's frame rate went to pot, so I had to get creative. I reloaded and tried again, this time shooting the diamond with a broadhead from behind the pedastal - it shot across the room. Another shot at it on the ground and it popped out into the hallway, giving me a quick grab before the undead even knew what happened.



    Very very nice...


  2. I absolutely feel a small size restriction inspires very fun creativity. Some of my all-time favourite Dromed missions only existed because authors were forced to cram lots of gameplay into a small space in the contests.


    Yeah...well, as host of numerous small FM contests, you know the value of keeping them small. I completely understand the advantages of the restrictions; I'm just concerned that I may not be able to pull it off. I'm more concerned about the time frame, actually. Then again, from what I've learned in a month or so with Dark Radiant, it seems that building a mission can be accomplished with significantly less pain than DromEd.


    Bah! The worst that happens is I miss the deadline and release it later...

    If those familiar with Dark Mod feel that 1280 x 1280 x infinity is good, then I'm confident it should be enough for me too.


  3. This contest is very appealing to me for a couple of reasons:


    1. I intended to enter the DromEd vertical contest from earlier this year (last year??), but the size restrictions were too small to pull it off. I'd like to give it a shot in Dark Mod.

    2. I keep getting pulled back into DromEd and I really want to leave that beast behind.


    However, I am really growing tired of the fight over size restrictions. Having participated in three size-restricted contests over the years, I can tell you that it is an absolute headache to try to achieve your goals in what is inevitably too tight a space. I would suggest no size restrictions whatsoever. A Thief mission like Life of the Party was the quintessential vertical mission, yet had a sprawling horizontal aspect to it as well. I don't want to play 10 tower missions, but that's what we may very well end up with. Rather than force the author to create a mission within a pre-defined area, let the voters decide what is a good vertical mission and what is not.


    The bottom line is that every size-restricted mission I have created ended up falling short of my expectations simply because of the restrictions and I don't want my first Dark Mod effort to be filled with anxiety about whether I can pull it off or not. Since most of us are in the learning curve, why not lift all restrictions?


    Also, two months is nowhere near long enough for me to create my first Dark Mod mission. The first month alone will involve me fumbling about Dark Radiant and figuring out what can be done and what can't be done. I would need at least four months to feel comfortable entering.


    Whatever the community decides on, I'll begin work on the mission soon, but it's unlikely that it will be completely in time and space for the contest if the current restrictions apply.


    Good luck to all and thanks Fidcal, for getting this started!


    • Like 2
  4. One aspect of Dark Radiant that I find is more time consuming that it probably needs to be is copying a shader from one surface and pasting it to another. I just finished up a set of stairs and I was thinking how sweet it would be if DR could do something like this:


    When multiple surfaces are selected, their selection order is stored, then a "Paste Multiple Shader" command would take the shader from the first surface selected and paste it to the second; then the shader of the second is applied to the third, etc.


    Of course, it's quite probable that this feature already exists and I'm not aware of it. If so, do tell!


  5. I should have been more specific in my post about the footfall sounds. The quality of the sounds is outstanding - very professional. Also, most of the footfalls sound very good to me. I only didn't care for the stone material sound. It reminded me too much of the Doom combat boots.

    If, as you say, the AI are not hearing them as loud, then it will only be a matter of adjusting my perception.


  6. When I select a new mission to play, the launcher restarts DM. After that restart is complete, my mouse pointer is frozen and the splash screen will stare at me endlessly. I have to ctrl-alt-delete to get Task Manager to kill Doom. After restarting again from tdmlauncher it is fine. It's fairly minor, but thought I'd point it out.


    What does the launcher do before restarting? Is there a way I can do the task(s) manually to avoid this for now?

    I'm running on XP service pack 3 with nvidea GeForce 6800. All else is well, just that oddity.


    The Mod is looking mighty fine!




  7. I'm also interested to see how many builders are currently working on missions. I can recall the chaotic early days of Thief FMs where mission hosting was uncertain and you were never sure if something was just around the corner. Now there are several searchable databases and threads for upcoming / in progress missions.


    Here's my sales pitch:

    I am currently working on a tomb raiding mission tentatively titled "Tomb of Horrors" (R.I.P. Gary Gygax) that I hope to have completed by January. If I'm really motivated, possibly earlier. Dark Radiant is a beautiful thing...so much easier than DromEd.


  8. Tels, thanks - deleting all files and directories other than the main .pk4's worked.

    Springheel, yes that is exactly what was happening. I renamed them back to .pk4 and all is well. It's a good thing we have Microsoft to tell us what we really meant to download. I usually use Firefox, but I've had issues in the past with downloading files, so when I do download things, I switch to IE. How ironic!


  9. Thanks, I'll give that a shot later. The Crown of Pentinance mission I got as a .zip file from a TTLG link. I browsed the .zip file for the .pk4, but did not find it. I'll try downloading from another source.



    Did you remove your darkmod folder prior to running tdm_update? If not, you got now everything twice, once inside the PK4s, once inside subdirectories and things are likely to conflict.


    Try the following:


    * delete everything in your darkmod folder except the PK4 files directly in darkmod. E.g. delete every other file and all subdirectories. (Make a backup of your maps directory etc if you have important things there. Better move the directories somewhere safe). Then run tdm_updater again, it will verify the PK4s and download any missing stuff.

    * Remove all the FM directories in Doom3 (e.g. training_mission etc) and then re-install the mission via the menu


    That should work.




    If you downloaded a PK4 file, there should be no another PK4 file inside. From where did you download it?

  10. I'm having problems getting the training mission started. First off, I have had DarkMod assets installed for at least a year for beta mapping and I'm not sure if that complicates anything. Anyway, I ran the tdm_updater.exe yesterday. This morning, I followed the wiki for starting an FM. I moved the training mission .pk4 file to the .../doom3/darkmod/fms/ directory. I ran the tdmlauncher.exe in the .../doom3/darkmod/ directory. It moved the .pk4 to a subdirectory like the wiki said it would. However, then I get the splash screen, but then the only options I have are to start a new mission (not select from available fm's like the wiki describes). If I choose Start Mission, I get no sort of feedback, so I waited for a half hour before declaring that nothing was actually loading.

    I've also tried loading the Mod from Doom 3, but I get the same result.

    I've also tried launching the mission the same way I did Thief's Den - with a shortcut string of "C:\games\doom3\Doom3.exe +set fs_game training_mission", but I get the same result still.


    It seems that most people who downloaded the Mod yesterday did not have any issues getting this mission started, so can anyone think of a reason why I can't get it loaded?


    I'm running XP service pack 3 and have run both Thief's Den and St. Lucia without any issues. I've also run my own map in development many times. I get the feeling some files are in the wrong directory.


    Also, I downloaded Crown of Pentinance and went through the entire archive looking for the .pk4 file that the wiki says every mission has. I could not find it. Is that wiki article still accurate?


    Thanks for any help,


  11. I'm currently using Dark Radiant 0.10.0 - is there a newer version available with the Dark Mod 1.0 release, or is 0.10 still the latest?

    Off to play the training mission. I feel like a kid on Xmas morning!


  12. Another aspect of Dark Radiant that is far superior to DromEd is the ability to undo or make tweqs to your architecture later on without feeling a sense of dread. Being able to resize individual brushes of a room rather than a frightening "resize" command on the entire room has done wonders for my blood pressure.


  13. I don't think you have any idea how much work goes into getting something to work on "ONE" operating system


    ...well I do, gosh darnit and I'm impressed as hell! I love Dark Radiant. It is so much easier to work with than DromEd. I'm more impressed with the fact that this team has stayed focused on this project long enough to see it through. Kudos to you all. NH, you're a rock star, don't let some punk arse get your hackles up.


    I do have one complaint, though. I can't even get this stupid Mod to load on my Commodore 64. Jeez, how hard can it be? What do you guys do all day?


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