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  1. Bumping this thread. I was trying to parse the code for LibreCoop recently, the multiplayer coop mod for Doom3, or Dhewm3 more exactly. The main alternative is OpenCoop, but I think LibreCoop is more developed. Anyway, it got me thinking how much work would have to go into a coop mod for TDM. It's still my biggest wish item. The idea I got was one has to basically walk system by system through the code and think about the client and server side of packet swapping. TDM has a lot more and more complicated systems than Doom3, but once you start getting a feel for it, I think the basic system doesn't change that much. In a way it reminded me a bit of a pared down save/load system, what you need to update a game state, except you're streaming it in in real game-time, and you using tricks to fill in gaps to ease the load. The other thing I noticed is that maps themselves need their scripts tweaked and anything else happening in the world. But I wonder if there's a way to procedurally do that when a map is loading, so one could just use the FM files as released. It looks like it'd take more than a year or two if one were working steadily through it, although I think one would get efficient at it over time. Like I was noticing, there's a consistent logic to it. But most of all I think it'd be worth it. I really like Thief coop, and I think it'd be great for TDM. I'm just FYI'ing about it now because I was browsing through the other coop mods. Not even soliciting opinions or anything. Just thinking aloud (avisible?) about it.
  2. Years ago, to try and do a little Moddb participation project, I wrote a little blog piece about my take on the whole Doom 3 mod scene. At the time, I was roughly trying to parse out the factions within that community and my general feelings towards both the original game and the mods affect on it. Results, pretty much an awkward Myspace post about Doom 3: http://www.moddb.com/members/nbohr1more/blogs/reasons-to-own-doom-iii Oh well, hindsight is 20/20 eh? The general premise still stands though. Doom 3 is a game that uncomfortably straddles between a mindless shooter and a survival horror title. It's interesting to consider that Doom 3's cerebral attributes seem to be inherited from System Shock which heavily influenced it's design whereas I can now confidently say that Doom 2016 is a byproduct of Doom 3, Brutal Doom, and HL2 \ Black Mesa (with the latter being a particularly strong influence). While there are some flashes of brilliance in the early levels of the game, the true glories of the Doom 3 experience are in the Hell levels where the organic environments and intense demon fighting action take center stage compared to the claustrophobic jump-scare maze of offices in the research facilities. Still, there is SOMETHING there in that early gameplay that feels like it had the potential to be far more interesting than the version that shipped. I think that is why so many mods have tried to tinker with ammo amounts, difficulty, AI accuracy, etc to refine what was good about these areas. Alas, most of these endeavors have failed. Up 'till this point, Dentonmod was really my go-to gameplay modifier. I mostly used it for the included gore and weapon physics. It was more satisfying to watch my weapons display more powerful damage effects even if they didn't inherently change any of the difficulty behaviors. (I keep putting it on the back-burner but I have planned to fiddle with Flaming Sheep's Classic Doom 3 and Denton mod to make a combined mod so that all the functionality from both remains intact.) (Action Side) So, one evening, when scanning the Doom 3 mod section I came across the DoomReborn mod which I had seen a few times before and decided to finally give it a try. Up to this point, I had avoided it because it looked pretty garish and I thought that Classic Doom 3 had already accomplished this feat much more appropriately with better level design. I was surprised to find a completely different experience that was really a thrilling throw-back to the original Doom 3 feel. DoomReborn may not look so great in screen-shot form, but when played it's dimensions, player speed, and color scheme all subliminally link you back to the original Doom game and it makes you feel more like you are playing the most advanced Doom 1 graphics mod rather than a Doom 3 modded to play Doom 1 levels. I think it's a shame that the two projects were developed independently. Classic Doom 3's smaller, more closed-in, levels and slower pacing feel somewhat limp compared to the bombast of DoomReborn's sprawling 1000mph blast fests. So, I'll give a resounding "recommended" to DoomReborn if you are a fan of the arcade style action of the original Doom games: http://www.moddb.com/mods/doomreborn (Survival Horror Side) After that, and tinkering with a few other Doom 3 mods that mostly were variants of Sikkmod with Wulfen textures, I decided to check out one mod that was constantly mentioned in Steam forums. Strelok's D3 Enhancements. http://www.moddb.com/mods/streloks-d3-enhancement-mod I was absolutely floored! Stelok has done something quite special here. He's finally made the base Doom 3 game live up to it's survival horror leanings. Enemies no longer awkwardly lurch towards you as you fire ineffectual rounds at them. Now they rush at you in a way that recalls the menace of contemporary Zombie films. The whole feel of navigating the early missions is completely nail-biting. Also, weapon reloading is a manual affair. Once you run out of ammo, the game no longer wrests controls from the player and auto-reloads but instead leaves you firing empty clicks. You must take the initiative to reload. Another nice survival horror touch! The only down-side, I've encountered thus far are the Imp's. They are also sped-up and more aggressive to the point that it is very difficult to survive an encounter with more than two at once. With Doom 2016 out, this mod makes the virtues of Doom 3's design stand much further in contrast. If Doom 3 had launched like this, surely it would've been considered to be in the company of classic survival horror titles like the Resident Evil series. (Footnote) I have yet to revisit everyone's standard Doom 3 mod, Perfected Doom 3. The last time I tried this it was a horrible mess with inappropriate self-shadowing and strange "sharpened" textures with halo\emboss artifacts at the shading boundaries. (And it performed like a dog.). It looks like V-games may have made some significant improvements since I last looked into this, so I look forward to seeing the progress.
  3. We had extensive discussion of why our license is the way it is, especially when we were going standalone. There are reasons it's CC-NC-etc., and one of the big ones is that anything that tries to link the mod with money and formalization has been trouble for us, like team-breaking trouble. Well the asset license was settled long before that just in dealing with the contributors (and the engine came with GPL3 from the start of course). There would be asset creators that would (rightfully) riot if money were able to flow to some creators and not to them, because they didn't spend 1000s of hours on this mod for some knucklehead to spend 2 hours for some crap whatever and get paid for it. But the debates happening during the run up to 2.0 validated it. But even before that, we've talked a lot about the basic principles for how the team works, and avoiding entanglements with money and formalization are like two of the central pillars that most of us (I understand) wouldn't like to open back up to debate. What I see from this whole line of discussion is that you want to make a branch project with the engine. That's fair by itself. The engine license let's you do that. But it's something that should be a true branch, like you ought to make your own forum for it and develop it there. Then I think it's fair for you to let us know it's happening and even ask if anyone is interested in joining you there, and some people may want to do that. But I think it's best if you branch off and develop it separate from this forum and team if you're going to drop one of our central organizational pillars in what's gotten us this far.
  4. We didn't make the holidays (such a busy time of year) so here's a New Year's gift, an unusual little mission. Window of Opportunity Recover an item for a regretful trader out in a wilderness setting, and discover more! Available within the in-game mission downloader or: Download: http://www.thedarkmo...ndetails/?id=79 Alternative: https://drive.google...WTMzQXZtMVFBSG8 Some unorthodox gameplay on regular/ghost difficulties. (Arachnophobes might prefer short mode...) Please expect to need your lantern in regular and ghost modes! Short ("easy") mode is a smaller map, so if you are looking for areas others reference below, or 100% of the loot, you'll need to play on another mode. I wanted to create my first mission before I became influenced by too many others' ideas, and limited myself to what has been done before. As such, this mission is not set in a city/town, and has some features that are likely to be provocative. There's a section some really like, which others don't, either way I kept it short to not last too long. That being said, I hope you do find it fun! :-) Special thanks to those who provided valuable testing and feedback: Goldwell, Kyyrma, plotzzz, 161803398874989, PPoe & Bikerdude (who also contributed a sound). (Please remember spoiler tags to not expose things meant to be discovered by playing.) Like so: [spoiler]secrets[/spoiler] If you are having trouble finding the main objective, here's what to pay attention to in the mission for hints: There is a spot it's possible to get stuck on the ground in the corner by the cliff/rockfall where there's a rope laying on the ground, please take care if you poke around there!
  5. After all the research I've done so far and comparisons, including reading the history of the development of TDM. It seems TDM would be the best engine possible for DOOM 3. Any thoughts, or avenues to pursue on this from anyone constructive would be much appreciated.
  6. Surrounded by greedy noblemen and treacherous siblings, Lady Kamila Leicester gets more than she bargains for after acquiring an ancient tome and performing the dark rituals within. Bikerdude, Wellingtoncrab, Dragofer, and I proudly present Grayman’s FM “Seeking Lady Leicester.” Notes - TDM 2.11 or later is REQUIRED to play this mission. You can get the latest TDM version via the installer or here. - Seeking Lady Leicester was originally a work-in-progress given to the Dark Mod community per Grayman’s wishes after his passing and was initially adopted by Bikerdude before Dragofer, Amadeus, and Wellingtoncrab joined to complete the FM. -This FM does NOT support any unofficial gameplay patch or mod. The use of such a patch and/or mod could break things in this FM. You've been warned. - "Story" subtitles are available for this FM. Simply go to Settings --> Audio and select "Story" or "On" for the subtitles setting. - This FM may be more hardware intensive than normal. LOD settings can be set below "Normal" to improve performance on low-end machines by disabling certain features. - This FM implements the func_peek mechanic, allowing players to peek through any door that has a keyhole on it by leaning forward. PLEASE NOTE: This function has been known to cause crashes for a small number of players in the past, likely due to using the 32-bit version of TDM. At no point in this mission is it required to use the func_peek mechanic; it is purely optional, so feel free not to use it. Download Version 1.1 This FM is available for download via the in-game mission downloader, or here via Google Drive. Promotional Screenshots ThiefGuild Thread Credits A big thanks goes out to Noelker and Goldchocobo for their wonderful voice work with the briefing and conversations, JackFarmer and itsPapiD for their fantastic briefing video, and nbohr1more for his story contributions and writing one particular gameplay feature that I won’t spoil here but you can read about in the readme.txt. An even bigger thank you goes out to our beta testers: nbhor1more, Daft Mugi, Silverwolf, Havoc, Datiswous, Cambridge Spy, Aluminumhaste, Thebigh, Ate0ate, Acolyte6, Kalavi, JoeBarnin. Thank you all very much for your fantastic feedback and tireless efforts as this FM evolved throughout the course of development! Asset Credits - Arx EOS’s Fish - Epifire’s models - Kingsal's Assets and Textures - WellingtonCrab’s assets and textures - Obsttorte's frob loot script - ZergRush's custom Grayman painting ===================Rest In Peace Grayman. You are missed=======================
  7. I don't think there's a link to thedarkmod.com on forums.thedarkmod.com ...

    1. datiswous

      datiswous

      Yeah and the wiki and moddb. It should have those links in the footer I think. Probably easy to add by an admin.

      Edit: And a link to the bugtracker. I'm always searching for a post in the forum that links to that because I can't remember the url.

    2. Petike the Taffer

      Petike the Taffer

      I drew attention to this several times in the last few years. No one payed it any attention, so I just gave up.

    3. duzenko

      duzenko

      Reluctance to improve the forums is matched by reluctance to allow more people to work on it. Talk about trust and power.

  8. This sounds easy, but wouldn't it be overruled by any pk4s in fan missions or e.g. your mod's pk4? In what order are these pk4s processed, alphabetical, date, ... ? As far as I know the current solution makes sure that my patch is active all the time.
  9. First sorry if there's already a thread for this mod, but my search didn't found a dedicated thread for it, if there is, be free to delete this. I don't know how many here know about this Doom 3 Mod, perhaps all and I'm wasting my time but my search found, imo, so few mentions of it that I decided to make a thread to spread awareness. IMO, next to obviously TDM (even though TDM is not a Doom 3 mod anymore), Phobos is one of the best Doom 3 mods in existence. They released Episode 1 some time ago and it was to me a fantastic surprise, now they released Episode 2 and imo they outdid themselves the new Episode, like the first, has some of the best level design I saw for Doom 3, some even better than official Doom 3 game and expansions and this one is also longer than first episode. Any Doom 3 and idtech 4 fan should play this mod and even if you don't like the former but you like the works of Frictional Games or DONTNOD, imo you will be surprised with this mod. Btw for thief and TDM fans this mod is nothing like it, is not a stealth game, is a action game but also with a strong emphasis on story. This mod REQUIRES the original Doom 3 and Resurrection of Evil expansion, it doesn't work with Doom 3 BFG. They are also working on the third and I think final Episode and like is usual to say, personally I just can't wait for it. Doom 3: Phobos
  10. Have you already converted your mod to the new conventions? Maybe both can be already merged. Otherwise I fear that it is the same with the Bloodlines UP and other mods. When they change the same files, merging is practically impossible.
  11. Yeah, installers are a nightmare to maintain, and then the false positives... I am not familiar with Bloodlines. It looks like and oldie worth checking. I will add it to my list. Besides, your patch comes at the top at Nexus All mods are personal projects, mine included. The question is, what is your opinion about the incompatibilities between the Unofficial Patch and the TDM Modpack? How would you feel if you were new to The Dark Mod and you had to choose? Shouldn't we do something about it?
  12. As I explained above, if I would split my patch into pieces, most of it would be similar to your mod where you can do this already ;). Also I see this as a small personal project so to me it's enough to extract everything into the TDM folder and be ready to go! I made an installer for my Bloodlines patch and I also had this be modular some time ago, but in the end it proved to be a nightmare for finding bugs because everybody could have a different combination of installed features.
  13. Beta 11 Fix finished-on state auto-update was unreliable Slighty improve scanner title/author detect Tags are now named some whatever regular-version-looking thing to force GitHub to put the newest at the top
  14. Yes, but I am talking about explictly NOT overriding core files. This is about only overriding specific decls. If you package your own version of a file in the base mod, you will override EVERYTHING that is declared in there, thus reverting updates that might have or will happen in the core mod.
  15. I think the ask from datiswous and perhaps dragofer is that you split your patch into different parts so users can install the ones they like from both you and other mod authors. The new 2.12 feature is designed to allow this.
  16. How does TDM support this? I thought this was only possible using third party software or Snatcher's mod.
  17. Since TDM now supports multiple mods to be active, you could split your mod in multiple mods doing different things. Just an idea.
  18. Before Doom 3 was GPL, this was the guide: https://wiki.thedarkmod.com/index.php?title=Coding_in_the_SDK
  19. Perhaps id didn't cared for that loss on accuracy, at lest for Doom 3, is hard for me to believe they did that for lack of knowledge or something but who knows. Is this code still in BFG?
  20. Thanks to Stgatilov for fixing the head model change crash! Though the fix will be featured after next dev snapshot, I'll likely update this mod again once that's out. While few maps have mirrors, remember some may be designed with this mod in mind as the goal is to have it working as both a FM and universal mod. Thanks: I'm glad you like it even if it may not be featured in the mod pack, though I'll likely attempt some of your suggestions at least. I tried to make it intuitive, hence I didn't add special circumstances (like running) for wearing out the disguise even faster so players aren't left wondering what triggers it, however it may be featured next time: I don't remember if there's a way to check if the player is sprinting or crouched, so I'll likely use the player speed thus the faster you're moving the more quickly you're spotted... I might even make it so being seen picking locks or stealing loot instantly makes your disguise fail! Making a helmet no longer usable after being caught once is tricky: Helmets all look the same, therefore guards wouldn't notice if you stole another hat and used that to trick them again... they don't use energy either so needing a special way to recharge them wouldn't make much sense. Remember also that being seen by an alert guard makes the disguise drop faster, and part of the alert level is permanent meaning guards will always catch you a bit more quickly if they were alerted once. The logical solution would be that once you're caught, you can't ever disguise yourself to trick that team again... this would make them too useless and irreversible so no. A good middle ground instead is having a long cooldown timer, so once caught you can't disguise yourself for say 5 minutes. What does everyone think about that?
  21. The Doom series went from action in 1 and 2 (along with Doom 64 and Doom RPG) to horror in Doom 3 and back to action in Doom 2016 and Doom Eternal. Now, I absolutely loved the epic saga of the Doom Marine in 1 and 2 turning into the legendary hero in Doom 2016 and Eternal, but as a fan of Doom 3's horror, I feel bad that the horror reboot was un-rebooted. Would you guys like it if in the future, a sequel to Doom 3 was made? I know that The Dark Mod started out as a Doom 3 mod.
  22. Sure! My first draft for a wiki article "Lightgem" would look like this: " [[File:Hud.jpg|right|thumb|The lightgem is shown as part of the [[The_Dark_Mod_Gameplay#HUD_(Heads-Up_Display)|HUD]]:<br/>2. A breath indicator when underwater<br/>3. The lightgem itself<br/>4. A health indicator.<br/>Two wings flank the lightgem indicating if the player is crouching.]] The '''lightgem''' is a light indigator on the [[The_Dark_Mod_Gameplay#HUD_(Heads-Up_Display)|HUD]] and an important part of [[The Dark Mod Gameplay]]. The lightgem itself indicates how visible the player is. The visibility is based on how much light is hitting the player, but also depends on whether you are crouched, moving, have a weapon drawn, or being under water. The wings on either side of the gem indicates when the player is crouching. Below the lightgem is a health indicator. When the player is injured, a small red bar appears below the lightgem. The bar shows how much health you have left and decreases from right to left. Health potions and various types of food will replenish health. The bar remains visible until the health is fully restored. Above the lightgem is a breath indicator. When the player is under water, a small blue bar appears above the lightgem. The bar shows how much air you have left and decreases from right to left. When the bar runs out, you'll begin to take damage. Surfacing or using a Breath Potion will restore your air bar. The lightgem is an object that the player always carries and is not visible in the [[inventory]]. A user can disable the lightgem and the wings in Settings - Gameplay - General - Hide Lightgem. The health indicator and breath indicator will remain visible. [[Category:Equipment]] " (With the caveat that I would need to use the preview-functionality to fix any formatting errors I may have made before publishing it.) I would also * link "BREATH INDICATOR", "LIGHTGEM", and "HEALTH INDICATOR" from "The_Dark_Mod_Gameplay#HUD_(Heads-Up_Display)" to the new article "Lightgem". * create "health indicator" redirecting to "lightgem" ("#redirect[[lightgem]]") * create "breath indicator" redirecting to "lightgem" I registered on The Dark Mod Bugtracker on 29 December and I have since reported 68 issues from a personal log of issues that I had assembled during hours of testing TDM 2.11. The reports are not perfect, but I think they show my intentions are good. I understand the reluctance, especially if there have been incidents of spammers on the wiki, but as an open source project relying on volunteer work it is also important to keep a low threshold for contributing to the product. If I'm not up to par, you'll discover it quickly. Or, rather, you would have already discovered it in the Bugtracker.
  23. Hi I use Darkradiant primarily for making base Doom 3 maps, and apart from its propensity for causing windows to think it has frozen when switching between lighting and other modes (in some cases it actually does) it is a very good editor. However, when it comes to the issue of creating breakable lights, I am unable to do so due to the fact that this requires 'grouping' the light entity with the light patch. Doom 3's built in editor allows for this, but I cannot find this function anywhere in Darkradiant. I could use the built in editor, but I am accustomed to using Darkradiant, and am reluctant to edit maps in another editor for fearing of creating problems with the map. How do I 'group' two entities in Darkradiant? I must emphasize the difference between 'group' and 'connect' or 'bind' as I understand the latter two.
  24. With TDM 2.12, after the credits finished, the "Mission Complete" screen did not display. I found that the screen was black and I could hear my footsteps when I tried to move around. I think the reason for the mission not completing successfully was that the "Do not kill or harm allies" objective was never marked as "1 = STATE_COMPLETE" instead it was left as "0 = STATE_INCOMPLETE". Note, I didn't use noclip throughout the mission. Same as: https://forums.thedarkmod.com/index.php?/topic/18054-fan-mission-the-accountant-2-new-in-town-by-goldwell-20160509/&do=findComment&comment=458491
  25. How about using TDM automation framework (and maybe pcem/qemu)? More info see: https://forums.thedarkmod.com/index.php?/topic/19828-automation-features-and-discussion/
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