Jump to content
The Dark Mod Forums

The Dark Mod FM...


acolyte6

Recommended Posts

I'm kinda relearning the T3 editor, and I was seriously thinking about dumping the T3 edit & moving on to the Dark Mod editor (radiant I think it's called) instead. Would it be like the T3ed or better? After trying the T3editor & then trying Dromed for T2, I said to myself "forget that!", I'd rather do T3 :)

The Reason for my change of heart to the Dark Mod is that it's so much more "thief realistic". Everything is so BLUE in T3, literally... Take for example: St. Lucia, the secret switch in the priest's room... it was grey, Not Blue when frobbing was possible... I really liked that, took me forever to find it (Thank You 'sNeaksieGarrett' for the spoiler on that one)... I love the realistic water in the Dark Mod as well...

I know there's issues yet to be figured out with the Dark Mod, but if I'm going to put a lot of time & dedication into this I need to know what system would be better for my game...

(Not on my machine, In Europé, but it works excellent )

My hobby built desktop is: XFX Play Hard-nVidia nForce 790i Ultra SLI

Onboard is:

CPU: Intel Socket 775

VGA: nVidia GeForce EVGA GTX-260

RAM: DDRIII 16Gb

HDD: 2 Tb

OS: 64bit Win 8.1

All service packs and latest drivers installed.

Link to comment
Share on other sites

I've honestly never tried T3ed or Dromed, but I have used Warcraft 2 & WarC 3 map editor, Worldcraft for HL1, and Hammer for HL2. I loved Hammer and got pretty proficiant at it.

 

Two weeks ago, I decided to go through Fidcal's Dark Radiant Beginner's Guide because I became a Progammer contributor and should know more about both the engine and the mod. At first, it felt foreign and uncomfortable. Now, I don't want to go back to Hammer. I feel that Dark Radiant is just as user-friendly as Hammer, and my brushwork goes just as fast as Hammer.

 

I especially love how Doom 3 can make almost any entity dynamic; this opens up a lot of possibilities for truly unique maps.

 

 

Yeah, The Dark Mod isn't 'Thief', but everyone loves how close it is :) . It's a neat comfortability/familiarity factor for the player that really drew me into the Mod.

yay seuss crease touss dome in ouss nose tair

Link to comment
Share on other sites

I, like mortem desino, used hammer/worldcraft, and I've also used Dromed a little bit, and unrealed, and I must say I LOVE the MOST!

 

Its one of the easier to learn editors and it is quite powerful.

 

If you really want to get into Darkmod, learn DR, and if you are really serious about it, apply for betamapper status, so you can get the latest assets and take it to the next dimension!

 

Give it a try and see how you feel about it.

|=-=------=-=|

happycheeze.deviantart.com

 

Moddb

 

Gamers Outreach, a nonprofit that uses videogames to raise money for chairty.

|=-=------=-=|

Link to comment
Share on other sites

I might be a little biased :wub: and even risk pissing off some Thief vets with this, but: I've used both DromEd (long ago) and the TDS editor enough to have made about 5 more-than-half-complete missions, and they're both very poor compared to DarkRadiant, especially in the realm of usability. DromEd is one very powerful piece of software for sure, but it is a clunky, buggy mess. The TDS editor has some really nice features, don't get me wrong, but the frustrations, roadblocks, missing functionality, and counter-intuitive everything more than make up for that.

 

DarkRadiant might lack a bell or whistle here or there (e.g. the rendered mode needs improving) but it is being developed with skill and care and is crazy powerful and user-friendly. If you desire something in an editor, there's a good chance it's already been added to DR. And it's open source, so more can be added at any time.

Link to comment
Share on other sites

I can't really add much to what Sneaksie said, that pretty much sums it up.

 

I have worked with Dromed for years but will never go back. I had fun with it when that was the option.

 

I was really excitied for T3 to come out. Then they made us wait for the editor. But in the mean time I got unreal and tried to use it. I think it's as bad as Dromed. I never liked it enough to get anything done.

 

Then I started using DR and found it alot easier to use.

 

Then I got sidetraked and started using Hammer which I really like also. The thing is DR and Hammer are VERY similar. The main difference is shortcuts and names for entities.

a func_detail in one engine is a func_detail or something in the other...

 

I actually plan one of these days to change my DR shortcuts to match the Hammer ones as they seem a little more intuative to me.

Dark is the sway that mows like a harvest

Link to comment
Share on other sites

The main difference is shortcuts and names for entities.

a func_detail in one engine is a func_detail or something in the other...

 

I actually plan one of these days to change my DR shortcuts to match the Hammer ones as they seem a little more intuative to me.

I'm keeping my shortcuts at DR's default for the sake of keeping both engines separated in my mind. I'm a programmer, so It'll just help me work in the right engine mindset. It also kinda helps that D3 and HL2 both came from a sequal of two separate bastardizations of "Quake."

yay seuss crease touss dome in ouss nose tair

Link to comment
Share on other sites

I have used UnrealdED 1 (for Unreal 1), UnrealEd 2, 3, Hammer, Warcraft 3 Ed, TDS Ed (for a -very- short period of time) and of course Doom 3 Ed (and then Dark Radiant which is specific to TDM). Out of all of them I would say by far Doom 3 Ed/Dark Radiant (very similar, but Dark Radiant has more features) are the best. Much, MUCH less buggy then the others and bsp holes are incredibly rare and are usually caused by an excessive amount of miniature brush work which is not grid aligned, thus the mapper's fault really. Several times I've dumped a map in UEd 1 because of an un-fixable bsp hole. In D3Ed even the worst hole is fixable, as you can just remove the evil brush and create a new one, or fix it by grid aligning it. My last bsp hole was back in 2006 when I used to make everything from brushes. I fixed it at the time and since then not a single hole (yay!).

 

Sorry, went on a bit of a tangent there...

 

The other main reason why creating a mission in TDM is a good idea is because D3 goes open-source after the release of idTech 5, and means that the renderer can be updated for D3 etc, thus having a modern-standard true-to-thief game.

 

That, and the entity limit in D3 is default 4096, but we've bumped that up to 8192, and can increase it further easily. Yes, it has happened that we've reached the entity limit of 4096 so had to bump it up :)

Link to comment
Share on other sites

#define MAX_EVENTS 8192
#define MAX_EVENTSPERFRAME 8192

 

But I could not find max entities. I don't think there really is an entity limit per se, but rather a limit on the maximum events, which in turn effectively means maximum entities. Unless there is a value I did not find in our source :huh:

 

In any case, I clearly remember reaching 4090 or so entities and not being able to load the map due to reaching more then max events.

Link to comment
Share on other sites

But I could not find max entities. I don't think there really is an entity limit per se, but rather a limit on the maximum events, which in turn effectively means maximum entities. Unless there is a value I did not find in our source :huh:

There is no hardcoded 4096 value, there is the GENTITYNUM_BITS constant, which is 12. This is used to generate the max entity number MAX_GENTITIES = (1

 

In any case, I clearly remember reaching 4090 or so entities and not being able to load the map due to reaching more then max events.

I remember that incident as well, because I was the one who increased the event limit for you. :)

 

You don't need more than 4096 entities to reach the max number of events, some entities can post more than one event at spawn time, and this summed up. The event limit is now 8192, which was enough to load your map.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Recent Status Updates

    • Petike the Taffer  »  DeTeEff

      I've updated the articles for your FMs and your author category at the wiki. Your newer nickname (DeTeEff) now comes first, and the one in parentheses is your older nickname (Fieldmedic). Just to avoid confusing people who played your FMs years ago and remember your older nickname. I've added a wiki article for your latest FM, Who Watches the Watcher?, as part of my current updating efforts. Unless I overlooked something, you have five different FMs so far.
      · 0 replies
    • Petike the Taffer

      I've finally managed to log in to The Dark Mod Wiki. I'm back in the saddle and before the holidays start in full, I'll be adding a few new FM articles and doing other updates. Written in Stone is already done.
      · 4 replies
    • nbohr1more

      TDM 15th Anniversary Contest is now active! Please declare your participation: https://forums.thedarkmod.com/index.php?/topic/22413-the-dark-mod-15th-anniversary-contest-entry-thread/
       
      · 0 replies
    • JackFarmer

      @TheUnbeholden
      You cannot receive PMs. Could you please be so kind and check your mailbox if it is full (or maybe you switched off the function)?
      · 1 reply
    • OrbWeaver

      I like the new frob highlight but it would nice if it was less "flickery" while moving over objects (especially barred metal doors).
      · 4 replies
×
×
  • Create New...