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Status of "bakeAmbientDiffuse" and "bakeAmbientSpecular" keywords
stgatilov replied to datiswous's topic in TDM Editors Guild
As far as I remember, it does not look good enough. There is some kind of pixelization in the "bake" keywords which I never managed to fix. Aside from that, the image pipeline in the engine only supports 8-bit LDR images. If you want to bake the map from env map, you most certainly need HDR values, e.g. moon or sun with colors way greater than 1. The image program framework does not support that. And then there is an everlasting question of what should we do with gamma/linear, which has no correct answer in Doom 3 since it is gamma-incorrect. -
============== -= IRIS =- ============== WELLINGTONCRAB TDM v 2.11 REQ Ver. 1.3 *For Maureen* -=- "Carry the light of the Builder, Brother. Unto its end." -Valediction of the Devoted "What year is this? Am I dreaming?" -Plea of the Thief Dear Iris, I am old and broken. When we were young it felt like the words came easily. Now I find the ink has long dried on the pen and I'm as wanting for words as coin in my purse. I can tell we are nearing the end of the tale; time enough for one more job before the curtain call... ============== -Installation- Requires minimum version of TDM 2.13 -Iris does not support mods or the Unofficial Patch- Download and place the following .pk4 into you FMs directory: Iris Download ============== Russian Language Translations by @kalinovka Mirror #1: yandex.ru Mirror #2: Google Drive ============== *Thank you for playing. Iris is a large mission which can either take as quickly or as long as you are compelled to play. I hope someone out there enjoys it and this initial release is not completely busted - I tried the best I could!* *Iris both is and isn't what it seems. If commenting please use spoiler tags where appropriate. If you are not certain if it would be appropriate a good assumption would be to use a spoiler tag* *Support TDM by rating missions on Thief Guild: https://www.thiefguild.com/* ============== WITH LASTING GRATITUDE: OBSTORTTE - Whose gameplay scripts from his thread laid the foundation which made the mission seem like something I could even pull off at all. Also fantastic tutorial videos! DRAGOFER - Who built upon that foundation and made it shine even brighter! And whom also provided immeasurable quantities of help and encouragement the past couple years on the TDM discord. ORBWEAVER & GIGAGOOGA - For generously offering their ambient music up for use. EPIFIRE - Who lent me his fine trash and trash receptacle models. AMADEUS - Who was the first person who wasn't me to play the damn thing and provided his excellent editorial services to improving the readers experience playing TESTERS AND TROUBLESHOOTERS: AMADEUS * DATISWOUS * SPOOKS * ALUMINUMHASTE * JAXA * JACKFARMER * WESP5 * ATE0ATE * MADTAFFER * STGATILOV * DRAGOFER * KINGSAL * KLATREMUS - What can I possibly say? Playing this thing over and over again could not have been easy. Deepest thanks and all apologies. -=THANKS TO ALL ON THE TDM DISCORD AND FORUM=- ==SEE README.TXT FOR ADDITIONAL ATTRIBUTIONS & INFORMATION== HONORABLE MENTION: GOLDWELL - If I hadn't by chance stumbled into Northdale back in 2018/2019 I would probably still be trying to get this thing to work in TDS, which means it probably would not exist - though more details on that in readme. ============== Boring Technical Information: *Iris is a performance intensive mission and I recommend a GTX 1060 or equivalent. I find the performance similar to other demanding TDM missions on my machine, but mileage may vary and my apologies if this prevents anyone from enjoying the mission.* *Iris heavily modifies the behavior of AI in the game, how they relate/respond to each other and the player. So they may act even stranger than they do typically in TDM. Feedback on this is useful - as it can potentially be improved and expanded upon in future patches.* -=- This is my first release and it has been a long time coming! If I forgot anything please let me know! God Speed. 2.10 Features Used:
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How you can help depends a lot on what skills you have. I can Record Video Recording "Let's Play" videos or simple walkthroughs of existing missions and posting them to Youtube is great exposure for the mod (see example .) Be sure to let us know so we can link to them. If you have some editing ability, Video tutorials, where you explain how the mod works, or how to use specific tools, would also be great. Video trailers, showcasing interesting places and features, are also great for publicity. An example is . I can Write Writing reviews for missions are always nice, especially if they include good screenshots. Not only does it give us something to post on other forums, but it makes mappers feel good when their mission gets attention (especially if it's positive). We have a collective thread to post reviews in: http://forums.thedar...s-walkthroughs/ Writing reviews of the mod as a whole, targetted an an audience that doesn't know much about TDM, is also very useful. You could also try offering your services to mappers to create interesting readables, or to proofread for their mission. I can Act and Record Audio We are always on the lookout for good quality audio recordings for vocal sets. If interested, you can pick a few different lines from this script: http://wiki.thedarkm...t:_Average_Jack and send the recordings to Springheel, who then writes a script based on the type of voice you have. I can Translate We could always use translations of our menu/hud into more languages. Also, only a few FMs are aavailable in more than one language, so there is a lot of work there, see the I18N Translator's Guide in the Wiki. I can Model Great! Take a look at the model request thread:http://forums.thedar...-requests-here/ and pick something that interests you. Or just post a, "Hey, anybody want a model?" thread in this forum and I'm sure mappers will get back to you. I can Animate Fantastic. We can always use more good animations. Our current character rigs use a Maya skeleton. PM Springheel for more info. I know C++ Have a look at our coding section in the wiki, pick an issue or feature from the bugtracker of the mod or the leveleditor, download the recent sourcecode release (or better ask for an SVN checkout) and get cracking. Make sure nobody is already working on that specific issue and feel free to ask questions. I can Edit Images We can always use completely new textures and/or improved versions of older textures. How to get started and how to import them into the mod. I can Take Photos Good quality photos of useful textures (medieval-ish building facades, dirt, rocks, wood, etc) are always welcome. The fewer directional shadows and higher resolution, the better. I don't have any skills Even if you can't do any of the above, you can still help out. Talk about TDM in other forums; share your (preferably positive) experiences with other gamers you know. Last, but not least, compliment people when you like their work. Saying "thanks", to a developer or, "I really enjoyed your mission" to a mapper will make their day. -------------------- I'll update this further as more things occur to me.
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haha I come by every now and then I like forums. Social media was a mistake.
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Lemmy seems to be a Reddit alternative. I think it overlaps with what our forum does and has the same disadvantages as the forum regarding delay between messages. I do think what we need in addition to the forums is a chat room where you can see & write with others and exchange files in real time.
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I was playing Doom 3, and I learned how to edit maps text-by-text, this should help me a lot with finding secrets and locations I hope.
That is, if I feel sneaky and greedy...Which I always do, can't get enough 100% a mission.
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Hm....I do not understand what you mean. You want to find loot in DM missions by browsing through the map files?
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No, what I mean is that, because TDM is basically just Doom 3 but not really Doom 3 (Same engine), the maps are identical and using a text editor to find stuff in there would be quite easy, as well.
So for example let's say there's a safe in "Some TDM Mission", the safe is probably the only one, it may have the name "tdm_safe_1", I can just do "teleport tdm_safe_1" and I'm there.
Not it? No problem, I open .map, find out it's "tdm_safe_7", well there we go with the teleport command!
Don't know the code? I open up the .map file and try to find it.
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So it's clear there are a lot of possibilities, each with strengths and weaknesses. It doesn't seem like anything replicates Discord completely right now. By my own experience, we mainly need Discord for 1) mappers as a place to bounce ideas, exchange files and work together in private channels, and 2) users as an easily accessible place to meet and chat about TDM. Right now we have the forum for anything that needs to be persistent and findable in the future, but discipline is not perfect in this regard, so sometimes important chats take place in Discord and get forgotten. Also, forum latency between messages is too long for easy chatting or co-mapping. I would place our priorities as follows: Must-haves: No requirement to prove identity. Multi-user text chat. Easy to partition into subchannels, either public or private. Easy to join and use. A lot of people can't or don't even want to install a VPN client, so it should not be much harder than signing up for Instagram. Made by programmers, not vibe-coders, and steadily developed. This ties into how secure and well-functioning the software is likely to be. Everyone uses AI these days to code, the question for me is what the skill level of the ones wielding it is. Nice to have (as a tiebreaker): Mature. We can expect projects to become more mature after initial teething problems. Similar UX to Discord. Has a mobile app for iOS and Android Easy to maintain for hosters Can be selfhosted. If we choose a public hosted service, we should check how likely it is for the makers to join the identity verification movement. Completely free. Paid products with a free tier tend to progress in a bad direction eventually because of greed, putting us in a similar situation again. However, the reality seems to be that this narrows our choices a lot and will require compromises elsewhere. Not important: Voice chat, video streaming, webhooks, bots. Not my impression these are commonly used features. We use youtube/twitch for streaming and sharing playthroughs. Federation. This would allow users to join other interesting communities with the same app/login, but narrows our choices down a lot for a relatively minor gain imo. End-to-end encryption. This causes operational complexity to manage, i.e. new users joining encrypted channels in Matrix couldn't see old messages. Also, the question is what our threat model is. I think what this mainly achieves is being able to hide messages from server admins and hackers, which isn't a feature we have had in Discord. Most of our messages are public. A risk of not having E2E could be a hacker leaking private chats and community members finding them (probably only if actively looking for them). I think we could reframe it not only as a Discord alternative, but also as a Microsoft Teams alternative given our collaboration needs for mappers. Could also be an idea to use forum software that has inbuilt chat rooms, which Discourse seems to be, but that would be a pretty big migration (AI helps, but can we replicate all the forum features we want and/or need?) and a big change from what we are used to. I have my doubts whether our forums need to be replaced. Also, most of the examples I found look a bit bare and like long scratchpads, especially if you don't figure out that you need to filter by category (examples, an example). If we can work around that, we would win 1) chat and forum being in one place and 2) currently free. From what I see so far, Zulip seems to be a good match for the priorities I put up, except for TaffingTaffer's objection that it is getting slop-heavy. Alternatively, we could migrate the whole forum to Discourse and use its inbuilt chatroom feature, hopefully without the new forum feeling unfamiliar or old content getting broken. But it could be a good idea to intentionally keep forums and chat separate so we can still communicate if one of them has a problem.
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I think it is actually quite weird that we don't have a thread on graphics technology, yet. So, I would like to encourage you to share awesome new demos, talks, articles or papers about graphics technology here. I recently came accross this brilliant analysis of the rendering pipeline of "Rise of the Tomb Raider". I would love to see something like that for Doom Eternal, but so far, I could only find this rather superficial (but nevertheless interesting) review by Digital Foundry. Epic revealed Unreal Engine 5 today, which looks absolutely stunning. That Nanite-Technology will probably save game developers quite a bit of time. I do wonder, 'though, how the actually do it? Do they dynamically generate LOD-models? Also, does their Lumen technology require RTX?
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Fan Mission: Scroll of Remembrance, by MirceaKitsune (03/11/2020)
chakkman replied to MirceaKitsune's topic in Fan Missions
ThiefGuild has some tags: https://www.thiefguild.com/fanmissions/?advanced_search=&series=&collection=&table=&page=&works=&work_lists=&sort_by=newest&search=&games=5&released_from=all&released_to=all&genre=all&original_games=fms Not sure how complete or accurate those are, after all either the author or users add the tags to the missions. -
I think that a forum is always better for communication and interaction in is random access structure, not possible this way in social networks wit sequencial structure, where it is easy to loose the theme and you have to scroll up kms to find it. Yes, its mainly for socializing. Forums are dying, despite it is way better and feature rich than a chat, but it was killed by smartphones. In a smartphone the handling of a forum is a toothache, there a chat or social network is easier and more direct. But for an tech support, there exist nthing better than a forum. Respect Markdown, which I like a lot, would be nice to have instead of the BBcode. But here is needed to maintan the automatic insetion of YT videos, because In Markdown it don't exist like in the BBcode.
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For the people eager to play with the latest state of development, two things are provided: regular dev builds source code SVN repository Development builds are created once per a few weeks from the current trunk. They can be obtained via tdm_installer. Just run the installer, check "Get Custom Version" on the first page, then select proper version in "dev" folder on the second page. Name of any dev version looks like devXXXXX-YYYY, where XXXXX and YYYY are SVN revision numbers from which the build was created. The topmost version in the list is usually the most recent one. Note: unless otherwise specified, savegames are incompatible between any two versions of TDM! Programmers can obtain source code from SVN repository. Trunk can be checked out from here: https://svn.thedarkmod.com/publicsvn/darkmod_src/trunk/ SVN root is: https://svn.thedarkmod.com/publicsvn/darkmod_src Build instructions are provided inside repository. Note that while you can build executable from the SVN repository, TDM installation of compatible version is required to run it. Official TDM releases are compatible with source code archives provided on the website, and also with corresponding release tags in SVN. A dev build is compatible with SVN trunk of revision YYYY, where YYYY is the second number in its version (as described above). If you only want to experiment with the latest trunk, using the latest dev build gives you the maximum chance of success. P.S. Needless to say, all of this comes with no support. Although we would be glad if you catch and report bugs before the next beta phase starts
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OMG! that guy has my cabbie and he is also using the same ram i use in my really retro with a core 2 quad 6600 "corsair dominator ram" hahahah. mine does do better than the pentium D but yeah the cpu's from that time are extremely slow compared to modern ones. that said if you use an OS from that time it does actually work reliably enough. but it goes to show how much crap has been showed up newer html standards when a browser can literally slow a PC to a crawl. i dont have a geforce titan for mine but i run it with a geforce quadro FX 1800 and for most games from that time it does pretty well. mine also does not overclock to well and it is not because it gets massively hot it just refuses to post if you push it. performance wise the fx 1800 is nothing to write home about though it can handle light gaming. examples it runs fine is dead space (the original), fallout 3, mass effect (the original), bioshock 1 and 2 remastered, and older ones like the wheel of time, undying, unreal and unreal 2 at high fps. my 560 ti is more than 4x faster and in SLI it actually manages pretty well in modern DX11 games. what both cards lack is vram. the fx 1800 only has 758 mb vram (GDDR3) and the 560 ti has 1 gb vram (GDDR5) so both are severly hampered with big texture sizes. both cards support dx11 well the FX1800 only supports it with feature set 10_1 and none of them support vulkan. the 560 ti in SLI runs quite a few games like crysis 1 2 and 3, fallout 4, mass effect legendary edition, Doom, control (in DX11 mode), witcher 1 2 and to some extent 3 (the old version before the dx12 patch), half-life 2 and episodes, dead space 2 and 3, quantum break, and many more.
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I'm sad I have not noticed this thread earlier I wonder from where I should start reading... The current approach with distance culling is: mapper either uses prebuilt LOD model which switches to simplified version, or sets hide_distance to make object hide when it is far. Both features were implemented purely in game code at the time when rendering engine was closed. I absolutely agree that it would be better for the engine to handle it automatically without mapper effort, but I don't see how it is possible, it needs manual tweaking on case-by-case basis. Simplified mesh can look indistinguishable from far enough, but hiding a mesh almost always looks bad IMO. And something like a global cvar will exactly do this: hide lots of stuff. Unless you plan to generate LODs automatically? I personally hate how this hiding/poping looks, so I prefer to simply disable even LODs in game settings, luckily the game is lightweight enough to tank it. I believe the perfect "solidness" is the strong point of Doom 3 engine, especially compared to modern engines. And yes, the engine does traverse distant 5-pixel portals. Because if you stop doing that, player will notice these 5 pixels toggling while he moves towards/away from them.
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Author note: It's hard to believe it's already been a year since Act 1 came out! Well during this mission the player will be following Corbin into the Grimwood district to followup on a lead from last night (Act 1) .. the mysterious tablet! This mission is my first time including full EFX support as well as a HD briefing video file, additionally a new script has been added crafted by the talented Obsttorte which has loot flying towards the player when you pick it up. On a level design front I have tried to change things up a bit by really catering towards a number of play styles, this mission can be completely ghosted or you can use the tools at your disposal to wreak havoc on the citizens of Northdale. For the first time I have tried to create more sandbox environments which don't offer clear answers handed directly to you, so if you're having trouble figuring something out try a different method. This mission takes between 1 - 2 hours to finish depending on the difficulty you play on and how thoroughly you explore. I hope you enjoy your night in Northdale! - Goldwell Voice actors Fen Phoenix Goldwell Random_taffer Yandros Beta testers Amadeus Boiler's Hiss Cambridge Spy Chakkman Crowind Epifire Kingsal SquadaFroinx Custom Assets Andreas Rocha DrK Epifire Grayman Kingsal MalachiAD Obsttorte Sotha Springheel SquadaFroinx Purgator With special thanks to Epifire for creating a large collection of custom models, Grayman for helping out with coding, Kingsal for drawing the ingame map and Moonbo for his script revision on the briefing video. Available via in-game downloader MIRROR File Size: 417 mb EDIT: If you are having performance issues please consult this post by Nbohr1more which may address your issue http://forums.thedarkmod.com/topic/19936-fan-mission-shadows-of-northdale-act-ii-by-goldwell-20190320/page-2?do=findComment&comment=436271
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Agree with this sentiment 100 percent. Just come ask for help on these forums before asking chatgpt there are tons of knowledgeable folks here, especially those who know how materials work
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I don't know who has what skillset, as I am still pretty green on the forums. However, I do know that shader development does require some voodoo black magic! I understand the fundamentals of shaders, but understanding the basic how and why is very, very different from creating them.
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Full VR support for The Dark Mod, new bow, climbing mechanics and more!
freyk replied to JAKE's topic in The Dark Mod
Nice work! Is there a build/code that other users can download and try? Please merge back the code with TDM VR, see topic: https://forums.thedarkmod.com/index.php?/topic/20468-the-dark-mod-vr-210-alpha-is-now-available/ === Reddit topic: link Video of JAKE's work: -
For more info, read this topic: https://forums.thedarkmod.com/index.php?/topic/23261-i-made-full-vr-support-for-the-dark-mod-new-bow-climbing-mechanics-and-more/ He based his code of TDM VR, so I referred him to this topic.
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Well, I've made some hacks on Doom3.exe in order to "convince" it to support 3Dc format (ATI1/BC4 and ATI2/BC5). Of course, all other texture formats still should work as well. I must admit that I haven't try these hacked Doom 3 executables with 3Dc normals, but I've ran both Doom 3 and TDM with these hacked executables, and everything seems was ok. Does anyone want to try? If yes, please notice that my archive consists of two executables: Doom3_LATC.exe and Doom3_RGTC.exe. Jean Michiel Paul van Waveren, id Software, and Ignacio Castaño, nVidia, think that LATC is more convenient than RGTC in some cases, so I provide both versions: LATC and RGTC. I must warn you: there is no warranty that my executables will work as it should, so use it on your own risk.
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I have committed my changes to SVN, now SVN works on the UTF-8 system. It reads all language strings from all.utf8lang file, and only reads old-style {language}.lang files for missions if the equivalent new-style files are not available. The core .lang / .map files are present yet, but will hopefully be deleted. In the end, I had to manually add some characters to utf8map to suppress warnings. They were not handled by the old engine: I simply remapped them all to the question mark. It seems that the majority of them come from language names, and I don't care if they look broken or have question marks. I have already stated my position about language names. At the current moment, .utf8lang uses the same format as .lang, but this is temporary. As I said before, this must be changed in order to not lock us into compatibility trap. The format should be a sequence of "commands", each command starting with a keyword saying which command it is. And global state should be kept to minimum (e.g. current language seems acceptable). In addition to the current "#str_{name}" placeholders, I'd like to add two more types of replacements for missions. 1) Plain-text replacements, i.e. replace "Not enough drive space to save the game." with "Não há espaço para salvar o jogo.", as I suggested before. This approach provides zero inconvenience for the mapper, but it rather unreliable. It becomes especially bad for short strings. This kind of replacements is not cheap to perform, but I think I know how to do it efficiently. The first version will do it with bruteforce algorithm, we don't have any plain-text replacements yet anyway. 2) Full-text + ID replacements, i.e. replace "Not enough drive space to save the game.#id_nospacesave#" with "Não há espaço para salvar o jogo.#id_nospacesave#". The #id_...# placeholders are stripped from the text by the engine even if translation does not exist. If translation exists, then the engine verifies the context around the placeholder and does not apply it in case of mismatch. This approach gives mild inconvenience to the mapper, since he can clearly see the original text but has to tolerance this annoying tag at the end. The mapper can even edit the text without touching the placeholder: the obsolete translations will stop working automatically. I have a feeling that plain-text replacements won't be enough for the missions, and hope that such extra "tags" can be used here and there to make it more reliable.
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Hello and thanks for checking out this post. I'm delighted to announce that version 1.1 of my fan mission "Cole Hurst 1: Eaton" is now available to download and play. This post is spoiler free, so please don't avoid digging into the details below if you are interested. I'm just using the spoiler tags to organize this post a bit. Let me start by saying "thank you" to anyone who has either previously played - or is considering playing this mission. It really means a lot to me. I have been away for a while, but following a round of beta testing that took place some time last year, I've only just recently managed to finish this update. I'm slightly embarrassed by how long it has taken me to complete, but I wanted to make sure that the valuable feedback I received was all properly addressed. Mission description "Tonight, Eaton's wealthiest citizens will gather at Lord Mayor Zelmer's estate to celebrate the city's founding. Nobles, dignitaries, a famed musician, and even the Queen will pass through its gates. While the guests celebrate Eaton's future, Cole Hurst is looking for a way out." For those new to and/or curious about this mission: I guess I would describe it as a traditional heist-style mission - although with a couple of major plot twist along the way. It's a very large map and I think it should take most players at least a few hours to complete. Screenshots Changes in version 1.1 Countless additions and a large amount of smaller tweaks and changes have all made it into this release. I may have already forgot a few things, but here are what I consider to be the main highlights: * New secrets & optional side quests * Story tweaks and reworked readables * Subtitles * Difficulty tweaks and related changes * Stability fixes * Various cosmetic changes * Audio tweaks * TDM version 2.13 now required Contributions and acknowledgments A special thanks to all of those listed below. I'm sincerely grateful for all your contributions! Mission testers and technical support @nbohr1more, @stgatilov, @duzenko, @Acolytesix, @Dragofer, @JackFarmer, @Shadow, @Cambridge Spy, @wesp5, @madtaffer, @prjames, @suzy8track, @datiswous, @boissiere and @Bergante Story Kelly Hrupa Voice actors twhalen2600 (AKA @Benny_the_guard) and Kelly Hrupa
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idtech 4 "can" do large outdoor maps, lights are the biggest problem for performance as plastering a map with 100's of lightsources will utterly smash performance due to all the calculations it has to do. one of the reasons many engines used pre baked lightsources. carmack usually newer wrote more code in then what the game it was made for needed, relying on engine modders or game studios that wanted to use it to add the missing pieces like say fence textures (for vegetation) and whatever else a modder needed for his or hers idea of a game. this works for DOOM as there is no vegetation on mars but it would look rather out of place on earth. sure you could maps with (faked vegetation) but i dont think it would look good. sadly idtech 4 newer really got that popular and only a few games ever got made based on it. prey. wolfenstein 2009. enemy territory quake wars. quake 4. as for mods the list is somewhat bigger but still a lot lower than most of the other idtech engines. the built in mapping tools were well how shall i put it... not very good. which may have been a reason it was not adopted by many. darkradiant is way better than the built in map editor but a few of the built in tools are still needed i think ?. also the change to C++ may have put off a lot of otherwise gifted engine modders who were used to working in C like previous idtech engines were coded in. C++ is great but there are a lot more pitfalls you need to be vary of compared to C. C = follow these rules. rigid but less error prone. C++ = my rules!. uh why did my PC bsod ?.
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https://www.ttlg.com/forums/showthread.php?t=153454&p=2543356&viewfull=1#post2543356 Great reaction from heywood.
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Earlier this year, GOG began publishing mods. Doom 3 already has the Phobos mod published. It would not be that much of a stretch to get The Dark Mod on there as a mod for Doom 3. Anyone’s thoughts on this?