Doom 3 source code to be released. What does this mean for TDM? - by SubJeff
Albert on 6/8/2011 at 19:18
So, you mean they should all join forces? Because that'd be a damn good idea. :D :thumb:
lost_soul on 6/8/2011 at 19:31
You don't have to remake everything. Surely you could pull some resources from the open source game projects like OpenArena or Nexuiz, whether it be the occasional texture or blood splat/decal.
Shadowhide on 6/8/2011 at 19:41
Quote Posted by lost_soul
You don't have to remake everything. Surely you could pull some resources from the open source game projects like OpenArena or Nexuiz, whether it be the occasional texture or blood splat/decal.
he talking about entities like player starting point and movers and other doom3 stuff being used in darkmod missions.If darkmod be standalone and those assets won't be replaced,all fm's created so far will go to the trashcan
textures is most easy part
Springheel on 6/8/2011 at 21:30
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You don't have to remake everything. Surely you could pull some resources from the open source game projects like OpenArena or Nexuiz, whether it be the occasional texture or blood splat/decal.
Textures are the easiest thing to replace (though time consuming). Low poly models, particle effects, .af files and sounds are more difficult. Animations, character models and high poly normalmaps are the most difficult of all.
lost_soul on 6/8/2011 at 22:41
How portable is TDM though. In three years when some guy has Doom 3 running on an ARM device that fits in the pocket, how hard will it be to make TDM run on that?
demagogue on 7/8/2011 at 01:24
Quote Posted by lost_soul
How portable is TDM though. In three years when some guy has Doom 3 running on an ARM device that fits in the pocket, how hard will it be to make TDM run on that?
I run TDM off my external harddrive right *now*; just from a normal install from the CDs. If I plug it into my friend's computer, I can run it on his computer right off the external HD. I imagine if a flash drive were big enough to install on it, it'd do the same. So Doom3 & TDM are both perfectly portable right now already.
lost_soul on 7/8/2011 at 11:33
There are also lots of little sounds that have to be replaced. I'm referring to things like the sounds of candles falling and cups hitting tables. These use Doom 3 sounds like grenades bouncing for the cups. Maybe one of the TTLGers could record some new ones? You don't have to be a coder or a highly skilled mapper, just need some basic sound editing skills that can be self-taught with audacity in an hour.
Do the T2X folks still have their original assets? Maybe they would let us use the footsteps on stone sounds, because IIRC sometimes I hear the Doom 3 ones still in TDM when guards are near.
Springheel on 7/8/2011 at 20:52
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Do the T2X folks still have their original assets? Maybe they would let us use the footsteps on stone sounds, because IIRC sometimes I hear the Doom 3 ones still in TDM when guards are near.
The default footstep sound (when AI stepped on something without a material definition) was still pointing to a D3 sound a few updates ago, but none are used now. Plenty of other sounds are, though (machine sounds, steam sounds, a few impact sounds, etc).
lost_soul on 7/8/2011 at 22:06
Cool, glad to know that's gone. As a former Doom 3 junkie, it sort of ripped me out of the stealth experience when I heard those all-two-familiar footstep sounds which were used through out the entirety of Doom 3.
demagogue on 7/8/2011 at 23:21
It was a common complaint, which is why they changed it.
IOW, the Darkmod team does actually listen to its fans. :thumb: