Malleus on 17/10/2009 at 13:31
Probably something on my part then. The error log stated that the game looks for some file in ...\_Doom~13\ or something like that when there was a space in the directory name. But it's fixed now, so no worries.
SubJeff on 17/10/2009 at 13:49
Doom 3 has a mission and it does that mission well. It's not a great game, its not deep, but it's more System Shock 2 than BioShock was and some of the later levels (in Hell) are droooool to look at. If you can get into it you will have fun.
It was those later levels that made realise how good TDM could look. And some of the trippy hell stuff could easily be used for a The Sword type FM.
WWWWolf on 17/10/2009 at 14:25
Yayyy, and I finally figured out that yes, it is possible to crank up gamma beyond what the settings say. I have this really dark old CRT. opened up console, said seta r_gamma "2.8" and lo! no longer shall the guards perceive my presence while I cannot even see them. I had the same problem in Thief 1 and 2, and while I could crank up the gamma beyond what the settings say by editing the config file, Doom3 requires no restart! Wonderful! I might actually play the Doom3 campaign some day at this pace! =)
Fidcal on 17/10/2009 at 14:37
Didn't realize you had that problem wwwwolf. I had the same thing in Thief and used to set it in the config. Didn't realize anyone had this trouble with Dark Mod. I have lots of spare capacity and my sliders are both set on 1.
242 on 17/10/2009 at 14:38
0.33
Tels on 17/10/2009 at 14:38
Quote Posted by demagogue
The only catch is that some assets will either frankly not be really great quality or have a different theme from normal FMs, but mappers might still want to use them -- e.g., if they really want a specific model and that's the only one available. It might not be good to integrate it into a future Dark Mod package, but still would be nice if there were public access to it somewhere, similar to how Dromeder's have archives of some of their custom objects now, or what thiefmissions sometimes did.
I guess this is a separate issue from what you guys are talking about, though. People could create demo-FM .pk4's that have the assets in them and upload them like a normal FM, and if people really want them they can get them from there and put it in their own .pk4 by hand. So it's not a big deal and people will figure it out.
Another thing I was curious about was variant versions, like a "black and white" mod that replaces all the textures with B&W versions, that you could use for normal FMs, or game-play variants. I suppose people could install that by-hand, with instructions, maybe even on a separate Dark Mod install so they don't screw anything up. And then again entire variant-branches where you'd have a whole line of something with its own FMs, like a multiplayer or scifi or other themed version that has a Dark Mod base but also its own mechanics or assets. But this either isn't stuff for the normal Mod to worry about or support, or stuff they can deal with as it comes. It's just interesting to think about for now.
Yeah, I see what you mean. However, each FM is basically a mod-for-the-mod, so you have some choices:
* pack stuff into your FM (and then everyone needs to copy it for his FM) (good for one FM, bad if many want to use it as it copies stuff)
* pack stuff into the central mod (only if assets are of high quality, generic so they can be re-used by many FMs etc.
* Create a sep. custom MOD (e.g. simple an add-on PK4 that everyone must install before they can play certain FMs). Good if you have enhancements (I myself have a few plans for some very very small add-ons this way), but might not be good if we have Joe's Texture Pack #1, #2, #3, #4 and #5 because then before you can play a certain FM, you must also make (manually) sure that you have the proper add-ons installed.
However, the last point is quite interesting and I am sure it is easily done to add to tdm_updater the ability to install and update add-ons, too.
So, people have choice how they can distribute their assets and I think the future will show which way is the one to be choose for which assets as none of them would probably fit every asset.
Tels on 17/10/2009 at 14:42
Quote Posted by Namdrol
Same on both points, but I reckon Square Enix might want to have a look at the actual 2009 figures for Doom3 against the projected ones.
Yeah, I always wondered if we could somehow ask Valve for the Doom3 sales on Steam and if there was a spike last October and another one this year. Does anyone know whom to ask?
WWWWolf on 17/10/2009 at 14:52
Quote Posted by Fidcal
Didn't realize you had that problem wwwwolf. I had the same thing in Thief and used to set it in the config. Didn't realize anyone had this trouble with Dark Mod. I have lots of spare capacity and my sliders are both set on 1.
Yeah, well, it's this crappy old monitor's fault. All brightness knobs turned to eleven, and everything is still really dark. Tons of tweaking gamma to hell and back to make everything visible.
I was surprised when I played Thief on the laptop I got this summer, on default settings - and it looked bright, yet appropriately dark. Whoa! Actual dynamic range! Pixels and stuff! Too bad the laptop was used, is somewhat old, and not quite powerful enough to run Doom3. But I have no worries now that I can probably play the game just fine on the desktop with just a bit of tweaking. =)