will Doom III BFG Edition work with dark mod?
it comes out in oct 2012 and i might get it as i dont got doom 3 yet and if it works with darkmod would be cool
let me know?
also they added to coding with lighting and better sharper grapics not sure if that can be used in future fan missions also a lost campain with 7 new levels will be added
anyone else hear of this yet?
this video pretty much says it all as far as what it comes with and there concerns about linux
I think not. Here's the thread: http://forums.thedarkmod.com/topic/1...pdated-engine/
The consensus was that Sikkmod or other projects already had better visuals. Whether or not any improvements from BFG go to The Dark Mod depends on whether there are improvements, and if Carmack decides to provide the source, etc.
Serpintine mentioned it. Now that the open-source id4 engine has been released GPL, from 1.08 Dark Mod packages & runs on that so... no need to integrate this. But I guess practically that would mean (my guess is) I think you'll be able to play Dark Mod off of it, since the main contribution of having Doom3 now are for when Doom3 assets are used in the game, and as long as those assets are still in that package (I'm sure they would be), then it'd be ok.
But if you really want to make sure, just wait a few weeks after its release. By then I'm sure someone will have tried to use it for Dark Mod & reported if it's compatible. Then you can decide if you want to buy it.
Since v1.08 will have it's own executable, the only reason why BFG Edition wouldn't work is if Id Software changed Texture format, Model format, or the names of in-game assets. Even if that happened, it should be possible to convert those assets.
I'd say it's very likely that BFG edition will work with v1.08.
I'm gonna downgrade my optimism on this.
Doom 1 & 2 are being ported to Id Tech 5 and the article on RPS indicates something similar may be happening with Doom 3...
TDM will likely be standalone shortly after BFG Edition is out anyway.
For the audience, the most important way (for us) that id Tech 5 differs from id Tech 4 is by getting rid of id4's unified light system and dynamic shadows, reverting back to shadow baking. It has soft shadows, but other than that, it's a step backwards for Dark Mod gameplay; and there are other ways we can get softer shadows anyway.
The other big thing id5 has is a good megatexture system (i.e., non-repeating textures), but (1) id4 can have megatextures too, only not compressed (so the filesizes are bigger), but anyway (2) Dark Mod FMs, like Thief FMs, are mostly about streets and corridors, so megatextures weren't really offering us much practically anyway.
So all in all, id Tech 5 isn't really giving us anything that we want anyway. We're better sticking where we are with a heavily improved id Tech 4.