And it seems like you're being a troll, as usual.
If texture is missing - there be completely black surface ingame instead of texture.No errors,no problems,only warning in Doom 3 console.
Seems like you talking about stuff you dont know anything about
By the way,most of TDM FM's use no D3 textures
compatibility depends on engine changes,not on the materials
Last edited by Shadowhide; 2nd Jun 2012 at 11:45.
And it seems like you're being a troll, as usual.
what do you mean by "own" engine ? own fork of Doom 3 engine ? of course it will load TDM,because TDM team know what they doing and they kept the compatibility
Quake 3 engine is much simplier and OpenArena was designed to load 99% of quake 3 mods and maps,so as FreeDooM was designed to run any DooM mod with itIt is similar to how I can load up 99% of quake 3 mods and maps in OpenArena, or I can do the same for DooM mods with FreeDooM.
wait what.where is lost_soul's post ? it was there few minutes before this post
Thanks to Carmack and the TDM coders, you already have the engine. As long as you have assets which have the same names as the originals, it should work. Doesn't matter who made the assets, or if they're all good quality or not. To have a stand-alone TDM, someone has to remake the assets that TDM relies on from scratch.
... and as long as the assets in Doom 3 HD have the same names as those in Doom 3, it should work. I can't make it any simpler than that.
so why does older Source mods losing compatibility with later versions of Source engine and has to be rebuild and recompiled to return in working state ?
Not a Source user, but I assume...
because you don't have full access to the source engine, cannot merge in your mod's changes, and surely can't build stand-alone exe files which don't rely on official source binaries.
That problem also affected Doom 3 but since Doom 3 modders can now build their own executable they do not need to worry about a mismatch between the Doom 3 executable and the SDK DLL version. However, we are not quite "out of the woods" with regard to this concern yet... if Doom 3 BFG edition has a radically new material loader, different image formats, math based lighting, encrypted PK4's, or anything that would make the textures, animations, particles, etc incompatible with the old Doom 3 ways then anyone who bought that version would not be able to play old mods that rely on Doom 3 assets.
Incidentally, TDM is pretty close to becoming fully standalone. If anyone wishes to help that task along, please review the following wiki:
http://wiki.thedarkmod.com/index.php?title=Missing_assets_for_standalone_TDM
...and post your contributions here or at the TDM Forums:
http://forums.thedarkmod.com
The closest analogous situation to the whole Source SDK revision for TDM users currently is when TDM updates to a new version and some missions break as was seen in v1.04. But that is usually corrected in short order as backward compatibility with older TDM versions is how it's intended to work.
Okay of all the people who are complaining about dropping a crate on an AI makes the game too easy; how many of you have access to SVN and have tried this feature as it's not in the released mod.
That video on Springs channel was made by me, and it took me about 5 minutes to get that crate over there, avoiding AI all the way, putting the crate on top, climbing up and waiting for the guard to come back.
I could have KOed him in 2 seconds with the blackjack, so your arguments are spurious. If dropping a crate on an AI makes the game too easy then the blackjack makes the game 10000000x easier, at which point the heavy moveable objects become pointless.
As I wrote in the comments of the video, no map was made with this feature in mind so there are no crates conveniently hanging around above a patrolling AI. And take it from someone who has played with this feature extensively it does not make the game easier, it makes it more entertaining.
"Okay of all the people who are complaining about dropping a crate on an AI makes the game too easy;"
Nevermind them. IMO this is an important feature that doesn't make the game easy or ruin it in any way. Remember the Pagan mission in TDS with the gears up top? We all knocked the gear down and expected it to knock them out... and it did. It is about giving the mapper and players more posibilities.
If I'm playing a mission and I'm up on a ledge with some crates, and I happen to see a guard walking around below me, I can toss the crate onto him rather than having to jump down and try to blackjack him before I hit the ground, alerting him or wasting a gas arrow. Doing this should of course alert any guards in the local area because dropping a crate would be loud.
I'm starting a series of videos to explain TDM gameplay to those who don't have the patience to read through our Gameplay Guide on the wiki (which is just about everyone, I imagine).
http://www.youtube.com/watch?v=V31S7w4qBcE
Please spread the word about The Dark Mod using the following Moddb Embed Buttons
HTML Code:<a href="http://www.moddb.com/mods/the-dark-mod" title="View The Dark Mod on Mod DB" target="_blank"><img src="http://media.moddb.com/images/global/moddb.png" alt="The Dark Mod" /></a>
HTML Code:<a href="http://www.moddb.com/mods/the-dark-mod" title="View The Dark Mod on Mod DB" target="_blank"><img src="http://button.moddb.com/popularity/medium/mods/4000.png" alt="The Dark Mod" /></a>
HTML Code:<a href="http://www.moddb.com/mods/the-dark-mod" title="View The Dark Mod on Mod DB" target="_blank"><img src="http://button.moddb.com/rating/medium/mods/4000.png" alt="The Dark Mod" /></a>
Do they have versions which include the name of the mod? I'm sure they're intended to be used with discussions of The Dark Mod but by themselves they don't make it clear what they're for - particularly on platforms (mobile / tablet) where you can't really hover over them to see the title.
We had to find the image urls manually, so the whole thing might not be final yet. I could see them replacing the Mod DB wrench logo with each project's icon or something.
Here's the post: http://www.moddb.com/news/browse-by-...and-top-rated/
Alright.
I'm finally on reddit.
May I request a little TDM karma on my image post to get folks talking?
http://www.reddit.com/r/gaming/comme...on_steam_dont/
Thanks
![]()
http://www.wolframalpha.com/input/?i...ulation+growth
To be fair it already is a "world language".
http://www.youtube.com/watch?v=X8u7px_GzWQ
couldn't resist.
hey guys check out rideable horse entity which is not avaliable in release build :
http://www.youtube.com/watch?v=dilAPQiIxo4&feature=plcp
Nice Mount & Blade cameo... note, though, that as a right-handed horse archer you can barely move/aim beyond the 180 degrees to your left, but I guess you can tweak that.
Just the poor horse starts to suffer beginning at 1:42, being decapitated several times and finally knocked out.![]()
yes,thats must be one of the reasons why its not in the default entity setNice Mount & Blade cameo... note, though, that as a right-handed horse archer you can barely move/aim beyond the 180 degrees to your left, but I guess you can tweak that.
while on horse you can freely rotate camera on 360 degrees and that horse can also climb even almost 90 degree obstacles...
In case you haven't read about it yet, here's something that may be on the horizon for Dark Mod.
Doom3 has an awesome setup for a VR headset now.