lost_soul on 21/10/2011 at 21:04
Yep. I remember trying to knock out as many guards as I could together and then quicksaving, just to quickload and watch the fun.
*thud thud thud*
nbohr1more on 31/10/2011 at 21:15
Deadite4 from the Hexen Edge of Chaos mod just dropped-by the TDM forums to let us know:
(
http://twitter.com/#!/ID_AA_Carmack/status/131043043469041665) BAM
So the code is done and packaged... Waiting on Zenimax lawyers...
Let's hope that works-out better than waiting on Eidos lawyers... :sweat:
wonderfield on 2/11/2011 at 02:01
Zenimax legal has basically 'pre-approved' the source release. The release, therefore, should be fairly soon, assuming there aren't any complications.
$20 to the first guy to decouple rendering from the rest of the loop!
lost_soul on 2/11/2011 at 15:19
Yeah, I was gonna say this is kind of different, because Carmack already got permission before the Quakecon video. Now it is just the final okay.
nbohr1more on 2/11/2011 at 21:23
:(
Stop crying! Halloween is not over yet! :ebil:
All the Halloween Speed Build Contest entrants have released their missions.
Samhain Night on Bone Hill (Author: PranQster)
House in Blackbog Hollow (Author: Stumpy)
A Night to Remember (Author: Fieldmedic)
The Creeps (Author: Mortem Desino)
Dragon's Claw (Author: Bikerdude)
Plus, a bonus creepy mission outside the contest:
Let Sleeping Thieves Lie (Authors: Sir Taffsalot and Bikderdude)
Stop by Moddb and check-out the details and screens!
(
http://www.moddb.com/mods/the-dark-mod/news/halloween-speed-build-contest)
Stop by The Dark Mod forums to vote for your favorites.
(
http://forums.thedarkmod.com/)
Now get back to celebrating this important fall occasion!
:thumb:
Melan on 3/11/2011 at 08:28
I have got to say say, I have been impressed by the results of this contest. It had a very tight deadline (one month of building only), but it produced a polished and fun set of missions, some of it very advanced work. They also range from tomb expeditions to haunted mansions and city heists. :thumb:
New Horizon on 3/11/2011 at 17:25
Quote Posted by nbohr1more
Deadite4 from the Hexen Edge of Chaos mod just dropped-by the TDM forums to let us know:
(
http://twitter.com/#!/ID_AA_Carmack/status/131043043469041665) BAM
So the code is done and packaged... Waiting on Zenimax lawyers...
Let's hope that works-out better than waiting on Eidos lawyers... :sweat:
I am simply over the moon about this! It's hard to fathom that it's finally happening after all this time. :) To begin with, TDM...or any mod as ambitious as this one was...is quite a long shot when it comes to actually getting finished. To not only finish the mod, but to gain full access to the source code while development is still active is truly a blessing! I am truly looking forward to seeing what optimisations will be possible. My old desktop (may it rest in peace) could barely run TDM due to two things.
1. Our lightgem calculation is a bit heavy due to how we needed to work around some constraints.
2. The fix for the broken ambient lighting in D3 was expensive.
If the expense of each of those could be cut roughly in half, that would have easily been a 10 to 12 fps gain on my old desktop. I would say those two optimisations alone would allow quite a few more community members to play TDM.
Quote Posted by Melan
I have got to say say, I have been impressed by the results of this contest. It had a very tight deadline (one month of building only), but it produced a polished and fun set of missions, some of it very advanced work. They also range from tomb expeditions to haunted mansions and city heists. :thumb:
Agreed. The latest round of contest missions are great. Goes to show what a good level editor Dark Radiant is, and that is allows the mapper to produce quality levels in a timely manner.
jtr7 on 3/11/2011 at 21:24
Come on, 2012! \o/
EvaUnit02 on 4/11/2011 at 17:44
@TDM team
I recommend that you work together with other Doom 3 source port authors and share your fixes/changes/improvements/etc. I.e. fork them back into a larger, general Doom 3 source port project. That way the community as a whole benefits, not just TDM specifically.
Thanks in advance.
New Horizon on 5/11/2011 at 12:20
Quote Posted by EvaUnit02
@TDM team
I recommend that you work together with other Doom 3 source port authors and share your fixes/changes/improvements/etc. I.e. fork them back into a larger, general Doom 3 source port project. That way the community as a whole benefits, not just TDM specifically.
Thanks in advance.
There will no doubt be numerous D3 source projects, much like there are several Q3 source projects or GTK Radiant editor projects. So it's not likely going to be up to us, nor would we be likely to manage it as we're busy enough managing our two projects as it is. (TDM / Dark Radiant).
Having said that though, our source code has always been freely available and at least one community project uses their own branch of Dark Radiant.
A lot of stuff in TDM is pretty TDM specific, and I'm guessing the majority of the modding for D3 will be heavily graphics oriented. Seems to be the main thrust of a lot of modding...more GEE WHIZZ GRAPHEX! lol