wonderfield on 25/11/2011 at 05:04
mh will certainly be the guy to watch for interesting and worthwhile source modifications. His work with Quake has been absolutely superb — I don't even bother playing Quake with anything but DirectQ.
VanBurenPhilips on 25/11/2011 at 21:58
So for dummies like me, what could this mean for the Dark Mod?
demagogue on 25/11/2011 at 22:11
Quote Posted by VanBurenPhilips
So for dummies like me, what could this mean for the Dark Mod?
This should answer your question:
(
http://wiki.thedarkmod.com/index.php?title=IdTech4_Open_Source)
Quote Posted by Darkmod wiki
For The Dark Mod [the release of the id4 source code] means that we can fix a long list of issues that are currently not possible.
Here is a small, incomplete list, in no particular order:
nbohr1more on 26/11/2011 at 02:21
So many things have become possible now.
If we take the just the performance improvements for example then we might see larger outdoor or complex scenes run on much lower hardware specifications. Mappers will have more freedom to expand and beautify their creations without as much concern for making the missions unplayable for average players.
There is a good chance that the open source community will replace the physics code with something better too... So better physical world interactions as well.
swordbreaker on 26/11/2011 at 13:20
Quote Posted by nbohr1more
So many things have become possible now.
If we take the just the performance improvements for example then we might see larger outdoor or complex scenes run on much lower hardware specifications. Mappers will have more freedom to expand and beautify their creations without as much concern for making the missions unplayable for average players.
There is a good chance that the open source community will replace the physics code with something better too... So better physical world interactions as well.
I'm terribly excited. :D
lost_soul on 26/11/2011 at 20:53
I already compiled the Doom 3 source on Linux and I got TDM running. The only problem is that it locks up if you hit escape while in a mission to get to the menu. I'm sure someone will debug it, given time.
Regarding the GLSL patch to speed up shadows, I tried to apply it and re-compile, but compilation failed. It is probably due to my (non-existent) coding skills and my own ineptitude when it comes to applying a patch manually.
Zechs Zero on 28/11/2011 at 18:01
Did they ever implement any coop in TDM? I have kinda lots sight of this for a while.
BrokenArts on 28/11/2011 at 18:41
If you want to create it yourself, you can. Otherwise no, and it never will have coop.
Zechs Zero on 28/11/2011 at 19:08
I'll be busy not playing it then :cheeky:
New Horizon on 28/11/2011 at 21:54
Quote Posted by Zechs Zero
I'll be busy not playing it then :cheeky:
Well, we're a small team. Had we tried to spread ourselves that thin trying to make two very different types of gaming platforms, we surely would have lost motivation and quit a long time ago. We designed the mod as a single player experience, that's what we loved about Thief and that's what we were inspired to re-create. None of the missions are designed with co-op in mind. Our custom code has not been designed with co-op in mind.
If some other team decides to make a Dark Mod co-op mod, then perhaps you'll see that in a few years...but until then...TDM is what it was intended to be. :)
Sorry you won't play it, but co-op is not the game we set out to make.