Ziemanskye on 10/8/2006 at 13:40
True, but Dark Mod isn't seriously going to require less effort in terms of texture and mesh placement/production: it's just a side effect of more modern engines.
And I've found few things put me off working on a level more than having it crash the editor (or the game when testing it).
New Horizon on 10/8/2006 at 14:53
Quote Posted by Ziemanskye
True, but Dark Mod isn't seriously going to require less effort in terms of texture and mesh placement/production: it's just a side effect of more modern engines.
True, but the formats (ase and lwo) for Doom 3 are far more common, and the material management systems are open. So while the work to create new models and textures is more intense, getting them ingame is far easier.
sparhawk on 10/8/2006 at 15:35
Quote Posted by Ziemanskye
And I've found few things put me off working on a level more than having it crash the editor (or the game when testing it).
The good thing is, that if the TDM editor crashes, you can have it fixed. :)
Radiant is not perfect, and it also crashed on me sometimes, but this was rather rare and you can easily avoid the action which causes it. As I remember it was even something that you shouldn't do this way anyway.
SubJeff on 10/8/2006 at 16:37
I had little problems with the editor. It crashed on me a few times, but mostly when I had textures on whilst BSPing. Working in wireframe solved that. I don't even have issue with the way the editor works at all.
And yes - I am a Dark Mod member already and have been for a long time. I've been trying to focus on T3Ed for a while though. I may make something in T3Ed just for the hell of it one day, but it's not going to be one of the ideas I've had for an FM for ages; just something small.
Right know I'm looking to TDM for my FM needs.
GlasWolf on 10/8/2006 at 19:02
Quote Posted by Crispy
I haven't enjoyed trying to push the limits, because every time I try the ruddy thing fails to work. :erg: It's just so brittle.
I think it suffers from its UEd roots, somewhat like Z says. It seems as if the developers implemented the stuff needed to get the game out the door but there's very little "icing on the cake". Having said that, I've always managed to get it to do what I want one way or another (not that a n00b builder like myself is capable of pushing many boundaries).
Dark Arrow on 19/8/2006 at 20:12
People are jumping ship in waves now? Or is this just an illusion that this thread is giving me? That is rather depressing to know, if it is true...:(
Ziemanskye on 19/8/2006 at 21:31
Lots of the old guard seem to be jumping, yeah. Equally we seem to be doing okay for new guys coming in to try to work with it, so it's not all gloomy, and since even the TDM guys post here and try to help out with problems there's life yet.
But it's a bit moot really.
You can jump into beta mapping at TDM, which since I believe is mostly Doom with new character models and a lightgem*, isn't necessarily much of an improvement apart from having easier file formats and a slightly more stable editing suite.
And since it's not due for general release for two years, theres still a very long time before there can be any FMs as such with it. Lots of "internal tests" but no releases as such.
* - I don't mean that as an attack - and I haven't been paying too close attention - but last I saw you didn't have any thief-level AI, which is kind of important
nomad of the pacific on 19/8/2006 at 22:11
Not all of us are leaving. I, for one, still have two projects in the works that I intend to finish. :cheeky: After that, I'll probably still work with T3Ed until TDM comes out. I hope I won't be the only one. :sweat:
New Horizon on 19/8/2006 at 23:10
Quote Posted by Ziemanskye
You can jump into
beta mapping at TDM, which since I believe is mostly Doom with new character models and a lightgem*, isn't necessarily much of an improvement apart from having easier file formats and a slightly more stable editing suite.
I would say there is very little of Doom 3 left in TDM anymore. Soundprop was pretty much completely rewritten and the AI are well on their way. They can search now...and do some pretty basic Thiefy things...but it's all very rudimentary at the moment...but you could still make something basic...just so long as you don't expect it to be a polished, fully playable level.
Quote:
And since it's not due for general release for two years, theres still a very long time before there can be any FMs as such with it. Lots of "internal tests" but no releases as such.
Quote:
* - I don't mean that as an attack - and I haven't been paying too close attention - but last I saw you didn't have any thief-level AI, which is kind of important
Definately not taken as an attack, and you are correct...the AI are not at a Thief-level of fit and finish..but many of their abilities exist in one form or another. :) As I mentioned above, an FM author could build a basic mission right now.
I have played some of our test missions and the AI become suspicious when they hear a noise...they will comment on it..."thought I heard something"...and they become suspicious over glimpsing things as well. There are search algorithms in place and they can turn their heads to look around while their on duty. I stress that this is extremely basic at the moment..but it does work and it feels quite Thief when done well.
oojackapivvy on 20/8/2006 at 12:35
I would hazard to say that quite a bit comes down to whether you just want to make a nice thiefy level, or actually severely mode the game. Seems to me there's not that many truly moddable games out there, so (leaving actual flaws, and personal likes/dislikes about things like the movement aside) I'm not actually sure it's fair to hold that lack against the game.