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The Dark Mod For Doom 3 On Linux

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  • The Dark Mod For Doom 3 On Linux

    Phoronix: The Dark Mod For Doom 3 On Linux

    When writing earlier this week about the poor state of the open-source id Tech 4 / Doom 3 community even after one year of the id Software game engine being GPL licensed, several readers wrote in and tweeted about "The Dark Mod" having not been mentioned...

    http://www.phoronix.com/vr.php?view=MTIzNTA

  • #2
    I remember the Thief games. Oh the memories.

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    • #3
      thief was classic

      I remember spending a whole saturday killing every person on a level and throwing their bodies in a swimming pool
      then, having run out of bodies, I threw every moveable object on the level in the swimming pool too.

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      • #4
        Originally posted by phoronix View Post
        seeks to remake Doom 3 [...] brings in new game-play functionality
        No, it doesn't. It's not a remake of Doom 3, and it doesn't bring in new gameplay. It totally *replaces* the gameplay, making it a different game altogether. It has absolutely nothing to do with Doom 3 other than using its files.

        Did you even watch the videos you posted?

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        • #5
          I played almost every mission available and I think this mod is one of the best game available for Linux. The gameplay is very similar to thief, the graphic is wonderful and missions are well done (some of them are masterpieces). If you are interested in the game, my advice is to play the training missions + The Tears of St. Lucia to learn how to move. Then go to the fan mission section of the Forum and pick the mission that you would like to play. If you don't have an idea, a good start point is http://forums.thedarkmod.com/topic/1...-tdm-missions/. IMHO the best mission is "The North", it is a pure thief mission and very well done.

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          • #6
            Originally posted by BO$$ View Post
            I really hope this is not another half-hearted game making attempt. So many projects start these days, so few end up with anything resembling a 1.0 version....
            If you had read the article you would have seen that this is well past 1.0 and is already a well established game in it's own right, but that is a lot harder than making blanket assumptions and complaining about everything isn't it?

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            • #7
              This game is never absent from any of my Linux installs. I wonder why Phoronix took so long to make a cover story on this game.

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              • #8
                Another project worth mentioning is OpenRA - http://openra.res0l.net/ . If you liked the original Command & Conquer series from Westwood, you'll love it.

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                • #9
                  Coming from the Dark Mod Team, I appreciate the mention!

                  One thing I'd add to the article is to say that our engine is at this point developed very far beyond the vanilla id4 engine. Remember a large bulk of the engine, all the gameplay elements, was open sourced in 2005 (the SDK release). So we've already developed that much of the engine by more than 7 years of work. The 2011 release was core things like the renderer & sound engine, etc, which we have also quite developed in the year since it's been released and are continuing to do so now. So I wouldn't say it's "just a mod", and not adding anything to the engine. In fact we were just having a discussion about registering our engine to Moddb as a new engine, since looking at it, there's not much id4 left and calling it a new engine wouldn't be unfair.

                  But to give a visual illustration of what I mean, here is the original id4 engine sourcecode and our engine sourcecode on Subversion (originally built off of id4) side-by-side. So you can see how much of the actual sourcecode & engine we've developed over the years from that starting point.

                  id4 game sourcecode


                  The Dark Mod game sourcecode

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                  • #10
                    Originally posted by marek View Post
                    Another project worth mentioning is OpenRA - http://openra.res0l.net/ . If you liked the original Command & Conquer series from Westwood, you'll love it.
                    Interesting, although I never got into the first RA. Now if only there was OpenTS...

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                    • #11
                      Originally posted by demagogue View Post
                      Coming from the Dark Mod Team, I appreciate the mention!
                      I'm very much impressed by the Dark Mod and tried it a year or two ago. If you don't mind me taking the opportunity to ask a bit about your engine advancements, I would like to ask the following:

                      Back then it was a major pain to get the Dark Mod to install and properly operate on Linux. This was due to the game having had *very* specific ideas on where to install stuff, and the defaults where the game expected its media did not fit my file system structure (e.g., all my games are at /mnt/data/games, not /usr/local/). Sadly, symbolic links did not work at all. Also to select a campaign one would have to select it ingame (which would apparently copy some files around?) and then restart the game, which would only work spuriously etc.

                      I think I read back in the days that the open source engine release would offer you the opportunity to rework the whole file system stuff to work "as expected" (unzip game and/or new campaigns wherevery you want, start, play). Any chance this already happened?

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                      • #12
                        Just a note: it's released under CC-BY-NC-SA so it's not DFSG compatible.

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                        • #13
                          Originally posted by marek View Post
                          Another project worth mentioning is OpenRA - http://openra.res0l.net/ . If you liked the original Command & Conquer series from Westwood, you'll love it.
                          First impression: a RA remake that's finally playable-complete? Yay!

                          Second impression: it uses Mono. Good riddance.

                          Comment


                          • #14
                            Originally posted by SavageX View Post
                            I'm very much impressed by the Dark Mod and tried it a year or two ago. If you don't mind me taking the opportunity to ask a bit about your engine advancements, I would like to ask the following:

                            Back then it was a major pain to get the Dark Mod to install and properly operate on Linux. This was due to the game having had *very* specific ideas on where to install stuff, and the defaults where the game expected its media did not fit my file system structure (e.g., all my games are at /mnt/data/games, not /usr/local/). Sadly, symbolic links did not work at all. Also to select a campaign one would have to select it ingame (which would apparently copy some files around?) and then restart the game, which would only work spuriously etc.

                            I think I read back in the days that the open source engine release would offer you the opportunity to rework the whole file system stuff to work "as expected" (unzip game and/or new campaigns wherevery you want, start, play). Any chance this already happened?
                            Some of the linux specifics stem from the idTech 4 (aka D3) engine way of doing things and we couldn't change some of them w/o access to the source code. However, now that we have merged the D3 GPL source and our source, there where already number of improvements done for v1.08 (done by taaki, and Serpentine):

                            The installation now only needs one directory /home/username/.doom3/darkmod/ and all the FMs are only under /home/username/.doom3/darkmod/fms/ and no longer copied on "install". The mod itself also does no longer restart to install/uninstall a mission, it just reloads all the assets. This fixes issues with duplicate files and directory confusion.

                            Also, symlinks work just find, you can f.i. put everything into: /home/username/foo/darkmod/ or wherever you like, and put symlinks like these:

                            lrwxrwxrwx 1 xx xx 36 2012-08-14 23:11 pak005.pk4 -> /home/xx/games/doom3/base/pak005.pk4


                            I know this works, because I'm using it on my system

                            When TDM goes stand-alone, even these symlinks to the D3 PK4s will go and everything should be self-contained inside one darkmod/ directory, which you can place wherever you like.

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                            • #15
                              Originally posted by BO$$ View Post
                              Finish the game! Do the boring work! This can be a good game if only you actually finish it!
                              Uh, the game was finished and released as a finished product on November 17, 2009.
                              It's a finished game now! It's a great game now! The boring work has been done!
                              There are already about 60 maps to play on it!
                              I recommend everybody give it a download and a play.
                              http://www.thedarkmod.com/downloads/

                              Last month we released version 1.08 (backwards compatible to all the old maps). We are always improving the game all the time.

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