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The Dark Mod For Doom 3 On Linux

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  • phoronix
    started a topic The Dark Mod For Doom 3 On Linux

    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

  • Hulings5Robert
    replied
    I remember the Thief games.





    Leave a comment:


  • donald.patrick
    replied
    Originally posted by donald.patrick View Post
    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.

    => I reported all this text from user "Tels" from DarkMod Forum. Tels it's a great contributor to the DarkMod project.


    Sorry for not making the right attribution, Tels.

    Leave a comment:


  • demagogue
    replied
    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.

    Leave a comment:


  • donald.patrick
    replied
    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.

    Leave a comment:


  • curaga
    replied
    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.

    Leave a comment:


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

    Leave a comment:


  • SavageX
    replied
    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?

    Leave a comment:


  • GreatEmerald
    replied
    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...

    Leave a comment:


  • demagogue
    replied
    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

    Leave a comment:

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