http://www.moddb.com/mods/the-dark-mod/news News RSS feed - The Dark Mod Mod for Doom III - Mod DB Subscribe to the Mod DB The Dark Mod Mod for Doom III news feed, and get the latest updates as they are posted. en-us Sat, 28 Nov 2009 19:47:09 -0600 Copyright 2009, DesuraNET Pty Ltd Articles 180 Mod DB http://static.moddb.com/cutoff/images/logos/rss.png http://www.moddb.com/ 120 90 October 31st, 2009 http://www.moddb.com/mods/the-dark-mod/news/october-31st-2009 Sun, 01 Nov 2009 10:19:59 -0600 The response to the release of The Dark Mod is very gratifying. Over 3000 downloads so far and the majority of received comments are positive. Several fixes and improvments for our first update (hopefully by the end of the year!) Visit our forums if you have problems or see our FAQ! articles45630 Dark Mod FM: Patently Dangerous Released http://www.moddb.com/mods/the-dark-mod/news/dark-mod-fm-patently-dangerous-released Sat, 31 Oct 2009 16:34:21 -0500 My Dark Mod FM Patently Dangerous was released today. Happy Halloween everybody! articles45608 Its Here! http://www.moddb.com/mods/the-dark-mod/news/its-here2 Sat, 17 Oct 2009 10:48:08 -0500 Its here! TDM 1.0! Please visit our download pages on the main site for details. articles44996 October 12th, 2009 http://www.moddb.com/mods/the-dark-mod/news/october-12th-2009 Mon, 12 Oct 2009 13:03:50 -0500 October 12th, 2009 Things are going well. This is a reminder that our beta will release soon! articles44805 September 13th, 2009 http://www.moddb.com/mods/the-dark-mod/news/september-13th-2009 Sun, 13 Sep 2009 20:28:17 -0500 September 13th, 2009 Well, I had hoped to be able to announce TDM's release before now, but we've had a couple kinks in the road. Our primary coders, Greebo and Angua, have had a new addition to their family which is keeping them pretty busy (basically they now contribute at human levels, rather than super-human). The mod is about 98% ready for release--all that's left is some final testing of the package and the 3 FMs that will come with it. articles43680 July 24th, 2009 http://www.moddb.com/mods/the-dark-mod/news/july-24th-2009 Wed, 29 Jul 2009 23:02:39 -0500 July 24th, 2009 Things are continuing to progress towards our 2009 beta-release. We're not prepared to set a firm date yet, but I can say that (barring unforseen problems) this will probably be the last website update before that announcement... articles41692 May 14th, 2009 http://www.moddb.com/mods/the-dark-mod/news/may-14th-2009 Thu, 14 May 2009 19:15:14 -0500 May 14th, 2009 Progress continues towards getting TDM ready for a 2009 beta release. Fidcal has been working to set up movable/droppable objects so that the noise alerts AI; while you can quietly set things down, if you drop a vase on a stone floor AI will certainly notice. Angua has implemented blood decals that alert AI and can be washed away with water arrows. Ishtvan continues to fine tune combat and has also added the ability to "moss" glass with moss arrows so that it can be broken quietly articles38569 March 24th, 2009 http://www.moddb.com/mods/the-dark-mod/news/march-24th-2009 Tue, 24 Mar 2009 19:04:00 -0500 Greebo has finished off our TDM lockpicking system; the last major feature yet to be finished. Lockpicking in TDM is (I say modestly) great fun. It is immersive, challenging, and yet does not require any special 'suck in' animations or gui overlays. Angua has added code support for sleeping AI, which essentially works like sitting AI below. AI can be set to sleep on map start, or can walk over to a bed, lay down, and go to sleep (and later get up) as part of their patrol. articles36730 Feburary 19th, 2009 http://www.moddb.com/mods/the-dark-mod/news/feburary-19th-2009 Thu, 19 Feb 2009 11:04:40 -0600 February 19th, 2009 Good progress is being made on combat. AI now parry the player's attack as well, allowing for drawn-out duels. Strikes to unalerted AI do more damage, so you have a much better chance taking them by surprise. Angua has added a spawnarg to path nodes that allows mappers to dynamically change AI patrols depending on their alert state. An AI could be set to sit casually in a corner when not alert, but to move to block an important doorway if alerted. See our wiki path node page articles35541 January 11th, 2009 http://www.moddb.com/mods/the-dark-mod/news/january-11th-2009 Sun, 11 Jan 2009 12:58:11 -0600 January 11th, 2009 The rest of the team got a Christmas surprise, when two of our coders, Angua and Greebo (they rock!), dropped a completed mission on the rest of us. They both spent a week working on it in secret, to see what kind of mission could be finished in that time, and to see how close we are to being complete. Although it was a short mission (a bit larger than Thief's Den) it was great fun to play and shows that we are not too far away from being able to release the tools to the comm articles34115