Thief's Den: Difference between revisions

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[[Image:Thiefsden.jpg|right]] Welcome to this short mission demo of [[The Dark Mod]]. Thief's Den is just a few rooms but it is a complete, fully playable mission, and includes a good selection of the main Dark Mod features. Keep in mind that The Dark Mod is still a work in progress and this is reflected in the demo. Voices are temporary placeholders, for example, and AI behaviour is not yet fully developed. You will certainly find bugs and glitches but we hope that doesn't spoil your enjoyment too much.
[[Image:Thiefs den splash.jpg|right]] Welcome to this short mission demo of [[The Dark Mod]]. Thief's Den is just a few rooms but it is a complete, fully playable mission, and includes a good selection of the main Dark Mod features. Keep in mind that The Dark Mod is still a work in progress and this is reflected in the demo. Voices are temporary placeholders, for example, and AI behaviour is not yet fully developed. You will certainly find bugs and glitches but we hope that doesn't spoil your enjoyment too much.


Any flaws or failings in this demo do not necessarily indicate limitations in The Dark Mod's potential but just this particular demo--which was originally begun as a very rough accompaniment to a mission development tutorial. It was never intended for release as a playable mission but was modified into a workable game so everyone could see the current state of progress and have some fun.
Any flaws or failings in this demo do not necessarily indicate limitations in The Dark Mod's potential but just this particular demo — which was originally begun as a very rough accompaniment to a mission development tutorial. It was never intended for release as a playable mission but was modified into a workable game so everyone could see the current state of progress and have some fun.


{{Important|headline=Important|text=Please take your time to read through this page while downloading the package. It will be saving you and us a lot of time.}}
{{Important|headline=Important|text=We recommend you start the download then please read through this page and especially [[Thief's Den Gameplay]] while downloading. You cannot complete the mission without being aware of new features described on that page.}}




__TOC__
__TOC__
== Download ==
== Download ==
Choose a download mirror from below. The EXE file just contains a '''self-extracting 7-zip archive''', it's not a full-fledged installer.
Choose a download mirror below. The download is about 200 Mbyte and works for both Windows and Linux. It's a self-extracting 7-zip archive, not a fully-fledged installer.
* '''7-zip''' (self-extracting EXE, about 210 MB)
** FTP
** Thirdfilms
Note to Linux users: you should be able to extract the contents from the downloaded EXE after installing the package '''p7zip''' - so you don't need Wine to actually run the executable.


== Installation ==
{{Important|headline=Important|text=
You'll need the following to play the Thief's Den:
<br>
* Windows or Linux
When the downloaded file does report errors during extraction, your download got corrupted, and you '''MUST''' download the file again. A package extracted only half or with errors will '''NOT''' run properly.
* A working Doom 3 installation (patched to 1.3.1) - detailed instructions on how to setup Doom 3 for TDM on your end can be found in the [[Installation]] article.


Now proceed with the following steps. This guide assumes that you have Doom 3 installed in C:\games\doom3.
If you are unsure whether you got the right file, either use the torrent (it checks the file to be correct), or compare the [http://en.wikipedia.org/wiki/md5sum md5sum] of the download to <code>d162dfdb7b1c9f9a9d0aaac915a75099</code>.}}
* Download the file and copy the self-extracting EXE into C:\games\doom3.
* Run the thiefs_den.exe to let the extraction routine do its job.
* The extractor will create a '''thiefs_den''' folder at this location: '''C:\games\Doom3\thiefs_den'''.
* In the thiefs_den folder is a file called '''DevIL.dll'''. You MUST copy this into your WINDOWS\system32 folder.
* Now you'll need to create a shortcut to that game:
** Copy the existing Doom 3 shortcut on your desktop to a new one and rename it to "Thief's Den".
** Right-click, open the properties of that shortcut and edit the command line: It should read
C:\games\doom3\DOOM3.exe +set fs_game thiefs_den
* Then Run your "Thief's Den" desktop shortcut. Enjoy it.


== Gameplay Instructions ==


Since The Dark Mod is designed to simulate the stealth gameplay of Thief, many things will be very familiar to Thief players. There are some features that work differently, however, and several features are still only partially working. The following guide will explain how things work (and what doesn’t work yet) in The Dark Mod. 
'''Mirrors:'''
* [http://www.fidcal.com/darkuser/missions/thiefs_den_v1.0.exe Fidcal]
* [http://72.8.59.188/TheDarkMod/release/thiefs_den_v1.0.exe Darkmod FTP] (might be slow)
* [http://www.shadowdarkkeep.com/missions/thiefs_den_v1.0.exe Shadowdark Keep] (thanks to Komag!)
* [http://www.moddb.com/downloads/start/12085 moddb]
* '''Torrent:''' [http://bloodgate.com/mirrors/tdm/pub/thiefs_den_v1.0.exe.torrent thiefs_den_v1.0.exe.torrent] (thanks to everybody helping to distribute)


== Adjusting your Settings ==
== Installation ==
{{important|headline=Summary:|text=Don't be put off - all you need is Doom 3 installed with patch, extract our download into the Doom folder, then make/modify a desktop shortcut and you're playing!}}


1.  Select “Settings” from the Main Menu
2.  Select the type of setting you wish to adjust: Audio, Video, Controls, or Gameplay (note that many gameplay options are not yet implemented, and default D3 ones are still present in the list).
3.  Note:  Changes to many Video settings will not take effect until you reload D3 (currently there is no warning message about this).
4.  The demo ships with controls set to defaults familiar to Thief players.  However, there are a few new keys/features, so it is worth looking over the Controls screen to see what they are.


== Starting the Mission ==
You'll need the following to play the Thief's Den:
# Select “Start Mission” from the Main Menu.
# Windows or Linux
# Read the Mission Briefing screen, then select “Objectives”
# About '''500 Mbytes''' free disk space
# Read your objectives, then select “Start Mission”
# At least '''512 Mbyte''' system memory, better are '''1024 Mbyte''' or more
# The Mission Loading screen should appear.
# A grafic card with at least '''64 Mbyte''' video memory, better are '''128 Mbyte''' or more
# A working Doom 3 installation
# Doom 3 must be patched to 1.3.1. You can download the correct patch (20 Mbyte) here:
#* '''Windows''': Doom [http://72.8.59.188/TheDarkMod/Files/DOOM3-1.3.1.exe v1.3.1 patch for Windows]
#* '''Linux''': Doom v1.3.1 for Linux: [ftp://ftp.idsoftware.com/idstuff/doom3/ FTP] [http://zerowing.idsoftware.com:6969/ BitTorrent]


== Stealth Gameplay ==
Already patched Doom 3 before reading this? Make sure you have the correct version of the 1.3.1 patch. See the [[#FAQ|FAQ‎]] below.


'''Note:'''  If you are familiar with stealth gameplay already (ie, you have played Thief before), then you can skip this section.
=== Windows ===
# You are a Thief, not a Warrior.  Your best path to success is to avoid being seen by your opponents.  While you might be able to survive one toe-to-toe fight with a guard, you’re not likely to survive two. 
# Noise can give away your position: crouching, moving slowly, and walking on soft surfaces (such as moss from moss arrows), all help to reduce noise.
# Staying in shadows helps to hide you from the enemy.  The light gem at the bottom centre of the screen shows how well lit you are.  The darker the gem, the more difficult you are to see.
# If you are spotted but get away, the AI will eventually stop searching for you.
# You can pickpocket items visible on other characters.
# Rope arrows can be climbed but they only stick in solid wood (not metal or thin plaster boards). It does not matter whether the surface is a fixed surface or an object, even moveable, such as a door or crate, so long as it is a suitable material.
# Water arrows can be used to extinguish flames to make an area darker.
# You can lean forward to look down and lean around corners to see if anyone is coming.
# There are two climbing controls - if you jump while in front of a ledge or furniture then you will climb (mantle) from the top of the jump. There is also a separate mantle-only control so if the mantle fails you do not drop back and make a noise. You need to be in the correct position to mantle so adjust if it fails. In particular, note that the mantle is view-sensitive. This means you should look at the edge you want to climb, eg, to climb on a chair, look down at the seat then press the mantle control. By this means you can clamber over relatively low but awkward obstructions and even select one ledge above/below another.
# To manipulate the world around you, you usually center the object in your view.  This will cause it to ‘highlight’.  If you click your Frob key, you interact with that object (called ‘frobbing’).  For many objects, that means picking them up.  It also flips switches and opens doors.


== The Dark Mod Gameplay ==
Now proceed with the following steps. Substitute your own Doom 3 path for <tt>C:\games\doom3</tt>.


Below are descriptions of gameplay and WIP (Work In Progress) issues that you should be aware of. Some things work differently in The Dark Mod than Thief, and some things just don’t work at all because we’re not finished them yet.
# [[#Download|Download]] thiefs_den.exe and copy it to <tt>C:\games\doom3</tt>.
# Run thiefs_den.exe. A thiefs_den folder will be created.
# In <tt>C:\games\doom3\thiefs_den</tt> is a file called <tt>DevIL.dll</tt>. You MUST copy this into your <tt>C:\games\doom3</tt> folder OR your  <tt>C:\WINDOWS\system32</tt> folder (where it can be shared by other applications. If there is already one there then use the newest date.)
# Now you'll need to create a shortcut to the Thief's Den demo:
## Copy the existing Doom 3 shortcut on your desktop. Rename the copy "Thief's Den".
## Right-click, choose Properties and edit the command line. It should read
C:\games\doom3\DOOM3.exe +set fs_game thiefs_den


You're done! All you need to do is double-click the shortcut to run the demo. But before you do, '''please take a minute to read [[Thief's Den Gameplay]] for information on how to actually play The Dark Mod''' (many features will be familiar to Thief players, but there are important differences).


== Objectives ==
=== Linux ===


You objectives are displayed after the Mission Briefing. When you complete an objective, a chime will sound and “Objective Completed” will be displayed at the top of the screenTo check the status of your objectives during the game, hit the Esc key to go to the Main Menu, and select Objectives.  Hitting Esc again will return you to the game.
* [[#Download|Download]] thiefs_den.exe and copy it to the <code>.doom3</code> folder in your home directory. This directory might not be visible if you use a file manager like Konqueror, so use a console, Midnight Commander, or type ".doom3" into the location bar in Konqueror to navigate there.
* ''Either:''
*# Right-click on <tt>thiefs_den.exe</tt> and select "Open with Wine Windows Emulator" from the menu. Click OK and wait for the package to extract.
* ''Or:''
*# Install the package '''p7zip'''
*# In a console, type:
*# <tt>cd ~/.doom3</tt>
*# <tt>7z x thiefs_den.exe</tt>
* Copy the existing Doom 3 shortcut on your desktop to a new one and rename it to "Thief's Den".
* Right-click, open the properties of that shortcut, go to the "Application" or "Launcher" tab and edit the command line. It should read:
  /usr/local/games/doom3/doom.x86 +seta com_allowConsole 1 +set fs_game thiefs_den
* Install the packages '''libmng''' and '''libdevil1c2''' (or '''libdevel1''', depending on distribution)
* Double-click the shortcut to run the game.
** If it doesn't start, please see the [[#FAQ|FAQ]]
* Open the Doom 3 console using the key below the Escape key ({{key|~}} on US keyboards), and compile the map by typing: <tt>dmap thiefs_den</tt>
* Click "Start Mission" to start the game.


When you have completed all objectives, the map will close and a “Mission Succeeded” screen will appear.  Likewise, if you fail an objective or are killed, a “Failed Mission” screen will appear.  You can restart the map by selecting the "Restart" option or via the Main Menu.
== Playing Thief's Den, Settings ==


== HUD Display ==
For information on changing settings, and on unique features of The Dark Mod and stealth gaming in general, see [[Thief's Den Gameplay]].


Note that you shouldn't expect The Dark Mod to run at the same settings as Doom3.  TDM does far more processing, and uses higher resolution graphics, than Doom3 did.  If your computer is close to the minimum specs to play Doom3, you will unfortunately have a laggy experience (or will have to turn your video settings down) with the demo. In this case, please refer to the [[Performance Tweaks]] article.


The lightgem at the bottom of the screen indicates how easy you are to see.  This is primarily due to how much light is hitting you, but also includes things like whether you are crouched, moving, or have a weapon drawn.
== The Mission, Objectives, Loot Count ==


When you are injured, a small red healthbar appears below the lightgem.  It will remain visible until you are healed (which cannot be done in this demo).
You play a thief who has been double-crossed by another! Can you retrieve your ill-gotten gains and incriminate your adversary to divert the attention from you of the ruthless city watch? Full briefing and objectives are shown at the start of the mission.


Your currently selected weapon is displayed in the bottom left corner of the screen. Your currently selected inventory object (or your loot totals) is displayed in the bottom right.
You can play stealthily or use the weapons at your disposal to make it easier. There are no difficulty levels yet but as an extra challenge this mission can be ghosted without using any weapons including rope arrows.


End of mission statistics are not implemented yet. Total loot count for Thief's Den is 904. Good luck!


== Inventory Objects ==
== Feedback ==
Of course we're anxious to hear your impressions about our Thief's Den Pre-Beta Release. There is a public feedback & discussion thread open in our forums: [http://modetwo.net/darkmod/index.php?showtopic=7082 Pre-Beta Discussion]. Please drop by and let us know what you think.
{{Important|headline=That being said,|text=don't rush into the forums and spend an hour writing up detailed bug lists of what's working and what you think needs fixing. It's very likely that we are already aware of these problems.  The list below is only a small sampling of things we have yet to address.}}
Crashes and installation help requests are of course something different, feel free to contact us, but be sure to check the FAQ on this page first.


== Known Issues and Bugs ==


To select an inventory object, scroll to it.  Inventory objects are stored in groups, so all keys will be stored together, all readables, etc.  You can ‘jump’ to a specific group by  ***** groups
'''Please read before posting feedback!'''


To ‘use’ an inventory object, select it and then hit the Use key. This will drink potions, throw mines, etc.
The Dark Mod is not slated for a beta-release until the end of 2008, so this demo has plenty of incomplete features and known issues/bugs. In addition, many values (like mantling height, walking speed, volume of sounds, visual acuity of AI, etc) are not necessarily at their final settings. Here are a few of the more common issues you may encounter:


=== Inventory ObjectSpyglass ===
'''AI WIP issues:''' The vocalizations for the AI are placeholders, so don't expect much.  Many of the animations (like the walk animation) are also placeholders, and many animations are not yet included.  The Thug model has some imperfections that are known issues.  The Thief model has a field of view that is oriented improperly, meaning he can sometimes see things at angles he shouldn't be able to.


A good Thief likes to scout aheadTo use the spyglass, select it in inventory and hit UseYou can use the next/prev weapon keys to zoom in and out.  You cannot use weapons or frob objects while using the spyglass.
AI intelligence is far from perfectThey still have problems pathfinding sometimes, and may get stuck on doors and KO'd bodiesThey are also missing a ‘searching’ animation, so they will sometimes walk, run, and then walk again while looking around.


=== Inventory Object:  Player Lantern ===
AI do not react to some environmental factors (like getting a crate thrown at them or hearing an elevator) that they should.


Light is usually the bane of thieves everywhere, but there are times when you need just a little to make your way around.  To this end, some thieves carry a covered lantern with a hood that can be closed to block out the light.  To use the lantern, select it in inventory and hit Use.  This will lift the cover if the lantern is currently off, or close the cover if it is currently lit. There is also a hotkey for using the lantern, by default this is {{key|f}}.
'''AI Weapons Float:'''  It is a known issue that AI weapons don’t always stay attached to the AI’s hands when attacking.


=== Inventory ObjectsMaps and Readables ===
'''AI Shadow:''' The shadows of AI occasionally get cut-off, usually at the head, making the shadow look weird.  This is particularly noticeable with characters carrying or standing near a lightsource.


In The Dark Mod, both maps and readables (books, scrolls, etc) are inventory itemsTo read them, you scroll to the object in your inventory (called ‘selecting’ it) and then hit the Use keyThe map or readable will be displayed on screen.  Note that this does not pause the game.  Unlike Thief, events continue to unfold around you, and you can be attacked while reading if not careful.  You can see your environment around the edges of the map/readable, but the best suggestion is to find a safe place to read.  Hitting Use again will put the readable away.
'''Sounds:'''  Some sound effects are placeholdersCollision sounds (where things bump into other things) are especially poorIt is a known issue that the player’s footsteps are somewhat irregular.


The Map key (default: {{key|O}}) will also automatically bring up your map.
'''Bow Aiming:'''  The lack of a bow-sight is intentional.  However, the bow currently is offset slightly—the arrow actually goes up a bit from where you are aiming, as if you were ‘lobbing’ your shot.  This is a known (minor) issue that needs to be fixed, but it shouldn't cause too many problems in the meantime.


=== Inventory Objects: Keys ===
'''Subtle Highlighting:''' The "froblight" effect that highlights an object is occasionally difficult to see, especially on bright-coloured objectsThis needs to be tweaked individually, eventually.
Some doors or chesss require keys to openTo open a locked object, select the key by scrolling to it in your inventory and hit the Use key while highlighting the object.


== Blackjacking (WIP Issues) ==
'''Objects Not Moving:'''  Not really a mod issue, but in the map there are objects that look like they should probably move if you bump them (like the boots or the wine-bottles), but they don't.  Many objects have intentionally been left as static for this map.


Blackjacking is functional, but still requires some work before it is smooth and easy-to-use. At the moment, blackjacking requires you to get quite close to your opponent (it is currently tricky to get close enough without actually bumping into the AI)You must center your opponent’s head in your screen (usually forcing you to look up) in order to hit them properly.  AI with helmets must be unalert and hit from behind.  AI without helmets can be hit from any direction if unalert, but must be hit from behind if alert.
'''Particle effects cut off:''' Sometimes particle effects (like splashes from water arrows or gas clouds) are cut off or flicker when they occur at particular angles to the playerThis is a purely cosmetic issue we have yet to track down.


'''Menu issues:'''  Changing certain graphic settings, like the resolution, requires a restart of Doom 3. However, there is not yet a message that tells you to do so.


More importantly, occasionally navigation breaks down and you might get 'trapped' in a blank menu background. Rather than delay launch further we had to leave that unfixed. If this happens to you then Alt+F4 will exit the program (in Windows.)


== Combat  (WIP issues) ==
'''Saved Game issues:''' Loading saved games works well during a single play session. If you quit Doom3 and then run the game later, however, you may experience some strangeness when attempting to load saved games. The Thiefs Den map can be completed in less than half-an-hour, so try to complete it in one sitting for best results.


'''Keyboard mappings:'''  They default mapping of keys is for American/English keyboards. This means that some keys are inaccessible when you use a different keyboard layout. For instance "[" cannot be reached on a German keyboard as the required pressing of {{key|ALT GR}}+{{key|8}} will toggle crouch instead due to Doom not making a difference between the two {{key|ALT}}-keys.


Melee combat is still in the early stages of development. At the moment, you can do little but slash at your opponent. Blocking does not work, and there is only one form of attack.  
The used fonts do not contain any special characters beyond ASCII. This means if you for instance have a German keybord and bind the key "ü" to a function, it will show up empty in the settings menu. The key will still work in game, though.


AI will kill you after approximately five hits, depending on their weapon. It currently takes you about the same to kill them.  If an AI has armour, it will deflect your weapon or limit the damage it does.  AI take more damage if hit in vital areas (head and chest) than they do in the arms and legs.
''' Missing Texture: ''' The logs in the pot near the fireplace are black because a skin file was left out of the package at the last minute (oops!).


== Holding Junk Objects ==
== Troubleshooting ==


This is one area that works quite differently from the Thief series.  “Junk” objects (anything that you can carry that doesn’t go into inventory, like chairs, candles, or bodies) are held out in front of you when frobbed.  Unlike in Thief, they take up physical space, and can be used to push or manipulate other objects.  They can also bump into other objects, making noise (or being knocked out of your hands), so be careful.
'''If''' (and only if) you're experiencing problems, here are some things to try:


To grab a junk object, frob it as normal. The object will stop highlighting, and any weapons you have selected will lower. At this point, you can use the next/prev weapon keys to move the object closer/further away from you, and moving your mouse around will move the object (so that it stays basically in the center of your screen).  If you try to move an object in a direction it can’t go (because there is something in the way) it will fall out of your hands and make noise. This can sometimes make it tricky to pick up an object if other objects are in the way.  It can take a while to get used to this.
# Make sure Doom 3 is patched correctly. You need the correct version of the 1.3.1 patch. See the [[#FAQ|FAQ]] below.
# Make sure that the install path for Doom 3:
#* does not contain any blanks (e.g. <code>C:/doom3</code> is ok, <code>C:/Program files/Doom3</code> is not)
#* is in all lowercase (e.g. <code>/usr/local/lib/doom3</code> is ok, <code>/home/username/MyDoom</code> is not). This is especially important for Linux.


The heavier the object, the slower it moves, so you may notice a ‘lag’ if you turn quickly with heavy objects.
=== Performance Tweaks ===


To drop an object, hit the ******* key.  You can also throw a held object by hitting the Attack key.  Tapping the Attack key throws the object a short distance; holding the Attack key down and releasing it will throw it further.
In case you experience slowdowns, see [[Performance Tweaks]].
 
To rotate a held object, hold down the ******* key, and move your mouse.  This can be useful for replacing objects that have been knocked over, or for placing moveable objects in creative ways (like putting a plank over a gap, or stacking chairs).
 
It is possible to “drop” inventory items into your hands, where they can be manipulated as if they were junk objects.  Select the object in your inventory, and hit the ******* Drop key.  The object will appear in front of you like a junk object, and you can rotate it, set it down, etc.  To put it back into your inventory, you must ************
 
Note—held objects do not currently block AI attacks.
 
 
 
== Moving Bodies (WIP Issues) ==
 
Currently, ‘shouldering’ bodies is planned but not implemented.  To remove bodies from sight in the demo, you must drag them.  This requires you to ‘frob’ the body, and then move away.  The body will drag along with you until you ******** release. 
 
Currently, this is difficult to do.  Bodies frequently catch on world geometry, or moveable objects (like a dropped weapon), and get ‘pulled’ out of your hands.  Some AI seem to be particularly difficult to move for some reason (there may be issues with mass and friction to resolve).  There are many issues to iron out here.
 
Note that AI will notice and get suspicious if a friend’s weapon is just lying around, so you’ll need to hide that as well.
 
== Doors and Lockpicking ==
 
 
Although lockpicking is mostly working in TDM, it still needs some tweaking and it was not included in this map.
 
Locked doors will make a sound when you try to open them without the proper key.  If a door does not highlight, then it is for decorative purposes only.
 
 
== Mantling ==
 
 
There are two different ways to mantle in The Dark Mod.  One is by using the Jump key, which Thief players will be familiar with.  You can also bind a key specifically for mantling if you wish, so that failing to mantle will not result in jumping and making noise.  You cannot mantle while carrying a junk object.  A successful mantle is more likely if you are looking directly at the edge of the object you wish to climb.
 
 
== Rising Code ==
 
 
To avoid trapping the player when 'clipping' into surfaces, the D3 code automatically gently pushes the player upwards to release from such situations.  While this shouldn’t happen, it occasionally does - it is preferable to being permanently trapped.
 
 
 
== Known Issues and Bugs ==
 
 
The Dark Mod is not slated for a beta-release until the end of 2008, so this demo has plenty of incomplete features and known issues/bugs.  Here are some things you may encounter:
 
'''AI issues:'''  The vocalizations for the AI are placeholders only.  Many of the animations are also placeholders, and many animations are not yet included.  The Thug model has some imperfections that are known issues.
 
AI intelligence is far from perfect.  They still sometimes have problems pathfinding through doors.  They are also missing a ‘searching’ animation, so they will sometimes walk, run, and then walk again while looking around.
 
AI do not react to some environmental factors (like getting a crate thrown at them or hearing an elevator) that they should.
 
'''AI Weapons Float:'''  It is a known issue that AI weapons don’t stay attached to the AI’s hands when attacking.
 
'''Sounds:'''  Some sound effects are placeholders.  It is a known issue that the player’s footsteps are somewhat irregular.
 
'''AI Throwing Objects:'''  If AI can see you but cannot reach you, they will throw objects (currently only bottles) in an attempt to get you to move.  At the moment, these objects are not blocked by things that should block them, like objects held in front of you or a barred window.
 
'''Bow Aiming:'''  The lack of a bow-sight is intentional.  However, the bow currently is offset slightly—the arrow actually goes up a bit from where you are aiming, as if you were ‘lobbing’ your shot.  This is a known issue that needs to be fixed.
 
 
== Feedback ==
Of course we're anxious to hear your impressions about our Thief's Den Pre-Beta Release. There is a public feedback & discussion thread open in our forums: [http://modetwo.net/darkmod/index.php?showtopic=7082 Pre-Beta Discussion]. Please drop by and let us know what you think.
{{Important|headline=That being said,|text=don't rush into the forums and spend an hour writing up detailed bug lists of what's working and what you think needs fixing. It's very likely that we are already aware of these problems (the bugs listed above are just the tip of the iceburg).
 
Crashes and installation help requests are of course something different, feel free to contact us, but be sure to check the FAQ on this page first.


== FAQ ==
== FAQ ==
; Can I use the Demo version of Doom 3?
See this article: [[FAQ (Demo Releases)‎]]
: Almost certainly not.
 
; How can I check whether my Doom 3 is correctly patched?
: Open Doom 3 and hit Ctrl-Alt-~ (tilde) to open the console. You'll see the version printed in the lower left corner of the console. It should read '''1.3.1.1304'''. If your version is ending on 1302, you've got the wrong patch installed.


; Where can I get the right patch?
; I've finished all objectives except for the last one (leaving), and I can't find this "front door". Where is it?
: We have the patch hosted on our FTP. Get over to the [[Installation]] page to find a link to it.
: Look at your map (default: {{key|M}}). The front door is inside the main building (on the far side from where you enter). You came in through the back door.


; What's that issue with the 1.3.1 patch?
== Ok, I've finished the mission. Now what? ==
: When the 1.3.1 patch was released by Id, they released it a bit too early. Some download sites picked it up quite fast though and started to distribute it. The problem is, that Id replaced that patch with a different one, and, probably thinking that it hasn't spread yet, didn't bother to change the version number. However, you can still find "wrong" 1.3.1 patches and these will not work with the mod. That's why it is important to check the version number in the console to make sure that the right 1.3.1 patch is installed if the mod doesn't work. The link provided here on our own page points to the correct patch, so if you downloaded it from here you don't need to worry about it.
It's probably occurred to some of you eager mappers out there that with Thief's Den and [[Dark Radiant]] (our Dark Mod editor), it is possible to start mapping for The Dark Mod.  You're right.  Although we stripped a number of unnecessary files out of the demo release, it does have a number of models, textures, and code (not to mention the great tutorial on the wiki that explains how much of the map was made) that can be used as a starting point for mapping.


; Does it run in Linux?
Feel free to start experimenting now.  Although there is no promise that maps made using the demo assets will be 100% compatible with the mod when it is released (as many things will no doubt be added/updated by then), you certainly can get a good start. It's also an excellent way to earn a spot as a beta-mapper with the team, which gives you access to the full mod.
: Yes, Linux is supported. You'll need to extract the contents from the EXE file above manually, though.


; Does it run in MacOS?
==See also==
: No. Or at least not yet. The Doom 3 game itself is supporting MacOS, but The Dark Mod is not (mainly because we don't have anyone developing on Macs).


'''Current version'''
*''[[Thief's Den 1: Thief's Den (FM)|Thief's Den 1: Thief's Den]]'' - The current iteration of the demo as an official Fan Mission, reworked for standalone TDM. The reworked version of the mission is also the first installment in a short series of missions.


'''Discussions on the demo'''
*[ TDM forums thread] (2008)
*[ TTLG forums thread] (2008)


[[Category:Installation]]
{{thiefs_den}}
[[Category:Thief's Den]]
[[Category:Initial demos]]

Latest revision as of 11:53, 20 April 2019

Thiefs den splash.jpg

Welcome to this short mission demo of The Dark Mod. Thief's Den is just a few rooms but it is a complete, fully playable mission, and includes a good selection of the main Dark Mod features. Keep in mind that The Dark Mod is still a work in progress and this is reflected in the demo. Voices are temporary placeholders, for example, and AI behaviour is not yet fully developed. You will certainly find bugs and glitches but we hope that doesn't spoil your enjoyment too much.

Any flaws or failings in this demo do not necessarily indicate limitations in The Dark Mod's potential but just this particular demo — which was originally begun as a very rough accompaniment to a mission development tutorial. It was never intended for release as a playable mission but was modified into a workable game so everyone could see the current state of progress and have some fun.

Important

We recommend you start the download then please read through this page and especially Thief's Den Gameplay while downloading. You cannot complete the mission without being aware of new features described on that page.


Download

Choose a download mirror below. The download is about 200 Mbyte and works for both Windows and Linux. It's a self-extracting 7-zip archive, not a fully-fledged installer.

Important
When the downloaded file does report errors during extraction, your download got corrupted, and you MUST download the file again. A package extracted only half or with errors will NOT run properly.

If you are unsure whether you got the right file, either use the torrent (it checks the file to be correct), or compare the md5sum of the download to d162dfdb7b1c9f9a9d0aaac915a75099.


Mirrors:

Installation

Summary:

Don't be put off - all you need is Doom 3 installed with patch, extract our download into the Doom folder, then make/modify a desktop shortcut and you're playing!


You'll need the following to play the Thief's Den:

  1. Windows or Linux
  2. About 500 Mbytes free disk space
  3. At least 512 Mbyte system memory, better are 1024 Mbyte or more
  4. A grafic card with at least 64 Mbyte video memory, better are 128 Mbyte or more
  5. A working Doom 3 installation
  6. Doom 3 must be patched to 1.3.1. You can download the correct patch (20 Mbyte) here:

Already patched Doom 3 before reading this? Make sure you have the correct version of the 1.3.1 patch. See the FAQ‎ below.

Windows

Now proceed with the following steps. Substitute your own Doom 3 path for C:\games\doom3.

  1. Download thiefs_den.exe and copy it to C:\games\doom3.
  2. Run thiefs_den.exe. A thiefs_den folder will be created.
  3. In C:\games\doom3\thiefs_den is a file called DevIL.dll. You MUST copy this into your C:\games\doom3 folder OR your C:\WINDOWS\system32 folder (where it can be shared by other applications. If there is already one there then use the newest date.)
  4. Now you'll need to create a shortcut to the Thief's Den demo:
    1. Copy the existing Doom 3 shortcut on your desktop. Rename the copy "Thief's Den".
    2. Right-click, choose Properties and edit the command line. It should read
C:\games\doom3\DOOM3.exe +set fs_game thiefs_den

You're done! All you need to do is double-click the shortcut to run the demo. But before you do, please take a minute to read Thief's Den Gameplay for information on how to actually play The Dark Mod (many features will be familiar to Thief players, but there are important differences).

Linux

  • Download thiefs_den.exe and copy it to the .doom3 folder in your home directory. This directory might not be visible if you use a file manager like Konqueror, so use a console, Midnight Commander, or type ".doom3" into the location bar in Konqueror to navigate there.
  • Either:
    1. Right-click on thiefs_den.exe and select "Open with Wine Windows Emulator" from the menu. Click OK and wait for the package to extract.
  • Or:
    1. Install the package p7zip
    2. In a console, type:
    3. cd ~/.doom3
    4. 7z x thiefs_den.exe
  • Copy the existing Doom 3 shortcut on your desktop to a new one and rename it to "Thief's Den".
  • Right-click, open the properties of that shortcut, go to the "Application" or "Launcher" tab and edit the command line. It should read:
/usr/local/games/doom3/doom.x86 +seta com_allowConsole 1 +set fs_game thiefs_den
  • Install the packages libmng and libdevil1c2 (or libdevel1, depending on distribution)
  • Double-click the shortcut to run the game.
    • If it doesn't start, please see the FAQ
  • Open the Doom 3 console using the key below the Escape key (~ on US keyboards), and compile the map by typing: dmap thiefs_den
  • Click "Start Mission" to start the game.

Playing Thief's Den, Settings

For information on changing settings, and on unique features of The Dark Mod and stealth gaming in general, see Thief's Den Gameplay.

Note that you shouldn't expect The Dark Mod to run at the same settings as Doom3. TDM does far more processing, and uses higher resolution graphics, than Doom3 did. If your computer is close to the minimum specs to play Doom3, you will unfortunately have a laggy experience (or will have to turn your video settings down) with the demo. In this case, please refer to the Performance Tweaks article.

The Mission, Objectives, Loot Count

You play a thief who has been double-crossed by another! Can you retrieve your ill-gotten gains and incriminate your adversary to divert the attention from you of the ruthless city watch? Full briefing and objectives are shown at the start of the mission.

You can play stealthily or use the weapons at your disposal to make it easier. There are no difficulty levels yet but as an extra challenge this mission can be ghosted without using any weapons including rope arrows.

End of mission statistics are not implemented yet. Total loot count for Thief's Den is 904. Good luck!

Feedback

Of course we're anxious to hear your impressions about our Thief's Den Pre-Beta Release. There is a public feedback & discussion thread open in our forums: Pre-Beta Discussion. Please drop by and let us know what you think.

That being said,

don't rush into the forums and spend an hour writing up detailed bug lists of what's working and what you think needs fixing. It's very likely that we are already aware of these problems. The list below is only a small sampling of things we have yet to address.

Crashes and installation help requests are of course something different, feel free to contact us, but be sure to check the FAQ on this page first.

Known Issues and Bugs

Please read before posting feedback!

The Dark Mod is not slated for a beta-release until the end of 2008, so this demo has plenty of incomplete features and known issues/bugs. In addition, many values (like mantling height, walking speed, volume of sounds, visual acuity of AI, etc) are not necessarily at their final settings. Here are a few of the more common issues you may encounter:

AI WIP issues: The vocalizations for the AI are placeholders, so don't expect much. Many of the animations (like the walk animation) are also placeholders, and many animations are not yet included. The Thug model has some imperfections that are known issues. The Thief model has a field of view that is oriented improperly, meaning he can sometimes see things at angles he shouldn't be able to.

AI intelligence is far from perfect. They still have problems pathfinding sometimes, and may get stuck on doors and KO'd bodies. They are also missing a ‘searching’ animation, so they will sometimes walk, run, and then walk again while looking around.

AI do not react to some environmental factors (like getting a crate thrown at them or hearing an elevator) that they should.

AI Weapons Float: It is a known issue that AI weapons don’t always stay attached to the AI’s hands when attacking.

AI Shadow: The shadows of AI occasionally get cut-off, usually at the head, making the shadow look weird. This is particularly noticeable with characters carrying or standing near a lightsource.

Sounds: Some sound effects are placeholders. Collision sounds (where things bump into other things) are especially poor. It is a known issue that the player’s footsteps are somewhat irregular.

Bow Aiming: The lack of a bow-sight is intentional. However, the bow currently is offset slightly—the arrow actually goes up a bit from where you are aiming, as if you were ‘lobbing’ your shot. This is a known (minor) issue that needs to be fixed, but it shouldn't cause too many problems in the meantime.

Subtle Highlighting: The "froblight" effect that highlights an object is occasionally difficult to see, especially on bright-coloured objects. This needs to be tweaked individually, eventually.

Objects Not Moving: Not really a mod issue, but in the map there are objects that look like they should probably move if you bump them (like the boots or the wine-bottles), but they don't. Many objects have intentionally been left as static for this map.

Particle effects cut off: Sometimes particle effects (like splashes from water arrows or gas clouds) are cut off or flicker when they occur at particular angles to the player. This is a purely cosmetic issue we have yet to track down.

Menu issues: Changing certain graphic settings, like the resolution, requires a restart of Doom 3. However, there is not yet a message that tells you to do so.

More importantly, occasionally navigation breaks down and you might get 'trapped' in a blank menu background. Rather than delay launch further we had to leave that unfixed. If this happens to you then Alt+F4 will exit the program (in Windows.)

Saved Game issues: Loading saved games works well during a single play session. If you quit Doom3 and then run the game later, however, you may experience some strangeness when attempting to load saved games. The Thiefs Den map can be completed in less than half-an-hour, so try to complete it in one sitting for best results.

Keyboard mappings: They default mapping of keys is for American/English keyboards. This means that some keys are inaccessible when you use a different keyboard layout. For instance "[" cannot be reached on a German keyboard as the required pressing of ALT GR+8 will toggle crouch instead due to Doom not making a difference between the two ALT-keys.

The used fonts do not contain any special characters beyond ASCII. This means if you for instance have a German keybord and bind the key "ü" to a function, it will show up empty in the settings menu. The key will still work in game, though.

Missing Texture: The logs in the pot near the fireplace are black because a skin file was left out of the package at the last minute (oops!).

Troubleshooting

If (and only if) you're experiencing problems, here are some things to try:

  1. Make sure Doom 3 is patched correctly. You need the correct version of the 1.3.1 patch. See the FAQ below.
  2. Make sure that the install path for Doom 3:
    • does not contain any blanks (e.g. C:/doom3 is ok, C:/Program files/Doom3 is not)
    • is in all lowercase (e.g. /usr/local/lib/doom3 is ok, /home/username/MyDoom is not). This is especially important for Linux.

Performance Tweaks

In case you experience slowdowns, see Performance Tweaks.

FAQ

See this article: FAQ (Demo Releases)‎

I've finished all objectives except for the last one (leaving), and I can't find this "front door". Where is it?
Look at your map (default: M). The front door is inside the main building (on the far side from where you enter). You came in through the back door.

Ok, I've finished the mission. Now what?

It's probably occurred to some of you eager mappers out there that with Thief's Den and Dark Radiant (our Dark Mod editor), it is possible to start mapping for The Dark Mod. You're right. Although we stripped a number of unnecessary files out of the demo release, it does have a number of models, textures, and code (not to mention the great tutorial on the wiki that explains how much of the map was made) that can be used as a starting point for mapping.

Feel free to start experimenting now. Although there is no promise that maps made using the demo assets will be 100% compatible with the mod when it is released (as many things will no doubt be added/updated by then), you certainly can get a good start. It's also an excellent way to earn a spot as a beta-mapper with the team, which gives you access to the full mod.

See also

Current version

  • Thief's Den 1: Thief's Den - The current iteration of the demo as an official Fan Mission, reworked for standalone TDM. The reworked version of the mission is also the first installment in a short series of missions.

Discussions on the demo

  • [ TDM forums thread] (2008)
  • [ TTLG forums thread] (2008)