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Doom 3 Downloads > Mods > Graphical Tweaks:
D3 In The Dark (V-1.1)
Filename: d3_inthedark_v11.zip


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30.1 MB
V-1.1
Dafama2K7
191
11-23-2006
Mods > Graphical Tweaks


Average User Rating: 6.4
Number of Votes: 5
Related Files:
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5 Other Files by Dafama2K7:
- TweakeDoom update only ! (4.8)
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D3 In The Dark (V-1.1) - File Description  


Description:
This is version 1.1 of the mod that takes away all lights from the game with the exception of the alternative lights (fire, muzzle flashes, etc.) and some randomly scattered swinglights and desk lamps. If you really want to test your skill, give this a try! Enjoy!

Note: No screenshots were added because it's pretty straightforward. And it's hard to take a screenie of darkness



D3 In The Dark (V-1.1) - File Download Options  

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D3 In The Dark (V-1.1) - Readme  
Readme File:
D3_intheDark v1.0


This mod makes Doom 3 close all lights in the maps of the singleplayer Retail game.
Attention !...: This mod needs the latest v1.3 or higher patch !

Now you will feel the TRUE FEAR and HORROR this game can make !!!
You only have the Flashlight to advance and the light that makes the weapons when you or the monsters fires them...

Note...: Not all lights are OFF, I am leaved a small amount of moveable Swinglights and DeskLamps !!!

Warning !...: This mod is NOT for the users that hate DARKNESS, the porposse of this Mod is to make Doom 3 much more Dark than already is, but making the only lights the FlasLight and the Weapons !!!


D3 In The Dark (V-1.1) - User Comments  
The following comments are owned by the user that posted them. Doom 3 Files is not responsible for their content.

Total comments: 6 | Last comment: 11-28-2006 at 08:16

 #1 - 11-23-2006 at 20:40
Mario4155
From: (Cherven Briag)
Joined: October 22nd, 2006
Posts: 108
Great one stick out tongue

 #2 - 11-24-2006 at 02:21
kais_4
From: (Blayney, NSW)
Joined: April 17th, 2005
Posts: 152
sounds like it'd make it scary!! nice work

 #3 - Interesting concept... - 11-24-2006 at 05:06
kcbrown
Joined: September 24th, 2002
Posts: 36
You need to fix mc_underground, though, so that it has full lighting until after the portal opens.

Also, all fires should produce light.

Basically, I think it makes sense for the concept to be that the entire base has lost power except in some sections (like the molecular phase deconstructor) and except for critical services, like elevators and doors. Of course, this also implies that Delta Labs should regain its lighting after you start up its main generator.

But other than that, it's an interesting idea that I think has a lot of merit.

 #4 - I am very happy that we like it ! - 11-24-2006 at 06:34
dafama2k7
From: (Salt (Girona))
Joined: September 28th, 2006
Posts: 3086
It's only a TEST, but anyone can try it and put some ideas, your comments are always welcome !!!

I will try to do my best to improve on this and make some more lights on, especific to every level, in newer versions I will make this mod more solid !

Thanx to all Doom 3 users !!!

 #5 - While I'm making suggestions... - 11-24-2006 at 16:54
kcbrown
Joined: September 24th, 2002
Posts: 36
There's a suggestion I'd like to make that applies not only to this but to your other work as well: please, where possible, split out into separate .pk4 files the rendering changes (e.g., the "brilliant highlights" mod) and other changes that you've made that are independent of the main modification.

Basically, what I'm suggesting is that you set it up so that people can pick and choose which parts of the mod that you're supplying they want to apply. In my case, I'm not really interested in running the "brilliant highlights" mod (I prefer the original renderer for its combination of appearance and performance) so I went into the .pk4 you supplied and deleted glprogs/interaction.vfp. It would be nice if I didn't have to do that.

Similarly, I use my own flashlight (search for "Kev's 22nd Century Flashlight"wink, so I had to remove your flashlight from the .pk4 you supply with your "Unpredictable" mod). Which means, basically, that it would be better if you supplied your weapons modifications in a separate .pk4.

And the same goes for other bits of your mods that can be considered "standalone" in nature.

Anyway, good work. It's nice to see some fresh ideas for Doom 3, and frankly it's interesting to me that we see more activity here on Doom 3 than we do for Quake 4 or Prey.

 #6 - kcbrown, in future versions i will try to do all that. - 11-28-2006 at 08:16
dafama2k7
From: (Salt (Girona))
Joined: September 28th, 2006
Posts: 3086
1 - When i have time i will split the standalone glprogs, weapons, etc in diferent .pk4s, but for the moment its not my priority, but i promise i will do that.

2 - Also I will add a folder with optional small .pk4s for diferent features that i cannot mix !

3 - My number One priority today and in the future are and will be Doom 3, whitout doubt the BEST of all games that use D3 engine, because Quake IV and Prey do not incorporate only more features, they substract most capital features that ONLY have Doom 3 !
The small mods i make for Quake IV and Prey are only versions of the Doom 3 one's if its not hard to me to make one...

Only game that i will like more than Doom 3 will be Doom 4, for wich i am waiting for buying when Id would launch !!!

Thanx for your comments, that help me to do a more better mods for Doom 3 users :-)



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