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That Doom Game 
I know some of you have the alpha and got it working, and I'm also sure a couple of you probably have the full game by now (it's apparently out on the DEViANCE channels already), and since you're all a lot more willing and able to pirate things than I am, I have a question.

This is fairly central to my first doom3 project, and depending on the answer I might have to change my plans considerably. Is the level-changing linear, like quake where it's just one after another and no going back? Or is it hub-style, like quake2, where you can move back and forth within a unit?

I really really hope it's the second one, because non-linearity is the bee's knees. I'd bet doom3 can't handle a map the size of what I'd need from it in order to make the whole thing one map.

Also, hi everyone. 
/me <3 Luny 
There's no heart icon. :( I guess I'll just use the moon as tribute. 
Long Time Fan 
'since you're all a lot more willing and able to pirate things than I am, I have a question.'

I can't speak for others, but I regard stilling from Id a mortal sin. Of course, when I worked for a major banking industry interest, I did not feel that way at all.

I am curious whether Doom3 uses a hub system as well. However, I suspect that due to the scripting language that is implemented (meaning you script events in an object oriented language internally within the maps) and the global variable usuage of that scripting language, it would be easy to implement hub content.

Here is a good link to this subject.
http://www.doom3world.org/phpbb2/viewtopic.php?t=2625&sid=b36d7f381813df5fbcd3eefb81509520

Also, these guys talk about adding 500,000 poly objects into the maps as if it was nothing, so you may very well be able to put it all on one map.

Cheers 
<-- You Guys Still Have This Thing? 
That scripting does look powerful, but it all revolves around doing things with entities and so forth within a level. If scripts or variables within them don't persist across a level change, then it would be patently impossible. 
/me Hugs Lun 
how's it going?

You finished your art degree yet? What are you up to these days?

I'm tired. Working late AGAIN :(

/me goes home 
Lunararararan 
Working on Coriolis forever eh? 
IT'S DUNE!!! 
Dune 3 that is. 
Yar Dune 3! 
Woo 
Got Doom 1, Doom 2, Final Doom, Rise of The Triad, Hexen, Heretic, Wolfenstein 3D installed. 
Hey Lun 
I thought there was no one here worth your time. 
Ahem 
than: Almost done. Few more semesters before I have to reconfigure my life again.

blitz: that was IRC

Everyone Else: It's not Coriolis. That design was geared around Q3, and wouldn't translate at all to D3.

I guess I'll have to wait until August to find out if I have to retool the idea. That's kind of a bitch. 
Just Tried JDoom 
Played DOom 2 in JDoom.. nice. I think I need to get the 3d weaps/monsters seperate, I have to look into it. Anywho, here is a problem with DOS games on WinXP home: sound latency. I do have integrated sound, but all Win games perform fine... 
Hmm 
DooM 3 is not yet warezed, the DEViANCE .nfo is a fake.

Give it a few days yet. 
Hmm 
PS. Hey Lun, nice to see you're still alive :) 
Hmm 
Oh, and if there isn't a way I'm going to (messily :) code one since there is absolutely no way I can produce the gameplay/story I want without being able to save variables across levels.

Although that'd require you to effectively have your level(s) as a seperate mod.


(I apologise for the triple posting) 
Lunaran 
d3 isn't pirated yet
www.nforce.nl 
Oh 
Like I said, I really haven't the means. :)

grindspire, my levels are probably going to have to be a separate mod anyway. 
New Q1SP 
Quick Glance 
showed that this is oldskool map, wearing inappropriate textures on the walls, but with good lighting. no info about gameplay cuz i fastnoclipped through it a bit. it might be good for the first try tho.... will play it later as i 'll have possibility.... 
Actually 
andrew just sent me this map by email to review. i will play thru it in the next few days and a review will appear if its good enough. 
Thanks Guys 
I'm just recompiling the map now with a couple of changes and FullVis. Unfortunately a FullVis before was crashing my computer, but aguirRe (Bengt) has some recently modified tools on his site ( http://user.tninet.se/~xir870k ) which I'm now using for this compile. Also, he found a couple of anomalies on the map which seemed to cause random crashes on some engines which didn't come up in the testing, so these have been fixed, thanks again Bengt.

Otherwise, everything should be running as intended in this build :) I'll put a post here as soon as it's finished compiling and is up on my site, for anyone who wants to play it or review it.

Many thanks,

-Andrew 
Doom3 Offical Benchmarks 
http://www2.hardocp.com/article.html?art=NjQy

tested on all kinda of hardware and configs.
I re-posted this here in-case people dont see it in the doom3 GOLD thread. 
Fitzquake Settings 
Is there a way to disable some of FitzQuake's settings? It runs really slow for me -- Menk is unplayable? Just wondering if there are some things I can turn off to help =/ 
Try 
r_shadows 0
gl_subdivide_size 512


And lower resolutions of course, what graphics card and onboard memory? Usually not a problem in Q1, but set gl_picmip 1 or higher to see if texture memory is saturated. Sometimes option -heapsize 32768 or higher might help if not system RAM is exceeded.

You could also try standard GLQuake or my engine to see if any improvement. My impression is that FitzQuake is faster on newer hardware but can be slower or dysfunctional on older (e.g. 3dfx). 
Thanks 
Nah my problem is my video card. The rest of the system is good (1ghz 384MB RAM) but the video card is an onboard piece of shit that only allocates up to 16MB from the system memory.

GLQuake does run faster but the gamma is screwed up so I have to set my desktop gamma really high (blindingly) to get it to where I want in GLQuake. 
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