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I came across this a few years ago but had forgotten about it. Was nice to run through it again on Ultra quality. It definitely captures a part of the atmosphere of Quake pretty well - sort of a mix between e1m2/e1m3 and elements of e4 I guess. I'd love to see a take on the e2 and e3 styles in the Doom 3 engine.
Would need textures for that. The stock Hell theme is good enough to approximate Castle of the Damned and the Dismal Oubliette, as well as the tower of whatever it was (e4m2). But the rest of the D3 themes are 12 different varieties of techbase, recycling, construction/dig site, and alien temple. The latter might be a viable theme for something Quakelike.
It might be something worth trying actually - make some small concept maps in Quake-looking themes. Could be a func_msgboard contest.
I just started it up and checked it out. It is a cool mod. I think they did a great job. Im surprised it never got finished, because this is one of the coolest mods I've seen for Doom 3. Im going to try Doom 3 Event Horizon next.
^^^
Thats what I was wondering. It looks as if everything Doom 3 is dead. The funny thing is that the few mods Ive downloaded and tried have installed and ran very easily. It seems Doom 3 was very mod "friendly" out of the box. I searched for Doom 3 mods, I found Shamblers Castle which got me excited. But after that, nothing. There just isnt much Doom 3 content out there. There are a few that I havent tried yet though.
After seeing Shamblers Castle, now I wish there was more to be honest.
Special tip:
If you want to activate "always run" in Doom3. Which is not available by default (without losing stamina):
Enter this line in your autoexec.cfg (not in your config.cfg):
bind "b" "pm_walkspeed 230"(of course "b" can be replaced by any free key)
And push the "b" key once in game (must be done once every map).
Thats it.
Special tip:
If you want to activate "always run" in Doom3. Which is not available by default (without losing stamina):
Enter this line in your autoexec: bind "b" "pm_walkspeed 230"
And push the "b" key once in game.
Thats it.
Best wishes,
Seven
thanks for the info. Thats actually one of the mods I've downloaded but havent tried yet.
Mapping is the same as for Quake, only with more textures (materials) and more entities (stuff like doors etc, in D3 you have a LOT more such as scripted movers/machines, you can simply do more in a level and there are more knobs you can turn on each monster etc). The process by which you light maps is slightly different, but not much harder. The newer map format supports patches, ie curves the same as in Quake 3 for example.
Modding is similar to QuakeC, just without needing a compiler. In Doom3, it is all scripts which can be easily modified in Notepad. Making the player run faster is one change in a text file, for example.
Making new textures is harder than for Quake.
Engine coding is nonexistant, since the engine is not yet GPLed. John Carmack has announced that, though.
Modding is similar to QuakeC, just without needing a compiler. In Doom3, it is all scripts which can be easily modified in Notepad. Making the player run faster is one change in a text file, for example.
Might be an idea for Quake; it shouldn't be too difficult to integrate a version of QCC into the engine (FTE already has it, I think). I wonder how long it takes to compile a typical progs.dat these days? You could get clever with caching too - just store the compiled version in memory until the game changes.
Engine coding is nonexistant, since the engine is not yet GPLed. John Carmack has announced that, though.
I'm looking forward to getting my hands on that one! I've already run Doom3 through GLIntercept and had a look at the kind of stuff it's renderer does, and have some plans for it.
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