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  1. Well, what is funny, I was OK towards HL2 but did not like it at, I dropped it after Ravenholm, my dad finished it. It just has nothing of its prequel... For DooM 3 though, I didn't even want to play it for the play. I just wanted to look at the engine, but to the game itself, I was annoyed by the popularity of DooM 3, but when I finaly started... I got off only the third day after when I finished it. In fact, there wasn't even sound - I didn't install drivers yet. I wanted to wait, but I couldn't, I just wanted to play it and play it and shoot the next monster and grab the next weapon and new location. I remember seeing the loading screen, the head of a demon. "Oh," I thought sadly, "last level." Damn it wasn't! It was just the half of the game! And I had to get all my weapons new! And compare HL2 size to DooM 3... Well, with slow playing (I was playing DooM 3 really fast), I finished the chapters before Ravenhurt after 3 hours, and my dad, extremely dissapointed, finished it 2 days later... And how could they make such a small game so boring...
  2. Right!!! I liked ye olde Doom 3 because it was everything it claimed to be. Id was smart to stay abit more on the happy side of caution when it came to the advertising. Granted, it wasn't the scare-a-thon that they "hinted" towards, but I was definitely scared. And in the end, it wasn't anything more that it claimed...a pretty, dark, balls to wall gore fest. HL2 lacked the cleverness of it's prequel. I never got the feeling I was "using" the physics engine, ever. It was littered with "what's valve want me to do now" kind of puzzles, the physics could've been scripted for all it's use. Granted, the grav gun was fun, but it was still just a "foil". Even the AI "felt" more organic in HL1 than it's sequel. I can name a few games off the top of my head that came out years before HL2 that felt more realistic. And the ending...don't get me started. Yeah, I know that Laidlaw wrote the story, and it's in first person perpective, and there's all this subtext....blah, blah, blah. After the shit blew up, and the credits were rolling, the first thing I thought (I kid you not) was "I paid Valve fifty dollars to annoy me" It was a might purdy game, though.
  3. I'm highly enjoying Morrowind at the moment, I'm like exploring. And the quests are interesting. Well, I don't know what games you throught good turned out bad. AoE III looked bad with its 3D, and we already knew there are fewer nations, it is the Colonial Time, and GUI was shown somewhere, and low-detail units. These may be just bits, but I think if such bits are made bad, the whole game is bad - that is why I never play games with bad graphics - if people took care of their look, they'll take care of the game, I don't remember myself being wrong. Then - Quake IV - you knew perfectly well it is made by Raven, and on DooM 3 engine, and Quake is pretty much the same as DooM, meaning the probability of it being DooM 3 clone is pretty high. What else? Well, DooM 3 itself - too much time passed, they can't make the game identical to the former versions - DooM 2 was a clone of DooM already, so people harping on DooM 3 in that direction are just being stupid. As for me, IMHO DooM 3 was great, believe me or not, but it's my favorite game in the last years. Then, Serious Sam II? Personaly, it is exactly what it should have been. The same fun, stupid, funny arcade shooter in which the developers showed much more fantasy then in other games when one is a copy of the other. F. E. A. R.? With such piar, I was 100% sure that this game you play and forget. Yeah, it may be fun, but it's unreplayable, and there is nothing good in there except fights. As for Oblivion and HoMaM. Well, from what I heard Oblivion improved the worst things of Morrowind. Fight system in Morrowind was often boring because it was all chance-to-hit. And also in Morrowind if you have gotten a lot of stuff and have not enough strength to heave it, in Morr you had to travel back to a trading post, in Oblivion you can press a few buttons and be where you need to be. Anyway, there are also horses - you can't fight but you can ride on them. As for HoMaM V - if before I was somewhat suspicious, after I played the alpha I became fully confident. No questions here, I just go and buy the full game when it comes out.
  4. Vadrosaul

    Crossbow

    http://forums.thedarkmod.com/index.php?showtopic=2732
  5. You can get animated models into Doom 3 from Blender (I did this with a swinging light) but it is a bit more complex. I suggest getting some simple test static models into the game before moving on to animations. Kat has a good tutorial on this over at Quake3bits - I can't remember the precise link but you should be able to find it in the Blender forum at Doom3World.
  6. CoC: Dark Corners of the Earth has been released for the Xbox. PC release date is still unannounced, but hopefully soon. I'm posting here because a) all the fans hanging around the Headfirst forums seem to be impressed so it has recommendations, b ) it appears to be intelligent, atmospheric, and has stealth gameplay, as well as a few scares, so maybe Thief fans will enjoy, and c) because Bethesda is doing such a sh|te job of marketing this game that the devs have worked very hard on and many fans have been waiting a looong time for. By all reports it deserves a sequel and that's not likely to happen if no one hears about it, no matter how good it is. I'd give you my firsthand impressions, but I'm still waiting for the PC release... So buy it (but probably somewhere cheaper). Or learn more about it. Or just go hang out in the forums and wait for the PC release like many others Cheers, Entropy aka Athysbane in CoC forums
  7. Domarius

    Sdk

    Hexen, the good thing about Doom 3 is that they made most of the actual game behaviour to work from scripting. So you won't have to learn C++ and wont need a compiler.
  8. OK I GOT THE Blender. it seems really fun but I wonder if the blender can be used to create models that actually go into DOOM? If so how do I do that? I made a stick figure man from a tutorial I found. After I rounded (using subsurface) him up a bit I realized that I could also pull his vertexes and give him a belly or some titties if I wanted...!!! hehehehe so what is the standard way of creating a character (AI human say a Hammer guard or something) ligature ready. Like a decent quality one does anyone have a tutorial that will walk me through creating a human that looks noncartoony.
  9. There is no single app that most modelers use. They all have their own preference. A list of the most popular would be: -Lightwave = fantasic, separate dedicated modeling app, my personal favourite. It's the app that the Doom devs and the UT devs use for modeling. -Modo = developed by a splinter faction of the people who made lightwave, started as a dedicated modeling app, it's as good as lightwave, some would say better in a few areas. -Max = I can't stand this app, and would rather kill my own grandnother and then rape her dead mouth than use it. -Maya - THe best overall 3d app on the market, but it's polygon modeling tools have been lacking for a long time. You can get separate poly tool plugin scripts for it. -Silo = Really good little app this. It's only a few megabytes in size, only costs $100, is a dedicated modeling app, and the only reason I don't use it is becasue I'm already a master with lightwave and would get no real benefit from switching at this stage. -XSI - the second best major 3d app at poly modeling after lightwave. It's pretty similar to lightwave. You get a watered down version of this app you get with Halflife 2. - a few free ones like Blender and Wings, which I've never touched.
  10. oDDity

    Sdk

    What I mean by documentation is various things I've documented so far like getting characters into doom, normal mapping, setting up ragdolls on custom characters, etc. Most of the team will write documentation and tutorials about their own area of expertise, some concerning doom in general, and some concerning TDM.
  11. oDDity

    Sdk

    Yes, we'll document everything, since there is no documentation for Doom, and we've had to work a lot of it out for ourselves. As for what stage we're at with the game, we now have everything working that we considered was going to be difficult at the start. Everything else that needs to be done is straightforward and is just a matter of long, hard work.
  12. Macsen

    Ghosts

    Scientific study has shown that people tend to stretch and embellish stories, even in their own minds. Tests asking people where they were during the moon landing and when the planes hit the world trade centre straight after the event, and then a few months to years after the event, shows that people not only add details to their memories but often change them to something far more exciting. I the same way some water reflected on a wall can, in twenty five years or so, become a phantom orb of doom. I'm not calling New Horizon a liar, this happens to everyone. When I was about five I saw a shape coming in through one wall of my bedroom and out another. Over the years I told this story many times and had soon convinced myself that I had seen a ghost. That was until I was sorting through some books from my childhood and found a picture of a ghost that looked exactly like the one I thought I had seen. I had probably seen that picture when I was small and dreamed the rest, or subconciously added the ghostly image my memory over time. Moral of the story: Don't trust your brain.
  13. Ok I've noticed the numbers appear very briefly during startup. Here's a shot during editor startup (the '-320' etc cross the top): Here's what I get once the editor has loaded: I'm thinking perhaps I have an option set wrong or something, but I'm not sure where it is. Here's the command line I'm using to load the editor: "C:\Program Files\Doom 3\doom3.exe" +set r_fullscreen 0 +com_allowConsole 1 +editor +vid_restart
  14. Dram

    Parkan II

    ! Just noticed in the forums there: Woohoo! Guess i only have to wait a while. Btw, for those who can't be stuffed checking the review, the game has a good graphics engine on the lines of x2 or x3. Also, it has very good gameplay apparently.
  15. No idea, I'm just a sucker for hype. If dog shit was preceded by a massive advertising campaign I'd probably buy it. It's just one of the few books everyone reads, so it's good for talk at work, on forums, ecetra. Da Vinci Code was also quite crap but made for a decent discussion.
  16. No, I've adjusted the grid spacing while mapping, so I don't think that's it (I've had it pretty low). I'll try downloading the latest SDK and Doom 3 patch tomorrow, maybe I'm just running on an older version. <edit> ended up downloading tonight, but no change. I'll try reinstalling D3 next if it's something that should have appeared by default.
  17. My question is about lighting. In Dromed and Dromed2 when you place a lit object (torch) in a room that object would shed light into the room with some default light setting. Now my question is do lights in DOOM3 Radiant (DOOMEDIT) do the same? if I pick such n such light, lets just say a desk lamp or swinging light, does the light object emit light? If so, where to I find light and lamp objects in doom that are already lit? Lamps, desk lamps, shoplights, chandeliers, any thing please. If not how do I get a object (streetlamp or swinging lamp) to be lit. I like how the lights in Dromed are already to go. All you do is plop them in and they shed light into the room. So far I can only put those right click then click “light” things in and that takes a lot of work to get one light set up so it looks like it is coming from a specific object. Plus those lights are very cubeish. Can some one please help. I know how to get basic light into my mission I just don’t know how to plop in an object that is lit or plop in an object and have it cast light like you could do in Dromed. Help Help!!
  18. I understood that the Dark Mod had water, otherwise I wouldn't have considered it . It's just that my main concern is that it won't look nice. In Thief, of course the graphics of the day were limiting, it was frankly ugly. My concern is that water won't be attractive, and I'm sure the Doom 3 can do much with it, but it is still a slight anxiety of mine. It is a good point with the footprints though. However, I do think the droplets would be a novel concept, and the water that drips doesn't have to alert guards.
  19. I didn't quite know where to post this, but I figured that because it had to do with nature, I might as well return it to my old thread. An idea, I've designed a mission based on Chenonceau, a castle built over a river almost like a bridge. I've been thinking of water as a result because of its central role in the mission. First off, may I ask if there has been some design of water to be used in the Doom 3 engine? Will it look nice? Next, I just wanted to propose something very simple that would, I think, immerse the player a little more. After the player pulls himself out of the water, droplets of water drip off his cloak for about a minute afterword. As the player looks down he can see them dripping wherever he is, and of course, he has dripping footprints. Perhaps a guard can be suspicious if he sees the water (or the footprints) in a place it doesn't belong, such as a mansion? It's simple, but I actually think it could be one of those little things that draws you in.
  20. Definitely problematic. You need a control scheme for the rat. I don't see how this exactly should work. You can use the rat as the playercharacter as long until the contact brakes? Which contact? What happens then? How does the player get it back? I think you must think this through in detail what exactly should happen under which circumstances. Unmodded Doom 3. Since we are a TC, it is no longer vanilla D3. Switching it can be done. But it has to be coded. Having a familiar as spider or as rat is just a minor detail. It doesn't change anything from the coding perspective. Of course you have to add different animations and such, but the principle would be the same.
  21. Dram

    Parkan II

    Has anyone herad of Parkan II? I just noticed it today and suddenly want it...bad. I heard Parkan Iron Strategy was good too, and you can download a demo, unfortunately my internet just got capped (went over the 20gb limit) which is absolutely fucked. Should be uncapped tomorrow, so im gonna get it then. Apparently its already out, but on their forums someone said that the US version should be out in december, that means January for Australia..ugh. Anyone know anything about this? Russians especially should hehehe...
  22. For me it was Battlefield Earth...look it up if you havn't heard of it; it's god awful. However, I have this gut feeling that Doom the movie is going to be up there on the worst movies ever list.
  23. For some reason I just can't find the answer to this anywhere: In Buzz's Doom 3 VTMs their editor has grid units displayed in the viewport (-128, -64, 0, +64, etc). What is the trick to turning them on? The VTMs themselves don't seem to mention it, and I can find no references online.
  24. I think the non members should respect the fact that this has all been discussed and decided upon by those who are actually making the mod. Not a single idea suggested in this thread was not at some point discussed in the campaign or concept art forums, and arguing won't chage what has already been decided upon. If you don't like the direction the mod is going in, then fine; it's fully moddable. Get to work. This isn't a drive-thru 'make a game the way I want it' forum.
  25. Atmosphere, as always, does not exist. Body awareness - yeah, especially when your feet hover in the air. CoR has body awareness. Gunfights - the visual effects are really low. Especially in slo-mo(stupid name). Graphics are HL style, which I hate... DooM 3 was better. So was the design. AI - scripted and idiotic. Staring at one point sometimes, carefuly traveling somewhere when you are right in front of them, showing their heads over boxes, jumping out of windows, as though they want to commit suicide. No thanks, better demons just jump on me, then travel in circles when I am clearly in view. 7/10
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