Daily Thread of DOOM 3

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Always wanted to talk about Barbie Fashion Designer? Don't you think they made Barbie a bit on the pudgy side, and what's up with Ken's shoes collection? Leave now, because you are on the wrong site weirdo. This is where we talk about DOOM 3. As before, use spoiler tags, don't act like a moron, etc. Some news to go along with your chatter

- HomeLAN Fed asks Gregan Dunn of Ideazon about the company's DOOM 3 keyboard. - MP3.com talks to Chris Vrenna about his audio contributions to the game. - And on AnandTech you can find a CPU performance guide.

From The Chatty
  • reply
    August 5, 2004 7:03 AM

    In the past few days a breadth of information regarding Doom3 has surfaced. On Shacknews alone, there are over 6,000 posts in three days in dedicated Doom3 topics. Not to mention that there’s also other websites that have forums discussing this game as well.

    Since I’m a completely un-original, non-inventive bastard, I’ve just scoured up all the important links for Doom3 that I could find from any source and compiled them in a little post entitled:

    Teh Ubar Doom3 Helpar Thing!


    Optimize Doom3
    Tweaking image_cacheMegs in DoomConfig.cfg: http://www.shacknews.com/ja.zz?id=8306304
    Tweaking in-game visuals: http://ucguides.savagehelp.com/Doom3/FPSVisuals.htm
    Make Doom3 run/load faster: http://www.shacknews.com/ja.zz?id=8302924


    General
    How to “Alt+Tab”: http://www.shacknews.com/ja.zz?id=8299877
    Finding the console: http://www.shacknews.com/ja.zz?id=8306315
    http://www.shacknews.com/ja.zz?id=8305998
    Turning on/off “double vision” when being attacked: http://www.shacknews.com/ja.zz?id=8305003
    Taking huge resolution screenshots: http://www.shacknews.com/ja.zz?id=8304232
    Huge problem/fixes list: http://www.forumplanet.com/planetdoom/topic.asp?fid=5733&tid=1439944
    Listing of all Doom3 enemies (minus bosses): http://www.planetdoom.com/doom3/enemies/
    Make the guns left handed:
    http://www.doomworld.com/vb/showthread.php?s=afe93d90963ec307d619813b6a0f635d&threadid=26101
    Protect this: http://www.forumplanet.com/planetdoom/topic.asp?fid=5733&tid=1442121
    Check your FramesPerSecond:
    http://www.forumplanet.com/planetdoom/topic.asp?fid=5733&tid=1442031
    For those of you who don’t like the theme song in the menu:
    http://www.forumplanet.com/planetdoom/topic.asp?fid=5733&tid=1441849
    For those of you who don’t like some of the footstep sounds:
    http://www.forumplanet.com/planetdoom/topic.asp?fid=5733&tid=1440141
    Trickjump movie:
    http://doom3.planet-multiplayer.de/download.php?view.72

    Game Help
    PDA codes: http://www.shacknews.com/ja.zz?id=8298923
    Cheat codes: http://forum.onekit.com/viewtopic.php?p=267
    Easter eggs: http://www.forumplanet.com/planetdoom/topic.asp?fid=2308&tid=1441374


    Multiplayer
    RyDoggs helpful server how-to: http://www.shacknews.com/ja.zz?id=8300823
    Hate the in-game browser? ASE feels your pain: http://www.shacknews.com/ja.zz?id=8306699


    Mods / Modding
    Pistol + flashlight = much love: http://www.shacknews.com/ja.zz?id=8305302
    Finding the editor: http://www.doomworld.com/vb/showthread.php?s=afe93d90963ec307d619813b6a0f635d&threadid=26152
    Editing/Console Command Reference: http://www.shacknews.com/ja.zz?id=8304712
    Make .pk4 files: http://www.forumplanet.com/planetdoom/topic.asp?fid=2308&tid=1442142
    How to make a desktop shortcut to the editor (last post by Joe): http://www.doomworld.com/vb/showthread.php?s=afe93d90963ec307d619813b6a0f635d&threadid=25933
    Uber-high quality models/lighting: http://doom3.planet-multiplayer.de/download.php?view.68


    Support
    All the help you should need: https://activision.custhelp.com/cgi-bin/activision.cfg/php/enduser/std_alp.php?p_sid=USkeU9ih&p_lva=&p_li=&p_page=1&p_prod_lvl1=1&p_prod_lvl2=389&p_search_text=&p_new_search=1&p_search_type=search_nl&p_sort_by=dflt

    • reply
      August 5, 2004 7:08 AM

      Anyone have any larger sized screens of the difference between normal models and using the "uber" mod here? The screenshots were small, it was too hard to tell (although the self shadowing looked better)

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      August 5, 2004 7:11 AM

      You rock man, thanks for the info!!

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        August 5, 2004 7:16 AM

        All that great info, and he got first post too! Congrats!

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      August 5, 2004 7:17 AM

      Just a bit of a goof up here:

      Turning on/off “double vision” when being attacked:
      http://www.shacknews.com/ja.zz?id=8305998
      Unprotected CD Key:
      http://www.shacknews.com/ja.zz?id=8305003

      Basically, Microsoft Word on my Mac here at work likes to try and format things on its own making it rather chaotic when I post it. I should've used TextEdit or something.

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      August 5, 2004 7:28 AM

      Hahaha... The CD-Key thing was just too funny. Thanks for including that...though not for the reasons you intended.

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        August 5, 2004 7:46 AM

        Yeah. :D More of a headsup sorta thing so people might be more cautious with their Doom3 directories and such. I hope this can get encrypted through a patch.

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          August 5, 2004 7:47 AM

          its no different then any other quake3 engine game, people should already know this
          they arent going to encrypt anything

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          August 5, 2004 8:46 AM

          Like I said... Not for the reasons you intended. :)

          It's nothing new, and it's nothing worse than the way most other games out there store your cdkeys... It's funny that people are freaking out about it, that's all I meant.

    • reply
      August 5, 2004 7:35 AM

      upsetchaps 128MB vidcard autoexec helped my 9600XT a great deal, image_cachemegs is horse poo and any changes I made just made Doom3 crash.

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      August 5, 2004 7:45 AM

      how does that uber-quality thing work, anyway?

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        August 5, 2004 7:47 AM

        Not sure. I've not tried it out, yet. I will do so tonight.

    • reply
      August 5, 2004 7:50 AM

      ^^ INFORMATIVE THIS MOFO

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      August 5, 2004 7:57 AM

      Mmmm... Teh Ubar. stelth is my daddy.

      • reply
        August 5, 2004 7:58 AM

        Oh and the upset chaps guide increased performance greatly on both my 9800pro and 9600 pro turbo (laptop).

        • reply
          August 5, 2004 8:56 AM

          Did it make things much uglier?

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            August 5, 2004 9:10 AM

            Good question. The anisitropy tweaks definitely reduced the image quality when viewing textures at a distance, but I find I'm spending most of my time in the dark anyway... so the performance increase is really a benefit IMO.

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              August 5, 2004 9:19 AM

              try setting image_lodbias to -1... distant textures will appear a little crisper when anisotropic is off

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              August 5, 2004 8:40 PM

              But they also turn off shadows and muzzle flash etc., I'm pretty sure that makes a difference in the immersion. For me anyway. Also, showPlayerShadow confers +1 creepiness.

    • reply
      August 5, 2004 7:59 AM

      [deleted]

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        August 5, 2004 8:01 AM

        Wow. Good find, sir. :D

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        August 5, 2004 8:14 AM

        True. It's taking much longer to load on my system.

    • reply
      August 5, 2004 8:21 AM

      +5, Informative!

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      August 5, 2004 9:03 AM

      +100, Informative! Thanks for pulling that togather!

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      August 5, 2004 9:04 AM

      Hmmm the editor command seems to still hide my mouse :(

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      August 5, 2004 9:06 AM

      Another important tip that I think was buried yesterday:

      If you have an nvidia card and dual monitors, read this:

      http://www.shacknews.com/ja.zz?id=8301505

    • reply
      August 5, 2004 9:21 AM

      [deleted]

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      August 5, 2004 11:12 AM

      thanks for going thru all that work!

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      August 5, 2004 11:17 AM

      seems the Pistol + flashlight mod is no longer there, any mirrors?

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        August 5, 2004 11:40 AM

        I'm very tempted to download it.
        and to turn off that damn double-vision

    • reply
      August 5, 2004 11:32 AM

      woh!!!!!!!!!!!woot

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      August 5, 2004 11:40 AM

      Whats the command to change difficulty?

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      August 5, 2004 11:44 AM

      for alt-tabbing, I just bring down the console and then I'm able to alt-tab out. also heard alt-enter first, then alt-tab

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      August 5, 2004 11:50 AM

      Man... Ultra is really pretty. Too bad we have to wait for a 512 MB card. :(

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      August 5, 2004 12:09 PM

      Ack! That uber high quality self shadowing thing isn't that great. It uses the low res model to generate the shadows. So you end up with these big ass triangles popping around the NPC models as they talk with you. To distracting - I can see why they disabled it.

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      August 5, 2004 12:35 PM

      Can someone point me to the general editing help? Like, i know how to create boxes and shit, and deselect by pressing ESC, but how do I reselect, or select multipule to do bsg or whatever, subtraction. Also, how would I select 1 wall to texture it independently of the floor/ other walls? or add stairs, should i deform the big room? or should I make the stairs independent of the main room? wouldn't the former be better because its using less polys? or maybe the floor isn't seen, so it doesn't get rendered, and what isn't seen doesn't hurt the framerate?

      TLBFRI! (too long, but fucking read it) please =D

      • reply
        August 5, 2004 12:39 PM

        Also, im familiar with 3d apps, so using the map editor is kind of like a step back..would it be possible to make sections of the level in maya, export to obj, and import into the editor? Are there any rules i should follow if this is possible? Thx in advance

        • reply
          August 5, 2004 12:48 PM

          ^^^^ Mappers

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            August 6, 2004 2:31 AM

            maybe anyone can help me out here?
            i'v set up the editor, everything works exept one thing ...
            i can't creat brushes.. you need to left-click and drag to create a brush, well, here nothing happens, and when i load a .map from doom3 i can select everything in the map (prefabs, etc) but NOT brushes ...? is my editor brushless or something ?? i want to map goddamnit ... :/
            any one here got a clue ?
            thanks !!

            • reply
              August 6, 2004 11:38 AM

              try checking your console, see if it gives you any errors. I had a problem trying to open up the light editor, and i checked the console and it told me that i should be running in windows mode. After that, it worked like a charm.

        • reply
          August 5, 2004 1:05 PM

          don't use the subtraction tool, it sucks.. it creates odd brushes generally causes problems!!

          Shift + Click lets you select multiple brushes. Shift + Ctrl + Click selects just the face.

          • reply
            August 5, 2004 1:22 PM

            nice, thats basically all i needed to know...except, can I make things in a 3d app, and export as an object, and import into the game? Any rules i should follow in reguards to this? As in, texture the object before export? how many faces? etc etc?

            If you can't answer this, no problem, ill try to import an object and see how id did it. thx

            • reply
              August 5, 2004 2:25 PM

              from what I read the Doom3 editor can read Lightwave models natively, i viewed a few of the Doom 3 Multiplayer maps and some areas do use models for level geometry. Especially the Edge II, all the rocks in the large caveren is a model.

              Personally I haven't used a 3D Modelling package before, so haven't played around with it. And Doom3 is the first id game to really support this.

        • reply
          August 5, 2004 2:04 PM

          I don't use Maya but people at id did. I don't know what format from maya DoomEd likes but its probabaly whatever format maya can export to that is just a text file. Doom eats max .ase files and .lwo files from lightwave. Doom likes text files so whatever files maya does in text is prob the right file. If you can't figure it out go through some of the id assets and find the lwo and .ase files. If there are other mesh file types in those folder then thats prob a maya file.

          You can make most of the map in maya as far as I know if you want. Not sure if yo have a huge mesh how Doom handles it, it might draw the entire thing if even a small section is visable so I would suggest breaking things you make in maya down to smaller pieces. For example make a straight piece of halll, and then a curved piece of hall that fit together and then in the editor snap them together to get the size you need. That way if Doom only loads the mesh into memory once (?) then its a lot less memory than making a huge hallway that looks the same all one big ass mesh.

          Also you are going to have to make the hull in DoomEd, but the hull can be made from brushes with a shader that is not drawn, just serves as a container to seel the map up. I don't know what the shader is but in Q3 it was the "calk" shader, so in Doom it prob something similar. In q3 it was used behind curves and things because curves would not serve as a container to the map.

          i suggest doing some q3 editing Tuts because DoomEd as far as I know is almost exactly the same in regards to aligning textures and creating geometry with brushes.

          To select multiple you make a large brush over what you want to select and then there are some buttons for "select touching" or select inside" and stuff like that. I know its stupid...

          Don't use subtraction, just stop it.

          Selecting one surface to texture is prob something like ctrl+shift+left click or something. Check the help section in the editor for the command shorcut list.

          Not sure about the last question but basically when a map gets compiled some surfaces get removed. Like if you stack several brushes on top of eachother then then the surfaces that are sandwiched in between and are touching would be removed. So however you want to build it is fine I would think....

          You can remove them by hand by applying that "calk" shader though if you are not sure. Anything with that shader is not rendered, but does get collision, unless it outside of the hull.

          • reply
            August 5, 2004 5:09 PM

            ah ok thanks, makes sense. i played with the editor some, and its really straight forward.

            The format to use is .obj, i think what ill do is make something really simple in maya and export it as an obj, then try to import it into the level editor and see if it will allow me to texture individual faces there.

            The editor is really simple to use, but I would like it so much more if i could drag around edges and verts. I was playing around trying to recreate the mainroom from q1dm6, just moving things around gave me a headache. If i can layout the map in maya, and then import it into dooms level editor and apply textures there, that would be slick.

            Thx for the info

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              August 5, 2004 8:48 PM

              you cant texture imported meshes in the editor, and I don't know why you would want to. A huge advantage to importing geometry is that you get to make crazy meshes and use REAL texture tools to texture them. I love radiant, but the texture tools for complex meshes is just crappy.

              • reply
                August 6, 2004 11:35 AM

                well for a basic room, its pretty simple to texture. I still have yet to try and build a level and import it. Essentially, as long as I can do the main level layout, ill be happy.

    • reply
      August 5, 2004 2:40 PM

      : People altering their pak files :

      Does Doom 3 use "pure servers" in the same way that Q3 did? If it does then altering your pak4 files will prevent you from joining any pure server. I have not tried it yet but instead of repacking these files, you should be able to create a new pack file using the same path with only the altered files in it. In the case of joining a pure server, the altered files will simply be ignored instead of preventing you from joining.

      • reply
        August 5, 2004 3:02 PM

        I believe that this is how it works. I do know that unpacking the files from the pk4s and then moving the pk4s will prevent you from joining pure servers.

    • reply
      August 5, 2004 3:46 PM

      Thanks

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      August 5, 2004 4:23 PM

      [deleted]

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      August 5, 2004 5:22 PM

      QUESTION: What about frame-rate tweaks for slow CPU's? What console commands can I use to make Doom 3 run at a faster frame-rate, if I have a really fast graphics card and a slow CPU. For me high res and low res both run at the same slow frame-rates because I'm CPU limited. Turning off lighting effects doesn't help me. I need something like reducing polygons.

      All of the autoexec.cfg stuff at http://ucguides.savagehelp.com/Doom3/FPSVisuals.htm seem to be targetted at lighting or texture, which are both graphics card related.

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        August 5, 2004 8:45 PM

        gl. and when you find something. hook me up. I'm in the same boat as you bud.

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      August 5, 2004 9:25 PM

      Anyone using the intellipoint 5.0 and cant get mouse 3 to work see this

      http://support.microsoft.com/default.aspx?scid=kb;en-us;838618

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      August 6, 2004 6:20 AM

      Doom3 enemies including bosses and full stats (health, damage, ..)
      http://ucguides.savagehelp.com/Doom3/enemies.htm

      Full guide at http://ucguides.savagehelp.com/Doom3/Doom3Guide.htm

    • reply
      August 6, 2004 6:56 PM

      Thanks for this!

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