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Forum: All Forums : DOOM III
Category: DOOM III General
General game questions, comments, and chat.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Getting Ready
foyleman
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Category: DOOM III General
Posted: Monday, Nov. 11, 2002 12:45 pm
With the recent leak of DOOM III, there is alot more activity regarding this game. Enough to make me feel that a forum topic should be setup.

Got questions? :P
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Category: DOOM III General
Posted: Monday, Nov. 11, 2002 04:06 pm
Is there a legal demo yet??? Or do i have to go and search real good??? [biggrin]

Or is tis even more than a stupid question?! lol
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foyleman
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Category: DOOM III General
Posted: Monday, Nov. 11, 2002 04:45 pm
nothing has been official released except for a movie and a few screenshots. :ohwell:

The games isn't supposed to be released until next year.

As far as I know.. there isn't even a public beta team yet.
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rEdrUmMDK
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Category: DOOM III General
Posted: Sunday, Apr. 6, 2003 06:11 pm
Is Doom III going to be using the Q3 editor (enhanced for Doom III)? I never used the Q3 editor.
If so, does it have the capability to optimize a map?
I hope it is easier to optimize than SOF2 which we saw so many problems with tris etc.
The problem I had with unrealed was the optimizing part. I was able to build models with no problem and import them with no problem. But the optimizing became a real pain. Let's hope Doom III has better optimizing tools with it's editor.
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foyleman
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Category: DOOM III General
Posted: Sunday, Apr. 6, 2003 06:22 pm
From what I have seen so far, DOOM II will be using a version of radiant. The major differences will be directory structure and formats for textures and models. I haven't noticed anything else that was much different.

Textures will be more complex so it may be more involved to create your own, but I don't expect it to be very difficult once it is explained to us (assuming that Raven decides to explain it).

Optimizations should be practically built into the compiler. I didn't notice any use of hint brushes and portals, but I think that's becuase I didn're reallt know where to look. Also, all of the mapping that they have displayed so far (think of those preview movies that have circulated since E3 last year) has been simple halls and rooms. Nothing complex enough to require much optimization on behalf of the mapper.

I am thinking that the game and compiler is going to be much smarter than we are used to, so optimization won't be as much of a problem. Still, I like control just like some of you . I prefer to control what happens in my map rather than letting things work for themselves.

Anyway, alot can still change. The only stuff I was able to preview was based on last year. Alot of coding changes could have occured.
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HectorInfector
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Since: May 21, 2003
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Category: DOOM III General
Posted: Wednesday, May. 21, 2003 01:50 am
Doom3 Will be using a version of radiant. compile times will be minute. The biggest difference i see from the new game will be real time lighting and dynamic shadows. Level designing will be pretty much the same.
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rEdrUmMDK
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Category: DOOM III General
Posted: Saturday, Jun. 14, 2003 11:35 pm
Opened up the e3 doom3 trailer and got a lot of really good screenies. Will post them up on the new Doom3 site as soon as I get them ready.
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