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View Full Version : doom 3 leaked!


eyeronik
2002-11-02, 20:00
woah! its been leaked on to kazza by someone at id apparently. Too big for me to dl, prolly wont run on my pc anyway. seen some screens for it more in game ones than the press ones u see and for the first time im quite impressed, although i wouldnt spend £350/$550 getting a geforce 4 just to play.

http://www.pixelhack.com/users/ned/doom3/

http://www.pixelhack.com/users/ned/doom3/images/series3.jpg

Detoeni
2002-11-02, 22:32
Good Day all
Back again:D

It looks very nice. Iv seen some shots of the editor software, it gives you an in game veiw in what we use as a persective window in Rad.
mmm. Nice toy.

Dt

eyeronik
2002-11-03, 02:58
i seen a shot of the editor too, it looked like radiant, couldnt make out the camera part though.

omnix32
2002-11-03, 07:24
calling my cable company now.....
seriously, looks good but SP only... I am not doubting the graphics or gameplay, buy no multiplayer and I have not herd of talk about releasing the map editor. I think this is going to be a canned type game with little flexability like max payne or medal of honor where there is no real mapping support from the developers.
Hope I am wrong, but with crap like 1942, I am going to be carefull on buying dead end games.....

for those that want free errrrr I mean trial versions of games and apps go here and download Kazaa lite to avoid the spyware kazaa has.

http://www.slyck.com/

you can get about anything as long as you have a fast connection. or don't mind the 3 day download with dialup.

eyeronik
2002-11-04, 18:31
well i quite like bf1942, apart from the giant loading times and amount of times it crashes, if id of known that i might not of bought it, then again i had some pretty fun goes on it, not that many though.

one thing im getting sick of is having to put the cd in to play say max payne etc, its really annoying because i get the "please reinsert cd" error so many times, i dont think it likes my dvd/cdrw combo drive and i have to restart my pc before it will work again, so i get cd fixes now which often dont work either.

Also I think doom 3 will have a mp mode surely? there not daft and i think they will release the map editor, this is id software, makers of radiant (i think, afer all its ttimo making gtkradiant, guess who he worked/works for, well he has an idsoftware email anyway) they are the people who started it all, the game though is as much of a step forward as it is back, apparently its all indoors and its all narrow like stuff, no openess etc. But no doubt it will sell well, but id be very surprised if they dont release the editor they always do.

omnix32
2002-11-04, 23:51
Well, 1942 did not seem polised enough for me, and the sp seems not to really go anywhere. I was hoping for a game better and more ground breaking than MOH which is a awsome game. Still I guess my oppinion of 1942 does not matter since I bought it for my son.

Now I agree with you in having to put the cd's in the drive everytime you want to play a game. My kids Playstation cds are a horrible mess and I will not allow them to touch my computer cd's, so games must have the cd checked removed. I have fixed 1942 as well as max payne and every other game I own. You can find the cd fixes at
http://www.gamecopyworld.com
http://www.megagames.com

eyeronik
2002-11-05, 02:40
i go to them same sites too :)

kripman
2002-11-05, 14:59
Hey, I've never posted here before, but an old friend of mine used to (randy989). The editor for Doom III is in fact a version of GtkRadiant/Q3Radiant, they refer to it as DoomRadiant. However, I'm having several problems using it and hoped that this would be the place to turn.

For one, the textures refuse to load in to the editor. The path specified in the project settings is correct, I verified this. Secondly, when I try to run my maps in game, it needs a .proc file to go along with the .map. I cannot find any means of generating this file, for the editor doesn't automatically create one when you save as I would've hoped.

Well, since DoomRadiant is so similar to Gtk, and that since some of you may have experimented with editing Doom as well, I hope you can help.

eyeronik
2002-11-05, 17:21
hey crazy randy, he left sometime ago, tell him hello from me, hope he ok :)

So you're saying you have the doom radiant? how did you get hold of that? i guess you cant email id software and ask them eh :P

kripman
2002-11-05, 17:31
I'll tell him. :)

Well, DoomRadiant is actually embedded in Doom.exe. All you have to do is make a few files and folders that it needs, and type "editor" in the console (or make a new shortcut, which is what I did). Anyway, it's basically the same as GtkRadiant.

Did you download the leaked Doom 3?

Yeah, id probably wouldn't be too willing to help. :D

eyeronik
2002-11-05, 17:40
no i didnt get it im on 56k you see, plus im not sure which is the right file on kazaa anyway, you'd think it must be useable though but maybe you're the only person to try using it :) you might need a proggy to make certain files, i did hear the textures are oddly done, like models or something

kripman
2002-11-05, 17:48
Nah, textures are in .tga format. I actually got mine on eDonkey(edonkey2000.com if you're not familiar with it), and I've been discussing editing it with a few people on sharereactor.com. However, most of them don't know any more than myself when it comes to that, so I thought this would be a good place to try.

If I need any additional programs...well, let's just say I doubt anyone has written any just yet. :)

It's interesting to note, though, that Doom III runs the .map files that you make straight from the editor.

eyeronik
2002-11-05, 18:15
hmm no more compiling then, must be cpu hungry then maybe, i seen that edonkey thing, i take it you downloading doom 3 from megagames.com cos they have that donkey thing, i was thinking of getting it from there if it did. Be strange making maps for a game thats not out or finished :P

kripman
2002-11-05, 18:28
I must admit, that's part of the appeal. However, I didn't use megagames.com or anything, I just saw the news on sharereactor that it was released and started the download on eDonkey.

So, any ideas on what the .proc file could mean?

eyeronik
2002-11-05, 20:12
dont think anyone is doing doom3 around here, but let us know if u find out, i did a search on google, and well proc files do actually come up, some sort of mad virtual kernel file system thing. What we need is the ID insider, prolly the guy who cleans up the office, to tell us what proc files are, he prolly dont know though, unless its the secretary or it could be a planned thing to see how people react, its actually good for id to see that it wouldnt be a massive flop etc.

Also the problem is, even if you knew what the proc file is, say its a config file, shader file, or something finding out the format in which to code it would be a right bugger, i think the only way you will find out is when some genius coder or lucky dood figures it out and tells everyone, you could try emailing every person at idsoftware someone might tell you, you could say "hey im from the press, whats a proc file i heard its a virus in doom 3 that you are releasing, surely not" and then they will reply "no actually its a ..." :P

kripman
2002-11-05, 20:20
I will let you know if I discover anything. However, the idea of actually calling id to ask them seems a bit extreme, considering that the only way I'd know about .procs would be by downloading the game. :/

I also considered that maybe you DO have to do some form of compiling, and that is what creates the .procs, and not .bsps. Because I edited a map that came with the game, and deleted a good deal from it. So I ran it with the level's original .proc, and the stuff I deleted was still there. So maybe the .proc file somehow controls what's actually in the map, as well.

Either way, I'm asking around on lots of forums, and I think someone will get it working eventually. Hopefully.

randy989
2002-11-05, 20:49
Seems to be a great deal more involved than original Q3 editing - or, for that matter, RtCW editing.

And yes, it's me. Please don't ban me too fast, I mean no harm.

kripman
2002-11-05, 20:50
I doubt it's any more involved, it's just that we don't know anything about it yet.

randy989
2002-11-05, 20:58
True, but we do know about Q3 and RtCW editing. And from that, and just from what we've already seen with Doom 3, it's quite evident that the process has more to it. That's nothing new, however. The difficulty of the overall process is a steady incline. That is why games like original Wolfenstein could be made by a guy and his friend in their bedroom in a few years, and nowadays one game takes three years to be made by a team of twenty-some people.

kripman
2002-11-05, 21:01
While that's true, since DoomRadiant is essentially the same thing as GtkRadiant, it is my belief that the editing process will remain essentially the same.

eyeronik
2002-11-05, 21:03
omg its randy!! lol haven't seen you in years!, hello :) i dont remember banning you ever? hehe its funny seeing you back

randy989
2002-11-05, 21:04
The process of building maps may be the same, but the overall process of getting maps to work may be a great deal more complicated.

randy989
2002-11-05, 21:06
Oh yes, hello. No, you never banned me before, but you came mighty close - heh.

Nice to see the site's still running. Ahh, and my old tuts are still around. Excellent. Ya know, it's mighty tempting to come back to RtCW editing.

kripman
2002-11-05, 21:07
Well, as far as I can tell, Doom III only needs 3 files minimum to run the maps: .cm, .map, and .proc. Some require .aas32 and .aas96 for obvious reasons, and we'll have to find a way to generate those for Doom as well.

So that's 3 files maximum that the editor doesn't take care of for us. You can say this replaces compiling .bsps, and its about the same level of difficulty(read: not much). The trick is figuring it out and getting it to work in the first place.

randy989
2002-11-05, 21:13
Having to compile doesn't necessarily add to diffculty. So the fact that Doom III doesn't require compiling does not make it less difficult, because the end result is still the same: a file the engine can read. So that part is essentially the same as before, just quicker and easier now. So you have all the required files of before, PLUS .cm, .proc, and two .aas files instead of just one. You're also forgetting other things, such as .shader files and .script files, which also would need to accompany a finished SP or MP map.

kripman
2002-11-05, 21:16
Right now, all we can do is .map and .cm. For Q3, all we'd need to do is compile with well-known tools and go...but this, it actually is more difficult because we're unfamiliar with the file types.

As for shaders and scripts, yes, if the maps used them.

randy989
2002-11-05, 21:18
Which they undoubtedly would. We have yet to figure out how to incorporate most of this, however.

kripman
2002-11-06, 02:01
Well, shaders, likely. Scripts may not be included in a basic DM map, or something along those lines.

randy989
2002-11-06, 03:06
They may be for basic set-up and parameters, I'm not sure.

kripman
2002-11-23, 01:49
If anyone's interested, everything works now. Compiling is done, after all, through the console.