[back]Archive 2005 FEBRUARY
new Doom 3 tutorial [27th Feb 05]
^
Another Doom 3 tutorial to add to the previous Doom
3 - prepping models for use in and Doom
3 - lighting principles. This time on how
to set up the Doom 3 Radiant editor to run correctly using
default and custom content. If you're working from or creating a mod(ification)
the editor won't see the contents by default so it has to be 'instructed'
to read the files in a given location, this new 'how to' runs through
what you need to do.
Doom 3 : Chronicles chat [27th Feb 05]
^
Quake3Bits recently got a chance to have a chat with Cody64, the project
lead for a Doom 3 single player mod(ification) called 'Chronicles',
about how they're progressing now after their first public demo release.
Without further a-do, a conversation with a 'mod' man..!!
quake3bits : How are you coping with the mod?
Cody64 : Good. This is the first "major" mod that
I've worked on... So better than I thought I would... It was odd,
going from a "small time" modder, to the leader of a huge
d3 mod.

your friends *can* come out to play..!
quake3bits : You're the projects 'lead' so that requires lots
of organisational skills..?
Cody64 : Yeah, which is the biggest thing I've needed to work
on, and am still working on.
quake3bits : That's not something you can just do is it? It's
ok when you only have yourself to answer for but when others are involved...
Cody64 : Yeah, and its a pretty big team, at one point, consisted
of 23 people, though we're down to 16 now.
quake3bits : That's still pretty big
Cody64 : Yeah.
quake3bits : They all have the same amount of input,the 'core'
team members?
Cody64 : Well, some definitely work more than others ;) and,
you can probably remove a few from that final number, because some
are just concept artists, and voice actors, so I only speak with them
when they are needed.
quake3bits : You keep them in the loop though right?
Cody64 : Yeah, always include them in the group conversations.
The opinion of the team is very important to me... I wrote the story...
But, I allow input from everyone, and have changed and modified many
parts of it... I figure, we're all doing this for free, so I prefer
that everyone gets equal say in how things turn out.
quake3bits : Flexibility with a common goal
Cody64 : Yeah.
quake3bits : I reckon that's one of the main reasons why a
lot of mods fail.. Not just the recent crop of D3 'dropouts' but in
general, people are doing this for 'fun'
Cody64 : So many leaders are just way too pushy... And bossy...
And have it "their way or no way".
quake3bits : So the team must be pretty 'jazzed' on this demo
release?
Cody64 : Everyone is very excited. Also, the level of motivation
has increased, after seeing all the positive feedback the demo is
getting.
map shot
quake3bits : I guess in many respects this was probably the
hardest part... getting to this point with a releasable candidate
for the pubic to see
Cody64 : yeah... And we've had to "delay" this release
many times. Originally, we wanted this out before Christmas but things
kept coming up and we kept adding more features, and optimising old
problems. We wanted this to be the best that it possibly could.
quake3bits : That, with hindsight, was probably a good thing.
Cody64 : Yeah, and still there are many things that I would
have liked to release with this but could not. One of the big reasons
is because of a lack of new models, however, our modelling squad has
finally started to get things rolling.
quake3bits : Now *that* is time consuming, it can be tricky
to get your head around
Cody64 : I've learned a little bit on animating, though not
very well (as you'll be able to tell when you play the demo, and use
the "melee" attacks). We've recently got a new animator
though, so things should start looking better in the future.
quake3bits : So you're starting to
get 'dedicated' team members now?
Cody64 : Well, we've always had dedicated members. However,
we've gone through a few different modellers, and an animator. Our
lead moddeller has finally got to a point where he can work more often
now, and this new animator is working out great so far. We're doing
pretty well on the mapping side of things, and everything is coming
along well there. And the coding part of "chapter one" is
at least 80% finished now, so that is looking great. Overall, there
is not a too extreme of an amount of work left to be done on the first
chapter on our mod. And the guys we got working now are all the most
dedicated (any that were not as dedicated have been "removed"
or have quit).
map shot
quake3bits : So that sounds like you're developing around
each 'chapter' rather than doing the Full Monty and *then* releasing?
Cody64 : Yeah, our mod is separated in to 4 large chapters.
Chapter one contains about 10 large levels.
quake3bits : And you're coding each as they're done?
Cody64 : Yeah, we are working on one at a time...
quake3bits : Interesting way of doing it, makes the project
more manageable though yes?
Cody64 : Yeah, that also has to do with our name, Doom 'Chronicles'.
The first chapter being called 'No Escape'. And yes, it makes the
mod more manageable. Plus, it allows us to get large sections of the
mod out to the community sooner, rather than forcing them to wait
for the entire project to be complete.
quake3bits : Ooh heh, I didn't even think about that, 'Chronicles'...
Cody64 : Heh
quake3bits : Actually, that makes a lot of sense
Cody64 : Yeah. Unlike MP mods, you can't really have frequent
releases with an SP mod, unless you want to give out all the 'surprises'
that your levels have to offer...
quake3bits : yeah, tell me about it, had the with some RtCW
SP maps, "Do I release now or wait until it done?"
Cody64 : That's what I considered when I decided to make the
mod like this, I thought "Are people really going to want to
continually play through the same levels over and over only to see
a few modifications?". I rather give a small taste, and leave
people drooling for the rest.

hot squad action
quake3bits : You can shoot yourself in the foot otherwise
Cody64 : Yeah
quake3bits : Well based on the feedback so far you'll at least
be starting to gather a fan base
Cody64 : Yeah, I hope so
quake3bits : What sort of final target are you aiming at..
Or is that a 'when it's done' question..!?
Cody64 : that's a "when its done". I'd like to get
stuff out fast, but I don't believe in 'rushing' stuff, it takes time
to reach the level of quality we're going for.
quake3bits : Well that's good to hear at least... you don't
want to release anything that's half arsed..!
Cody64 : No, I don't.
quake3bits : Well thanks for taking the time out for a quick
chat.
Cody64 : No problem.
So there you have it, things are looking up for the mod and the feedback
has been good. If you want to find out more visit the links below or
download the demo and take a first hand look at what's going on.
check your bookmarks [24th Feb 05]
^
If you've bookmarked or IE 'fav'd' any of the editing or modelling
tutorials or pages on the quake3bits
site you may need to double check them because I recently rejigged the
site to make it easier to maintain and 'index'. Unfortunately this may
mean that any previous bookmarks you had could be pointing to 'dead'
pages ('page not found' errors). If this is the case don't worry, I
haven't deleted the page, it's more than likely just been renamed. Just
visit the page again under it's new title and re-bookmark it.
RtCW : DeGeneration 1.0 [21st Feb 05]
^
It's been a while since we heard from the guys so a recent post to
the quake3bits forums with some news pricked the proverbial ears. It
looks like they've done the 1st fully fledged final release.
"Calling all DeGenerates!
DeGeneration v1.0, the team based mod for Return to Castle Wolfenstein,
is being released soon and in addition to all the goodies we brought
you with the beta we have a whole jolt load of new goodies for you!...."
For more info check out the forum thread and the links therein included.
Doom 3 : 'Bob' test movie [17th Feb 05]
^
The next stage in the soup opera that is 'Bob'.! I've just uploaded
a .avi file showing Bob walking around a test map in the 3rd person
perspective. Quality is low to keep the file sixe down but it does show
Doom 3 being put to a different use.! Download via pcgamemods or for
more info check the forums
Quake3World forums are back [17th Feb 05]
^
Yup, it's taken a good few months to sort out the mayhem since the
'hack' - during which time GameSpy bought out another major players
online games portal - but the Quake3World forums are back in business.
It's still a good place to find answers to all those Quake 3 questions
you may have, so pop along when they come to mind.
Doom 3 : XBox & RoE DATE..! [09th Feb 05]
^
From the official press release...
ID SOFTWARE CONFIRMS NEXT DOOM 3 INVASION
SET FOR WEEK OF APRIL 4
Santa Monica, CA February 9, 2005 Make a date with
death. id Software and Activision, Inc. (Nasdaq: ATVI) today
confirmed the week of April 4 as the
worldwide release of never-ending evil, with the arrivals of both
DOOM 3 for the Xbox video game system from Microsoft
and DOOM 3: Resurrection of Evil,
the official PC expansion pack to what critics and gamers have raved
is one of the scariest games ever created: DOOM 3.
Brace yourself for a new breed of fear and excitement,
said Todd Hollenshead, CEO, id Software. DOOM 3 for the Xbox
brings gripping action, unparalleled graphics and sound, and a truly
terrifying experience to the home theater. This is DOOM 3 built for
the Xbox, including 480p and wide-screen support, full Xbox Live multiplayer,
and the Xbox exclusive 2-player co-op campaign. For fans of DOOM 3
on the PC, Resurrection of Evil takes you to the undiscovered depths
of the UACs Mars base and back to Hell itself for a vicious
new battle with the forces of evil and the most ferocious demons imaginable.
Rated 10 out of 10 by XBN magazine, DOOM 3 for the Xbox brings the
sci-fi horror masterpiece to console gamers everywhere. In addition
to the most frightening and immersive single player game ever created,
the heart-pounding title features a new co-operative campaign and
exciting Xbox Live multiplayer action. The exclusive Limited Collectors
Edition also includes full versions of the original Ultimate DOOM
and DOOM II® playable in single player, or split-screen co-op
or deathmatch with 2-4 players on one Xbox. DOOM 3 for the Xbox is
developed by Vicarious Visions and id Software.
Co-developed by Nerve Software and id Software, DOOM 3: Resurrection
of Evil continues the terrifying and intense action of the top selling,
critically acclaimed and instant classic DOOM 3 -- awarded 94% from
PC Gamer and five out of five stars from Computer Gaming World --
in an all-new assault on humanity. Resurrection of Evil picks up two
years following the events of the original in a once forgotten and
remote UAC research facility on Mars. Players wage a brutal war against
an army of new demons and zombies including Hells own Hunters,
while utilizing incredible new weapons like the physics defying grabber
and the return of the classic double-barreled shotgun. Featuring new
locations, puzzles and mysterious powers like the ability to slow
time, Resurrection of Evil will have players reloading for the bloodiest
battle yet.
Both titles are rated M for Mature (Blood and Gore, Intense
Violence) by the ESRB.
Well there we have it folks, it's officially 'official'. Both the loooong
awaited XBox version and the expansion being released on the same date
(fingers crossed). It's safe to say that's at least when the USA and
Canada will get their grubby mitts on it, as for the UK and the rest
of Europe it'll probably be a further week or so after that date before
we see it (similar to the release of Doom 3), the rest of the world
numerous weeks there after that (unless you buy it online and have it
shipped over to where you are..!).
For more info and screenshots of what to expect in both the XBox release
and Resurection of Evil visit the sites listed below.
New rock textures [08th Feb 05]
^
It's been a while since the last set so here's a new set of rock textures.
Born as the love child of a Doom 3 texture with a similar appearance,
this new set is for games powered by non-dynamic engines, ie. Return
to Castle Wolfenstein, Half Life 2 (*cough*), Quake 3, etc.
As with all previous textures they can be used in any game that supports
the *.tga image format. They're also not packed into the zip with any
file paths so as to allow none Quake 3 / PK3 games use of the assets.
For further info and samples click the link below.
RtCW map list [08th Feb 05]
^
I've been looking for something like this for a while and here it is
curtosy of WildStars Maps; a comprehensive listing of all the currently
available Single Player maps for Return to Castle Wolfenstein. I've
still not played through all of them myself but they're a good distraction
whilst we wait on news for Wolfenstein
IV (more commonly known as RtCW 2).