Kiltron@Posted: Mon Aug 15, 2005 1:39 am :
Has anyone ever disobeyed a direct order? ;)



kat@Posted: Mon Aug 15, 2005 3:07 am :
Kiltron wrote:
Has anyone ever disobeyed a direct order? ;)
Not on *this* forum they don't ( :wink: ), we sling them in the stockade without a second thought if they do that.



Kiltron@Posted: Mon Aug 15, 2005 3:38 am :
Heh........was just tossing out an Easter Egg hint.



kat@Posted: Mon Aug 15, 2005 4:48 am :
Oh heh, well at least you knew what I ment *cough* :wink:



Infernis@Posted: Mon Aug 15, 2005 5:46 am :
I still have high hopes to, I'm just pointing out that there are some serious slow down issues that shouldn't occur on a machine like mine.



SonicClang@Posted: Mon Aug 15, 2005 2:34 pm :
Kiltron, you just made that way too obvious... 8)



Kiltron@Posted: Mon Aug 15, 2005 4:44 pm :
SonicClang wrote:
Kiltron, you just made that way too obvious... 8)


Darnit.....

Well I have always thought that "Bigscreens" were made for watching movie trailers. ;)



evilartist@Posted: Tue Aug 16, 2005 4:54 am :
I was expecting a bit more out of this TC, but it is only a WIP. :wink:

Most of my feedback has already been stated by the others, but I'll quickly recap/summarize mine:

The enforcers glide like ice skaters. Very graceful!

Enemies with too much health. Hard to kill off what should be cannonfodder.

Dropships that shoot at me! The game is already tough enough on Normal!

Not enough health.

Saving and loading don't work on the Main Menu.

The chaingun guys are weird-looking. I liked them when they were comically short and stalky. I called them George, after George Castanza from Seinfeld.

Sound effects aren't very high-quality. Try shooting for Doom 3 sound quality as much as you can.

Needs better voice acting. Couldn't stop laughing at the "Intruder Alert" sound. Everyone kinda slurs as they make noise.

No crosshair. I can't aim by myself worth a damn. :(

On to the good comments.

Map design is excellent. My specs are P4 2.8 Ghz, GeForce 6600gt, and 1.5GB RAM. I noticed a bit of chopiness, but I don't see that as bad. Clearly, you're looking towards the future of gaming by pushing this engine's limits. Half of the responsibility goes into the mapper's optimization techniques while the other half is for the gamers to keep their PCs upgraded for the games they want.

Weapons look nice. (Shotgun could have slightly faster rate-of-fire, though)

Some music was good.

Keep up the good work, Kiltron and Crew.



Kiltron@Posted: Tue Aug 16, 2005 3:24 pm :
I appreciate all the feedback from everyone.

(though most of it was personal opinons and reiterations of what's mentioned on the website and in the readme.txt)

Next build we be even better. ;)



inhahe@Posted: Mon Jun 07, 2010 9:39 pm :
heXum wrote:
It's called creativity. I'm pretty sure you have some and I can assure you that no one will say that whatever symbols you put on the GUIs would be considered "wrong".

It would take just one cool looking symbol for.. say.. the lasers...

Can't think of one? Use one of these.
[snip]
Then a simple icon showing what it would do
[snip]

Put that in a neat little gui set-up and you have something like this (but hopefully better and using the symbols that Kristus found instead of my goofy alien ones)

[snip]


Did you know that every single symbol in this image drawn by Jessy Marcel, Jr. occurs somewhere in your graphic? Did you use that image as the inspiration for your symbol list? If not, when was it created?



Arklon@Posted: Thu Jun 17, 2010 8:19 am :
inhahe wrote:
heXum wrote:
It's called creativity. I'm pretty sure you have some and I can assure you that no one will say that whatever symbols you put on the GUIs would be considered "wrong".

It would take just one cool looking symbol for.. say.. the lasers...

Can't think of one? Use one of these.
[snip]
Then a simple icon showing what it would do
[snip]

Put that in a neat little gui set-up and you have something like this (but hopefully better and using the symbols that Kristus found instead of my goofy alien ones)

[snip]


Did you know that every single symbol in this image drawn by Jessy Marcel, Jr. occurs somewhere in your graphic? Did you use that image as the inspiration for your symbol list? If not, when was it created?

Did you know this thread hasn't been posted in in almost 5 years?



Kiltron@Posted: Wed Aug 10, 2005 5:38 am :
QUAKE II: LOST MARINE QUAKECON 2005 TEST BUILD RELEASED

It's finally here. The highly anticipated release of the Quake II: Lost Marine QuakeCon 2005 Test Build for DOOM 3. Get your guns and gear ready for this action packed remix of Quake II within the DOOM 3 engine. Engage in high combat situations in all new areas with all new gameplay. Fight various Strogg enemies along your way including Enforcers, Light Guards and Flyers. Take them out with your Blaster, Double Barrel Shotgun, or other aresenal that you come across. Find secrets and secret areas and powerups. Unlock secret extra content, and much more!

This is a Single Player Demo only. This is not the full or final polished release of the mod. This is only a test build, for progress showing and bug feedback reporting. There are still things we need to finish, including animations, code, art etc. It's packaged in a Windows Installer and is also ready for burning a backup copy of the mod to CD. Don't forget to grab your CD Labels on the Downloads page as well.

It's been a tough 4 months developing this demo, but I promised to have something playable by QuakeCon 2005 and I delivered on that promise. Everyone did an excellent job. So without further delay, go download the mod and kick some Strogg ass!

http://www.planetquake.com/meanarena/quake2_lostmarine



psyborg@Posted: Wed Aug 10, 2005 6:51 am :
FIRST!!!!!111


this is too awesome, installing now.



rich_is_bored@Posted: Wed Aug 10, 2005 8:03 am :
Very nostalgic and that's always nice.

After the first loading screen it took me a few seconds to realize it wasn't Quake 2, which is a good thing.

It's a little sluggish on my rig but I'm more to blame for that than you. I realize that you're using more lights than the stock Doom 3 maps in order to make the levels in the mod well lit so it's a given that performance won't be quite as good.

The only real gripe I have is the installer, as you aren't prompted for the location of Doom 3. It just assumes that you've installed Doom 3 in C:\Program Files\Doom 3\ which means you have to move the mod and change the shortcut.



psyborg@Posted: Wed Aug 10, 2005 8:54 am :
been playing it quite for a good while now. heres my critique

mapping: brilliant, although a little chuggy in some spots i had to turn video settings to medium.

weapons: very good, love them.

enemies: they all look good but the light enforcer needs more animation alot of the time he seems to be gliding around, and have him aim his gun higher looks like hes pointing it downward. flyer and enforcer are great.

items: they look good but i dont like the way they light up, looks weird.

presentation/installer/gui: very professional

music: awesome

for a test build its very fun and really cool but needs a little more work, cant wait for the finished product.



doomkid3000@Posted: Wed Aug 10, 2005 8:55 am :
Im Very Impressed :twisted:
how do you turn crosshairs on



Petter@Posted: Wed Aug 10, 2005 9:46 am :
downloading!!!



BNA!@Posted: Wed Aug 10, 2005 9:50 am :
Guess that qualifies for news - congrats!



Petter@Posted: Wed Aug 10, 2005 10:11 am :
I get bumped out on my desktop when tryign to execute the exe file, it also happens if i try to open it in the mods in doom3.

any sugestions?

I have done everythign necessary.



rich_is_bored@Posted: Wed Aug 10, 2005 10:30 am :
Doom 3 is known to copy the offending error message into the clipboard when it crashes so try pasting (Ctrl + V) in notepad immediately after the crash.



BJA@Posted: Wed Aug 10, 2005 3:17 pm :
Petter wrote:
I get bumped out on my desktop when tryign to execute the exe file, it also happens if i try to open it in the mods in doom3.

any sugestions?

I have done everythign necessary.

same happens to me...I only see for 1-2 seconds the q2 lost marine loading screen and then I get back on my desktop.
Already installed doom3 new to the program files folder but it didn't work either.



Kristus@Posted: Wed Aug 10, 2005 3:34 pm :
Why does the enforcer have a pig nose?
http://www.planetquake.com/meanarena/qu ... demo03.jpg

Anywya, currently downloading. (only have 2mb down, so it takes a little while. :p )



Kiltron@Posted: Wed Aug 10, 2005 4:27 pm :
Yeah, the Installer has a bug in it, well not really a bug, more like I had less than 24 hrs to put it together and I've never used Wise for Windows Installer before, and was unable to figure out how to make the install path reflect showing the new path you've chose. (Though I followed their directions to a T, there's checkboxes they say to use missing from my application so I was at a loss on what to do)

You can choose any path you want to install to, and the mod will install to it, it just doesn't update the path you see after you picked a new one and doesn't apply that new path to the mod shortcuts. Will get it fixed when possible.



Gazado@Posted: Wed Aug 10, 2005 6:58 pm :
The mod seemed ok , there is a lot of new custom content in there which is great.

I found the game to chug worse than any other mod or expansion Ive used with Doom 3 - there are only two things I can think of that would cause this:

1) Poorly optimised mapping - little use of visportals and/or poorly structured geometry. Without looking at the maps in the editor I wont know.

2) Doom 3 doesnt seem to like loading too much data up from a mod folder. The more custom resources you use, the more slower the game seems to run. In the case of this project, it is a complete total conversion and this might be why the game goes so slowly compared to other mods etc...

Generally speaking it seems ok to play through but for me it is isnt that far of a step forward from the original. Someone also stated that there were a lot more lights because its more lighter than standard Doom 3 levels. I tend to disagree with this, the maps in this project seem just as dark as in Doom 3 - I fail to see where extra lights would be used over what is in use by Doom 3.

Another thing that made me laugh, the light guards knees seem to be glued together like he is desperate for a pee.

I may have missed some setting somewhere, but I failed to find an option to enable a crosshair. That in itself was incredibly frustrating. If there is an option for a crosshair, please post here how to get it.

Not bad, not bad at all, but not overly amazing either. Will be interested to see where the rest of the project goes though as it has the potential to be extremly interesting and fun to play.



AO@Posted: Wed Aug 10, 2005 7:14 pm :
Cool, I'm downloading the mod now! Thanks.



MercyKiller@Posted: Wed Aug 10, 2005 7:38 pm :
Besides some minor gripes, probably the best remake/remix of a classic game inside the doom3 engine that I've seen yet! Great work, Kiltron.



Kristus@Posted: Wed Aug 10, 2005 7:58 pm :
Ok, here comes my opinions and bugs I encountered. (I'm not sugarcoating anything btw )

I was running this with:
Barton 2800+
GF 6600gt 128
Asus Nforce2
1024 mb ram
And I played it at hard.

Bugs:
* The installer installed all the files directly in my Doom3 root. (in this case e:\spel\Doom 3) instead of the directory that it created for the mod.
* The icon created didn't lead to the actual mod/game (as previously stated)
* No crosshair option. (If I had known what the consol command for it was, I had probably had been having more fun. Checking your aim by watching where the bullets land have a certain charm in itself though. :p)
* Am I just tired, or was there no auto run?
* When the "barrels" explode they leave a debries, that seconds later instantly disappears. Why not just blow it all up at once?
* It's running quite slow. I get dips to 40fps all the time.
* The game bogs down to 1-5 fps in the last map's final areas (where you open the drainwell) and I can't for the life of me figure out why.
* Add a music volume lever in the System settings menu.
* When it starts I hear "Computer updated" I hit F1 but noting happens. I hit tab but nothing happens. I look in the controls setup and find nothing. So what computer is updated?
* In the first map, when you jumped out of the little crawl space down into the water, you can't get back. (I wanna go get that andrenalin pack in the beginning, since I didn't need it before but do now when I meet heavy opposition from a gun turret and flying ships and stuff)
* These screenshots display how I found the models to need some more work.
Shot1 - arm | Shot2 - Rear pelvis | Shot3 - Flying corpses | Shot4 - Remnant Light

Design-flaws: (This of course is a matter of opinion more than anything)
* The textures show that they are not the least 3d. Generally they look ok, but many of them really shows how they are drawn in Photoshop/PSP/whatever and the bumpmapping of them really gives off a sense of "Nvidia normalmap filter" usage. And in some cases it doesn't look like they even have any bumpmap.
* The light guards go down way to hard. IMO they should go down on one shotgun blast. instead I need to use two, and since I didn't have any crosshair, even then they wouldn't always go down. (even if I shot them in the head at point blank range, sure they got a visor. But still they're the weakest enemy in the whole game.).
* The music drove me nuts. It was too repetetive and too boring. After hearing the same short piece in the last map over and over again I was ready to scream. (I'd like to note that I actually love the Quake2 soundtrack, and still after all these years listen to it.)
* It's way too dark. It's even darker than Doom3. And I only have the blaster to light my way. Quake2 is not this dark.
* In the last map there's an andrenaline pack on a floating crate, Why can't I jump up on that crate and grab it? Am I Stephen Hawkins?
* Why did you make the first map MORE linear than the original?
* Atleast replace the skin of the grenade for this version. It's way out of place now.
* Water level after draining.
* The orange light guards skins are too slick and clean. They don't match well with the surroundings.
* Sometimes I mistook the machinegun for the shotgun. Might just have been because I was unfamiliar with them.
* I think you should work more on making the new monsters look like actual discusting cyborgs. Right now they don't give me much of that feeling, just regular soldiers. With guns for hands. (in other words, work on the skins some more, make them a bit more menacing)
* The water was quite nice, but the shader effect on it (heathaze I assume) is running way to fast. It's too active to be just lying there in puddles. Now it's moving around like it was a stream or it was raining on it.

That's all I can think of for now. I'll be back later to complain some more. :p



Kiltron@Posted: Wed Aug 10, 2005 9:24 pm :
Thanks for the feedback Kristus.

It would be more helpful if you included suggestions with the complaints as to how you feel would improve them. ;)

Work In Progress as stated on the main menu.



Kristus@Posted: Wed Aug 10, 2005 9:34 pm :
I'd like to change one of the comments. The one about the light guards, I think they could take more than one shotgun. But they should be more stunned by the blow of it. So you can feel superior to them. I don't feel like the awesome killing machine I felt like in Quake2. :p

Well, I did include suggestions/how I would like it, to many of them. But I am surpricingly tired right now. The game really took it's toll on me. ;) (I suppose that's a good thing though)



DoomUK@Posted: Wed Aug 10, 2005 10:20 pm :
Just played through it :)

Blown away by the aesthetics: the textures, models, soundtrack are absolutely awesome. Job well done.

However the gameplay needs some work: the NPC's movement is like that of an elderly person. There's areas where I got physically stuck; couldn't climb up on crates etc... And crosshair would be nice (unless you have to enable in in the .cfg file, haven't looked into it yet).

Overall though, exellent test build.



heXum@Posted: Wed Aug 10, 2005 11:06 pm :
Just played through it.

The map design, lighting, texturing... all look pretty damn good. I had a few people watching me and everyone was real impressed by the first scene.

A few things that really stood out that hopefully will get some attention:

-Crosshair. This is necessary.

-Strogg don't speak english. The "INTRUDER ALERT" message blaring would be cooler if it sounded like an alien message or just an alarm. It would also be cool if you could change the GUI's to read in an alien language and have some sort of graphical representation for what they do.

-The animations, which you said needed some work, need some serious work. :) They glide when they walk and the soldiers look like they have to pee, which someone mentioned above.

-Not nearly enough health/weapons/ammo in obvious places. I played on Normal and it felt waaay too hard. I couldn't find nearly enough health in the first level and it took me a few tries on the 2nd level before I realized that you were hiding half of the pick-ups under the water. Considering I somehow missed the shotgun in the first level (I took the secret way and missed it) I was using the blaster for the majority of the game. This was pretty frustrating.

-A message and sound for pick-ups would be really great.

-A little more thought on the scripting part of the level design would be good. There were a few times where the soldiers were hiding behind boxes and they didn't come out until I ran around so they could see me. It would be cool if I hit a trigger that made them run out and attack. when I got close. Little things like that.

-I couldn't figure out how to get past the end of level 1 when you are left trying to get past the laser beams and you have the ship shooting at you through the window. I eventually had to noclip past to win. I don't know what I was doing wrong here.

Over all, it looked great but the game play was sort of a let down for the reasons stated above. Keep it up, it'll get there!



Kiltron@Posted: Mon Aug 15, 2005 2:39 am :
Has anyone ever disobeyed a direct order? ;)



kat@Posted: Mon Aug 15, 2005 4:07 am :
Kiltron wrote:
Has anyone ever disobeyed a direct order? ;)
Not on *this* forum they don't ( :wink: ), we sling them in the stockade without a second thought if they do that.



Kiltron@Posted: Mon Aug 15, 2005 4:38 am :
Heh........was just tossing out an Easter Egg hint.



kat@Posted: Mon Aug 15, 2005 5:48 am :
Oh heh, well at least you knew what I ment *cough* :wink:



Infernis@Posted: Mon Aug 15, 2005 6:46 am :
I still have high hopes to, I'm just pointing out that there are some serious slow down issues that shouldn't occur on a machine like mine.



SonicClang@Posted: Mon Aug 15, 2005 3:34 pm :
Kiltron, you just made that way too obvious... 8)



Kiltron@Posted: Mon Aug 15, 2005 5:44 pm :
SonicClang wrote:
Kiltron, you just made that way too obvious... 8)


Darnit.....

Well I have always thought that "Bigscreens" were made for watching movie trailers. ;)



evilartist@Posted: Tue Aug 16, 2005 5:54 am :
I was expecting a bit more out of this TC, but it is only a WIP. :wink:

Most of my feedback has already been stated by the others, but I'll quickly recap/summarize mine:

The enforcers glide like ice skaters. Very graceful!

Enemies with too much health. Hard to kill off what should be cannonfodder.

Dropships that shoot at me! The game is already tough enough on Normal!

Not enough health.

Saving and loading don't work on the Main Menu.

The chaingun guys are weird-looking. I liked them when they were comically short and stalky. I called them George, after George Castanza from Seinfeld.

Sound effects aren't very high-quality. Try shooting for Doom 3 sound quality as much as you can.

Needs better voice acting. Couldn't stop laughing at the "Intruder Alert" sound. Everyone kinda slurs as they make noise.

No crosshair. I can't aim by myself worth a damn. :(

On to the good comments.

Map design is excellent. My specs are P4 2.8 Ghz, GeForce 6600gt, and 1.5GB RAM. I noticed a bit of chopiness, but I don't see that as bad. Clearly, you're looking towards the future of gaming by pushing this engine's limits. Half of the responsibility goes into the mapper's optimization techniques while the other half is for the gamers to keep their PCs upgraded for the games they want.

Weapons look nice. (Shotgun could have slightly faster rate-of-fire, though)

Some music was good.

Keep up the good work, Kiltron and Crew.



Kiltron@Posted: Tue Aug 16, 2005 4:24 pm :
I appreciate all the feedback from everyone.

(though most of it was personal opinons and reiterations of what's mentioned on the website and in the readme.txt)

Next build we be even better. ;)



inhahe@Posted: Mon Jun 07, 2010 10:39 pm :
heXum wrote:
It's called creativity. I'm pretty sure you have some and I can assure you that no one will say that whatever symbols you put on the GUIs would be considered "wrong".

It would take just one cool looking symbol for.. say.. the lasers...

Can't think of one? Use one of these.
[snip]
Then a simple icon showing what it would do
[snip]

Put that in a neat little gui set-up and you have something like this (but hopefully better and using the symbols that Kristus found instead of my goofy alien ones)

[snip]


Did you know that every single symbol in this image drawn by Jessy Marcel, Jr. occurs somewhere in your graphic? Did you use that image as the inspiration for your symbol list? If not, when was it created?



Arklon@Posted: Thu Jun 17, 2010 9:19 am :
inhahe wrote:
heXum wrote:
It's called creativity. I'm pretty sure you have some and I can assure you that no one will say that whatever symbols you put on the GUIs would be considered "wrong".

It would take just one cool looking symbol for.. say.. the lasers...

Can't think of one? Use one of these.
[snip]
Then a simple icon showing what it would do
[snip]

Put that in a neat little gui set-up and you have something like this (but hopefully better and using the symbols that Kristus found instead of my goofy alien ones)

[snip]


Did you know that every single symbol in this image drawn by Jessy Marcel, Jr. occurs somewhere in your graphic? Did you use that image as the inspiration for your symbol list? If not, when was it created?

Did you know this thread hasn't been posted in in almost 5 years?



reko@Posted: Wed Aug 11, 2010 10:35 pm :
Did you know this is my 100th post? :twisted:
Just trolling, but that's the truth!



Kiltron@Posted: Wed Aug 10, 2005 5:38 am :
QUAKE II: LOST MARINE QUAKECON 2005 TEST BUILD RELEASED

It's finally here. The highly anticipated release of the Quake II: Lost Marine QuakeCon 2005 Test Build for DOOM 3. Get your guns and gear ready for this action packed remix of Quake II within the DOOM 3 engine. Engage in high combat situations in all new areas with all new gameplay. Fight various Strogg enemies along your way including Enforcers, Light Guards and Flyers. Take them out with your Blaster, Double Barrel Shotgun, or other aresenal that you come across. Find secrets and secret areas and powerups. Unlock secret extra content, and much more!

This is a Single Player Demo only. This is not the full or final polished release of the mod. This is only a test build, for progress showing and bug feedback reporting. There are still things we need to finish, including animations, code, art etc. It's packaged in a Windows Installer and is also ready for burning a backup copy of the mod to CD. Don't forget to grab your CD Labels on the Downloads page as well.

It's been a tough 4 months developing this demo, but I promised to have something playable by QuakeCon 2005 and I delivered on that promise. Everyone did an excellent job. So without further delay, go download the mod and kick some Strogg ass!

http://www.planetquake.com/meanarena/quake2_lostmarine



psyborg@Posted: Wed Aug 10, 2005 6:51 am :
FIRST!!!!!111


this is too awesome, installing now.



rich_is_bored@Posted: Wed Aug 10, 2005 8:03 am :
Very nostalgic and that's always nice.

After the first loading screen it took me a few seconds to realize it wasn't Quake 2, which is a good thing.

It's a little sluggish on my rig but I'm more to blame for that than you. I realize that you're using more lights than the stock Doom 3 maps in order to make the levels in the mod well lit so it's a given that performance won't be quite as good.

The only real gripe I have is the installer, as you aren't prompted for the location of Doom 3. It just assumes that you've installed Doom 3 in C:\Program Files\Doom 3\ which means you have to move the mod and change the shortcut.



psyborg@Posted: Wed Aug 10, 2005 8:54 am :
been playing it quite for a good while now. heres my critique

mapping: brilliant, although a little chuggy in some spots i had to turn video settings to medium.

weapons: very good, love them.

enemies: they all look good but the light enforcer needs more animation alot of the time he seems to be gliding around, and have him aim his gun higher looks like hes pointing it downward. flyer and enforcer are great.

items: they look good but i dont like the way they light up, looks weird.

presentation/installer/gui: very professional

music: awesome

for a test build its very fun and really cool but needs a little more work, cant wait for the finished product.



doomkid3000@Posted: Wed Aug 10, 2005 8:55 am :
Im Very Impressed :twisted:
how do you turn crosshairs on



Petter@Posted: Wed Aug 10, 2005 9:46 am :
downloading!!!



BNA!@Posted: Wed Aug 10, 2005 9:50 am :
Guess that qualifies for news - congrats!



Petter@Posted: Wed Aug 10, 2005 10:11 am :
I get bumped out on my desktop when tryign to execute the exe file, it also happens if i try to open it in the mods in doom3.

any sugestions?

I have done everythign necessary.



rich_is_bored@Posted: Wed Aug 10, 2005 10:30 am :
Doom 3 is known to copy the offending error message into the clipboard when it crashes so try pasting (Ctrl + V) in notepad immediately after the crash.



BJA@Posted: Wed Aug 10, 2005 3:17 pm :
Petter wrote:
I get bumped out on my desktop when tryign to execute the exe file, it also happens if i try to open it in the mods in doom3.

any sugestions?

I have done everythign necessary.

same happens to me...I only see for 1-2 seconds the q2 lost marine loading screen and then I get back on my desktop.
Already installed doom3 new to the program files folder but it didn't work either.



Kristus@Posted: Wed Aug 10, 2005 3:34 pm :
Why does the enforcer have a pig nose?
http://www.planetquake.com/meanarena/qu ... demo03.jpg

Anywya, currently downloading. (only have 2mb down, so it takes a little while. :p )



Kiltron@Posted: Wed Aug 10, 2005 4:27 pm :
Yeah, the Installer has a bug in it, well not really a bug, more like I had less than 24 hrs to put it together and I've never used Wise for Windows Installer before, and was unable to figure out how to make the install path reflect showing the new path you've chose. (Though I followed their directions to a T, there's checkboxes they say to use missing from my application so I was at a loss on what to do)

You can choose any path you want to install to, and the mod will install to it, it just doesn't update the path you see after you picked a new one and doesn't apply that new path to the mod shortcuts. Will get it fixed when possible.



Gazado@Posted: Wed Aug 10, 2005 6:58 pm :
The mod seemed ok , there is a lot of new custom content in there which is great.

I found the game to chug worse than any other mod or expansion Ive used with Doom 3 - there are only two things I can think of that would cause this:

1) Poorly optimised mapping - little use of visportals and/or poorly structured geometry. Without looking at the maps in the editor I wont know.

2) Doom 3 doesnt seem to like loading too much data up from a mod folder. The more custom resources you use, the more slower the game seems to run. In the case of this project, it is a complete total conversion and this might be why the game goes so slowly compared to other mods etc...

Generally speaking it seems ok to play through but for me it is isnt that far of a step forward from the original. Someone also stated that there were a lot more lights because its more lighter than standard Doom 3 levels. I tend to disagree with this, the maps in this project seem just as dark as in Doom 3 - I fail to see where extra lights would be used over what is in use by Doom 3.

Another thing that made me laugh, the light guards knees seem to be glued together like he is desperate for a pee.

I may have missed some setting somewhere, but I failed to find an option to enable a crosshair. That in itself was incredibly frustrating. If there is an option for a crosshair, please post here how to get it.

Not bad, not bad at all, but not overly amazing either. Will be interested to see where the rest of the project goes though as it has the potential to be extremly interesting and fun to play.



AO@Posted: Wed Aug 10, 2005 7:14 pm :
Cool, I'm downloading the mod now! Thanks.



MercyKiller@Posted: Wed Aug 10, 2005 7:38 pm :
Besides some minor gripes, probably the best remake/remix of a classic game inside the doom3 engine that I've seen yet! Great work, Kiltron.



Kristus@Posted: Wed Aug 10, 2005 7:58 pm :
Ok, here comes my opinions and bugs I encountered. (I'm not sugarcoating anything btw )

I was running this with:
Barton 2800+
GF 6600gt 128
Asus Nforce2
1024 mb ram
And I played it at hard.

Bugs:
* The installer installed all the files directly in my Doom3 root. (in this case e:\spel\Doom 3) instead of the directory that it created for the mod.
* The icon created didn't lead to the actual mod/game (as previously stated)
* No crosshair option. (If I had known what the consol command for it was, I had probably had been having more fun. Checking your aim by watching where the bullets land have a certain charm in itself though. :p)
* Am I just tired, or was there no auto run?
* When the "barrels" explode they leave a debries, that seconds later instantly disappears. Why not just blow it all up at once?
* It's running quite slow. I get dips to 40fps all the time.
* The game bogs down to 1-5 fps in the last map's final areas (where you open the drainwell) and I can't for the life of me figure out why.
* Add a music volume lever in the System settings menu.
* When it starts I hear "Computer updated" I hit F1 but noting happens. I hit tab but nothing happens. I look in the controls setup and find nothing. So what computer is updated?
* In the first map, when you jumped out of the little crawl space down into the water, you can't get back. (I wanna go get that andrenalin pack in the beginning, since I didn't need it before but do now when I meet heavy opposition from a gun turret and flying ships and stuff)
* These screenshots display how I found the models to need some more work.
Shot1 - arm | Shot2 - Rear pelvis | Shot3 - Flying corpses | Shot4 - Remnant Light

Design-flaws: (This of course is a matter of opinion more than anything)
* The textures show that they are not the least 3d. Generally they look ok, but many of them really shows how they are drawn in Photoshop/PSP/whatever and the bumpmapping of them really gives off a sense of "Nvidia normalmap filter" usage. And in some cases it doesn't look like they even have any bumpmap.
* The light guards go down way to hard. IMO they should go down on one shotgun blast. instead I need to use two, and since I didn't have any crosshair, even then they wouldn't always go down. (even if I shot them in the head at point blank range, sure they got a visor. But still they're the weakest enemy in the whole game.).
* The music drove me nuts. It was too repetetive and too boring. After hearing the same short piece in the last map over and over again I was ready to scream. (I'd like to note that I actually love the Quake2 soundtrack, and still after all these years listen to it.)
* It's way too dark. It's even darker than Doom3. And I only have the blaster to light my way. Quake2 is not this dark.
* In the last map there's an andrenaline pack on a floating crate, Why can't I jump up on that crate and grab it? Am I Stephen Hawkins?
* Why did you make the first map MORE linear than the original?
* Atleast replace the skin of the grenade for this version. It's way out of place now.
* Water level after draining.
* The orange light guards skins are too slick and clean. They don't match well with the surroundings.
* Sometimes I mistook the machinegun for the shotgun. Might just have been because I was unfamiliar with them.
* I think you should work more on making the new monsters look like actual discusting cyborgs. Right now they don't give me much of that feeling, just regular soldiers. With guns for hands. (in other words, work on the skins some more, make them a bit more menacing)
* The water was quite nice, but the shader effect on it (heathaze I assume) is running way to fast. It's too active to be just lying there in puddles. Now it's moving around like it was a stream or it was raining on it.

That's all I can think of for now. I'll be back later to complain some more. :p



Kiltron@Posted: Wed Aug 10, 2005 9:24 pm :
Thanks for the feedback Kristus.

It would be more helpful if you included suggestions with the complaints as to how you feel would improve them. ;)

Work In Progress as stated on the main menu.



Kristus@Posted: Wed Aug 10, 2005 9:34 pm :
I'd like to change one of the comments. The one about the light guards, I think they could take more than one shotgun. But they should be more stunned by the blow of it. So you can feel superior to them. I don't feel like the awesome killing machine I felt like in Quake2. :p

Well, I did include suggestions/how I would like it, to many of them. But I am surpricingly tired right now. The game really took it's toll on me. ;) (I suppose that's a good thing though)



DoomUK@Posted: Wed Aug 10, 2005 10:20 pm :
Just played through it :)

Blown away by the aesthetics: the textures, models, soundtrack are absolutely awesome. Job well done.

However the gameplay needs some work: the NPC's movement is like that of an elderly person. There's areas where I got physically stuck; couldn't climb up on crates etc... And crosshair would be nice (unless you have to enable in in the .cfg file, haven't looked into it yet).

Overall though, exellent test build.



heXum@Posted: Wed Aug 10, 2005 11:06 pm :
Just played through it.

The map design, lighting, texturing... all look pretty damn good. I had a few people watching me and everyone was real impressed by the first scene.

A few things that really stood out that hopefully will get some attention:

-Crosshair. This is necessary.

-Strogg don't speak english. The "INTRUDER ALERT" message blaring would be cooler if it sounded like an alien message or just an alarm. It would also be cool if you could change the GUI's to read in an alien language and have some sort of graphical representation for what they do.

-The animations, which you said needed some work, need some serious work. :) They glide when they walk and the soldiers look like they have to pee, which someone mentioned above.

-Not nearly enough health/weapons/ammo in obvious places. I played on Normal and it felt waaay too hard. I couldn't find nearly enough health in the first level and it took me a few tries on the 2nd level before I realized that you were hiding half of the pick-ups under the water. Considering I somehow missed the shotgun in the first level (I took the secret way and missed it) I was using the blaster for the majority of the game. This was pretty frustrating.

-A message and sound for pick-ups would be really great.

-A little more thought on the scripting part of the level design would be good. There were a few times where the soldiers were hiding behind boxes and they didn't come out until I ran around so they could see me. It would be cool if I hit a trigger that made them run out and attack. when I got close. Little things like that.

-I couldn't figure out how to get past the end of level 1 when you are left trying to get past the laser beams and you have the ship shooting at you through the window. I eventually had to noclip past to win. I don't know what I was doing wrong here.

Over all, it looked great but the game play was sort of a let down for the reasons stated above. Keep it up, it'll get there!



Quanta@Posted: Wed Aug 10, 2005 11:27 pm :
Just played it. My thoughts:

Bad Stuff
- Way, way, WAY too hard IMO. I lost close to 40 health trying to get out of the starting area and into the rest of the base. I cowardly turned on God mode just so I could live to see the rest of the demo. (yes, I know, shame on me :( )
- Health doesn't do much. I mean, +2 Health, +10 Health? The light shotgunners and machine gunners will take that out with their first shots. Health should really do more, especially given the amount of enemies that one must fight and how much damage they can inflict in a short time period. I can tell already that Gunners are gonna eat thru 100 health like it's nothing, and that's not even with grenades.
- The Fliers seem compelled to get up-close, which I find strange because it makes them an easy target since one shotgun blast kills them. They should probably hang back more and dodge more frequently, since their blasters are more of a menace than anything else.
- A crosshair is definately needed in order to fire true. I wasn't sure what I was hitting, if anything.
- Most of the Light Guards went down smoothly, but sometimes they could take a direct shotgun blast to the head without going down. You may need to adjust their health slightly. Or add the crosshair, as aim may have been off slightly in some cases.
- The marine is missing from the opening sequence. Seriously, I did not see him at all.
- At the end of Outer Base, at the exit elevator, I fired Blaster shots into the elevator to see better. There was nothing in there. I went to open the doors, and when they slid open there was an Enforcer inside, which made absolutely no sense. Consider making the door solid instead, removing the Enforcer, or having the elevator sit in a lowered state by default, so when it comes up, the doors open and the Enforcer steps out to attack.
- It's too dark, though I guess this is mostly the engine's fault. The exit elevator, however, should've had SOME light cast upon it, since it was pitch black. There were other areas like this as well, especially in Installation.
- The Fliers seem to be in a state of perpetual darkness. Maybe it was just the locations I was fighting them, but it seemed to me as if they were under permanent shadow.
- The AI needs work. The enemies seemed capable of shooting forever, which makes life extraordinarily difficult. Even the Z-Sec and Zombie Commandoes need time to reload, and they have the power of Hell on their side.
- For the short time that I was taking damage, my plight didn't seem noticeable. I lost 40 points of health in the first 2 minutes and not so much as a grunt was heard from me. There was also nothing to indicate that I was taking damage at all, I just found myself with less health all of a sudden. The effects of taking damage should be more obvious, and I should make some noise when getting hit.

Good Stuff
- Water. The water was cool. My only gripe is that you sink too fast and floating is difficult to accomplish. You should sink slowly, but not too slowly since you have an arsenal of weapons and armor to carry around.
- The weapons look spiffy. I think the firing animation for the Blaster could use improvement though.
- The bodies integrated into the base near the end of Installation were a nice, creepy touch.
- I liked shattering the glass in a lot of places. It was nice to have some destructible elements at hand.

There's not a whole lot more that I can think of, but those are the things I think need work.



Kristus@Posted: Wed Aug 10, 2005 11:44 pm :
heXum wrote:
-Strogg don't speak english. The "INTRUDER ALERT" message blaring would be cooler if it sounded like an alien message or just an alarm. It would also be cool if you could change the GUI's to read in an alien language and have some sort of graphical representation for what they do.


Yes, I reacted on this too at first. But then I remembered that all (many atleast) the signs in Quake 2 was in fact in english. So I am quite perplexed on that matter. None of the stroggs actually speak any english. They got their cool Stroggish. But the signs in Q2 read in english, probably because you had to know where the warehouse actually were. Would have saved Kiltron som trouble if id just had given the player a compass and told him wich direction the warehouse were and such. :p



Kiltron@Posted: Thu Aug 11, 2005 12:18 am :
I agree with the the Gui text and whatnot, and my first choice actually was to make it all in Strogg writing, but lack of having an actual Strogg font, or similar killed that idea. If anyone has the Strogg alphabet, I'm all open for changing it. Easy enough.



Kristus@Posted: Thu Aug 11, 2005 1:00 am :
Well, there's basically two fontstyles used in Quake2. (I'm not counting consol and menu fonts etc) and that's the "Stroggo language" and english. Unfortunately they are very scarce as back in the days of q2, they only mostly 128x128 sized textures, and that let them get away with little red lines portraying as text. :p

But I got screenshots of the two examples. They're not much, but it might be enough to fill your needs.
This is the best example I could find of the Stroggo fontstyle. This one is not that important to get right, since unlike Cyan, id didn't actually invent an entire language. ;)
http://www.darch-angel.com/temporary/stroggofnt.jpg

And here's the english font, notice how some of the letters are flipped backwards though.
http://www.darch-angel.com/temporary/englishstrogg.jpg
THis one reminds me of a font called: Mael and another I can't remember what it's called, but it's the one used in this image: <br>Link to an image with a fontstyle in it.

While the other reminds me of one called "Gothic 107" and another called "Ekster 1.00", aswell as "MindFields 1.0" (this one is even hard/impossible to read).

I'm not saying that these fonts are any dead ringers or anything. But they are in the same ballpark, so to speak.



SilentSoD@Posted: Thu Aug 11, 2005 1:02 am :
Most of what I could say has been mentioned already by others, so here's something none of them have said. The alignment on the supershotgun is off by a large margin, though it probably hasn't been mentioned because it is so obvious.

I had no problems running the entire test build at 1024*768 w/4xAA on High Quality, zero noticeable slowdowns.



heXum@Posted: Thu Aug 11, 2005 1:34 am :
It's called creativity. I'm pretty sure you have some and I can assure you that no one will say that whatever symbols you put on the GUIs would be considered "wrong".

It would take just one cool looking symbol for.. say.. the lasers...

Can't think of one? Use one of these.
Image
Then a simple icon showing what it would do
Image

Put that in a neat little gui set-up and you have something like this (but hopefully better and using the symbols that Kristus found instead of my goofy alien ones)

Image



Kiltron@Posted: Thu Aug 11, 2005 1:55 am :
You want to go ahead and do that then? You have a working build, so hop to it. Chop, chop chop! I have 50 roles already I'm taking care of, don't want 51.



heXum@Posted: Thu Aug 11, 2005 2:39 am :
It was a suggestion, man. It's not my mod.

Anyway, enough with the opinions and suggestions I guess.



Pariah@Posted: Thu Aug 11, 2005 4:34 am :
Hello everyone! I love this site and the helpful people that post here. I have been visiting D3W since June '04 and have never posted anything. Since Q2 is my favorite FPS, I figured my first post should be here.

Anyways, the mod is awesome but the textures really bugged me. They look like they were taken straight from the Q2 retexturing site. This wouldn't be a bad thing if they were made with a PPL engine in mind, but they weren't. The diffuse stages all have shadows painted on them. What's worse is that they were then run through a Normal Map filter, resulting in normal maps that are not that good.

From my experince, normal maps look best if you make true bump maps first (or an actual 3d model) and then run that through the filter (preferably in many different stages and then flattened together).

Also, the normal maps should just be the major forms of the texture, ie bricks, panels, planks, etc.. Then use bumpmaps to create the actual imperfections like weathering, rust, grain, etc.

Hope this helps out, and keep working because I cannot wait to play the full version.

(WOW. After 8 years of using the web I finally posted something. I am no longer a forum virgin :D )



Kiltron@Posted: Thu Aug 11, 2005 4:42 am :
heXum wrote:
It was a suggestion, man. It's not my mod.

Anyway, enough with the opinions and suggestions I guess.


But I liked the suggestion, that's why I said do it! :)



_shank@Posted: Thu Aug 11, 2005 7:51 am :
Pariah wrote:
(WOW. After 8 years of using the web I finally posted something. I am no longer a forum virgin :D )


Welcome :)



SilentSoD@Posted: Thu Aug 11, 2005 9:44 am :
Now that I look again, the machine gun is also misaligned and also its sound is for more than one shot. It gets annoying when I just click enough to expend one round of ammunition and I hear multiple gunshots.

Chaingun looks pretty nice, massive alignment issues with this one though. Sounds lack the certain "oomph" that big, bad weapons should have in games.



Sebultura@Posted: Thu Aug 11, 2005 10:06 am :
Hi there!

I tested the mod (nice one) & found that the game crashes each time I try to change the video quality. So I'm stuck in a "low" quality (any resolution seems to work), but I can't try "medium" or "high"...

Sys. spec.:
- WinXP SP2
- AthlonXP 2000+
- NVIDIA GeForce4 TI 4600
- 512 (RAM)

Oh, and I tested a logfile (qconsole..), but nothing special appeared on it...

EDIT: I forget to mention that the game crashes only during level loading (I tested both levels...), i.e. if I switch the game quality, everything goes fine (the game restarts,etc...), but if I try to play a level, then the game begins to load ressources & crashes at that point:
Image



Crylar@Posted: Thu Aug 11, 2005 3:40 pm :
umm, I cant play it :( I see this when I start the mod ->
Image



Kiltron@Posted: Thu Aug 11, 2005 5:43 pm :
- WinXP SP2
- NVIDIA GeForce4 TI 4600

Those right there are definite factors in your performance. Through my testings, SP2 hurts FPS when running DOOM 3. (could differ on other machines however, but it affected it on my dev box)

The TI 4600 isn't a recommended card for D3 itself, though it does run it. I pushed the bar with the engine and mod by using many 2048's so anything less than a GF6800 and 512RAM isn't suggested. I targeted high end systems. GF6800-7800 1024-2048RAM. The mod itself doesn't run poorly, it just requires steeper hardware specs.

Crylar, updgrade D3 to the 1.3 Patch.

SilentSoD, can you show me what misalignments you're talking about. Other than the Chaingun, I know it's not aligned.



Sebultura@Posted: Thu Aug 11, 2005 5:50 pm :
Kiltron => it's really strange, because I've just tested the game in a ultra quality mode (the mad guy that I am lol!) and the level load nice !!!! So: only the medium & high quality crashes... Anyway, ultra quality isn't a good idea for my system ;)



Kristus@Posted: Thu Aug 11, 2005 7:04 pm :
Sounds to me like your system got something against the DDS files then.



kat@Posted: Thu Aug 11, 2005 7:09 pm :
That might be a problem with DDS textures (are there any, not checked). We've had problems like this before where there hasn't been any DDS file made so the game will crashout in modes that use, or try, to use them. Ultra runs ok becasue it's using 100% TGA images.



Infernis@Posted: Thu Aug 11, 2005 7:34 pm :
I can't get it installed !!! Any help would be appreciated !!!

Here's what I've tried so far....

The first time I could install the mod but it wouldn't load due to the fact I hadn't updated to 1.3 yet.

I had a system crash a while back and Doom was on a different partition. I could still play the game so I didn't bother with reinstalling. But it wouldn't let me update to 1.3 because the game wasn't properly installed.

So I reinstalled Doom and ROE and I updated to 1.3. Now the installer won't run at all, sometimes it does appear in the processes window of Windows Task Manager but nothing happens. Most of the time it just does nothing at all and sometimes I get a loading screen with blocks filling up and that's the end of it.

I tried running the install from the zip archive. Extracting the zip archive to a default directory, tried to extract it to a different directory but nothing changes.

I use Windows XP, any ideas ?



Infernis@Posted: Thu Aug 11, 2005 8:43 pm :
Also, aren't there any mirrors ?

Because the Fileplanet mirror is really slow on my end !



Infernis@Posted: Fri Aug 12, 2005 12:27 am :
Managed to install it after uninstalling ROE. But now I get this message:"ERROR: Couldn't load script/q2_quake2_main.q2script"



SilentSoD@Posted: Fri Aug 12, 2005 3:54 am :
Kiltron, hope you don't mind but I'm going to start this post with another error I saw, this time in the supershotgun pump animation. When the action is being pumped backwards the hand pulls the forearm away from the gun, resulting in a small, but noticeable, error.

Image

As for the alignment issues, it may be a matter of preference to particular players, I can't speak for anyone else, but in my opinion the shotgun feels most "right" in terms of how it is aligned, I have the easiest time aiming with it without a crosshair. In opposition to this the supershotgun draws a line farther to the left and considerably lower than the shotgun. I have spliced a picture of the shotgun and supershotgun together to demonstrate this.

Image

The machine gun has the same issue as the supershotgun, perhaps its not so much poor alignment as inconsistency which is making this so noticeable to me. If I weren't lazy I'd post pictures of the DooM 3 weapons.

Image

Hope this helps, I had a great time playing through this first test build. Thanks for your time and work.

Edited because I forget to remove particular words when I change grammar and thus sentences read oddly.



SilentSoD@Posted: Fri Aug 12, 2005 5:57 am :
I also just made a new pk4 to see what a decent damage would be for the shotgun, don't think I'm going to mess with the other weapons right now. Setting the damage to ten allows for mostly one shot kills against the light guards and also seems to speed up gameplay. This really is just personal preference, however, and can be ignored at will. If you would be so kind could you tell me whether or not what I'm doing, editing your mod, is welcome or not? In the meantime, I'm going to see if I can change D3's shotgun script to make it yet more to my liking (I'm very new to all this and the earlier mod to the D3 shotgun script and def file actually worked so I'm going to see if this new idea does as well).



Crylar@Posted: Fri Aug 12, 2005 1:54 pm :
Kiltron wrote:
- WinXP SP2
- NVIDIA GeForce4 TI 4600
...
The TI 4600 isn't a recommended card for D3 itself, though it does run it. I pushed the bar with the engine and mod by using many 2048's so anything less than a GF6800 and 512RAM isn't suggested. I targeted high end systems. GF6800-7800 1024-2048RAM. The mod itself doesn't run poorly, it just requires steeper hardware specs.

Crylar, updgrade D3 to the 1.3 Patch.

MY Doom3 is 1.3.1302 and up to date.
My graphic card is RADEON 9800 XT
I have 2 GB of RAM
So that didn't help too much...

I Get the same error with an other mod named shinyx wich pretty much just changes all textuers to some weird shader.

But plz halp me with this, I'm uber hot for this Q2 mod and need to try it.



SonicClang@Posted: Fri Aug 12, 2005 8:06 pm :
Ahh, I didn't see this forum about the mod. Kiltron's site doesn't have a forum for discussing problems.

I'm really anxious to play this, but it is just soooooooo choppy, I can't do anything. There are parts where it runs ok, like underneath in the crawl space in the first level. But anytime there's anything special on screen it runs at less than 1 fps. By the time I "wake up" from the choppyness I'm either dead or nearly dead from enemies. Anytime there's an enemy on the screen especially it's just crawling!

I'm very intersted to know if anyone else is having the same problem. Doom 3 runs smooth as silk on my computer. Every game I run does. I even set the specs as low as I could get them and it still just crawled along. I couldn't get past the first level.

My PC is:
P4 2.0 gig
1 gig ram
GeForce fx 5900 128 megs ram



Infernis@Posted: Fri Aug 12, 2005 9:47 pm :
Atleast it runs for you !!!



Kiltron@Posted: Fri Aug 12, 2005 10:09 pm :
Crylar, the only possible explanation is you don't have D3 patched properly to 1.3. The Wrong .dll API issue is that problem. Trying to run 1.3 gamecode with a 1.2 installation won't work.

The slowdowns people are getting from characters on screen is because this test release is aimed to test pushing characters using 2048x2048 texture maps down the pipe. That's why I say using a GeForce 6800 or equivalent or higher is recommended. That is D3's recommended card, and we're pushing just a little bit further using those texture sizes. This isn't on all surfaces, just the characters.

GeForce fx 5900 128 megs ram

That's not really going to perform well. Nothing against your card, but that's just how the mod is.



Infernis@Posted: Fri Aug 12, 2005 10:17 pm :
What about my problems Kiltron ?



Kiltron@Posted: Sat Aug 13, 2005 1:51 am :
TheJugglah, can you post a copy of the console text that is printing when you get that error?



SonicClang@Posted: Sat Aug 13, 2005 2:33 am :
Kiltron, any plans on getting a lower poly version for people like me? ya know... the majority of people playing Doom 3. Are the models really THAT good that they need to be that high?



SilentSoD@Posted: Sat Aug 13, 2005 3:40 am :
It's not the models themselves, as I understand it they're "low-poly" just like vanilla DooM 3's, but the textures which they're applying to the models are considerably larger than normal.

Since I seem to be the only one here running it exceptionally well, unless I missed a post or two, I figure I'll put my relevant specs up. Kiltron knows what he's talking about when he recommends 6800 on up.

Althon 64 3500+
GeForce 6800GT
1GB PC3200

High Quality at 1024*768, 4xAA



AO@Posted: Sat Aug 13, 2005 4:15 am :
@SonicClang: Yeah i would say it's definately the graphics card, with 128 MB ram the performance hit is huge on anything but low quality (in my case at least, nvidia 6800).



SonicClang@Posted: Sat Aug 13, 2005 2:53 pm :
low quality is what I'm playing on. everything turned off, including shadows.

The first level never runs more than 15 fps, and that's if I'm ducking my head in a corner. Most of the time it's less than 1 fps.

The second level actually runs pretty damn well except for the outside area.



Infernis@Posted: Sat Aug 13, 2005 11:23 pm :
Maybe it's because it's late and I'm tired. Or maybe I'm just stupid but when you start in the first map, you can take two routes. Crawling beneath the rock to get to the broken elevator room or shoot the window and crawl down to end up in the water room.

I did the last but after you jumped in the water there is no way of returning. This wouldn't be a problem but the door leading back to the beginning is locked [the one with the turret operation panel next to it]. Since I wasn't able to deactive the red lasers I figured I must have missed something, but after some searching it appeared the only way of getting back to the beginning was using "Noclip" to get through the door.

I didn't find anything special so how do you put the red lasers of ? I eventually used God mode to get through and I hate cheating.

Also the site mentions that the mod wouldn't be a clone, but this sure as hell looks and plays a lot like Quake 2 to me. I'd hoped to see brand new levels :(



SilentSoD@Posted: Sat Aug 13, 2005 11:42 pm :
*Spoilers*


To turn off the lasers, when you reach the "water room" swim as far to the right as you can, go underwater, look around for a bit. There will be a room with lasers and a path around them to a control panel where you can turn off the lasers.

There's an easter egg in the room as well.

*/Spoilers*



Infernis@Posted: Sun Aug 14, 2005 7:52 am :
I've been there and I turned of the lasers in that room. But I'm referring to the lasers in the last room of the map. Where you take the lift down to the next level. How do you turn those of ?

I take it there is no way to open the door near the turret control computer ?



rcumps01@Posted: Sun Aug 14, 2005 9:37 pm :
Kiltron wrote:
The slowdowns people are getting from characters on screen is because this test release is aimed to test pushing characters using 2048x2048 texture maps down the pipe.
Just like to point out that using that size texture is ridiculous for ingame models right now.



SonicClang@Posted: Sun Aug 14, 2005 9:56 pm :
Well it seems as though I've tracked down the source of my massive slowdowns. My video card's fan took a dump on me and I nearly burned up my card. Luckily I tracked down the problem soon enough and I've been able to keep it cool with a mini fan until I get ahold of the manufacturer to find out if it's covered under warrantee. My Trackmania is playing again, and this mod plays just fine. There's some choppyness to it, but that'll get hammered out by final release i'm sure.



Infernis@Posted: Sun Aug 14, 2005 10:37 pm :
Regarding the slow downs. I seriously had some moments where it became annoying. My specs are:

P IV 3,2 GHZ
1024 MB DDR memory
Ati Radeon 9800 Pro 128 MB

Plus I'm running everything on low with a 640 * 480 resolution. I think it's ridiculous that I've got slow downs. I mean look at my specs !!!



SonicClang@Posted: Mon Aug 15, 2005 2:32 am :
Well don't freak out too much, this is only a test release. I'm assuming a little bit of work is needed yet to call anything final. I still have extremely high hopes for this mod! :D Go Q2LM!!!!!



Kiltron@Posted: Mon Aug 15, 2005 2:39 am :
Has anyone ever disobeyed a direct order? ;)



kat@Posted: Mon Aug 15, 2005 4:07 am :
Kiltron wrote:
Has anyone ever disobeyed a direct order? ;)
Not on *this* forum they don't ( :wink: ), we sling them in the stockade without a second thought if they do that.



Kiltron@Posted: Mon Aug 15, 2005 4:38 am :
Heh........was just tossing out an Easter Egg hint.



kat@Posted: Mon Aug 15, 2005 5:48 am :
Oh heh, well at least you knew what I ment *cough* :wink:



Infernis@Posted: Mon Aug 15, 2005 6:46 am :
I still have high hopes to, I'm just pointing out that there are some serious slow down issues that shouldn't occur on a machine like mine.



SonicClang@Posted: Mon Aug 15, 2005 3:34 pm :
Kiltron, you just made that way too obvious... 8)



Kiltron@Posted: Mon Aug 15, 2005 5:44 pm :
SonicClang wrote:
Kiltron, you just made that way too obvious... 8)


Darnit.....

Well I have always thought that "Bigscreens" were made for watching movie trailers. ;)



evilartist@Posted: Tue Aug 16, 2005 5:54 am :
I was expecting a bit more out of this TC, but it is only a WIP. :wink:

Most of my feedback has already been stated by the others, but I'll quickly recap/summarize mine:

The enforcers glide like ice skaters. Very graceful!

Enemies with too much health. Hard to kill off what should be cannonfodder.

Dropships that shoot at me! The game is already tough enough on Normal!

Not enough health.

Saving and loading don't work on the Main Menu.

The chaingun guys are weird-looking. I liked them when they were comically short and stalky. I called them George, after George Castanza from Seinfeld.

Sound effects aren't very high-quality. Try shooting for Doom 3 sound quality as much as you can.

Needs better voice acting. Couldn't stop laughing at the "Intruder Alert" sound. Everyone kinda slurs as they make noise.

No crosshair. I can't aim by myself worth a damn. :(

On to the good comments.

Map design is excellent. My specs are P4 2.8 Ghz, GeForce 6600gt, and 1.5GB RAM. I noticed a bit of chopiness, but I don't see that as bad. Clearly, you're looking towards the future of gaming by pushing this engine's limits. Half of the responsibility goes into the mapper's optimization techniques while the other half is for the gamers to keep their PCs upgraded for the games they want.

Weapons look nice. (Shotgun could have slightly faster rate-of-fire, though)

Some music was good.

Keep up the good work, Kiltron and Crew.



Kiltron@Posted: Tue Aug 16, 2005 4:24 pm :
I appreciate all the feedback from everyone.

(though most of it was personal opinons and reiterations of what's mentioned on the website and in the readme.txt)

Next build we be even better. ;)



inhahe@Posted: Mon Jun 07, 2010 10:39 pm :
heXum wrote:
It's called creativity. I'm pretty sure you have some and I can assure you that no one will say that whatever symbols you put on the GUIs would be considered "wrong".

It would take just one cool looking symbol for.. say.. the lasers...

Can't think of one? Use one of these.
[snip]
Then a simple icon showing what it would do
[snip]

Put that in a neat little gui set-up and you have something like this (but hopefully better and using the symbols that Kristus found instead of my goofy alien ones)

[snip]


Did you know that every single symbol in this image drawn by Jessy Marcel, Jr. occurs somewhere in your graphic? Did you use that image as the inspiration for your symbol list? If not, when was it created?



Arklon@Posted: Thu Jun 17, 2010 9:19 am :
inhahe wrote:
heXum wrote:
It's called creativity. I'm pretty sure you have some and I can assure you that no one will say that whatever symbols you put on the GUIs would be considered "wrong".

It would take just one cool looking symbol for.. say.. the lasers...

Can't think of one? Use one of these.
[snip]
Then a simple icon showing what it would do
[snip]

Put that in a neat little gui set-up and you have something like this (but hopefully better and using the symbols that Kristus found instead of my goofy alien ones)

[snip]


Did you know that every single symbol in this image drawn by Jessy Marcel, Jr. occurs somewhere in your graphic? Did you use that image as the inspiration for your symbol list? If not, when was it created?

Did you know this thread hasn't been posted in in almost 5 years?



reko@Posted: Wed Aug 11, 2010 10:35 pm :
Did you know this is my 100th post? :twisted:
Just trolling, but that's the truth!



Kiltron@Posted: Wed Aug 10, 2005 4:38 am :
QUAKE II: LOST MARINE QUAKECON 2005 TEST BUILD RELEASED

It's finally here. The highly anticipated release of the Quake II: Lost Marine QuakeCon 2005 Test Build for DOOM 3. Get your guns and gear ready for this action packed remix of Quake II within the DOOM 3 engine. Engage in high combat situations in all new areas with all new gameplay. Fight various Strogg enemies along your way including Enforcers, Light Guards and Flyers. Take them out with your Blaster, Double Barrel Shotgun, or other aresenal that you come across. Find secrets and secret areas and powerups. Unlock secret extra content, and much more!

This is a Single Player Demo only. This is not the full or final polished release of the mod. This is only a test build, for progress showing and bug feedback reporting. There are still things we need to finish, including animations, code, art etc. It's packaged in a Windows Installer and is also ready for burning a backup copy of the mod to CD. Don't forget to grab your CD Labels on the Downloads page as well.

It's been a tough 4 months developing this demo, but I promised to have something playable by QuakeCon 2005 and I delivered on that promise. Everyone did an excellent job. So without further delay, go download the mod and kick some Strogg ass!

http://www.planetquake.com/meanarena/quake2_lostmarine



psyborg@Posted: Wed Aug 10, 2005 5:51 am :
FIRST!!!!!111


this is too awesome, installing now.



rich_is_bored@Posted: Wed Aug 10, 2005 7:03 am :
Very nostalgic and that's always nice.

After the first loading screen it took me a few seconds to realize it wasn't Quake 2, which is a good thing.

It's a little sluggish on my rig but I'm more to blame for that than you. I realize that you're using more lights than the stock Doom 3 maps in order to make the levels in the mod well lit so it's a given that performance won't be quite as good.

The only real gripe I have is the installer, as you aren't prompted for the location of Doom 3. It just assumes that you've installed Doom 3 in C:\Program Files\Doom 3\ which means you have to move the mod and change the shortcut.



psyborg@Posted: Wed Aug 10, 2005 7:54 am :
been playing it quite for a good while now. heres my critique

mapping: brilliant, although a little chuggy in some spots i had to turn video settings to medium.

weapons: very good, love them.

enemies: they all look good but the light enforcer needs more animation alot of the time he seems to be gliding around, and have him aim his gun higher looks like hes pointing it downward. flyer and enforcer are great.

items: they look good but i dont like the way they light up, looks weird.

presentation/installer/gui: very professional

music: awesome

for a test build its very fun and really cool but needs a little more work, cant wait for the finished product.



doomkid3000@Posted: Wed Aug 10, 2005 7:55 am :
Im Very Impressed :twisted:
how do you turn crosshairs on



Petter@Posted: Wed Aug 10, 2005 8:46 am :
downloading!!!



BNA!@Posted: Wed Aug 10, 2005 8:50 am :
Guess that qualifies for news - congrats!



Petter@Posted: Wed Aug 10, 2005 9:11 am :
I get bumped out on my desktop when tryign to execute the exe file, it also happens if i try to open it in the mods in doom3.

any sugestions?

I have done everythign necessary.



rich_is_bored@Posted: Wed Aug 10, 2005 9:30 am :
Doom 3 is known to copy the offending error message into the clipboard when it crashes so try pasting (Ctrl + V) in notepad immediately after the crash.



BJA@Posted: Wed Aug 10, 2005 2:17 pm :
Petter wrote:
I get bumped out on my desktop when tryign to execute the exe file, it also happens if i try to open it in the mods in doom3.

any sugestions?

I have done everythign necessary.

same happens to me...I only see for 1-2 seconds the q2 lost marine loading screen and then I get back on my desktop.
Already installed doom3 new to the program files folder but it didn't work either.



Kristus@Posted: Wed Aug 10, 2005 2:34 pm :
Why does the enforcer have a pig nose?
http://www.planetquake.com/meanarena/qu ... demo03.jpg

Anywya, currently downloading. (only have 2mb down, so it takes a little while. :p )



Kiltron@Posted: Wed Aug 10, 2005 3:27 pm :
Yeah, the Installer has a bug in it, well not really a bug, more like I had less than 24 hrs to put it together and I've never used Wise for Windows Installer before, and was unable to figure out how to make the install path reflect showing the new path you've chose. (Though I followed their directions to a T, there's checkboxes they say to use missing from my application so I was at a loss on what to do)

You can choose any path you want to install to, and the mod will install to it, it just doesn't update the path you see after you picked a new one and doesn't apply that new path to the mod shortcuts. Will get it fixed when possible.



Gazado@Posted: Wed Aug 10, 2005 5:58 pm :
The mod seemed ok , there is a lot of new custom content in there which is great.

I found the game to chug worse than any other mod or expansion Ive used with Doom 3 - there are only two things I can think of that would cause this:

1) Poorly optimised mapping - little use of visportals and/or poorly structured geometry. Without looking at the maps in the editor I wont know.

2) Doom 3 doesnt seem to like loading too much data up from a mod folder. The more custom resources you use, the more slower the game seems to run. In the case of this project, it is a complete total conversion and this might be why the game goes so slowly compared to other mods etc...

Generally speaking it seems ok to play through but for me it is isnt that far of a step forward from the original. Someone also stated that there were a lot more lights because its more lighter than standard Doom 3 levels. I tend to disagree with this, the maps in this project seem just as dark as in Doom 3 - I fail to see where extra lights would be used over what is in use by Doom 3.

Another thing that made me laugh, the light guards knees seem to be glued together like he is desperate for a pee.

I may have missed some setting somewhere, but I failed to find an option to enable a crosshair. That in itself was incredibly frustrating. If there is an option for a crosshair, please post here how to get it.

Not bad, not bad at all, but not overly amazing either. Will be interested to see where the rest of the project goes though as it has the potential to be extremly interesting and fun to play.



AO@Posted: Wed Aug 10, 2005 6:14 pm :
Cool, I'm downloading the mod now! Thanks.



MercyKiller@Posted: Wed Aug 10, 2005 6:38 pm :
Besides some minor gripes, probably the best remake/remix of a classic game inside the doom3 engine that I've seen yet! Great work, Kiltron.



Kristus@Posted: Wed Aug 10, 2005 6:58 pm :
Ok, here comes my opinions and bugs I encountered. (I'm not sugarcoating anything btw )

I was running this with:
Barton 2800+
GF 6600gt 128
Asus Nforce2
1024 mb ram
And I played it at hard.

Bugs:
* The installer installed all the files directly in my Doom3 root. (in this case e:\spel\Doom 3) instead of the directory that it created for the mod.
* The icon created didn't lead to the actual mod/game (as previously stated)
* No crosshair option. (If I had known what the consol command for it was, I had probably had been having more fun. Checking your aim by watching where the bullets land have a certain charm in itself though. :p)
* Am I just tired, or was there no auto run?
* When the "barrels" explode they leave a debries, that seconds later instantly disappears. Why not just blow it all up at once?
* It's running quite slow. I get dips to 40fps all the time.
* The game bogs down to 1-5 fps in the last map's final areas (where you open the drainwell) and I can't for the life of me figure out why.
* Add a music volume lever in the System settings menu.
* When it starts I hear "Computer updated" I hit F1 but noting happens. I hit tab but nothing happens. I look in the controls setup and find nothing. So what computer is updated?
* In the first map, when you jumped out of the little crawl space down into the water, you can't get back. (I wanna go get that andrenalin pack in the beginning, since I didn't need it before but do now when I meet heavy opposition from a gun turret and flying ships and stuff)
* These screenshots display how I found the models to need some more work.
Shot1 - arm | Shot2 - Rear pelvis | Shot3 - Flying corpses | Shot4 - Remnant Light

Design-flaws: (This of course is a matter of opinion more than anything)
* The textures show that they are not the least 3d. Generally they look ok, but many of them really shows how they are drawn in Photoshop/PSP/whatever and the bumpmapping of them really gives off a sense of "Nvidia normalmap filter" usage. And in some cases it doesn't look like they even have any bumpmap.
* The light guards go down way to hard. IMO they should go down on one shotgun blast. instead I need to use two, and since I didn't have any crosshair, even then they wouldn't always go down. (even if I shot them in the head at point blank range, sure they got a visor. But still they're the weakest enemy in the whole game.).
* The music drove me nuts. It was too repetetive and too boring. After hearing the same short piece in the last map over and over again I was ready to scream. (I'd like to note that I actually love the Quake2 soundtrack, and still after all these years listen to it.)
* It's way too dark. It's even darker than Doom3. And I only have the blaster to light my way. Quake2 is not this dark.
* In the last map there's an andrenaline pack on a floating crate, Why can't I jump up on that crate and grab it? Am I Stephen Hawkins?
* Why did you make the first map MORE linear than the original?
* Atleast replace the skin of the grenade for this version. It's way out of place now.
* Water level after draining.
* The orange light guards skins are too slick and clean. They don't match well with the surroundings.
* Sometimes I mistook the machinegun for the shotgun. Might just have been because I was unfamiliar with them.
* I think you should work more on making the new monsters look like actual discusting cyborgs. Right now they don't give me much of that feeling, just regular soldiers. With guns for hands. (in other words, work on the skins some more, make them a bit more menacing)
* The water was quite nice, but the shader effect on it (heathaze I assume) is running way to fast. It's too active to be just lying there in puddles. Now it's moving around like it was a stream or it was raining on it.

That's all I can think of for now. I'll be back later to complain some more. :p



Kiltron@Posted: Wed Aug 10, 2005 8:24 pm :
Thanks for the feedback Kristus.

It would be more helpful if you included suggestions with the complaints as to how you feel would improve them. ;)

Work In Progress as stated on the main menu.



Kristus@Posted: Wed Aug 10, 2005 8:34 pm :
I'd like to change one of the comments. The one about the light guards, I think they could take more than one shotgun. But they should be more stunned by the blow of it. So you can feel superior to them. I don't feel like the awesome killing machine I felt like in Quake2. :p

Well, I did include suggestions/how I would like it, to many of them. But I am surpricingly tired right now. The game really took it's toll on me. ;) (I suppose that's a good thing though)



Kiltron@Posted: Wed Aug 10, 2005 4:38 am :
QUAKE II: LOST MARINE QUAKECON 2005 TEST BUILD RELEASED

It's finally here. The highly anticipated release of the Quake II: Lost Marine QuakeCon 2005 Test Build for DOOM 3. Get your guns and gear ready for this action packed remix of Quake II within the DOOM 3 engine. Engage in high combat situations in all new areas with all new gameplay. Fight various Strogg enemies along your way including Enforcers, Light Guards and Flyers. Take them out with your Blaster, Double Barrel Shotgun, or other aresenal that you come across. Find secrets and secret areas and powerups. Unlock secret extra content, and much more!

This is a Single Player Demo only. This is not the full or final polished release of the mod. This is only a test build, for progress showing and bug feedback reporting. There are still things we need to finish, including animations, code, art etc. It's packaged in a Windows Installer and is also ready for burning a backup copy of the mod to CD. Don't forget to grab your CD Labels on the Downloads page as well.

It's been a tough 4 months developing this demo, but I promised to have something playable by QuakeCon 2005 and I delivered on that promise. Everyone did an excellent job. So without further delay, go download the mod and kick some Strogg ass!

http://www.planetquake.com/meanarena/quake2_lostmarine



psyborg@Posted: Wed Aug 10, 2005 5:51 am :
FIRST!!!!!111


this is too awesome, installing now.



rich_is_bored@Posted: Wed Aug 10, 2005 7:03 am :
Very nostalgic and that's always nice.

After the first loading screen it took me a few seconds to realize it wasn't Quake 2, which is a good thing.

It's a little sluggish on my rig but I'm more to blame for that than you. I realize that you're using more lights than the stock Doom 3 maps in order to make the levels in the mod well lit so it's a given that performance won't be quite as good.

The only real gripe I have is the installer, as you aren't prompted for the location of Doom 3. It just assumes that you've installed Doom 3 in C:\Program Files\Doom 3\ which means you have to move the mod and change the shortcut.



psyborg@Posted: Wed Aug 10, 2005 7:54 am :
been playing it quite for a good while now. heres my critique

mapping: brilliant, although a little chuggy in some spots i had to turn video settings to medium.

weapons: very good, love them.

enemies: they all look good but the light enforcer needs more animation alot of the time he seems to be gliding around, and have him aim his gun higher looks like hes pointing it downward. flyer and enforcer are great.

items: they look good but i dont like the way they light up, looks weird.

presentation/installer/gui: very professional

music: awesome

for a test build its very fun and really cool but needs a little more work, cant wait for the finished product.



doomkid3000@Posted: Wed Aug 10, 2005 7:55 am :
Im Very Impressed :twisted:
how do you turn crosshairs on



Petter@Posted: Wed Aug 10, 2005 8:46 am :
downloading!!!



BNA!@Posted: Wed Aug 10, 2005 8:50 am :
Guess that qualifies for news - congrats!



Petter@Posted: Wed Aug 10, 2005 9:11 am :
I get bumped out on my desktop when tryign to execute the exe file, it also happens if i try to open it in the mods in doom3.

any sugestions?

I have done everythign necessary.



rich_is_bored@Posted: Wed Aug 10, 2005 9:30 am :
Doom 3 is known to copy the offending error message into the clipboard when it crashes so try pasting (Ctrl + V) in notepad immediately after the crash.



BJA@Posted: Wed Aug 10, 2005 2:17 pm :
Petter wrote:
I get bumped out on my desktop when tryign to execute the exe file, it also happens if i try to open it in the mods in doom3.

any sugestions?

I have done everythign necessary.

same happens to me...I only see for 1-2 seconds the q2 lost marine loading screen and then I get back on my desktop.
Already installed doom3 new to the program files folder but it didn't work either.



Kristus@Posted: Wed Aug 10, 2005 2:34 pm :
Why does the enforcer have a pig nose?
http://www.planetquake.com/meanarena/qu ... demo03.jpg

Anywya, currently downloading. (only have 2mb down, so it takes a little while. :p )



Kiltron@Posted: Wed Aug 10, 2005 3:27 pm :
Yeah, the Installer has a bug in it, well not really a bug, more like I had less than 24 hrs to put it together and I've never used Wise for Windows Installer before, and was unable to figure out how to make the install path reflect showing the new path you've chose. (Though I followed their directions to a T, there's checkboxes they say to use missing from my application so I was at a loss on what to do)

You can choose any path you want to install to, and the mod will install to it, it just doesn't update the path you see after you picked a new one and doesn't apply that new path to the mod shortcuts. Will get it fixed when possible.



Gazado@Posted: Wed Aug 10, 2005 5:58 pm :
The mod seemed ok , there is a lot of new custom content in there which is great.

I found the game to chug worse than any other mod or expansion Ive used with Doom 3 - there are only two things I can think of that would cause this:

1) Poorly optimised mapping - little use of visportals and/or poorly structured geometry. Without looking at the maps in the editor I wont know.

2) Doom 3 doesnt seem to like loading too much data up from a mod folder. The more custom resources you use, the more slower the game seems to run. In the case of this project, it is a complete total conversion and this might be why the game goes so slowly compared to other mods etc...

Generally speaking it seems ok to play through but for me it is isnt that far of a step forward from the original. Someone also stated that there were a lot more lights because its more lighter than standard Doom 3 levels. I tend to disagree with this, the maps in this project seem just as dark as in Doom 3 - I fail to see where extra lights would be used over what is in use by Doom 3.

Another thing that made me laugh, the light guards knees seem to be glued together like he is desperate for a pee.

I may have missed some setting somewhere, but I failed to find an option to enable a crosshair. That in itself was incredibly frustrating. If there is an option for a crosshair, please post here how to get it.

Not bad, not bad at all, but not overly amazing either. Will be interested to see where the rest of the project goes though as it has the potential to be extremly interesting and fun to play.



AO@Posted: Wed Aug 10, 2005 6:14 pm :
Cool, I'm downloading the mod now! Thanks.



MercyKiller@Posted: Wed Aug 10, 2005 6:38 pm :
Besides some minor gripes, probably the best remake/remix of a classic game inside the doom3 engine that I've seen yet! Great work, Kiltron.



Kristus@Posted: Wed Aug 10, 2005 6:58 pm :
Ok, here comes my opinions and bugs I encountered. (I'm not sugarcoating anything btw )

I was running this with:
Barton 2800+
GF 6600gt 128
Asus Nforce2
1024 mb ram
And I played it at hard.

Bugs:
* The installer installed all the files directly in my Doom3 root. (in this case e:\spel\Doom 3) instead of the directory that it created for the mod.
* The icon created didn't lead to the actual mod/game (as previously stated)
* No crosshair option. (If I had known what the consol command for it was, I had probably had been having more fun. Checking your aim by watching where the bullets land have a certain charm in itself though. :p)
* Am I just tired, or was there no auto run?
* When the "barrels" explode they leave a debries, that seconds later instantly disappears. Why not just blow it all up at once?
* It's running quite slow. I get dips to 40fps all the time.
* The game bogs down to 1-5 fps in the last map's final areas (where you open the drainwell) and I can't for the life of me figure out why.
* Add a music volume lever in the System settings menu.
* When it starts I hear "Computer updated" I hit F1 but noting happens. I hit tab but nothing happens. I look in the controls setup and find nothing. So what computer is updated?
* In the first map, when you jumped out of the little crawl space down into the water, you can't get back. (I wanna go get that andrenalin pack in the beginning, since I didn't need it before but do now when I meet heavy opposition from a gun turret and flying ships and stuff)
* These screenshots display how I found the models to need some more work.
Shot1 - arm | Shot2 - Rear pelvis | Shot3 - Flying corpses | Shot4 - Remnant Light

Design-flaws: (This of course is a matter of opinion more than anything)
* The textures show that they are not the least 3d. Generally they look ok, but many of them really shows how they are drawn in Photoshop/PSP/whatever and the bumpmapping of them really gives off a sense of "Nvidia normalmap filter" usage. And in some cases it doesn't look like they even have any bumpmap.
* The light guards go down way to hard. IMO they should go down on one shotgun blast. instead I need to use two, and since I didn't have any crosshair, even then they wouldn't always go down. (even if I shot them in the head at point blank range, sure they got a visor. But still they're the weakest enemy in the whole game.).
* The music drove me nuts. It was too repetetive and too boring. After hearing the same short piece in the last map over and over again I was ready to scream. (I'd like to note that I actually love the Quake2 soundtrack, and still after all these years listen to it.)
* It's way too dark. It's even darker than Doom3. And I only have the blaster to light my way. Quake2 is not this dark.
* In the last map there's an andrenaline pack on a floating crate, Why can't I jump up on that crate and grab it? Am I Stephen Hawkins?
* Why did you make the first map MORE linear than the original?
* Atleast replace the skin of the grenade for this version. It's way out of place now.
* Water level after draining.
* The orange light guards skins are too slick and clean. They don't match well with the surroundings.
* Sometimes I mistook the machinegun for the shotgun. Might just have been because I was unfamiliar with them.
* I think you should work more on making the new monsters look like actual discusting cyborgs. Right now they don't give me much of that feeling, just regular soldiers. With guns for hands. (in other words, work on the skins some more, make them a bit more menacing)
* The water was quite nice, but the shader effect on it (heathaze I assume) is running way to fast. It's too active to be just lying there in puddles. Now it's moving around like it was a stream or it was raining on it.

That's all I can think of for now. I'll be back later to complain some more. :p



Kiltron@Posted: Wed Aug 10, 2005 8:24 pm :
Thanks for the feedback Kristus.

It would be more helpful if you included suggestions with the complaints as to how you feel would improve them. ;)

Work In Progress as stated on the main menu.



Kristus@Posted: Wed Aug 10, 2005 8:34 pm :
I'd like to change one of the comments. The one about the light guards, I think they could take more than one shotgun. But they should be more stunned by the blow of it. So you can feel superior to them. I don't feel like the awesome killing machine I felt like in Quake2. :p

Well, I did include suggestions/how I would like it, to many of them. But I am surpricingly tired right now. The game really took it's toll on me. ;) (I suppose that's a good thing though)



Kiltron@Posted: Wed Aug 10, 2005 4:38 am :
QUAKE II: LOST MARINE QUAKECON 2005 TEST BUILD RELEASED

It's finally here. The highly anticipated release of the Quake II: Lost Marine QuakeCon 2005 Test Build for DOOM 3. Get your guns and gear ready for this action packed remix of Quake II within the DOOM 3 engine. Engage in high combat situations in all new areas with all new gameplay. Fight various Strogg enemies along your way including Enforcers, Light Guards and Flyers. Take them out with your Blaster, Double Barrel Shotgun, or other aresenal that you come across. Find secrets and secret areas and powerups. Unlock secret extra content, and much more!

This is a Single Player Demo only. This is not the full or final polished release of the mod. This is only a test build, for progress showing and bug feedback reporting. There are still things we need to finish, including animations, code, art etc. It's packaged in a Windows Installer and is also ready for burning a backup copy of the mod to CD. Don't forget to grab your CD Labels on the Downloads page as well.

It's been a tough 4 months developing this demo, but I promised to have something playable by QuakeCon 2005 and I delivered on that promise. Everyone did an excellent job. So without further delay, go download the mod and kick some Strogg ass!

http://www.planetquake.com/meanarena/quake2_lostmarine



psyborg@Posted: Wed Aug 10, 2005 5:51 am :
FIRST!!!!!111


this is too awesome, installing now.



rich_is_bored@Posted: Wed Aug 10, 2005 7:03 am :
Very nostalgic and that's always nice.

After the first loading screen it took me a few seconds to realize it wasn't Quake 2, which is a good thing.

It's a little sluggish on my rig but I'm more to blame for that than you. I realize that you're using more lights than the stock Doom 3 maps in order to make the levels in the mod well lit so it's a given that performance won't be quite as good.

The only real gripe I have is the installer, as you aren't prompted for the location of Doom 3. It just assumes that you've installed Doom 3 in C:\Program Files\Doom 3\ which means you have to move the mod and change the shortcut.



psyborg@Posted: Wed Aug 10, 2005 7:54 am :
been playing it quite for a good while now. heres my critique

mapping: brilliant, although a little chuggy in some spots i had to turn video settings to medium.

weapons: very good, love them.

enemies: they all look good but the light enforcer needs more animation alot of the time he seems to be gliding around, and have him aim his gun higher looks like hes pointing it downward. flyer and enforcer are great.

items: they look good but i dont like the way they light up, looks weird.

presentation/installer/gui: very professional

music: awesome

for a test build its very fun and really cool but needs a little more work, cant wait for the finished product.



doomkid3000@Posted: Wed Aug 10, 2005 7:55 am :
Im Very Impressed :twisted:
how do you turn crosshairs on



Petter@Posted: Wed Aug 10, 2005 8:46 am :
downloading!!!



BNA!@Posted: Wed Aug 10, 2005 8:50 am :
Guess that qualifies for news - congrats!



Petter@Posted: Wed Aug 10, 2005 9:11 am :
I get bumped out on my desktop when tryign to execute the exe file, it also happens if i try to open it in the mods in doom3.

any sugestions?

I have done everythign necessary.



rich_is_bored@Posted: Wed Aug 10, 2005 9:30 am :
Doom 3 is known to copy the offending error message into the clipboard when it crashes so try pasting (Ctrl + V) in notepad immediately after the crash.



BJA@Posted: Wed Aug 10, 2005 2:17 pm :
Petter wrote:
I get bumped out on my desktop when tryign to execute the exe file, it also happens if i try to open it in the mods in doom3.

any sugestions?

I have done everythign necessary.

same happens to me...I only see for 1-2 seconds the q2 lost marine loading screen and then I get back on my desktop.
Already installed doom3 new to the program files folder but it didn't work either.



Kristus@Posted: Wed Aug 10, 2005 2:34 pm :
Why does the enforcer have a pig nose?
http://www.planetquake.com/meanarena/qu ... demo03.jpg

Anywya, currently downloading. (only have 2mb down, so it takes a little while. :p )



Kiltron@Posted: Wed Aug 10, 2005 3:27 pm :
Yeah, the Installer has a bug in it, well not really a bug, more like I had less than 24 hrs to put it together and I've never used Wise for Windows Installer before, and was unable to figure out how to make the install path reflect showing the new path you've chose. (Though I followed their directions to a T, there's checkboxes they say to use missing from my application so I was at a loss on what to do)

You can choose any path you want to install to, and the mod will install to it, it just doesn't update the path you see after you picked a new one and doesn't apply that new path to the mod shortcuts. Will get it fixed when possible.



Gazado@Posted: Wed Aug 10, 2005 5:58 pm :
The mod seemed ok , there is a lot of new custom content in there which is great.

I found the game to chug worse than any other mod or expansion Ive used with Doom 3 - there are only two things I can think of that would cause this:

1) Poorly optimised mapping - little use of visportals and/or poorly structured geometry. Without looking at the maps in the editor I wont know.

2) Doom 3 doesnt seem to like loading too much data up from a mod folder. The more custom resources you use, the more slower the game seems to run. In the case of this project, it is a complete total conversion and this might be why the game goes so slowly compared to other mods etc...

Generally speaking it seems ok to play through but for me it is isnt that far of a step forward from the original. Someone also stated that there were a lot more lights because its more lighter than standard Doom 3 levels. I tend to disagree with this, the maps in this project seem just as dark as in Doom 3 - I fail to see where extra lights would be used over what is in use by Doom 3.

Another thing that made me laugh, the light guards knees seem to be glued together like he is desperate for a pee.

I may have missed some setting somewhere, but I failed to find an option to enable a crosshair. That in itself was incredibly frustrating. If there is an option for a crosshair, please post here how to get it.

Not bad, not bad at all, but not overly amazing either. Will be interested to see where the rest of the project goes though as it has the potential to be extremly interesting and fun to play.



AO@Posted: Wed Aug 10, 2005 6:14 pm :
Cool, I'm downloading the mod now! Thanks.



MercyKiller@Posted: Wed Aug 10, 2005 6:38 pm :
Besides some minor gripes, probably the best remake/remix of a classic game inside the doom3 engine that I've seen yet! Great work, Kiltron.



Kristus@Posted: Wed Aug 10, 2005 6:58 pm :
Ok, here comes my opinions and bugs I encountered. (I'm not sugarcoating anything btw )

I was running this with:
Barton 2800+
GF 6600gt 128
Asus Nforce2
1024 mb ram
And I played it at hard.

Bugs:
* The installer installed all the files directly in my Doom3 root. (in this case e:\spel\Doom 3) instead of the directory that it created for the mod.
* The icon created didn't lead to the actual mod/game (as previously stated)
* No crosshair option. (If I had known what the consol command for it was, I had probably had been having more fun. Checking your aim by watching where the bullets land have a certain charm in itself though. :p)
* Am I just tired, or was there no auto run?
* When the "barrels" explode they leave a debries, that seconds later instantly disappears. Why not just blow it all up at once?
* It's running quite slow. I get dips to 40fps all the time.
* The game bogs down to 1-5 fps in the last map's final areas (where you open the drainwell) and I can't for the life of me figure out why.
* Add a music volume lever in the System settings menu.
* When it starts I hear "Computer updated" I hit F1 but noting happens. I hit tab but nothing happens. I look in the controls setup and find nothing. So what computer is updated?
* In the first map, when you jumped out of the little crawl space down into the water, you can't get back. (I wanna go get that andrenalin pack in the beginning, since I didn't need it before but do now when I meet heavy opposition from a gun turret and flying ships and stuff)
* These screenshots display how I found the models to need some more work.
Shot1 - arm | Shot2 - Rear pelvis | Shot3 - Flying corpses | Shot4 - Remnant Light

Design-flaws: (This of course is a matter of opinion more than anything)
* The textures show that they are not the least 3d. Generally they look ok, but many of them really shows how they are drawn in Photoshop/PSP/whatever and the bumpmapping of them really gives off a sense of "Nvidia normalmap filter" usage. And in some cases it doesn't look like they even have any bumpmap.
* The light guards go down way to hard. IMO they should go down on one shotgun blast. instead I need to use two, and since I didn't have any crosshair, even then they wouldn't always go down. (even if I shot them in the head at point blank range, sure they got a visor. But still they're the weakest enemy in the whole game.).
* The music drove me nuts. It was too repetetive and too boring. After hearing the same short piece in the last map over and over again I was ready to scream. (I'd like to note that I actually love the Quake2 soundtrack, and still after all these years listen to it.)
* It's way too dark. It's even darker than Doom3. And I only have the blaster to light my way. Quake2 is not this dark.
* In the last map there's an andrenaline pack on a floating crate, Why can't I jump up on that crate and grab it? Am I Stephen Hawkins?
* Why did you make the first map MORE linear than the original?
* Atleast replace the skin of the grenade for this version. It's way out of place now.
* Water level after draining.
* The orange light guards skins are too slick and clean. They don't match well with the surroundings.
* Sometimes I mistook the machinegun for the shotgun. Might just have been because I was unfamiliar with them.
* I think you should work more on making the new monsters look like actual discusting cyborgs. Right now they don't give me much of that feeling, just regular soldiers. With guns for hands. (in other words, work on the skins some more, make them a bit more menacing)
* The water was quite nice, but the shader effect on it (heathaze I assume) is running way to fast. It's too active to be just lying there in puddles. Now it's moving around like it was a stream or it was raining on it.

That's all I can think of for now. I'll be back later to complain some more. :p



Kiltron@Posted: Wed Aug 10, 2005 8:24 pm :
Thanks for the feedback Kristus.

It would be more helpful if you included suggestions with the complaints as to how you feel would improve them. ;)

Work In Progress as stated on the main menu.



Kristus@Posted: Wed Aug 10, 2005 8:34 pm :
I'd like to change one of the comments. The one about the light guards, I think they could take more than one shotgun. But they should be more stunned by the blow of it. So you can feel superior to them. I don't feel like the awesome killing machine I felt like in Quake2. :p

Well, I did include suggestions/how I would like it, to many of them. But I am surpricingly tired right now. The game really took it's toll on me. ;) (I suppose that's a good thing though)



Kiltron@Posted: Wed Aug 10, 2005 4:38 am :
QUAKE II: LOST MARINE QUAKECON 2005 TEST BUILD RELEASED

It's finally here. The highly anticipated release of the Quake II: Lost Marine QuakeCon 2005 Test Build for DOOM 3. Get your guns and gear ready for this action packed remix of Quake II within the DOOM 3 engine. Engage in high combat situations in all new areas with all new gameplay. Fight various Strogg enemies along your way including Enforcers, Light Guards and Flyers. Take them out with your Blaster, Double Barrel Shotgun, or other aresenal that you come across. Find secrets and secret areas and powerups. Unlock secret extra content, and much more!

This is a Single Player Demo only. This is not the full or final polished release of the mod. This is only a test build, for progress showing and bug feedback reporting. There are still things we need to finish, including animations, code, art etc. It's packaged in a Windows Installer and is also ready for burning a backup copy of the mod to CD. Don't forget to grab your CD Labels on the Downloads page as well.

It's been a tough 4 months developing this demo, but I promised to have something playable by QuakeCon 2005 and I delivered on that promise. Everyone did an excellent job. So without further delay, go download the mod and kick some Strogg ass!

http://www.planetquake.com/meanarena/quake2_lostmarine



psyborg@Posted: Wed Aug 10, 2005 5:51 am :
FIRST!!!!!111


this is too awesome, installing now.



rich_is_bored@Posted: Wed Aug 10, 2005 7:03 am :
Very nostalgic and that's always nice.

After the first loading screen it took me a few seconds to realize it wasn't Quake 2, which is a good thing.

It's a little sluggish on my rig but I'm more to blame for that than you. I realize that you're using more lights than the stock Doom 3 maps in order to make the levels in the mod well lit so it's a given that performance won't be quite as good.

The only real gripe I have is the installer, as you aren't prompted for the location of Doom 3. It just assumes that you've installed Doom 3 in C:\Program Files\Doom 3\ which means you have to move the mod and change the shortcut.



psyborg@Posted: Wed Aug 10, 2005 7:54 am :
been playing it quite for a good while now. heres my critique

mapping: brilliant, although a little chuggy in some spots i had to turn video settings to medium.

weapons: very good, love them.

enemies: they all look good but the light enforcer needs more animation alot of the time he seems to be gliding around, and have him aim his gun higher looks like hes pointing it downward. flyer and enforcer are great.

items: they look good but i dont like the way they light up, looks weird.

presentation/installer/gui: very professional

music: awesome

for a test build its very fun and really cool but needs a little more work, cant wait for the finished product.



doomkid3000@Posted: Wed Aug 10, 2005 7:55 am :
Im Very Impressed :twisted:
how do you turn crosshairs on



Petter@Posted: Wed Aug 10, 2005 8:46 am :
downloading!!!



BNA!@Posted: Wed Aug 10, 2005 8:50 am :
Guess that qualifies for news - congrats!



Petter@Posted: Wed Aug 10, 2005 9:11 am :
I get bumped out on my desktop when tryign to execute the exe file, it also happens if i try to open it in the mods in doom3.

any sugestions?

I have done everythign necessary.



rich_is_bored@Posted: Wed Aug 10, 2005 9:30 am :
Doom 3 is known to copy the offending error message into the clipboard when it crashes so try pasting (Ctrl + V) in notepad immediately after the crash.



BJA@Posted: Wed Aug 10, 2005 2:17 pm :
Petter wrote:
I get bumped out on my desktop when tryign to execute the exe file, it also happens if i try to open it in the mods in doom3.

any sugestions?

I have done everythign necessary.

same happens to me...I only see for 1-2 seconds the q2 lost marine loading screen and then I get back on my desktop.
Already installed doom3 new to the program files folder but it didn't work either.



Kristus@Posted: Wed Aug 10, 2005 2:34 pm :
Why does the enforcer have a pig nose?
http://www.planetquake.com/meanarena/qu ... demo03.jpg

Anywya, currently downloading. (only have 2mb down, so it takes a little while. :p )



Kiltron@Posted: Wed Aug 10, 2005 3:27 pm :
Yeah, the Installer has a bug in it, well not really a bug, more like I had less than 24 hrs to put it together and I've never used Wise for Windows Installer before, and was unable to figure out how to make the install path reflect showing the new path you've chose. (Though I followed their directions to a T, there's checkboxes they say to use missing from my application so I was at a loss on what to do)

You can choose any path you want to install to, and the mod will install to it, it just doesn't update the path you see after you picked a new one and doesn't apply that new path to the mod shortcuts. Will get it fixed when possible.



Gazado@Posted: Wed Aug 10, 2005 5:58 pm :
The mod seemed ok , there is a lot of new custom content in there which is great.

I found the game to chug worse than any other mod or expansion Ive used with Doom 3 - there are only two things I can think of that would cause this:

1) Poorly optimised mapping - little use of visportals and/or poorly structured geometry. Without looking at the maps in the editor I wont know.

2) Doom 3 doesnt seem to like loading too much data up from a mod folder. The more custom resources you use, the more slower the game seems to run. In the case of this project, it is a complete total conversion and this might be why the game goes so slowly compared to other mods etc...

Generally speaking it seems ok to play through but for me it is isnt that far of a step forward from the original. Someone also stated that there were a lot more lights because its more lighter than standard Doom 3 levels. I tend to disagree with this, the maps in this project seem just as dark as in Doom 3 - I fail to see where extra lights would be used over what is in use by Doom 3.

Another thing that made me laugh, the light guards knees seem to be glued together like he is desperate for a pee.

I may have missed some setting somewhere, but I failed to find an option to enable a crosshair. That in itself was incredibly frustrating. If there is an option for a crosshair, please post here how to get it.

Not bad, not bad at all, but not overly amazing either. Will be interested to see where the rest of the project goes though as it has the potential to be extremly interesting and fun to play.



AO@Posted: Wed Aug 10, 2005 6:14 pm :
Cool, I'm downloading the mod now! Thanks.



MercyKiller@Posted: Wed Aug 10, 2005 6:38 pm :
Besides some minor gripes, probably the best remake/remix of a classic game inside the doom3 engine that I've seen yet! Great work, Kiltron.



Kristus@Posted: Wed Aug 10, 2005 6:58 pm :
Ok, here comes my opinions and bugs I encountered. (I'm not sugarcoating anything btw )

I was running this with:
Barton 2800+
GF 6600gt 128
Asus Nforce2
1024 mb ram
And I played it at hard.

Bugs:
* The installer installed all the files directly in my Doom3 root. (in this case e:\spel\Doom 3) instead of the directory that it created for the mod.
* The icon created didn't lead to the actual mod/game (as previously stated)
* No crosshair option. (If I had known what the consol command for it was, I had probably had been having more fun. Checking your aim by watching where the bullets land have a certain charm in itself though. :p)
* Am I just tired, or was there no auto run?
* When the "barrels" explode they leave a debries, that seconds later instantly disappears. Why not just blow it all up at once?
* It's running quite slow. I get dips to 40fps all the time.
* The game bogs down to 1-5 fps in the last map's final areas (where you open the drainwell) and I can't for the life of me figure out why.
* Add a music volume lever in the System settings menu.
* When it starts I hear "Computer updated" I hit F1 but noting happens. I hit tab but nothing happens. I look in the controls setup and find nothing. So what computer is updated?
* In the first map, when you jumped out of the little crawl space down into the water, you can't get back. (I wanna go get that andrenalin pack in the beginning, since I didn't need it before but do now when I meet heavy opposition from a gun turret and flying ships and stuff)
* These screenshots display how I found the models to need some more work.
Shot1 - arm | Shot2 - Rear pelvis | Shot3 - Flying corpses | Shot4 - Remnant Light

Design-flaws: (This of course is a matter of opinion more than anything)
* The textures show that they are not the least 3d. Generally they look ok, but many of them really shows how they are drawn in Photoshop/PSP/whatever and the bumpmapping of them really gives off a sense of "Nvidia normalmap filter" usage. And in some cases it doesn't look like they even have any bumpmap.
* The light guards go down way to hard. IMO they should go down on one shotgun blast. instead I need to use two, and since I didn't have any crosshair, even then they wouldn't always go down. (even if I shot them in the head at point blank range, sure they got a visor. But still they're the weakest enemy in the whole game.).
* The music drove me nuts. It was too repetetive and too boring. After hearing the same short piece in the last map over and over again I was ready to scream. (I'd like to note that I actually love the Quake2 soundtrack, and still after all these years listen to it.)
* It's way too dark. It's even darker than Doom3. And I only have the blaster to light my way. Quake2 is not this dark.
* In the last map there's an andrenaline pack on a floating crate, Why can't I jump up on that crate and grab it? Am I Stephen Hawkins?
* Why did you make the first map MORE linear than the original?
* Atleast replace the skin of the grenade for this version. It's way out of place now.
* Water level after draining.
* The orange light guards skins are too slick and clean. They don't match well with the surroundings.
* Sometimes I mistook the machinegun for the shotgun. Might just have been because I was unfamiliar with them.
* I think you should work more on making the new monsters look like actual discusting cyborgs. Right now they don't give me much of that feeling, just regular soldiers. With guns for hands. (in other words, work on the skins some more, make them a bit more menacing)
* The water was quite nice, but the shader effect on it (heathaze I assume) is running way to fast. It's too active to be just lying there in puddles. Now it's moving around like it was a stream or it was raining on it.

That's all I can think of for now. I'll be back later to complain some more. :p



Kiltron@Posted: Wed Aug 10, 2005 8:24 pm :
Thanks for the feedback Kristus.

It would be more helpful if you included suggestions with the complaints as to how you feel would improve them. ;)

Work In Progress as stated on the main menu.



Kristus@Posted: Wed Aug 10, 2005 8:34 pm :
I'd like to change one of the comments. The one about the light guards, I think they could take more than one shotgun. But they should be more stunned by the blow of it. So you can feel superior to them. I don't feel like the awesome killing machine I felt like in Quake2. :p

Well, I did include suggestions/how I would like it, to many of them. But I am surpricingly tired right now. The game really took it's toll on me. ;) (I suppose that's a good thing though)



Kiltron@Posted: Wed Aug 10, 2005 4:38 am :
QUAKE II: LOST MARINE QUAKECON 2005 TEST BUILD RELEASED

It's finally here. The highly anticipated release of the Quake II: Lost Marine QuakeCon 2005 Test Build for DOOM 3. Get your guns and gear ready for this action packed remix of Quake II within the DOOM 3 engine. Engage in high combat situations in all new areas with all new gameplay. Fight various Strogg enemies along your way including Enforcers, Light Guards and Flyers. Take them out with your Blaster, Double Barrel Shotgun, or other aresenal that you come across. Find secrets and secret areas and powerups. Unlock secret extra content, and much more!

This is a Single Player Demo only. This is not the full or final polished release of the mod. This is only a test build, for progress showing and bug feedback reporting. There are still things we need to finish, including animations, code, art etc. It's packaged in a Windows Installer and is also ready for burning a backup copy of the mod to CD. Don't forget to grab your CD Labels on the Downloads page as well.

It's been a tough 4 months developing this demo, but I promised to have something playable by QuakeCon 2005 and I delivered on that promise. Everyone did an excellent job. So without further delay, go download the mod and kick some Strogg ass!

http://www.planetquake.com/meanarena/quake2_lostmarine



psyborg@Posted: Wed Aug 10, 2005 5:51 am :
FIRST!!!!!111


this is too awesome, installing now.



rich_is_bored@Posted: Wed Aug 10, 2005 7:03 am :
Very nostalgic and that's always nice.

After the first loading screen it took me a few seconds to realize it wasn't Quake 2, which is a good thing.

It's a little sluggish on my rig but I'm more to blame for that than you. I realize that you're using more lights than the stock Doom 3 maps in order to make the levels in the mod well lit so it's a given that performance won't be quite as good.

The only real gripe I have is the installer, as you aren't prompted for the location of Doom 3. It just assumes that you've installed Doom 3 in C:\Program Files\Doom 3\ which means you have to move the mod and change the shortcut.



psyborg@Posted: Wed Aug 10, 2005 7:54 am :
been playing it quite for a good while now. heres my critique

mapping: brilliant, although a little chuggy in some spots i had to turn video settings to medium.

weapons: very good, love them.

enemies: they all look good but the light enforcer needs more animation alot of the time he seems to be gliding around, and have him aim his gun higher looks like hes pointing it downward. flyer and enforcer are great.

items: they look good but i dont like the way they light up, looks weird.

presentation/installer/gui: very professional

music: awesome

for a test build its very fun and really cool but needs a little more work, cant wait for the finished product.



doomkid3000@Posted: Wed Aug 10, 2005 7:55 am :
Im Very Impressed :twisted:
how do you turn crosshairs on



Petter@Posted: Wed Aug 10, 2005 8:46 am :
downloading!!!



BNA!@Posted: Wed Aug 10, 2005 8:50 am :
Guess that qualifies for news - congrats!



Petter@Posted: Wed Aug 10, 2005 9:11 am :
I get bumped out on my desktop when tryign to execute the exe file, it also happens if i try to open it in the mods in doom3.

any sugestions?

I have done everythign necessary.



rich_is_bored@Posted: Wed Aug 10, 2005 9:30 am :
Doom 3 is known to copy the offending error message into the clipboard when it crashes so try pasting (Ctrl + V) in notepad immediately after the crash.



BJA@Posted: Wed Aug 10, 2005 2:17 pm :
Petter wrote:
I get bumped out on my desktop when tryign to execute the exe file, it also happens if i try to open it in the mods in doom3.

any sugestions?

I have done everythign necessary.

same happens to me...I only see for 1-2 seconds the q2 lost marine loading screen and then I get back on my desktop.
Already installed doom3 new to the program files folder but it didn't work either.



Kristus@Posted: Wed Aug 10, 2005 2:34 pm :
Why does the enforcer have a pig nose?
http://www.planetquake.com/meanarena/qu ... demo03.jpg

Anywya, currently downloading. (only have 2mb down, so it takes a little while. :p )



Kiltron@Posted: Wed Aug 10, 2005 3:27 pm :
Yeah, the Installer has a bug in it, well not really a bug, more like I had less than 24 hrs to put it together and I've never used Wise for Windows Installer before, and was unable to figure out how to make the install path reflect showing the new path you've chose. (Though I followed their directions to a T, there's checkboxes they say to use missing from my application so I was at a loss on what to do)

You can choose any path you want to install to, and the mod will install to it, it just doesn't update the path you see after you picked a new one and doesn't apply that new path to the mod shortcuts. Will get it fixed when possible.



Gazado@Posted: Wed Aug 10, 2005 5:58 pm :
The mod seemed ok , there is a lot of new custom content in there which is great.

I found the game to chug worse than any other mod or expansion Ive used with Doom 3 - there are only two things I can think of that would cause this:

1) Poorly optimised mapping - little use of visportals and/or poorly structured geometry. Without looking at the maps in the editor I wont know.

2) Doom 3 doesnt seem to like loading too much data up from a mod folder. The more custom resources you use, the more slower the game seems to run. In the case of this project, it is a complete total conversion and this might be why the game goes so slowly compared to other mods etc...

Generally speaking it seems ok to play through but for me it is isnt that far of a step forward from the original. Someone also stated that there were a lot more lights because its more lighter than standard Doom 3 levels. I tend to disagree with this, the maps in this project seem just as dark as in Doom 3 - I fail to see where extra lights would be used over what is in use by Doom 3.

Another thing that made me laugh, the light guards knees seem to be glued together like he is desperate for a pee.

I may have missed some setting somewhere, but I failed to find an option to enable a crosshair. That in itself was incredibly frustrating. If there is an option for a crosshair, please post here how to get it.

Not bad, not bad at all, but not overly amazing either. Will be interested to see where the rest of the project goes though as it has the potential to be extremly interesting and fun to play.



AO@Posted: Wed Aug 10, 2005 6:14 pm :
Cool, I'm downloading the mod now! Thanks.



MercyKiller@Posted: Wed Aug 10, 2005 6:38 pm :
Besides some minor gripes, probably the best remake/remix of a classic game inside the doom3 engine that I've seen yet! Great work, Kiltron.



Kristus@Posted: Wed Aug 10, 2005 6:58 pm :
Ok, here comes my opinions and bugs I encountered. (I'm not sugarcoating anything btw )

I was running this with:
Barton 2800+
GF 6600gt 128
Asus Nforce2
1024 mb ram
And I played it at hard.

Bugs:
* The installer installed all the files directly in my Doom3 root. (in this case e:\spel\Doom 3) instead of the directory that it created for the mod.
* The icon created didn't lead to the actual mod/game (as previously stated)
* No crosshair option. (If I had known what the consol command for it was, I had probably had been having more fun. Checking your aim by watching where the bullets land have a certain charm in itself though. :p)
* Am I just tired, or was there no auto run?
* When the "barrels" explode they leave a debries, that seconds later instantly disappears. Why not just blow it all up at once?
* It's running quite slow. I get dips to 40fps all the time.
* The game bogs down to 1-5 fps in the last map's final areas (where you open the drainwell) and I can't for the life of me figure out why.
* Add a music volume lever in the System settings menu.
* When it starts I hear "Computer updated" I hit F1 but noting happens. I hit tab but nothing happens. I look in the controls setup and find nothing. So what computer is updated?
* In the first map, when you jumped out of the little crawl space down into the water, you can't get back. (I wanna go get that andrenalin pack in the beginning, since I didn't need it before but do now when I meet heavy opposition from a gun turret and flying ships and stuff)
* These screenshots display how I found the models to need some more work.
Shot1 - arm | Shot2 - Rear pelvis | Shot3 - Flying corpses | Shot4 - Remnant Light

Design-flaws: (This of course is a matter of opinion more than anything)
* The textures show that they are not the least 3d. Generally they look ok, but many of them really shows how they are drawn in Photoshop/PSP/whatever and the bumpmapping of them really gives off a sense of "Nvidia normalmap filter" usage. And in some cases it doesn't look like they even have any bumpmap.
* The light guards go down way to hard. IMO they should go down on one shotgun blast. instead I need to use two, and since I didn't have any crosshair, even then they wouldn't always go down. (even if I shot them in the head at point blank range, sure they got a visor. But still they're the weakest enemy in the whole game.).
* The music drove me nuts. It was too repetetive and too boring. After hearing the same short piece in the last map over and over again I was ready to scream. (I'd like to note that I actually love the Quake2 soundtrack, and still after all these years listen to it.)
* It's way too dark. It's even darker than Doom3. And I only have the blaster to light my way. Quake2 is not this dark.
* In the last map there's an andrenaline pack on a floating crate, Why can't I jump up on that crate and grab it? Am I Stephen Hawkins?
* Why did you make the first map MORE linear than the original?
* Atleast replace the skin of the grenade for this version. It's way out of place now.
* Water level after draining.
* The orange light guards skins are too slick and clean. They don't match well with the surroundings.
* Sometimes I mistook the machinegun for the shotgun. Might just have been because I was unfamiliar with them.
* I think you should work more on making the new monsters look like actual discusting cyborgs. Right now they don't give me much of that feeling, just regular soldiers. With guns for hands. (in other words, work on the skins some more, make them a bit more menacing)
* The water was quite nice, but the shader effect on it (heathaze I assume) is running way to fast. It's too active to be just lying there in puddles. Now it's moving around like it was a stream or it was raining on it.

That's all I can think of for now. I'll be back later to complain some more. :p



Kiltron@Posted: Wed Aug 10, 2005 8:24 pm :
Thanks for the feedback Kristus.

It would be more helpful if you included suggestions with the complaints as to how you feel would improve them. ;)

Work In Progress as stated on the main menu.



Kristus@Posted: Wed Aug 10, 2005 8:34 pm :
I'd like to change one of the comments. The one about the light guards, I think they could take more than one shotgun. But they should be more stunned by the blow of it. So you can feel superior to them. I don't feel like the awesome killing machine I felt like in Quake2. :p

Well, I did include suggestions/how I would like it, to many of them. But I am surpricingly tired right now. The game really took it's toll on me. ;) (I suppose that's a good thing though)



Kiltron@Posted: Wed Aug 10, 2005 4:38 am :
QUAKE II: LOST MARINE QUAKECON 2005 TEST BUILD RELEASED

It's finally here. The highly anticipated release of the Quake II: Lost Marine QuakeCon 2005 Test Build for DOOM 3. Get your guns and gear ready for this action packed remix of Quake II within the DOOM 3 engine. Engage in high combat situations in all new areas with all new gameplay. Fight various Strogg enemies along your way including Enforcers, Light Guards and Flyers. Take them out with your Blaster, Double Barrel Shotgun, or other aresenal that you come across. Find secrets and secret areas and powerups. Unlock secret extra content, and much more!

This is a Single Player Demo only. This is not the full or final polished release of the mod. This is only a test build, for progress showing and bug feedback reporting. There are still things we need to finish, including animations, code, art etc. It's packaged in a Windows Installer and is also ready for burning a backup copy of the mod to CD. Don't forget to grab your CD Labels on the Downloads page as well.

It's been a tough 4 months developing this demo, but I promised to have something playable by QuakeCon 2005 and I delivered on that promise. Everyone did an excellent job. So without further delay, go download the mod and kick some Strogg ass!

http://www.planetquake.com/meanarena/quake2_lostmarine



psyborg@Posted: Wed Aug 10, 2005 5:51 am :
FIRST!!!!!111


this is too awesome, installing now.



rich_is_bored@Posted: Wed Aug 10, 2005 7:03 am :
Very nostalgic and that's always nice.

After the first loading screen it took me a few seconds to realize it wasn't Quake 2, which is a good thing.

It's a little sluggish on my rig but I'm more to blame for that than you. I realize that you're using more lights than the stock Doom 3 maps in order to make the levels in the mod well lit so it's a given that performance won't be quite as good.

The only real gripe I have is the installer, as you aren't prompted for the location of Doom 3. It just assumes that you've installed Doom 3 in C:\Program Files\Doom 3\ which means you have to move the mod and change the shortcut.



psyborg@Posted: Wed Aug 10, 2005 7:54 am :
been playing it quite for a good while now. heres my critique

mapping: brilliant, although a little chuggy in some spots i had to turn video settings to medium.

weapons: very good, love them.

enemies: they all look good but the light enforcer needs more animation alot of the time he seems to be gliding around, and have him aim his gun higher looks like hes pointing it downward. flyer and enforcer are great.

items: they look good but i dont like the way they light up, looks weird.

presentation/installer/gui: very professional

music: awesome

for a test build its very fun and really cool but needs a little more work, cant wait for the finished product.



doomkid3000@Posted: Wed Aug 10, 2005 7:55 am :
Im Very Impressed :twisted:
how do you turn crosshairs on



Petter@Posted: Wed Aug 10, 2005 8:46 am :
downloading!!!



BNA!@Posted: Wed Aug 10, 2005 8:50 am :
Guess that qualifies for news - congrats!



Petter@Posted: Wed Aug 10, 2005 9:11 am :
I get bumped out on my desktop when tryign to execute the exe file, it also happens if i try to open it in the mods in doom3.

any sugestions?

I have done everythign necessary.



rich_is_bored@Posted: Wed Aug 10, 2005 9:30 am :
Doom 3 is known to copy the offending error message into the clipboard when it crashes so try pasting (Ctrl + V) in notepad immediately after the crash.



BJA@Posted: Wed Aug 10, 2005 2:17 pm :
Petter wrote:
I get bumped out on my desktop when tryign to execute the exe file, it also happens if i try to open it in the mods in doom3.

any sugestions?

I have done everythign necessary.

same happens to me...I only see for 1-2 seconds the q2 lost marine loading screen and then I get back on my desktop.
Already installed doom3 new to the program files folder but it didn't work either.



Kristus@Posted: Wed Aug 10, 2005 2:34 pm :
Why does the enforcer have a pig nose?
http://www.planetquake.com/meanarena/qu ... demo03.jpg

Anywya, currently downloading. (only have 2mb down, so it takes a little while. :p )



Kiltron@Posted: Wed Aug 10, 2005 3:27 pm :
Yeah, the Installer has a bug in it, well not really a bug, more like I had less than 24 hrs to put it together and I've never used Wise for Windows Installer before, and was unable to figure out how to make the install path reflect showing the new path you've chose. (Though I followed their directions to a T, there's checkboxes they say to use missing from my application so I was at a loss on what to do)

You can choose any path you want to install to, and the mod will install to it, it just doesn't update the path you see after you picked a new one and doesn't apply that new path to the mod shortcuts. Will get it fixed when possible.



Gazado@Posted: Wed Aug 10, 2005 5:58 pm :
The mod seemed ok , there is a lot of new custom content in there which is great.

I found the game to chug worse than any other mod or expansion Ive used with Doom 3 - there are only two things I can think of that would cause this:

1) Poorly optimised mapping - little use of visportals and/or poorly structured geometry. Without looking at the maps in the editor I wont know.

2) Doom 3 doesnt seem to like loading too much data up from a mod folder. The more custom resources you use, the more slower the game seems to run. In the case of this project, it is a complete total conversion and this might be why the game goes so slowly compared to other mods etc...

Generally speaking it seems ok to play through but for me it is isnt that far of a step forward from the original. Someone also stated that there were a lot more lights because its more lighter than standard Doom 3 levels. I tend to disagree with this, the maps in this project seem just as dark as in Doom 3 - I fail to see where extra lights would be used over what is in use by Doom 3.

Another thing that made me laugh, the light guards knees seem to be glued together like he is desperate for a pee.

I may have missed some setting somewhere, but I failed to find an option to enable a crosshair. That in itself was incredibly frustrating. If there is an option for a crosshair, please post here how to get it.

Not bad, not bad at all, but not overly amazing either. Will be interested to see where the rest of the project goes though as it has the potential to be extremly interesting and fun to play.



AO@Posted: Wed Aug 10, 2005 6:14 pm :
Cool, I'm downloading the mod now! Thanks.



MercyKiller@Posted: Wed Aug 10, 2005 6:38 pm :
Besides some minor gripes, probably the best remake/remix of a classic game inside the doom3 engine that I've seen yet! Great work, Kiltron.



Kristus@Posted: Wed Aug 10, 2005 6:58 pm :
Ok, here comes my opinions and bugs I encountered. (I'm not sugarcoating anything btw )

I was running this with:
Barton 2800+
GF 6600gt 128
Asus Nforce2
1024 mb ram
And I played it at hard.

Bugs:
* The installer installed all the files directly in my Doom3 root. (in this case e:\spel\Doom 3) instead of the directory that it created for the mod.
* The icon created didn't lead to the actual mod/game (as previously stated)
* No crosshair option. (If I had known what the consol command for it was, I had probably had been having more fun. Checking your aim by watching where the bullets land have a certain charm in itself though. :p)
* Am I just tired, or was there no auto run?
* When the "barrels" explode they leave a debries, that seconds later instantly disappears. Why not just blow it all up at once?
* It's running quite slow. I get dips to 40fps all the time.
* The game bogs down to 1-5 fps in the last map's final areas (where you open the drainwell) and I can't for the life of me figure out why.
* Add a music volume lever in the System settings menu.
* When it starts I hear "Computer updated" I hit F1 but noting happens. I hit tab but nothing happens. I look in the controls setup and find nothing. So what computer is updated?
* In the first map, when you jumped out of the little crawl space down into the water, you can't get back. (I wanna go get that andrenalin pack in the beginning, since I didn't need it before but do now when I meet heavy opposition from a gun turret and flying ships and stuff)
* These screenshots display how I found the models to need some more work.
Shot1 - arm | Shot2 - Rear pelvis | Shot3 - Flying corpses | Shot4 - Remnant Light

Design-flaws: (This of course is a matter of opinion more than anything)
* The textures show that they are not the least 3d. Generally they look ok, but many of them really shows how they are drawn in Photoshop/PSP/whatever and the bumpmapping of them really gives off a sense of "Nvidia normalmap filter" usage. And in some cases it doesn't look like they even have any bumpmap.
* The light guards go down way to hard. IMO they should go down on one shotgun blast. instead I need to use two, and since I didn't have any crosshair, even then they wouldn't always go down. (even if I shot them in the head at point blank range, sure they got a visor. But still they're the weakest enemy in the whole game.).
* The music drove me nuts. It was too repetetive and too boring. After hearing the same short piece in the last map over and over again I was ready to scream. (I'd like to note that I actually love the Quake2 soundtrack, and still after all these years listen to it.)
* It's way too dark. It's even darker than Doom3. And I only have the blaster to light my way. Quake2 is not this dark.
* In the last map there's an andrenaline pack on a floating crate, Why can't I jump up on that crate and grab it? Am I Stephen Hawkins?
* Why did you make the first map MORE linear than the original?
* Atleast replace the skin of the grenade for this version. It's way out of place now.
* Water level after draining.
* The orange light guards skins are too slick and clean. They don't match well with the surroundings.
* Sometimes I mistook the machinegun for the shotgun. Might just have been because I was unfamiliar with them.
* I think you should work more on making the new monsters look like actual discusting cyborgs. Right now they don't give me much of that feeling, just regular soldiers. With guns for hands. (in other words, work on the skins some more, make them a bit more menacing)
* The water was quite nice, but the shader effect on it (heathaze I assume) is running way to fast. It's too active to be just lying there in puddles. Now it's moving around like it was a stream or it was raining on it.

That's all I can think of for now. I'll be back later to complain some more. :p



Kiltron@Posted: Wed Aug 10, 2005 8:24 pm :
Thanks for the feedback Kristus.

It would be more helpful if you included suggestions with the complaints as to how you feel would improve them. ;)

Work In Progress as stated on the main menu.



Kristus@Posted: Wed Aug 10, 2005 8:34 pm :
I'd like to change one of the comments. The one about the light guards, I think they could take more than one shotgun. But they should be more stunned by the blow of it. So you can feel superior to them. I don't feel like the awesome killing machine I felt like in Quake2. :p

Well, I did include suggestions/how I would like it, to many of them. But I am surpricingly tired right now. The game really took it's toll on me. ;) (I suppose that's a good thing though)



Kiltron@Posted: Wed Aug 10, 2005 4:38 am :
QUAKE II: LOST MARINE QUAKECON 2005 TEST BUILD RELEASED

It's finally here. The highly anticipated release of the Quake II: Lost Marine QuakeCon 2005 Test Build for DOOM 3. Get your guns and gear ready for this action packed remix of Quake II within the DOOM 3 engine. Engage in high combat situations in all new areas with all new gameplay. Fight various Strogg enemies along your way including Enforcers, Light Guards and Flyers. Take them out with your Blaster, Double Barrel Shotgun, or other aresenal that you come across. Find secrets and secret areas and powerups. Unlock secret extra content, and much more!

This is a Single Player Demo only. This is not the full or final polished release of the mod. This is only a test build, for progress showing and bug feedback reporting. There are still things we need to finish, including animations, code, art etc. It's packaged in a Windows Installer and is also ready for burning a backup copy of the mod to CD. Don't forget to grab your CD Labels on the Downloads page as well.

It's been a tough 4 months developing this demo, but I promised to have something playable by QuakeCon 2005 and I delivered on that promise. Everyone did an excellent job. So without further delay, go download the mod and kick some Strogg ass!

http://www.planetquake.com/meanarena/quake2_lostmarine



psyborg@Posted: Wed Aug 10, 2005 5:51 am :
FIRST!!!!!111


this is too awesome, installing now.



rich_is_bored@Posted: Wed Aug 10, 2005 7:03 am :
Very nostalgic and that's always nice.

After the first loading screen it took me a few seconds to realize it wasn't Quake 2, which is a good thing.

It's a little sluggish on my rig but I'm more to blame for that than you. I realize that you're using more lights than the stock Doom 3 maps in order to make the levels in the mod well lit so it's a given that performance won't be quite as good.

The only real gripe I have is the installer, as you aren't prompted for the location of Doom 3. It just assumes that you've installed Doom 3 in C:\Program Files\Doom 3\ which means you have to move the mod and change the shortcut.



psyborg@Posted: Wed Aug 10, 2005 7:54 am :
been playing it quite for a good while now. heres my critique

mapping: brilliant, although a little chuggy in some spots i had to turn video settings to medium.

weapons: very good, love them.

enemies: they all look good but the light enforcer needs more animation alot of the time he seems to be gliding around, and have him aim his gun higher looks like hes pointing it downward. flyer and enforcer are great.

items: they look good but i dont like the way they light up, looks weird.

presentation/installer/gui: very professional

music: awesome

for a test build its very fun and really cool but needs a little more work, cant wait for the finished product.



doomkid3000@Posted: Wed Aug 10, 2005 7:55 am :
Im Very Impressed :twisted:
how do you turn crosshairs on



Petter@Posted: Wed Aug 10, 2005 8:46 am :
downloading!!!



BNA!@Posted: Wed Aug 10, 2005 8:50 am :
Guess that qualifies for news - congrats!



Petter@Posted: Wed Aug 10, 2005 9:11 am :
I get bumped out on my desktop when tryign to execute the exe file, it also happens if i try to open it in the mods in doom3.

any sugestions?

I have done everythign necessary.



rich_is_bored@Posted: Wed Aug 10, 2005 9:30 am :
Doom 3 is known to copy the offending error message into the clipboard when it crashes so try pasting (Ctrl + V) in notepad immediately after the crash.



BJA@Posted: Wed Aug 10, 2005 2:17 pm :
Petter wrote:
I get bumped out on my desktop when tryign to execute the exe file, it also happens if i try to open it in the mods in doom3.

any sugestions?

I have done everythign necessary.

same happens to me...I only see for 1-2 seconds the q2 lost marine loading screen and then I get back on my desktop.
Already installed doom3 new to the program files folder but it didn't work either.



Kristus@Posted: Wed Aug 10, 2005 2:34 pm :
Why does the enforcer have a pig nose?
http://www.planetquake.com/meanarena/qu ... demo03.jpg

Anywya, currently downloading. (only have 2mb down, so it takes a little while. :p )



Kiltron@Posted: Wed Aug 10, 2005 3:27 pm :
Yeah, the Installer has a bug in it, well not really a bug, more like I had less than 24 hrs to put it together and I've never used Wise for Windows Installer before, and was unable to figure out how to make the install path reflect showing the new path you've chose. (Though I followed their directions to a T, there's checkboxes they say to use missing from my application so I was at a loss on what to do)

You can choose any path you want to install to, and the mod will install to it, it just doesn't update the path you see after you picked a new one and doesn't apply that new path to the mod shortcuts. Will get it fixed when possible.



Gazado@Posted: Wed Aug 10, 2005 5:58 pm :
The mod seemed ok , there is a lot of new custom content in there which is great.

I found the game to chug worse than any other mod or expansion Ive used with Doom 3 - there are only two things I can think of that would cause this:

1) Poorly optimised mapping - little use of visportals and/or poorly structured geometry. Without looking at the maps in the editor I wont know.

2) Doom 3 doesnt seem to like loading too much data up from a mod folder. The more custom resources you use, the more slower the game seems to run. In the case of this project, it is a complete total conversion and this might be why the game goes so slowly compared to other mods etc...

Generally speaking it seems ok to play through but for me it is isnt that far of a step forward from the original. Someone also stated that there were a lot more lights because its more lighter than standard Doom 3 levels. I tend to disagree with this, the maps in this project seem just as dark as in Doom 3 - I fail to see where extra lights would be used over what is in use by Doom 3.

Another thing that made me laugh, the light guards knees seem to be glued together like he is desperate for a pee.

I may have missed some setting somewhere, but I failed to find an option to enable a crosshair. That in itself was incredibly frustrating. If there is an option for a crosshair, please post here how to get it.

Not bad, not bad at all, but not overly amazing either. Will be interested to see where the rest of the project goes though as it has the potential to be extremly interesting and fun to play.



AO@Posted: Wed Aug 10, 2005 6:14 pm :
Cool, I'm downloading the mod now! Thanks.



MercyKiller@Posted: Wed Aug 10, 2005 6:38 pm :
Besides some minor gripes, probably the best remake/remix of a classic game inside the doom3 engine that I've seen yet! Great work, Kiltron.



Kristus@Posted: Wed Aug 10, 2005 6:58 pm :
Ok, here comes my opinions and bugs I encountered. (I'm not sugarcoating anything btw )

I was running this with:
Barton 2800+
GF 6600gt 128
Asus Nforce2
1024 mb ram
And I played it at hard.

Bugs:
* The installer installed all the files directly in my Doom3 root. (in this case e:\spel\Doom 3) instead of the directory that it created for the mod.
* The icon created didn't lead to the actual mod/game (as previously stated)
* No crosshair option. (If I had known what the consol command for it was, I had probably had been having more fun. Checking your aim by watching where the bullets land have a certain charm in itself though. :p)
* Am I just tired, or was there no auto run?
* When the "barrels" explode they leave a debries, that seconds later instantly disappears. Why not just blow it all up at once?
* It's running quite slow. I get dips to 40fps all the time.
* The game bogs down to 1-5 fps in the last map's final areas (where you open the drainwell) and I can't for the life of me figure out why.
* Add a music volume lever in the System settings menu.
* When it starts I hear "Computer updated" I hit F1 but noting happens. I hit tab but nothing happens. I look in the controls setup and find nothing. So what computer is updated?
* In the first map, when you jumped out of the little crawl space down into the water, you can't get back. (I wanna go get that andrenalin pack in the beginning, since I didn't need it before but do now when I meet heavy opposition from a gun turret and flying ships and stuff)
* These screenshots display how I found the models to need some more work.
Shot1 - arm | Shot2 - Rear pelvis | Shot3 - Flying corpses | Shot4 - Remnant Light

Design-flaws: (This of course is a matter of opinion more than anything)
* The textures show that they are not the least 3d. Generally they look ok, but many of them really shows how they are drawn in Photoshop/PSP/whatever and the bumpmapping of them really gives off a sense of "Nvidia normalmap filter" usage. And in some cases it doesn't look like they even have any bumpmap.
* The light guards go down way to hard. IMO they should go down on one shotgun blast. instead I need to use two, and since I didn't have any crosshair, even then they wouldn't always go down. (even if I shot them in the head at point blank range, sure they got a visor. But still they're the weakest enemy in the whole game.).
* The music drove me nuts. It was too repetetive and too boring. After hearing the same short piece in the last map over and over again I was ready to scream. (I'd like to note that I actually love the Quake2 soundtrack, and still after all these years listen to it.)
* It's way too dark. It's even darker than Doom3. And I only have the blaster to light my way. Quake2 is not this dark.
* In the last map there's an andrenaline pack on a floating crate, Why can't I jump up on that crate and grab it? Am I Stephen Hawkins?
* Why did you make the first map MORE linear than the original?
* Atleast replace the skin of the grenade for this version. It's way out of place now.
* Water level after draining.
* The orange light guards skins are too slick and clean. They don't match well with the surroundings.
* Sometimes I mistook the machinegun for the shotgun. Might just have been because I was unfamiliar with them.
* I think you should work more on making the new monsters look like actual discusting cyborgs. Right now they don't give me much of that feeling, just regular soldiers. With guns for hands. (in other words, work on the skins some more, make them a bit more menacing)
* The water was quite nice, but the shader effect on it (heathaze I assume) is running way to fast. It's too active to be just lying there in puddles. Now it's moving around like it was a stream or it was raining on it.

That's all I can think of for now. I'll be back later to complain some more. :p



Kiltron@Posted: Wed Aug 10, 2005 8:24 pm :
Thanks for the feedback Kristus.

It would be more helpful if you included suggestions with the complaints as to how you feel would improve them. ;)

Work In Progress as stated on the main menu.



Kristus@Posted: Wed Aug 10, 2005 8:34 pm :
I'd like to change one of the comments. The one about the light guards, I think they could take more than one shotgun. But they should be more stunned by the blow of it. So you can feel superior to them. I don't feel like the awesome killing machine I felt like in Quake2. :p

Well, I did include suggestions/how I would like it, to many of them. But I am surpricingly tired right now. The game really took it's toll on me. ;) (I suppose that's a good thing though)



Kiltron@Posted: Wed Aug 10, 2005 4:38 am :
QUAKE II: LOST MARINE QUAKECON 2005 TEST BUILD RELEASED

It's finally here. The highly anticipated release of the Quake II: Lost Marine QuakeCon 2005 Test Build for DOOM 3. Get your guns and gear ready for this action packed remix of Quake II within the DOOM 3 engine. Engage in high combat situations in all new areas with all new gameplay. Fight various Strogg enemies along your way including Enforcers, Light Guards and Flyers. Take them out with your Blaster, Double Barrel Shotgun, or other aresenal that you come across. Find secrets and secret areas and powerups. Unlock secret extra content, and much more!

This is a Single Player Demo only. This is not the full or final polished release of the mod. This is only a test build, for progress showing and bug feedback reporting. There are still things we need to finish, including animations, code, art etc. It's packaged in a Windows Installer and is also ready for burning a backup copy of the mod to CD. Don't forget to grab your CD Labels on the Downloads page as well.

It's been a tough 4 months developing this demo, but I promised to have something playable by QuakeCon 2005 and I delivered on that promise. Everyone did an excellent job. So without further delay, go download the mod and kick some Strogg ass!

http://www.planetquake.com/meanarena/quake2_lostmarine



psyborg@Posted: Wed Aug 10, 2005 5:51 am :
FIRST!!!!!111


this is too awesome, installing now.



rich_is_bored@Posted: Wed Aug 10, 2005 7:03 am :
Very nostalgic and that's always nice.

After the first loading screen it took me a few seconds to realize it wasn't Quake 2, which is a good thing.

It's a little sluggish on my rig but I'm more to blame for that than you. I realize that you're using more lights than the stock Doom 3 maps in order to make the levels in the mod well lit so it's a given that performance won't be quite as good.

The only real gripe I have is the installer, as you aren't prompted for the location of Doom 3. It just assumes that you've installed Doom 3 in C:\Program Files\Doom 3\ which means you have to move the mod and change the shortcut.



psyborg@Posted: Wed Aug 10, 2005 7:54 am :
been playing it quite for a good while now. heres my critique

mapping: brilliant, although a little chuggy in some spots i had to turn video settings to medium.

weapons: very good, love them.

enemies: they all look good but the light enforcer needs more animation alot of the time he seems to be gliding around, and have him aim his gun higher looks like hes pointing it downward. flyer and enforcer are great.

items: they look good but i dont like the way they light up, looks weird.

presentation/installer/gui: very professional

music: awesome

for a test build its very fun and really cool but needs a little more work, cant wait for the finished product.



doomkid3000@Posted: Wed Aug 10, 2005 7:55 am :
Im Very Impressed :twisted:
how do you turn crosshairs on



Petter@Posted: Wed Aug 10, 2005 8:46 am :
downloading!!!



BNA!@Posted: Wed Aug 10, 2005 8:50 am :
Guess that qualifies for news - congrats!



Petter@Posted: Wed Aug 10, 2005 9:11 am :
I get bumped out on my desktop when tryign to execute the exe file, it also happens if i try to open it in the mods in doom3.

any sugestions?

I have done everythign necessary.



rich_is_bored@Posted: Wed Aug 10, 2005 9:30 am :
Doom 3 is known to copy the offending error message into the clipboard when it crashes so try pasting (Ctrl + V) in notepad immediately after the crash.



BJA@Posted: Wed Aug 10, 2005 2:17 pm :
Petter wrote:
I get bumped out on my desktop when tryign to execute the exe file, it also happens if i try to open it in the mods in doom3.

any sugestions?

I have done everythign necessary.

same happens to me...I only see for 1-2 seconds the q2 lost marine loading screen and then I get back on my desktop.
Already installed doom3 new to the program files folder but it didn't work either.



Kristus@Posted: Wed Aug 10, 2005 2:34 pm :
Why does the enforcer have a pig nose?
http://www.planetquake.com/meanarena/qu ... demo03.jpg

Anywya, currently downloading. (only have 2mb down, so it takes a little while. :p )



Kiltron@Posted: Wed Aug 10, 2005 3:27 pm :
Yeah, the Installer has a bug in it, well not really a bug, more like I had less than 24 hrs to put it together and I've never used Wise for Windows Installer before, and was unable to figure out how to make the install path reflect showing the new path you've chose. (Though I followed their directions to a T, there's checkboxes they say to use missing from my application so I was at a loss on what to do)

You can choose any path you want to install to, and the mod will install to it, it just doesn't update the path you see after you picked a new one and doesn't apply that new path to the mod shortcuts. Will get it fixed when possible.



Gazado@Posted: Wed Aug 10, 2005 5:58 pm :
The mod seemed ok , there is a lot of new custom content in there which is great.

I found the game to chug worse than any other mod or expansion Ive used with Doom 3 - there are only two things I can think of that would cause this:

1) Poorly optimised mapping - little use of visportals and/or poorly structured geometry. Without looking at the maps in the editor I wont know.

2) Doom 3 doesnt seem to like loading too much data up from a mod folder. The more custom resources you use, the more slower the game seems to run. In the case of this project, it is a complete total conversion and this might be why the game goes so slowly compared to other mods etc...

Generally speaking it seems ok to play through but for me it is isnt that far of a step forward from the original. Someone also stated that there were a lot more lights because its more lighter than standard Doom 3 levels. I tend to disagree with this, the maps in this project seem just as dark as in Doom 3 - I fail to see where extra lights would be used over what is in use by Doom 3.

Another thing that made me laugh, the light guards knees seem to be glued together like he is desperate for a pee.

I may have missed some setting somewhere, but I failed to find an option to enable a crosshair. That in itself was incredibly frustrating. If there is an option for a crosshair, please post here how to get it.

Not bad, not bad at all, but not overly amazing either. Will be interested to see where the rest of the project goes though as it has the potential to be extremly interesting and fun to play.



AO@Posted: Wed Aug 10, 2005 6:14 pm :
Cool, I'm downloading the mod now! Thanks.



MercyKiller@Posted: Wed Aug 10, 2005 6:38 pm :
Besides some minor gripes, probably the best remake/remix of a classic game inside the doom3 engine that I've seen yet! Great work, Kiltron.



Kristus@Posted: Wed Aug 10, 2005 6:58 pm :
Ok, here comes my opinions and bugs I encountered. (I'm not sugarcoating anything btw )

I was running this with:
Barton 2800+
GF 6600gt 128
Asus Nforce2
1024 mb ram
And I played it at hard.

Bugs:
* The installer installed all the files directly in my Doom3 root. (in this case e:\spel\Doom 3) instead of the directory that it created for the mod.
* The icon created didn't lead to the actual mod/game (as previously stated)
* No crosshair option. (If I had known what the consol command for it was, I had probably had been having more fun. Checking your aim by watching where the bullets land have a certain charm in itself though. :p)
* Am I just tired, or was there no auto run?
* When the "barrels" explode they leave a debries, that seconds later instantly disappears. Why not just blow it all up at once?
* It's running quite slow. I get dips to 40fps all the time.
* The game bogs down to 1-5 fps in the last map's final areas (where you open the drainwell) and I can't for the life of me figure out why.
* Add a music volume lever in the System settings menu.
* When it starts I hear "Computer updated" I hit F1 but noting happens. I hit tab but nothing happens. I look in the controls setup and find nothing. So what computer is updated?
* In the first map, when you jumped out of the little crawl space down into the water, you can't get back. (I wanna go get that andrenalin pack in the beginning, since I didn't need it before but do now when I meet heavy opposition from a gun turret and flying ships and stuff)
* These screenshots display how I found the models to need some more work.
Shot1 - arm | Shot2 - Rear pelvis | Shot3 - Flying corpses | Shot4 - Remnant Light

Design-flaws: (This of course is a matter of opinion more than anything)
* The textures show that they are not the least 3d. Generally they look ok, but many of them really shows how they are drawn in Photoshop/PSP/whatever and the bumpmapping of them really gives off a sense of "Nvidia normalmap filter" usage. And in some cases it doesn't look like they even have any bumpmap.
* The light guards go down way to hard. IMO they should go down on one shotgun blast. instead I need to use two, and since I didn't have any crosshair, even then they wouldn't always go down. (even if I shot them in the head at point blank range, sure they got a visor. But still they're the weakest enemy in the whole game.).
* The music drove me nuts. It was too repetetive and too boring. After hearing the same short piece in the last map over and over again I was ready to scream. (I'd like to note that I actually love the Quake2 soundtrack, and still after all these years listen to it.)
* It's way too dark. It's even darker than Doom3. And I only have the blaster to light my way. Quake2 is not this dark.
* In the last map there's an andrenaline pack on a floating crate, Why can't I jump up on that crate and grab it? Am I Stephen Hawkins?
* Why did you make the first map MORE linear than the original?
* Atleast replace the skin of the grenade for this version. It's way out of place now.
* Water level after draining.
* The orange light guards skins are too slick and clean. They don't match well with the surroundings.
* Sometimes I mistook the machinegun for the shotgun. Might just have been because I was unfamiliar with them.
* I think you should work more on making the new monsters look like actual discusting cyborgs. Right now they don't give me much of that feeling, just regular soldiers. With guns for hands. (in other words, work on the skins some more, make them a bit more menacing)
* The water was quite nice, but the shader effect on it (heathaze I assume) is running way to fast. It's too active to be just lying there in puddles. Now it's moving around like it was a stream or it was raining on it.

That's all I can think of for now. I'll be back later to complain some more. :p



Kiltron@Posted: Wed Aug 10, 2005 8:24 pm :
Thanks for the feedback Kristus.

It would be more helpful if you included suggestions with the complaints as to how you feel would improve them. ;)

Work In Progress as stated on the main menu.



Kristus@Posted: Wed Aug 10, 2005 8:34 pm :
I'd like to change one of the comments. The one about the light guards, I think they could take more than one shotgun. But they should be more stunned by the blow of it. So you can feel superior to them. I don't feel like the awesome killing machine I felt like in Quake2. :p

Well, I did include suggestions/how I would like it, to many of them. But I am surpricingly tired right now. The game really took it's toll on me. ;) (I suppose that's a good thing though)



DoomUK@Posted: Wed Aug 10, 2005 9:20 pm :
Just played through it :)

Blown away by the aesthetics: the textures, models, soundtrack are absolutely awesome. Job well done.

However the gameplay needs some work: the NPC's movement is like that of an eld



Kiltron@Posted: Wed Aug 10, 2005 4:38 am :
QUAKE II: LOST MARINE QUAKECON 2005 TEST BUILD RELEASED

It's finally here. The highly anticipated release of the Quake II: Lost Marine QuakeCon 2005 Test Build for DOOM 3. Get your guns and gear ready for this action packed remix of Quake II within the DOOM 3 engine. Engage in high combat situations in all new areas with all new gameplay. Fight various Strogg enemies along your way including Enforcers, Light Guards and Flyers. Take them out with your Blaster, Double Barrel Shotgun, or other aresenal that you come across. Find secrets and secret areas and powerups. Unlock secret extra content, and much more!

This is a Single Player Demo only. This is not the full or final polished release of the mod. This is only a test build, for progress showing and bug feedback reporting. There are still things we need to finish, including animations, code, art etc. It's packaged in a Windows Installer and is also ready for burning a backup copy of the mod to CD. Don't forget to grab your CD Labels on the Downloads page as well.

It's been a tough 4 months developing this demo, but I promised to have something playable by QuakeCon 2005 and I delivered on that promise. Everyone did an excellent job. So without further delay, go download the mod and kick some Strogg ass!

http://www.planetquake.com/meanarena/quake2_lostmarine



psyborg@Posted: Wed Aug 10, 2005 5:51 am :
FIRST!!!!!111


this is too awesome, installing now.



rich_is_bored@Posted: Wed Aug 10, 2005 7:03 am :
Very nostalgic and that's always nice.

After the first loading screen it took me a few seconds to realize it wasn't Quake 2, which is a good thing.

It's a little sluggish on my rig but I'm more to blame for that than you. I realize that you're using more lights than the stock Doom 3 maps in order to make the levels in the mod well lit so it's a given that performance won't be quite as good.

The only real gripe I have is the installer, as you aren't prompted for the location of Doom 3. It just assumes that you've installed Doom 3 in C:\Program Files\Doom 3\ which means you have to move the mod and change the shortcut.



psyborg@Posted: Wed Aug 10, 2005 7:54 am :
been playing it quite for a good while now. heres my critique

mapping: brilliant, although a little chuggy in some spots i had to turn video settings to medium.

weapons: very good, love them.

enemies: they all look good but the light enforcer needs more animation alot of the time he seems to be gliding around, and have him aim his gun higher looks like hes pointing it downward. flyer and enforcer are great.

items: they look good but i dont like the way they light up, looks weird.

presentation/installer/gui: very professional

music: awesome

for a test build its very fun and really cool but needs a little more work, cant wait for the finished product.



doomkid3000@Posted: Wed Aug 10, 2005 7:55 am :
Im Very Impressed :twisted:
how do you turn crosshairs on



Petter@Posted: Wed Aug 10, 2005 8:46 am :
downloading!!!



BNA!@Posted: Wed Aug 10, 2005 8:50 am :
Guess that qualifies for news - congrats!



Petter@Posted: Wed Aug 10, 2005 9:11 am :
I get bumped out on my desktop when tryign to execute the exe file, it also happens if i try to open it in the mods in doom3.

any sugestions?

I have done everythign necessary.



rich_is_bored@Posted: Wed Aug 10, 2005 9:30 am :
Doom 3 is known to copy the offending error message into the clipboard when it crashes so try pasting (Ctrl + V) in notepad immediately after the crash.



BJA@Posted: Wed Aug 10, 2005 2:17 pm :
Petter wrote:
I get bumped out on my desktop when tryign to execute the exe file, it also happens if i try to open it in the mods in doom3.

any sugestions?

I have done everythign necessary.

same happens to me...I only see for 1-2 seconds the q2 lost marine loading screen and then I get back on my desktop.
Already installed doom3 new to the program files folder but it didn't work either.



Kristus@Posted: Wed Aug 10, 2005 2:34 pm :
Why does the enforcer have a pig nose?
http://www.planetquake.com/meanarena/qu ... demo03.jpg

Anywya, currently downloading. (only have 2mb down, so it takes a little while. :p )



Kiltron@Posted: Wed Aug 10, 2005 3:27 pm :
Yeah, the Installer has a bug in it, well not really a bug, more like I had less than 24 hrs to put it together and I've never used Wise for Windows Installer before, and was unable to figure out how to make the install path reflect showing the new path you've chose. (Though I followed their directions to a T, there's checkboxes they say to use missing from my application so I was at a loss on what to do)

You can choose any path you want to install to, and the mod will install to it, it just doesn't update the path you see after you picked a new one and doesn't apply that new path to the mod shortcuts. Will get it fixed when possible.



Gazado@Posted: Wed Aug 10, 2005 5:58 pm :
The mod seemed ok , there is a lot of new custom content in there which is great.

I found the game to chug worse than any other mod or expansion Ive used with Doom 3 - there are only two things I can think of that would cause this:

1) Poorly optimised mapping - little use of visportals and/or poorly structured geometry. Without looking at the maps in the editor I wont know.

2) Doom 3 doesnt seem to like loading too much data up from a mod folder. The more custom resources you use, the more slower the game seems to run. In the case of this project, it is a complete total conversion and this might be why the game goes so slowly compared to other mods etc...

Generally speaking it seems ok to play through but for me it is isnt that far of a step forward from the original. Someone also stated that there were a lot more lights because its more lighter than standard Doom 3 levels. I tend to disagree with this, the maps in this project seem just as dark as in Doom 3 - I fail to see where extra lights would be used over what is in use by Doom 3.

Another thing that made me laugh, the light guards knees seem to be glued together like he is desperate for a pee.

I may have missed some setting somewhere, but I failed to find an option to enable a crosshair. That in itself was incredibly frustrating. If there is an option for a crosshair, please post here how to get it.

Not bad, not bad at all, but not overly amazing either. Will be interested to see where the rest of the project goes though as it has the potential to be extremly interesting and fun to play.



AO@Posted: Wed Aug 10, 2005 6:14 pm :
Cool, I'm downloading the mod now! Thanks.



MercyKiller@Posted: Wed Aug 10, 2005 6:38 pm :
Besides some minor gripes, probably the best remake/remix of a classic game inside the doom3 engine that I've seen yet! Great work, Kiltron.



Kristus@Posted: Wed Aug 10, 2005 6:58 pm :
Ok, here comes my opinions and bugs I encountered. (I'm not sugarcoating anything btw )

I was running this with:
Barton 2800+
GF 6600gt 128
Asus Nforce2
1024 mb ram
And I played it at hard.

Bugs:
* The installer installed all the files directly in my Doom3 root. (in this case e:\spel\Doom 3) instead of the directory that it created for the mod.
* The icon created didn't lead to the actual mod/game (as previously stated)
* No crosshair option. (If I had known what the consol command for it was, I had probably had been having more fun. Checking your aim by watching where the bullets land have a certain charm in itself though. :p)
* Am I just tired, or was there no auto run?
* When the "barrels" explode they leave a debries, that seconds later instantly disappears. Why not just blow it all up at once?
* It's running quite slow. I get dips to 40fps all the time.
* The game bogs down to 1-5 fps in the last map's final areas (where you open the drainwell) and I can't for the life of me figure out why.
* Add a music volume lever in the System settings menu.
* When it starts I hear "Computer updated" I hit F1 but noting happens. I hit tab but nothing happens. I look in the controls setup and find nothing. So what computer is updated?
* In the first map, when you jumped out of the little crawl space down into the water, you can't get back. (I wanna go get that andrenalin pack in the beginning, since I didn't need it before but do now when I meet heavy opposition from a gun turret and flying ships and stuff)
* These screenshots display how I found the models to need some more work.
Shot1 - arm | Shot2 - Rear pelvis | Shot3 - Flying corpses | Shot4 - Remnant Light

Design-flaws: (This of course is a matter of opinion more than anything)
* The textures show that they are not the least 3d. Generally they look ok, but many of them really shows how they are drawn in Photoshop/PSP/whatever and the bumpmapping of them really gives off a sense of "Nvidia normalmap filter" usage. And in some cases it doesn't look like they even have any bumpmap.
* The light guards go down way to hard. IMO they should go down on one shotgun blast. instead I need to use two, and since I didn't have any crosshair, even then they wouldn't always go down. (even if I shot them in the head at point blank range, sure they got a visor. But still they're the weakest enemy in the whole game.).
* The music drove me nuts. It was too repetetive and too boring. After hearing the same short piece in the last map over and over again I was ready to scream. (I'd like to note that I actually love the Quake2 soundtrack, and still after all these years listen to it.)
* It's way too dark. It's even darker than Doom3. And I only have the blaster to light my way. Quake2 is not this dark.
* In the last map there's an andrenaline pack on a floating crate, Why can't I jump up on that crate and grab it? Am I Stephen Hawkins?
* Why did you make the first map MORE linear than the original?
* Atleast replace the skin of the grenade for this version. It's way out of place now.
* Water level after draining.
* The orange light guards skins are too slick and clean. They don't match well with the surroundings.
* Sometimes I mistook the machinegun for the shotgun. Might just have been because I was unfamiliar with them.
* I think you should work more on making the new monsters look like actual discusting cyborgs. Right now they don't give me much of that feeling, just regular soldiers. With guns for hands. (in other words, work on the skins some more, make them a bit more menacing)
* The water was quite nice, but the shader effect on it (heathaze I assume) is running way to fast. It's too active to be just lying there in puddles. Now it's moving around like it was a stream or it was raining on it.

That's all I can think of for now. I'll be back later to complain some more. :p



Kiltron@Posted: Wed Aug 10, 2005 8:24 pm :
Thanks for the feedback Kristus.

It would be more helpful if you included suggestions with the complaints as to how you feel would improve them. ;)

Work In Progress as stated on the main menu.



Kristus@Posted: Wed Aug 10, 2005 8:34 pm :
I'd like to change one of the comments. The one about the light guards, I think they could take more than one shotgun. But they should be more stunned by the blow of it. So you can feel superior to them. I don't feel like the awesome killing machine I felt like in Quake2. :p

Well, I did include suggestions/how I would like it, to many of them. But I am surpricingly tired right now. The game really took it's toll on me. ;) (I suppose that's a good thing though)



Kiltron@Posted: Wed Aug 10, 2005 4:38 am :
QUAKE II: LOST MARINE QUAKECON 2005 TEST BUILD RELEASED

It's finally here. The highly anticipated release of the Quake II: Lost Marine QuakeCon 2005 Test Build for DOOM 3. Get your guns and gear ready for this action packed remix of Quake II within the DOOM 3 engine. Engage in high combat situations in all new areas with all new gameplay. Fight various Strogg enemies along your way including Enforcers, Light Guards and Flyers. Take them out with your Blaster, Double Barrel Shotgun, or other aresenal that you come across. Find secrets and secret areas and powerups. Unlock secret extra content, and much more!

This is a Single Player Demo only. This is not the full or final polished release of the mod. This is only a test build, for progress showing and bug feedback reporting. There are still things we need to finish, including animations, code, art etc. It's packaged in a Windows Installer and is also ready for burning a backup copy of the mod to CD. Don't forget to grab your CD Labels on the Downloads page as well.

It's been a tough 4 months developing this demo, but I promised to have something playable by QuakeCon 2005 and I delivered on that promise. Everyone did an excellent job. So without further delay, go download the mod and kick some Strogg ass!

http://www.planetquake.com/meanarena/quake2_lostmarine



psyborg@Posted: Wed Aug 10, 2005 5:51 am :
FIRST!!!!!111


this is too awesome, installing now.



rich_is_bored@Posted: Wed Aug 10, 2005 7:03 am :
Very nostalgic and that's always nice.

After the first loading screen it took me a few seconds to realize it wasn't Quake 2, which is a good thing.

It's a little sluggish on my rig but I'm more to blame for that than you. I realize that you're using more lights than the stock Doom 3 maps in order to make the levels in the mod well lit so it's a given that performance won't be quite as good.

The only real gripe I have is the installer, as you aren't prompted for the location of Doom 3. It just assumes that you've installed Doom 3 in C:\Program Files\Doom 3\ which means you have to move the mod and change the shortcut.



psyborg@Posted: Wed Aug 10, 2005 7:54 am :
been playing it quite for a good while now. heres my critique

mapping: brilliant, although a little chuggy in some spots i had to turn video settings to medium.

weapons: very good, love them.

enemies: they all look good but the light enforcer needs more animation alot of the time he seems to be gliding around, and have him aim his gun higher looks like hes pointing it downward. flyer and enforcer are great.

items: they look good but i dont like the way they light up, looks weird.

presentation/installer/gui: very professional

music: awesome

for a test build its very fun and really cool but needs a little more work, cant wait for the finished product.



doomkid3000@Posted: Wed Aug 10, 2005 7:55 am :
Im Very Impressed :twisted:
how do you turn crosshairs on



Petter@Posted: Wed Aug 10, 2005 8:46 am :
downloading!!!



BNA!@Posted: Wed Aug 10, 2005 8:50 am :
Guess that qualifies for news - congrats!



Petter@Posted: Wed Aug 10, 2005 9:11 am :
I get bumped out on my desktop when tryign to execute the exe file, it also happens if i try to open it in the mods in doom3.

any sugestions?

I have done everythign necessary.



rich_is_bored@Posted: Wed Aug 10, 2005 9:30 am :
Doom 3 is known to copy the offending error message into the clipboard when it crashes so try pasting (Ctrl + V) in notepad immediately after the crash.



BJA@Posted: Wed Aug 10, 2005 2:17 pm :
Petter wrote:
I get bumped out on my desktop when tryign to execute the exe file, it also happens if i try to open it in the mods in doom3.

any sugestions?

I have done everythign necessary.

same happens to me...I only see for 1-2 seconds the q2 lost marine loading screen and then I get back on my desktop.
Already installed doom3 new to the program files folder but it didn't work either.



Kristus@Posted: Wed Aug 10, 2005 2:34 pm :
Why does the enforcer have a pig nose?
http://www.planetquake.com/meanarena/qu ... demo03.jpg

Anywya, currently downloading. (only have 2mb down, so it takes a little while. :p )



Kiltron@Posted: Wed Aug 10, 2005 3:27 pm :
Yeah, the Installer has a bug in it, well not really a bug, more like I had less than 24 hrs to put it together and I've never used Wise for Windows Installer before, and was unable to figure out how to make the install path reflect showing the new path you've chose. (Though I followed their directions to a T, there's checkboxes they say to use missing from my application so I was at a loss on what to do)

You can choose any path you want to install to, and the mod will install to it, it just doesn't update the path you see after you picked a new one and doesn't apply that new path to the mod shortcuts. Will get it fixed when possible.



Gazado@Posted: Wed Aug 10, 2005 5:58 pm :
The mod seemed ok , there is a lot of new custom content in there which is great.

I found the game to chug worse than any other mod or expansion Ive used with Doom 3 - there are only two things I can think of that would cause this:

1) Poorly optimised mapping - little use of visportals and/or poorly structured geometry. Without looking at the maps in the editor I wont know.

2) Doom 3 doesnt seem to like loading too much data up from a mod folder. The more custom resources you use, the more slower the game seems to run. In the case of this project, it is a complete total conversion and this might be why the game goes so slowly compared to other mods etc...

Generally speaking it seems ok to play through but for me it is isnt that far of a step forward from the original. Someone also stated that there were a lot more lights because its more lighter than standard Doom 3 levels. I tend to disagree with this, the maps in this project seem just as dark as in Doom 3 - I fail to see where extra lights would be used over what is in use by Doom 3.

Another thing that made me laugh, the light guards knees seem to be glued together like he is desperate for a pee.

I may have missed some setting somewhere, but I failed to find an option to enable a crosshair. That in itself was incredibly frustrating. If there is an option for a crosshair, please post here how to get it.

Not bad, not bad at all, but not overly amazing either. Will be interested to see where the rest of the project goes though as it has the potential to be extremly interesting and fun to play.



AO@Posted: Wed Aug 10, 2005 6:14 pm :
Cool, I'm downloading the mod now! Thanks.



MercyKiller@Posted: Wed Aug 10, 2005 6:38 pm :
Besides some minor gripes, probably the best remake/remix of a classic game inside the doom3 engine that I've seen yet! Great work, Kiltron.



Kristus@Posted: Wed Aug 10, 2005 6:58 pm :
Ok, here comes my opinions and bugs I encountered. (I'm not sugarcoating anything btw )

I was running this with:
Barton 2800+
GF 6600gt 128
Asus Nforce2
1024 mb ram
And I played it at hard.

Bugs:
* The installer installed all the files directly in my Doom3 root. (in this case e:\spel\Doom 3) instead of the directory that it created for the mod.
* The icon created didn't lead to the actual mod/game (as previously stated)
* No crosshair option. (If I had known what the consol command for it was, I had probably had been having more fun. Checking your aim by watching where the bullets land have a certain charm in itself though. :p)
* Am I just tired, or was there no auto run?
* When the "barrels" explode they leave a debries, that seconds later instantly disappears. Why not just blow it all up at once?
* It's running quite slow. I get dips to 40fps all the time.
* The game bogs down to 1-5 fps in the last map's final areas (where you open the drainwell) and I can't for the life of me figure out why.
* Add a music volume lever in the System settings menu.
* When it starts I hear "Computer updated" I hit F1 but noting happens. I hit tab but nothing happens. I look in the controls setup and find nothing. So what computer is updated?
* In the first map, when you jumped out of the little crawl space down into the water, you can't get back. (I wanna go get that andrenalin pack in the beginning, since I didn't need it before but do now when I meet heavy opposition from a gun turret and flying ships and stuff)
* These screenshots display how I found the models to need some more work.
Shot1 - arm | Shot2 - Rear pelvis | Shot3 - Flying corpses | Shot4 - Remnant Light

Design-flaws: (This of course is a matter of opinion more than anything)
* The textures show that they are not the least 3d. Generally they look ok, but many of them really shows how they are drawn in Photoshop/PSP/whatever and the bumpmapping of them really gives off a sense of "Nvidia normalmap filter" usage. And in some cases it doesn't look like they even have any bumpmap.
* The light guards go down way to hard. IMO they should go down on one shotgun blast. instead I need to use two, and since I didn't have any crosshair, even then they wouldn't always go down. (even if I shot them in the head at point blank range, sure they got a visor. But still they're the weakest enemy in the whole game.).
* The music drove me nuts. It was too repetetive and too boring. After hearing the same short piece in the last map over and over again I was ready to scream. (I'd like to note that I actually love the Quake2 soundtrack, and still after all these years listen to it.)
* It's way too dark. It's even darker than Doom3. And I only have the blaster to light my way. Quake2 is not this dark.
* In the last map there's an andrenaline pack on a floating crate, Why can't I jump up on that crate and grab it? Am I Stephen Hawkins?
* Why did you make the first map MORE linear than the original?
* Atleast replace the skin of the grenade for this version. It's way out of place now.
* Water level after draining.
* The orange light guards skins are too slick and clean. They don't match well with the surroundings.
* Sometimes I mistook the machinegun for the shotgun. Might just have been because I was unfamiliar with them.
* I think you should work more on making the new monsters look like actual discusting cyborgs. Right now they don't give me much of that feeling, just regular soldiers. With guns for hands. (in other words, work on the skins some more, make them a bit more menacing)
* The water was quite nice, but the shader effect on it (heathaze I assume) is running way to fast. It's too active to be just lying there in puddles. Now it's moving around like it was a stream or it was raining on it.

That's all I can think of for now. I'll be back later to complain some more. :p



Kiltron@Posted: Wed Aug 10, 2005 8:24 pm :
Thanks for the feedback Kristus.

It would be more helpful if you included suggestions with the complaints as to how you feel would improve them. ;)

Work In Progress as stated on the main menu.



Kristus@Posted: Wed Aug 10, 2005 8:34 pm :
I'd like to change one of the comments. The one about the light guards, I think they could take more than one shotgun. But they should be more stunned by the blow of it. So you can feel superior to them. I don't feel like the awesome killing machine I felt like in Quake2. :p

Well, I did include suggestions/how I would like it, to many of them. But I am surpricingly tired right now. The game really took it's toll on me. ;) (I suppose that's a good thing though)



Kiltron@Posted: Wed Aug 10, 2005 4:38 am :
QUAKE II: LOST MARINE QUAKECON 2005 TEST BUILD RELEASED

It's finally here. The highly anticipated release of the Quake II: Lost Marine QuakeCon 2005 Test Build for DOOM 3. Get your guns and gear ready for this action packed remix of Quake II within the DOOM 3 engine. Engage in high combat situations in all new areas with all new gameplay. Fight various Strogg enemies along your way including Enforcers, Light Guards and Flyers. Take them out with your Blaster, Double Barrel Shotgun, or other aresenal that you come across. Find secrets and secret areas and powerups. Unlock secret extra content, and much more!

This is a Single Player Demo only. This is not the full or final polished release of the mod. This is only a test build, for progress showing and bug feedback reporting. There are still things we need to finish, including animations, code, art etc. It's packaged in a Windows Installer and is also ready for burning a backup copy of the mod to CD. Don't forget to grab your CD Labels on the Downloads page as well.

It's been a tough 4 months developing this demo, but I promised to have something playable by QuakeCon 2005 and I delivered on that promise. Everyone did an excellent job. So without further delay, go download the mod and kick some Strogg ass!

http://www.planetquake.com/meanarena/quake2_lostmarine



psyborg@Posted: Wed Aug 10, 2005 5:51 am :
FIRST!!!!!111


this is too awesome, installing now.



rich_is_bored@Posted: Wed Aug 10, 2005 7:03 am :
Very nostalgic and that's always nice.

After the first loading screen it took me a few seconds to realize it wasn't Quake 2, which is a good thing.

It's a little sluggish on my rig but I'm more to blame for that than you. I realize that you're using more lights than the stock Doom 3 maps in order to make the levels in the mod well lit so it's a given that performance won't be quite as good.

The only real gripe I have is the installer, as you aren't prompted for the location of Doom 3. It just assumes that you've installed Doom 3 in C:\Program Files\Doom 3\ which means you have to move the mod and change the shortcut.



psyborg@Posted: Wed Aug 10, 2005 7:54 am :
been playing it quite for a good while now. heres my critique

mapping: brilliant, although a little chuggy in some spots i had to turn video settings to medium.

weapons: very good, love them.

enemies: they all look good but the light enforcer needs more animation alot of the time he seems to be gliding around, and have him aim his gun higher looks like hes pointing it downward. flyer and enforcer are great.

items: they look good but i dont like the way they light up, looks weird.

presentation/installer/gui: very professional

music: awesome

for a test build its very fun and really cool but needs a little more work, cant wait for the finished product.



doomkid3000@Posted: Wed Aug 10, 2005 7:55 am :
Im Very Impressed :twisted:
how do you turn crosshairs on



Petter@Posted: Wed Aug 10, 2005 8:46 am :
downloading!!!



BNA!@Posted: Wed Aug 10, 2005 8:50 am :
Guess that qualifies for news - congrats!



Petter@Posted: Wed Aug 10, 2005 9:11 am :
I get bumped out on my desktop when tryign to execute the exe file, it also happens if i try to open it in the mods in doom3.

any sugestions?

I have done everythign necessary.



rich_is_bored@Posted: Wed Aug 10, 2005 9:30 am :
Doom 3 is known to copy the offending error message into the clipboard when it crashes so try pasting (Ctrl + V) in notepad immediately after the crash.



BJA@Posted: Wed Aug 10, 2005 2:17 pm :
Petter wrote:
I get bumped out on my desktop when tryign to execute the exe file, it also happens if i try to open it in the mods in doom3.

any sugestions?

I have done everythign necessary.

same happens to me...I only see for 1-2 seconds the q2 lost marine loading screen and then I get back on my desktop.
Already installed doom3 new to the program files folder but it didn't work either.



Kristus@Posted: Wed Aug 10, 2005 2:34 pm :
Why does the enforcer have a pig nose?
http://www.planetquake.com/meanarena/qu ... demo03.jpg

Anywya, currently downloading. (only have 2mb down, so it takes a little while. :p )



Kiltron@Posted: Wed Aug 10, 2005 3:27 pm :
Yeah, the Installer has a bug in it, well not really a bug, more like I had less than 24 hrs to put it together and I've never used Wise for Windows Installer before, and was unable to figure out how to make the install path reflect showing the new path you've chose. (Though I followed their directions to a T, there's checkboxes they say to use missing from my application so I was at a loss on what to do)

You can choose any path you want to install to, and the mod will install to it, it just doesn't update the path you see after you picked a new one and doesn't apply that new path to the mod shortcuts. Will get it fixed when possible.



Gazado@Posted: Wed Aug 10, 2005 5:58 pm :
The mod seemed ok , there is a lot of new custom content in there which is great.

I found the game to chug worse than any other mod or expansion Ive used with Doom 3 - there are only two things I can think of that would cause this:

1) Poorly optimised mapping - little use of visportals and/or poorly structured geometry. Without looking at the maps in the editor I wont know.

2) Doom 3 doesnt seem to like loading too much data up from a mod folder. The more custom resources you use, the more slower the game seems to run. In the case of this project, it is a complete total conversion and this might be why the game goes so slowly compared to other mods etc...

Generally speaking it seems ok to play through but for me it is isnt that far of a step forward from the original. Someone also stated that there were a lot more lights because its more lighter than standard Doom 3 levels. I tend to disagree with this, the maps in this project seem just as dark as in Doom 3 - I fail to see where extra lights would be used over what is in use by Doom 3.

Another thing that made me laugh, the light guards knees seem to be glued together like he is desperate for a pee.

I may have missed some setting somewhere, but I failed to find an option to enable a crosshair. That in itself was incredibly frustrating. If there is an option for a crosshair, please post here how to get it.

Not bad, not bad at all, but not overly amazing either. Will be interested to see where the rest of the project goes though as it has the potential to be extremly interesting and fun to play.



AO@Posted: Wed Aug 10, 2005 6:14 pm :
Cool, I'm downloading the mod now! Thanks.



MercyKiller@Posted: Wed Aug 10, 2005 6:38 pm :
Besides some minor gripes, probably the best remake/remix of a classic game inside the doom3 engine that I've seen yet! Great work, Kiltron.



Kristus@Posted: Wed Aug 10, 2005 6:58 pm :
Ok, here comes my opinions and bugs I encountered. (I'm not sugarcoating anything btw )

I was running this with:
Barton 2800+
GF 6600gt 128
Asus Nforce2
1024 mb ram
And I played it at hard.

Bugs:
* The installer installed all the files directly in my Doom3 root. (in this case e:\spel\Doom 3) instead of the directory that it created for the mod.
* The icon created didn't lead to the actual mod/game (as previously stated)
* No crosshair option. (If I had known what the consol command for it was, I had probably had been having more fun. Checking your aim by watching where the bullets land have a certain charm in itself though. :p)
* Am I just tired, or was there no auto run?
* When the "barrels" explode they leave a debries, that seconds later instantly disappears. Why not just blow it all up at once?
* It's running quite slow. I get dips to 40fps all the time.
* The game bogs down to 1-5 fps in the last map's final areas (where you open the drainwell) and I can't for the life of me figure out why.
* Add a music volume lever in the System settings menu.
* When it starts I hear "Computer updated" I hit F1 but noting happens. I hit tab but nothing happens. I look in the controls setup and find nothing. So what computer is updated?
* In the first map, when you jumped out of the little crawl space down into the water, you can't get back. (I wanna go get that andrenalin pack in the beginning, since I didn't need it before but do now when I meet heavy opposition from a gun turret and flying ships and stuff)
* These screenshots display how I found the models to need some more work.
Shot1 - arm | Shot2 - Rear pelvis | Shot3 - Flying corpses | Shot4 - Remnant Light

Design-flaws: (This of course is a matter of opinion more than anything)
* The textures show that they are not the least 3d. Generally they look ok, but many of them really shows how they are drawn in Photoshop/PSP/whatever and the bumpmapping of them really gives off a sense of "Nvidia normalmap filter" usage. And in some cases it doesn't look like they even have any bumpmap.
* The light guards go down way to hard. IMO they should go down on one shotgun blast. instead I need to use two, and since I didn't have any crosshair, even then they wouldn't always go down. (even if I shot them in the head at point blank range, sure they got a visor. But still they're the weakest enemy in the whole game.).
* The music drove me nuts. It was too repetetive and too boring. After hearing the same short piece in the last map over and over again I was ready to scream. (I'd like to note that I actually love the Quake2 soundtrack, and still after all these years listen to it.)
* It's way too dark. It's even darker than Doom3. And I only have the blaster to light my way. Quake2 is not this dark.
* In the last map there's an andrenaline pack on a floating crate, Why can't I jump up on that crate and grab it? Am I Stephen Hawkins?
* Why did you make the first map MORE linear than the original?
* Atleast replace the skin of the grenade for this version. It's way out of place now.
* Water level after draining.
* The orange light guards skins are too slick and clean. They don't match well with the surroundings.
* Sometimes I mistook the machinegun for the shotgun. Might just have been because I was unfamiliar with them.
* I think you should work more on making the new monsters look like actual discusting cyborgs. Right now they don't give me much of that feeling, just regular soldiers. With guns for hands. (in other words, work on the skins some more, make them a bit more menacing)
* The water was quite nice, but the shader effect on it (heathaze I assume) is running way to fast. It's too active to be just lying there in puddles. Now it's moving around like it was a stream or it was raining on it.

That's all I can think of for now. I'll be back later to complain some more. :p



Kiltron@Posted: Wed Aug 10, 2005 8:24 pm :
Thanks for the feedback Kristus.

It would be more helpful if you included suggestions with the complaints as to how you feel would improve them. ;)

Work In Progress as stated on the main menu.



Kristus@Posted: Wed Aug 10, 2005 8:34 pm :
I'd like to change one of the comments. The one about the light guards, I think they could take more than one shotgun. But they should be more stunned by the blow of it. So you can feel superior to them. I don't feel like the awesome killing machine I felt like in Quake2. :p

Well, I did include suggestions/how I would like it, to many of them. But I am surpricingly tired right now. The game really took it's toll on me. ;) (I suppose that's a good thing though)



Kiltron@Posted: Wed Aug 10, 2005 4:38 am :
QUAKE II: LOST MARINE QUAKECON 2005 TEST BUILD RELEASED

It's finally here. The highly anticipated release of the Quake II: Lost Marine QuakeCon 2005 Test Build for DOOM 3. Get your guns and gear ready for this action packed remix of Quake II within the DOOM 3 engine. Engage in high combat situations in all new areas with all new gameplay. Fight various Strogg enemies along your way including Enforcers, Light Guards and Flyers. Take them out with your Blaster, Double Barrel Shotgun, or other aresenal that you come across. Find secrets and secret areas and powerups. Unlock secret extra content, and much more!

This is a Single Player Demo only. This is not the full or final polished release of the mod. This is only a test build, for progress showing and bug feedback reporting. There are still things we need to finish, including animations, code, art etc. It's packaged in a Windows Installer and is also ready for burning a backup copy of the mod to CD. Don't forget to grab your CD Labels on the Downloads page as well.

It's been a tough 4 months developing this demo, but I promised to have something playable by QuakeCon 2005 and I delivered on that promise. Everyone did an excellent job. So without further delay, go download the mod and kick some Strogg ass!

http://www.planetquake.com/meanarena/quake2_lostmarine



psyborg@Posted: Wed Aug 10, 2005 5:51 am :
FIRST!!!!!111


this is too awesome, installing now.



rich_is_bored@Posted: Wed Aug 10, 2005 7:03 am :
Very nostalgic and that's always nice.

After the first loading screen it took me a few seconds to realize it wasn't Quake 2, which is a good thing.

It's a little sluggish on my rig but I'm more to blame for that than you. I realize that you're using more lights than the stock Doom 3 maps in order to make the levels in the mod well lit so it's a given that performance won't be quite as good.

The only real gripe I have is the installer, as you aren't prompted for the location of Doom 3. It just assumes that you've installed Doom 3 in C:\Program Files\Doom 3\ which means you have to move the mod and change the shortcut.



psyborg@Posted: Wed Aug 10, 2005 7:54 am :
been playing it quite for a good while now. heres my critique

mapping: brilliant, although a little chuggy in some spots i had to turn video settings to medium.

weapons: very good, love them.

enemies: they all look good but the light enforcer needs more animation alot of the time he seems to be gliding around, and have him aim his gun higher looks like hes pointing it downward. flyer and enforcer are great.

items: they look good but i dont like the way they light up, looks weird.

presentation/installer/gui: very professional

music: awesome

for a test build its very fun and really cool but needs a little more work, cant wait for the finished product.



doomkid3000@Posted: Wed Aug 10, 2005 7:55 am :
Im Very Impressed :twisted:
how do you turn crosshairs on



Petter@Posted: Wed Aug 10, 2005 8:46 am :
downloading!!!



BNA!@Posted: Wed Aug 10, 2005 8:50 am :
Guess that qualifies for news - congrats!



Petter@Posted: Wed Aug 10, 2005 9:11 am :
I get bumped out on my desktop when tryign to execute the exe file, it also happens if i try to open it in the mods in doom3.

any sugestions?

I have done everythign necessary.



rich_is_bored@Posted: Wed Aug 10, 2005 9:30 am :
Doom 3 is known to copy the offending error message into the clipboard when it crashes so try pasting (Ctrl + V) in notepad immediately after the crash.



BJA@Posted: Wed Aug 10, 2005 2:17 pm :
Petter wrote:
I get bumped out on my desktop when tryign to execute the exe file, it also happens if i try to open it in the mods in doom3.

any sugestions?

I have done everythign necessary.

same happens to me...I only see for 1-2 seconds the q2 lost marine loading screen and then I get back on my desktop.
Already installed doom3 new to the program files folder but it didn't work either.



Kristus@Posted: Wed Aug 10, 2005 2:34 pm :
Why does the enforcer have a pig nose?
http://www.planetquake.com/meanarena/qu ... demo03.jpg

Anywya, currently downloading. (only have 2mb down, so it takes a little while. :p )



Kiltron@Posted: Wed Aug 10, 2005 3:27 pm :
Yeah, the Installer has a bug in it, well not really a bug, more like I had less than 24 hrs to put it together and I've never used Wise for Windows Installer before, and was unable to figure out how to make the install path reflect showing the new path you've chose. (Though I followed their directions to a T, there's checkboxes they say to use missing from my application so I was at a loss on what to do)

You can choose any path you want to install to, and the mod will install to it, it just doesn't update the path you see after you picked a new one and doesn't apply that new path to the mod shortcuts. Will get it fixed when possible.



Gazado@Posted: Wed Aug 10, 2005 5:58 pm :
The mod seemed ok , there is a lot of new custom content in there which is great.

I found the game to chug worse than any other mod or expansion Ive used with Doom 3 - there are only two things I can think of that would cause this:

1) Poorly optimised mapping - little use of visportals and/or poorly structured geometry. Without looking at the maps in the editor I wont know.

2) Doom 3 doesnt seem to like loading too much data up from a mod folder. The more custom resources you use, the more slower the game seems to run. In the case of this project, it is a complete total conversion and this might be why the game goes so slowly compared to other mods etc...

Generally speaking it seems ok to play through but for me it is isnt that far of a step forward from the original. Someone also stated that there were a lot more lights because its more lighter than standard Doom 3 levels. I tend to disagree with this, the maps in this project seem just as dark as in Doom 3 - I fail to see where extra lights would be used over what is in use by Doom 3.

Another thing that made me laugh, the light guards knees seem to be glued together like he is desperate for a pee.

I may have missed some setting somewhere, but I failed to find an option to enable a crosshair. That in itself was incredibly frustrating. If there is an option for a crosshair, please post here how to get it.

Not bad, not bad at all, but not overly amazing either. Will be interested to see where the rest of the project goes though as it has the potential to be extremly interesting and fun to play.



AO@Posted: Wed Aug 10, 2005 6:14 pm :
Cool, I'm downloading the mod now! Thanks.



MercyKiller@Posted: Wed Aug 10, 2005 6:38 pm :
Besides some minor gripes, probably the best remake/remix of a classic game inside the doom3 engine that I've seen yet! Great work, Kiltron.



Kristus@Posted: Wed Aug 10, 2005 6:58 pm :
Ok, here comes my opinions and bugs I encountered. (I'm not sugarcoating anything btw )

I was running this with:
Barton 2800+
GF 6600gt 128
Asus Nforce2
1024 mb ram
And I played it at hard.

Bugs:
* The installer installed all the files directly in my Doom3 root. (in this case e:\spel\Doom 3) instead of the directory that it created for the mod.
* The icon created didn't lead to the actual mod/game (as previously stated)
* No crosshair option. (If I had known what the consol command for it was, I had probably had been having more fun. Checking your aim by watching where the bullets land have a certain charm in itself though. :p)
* Am I just tired, or was there no auto run?
* When the "barrels" explode they leave a debries, that seconds later instantly disappears. Why not just blow it all up at once?
* It's running quite slow. I get dips to 40fps all the time.
* The game bogs down to 1-5 fps in the last map's final areas (where you open the drainwell) and I can't for the life of me figure out why.
* Add a music volume lever in the System settings menu.
* When it starts I hear "Computer updated" I hit F1 but noting happens. I hit tab but nothing happens. I look in the controls setup and find nothing. So what computer is updated?
* In the first map, when you jumped out of the little crawl space down into the water, you can't get back. (I wanna go get that andrenalin pack in the beginning, since I didn't need it before but do now when I meet heavy opposition from a gun turret and flying ships and stuff)
* These screenshots display how I found the models to need some more work.
Shot1 - arm | Shot2 - Rear pelvis | Shot3 - Flying corpses | Shot4 - Remnant Light

Design-flaws: (This of course is a matter of opinion more than anything)
* The textures show that they are not the least 3d. Generally they look ok, but many of them really shows how they are drawn in Photoshop/PSP/whatever and the bumpmapping of them really gives off a sense of "Nvidia normalmap filter" usage. And in some cases it doesn't look like they even have any bumpmap.
* The light guards go down way to hard. IMO they should go down on one shotgun blast. instead I need to use two, and since I didn't have any crosshair, even then they wouldn't always go down. (even if I shot them in the head at point blank range, sure they got a visor. But still they're the weakest enemy in the whole game.).
* The music drove me nuts. It was too repetetive and too boring. After hearing the same short piece in the last map over and over again I was ready to scream. (I'd like to note that I actually love the Quake2 soundtrack, and still after all these years listen to it.)
* It's way too dark. It's even darker than Doom3. And I only have the blaster to light my way. Quake2 is not this dark.
* In the last map there's an andrenaline pack on a floating crate, Why can't I jump up on that crate and grab it? Am I Stephen Hawkins?
* Why did you make the first map MORE linear than the original?
* Atleast replace the skin of the grenade for this version. It's way out of place now.
* Water level after draining.
* The orange light guards skins are too slick and clean. They don't match well with the surroundings.
* Sometimes I mistook the machinegun for the shotgun. Might just have been because I was unfamiliar with them.
* I think you should work more on making the new monsters look like actual discusting cyborgs. Right now they don't give me much of that feeling, just regular soldiers. With guns for hands. (in other words, work on the skins some more, make them a bit more menacing)
* The water was quite nice, but the shader effect on it (heathaze I assume) is running way to fast. It's too active to be just lying there in puddles. Now it's moving around like it was a stream or it was raining on it.

That's all I can think of for now. I'll be back later to complain some more. :p



Kiltron@Posted: Wed Aug 10, 2005 8:24 pm :
Thanks for the feedback Kristus.

It would be more helpful if you included suggestions with the complaints as to how you feel would improve them. ;)

Work In Progress as stated on the main menu.



Kristus@Posted: Wed Aug 10, 2005 8:34 pm :
I'd like to change one of the comments. The one about the light guards, I think they could take more than one shotgun. But they should be more stunned by the blow of it. So you can feel superior to them. I don't feel like the awesome killing machine I felt like in Quake2. :p

Well, I did include suggestions/how I would like it, to many of them. But I am surpricingly tired right now. The game really took it's toll on me. ;) (I suppose that's a good thing though)



Kiltron@Posted: Wed Aug 10, 2005 4:38 am :
QUAKE II: LOST MARINE QUAKECON 2005 TEST BUILD RELEASED

It's finally here. The highly anticipated release of the Quake II: Lost Marine QuakeCon 2005 Test Build for DOOM 3. Get your guns and gear ready for this action packed remix of Quake II within the DOOM 3 engine. Engage in high combat situations in all new areas with all new gameplay. Fight various Strogg enemies along your way including Enforcers, Light Guards and Flyers. Take them out with your Blaster, Double Barrel Shotgun, or other aresenal that you come across. Find secrets and secret areas and powerups. Unlock secret extra content, and much more!

This is a Single Player Demo only. This is not the full or final polished release of the mod. This is only a test build, for progress showing and bug feedback reporting. There are still things we need to finish, including animations, code, art etc. It's packaged in a Windows Installer and is also ready for burning a backup copy of the mod to CD. Don't forget to grab your CD Labels on the Downloads page as well.

It's been a tough 4 months developing this demo, but I promised to have something playable by QuakeCon 2005 and I delivered on that promise. Everyone did an excellent job. So without further delay, go download the mod and kick some Strogg ass!

http://www.planetquake.com/meanarena/quake2_lostmarine



psyborg@Posted: Wed Aug 10, 2005 5:51 am :
FIRST!!!!!111


this is too awesome, installing now.



rich_is_bored@Posted: Wed Aug 10, 2005 7:03 am :
Very nostalgic and that's always nice.

After the first loading screen it took me a few seconds to realize it wasn't Quake 2, which is a good thing.

It's a little sluggish on my rig but I'm more to blame for that than you. I realize that you're using more lights than the stock Doom 3 maps in order to make the levels in the mod well lit so it's a given that performance won't be quite as good.

The only real gripe I have is the installer, as you aren't prompted for the location of Doom 3. It just assumes that you've installed Doom 3 in C:\Program Files\Doom 3\ which means you have to move the mod and change the shortcut.



psyborg@Posted: Wed Aug 10, 2005 7:54 am :
been playing it quite for a good while now. heres my critique

mapping: brilliant, although a little chuggy in some spots i had to turn video settings to medium.

weapons: very good, love them.

enemies: they all look good but the light enforcer needs more animation alot of the time he seems to be gliding around, and have him aim his gun higher looks like hes pointing it downward. flyer and enforcer are great.

items: they look good but i dont like the way they light up, looks weird.

presentation/installer/gui: very professional

music: awesome

for a test build its very fun and really cool but needs a little more work, cant wait for the finished product.



doomkid3000@Posted: Wed Aug 10, 2005 7:55 am :
Im Very Impressed :twisted:
how do you turn crosshairs on



Petter@Posted: Wed Aug 10, 2005 8:46 am :
downloading!!!



BNA!@Posted: Wed Aug 10, 2005 8:50 am :
Guess that qualifies for news - congrats!



Petter@Posted: Wed Aug 10, 2005 9:11 am :
I get bumped out on my desktop when tryign to execute the exe file, it also happens if i try to open it in the mods in doom3.

any sugestions?

I have done everythign necessary.



rich_is_bored@Posted: Wed Aug 10, 2005 9:30 am :
Doom 3 is known to copy the offending error message into the clipboard when it crashes so try pasting (Ctrl + V) in notepad immediately after the crash.



BJA@Posted: Wed Aug 10, 2005 2:17 pm :
Petter wrote:
I get bumped out on my desktop when tryign to execute the exe file, it also happens if i try to open it in the mods in doom3.

any sugestions?

I have done everythign necessary.

same happens to me...I only see for 1-2 seconds the q2 lost marine loading screen and then I get back on my desktop.
Already installed doom3 new to the program files folder but it didn't work either.



Kristus@Posted: Wed Aug 10, 2005 2:34 pm :
Why does the enforcer have a pig nose?
http://www.planetquake.com/meanarena/qu ... demo03.jpg

Anywya, currently downloading. (only have 2mb down, so it takes a little while. :p )



Kiltron@Posted: Wed Aug 10, 2005 3:27 pm :
Yeah, the Installer has a bug in it, well not really a bug, more like I had less than 24 hrs to put it together and I've never used Wise for Windows Installer before, and was unable to figure out how to make the install path reflect showing the new path you've chose. (Though I followed their directions to a T, there's checkboxes they say to use missing from my application so I was at a loss on what to do)

You can choose any path you want to install to, and the mod will install to it, it just doesn't update the path you see after you picked a new one and doesn't apply that new path to the mod shortcuts. Will get it fixed when possible.



Gazado@Posted: Wed Aug 10, 2005 5:58 pm :
The mod seemed ok , there is a lot of new custom content in there which is great.

I found the game to chug worse than any other mod or expansion Ive used with Doom 3 - there are only two things I can think of that would cause this:

1) Poorly optimised mapping - little use of visportals and/or poorly structured geometry. Without looking at the maps in the editor I wont know.

2) Doom 3 doesnt seem to like loading too much data up from a mod folder. The more custom resources you use, the more slower the game seems to run. In the case of this project, it is a complete total conversion and this might be why the game goes so slowly compared to other mods etc...

Generally speaking it seems ok to play through but for me it is isnt that far of a step forward from the original. Someone also stated that there were a lot more lights because its more lighter than standard Doom 3 levels. I tend to disagree with this, the maps in this project seem just as dark as in Doom 3 - I fail to see where extra lights would be used over what is in use by Doom 3.

Another thing that made me laugh, the light guards knees seem to be glued together like he is desperate for a pee.

I may have missed some setting somewhere, but I failed to find an option to enable a crosshair. That in itself was incredibly frustrating. If there is an option for a crosshair, please post here how to get it.

Not bad, not bad at all, but not overly amazing either. Will be interested to see where the rest of the project goes though as it has the potential to be extremly interesting and fun to play.



AO@Posted: Wed Aug 10, 2005 6:14 pm :
Cool, I'm downloading the mod now! Thanks.



MercyKiller@Posted: Wed Aug 10, 2005 6:38 pm :
Besides some minor gripes, probably the best remake/remix of a classic game inside the doom3 engine that I've seen yet! Great work, Kiltron.



Kristus@Posted: Wed Aug 10, 2005 6:58 pm :
Ok, here comes my opinions and bugs I encountered. (I'm not sugarcoating anything btw )

I was running this with:
Barton 2800+
GF 6600gt 128
Asus Nforce2
1024 mb ram
And I played it at hard.

Bugs:
* The installer installed all the files directly in my Doom3 root. (in this case e:\spel\Doom 3) instead of the directory that it created for the mod.
* The icon created didn't lead to the actual mod/game (as previously stated)
* No crosshair option. (If I had known what the consol command for it was, I had probably had been having more fun. Checking your aim by watching where the bullets land have a certain charm in itself though. :p)
* Am I just tired, or was there no auto run?
* When the "barrels" explode they leave a debries, that seconds later instantly disappears. Why not just blow it all up at once?
* It's running quite slow. I get dips to 40fps all the time.
* The game bogs down to 1-5 fps in the last map's final areas (where you open the drainwell) and I can't for the life of me figure out why.
* Add a music volume lever in the System settings menu.
* When it starts I hear "Computer updated" I hit F1 but noting happens. I hit tab but nothing happens. I look in the controls setup and find nothing. So what computer is updated?
* In the first map, when you jumped out of the little crawl space down into the water, you can't get back. (I wanna go get that andrenalin pack in the beginning, since I didn't need it before but do now when I meet heavy opposition from a gun turret and flying ships and stuff)
* These screenshots display how I found the models to need some more work.
Shot1 - arm | Shot2 - Rear pelvis | Shot3 - Flying corpses | Shot4 - Remnant Light

Design-flaws: (This of course is a matter of opinion more than anything)
* The textures show that they are not the least 3d. Generally they look ok, but many of them really shows how they are drawn in Photoshop/PSP/whatever and the bumpmapping of them really gives off a sense of "Nvidia normalmap filter" usage. And in some cases it doesn't look like they even have any bumpmap.
* The light guards go down way to hard. IMO they should go down on one shotgun blast. instead I need to use two, and since I didn't have any crosshair, even then they wouldn't always go down. (even if I shot them in the head at point blank range, sure they got a visor. But still they're the weakest enemy in the whole game.).
* The music drove me nuts. It was too repetetive and too boring. After hearing the same short piece in the last map over and over again I was ready to scream. (I'd like to note that I actually love the Quake2 soundtrack, and still after all these years listen to it.)
* It's way too dark. It's even darker than Doom3. And I only have the blaster to light my way. Quake2 is not this dark.
* In the last map there's an andrenaline pack on a floating crate, Why can't I jump up on that crate and grab it? Am I Stephen Hawkins?
* Why did you make the first map MORE linear than the original?
* Atleast replace the skin of the grenade for this version. It's way out of place now.
* Water level after draining.
* The orange light guards skins are too slick and clean. They don't match well with the surroundings.
* Sometimes I mistook the machinegun for the shotgun. Might just have been because I was unfamiliar with them.
* I think you should work more on making the new monsters look like actual discusting cyborgs. Right now they don't give me much of that feeling, just regular soldiers. With guns for hands. (in other words, work on the skins some more, make them a bit more menacing)
* The water was quite nice, but the shader effect on it (heathaze I assume) is running way to fast. It's too active to be just lying there in puddles. Now it's moving around like it was a stream or it was raining on it.

That's all I can think of for now. I'll be back later to complain some more. :p



Kiltron@Posted: Wed Aug 10, 2005 8:24 pm :
Thanks for the feedback Kristus.

It would be more helpful if you included suggestions with the complaints as to how you feel would improve them. ;)

Work In Progress as stated on the main menu.



Kristus@Posted: Wed Aug 10, 2005 8:34 pm :
I'd like to change one of the comments. The one about the light guards, I think they could take more than one shotgun. But they should be more stunned by the blow of it. So you can feel superior to them. I don't feel like the awesome killing machine I felt like in Quake2. :p

Well, I did include suggestions/how I would like it, to many of them. But I am surpricingly tired right now. The game really took it's toll on me. ;) (I suppose that's a good thing though)



Kiltron@Posted: Wed Aug 10, 2005 4:38 am :
QUAKE II: LOST MARINE QUAKECON 2005 TEST BUILD RELEASED

It's finally here. The highly anticipated release of the Quake II: Lost Marine QuakeCon 2005 Test Build for DOOM 3. Get your guns and gear ready for this action packed remix of Quake II within the DOOM 3 engine. Engage in high combat situations in all new areas with all new gameplay. Fight various Strogg enemies along your way including Enforcers, Light Guards and Flyers. Take them out with your Blaster, Double Barrel Shotgun, or other aresenal that you come across. Find secrets and secret areas and powerups. Unlock secret extra content, and much more!

This is a Single Player Demo only. This is not the full or final polished release of the mod. This is only a test build, for progress showing and bug feedback reporting. There are still things we need to finish, including animations, code, art etc. It's packaged in a Windows Installer and is also ready for burning a backup copy of the mod to CD. Don't forget to grab your CD Labels on the Downloads page as well.

It's been a tough 4 months developing this demo, but I promised to have something playable by QuakeCon 2005 and I delivered on that promise. Everyone did an excellent job. So without further delay, go download the mod and kick some Strogg ass!

http://www.planetquake.com/meanarena/quake2_lostmarine



psyborg@Posted: Wed Aug 10, 2005 5:51 am :
FIRST!!!!!111


this is too awesome, installing now.



rich_is_bored@Posted: Wed Aug 10, 2005 7:03 am :
Very nostalgic and that's always nice.

After the first loading screen it took me a few seconds to realize it wasn't Quake 2, which is a good thing.

It's a little sluggish on my rig but I'm more to blame for that than you. I realize that you're using more lights than the stock Doom 3 maps in order to make the levels in the mod well lit so it's a given that performance won't be quite as good.

The only real gripe I have is the installer, as you aren't prompted for the location of Doom 3. It just assumes that you've installed Doom 3 in C:\Program Files\Doom 3\ which means you have to move the mod and change the shortcut.



psyborg@Posted: Wed Aug 10, 2005 7:54 am :
been playing it quite for a good while now. heres my critique

mapping: brilliant, although a little chuggy in some spots i had to turn video settings to medium.

weapons: very good, love them.

enemies: they all look good but the light enforcer needs more animation alot of the time he seems to be gliding around, and have him aim his gun higher looks like hes pointing it downward. flyer and enforcer are great.

items: they look good but i dont like the way they light up, looks weird.

presentation/installer/gui: very professional

music: awesome

for a test build its very fun and really cool but needs a little more work, cant wait for the finished product.



doomkid3000@Posted: Wed Aug 10, 2005 7:55 am :
Im Very Impressed :twisted:
how do you turn crosshairs on



Petter@Posted: Wed Aug 10, 2005 8:46 am :
downloading!!!



BNA!@Posted: Wed Aug 10, 2005 8:50 am :
Guess that qualifies for news - congrats!



Petter@Posted: Wed Aug 10, 2005 9:11 am :
I get bumped out on my desktop when tryign to execute the exe file, it also happens if i try to open it in the mods in doom3.

any sugestions?

I have done everythign necessary.



rich_is_bored@Posted: Wed Aug 10, 2005 9:30 am :
Doom 3 is known to copy the offending error message into the clipboard when it crashes so try pasting (Ctrl + V) in notepad immediately after the crash.



BJA@Posted: Wed Aug 10, 2005 2:17 pm :
Petter wrote:
I get bumped out on my desktop when tryign to execute the exe file, it also happens if i try to open it in the mods in doom3.

any sugestions?

I have done everythign necessary.

same happens to me...I only see for 1-2 seconds the q2 lost marine loading screen and then I get back on my desktop.
Already installed doom3 new to the program files folder but it didn't work either.



Kristus@Posted: Wed Aug 10, 2005 2:34 pm :
Why does the enforcer have a pig nose?
http://www.planetquake.com/meanarena/qu ... demo03.jpg

Anywya, currently downloading. (only have 2mb down, so it takes a little while. :p )



Kiltron@Posted: Wed Aug 10, 2005 3:27 pm :
Yeah, the Installer has a bug in it, well not really a bug, more like I had less than 24 hrs to put it together and I've never used Wise for Windows Installer before, and was unable to figure out how to make the install path reflect showing the new path you've chose. (Though I followed their directions to a T, there's checkboxes they say to use missing from my application so I was at a loss on what to do)

You can choose any path you want to install to, and the mod will install to it, it just doesn't update the path you see after you picked a new one and doesn't apply that new path to the mod shortcuts. Will get it fixed when possible.



Gazado@Posted: Wed Aug 10, 2005 5:58 pm :
The mod seemed ok , there is a lot of new custom content in there which is great.

I found the game to chug worse than any other mod or expansion Ive used with Doom 3 - there are only two things I can think of that would cause this:

1) Poorly optimised mapping - little use of visportals and/or poorly structured geometry. Without looking at the maps in the editor I wont know.

2) Doom 3 doesnt seem to like loading too much data up from a mod folder. The more custom resources you use, the more slower the game seems to run. In the case of this project, it is a complete total conversion and this might be why the game goes so slowly compared to other mods etc...

Generally speaking it seems ok to play through but for me it is isnt that far of a step forward from the original. Someone also stated that there were a lot more lights because its more lighter than standard Doom 3 levels. I tend to disagree with this, the maps in this project seem just as dark as in Doom 3 - I fail to see where extra lights would be used over what is in use by Doom 3.

Another thing that made me laugh, the light guards knees seem to be glued together like he is desperate for a pee.

I may have missed some setting somewhere, but I failed to find an option to enable a crosshair. That in itself was incredibly frustrating. If there is an option for a crosshair, please post here how to get it.

Not bad, not bad at all, but not overly amazing either. Will be interested to see where the rest of the project goes though as it has the potential to be extremly interesting and fun to play.



AO@Posted: Wed Aug 10, 2005 6:14 pm :
Cool, I'm downloading the mod now! Thanks.



MercyKiller@Posted: Wed Aug 10, 2005 6:38 pm :
Besides some minor gripes, probably the best remake/remix of a classic game inside the doom3 engine that I've seen yet! Great work, Kiltron.



Kristus@Posted: Wed Aug 10, 2005 6:58 pm :
Ok, here comes my opinions and bugs I encountered. (I'm not sugarcoating anything btw )

I was running this with:
Barton 2800+
GF 6600gt 128
Asus Nforce2
1024 mb ram
And I played it at hard.

Bugs:
* The installer installed all the files directly in my Doom3 root. (in this case e:\spel\Doom 3) instead of the directory that it created for the mod.
* The icon created didn't lead to the actual mod/game (as previously stated)
* No crosshair option. (If I had known what the consol command for it was, I had probably had been having more fun. Checking your aim by watching where the bullets land have a certain charm in itself though. :p)
* Am I just tired, or was there no auto run?
* When the "barrels" explode they leave a debries, that seconds later instantly disappears. Why not just blow it all up at once?
* It's running quite slow. I get dips to 40fps all the time.
* The game bogs down to 1-5 fps in the last map's final areas (where you open the drainwell) and I can't for the life of me figure out why.
* Add a music volume lever in the System settings menu.
* When it starts I hear "Computer updated" I hit F1 but noting happens. I hit tab but nothing happens. I look in the controls setup and find nothing. So what computer is updated?
* In the first map, when you jumped out of the little crawl space down into the water, you can't get back. (I wanna go get that andrenalin pack in the beginning, since I didn't need it before but do now when I meet heavy opposition from a gun turret and flying ships and stuff)
* These screenshots display how I found the models to need some more work.
Shot1 - arm | Shot2 - Rear pelvis | Shot3 - Flying corpses | Shot4 - Remnant Light

Design-flaws: (This of course is a matter of opinion more than anything)
* The textures show that they are not the least 3d. Generally they look ok, but many of them really shows how they are drawn in Photoshop/PSP/whatever and the bumpmapping of them really gives off a sense of "Nvidia normalmap filter" usage. And in some cases it doesn't look like they even have any bumpmap.
* The light guards go down way to hard. IMO they should go down on one shotgun blast. instead I need to use two, and since I didn't have any crosshair, even then they wouldn't always go down. (even if I shot them in the head at point blank range, sure they got a visor. But still they're the weakest enemy in the whole game.).
* The music drove me nuts. It was too repetetive and too boring. After hearing the same short piece in the last map over and over again I was ready to scream. (I'd like to note that I actually love the Quake2 soundtrack, and still after all these years listen to it.)
* It's way too dark. It's even darker than Doom3. And I only have the blaster to light my way. Quake2 is not this dark.
* In the last map there's an andrenaline pack on a floating crate, Why can't I jump up on that crate and grab it? Am I Stephen Hawkins?
* Why did you make the first map MORE linear than the original?
* Atleast replace the skin of the grenade for this version. It's way out of place now.
* Water level after draining.
* The orange light guards skins are too slick and clean. They don't match well with the surroundings.
* Sometimes I mistook the machinegun for the shotgun. Might just have been because I was unfamiliar with them.
* I think you should work more on making the new monsters look like actual discusting cyborgs. Right now they don't give me much of that feeling, just regular soldiers. With guns for hands. (in other words, work on the skins some more, make them a bit more menacing)
* The water was quite nice, but the shader effect on it (heathaze I assume) is running way to fast. It's too active to be just lying there in puddles. Now it's moving around like it was a stream or it was raining on it.

That's all I can think of for now. I'll be back later to complain some more. :p



Kiltron@Posted: Wed Aug 10, 2005 8:24 pm :
Thanks for the feedback Kristus.

It would be more helpful if you included suggestions with the complaints as to how you feel would improve them. ;)

Work In Progress as stated on the main menu.



Kristus@Posted: Wed Aug 10, 2005 8:34 pm :
I'd like to change one of the comments. The one about the light guards, I think they could take more than one shotgun. But they should be more stunned by the blow of it. So you can feel superior to them. I don't feel like the awesome killing machine I felt like in Quake2. :p

Well, I did include suggestions/how I would like it, to many of them. But I am surpricingly tired right now. The game really took it's toll on me. ;) (I suppose that's a good thing though)



Kiltron@Posted: Wed Aug 10, 2005 4:38 am :
QUAKE II: LOST MARINE QUAKECON 2005 TEST BUILD RELEASED

It's finally here. The highly anticipated release of the Quake II: Lost Marine QuakeCon 2005 Test Build for DOOM 3. Get your guns and gear ready for this action packed remix of Quake II within the DOOM 3 engine. Engage in high combat situations in all new areas with all new gameplay. Fight various Strogg enemies along your way including Enforcers, Light Guards and Flyers. Take them out with your Blaster, Double Barrel Shotgun, or other aresenal that you come across. Find secrets and secret areas and powerups. Unlock secret extra content, and much more!

This is a Single Player Demo only. This is not the full or final polished release of the mod. This is only a test build, for progress showing and bug feedback reporting. There are still things we need to finish, including animations, code, art etc. It's packaged in a Windows Installer and is also ready for burning a backup copy of the mod to CD. Don't forget to grab your CD Labels on the Downloads page as well.

It's been a tough 4 months developing this demo, but I promised to have something playable by QuakeCon 2005 and I delivered on that promise. Everyone did an excellent job. So without further delay, go download the mod and kick some Strogg ass!

http://www.planetquake.com/meanarena/quake2_lostmarine



psyborg@Posted: Wed Aug 10, 2005 5:51 am :
FIRST!!!!!111


this is too awesome, installing now.



rich_is_bored@Posted: Wed Aug 10, 2005 7:03 am :
Very nostalgic and that's always nice.

After the first loading screen it took me a few seconds to realize it wasn't Quake 2, which is a good thing.

It's a little sluggish on my rig but I'm more to blame for that than you. I realize that you're using more lights than the stock Doom 3 maps in order to make the levels in the mod well lit so it's a given that performance won't be quite as good.

The only real gripe I have is the installer, as you aren't prompted for the location of Doom 3. It just assumes that you've installed Doom 3 in C:\Program Files\Doom 3\ which means you have to move the mod and change the shortcut.



psyborg@Posted: Wed Aug 10, 2005 7:54 am :
been playing it quite for a good while now. heres my critique

mapping: brilliant, although a little chuggy in some spots i had to turn video settings to medium.

weapons: very good, love them.

enemies: they all look good but the light enforcer needs more animation alot of the time he seems to be gliding around, and have him aim his gun higher looks like hes pointing it downward. flyer and enforcer are great.

items: they look good but i dont like the way they light up, looks weird.

presentation/installer/gui: very professional

music: awesome

for a test build its very fun and really cool but needs a little more work, cant wait for the finished product.



doomkid3000@Posted: Wed Aug 10, 2005 7:55 am :
Im Very Impressed :twisted:
how do you turn crosshairs on



Petter@Posted: Wed Aug 10, 2005 8:46 am :
downloading!!!



BNA!@Posted: Wed Aug 10, 2005 8:50 am :
Guess that qualifies for news - congrats!



Petter@Posted: Wed Aug 10, 2005 9:11 am :
I get bumped out on my desktop when tryign to execute the exe file, it also happens if i try to open it in the mods in doom3.

any sugestions?

I have done everythign necessary.



rich_is_bored@Posted: Wed Aug 10, 2005 9:30 am :
Doom 3 is known to copy the offending error message into the clipboard when it crashes so try pasting (Ctrl + V) in notepad immediately after the crash.



BJA@Posted: Wed Aug 10, 2005 2:17 pm :
Petter wrote:
I get bumped out on my desktop when tryign to execute the exe file, it also happens if i try to open it in the mods in doom3.

any sugestions?

I have done everythign necessary.

same happens to me...I only see for 1-2 seconds the q2 lost marine loading screen and then I get back on my desktop.
Already installed doom3 new to the program files folder but it didn't work either.



Kristus@Posted: Wed Aug 10, 2005 2:34 pm :
Why does the enforcer have a pig nose?
http://www.planetquake.com/meanarena/qu ... demo03.jpg

Anywya, currently downloading. (only have 2mb down, so it takes a little while. :p )



Kiltron@Posted: Wed Aug 10, 2005 3:27 pm :
Yeah, the Installer has a bug in it, well not really a bug, more like I had less than 24 hrs to put it together and I've never used Wise for Windows Installer before, and was unable to figure out how to make the install path reflect showing the new path you've chose. (Though I followed their directions to a T, there's checkboxes they say to use missing from my application so I was at a loss on what to do)

You can choose any path you want to install to, and the mod will install to it, it just doesn't update the path you see after you picked a new one and doesn't apply that new path to the mod shortcuts. Will get it fixed when possible.



Gazado@Posted: Wed Aug 10, 2005 5:58 pm :
The mod seemed ok , there is a lot of new custom content in there which is great.

I found the game to chug worse than any other mod or expansion Ive used with Doom 3 - there are only two things I can think of that would cause this:

1) Poorly optimised mapping - little use of visportals and/or poorly structured geometry. Without looking at the maps in the editor I wont know.

2) Doom 3 doesnt seem to like loading too much data up from a mod folder. The more custom resources you use, the more slower the game seems to run. In the case of this project, it is a complete total conversion and this might be why the game goes so slowly compared to other mods etc...

Generally speaking it seems ok to play through but for me it is isnt that far of a step forward from the original. Someone also stated that there were a lot more lights because its more lighter than standard Doom 3 levels. I tend to disagree with this, the maps in this project seem just as dark as in Doom 3 - I fail to see where extra lights would be used over what is in use by Doom 3.

Another thing that made me laugh, the light guards knees seem to be glued together like he is desperate for a pee.

I may have missed some setting somewhere, but I failed to find an option to enable a crosshair. That in itself was incredibly frustrating. If there is an option for a crosshair, please post here how to get it.

Not bad, not bad at all, but not overly amazing either. Will be interested to see where the rest of the project goes though as it has the potential to be extremly interesting and fun to play.



AO@Posted: Wed Aug 10, 2005 6:14 pm :
Cool, I'm downloading the mod now! Thanks.



MercyKiller@Posted: Wed Aug 10, 2005 6:38 pm :
Besides some minor gripes, probably the best remake/remix of a classic game inside the doom3 engine that I've seen yet! Great work, Kiltron.



Kristus@Posted: Wed Aug 10, 2005 6:58 pm :
Ok, here comes my opinions and bugs I encountered. (I'm not sugarcoating anything btw )

I was running this with:
Barton 2800+
GF 6600gt 128
Asus Nforce2
1024 mb ram
And I played it at hard.

Bugs:
* The installer installed all the files directly in my Doom3 root. (in this case e:\spel\Doom 3) instead of the directory that it created for the mod.
* The icon created didn't lead to the actual mod/game (as previously stated)
* No crosshair option. (If I had known what the consol command for it was, I had probably had been having more fun. Checking your aim by watching where the bullets land have a certain charm in itself though. :p)
* Am I just tired, or was there no auto run?
* When the "barrels" explode they leave a debries, that seconds later instantly disappears. Why not just blow it all up at once?
* It's running quite slow. I get dips to 40fps all the time.
* The game bogs down to 1-5 fps in the last map's final areas (where you open the drainwell) and I can't for the life of me figure out why.
* Add a music volume lever in the System settings menu.
* When it starts I hear "Computer updated" I hit F1 but noting happens. I hit tab but nothing happens. I look in the controls setup and find nothing. So what computer is updated?
* In the first map, when you jumped out of the little crawl space down into the water, you can't get back. (I wanna go get that andrenalin pack in the beginning, since I didn't need it before but do now when I meet heavy opposition from a gun turret and flying ships and stuff)
* These screenshots display how I found the models to need some more work.
Shot1 - arm | Shot2 - Rear pelvis | Shot3 - Flying corpses | Shot4 - Remnant Light

Design-flaws: (This of course is a matter of opinion more than anything)
* The textures show that they are not the least 3d. Generally they look ok, but many of them really shows how they are drawn in Photoshop/PSP/whatever and the bumpmapping of them really gives off a sense of "Nvidia normalmap filter" usage. And in some cases it doesn't look like they even have any bumpmap.
* The light guards go down way to hard. IMO they should go down on one shotgun blast. instead I need to use two, and since I didn't have any crosshair, even then they wouldn't always go down. (even if I shot them in the head at point blank range, sure they got a visor. But still they're the weakest enemy in the whole game.).
* The music drove me nuts. It was too repetetive and too boring. After hearing the same short piece in the last map over and over again I was ready to scream. (I'd like to note that I actually love the Quake2 soundtrack, and still after all these years listen to it.)
* It's way too dark. It's even darker than Doom3. And I only have the blaster to light my way. Quake2 is not this dark.
* In the last map there's an andrenaline pack on a floating crate, Why can't I jump up on that crate and grab it? Am I Stephen Hawkins?
* Why did you make the first map MORE linear than the original?
* Atleast replace the skin of the grenade for this version. It's way out of place now.
* Water level after draining.
* The orange light guards skins are too slick and clean. They don't match well with the surroundings.
* Sometimes I mistook the machinegun for the shotgun. Might just have been because I was unfamiliar with them.
* I think you should work more on making the new monsters look like actual discusting cyborgs. Right now they don't give me much of that feeling, just regular soldiers. With guns for hands. (in other words, work on the skins some more, make them a bit more menacing)
* The water was quite nice, but the shader effect on it (heathaze I assume) is running way to fast. It's too active to be just lying there in puddles. Now it's moving around like it was a stream or it was raining on it.

That's all I can think of for now. I'll be back later to complain some more. :p



Kiltron@Posted: Wed Aug 10, 2005 8:24 pm :
Thanks for the feedback Kristus.

It would be more helpful if you included suggestions with the complaints as to how you feel would improve them. ;)

Work In Progress as stated on the main menu.



Kristus@Posted: Wed Aug 10, 2005 8:34 pm :
I'd like to change one of the comments. The one about the light guards, I think they could take more than one shotgun. But they should be more stunned by the blow of it. So you can feel superior to them. I don't feel like the awesome killing machine I felt like in Quake2. :p

Well, I did include suggestions/how I would like it, to many of them. But I am surpricingly tired right now. The game really took it's toll on me. ;) (I suppose that's a good thing though)



Kiltron@Posted: Wed Aug 10, 2005 4:38 am :
QUAKE II: LOST MARINE QUAKECON 2005 TEST BUILD RELEASED

It's finally here. The highly anticipated release of the Quake II: Lost Marine QuakeCon 2005 Test Build for DOOM 3. Get your guns and gear ready for this action packed remix of Quake II within the DOOM 3 engine. Engage in high combat situations in all new areas with all new gameplay. Fight various Strogg enemies along your way including Enforcers, Light Guards and Flyers. Take them out with your Blaster, Double Barrel Shotgun, or other aresenal that you come across. Find secrets and secret areas and powerups. Unlock secret extra content, and much more!

This is a Single Player Demo only. This is not the full or final polished release of the mod. This is only a test build, for progress showing and bug feedback reporting. There are still things we need to finish, including animations, code, art etc. It's packaged in a Windows Installer and is also ready for burning a backup copy of the mod to CD. Don't forget to grab your CD Labels on the Downloads page as well.

It's been a tough 4 months developing this demo, but I promised to have something playable by QuakeCon 2005 and I delivered on that promise. Everyone did an excellent job. So without further delay, go download the mod and kick some Strogg ass!

http://www.planetquake.com/meanarena/quake2_lostmarine



psyborg@Posted: Wed Aug 10, 2005 5:51 am :
FIRST!!!!!111


this is too awesome, installing now.



rich_is_bored@Posted: Wed Aug 10, 2005 7:03 am :
Very nostalgic and that's always nice.

After the first loading screen it took me a few seconds to realize it wasn't Quake 2, which is a good thing.

It's a little sluggish on my rig but I'm more to blame for that than you. I realize that you're using more lights than the stock Doom 3 maps in order to make the levels in the mod well lit so it's a given that performance won't be quite as good.

The only real gripe I have is the installer, as you aren't prompted for the location of Doom 3. It just assumes that you've installed Doom 3 in C:\Program Files\Doom 3\ which means you have to move the mod and change the shortcut.



psyborg@Posted: Wed Aug 10, 2005 7:54 am :
been playing it quite for a good while now. heres my critique

mapping: brilliant, although a little chuggy in some spots i had to turn video settings to medium.

weapons: very good, love them.

enemies: they all look good but the light enforcer needs more animation alot of the time he seems to be gliding around, and have him aim his gun higher looks like hes pointing it downward. flyer and enforcer are great.

items: they look good but i dont like the way they light up, looks weird.

presentation/installer/gui: very professional

music: awesome

for a test build its very fun and really cool but needs a little more work, cant wait for the finished product.



doomkid3000@Posted: Wed Aug 10, 2005 7:55 am :
Im Very Impressed :twisted:
how do you turn crosshairs on



Petter@Posted: Wed Aug 10, 2005 8:46 am :
downloading!!!



BNA!@Posted: Wed Aug 10, 2005 8:50 am :
Guess that qualifies for news - congrats!



Petter@Posted: Wed Aug 10, 2005 9:11 am :
I get bumped out on my desktop when tryign to execute the exe file, it also happens if i try to open it in the mods in doom3.

any sugestions?

I have done everythign necessary.



rich_is_bored@Posted: Wed Aug 10, 2005 9:30 am :
Doom 3 is known to copy the offending error message into the clipboard when it crashes so try pasting (Ctrl + V) in notepad immediately after the crash.



BJA@Posted: Wed Aug 10, 2005 2:17 pm :
Petter wrote:
I get bumped out on my desktop when tryign to execute the exe file, it also happens if i try to open it in the mods in doom3.

any sugestions?

I have done everythign necessary.

same happens to me...I only see for 1-2 seconds the q2 lost marine loading screen and then I get back on my desktop.
Already installed doom3 new to the program files folder but it didn't work either.



Kristus@Posted: Wed Aug 10, 2005 2:34 pm :
Why does the enforcer have a pig nose?
http://www.planetquake.com/meanarena/qu ... demo03.jpg

Anywya, currently downloading. (only have 2mb down, so it takes a little while. :p )



Kiltron@Posted: Wed Aug 10, 2005 3:27 pm :
Yeah, the Installer has a bug in it, well not really a bug, more like I had less than 24 hrs to put it together and I've never used Wise for Windows Installer before, and was unable to figure out how to make the install path reflect showing the new path you've chose. (Though I followed their directions to a T, there's checkboxes they say to use missing from my application so I was at a loss on what to do)

You can choose any path you want to install to, and the mod will install to it, it just doesn't update the path you see after you picked a new one and doesn't apply that new path to the mod shortcuts. Will get it fixed when possible.



Gazado@Posted: Wed Aug 10, 2005 5:58 pm :
The mod seemed ok , there is a lot of new custom content in there which is great.

I found the game to chug worse than any other mod or expansion Ive used with Doom 3 - there are only two things I can think of that would cause this:

1) Poorly optimised mapping - little use of visportals and/or poorly structured geometry. Without looking at the maps in the editor I wont know.

2) Doom 3 doesnt seem to like loading too much data up from a mod folder. The more custom resources you use, the more slower the game seems to run. In the case of this project, it is a complete total conversion and this might be why the game goes so slowly compared to other mods etc...

Generally speaking it seems ok to play through but for me it is isnt that far of a step forward from the original. Someone also stated that there were a lot more lights because its more lighter than standard Doom 3 levels. I tend to disagree with this, the maps in this project seem just as dark as in Doom 3 - I fail to see where extra lights would be used over what is in use by Doom 3.

Another thing that made me laugh, the light guards knees seem to be glued together like he is desperate for a pee.

I may have missed some setting somewhere, but I failed to find an option to enable a crosshair. That in itself was incredibly frustrating. If there is an option for a crosshair, please post here how to get it.

Not bad, not bad at all, but not overly amazing either. Will be interested to see where the rest of the project goes though as it has the potential to be extremly interesting and fun to play.



AO@Posted: Wed Aug 10, 2005 6:14 pm :
Cool, I'm downloading the mod now! Thanks.



MercyKiller@Posted: Wed Aug 10, 2005 6:38 pm :
Besides some minor gripes, probably the best remake/remix of a classic game inside the doom3 engine that I've seen yet! Great work, Kiltron.



Kristus@Posted: Wed Aug 10, 2005 6:58 pm :
Ok, here comes my opinions and bugs I encountered. (I'm not sugarcoating anything btw )

I was running this with:
Barton 2800+
GF 6600gt 128
Asus Nforce2
1024 mb ram
And I played it at hard.

Bugs:
* The installer installed all the files directly in my Doom3 root. (in this case e:\spel\Doom 3) instead of the directory that it created for the mod.
* The icon created didn't lead to the actual mod/game (as previously stated)
* No crosshair option. (If I had known what the consol command for it was, I had probably had been having more fun. Checking your aim by watching where the bullets land have a certain charm in itself though. :p)
* Am I just tired, or was there no auto run?
* When the "barrels" explode they leave a debries, that seconds later instantly disappears. Why not just blow it all up at once?
* It's running quite slow. I get dips to 40fps all the time.
* The game bogs down to 1-5 fps in the last map's final areas (where you open the drainwell) and I can't for the life of me figure out why.
* Add a music volume lever in the System settings menu.
* When it starts I hear "Computer updated" I hit F1 but noting happens. I hit tab but nothing happens. I look in the controls setup and find nothing. So what computer is updated?
* In the first map, when you jumped out of the little crawl space down into the water, you can't get back. (I wanna go get that andrenalin pack in the beginning, since I didn't need it before but do now when I meet heavy opposition from a gun turret and flying ships and stuff)
* These screenshots display how I found the models to need some more work.
Shot1 - arm | Shot2 - Rear pelvis | Shot3 - Flying corpses | Shot4 - Remnant Light

Design-flaws: (This of course is a matter of opinion more than anything)
* The textures show that they are not the least 3d. Generally they look ok, but many of them really shows how they are drawn in Photoshop/PSP/whatever and the bumpmapping of them really gives off a sense of "Nvidia normalmap filter" usage. And in some cases it doesn't look like they even have any bumpmap.
* The light guards go down way to hard. IMO they should go down on one shotgun blast. instead I need to use two, and since I didn't have any crosshair, even then they wouldn't always go down. (even if I shot them in the head at point blank range, sure they got a visor. But still they're the weakest enemy in the whole game.).
* The music drove me nuts. It was too repetetive and too boring. After hearing the same short piece in the last map over and over again I was ready to scream. (I'd like to note that I actually love the Quake2 soundtrack, and still after all these years listen to it.)
* It's way too dark. It's even darker than Doom3. And I only have the blaster to light my way. Quake2 is not this dark.
* In the last map there's an andrenaline pack on a floating crate, Why can't I jump up on that crate and grab it? Am I Stephen Hawkins?
* Why did you make the first map MORE linear than the original?
* Atleast replace the skin of the grenade for this version. It's way out of place now.
* Water level after draining.
* The orange light guards skins are too slick and clean. They don't match well with the surroundings.
* Sometimes I mistook the machinegun for the shotgun. Might just have been because I was unfamiliar with them.
* I think you should work more on making the new monsters look like actual discusting cyborgs. Right now they don't give me much of that feeling, just regular soldiers. With guns for hands. (in other words, work on the skins some more, make them a bit more menacing)
* The water was quite nice, but the shader effect on it (heathaze I assume) is running way to fast. It's too active to be just lying there in puddles. Now it's moving around like it was a stream or it was raining on it.

That's all I can think of for now. I'll be back later to complain some more. :p



Kiltron@Posted: Wed Aug 10, 2005 8:24 pm :
Thanks for the feedback Kristus.

It would be more helpful if you included suggestions with the complaints as to how you feel would improve them. ;)

Work In Progress as stated on the main menu.



Kristus@Posted: Wed Aug 10, 2005 8:34 pm :
I'd like to change one of the comments. The one about the light guards, I think they could take more than one shotgun. But they should be more stunned by the blow of it. So you can feel superior to them. I don't feel like the awesome killing machine I felt like in Quake2. :p

Well, I did include suggestions/how I would like it, to many of them. But I am surpricingly tired right now. The game really took it's toll on me. ;) (I suppose that's a good thing though)



Kiltron@Posted: Wed Aug 10, 2005 4:38 am :
QUAKE II: LOST MARINE QUAKECON 2005 TEST BUILD RELEASED

It's finally here. The highly anticipated release of the Quake II: Lost Marine QuakeCon 2005 Test Build for DOOM 3. Get your guns and gear ready for this action packed remix of Quake II within the DOOM 3 engine. Engage in high combat situations in all new areas with all new gameplay. Fight various Strogg enemies along your way including Enforcers, Light Guards and Flyers. Take them out with your Blaster, Double Barrel Shotgun, or other aresenal that you come across. Find secrets and secret areas and powerups. Unlock secret extra content, and much more!

This is a Single Player Demo only. This is not the full or final polished release of the mod. This is only a test build, for progress showing and bug feedback reporting. There are still things we need to finish, including animations, code, art etc. It's packaged in a Windows Installer and is also ready for burning a backup copy of the mod to CD. Don't forget to grab your CD Labels on the Downloads page as well.

It's been a tough 4 months developing this demo, but I promised to have something playable by QuakeCon 2005 and I delivered on that promise. Everyone did an excellent job. So without further delay, go download the mod and kick some Strogg ass!

http://www.planetquake.com/meanarena/quake2_lostmarine



psyborg@Posted: Wed Aug 10, 2005 5:51 am :
FIRST!!!!!111


this is too awesome, installing now.



rich_is_bored@Posted: Wed Aug 10, 2005 7:03 am :
Very nostalgic and that's always nice.

After the first loading screen it took me a few seconds to realize it wasn't Quake 2, which is a good thing.

It's a little sluggish on my rig but I'm more to blame for that than you. I realize that you're using more lights than the stock Doom 3 maps in order to make the levels in the mod well lit so it's a given that performance won't be quite as good.

The only real gripe I have is the installer, as you aren't prompted for the location of Doom 3. It just assumes that you've installed Doom 3 in C:\Program Files\Doom 3\ which means you have to move the mod and change the shortcut.



psyborg@Posted: Wed Aug 10, 2005 7:54 am :
been playing it quite for a good while now. heres my critique

mapping: brilliant, although a little chuggy in some spots i had to turn video settings to medium.

weapons: very good, love them.

enemies: they all look good but the light enforcer needs more animation alot of the time he seems to be gliding around, and have him aim his gun higher looks like hes pointing it downward. flyer and enforcer are great.

items: they look good but i dont like the way they light up, looks weird.

presentation/installer/gui: very professional

music: awesome

for a test build its very fun and really cool but needs a little more work, cant wait for the finished product.



doomkid3000@Posted: Wed Aug 10, 2005 7:55 am :
Im Very Impressed :twisted:
how do you turn crosshairs on



Petter@Posted: Wed Aug 10, 2005 8:46 am :
downloading!!!



BNA!@Posted: Wed Aug 10, 2005 8:50 am :
Guess that qualifies for news - congrats!



Petter@Posted: Wed Aug 10, 2005 9:11 am :
I get bumped out on my desktop when tryign to execute the exe file, it also happens if i try to open it in the mods in doom3.

any sugestions?

I have done everythign necessary.



rich_is_bored@Posted: Wed Aug 10, 2005 9:30 am :
Doom 3 is known to copy the offending error message into the clipboard when it crashes so try pasting (Ctrl + V) in notepad immediately after the crash.



BJA@Posted: Wed Aug 10, 2005 2:17 pm :
Petter wrote:
I get bumped out on my desktop when tryign to execute the exe file, it also happens if i try to open it in the mods in doom3.

any sugestions?

I have done everythign necessary.

same happens to me...I only see for 1-2 seconds the q2 lost marine loading screen and then I get back on my desktop.
Already installed doom3 new to the program files folder but it didn't work either.



Kristus@Posted: Wed Aug 10, 2005 2:34 pm :
Why does the enforcer have a pig nose?
http://www.planetquake.com/meanarena/qu ... demo03.jpg

Anywya, currently downloading. (only have 2mb down, so it takes a little while. :p )



Kiltron@Posted: Wed Aug 10, 2005 3:27 pm :
Yeah, the Installer has a bug in it, well not really a bug, more like I had less than 24 hrs to put it together and I've never used Wise for Windows Installer before, and was unable to figure out how to make the install path reflect showing the new path you've chose. (Though I followed their directions to a T, there's checkboxes they say to use missing from my application so I was at a loss on what to do)

You can choose any path you want to install to, and the mod will install to it, it just doesn't update the path you see after you picked a new one and doesn't apply that new path to the mod shortcuts. Will get it fixed when possible.



Gazado@Posted: Wed Aug 10, 2005 5:58 pm :
The mod seemed ok , there is a lot of new custom content in there which is great.

I found the game to chug worse than any other mod or expansion Ive used with Doom 3 - there are only two things I can think of that would cause this:

1) Poorly optimised mapping - little use of visportals and/or poorly structured geometry. Without looking at the maps in the editor I wont know.

2) Doom 3 doesnt seem to like loading too much data up from a mod folder. The more custom resources you use, the more slower the game seems to run. In the case of this project, it is a complete total conversion and this might be why the game goes so slowly compared to other mods etc...

Generally speaking it seems ok to play through but for me it is isnt that far of a step forward from the original. Someone also stated that there were a lot more lights because its more lighter than standard Doom 3 levels. I tend to disagree with this, the maps in this project seem just as dark as in Doom 3 - I fail to see where extra lights would be used over what is in use by Doom 3.

Another thing that made me laugh, the light guards knees seem to be glued together like he is desperate for a pee.

I may have missed some setting somewhere, but I failed to find an option to enable a crosshair. That in itself was incredibly frustrating. If there is an option for a crosshair, please post here how to get it.

Not bad, not bad at all, but not overly amazing either. Will be interested to see where the rest of the project goes though as it has the potential to be extremly interesting and fun to play.



AO@Posted: Wed Aug 10, 2005 6:14 pm :
Cool, I'm downloading the mod now! Thanks.



MercyKiller@Posted: Wed Aug 10, 2005 6:38 pm :
Besides some minor gripes, probably the best remake/remix of a classic game inside the doom3 engine that I've seen yet! Great work, Kiltron.



Kristus@Posted: Wed Aug 10, 2005 6:58 pm :
Ok, here comes my opinions and bugs I encountered. (I'm not sugarcoating anything btw )

I was running this with:
Barton 2800+
GF 6600gt 128
Asus Nforce2
1024 mb ram
And I played it at hard.

Bugs:
* The installer installed all the files directly in my Doom3 root. (in this case e:\spel\Doom 3) instead of the directory that it created for the mod.
* The icon created didn't lead to the actual mod/game (as previously stated)
* No crosshair option. (If I had known what the consol command for it was, I had probably had been having more fun. Checking your aim by watching where the bullets land have a certain charm in itself though. :p)
* Am I just tired, or was there no auto run?
* When the "barrels" explode they leave a debries, that seconds later instantly disappears. Why not just blow it all up at once?
* It's running quite slow. I get dips to 40fps all the time.
* The game bogs down to 1-5 fps in the last map's final areas (where you open the drainwell) and I can't for the life of me figure out why.
* Add a music volume lever in the System settings menu.
* When it starts I hear "Computer updated" I hit F1 but noting happens. I hit tab but nothing happens. I look in the controls setup and find nothing. So what computer is updated?
* In the first map, when you jumped out of the little crawl space down into the water, you can't get back. (I wanna go get that andrenalin pack in the beginning, since I didn't need it before but do now when I meet heavy opposition from a gun turret and flying ships and stuff)
* These screenshots display how I found the models to need some more work.
Shot1 - arm | Shot2 - Rear pelvis | Shot3 - Flying corpses | Shot4 - Remnant Light

Design-flaws: (This of course is a matter of opinion more than anything)
* The textures show that they are not the least 3d. Generally they look ok, but many of them really shows how they are drawn in Photoshop/PSP/whatever and the bumpmapping of them really gives off a sense of "Nvidia normalmap filter" usage. And in some cases it doesn't look like they even have any bumpmap.
* The light guards go down way to hard. IMO they should go down on one shotgun blast. instead I need to use two, and since I didn't have any crosshair, even then they wouldn't always go down. (even if I shot them in the head at point blank range, sure they got a visor. But still they're the weakest enemy in the whole game.).
* The music drove me nuts. It was too repetetive and too boring. After hearing the same short piece in the last map over and over again I was ready to scream. (I'd like to note that I actually love the Quake2 soundtrack, and still after all these years listen to it.)
* It's way too dark. It's even darker than Doom3. And I only have the blaster to light my way. Quake2 is not this dark.
* In the last map there's an andrenaline pack on a floating crate, Why can't I jump up on that crate and grab it? Am I Stephen Hawkins?
* Why did you make the first map MORE linear than the original?
* Atleast replace the skin of the grenade for this version. It's way out of place now.
* Water level after draining.
* The orange light guards skins are too slick and clean. They don't match well with the surroundings.
* Sometimes I mistook the machinegun for the shotgun. Might just have been because I was unfamiliar with them.
* I think you should work more on making the new monsters look like actual discusting cyborgs. Right now they don't give me much of that feeling, just regular soldiers. With guns for hands. (in other words, work on the skins some more, make them a bit more menacing)
* The water was quite nice, but the shader effect on it (heathaze I assume) is running way to fast. It's too active to be just lying there in puddles. Now it's moving around like it was a stream or it was raining on it.

That's all I can think of for now. I'll be back later to complain some more. :p



Kiltron@Posted: Wed Aug 10, 2005 8:24 pm :
Thanks for the feedback Kristus.

It would be more helpful if you included suggestions with the complaints as to how you feel would improve them. ;)

Work In Progress as stated on the main menu.



Kristus@Posted: Wed Aug 10, 2005 8:34 pm :
I'd like to change one of the comments. The one about the light guards, I think they could take more than one shotgun. But they should be more stunned by the blow of it. So you can feel superior to them. I don't feel like the awesome killing machine I felt like in Quake2. :p

Well, I did include suggestions/how I would like it, to many of them. But I am surpricingly tired right now. The game really took it's toll on me. ;) (I suppose that's a good thing though)



Kiltron@Posted: Wed Aug 10, 2005 4:38 am :
QUAKE II: LOST MARINE QUAKECON 2005 TEST BUILD RELEASED

It's finally here. The highly anticipated release of the Quake II: Lost Marine QuakeCon 2005 Test Build for DOOM 3. Get your guns and gear ready for this action packed remix of Quake II within the DOOM 3 engine. Engage in high combat situations in all new areas with all new gameplay. Fight various Strogg enemies along your way including Enforcers, Light Guards and Flyers. Take them out with your Blaster, Double Barrel Shotgun, or other aresenal that you come across. Find secrets and secret areas and powerups. Unlock secret extra content, and much more!

This is a Single Player Demo only. This is not the full or final polished release of the mod. This is only a test build, for progress showing and bug feedback reporting. There are still things we need to finish, including animations, code, art etc. It's packaged in a Windows Installer and is also ready for burning a backup copy of the mod to CD. Don't forget to grab your CD Labels on the Downloads page as well.

It's been a tough 4 months developing this demo, but I promised to have something playable by QuakeCon 2005 and I delivered on that promise. Everyone did an excellent job. So without further delay, go download the mod and kick some Strogg ass!

http://www.planetquake.com/meanarena/quake2_lostmarine



psyborg@Posted: Wed Aug 10, 2005 5:51 am :
FIRST!!!!!111


this is too awesome, installing now.



rich_is_bored@Posted: Wed Aug 10, 2005 7:03 am :
Very nostalgic and that's always nice.

After the first loading screen it took me a few seconds to realize it wasn't Quake 2, which is a good thing.

It's a little sluggish on my rig but I'm more to blame for that than you. I realize that you're using more lights than the stock Doom 3 maps in order to make the levels in the mod well lit so it's a given that performance won't be quite as good.

The only real gripe I have is the installer, as you aren't prompted for the location of Doom 3. It just assumes that you've installed Doom 3 in C:\Program Files\Doom 3\ which means you have to move the mod and change the shortcut.



psyborg@Posted: Wed Aug 10, 2005 7:54 am :
been playing it quite for a good while now. heres my critique

mapping: brilliant, although a little chuggy in some spots i had to turn video settings to medium.

weapons: very good, love them.

enemies: they all look good but the light enforcer needs more animation alot of the time he seems to be gliding around, and have him aim his gun higher looks like hes pointing it downward. flyer and enforcer are great.

items: they look good but i dont like the way they light up, looks weird.

presentation/installer/gui: very professional

music: awesome

for a test build its very fun and really cool but needs a little more work, cant wait for the finished product.



doomkid3000@Posted: Wed Aug 10, 2005 7:55 am :
Im Very Impressed :twisted:
how do you turn crosshairs on



Petter@Posted: Wed Aug 10, 2005 8:46 am :
downloading!!!



BNA!@Posted: Wed Aug 10, 2005 8:50 am :
Guess that qualifies for news - congrats!



Petter@Posted: Wed Aug 10, 2005 9:11 am :
I get bumped out on my desktop when tryign to execute the exe file, it also happens if i try to open it in the mods in doom3.

any sugestions?

I have done everythign necessary.



rich_is_bored@Posted: Wed Aug 10, 2005 9:30 am :
Doom 3 is known to copy the offending error message into the clipboard when it crashes so try pasting (Ctrl + V) in notepad immediately after the crash.



BJA@Posted: Wed Aug 10, 2005 2:17 pm :
Petter wrote:
I get bumped out on my desktop when tryign to execute the exe file, it also happens if i try to open it in the mods in doom3.

any sugestions?

I have done everythign necessary.

same happens to me...I only see for 1-2 seconds the q2 lost marine loading screen and then I get back on my desktop.
Already installed doom3 new to the program files folder but it didn't work either.



Kristus@Posted: Wed Aug 10, 2005 2:34 pm :
Why does the enforcer have a pig nose?
http://www.planetquake.com/meanarena/qu ... demo03.jpg

Anywya, currently downloading. (only have 2mb down, so it takes a little while. :p )



Kiltron@Posted: Wed Aug 10, 2005 3:27 pm :
Yeah, the Installer has a bug in it, well not really a bug, more like I had less than 24 hrs to put it together and I've never used Wise for Windows Installer before, and was unable to figure out how to make the install path reflect showing the new path you've chose. (Though I followed their directions to a T, there's checkboxes they say to use missing from my application so I was at a loss on what to do)

You can choose any path you want to install to, and the mod will install to it, it just doesn't update the path you see after you picked a new one and doesn't apply that new path to the mod shortcuts. Will get it fixed when possible.



Gazado@Posted: Wed Aug 10, 2005 5:58 pm :
The mod seemed ok , there is a lot of new custom content in there which is great.

I found the game to chug worse than any other mod or expansion Ive used with Doom 3 - there are only two things I can think of that would cause this:

1) Poorly optimised mapping - little use of visportals and/or poorly structured geometry. Without looking at the maps in the editor I wont know.

2) Doom 3 doesnt seem to like loading too much data up from a mod folder. The more custom resources you use, the more slower the game seems to run. In the case of this project, it is a complete total conversion and this might be why the game goes so slowly compared to other mods etc...

Generally speaking it seems ok to play through but for me it is isnt that far of a step forward from the original. Someone also stated that there were a lot more lights because its more lighter than standard Doom 3 levels. I tend to disagree with this, the maps in this project seem just as dark as in Doom 3 - I fail to see where extra lights would be used over what is in use by Doom 3.

Another thing that made me laugh, the light guards knees seem to be glued together like he is desperate for a pee.

I may have missed some setting somewhere, but I failed to find an option to enable a crosshair. That in itself was incredibly frustrating. If there is an option for a crosshair, please post here how to get it.

Not bad, not bad at all, but not overly amazing either. Will be interested to see where the rest of the project goes though as it has the potential to be extremly interesting and fun to play.



AO@Posted: Wed Aug 10, 2005 6:14 pm :
Cool, I'm downloading the mod now! Thanks.



MercyKiller@Posted: Wed Aug 10, 2005 6:38 pm :
Besides some minor gripes, probably the best remake/remix of a classic game inside the doom3 engine that I've seen yet! Great work, Kiltron.



Kristus@Posted: Wed Aug 10, 2005 6:58 pm :
Ok, here comes my opinions and bugs I encountered. (I'm not sugarcoating anything btw )

I was running this with:
Barton 2800+
GF 6600gt 128
Asus Nforce2
1024 mb ram
And I played it at hard.

Bugs:
* The installer installed all the files directly in my Doom3 root. (in this case e:\spel\Doom 3) instead of the directory that it created for the mod.
* The icon created didn't lead to the actual mod/game (as previously stated)
* No crosshair option. (If I had known what the consol command for it was, I had probably had been having more fun. Checking your aim by watching where the bullets land have a certain charm in itself though. :p)
* Am I just tired, or was there no auto run?
* When the "barrels" explode they leave a debries, that seconds later instantly disappears. Why not just blow it all up at once?
* It's running quite slow. I get dips to 40fps all the time.
* The game bogs down to 1-5 fps in the last map's final areas (where you open the drainwell) and I can't for the life of me figure out why.
* Add a music volume lever in the System settings menu.
* When it starts I hear "Computer updated" I hit F1 but noting happens. I hit tab but nothing happens. I look in the controls setup and find nothing. So what computer is updated?
* In the first map, when you jumped out of the little crawl space down into the water, you can't get back. (I wanna go get that andrenalin pack in the beginning, since I didn't need it before but do now when I meet heavy opposition from a gun turret and flying ships and stuff)
* These screenshots display how I found the models to need some more work.
Shot1 - arm | Shot2 - Rear pelvis | Shot3 - Flying corpses | Shot4 - Remnant Light

Design-flaws: (This of course is a matter of opinion more than anything)
* The textures show that they are not the least 3d. Generally they look ok, but many of them really shows how they are drawn in Photoshop/PSP/whatever and the bumpmapping of them really gives off a sense of "Nvidia normalmap filter" usage. And in some cases it doesn't look like they even have any bumpmap.
* The light guards go down way to hard. IMO they should go down on one shotgun blast. instead I need to use two, and since I didn't have any crosshair, even then they wouldn't always go down. (even if I shot them in the head at point blank range, sure they got a visor. But still they're the weakest enemy in the whole game.).
* The music drove me nuts. It was too repetetive and too boring. After hearing the same short piece in the last map over and over again I was ready to scream. (I'd like to note that I actually love the Quake2 soundtrack, and still after all these years listen to it.)
* It's way too dark. It's even darker than Doom3. And I only have the blaster to light my way. Quake2 is not this dark.
* In the last map there's an andrenaline pack on a floating crate, Why can't I jump up on that crate and grab it? Am I Stephen Hawkins?
* Why did you make the first map MORE linear than the original?
* Atleast replace the skin of the grenade for this version. It's way out of place now.
* Water level after draining.
* The orange light guards skins are too slick and clean. They don't match well with the surroundings.
* Sometimes I mistook the machinegun for the shotgun. Might just have been because I was unfamiliar with them.
* I think you should work more on making the new monsters look like actual discusting cyborgs. Right now they don't give me much of that feeling, just regular soldiers. With guns for hands. (in other words, work on the skins some more, make them a bit more menacing)
* The water was quite nice, but the shader effect on it (heathaze I assume) is running way to fast. It's too active to be just lying there in puddles. Now it's moving around like it was a stream or it was raining on it.

That's all I can think of for now. I'll be back later to complain some more. :p



Kiltron@Posted: Wed Aug 10, 2005 8:24 pm :
Thanks for the feedback Kristus.

It would be more helpful if you included suggestions with the complaints as to how you feel would improve them. ;)

Work In Progress as stated on the main menu.



Kristus@Posted: Wed Aug 10, 2005 8:34 pm :
I'd like to change one of the comments. The one about the light guards, I think they could take more than one shotgun. But they should be more stunned by the blow of it. So you can feel superior to them. I don't feel like the awesome killing machine I felt like in Quake2. :p

Well, I did include suggestions/how I would like it, to many of them. But I am surpricingly tired right now. The game really took it's toll on me. ;) (I suppose that's a good thing though)



Kiltron@Posted: Wed Aug 10, 2005 4:38 am :
QUAKE II: LOST MARINE QUAKECON 2005 TEST BUILD RELEASED

It's finally here. The highly anticipated release of the Quake II: Lost Marine QuakeCon 2005 Test Build for DOOM 3. Get your guns and gear ready for this action packed remix of Quake II within the DOOM 3 engine. Engage in high combat situations in all new areas with all new gameplay. Fight various Strogg enemies along your way including Enforcers, Light Guards and Flyers. Take them out with your Blaster, Double Barrel Shotgun, or other aresenal that you come across. Find secrets and secret areas and powerups. Unlock secret extra content, and much more!

This is a Single Player Demo only. This is not the full or final polished release of the mod. This is only a test build, for progress showing and bug feedback reporting. There are still things we need to finish, including animations, code, art etc. It's packaged in a Windows Installer and is also ready for burning a backup copy of the mod to CD. Don't forget to grab your CD Labels on the Downloads page as well.

It's been a tough 4 months developing this demo, but I promised to have something playable by QuakeCon 2005 and I delivered on that promise. Everyone did an excellent job. So without further delay, go download the mod and kick some Strogg ass!

http://www.planetquake.com/meanarena/quake2_lostmarine



psyborg@Posted: Wed Aug 10, 2005 5:51 am :
FIRST!!!!!111


this is too awesome, installing now.



rich_is_bored@Posted: Wed Aug 10, 2005 7:03 am :
Very nostalgic and that's always nice.

After the first loading screen it took me a few seconds to realize it wasn't Quake 2, which is a good thing.

It's a little sluggish on my rig but I'm more to blame for that than you. I realize that you're using more lights than the stock Doom 3 maps in order to make the levels in the mod well lit so it's a given that performance won't be quite as good.

The only real gripe I have is the installer, as you aren't prompted for the location of Doom 3. It just assumes that you've installed Doom 3 in C:\Program Files\Doom 3\ which means you have to move the mod and change the shortcut.



psyborg@Posted: Wed Aug 10, 2005 7:54 am :
been playing it quite for a good while now. heres my critique

mapping: brilliant, although a little chuggy in some spots i had to turn video settings to medium.

weapons: very good, love them.

enemies: they all look good but the light enforcer needs more animation alot of the time he seems to be gliding around, and have him aim his gun higher looks like hes pointing it downward. flyer and enforcer are great.

items: they look good but i dont like the way they light up, looks weird.

presentation/installer/gui: very professional

music: awesome

for a test build its very fun and really cool but needs a little more work, cant wait for the finished product.



doomkid3000@Posted: Wed Aug 10, 2005 7:55 am :
Im Very Impressed :twisted:
how do you turn crosshairs on



Petter@Posted: Wed Aug 10, 2005 8:46 am :
downloading!!!



BNA!@Posted: Wed Aug 10, 2005 8:50 am :
Guess that qualifies for news - congrats!



Petter@Posted: Wed Aug 10, 2005 9:11 am :
I get bumped out on my desktop when tryign to execute the exe file, it also happens if i try to open it in the mods in doom3.

any sugestions?

I have done everythign necessary.



rich_is_bored@Posted: Wed Aug 10, 2005 9:30 am :
Doom 3 is known to copy the offending error message into the clipboard when it crashes so try pasting (Ctrl + V) in notepad immediately after the crash.



BJA@Posted: Wed Aug 10, 2005 2:17 pm :
Petter wrote:
I get bumped out on my desktop when tryign to execute the exe file, it also happens if i try to open it in the mods in doom3.

any sugestions?

I have done everythign necessary.

same happens to me...I only see for 1-2 seconds the q2 lost marine loading screen and then I get back on my desktop.
Already installed doom3 new to the program files folder but it didn't work either.



Kristus@Posted: Wed Aug 10, 2005 2:34 pm :
Why does the enforcer have a pig nose?
http://www.planetquake.com/meanarena/qu ... demo03.jpg

Anywya, currently downloading. (only have 2mb down, so it takes a little while. :p )



Kiltron@Posted: Wed Aug 10, 2005 3:27 pm :
Yeah, the Installer has a bug in it, well not really a bug, more like I had less than 24 hrs to put it together and I've never used Wise for Windows Installer before, and was unable to figure out how to make the install path reflect showing the new path you've chose. (Though I followed their directions to a T, there's checkboxes they say to use missing from my application so I was at a loss on what to do)

You can choose any path you want to install to, and the mod will install to it, it just doesn't update the path you see after you picked a new one and doesn't apply that new path to the mod shortcuts. Will get it fixed when possible.



Gazado@Posted: Wed Aug 10, 2005 5:58 pm :
The mod seemed ok , there is a lot of new custom content in there which is great.

I found the game to chug worse than any other mod or expansion Ive used with Doom 3 - there are only two things I can think of that would cause this:

1) Poorly optimised mapping - little use of visportals and/or poorly structured geometry. Without looking at the maps in the editor I wont know.

2) Doom 3 doesnt seem to like loading too much data up from a mod folder. The more custom resources you use, the more slower the game seems to run. In the case of this project, it is a complete total conversion and this might be why the game goes so slowly compared to other mods etc...

Generally speaking it seems ok to play through but for me it is isnt that far of a step forward from the original. Someone also stated that there were a lot more lights because its more lighter than standard Doom 3 levels. I tend to disagree with this, the maps in this project seem just as dark as in Doom 3 - I fail to see where extra lights would be used over what is in use by Doom 3.

Another thing that made me laugh, the light guards knees seem to be glued together like he is desperate for a pee.

I may have missed some setting somewhere, but I failed to find an option to enable a crosshair. That in itself was incredibly frustrating. If there is an option for a crosshair, please post here how to get it.

Not bad, not bad at all, but not overly amazing either. Will be interested to see where the rest of the project goes though as it has the potential to be extremly interesting and fun to play.



AO@Posted: Wed Aug 10, 2005 6:14 pm :
Cool, I'm downloading the mod now! Thanks.



MercyKiller@Posted: Wed Aug 10, 2005 6:38 pm :
Besides some minor gripes, probably the best remake/remix of a classic game inside the doom3 engine that I've seen yet! Great work, Kiltron.



Kristus@Posted: Wed Aug 10, 2005 6:58 pm :
Ok, here comes my opinions and bugs I encountered. (I'm not sugarcoating anything btw )

I was running this with:
Barton 2800+
GF 6600gt 128
Asus Nforce2
1024 mb ram
And I played it at hard.

Bugs:
* The installer installed all the files directly in my Doom3 root. (in this case e:\spel\Doom 3) instead of the directory that it created for the mod.
* The icon created didn't lead to the actual mod/game (as previously stated)
* No crosshair option. (If I had known what the consol command for it was, I had probably had been having more fun. Checking your aim by watching where the bullets land have a certain charm in itself though. :p)
* Am I just tired, or was there no auto run?
* When the "barrels" explode they leave a debries, that seconds later instantly disappears. Why not just blow it all up at once?
* It's running quite slow. I get dips to 40fps all the time.
* The game bogs down to 1-5 fps in the last map's final areas (where you open the drainwell) and I can't for the life of me figure out why.
* Add a music volume lever in the System settings menu.
* When it starts I hear "Computer updated" I hit F1 but noting happens. I hit tab but nothing happens. I look in the controls setup and find nothing. So what computer is updated?
* In the first map, when you jumped out of the little crawl space down into the water, you can't get back. (I wanna go get that andrenalin pack in the beginning, since I didn't need it before but do now when I meet heavy opposition from a gun turret and flying ships and stuff)
* These screenshots display how I found the models to need some more work.
Shot1 - arm | Shot2 - Rear pelvis | Shot3 - Flying corpses | Shot4 - Remnant Light

Design-flaws: (This of course is a matter of opinion more than anything)
* The textures show that they are not the least 3d. Generally they look ok, but many of them really shows how they are drawn in Photoshop/PSP/whatever and the bumpmapping of them really gives off a sense of "Nvidia normalmap filter" usage. And in some cases it doesn't look like they even have any bumpmap.
* The light guards go down way to hard. IMO they should go down on one shotgun blast. instead I need to use two, and since I didn't have any crosshair, even then they wouldn't always go down. (even if I shot them in the head at point blank range, sure they got a visor. But still they're the weakest enemy in the whole game.).
* The music drove me nuts. It was too repetetive and too boring. After hearing the same short piece in the last map over and over again I was ready to scream. (I'd like to note that I actually love the Quake2 soundtrack, and still after all these years listen to it.)
* It's way too dark. It's even darker than Doom3. And I only have the blaster to light my way. Quake2 is not this dark.
* In the last map there's an andrenaline pack on a floating crate, Why can't I jump up on that crate and grab it? Am I Stephen Hawkins?
* Why did you make the first map MORE linear than the original?
* Atleast replace the skin of the grenade for this version. It's way out of place now.
* Water level after draining.
* The orange light guards skins are too slick and clean. They don't match well with the surroundings.
* Sometimes I mistook the machinegun for the shotgun. Might just have been because I was unfamiliar with them.
* I think you should work more on making the new monsters look like actual discusting cyborgs. Right now they don't give me much of that feeling, just regular soldiers. With guns for hands. (in other words, work on the skins some more, make them a bit more menacing)
* The water was quite nice, but the shader effect on it (heathaze I assume) is running way to fast. It's too active to be just lying there in puddles. Now it's moving around like it was a stream or it was raining on it.

That's all I can think of for now. I'll be back later to complain some more. :p



Kiltron@Posted: Wed Aug 10, 2005 8:24 pm :
Thanks for the feedback Kristus.

It would be more helpful if you included suggestions with the complaints as to how you feel would improve them. ;)

Work In Progress as stated on the main menu.



Kristus@Posted: Wed Aug 10, 2005 8:34 pm :
I'd like to change one of the comments. The one about the light guards, I think they could take more than one shotgun. But they should be more stunned by the blow of it. So you can feel superior to them. I don't feel like the awesome killing machine I felt like in Quake2. :p

Well, I did include suggestions/how I would like it, to many of them. But I am surpricingly tired right now. The game really took it's toll on me. ;) (I suppose that's a good thing though)



Kiltron@Posted: Wed Aug 10, 2005 4:38 am :
QUAKE II: LOST MARINE QUAKECON 2005 TEST BUILD RELEASED

It's finally here. The highly anticipated release of the Quake II: Lost Marine QuakeCon 2005 Test Build for DOOM 3. Get your guns and gear ready for this action packed remix of Quake II within the DOOM 3 engine. Engage in high combat situations in all new areas with all new gameplay. Fight various Strogg enemies along your way including Enforcers, Light Guards and Flyers. Take them out with your Blaster, Double Barrel Shotgun, or other aresenal that you come across. Find secrets and secret areas and powerups. Unlock secret extra content, and much more!

This is a Single Player Demo only. This is not the full or final polished release of the mod. This is only a test build, for progress showing and bug feedback reporting. There are still things we need to finish, including animations, code, art etc. It's packaged in a Windows Installer and is also ready for burning a backup copy of the mod to CD. Don't forget to grab your CD Labels on the Downloads page as well.

It's been a tough 4 months developing this demo, but I promised to have something playable by QuakeCon 2005 and I delivered on that promise. Everyone did an excellent job. So without further delay, go download the mod and kick some Strogg ass!

http://www.planetquake.com/meanarena/quake2_lostmarine



psyborg@Posted: Wed Aug 10, 2005 5:51 am :
FIRST!!!!!111


this is too awesome, installing now.



rich_is_bored@Posted: Wed Aug 10, 2005 7:03 am :
Very nostalgic and that's always nice.

After the first loading screen it took me a few seconds to realize it wasn't Quake 2, which is a good thing.

It's a little sluggish on my rig but I'm more to blame for that than you. I realize that you're using more lights than the stock Doom 3 maps in order to make the levels in the mod well lit so it's a given that performance won't be quite as good.

The only real gripe I have is the installer, as you aren't prompted for the location of Doom 3. It just assumes that you've installed Doom 3 in C:\Program Files\Doom 3\ which means you have to move the mod and change the shortcut.



psyborg@Posted: Wed Aug 10, 2005 7:54 am :
been playing it quite for a good while now. heres my critique

mapping: brilliant, although a little chuggy in some spots i had to turn video settings to medium.

weapons: very good, love them.

enemies: they all look good but the light enforcer needs more animation alot of the time he seems to be gliding around, and have him aim his gun higher looks like hes pointing it downward. flyer and enforcer are great.

items: they look good but i dont like the way they light up, looks weird.

presentation/installer/gui: very professional

music: awesome

for a test build its very fun and really cool but needs a little more work, cant wait for the finished product.



doomkid3000@Posted: Wed Aug 10, 2005 7:55 am :
Im Very Impressed :twisted:
how do you turn crosshairs on



Petter@Posted: Wed Aug 10, 2005 8:46 am :
downloading!!!



BNA!@Posted: Wed Aug 10, 2005 8:50 am :
Guess that qualifies for news - congrats!



Petter@Posted: Wed Aug 10, 2005 9:11 am :
I get bumped out on my desktop when tryign to execute the exe file, it also happens if i try to open it in the mods in doom3.

any sugestions?

I have done everythign necessary.



rich_is_bored@Posted: Wed Aug 10, 2005 9:30 am :
Doom 3 is known to copy the offending error message into the clipboard when it crashes so try pasting (Ctrl + V) in notepad immediately after the crash.



BJA@Posted: Wed Aug 10, 2005 2:17 pm :
Petter wrote:
I get bumped out on my desktop when tryign to execute the exe file, it also happens if i try to open it in the mods in doom3.

any sugestions?

I have done everythign necessary.

same happens to me...I only see for 1-2 seconds the q2 lost marine loading screen and then I get back on my desktop.
Already installed doom3 new to the program files folder but it didn't work either.



Kristus@Posted: Wed Aug 10, 2005 2:34 pm :
Why does the enforcer have a pig nose?
http://www.planetquake.com/meanarena/qu ... demo03.jpg

Anywya, currently downloading. (only have 2mb down, so it takes a little while. :p )



Kiltron@Posted: Wed Aug 10, 2005 3:27 pm :
Yeah, the Installer has a bug in it, well not really a bug, more like I had less than 24 hrs to put it together and I've never used Wise for Windows Installer before, and was unable to figure out how to make the install path reflect showing the new path you've chose. (Though I followed their directions to a T, there's checkboxes they say to use missing from my application so I was at a loss on what to do)

You can choose any path you want to install to, and the mod will install to it, it just doesn't update the path you see after you picked a new one and doesn't apply that new path to the mod shortcuts. Will get it fixed when possible.



Gazado@Posted: Wed Aug 10, 2005 5:58 pm :
The mod seemed ok , there is a lot of new custom content in there which is great.

I found the game to chug worse than any other mod or expansion Ive used with Doom 3 - there are only two things I can think of that would cause this:

1) Poorly optimised mapping - little use of visportals and/or poorly structured geometry. Without looking at the maps in the editor I wont know.

2) Doom 3 doesnt seem to like loading too much data up from a mod folder. The more custom resources you use, the more slower the game seems to run. In the case of this project, it is a complete total conversion and this might be why the game goes so slowly compared to other mods etc...

Generally speaking it seems ok to play through but for me it is isnt that far of a step forward from the original. Someone also stated that there were a lot more lights because its more lighter than standard Doom 3 levels. I tend to disagree with this, the maps in this project seem just as dark as in Doom 3 - I fail to see where extra lights would be used over what is in use by Doom 3.

Another thing that made me laugh, the light guards knees seem to be glued together like he is desperate for a pee.

I may have missed some setting somewhere, but I failed to find an option to enable a crosshair. That in itself was incredibly frustrating. If there is an option for a crosshair, please post here how to get it.

Not bad, not bad at all, but not overly amazing either. Will be interested to see where the rest of the project goes though as it has the potential to be extremly interesting and fun to play.



AO@Posted: Wed Aug 10, 2005 6:14 pm :
Cool, I'm downloading the mod now! Thanks.



MercyKiller@Posted: Wed Aug 10, 2005 6:38 pm :
Besides some minor gripes, probably the best remake/remix of a classic game inside the doom3 engine that I've seen yet! Great work, Kiltron.



Kristus@Posted: Wed Aug 10, 2005 6:58 pm :
Ok, here comes my opinions and bugs I encountered. (I'm not sugarcoating anything btw )

I was running this with:
Barton 2800+
GF 6600gt 128
Asus Nforce2
1024 mb ram
And I played it at hard.

Bugs:
* The installer installed all the files directly in my Doom3 root. (in this case e:\spel\Doom 3) instead of the directory that it created for the mod.
* The icon created didn't lead to the actual mod/game (as previously stated)
* No crosshair option. (If I had known what the consol command for it was, I had probably had been having more fun. Checking your aim by watching where the bullets land have a certain charm in itself though. :p)
* Am I just tired, or was there no auto run?
* When the "barrels" explode they leave a debries, that seconds later instantly disappears. Why not just blow it all up at once?
* It's running quite slow. I get dips to 40fps all the time.
* The game bogs down to 1-5 fps in the last map's final areas (where you open the drainwell) and I can't for the life of me figure out why.
* Add a music volume lever in the System settings menu.
* When it starts I hear "Computer updated" I hit F1 but noting happens. I hit tab but nothing happens. I look in the controls setup and find nothing. So what computer is updated?
* In the first map, when you jumped out of the little crawl space down into the water, you can't get back. (I wanna go get that andrenalin pack in the beginning, since I didn't need it before but do now when I meet heavy opposition from a gun turret and flying ships and stuff)
* These screenshots display how I found the models to need some more work.
Shot1 - arm | Shot2 - Rear pelvis | Shot3 - Flying corpses | Shot4 - Remnant Light

Design-flaws: (This of course is a matter of opinion more than anything)
* The textures show that they are not the least 3d. Generally they look ok, but many of them really shows how they are drawn in Photoshop/PSP/whatever and the bumpmapping of them really gives off a sense of "Nvidia normalmap filter" usage. And in some cases it doesn't look like they even have any bumpmap.
* The light guards go down way to hard. IMO they should go down on one shotgun blast. instead I need to use two, and since I didn't have any crosshair, even then they wouldn't always go down. (even if I shot them in the head at point blank range, sure they got a visor. But still they're the weakest enemy in the whole game.).
* The music drove me nuts. It was too repetetive and too boring. After hearing the same short piece in the last map over and over again I was ready to scream. (I'd like to note that I actually love the Quake2 soundtrack, and still after all these years listen to it.)
* It's way too dark. It's even darker than Doom3. And I only have the blaster to light my way. Quake2 is not this dark.
* In the last map there's an andrenaline pack on a floating crate, Why can't I jump up on that crate and grab it? Am I Stephen Hawkins?
* Why did you make the first map MORE linear than the original?
* Atleast replace the skin of the grenade for this version. It's way out of place now.
* Water level after draining.
* The orange light guards skins are too slick and clean. They don't match well with the surroundings.
* Sometimes I mistook the machinegun for the shotgun. Might just have been because I was unfamiliar with them.
* I think you should work more on making the new monsters look like actual discusting cyborgs. Right now they don't give me much of that feeling, just regular soldiers. With guns for hands. (in other words, work on the skins some more, make them a bit more menacing)
* The water was quite nice, but the shader effect on it (heathaze I assume) is running way to fast. It's too active to be just lying there in puddles. Now it's moving around like it was a stream or it was raining on it.

That's all I can think of for now. I'll be back later to complain some more. :p



Kiltron@Posted: Wed Aug 10, 2005 8:24 pm :
Thanks for the feedback Kristus.

It would be more helpful if you included suggestions with the complaints as to how you feel would improve them. ;)

Work In Progress as stated on the main menu.



Kristus@Posted: Wed Aug 10, 2005 8:34 pm :
I'd like to change one of the comments. The one about the light guards, I think they could take more than one shotgun. But they should be more stunned by the blow of it. So you can feel superior to them. I don't feel like the awesome killing machine I felt like in Quake2. :p

Well, I did include suggestions/how I would like it, to many of them. But I am surpricingly tired right now. The game really took it's toll on me. ;) (I suppose that's a good thing though)



Quanta@Posted: Wed Aug 10, 2005 10:27 pm :
Just played it. My thoughts:

Bad Stuff
- Way, way, WAY too hard IMO. I lost close to 40 health trying to get out of the starting area and into the rest of the base. I cowardly turned on God mode just so I could live to see the rest of the demo. (yes, I know, shame on me :( )
- Health doesn't do much. I mean, +2 Health, +10 Health? The light shotgunners and machine gunners will take that out with their first shots. Health should really do more, especially given the amount of enemies that one must fight and how much damage they can inflict in a short time period. I can tell already that Gunners are gonna eat thru 100 health like it's nothing, and that's not even with grenades.
- The Fliers seem compelled to get up-close, which I find strange because it makes them an easy target since one shotgun blast kills them. They should probably hang back more and dodge more frequently, since their blasters are more of a menace than anything else.
- A crosshair is definately needed in order to fire true. I wasn't sure what I was hitting, if anything.
- Most of the Light Guards went down smoothly, but sometimes they could take a direct shotgun blast to the head without going down. You may need to adjust their health slightly. Or add the crosshair, as aim may have been off slightly in some cases.
- The marine is missing from the opening sequence. Seriously, I did not see him at all.
- At the end of Outer Base, at the exit elevator, I fired Blaster shots into the elevator to see better. There was nothing in there. I went to open the doors, and when they slid open there was an Enforcer inside, which made absolutely no sense. Consider making the door solid instead, removing the Enforcer, or having the elevator sit in a lowered state by default, so when it comes up, the doors open and the Enforcer steps out to attack.
- It's too dark, though I guess this is mostly the engine's fault. The exit elevator, however, should've had SOME light cast upon it, since it was pitch black. There were other areas like this as well, especially in Installation.
- The Fliers seem to be in a state of perpetual darkness. Maybe it was just the locations I was fighting them, but it seemed to me as if they were under permanent shadow.
- The AI needs work. The enemies seemed capable of shooting forever, which makes life extraordinarily difficult. Even the Z-Sec and Zombie Commandoes need time to reload, and they have the power of Hell on their side.
- For the short time that I was taking damage, my plight didn't seem noticeable. I lost 40 points of health in the first 2 minutes and not so much as a grunt was heard from me. There was also nothing to indicate that I was taking damage at all, I just found myself with less health all of a sudden. The effects of taking damage should be more obvious, and I should make some noise when getting hit.

Good Stuff
- Water. The water was cool. My only gripe is that you sink too fast and floating is difficult to accomplish. You should sink slowly, but not too slowly since you have an arsenal of weapons and armor to carry around.
- The weapons look spiffy. I think the firing animation for the Blaster could use improvement though.
- The bodies integrated into the base near the end of Installation were a nice, creepy touch.
- I liked shattering the glass in a lot of places. It was nice to have some destructible elements at hand.

There's not a whole lot more that I can think of, but those are the things I think need work.



Kristus@Posted: Wed Aug 10, 2005 10:44 pm :
heXum wrote:
-Strogg don't speak english. The "INTRUDER ALERT" message blaring would be cooler if it sounded like an alien message or just an alarm. It would also be cool if you could change the GUI's to read in an alien language and have some sort of graphical representation for what they do.


Yes, I reacted on this too at first. But then I remembered that all (many atleast) the signs in Quake 2 was in fact in english. So I am quite perplexed on that matter. None of the stroggs actually speak any english. They got their cool Stroggish. But the signs in Q2 read in english, probably because you had to know where the warehouse actually were. Would have saved Kiltron som trouble if id just had given the player a compass and told him wich direction the warehouse were and such. :p



Kiltron@Posted: Wed Aug 10, 2005 11:18 pm :
I agree with the the Gui text and whatnot, and my first choice actually was to make it all in Strogg writing, but lack of having an actual Strogg font, or similar killed that idea. If anyone has the Strogg alphabet, I'm all open for changing it. Easy enough.



Kristus@Posted: Thu Aug 11, 2005 12:00 am :
Well, there's basically two fontstyles used in Quake2. (I'm not counting consol and menu fonts etc) and that's the "Stroggo language" and english. Unfortunately they are very scarce as back in the days of q2, they only mostly 128x128 sized textures, and that let them get away with little red lines portraying as text. :p

But I got screenshots of the two examples. They're not much, but it might be enough to fill your needs.
This is the best example I could find of the Stroggo fontstyle. This one is not that important to get right, since unlike Cyan, id didn't actually invent an entire language. ;)
http://www.darch-angel.com/temporary/stroggofnt.jpg

And here's the english font, notice how some of the letters are flipped backwards though.
http://www.darch-angel.com/temporary/englishstrogg.jpg
THis one reminds me of a font called: Mael and another I can't remember what it's called, but it's the one used in this image: <br>Link to an image with a fontstyle in it.

While the other reminds me of one called "Gothic 107" and another called "Ekster 1.00", aswell as "MindFields 1.0" (this one is even hard/impossible to read).

I'm not saying that these fonts are any dead ringers or anything. But they are in the same ballpark, so to speak.



SilentSoD@Posted: Thu Aug 11, 2005 12:02 am :
Most of what I could say has been mentioned already by others, so here's something none of them have said. The alignment on the supershotgun is off by a large margin, though it probably hasn't been mentioned because it is so obvious.

I had no problems running the entire test build at 1024*768 w/4xAA on High Quality, zero noticeable slowdowns.



heXum@Posted: Thu Aug 11, 2005 12:34 am :
It's called creativity. I'm pretty sure you have some and I can assure you that no one will say that whatever symbols you put on the GUIs would be considered "wrong".

It would take just one cool looking symbol for.. say.. the lasers...

Can't think of one? Use one of these.
Image
Then a simple icon showing what it would do
Image

Put that in a neat little gui set-up and you have something like this (but hopefully better and using the symbols that Kristus found instead of my goofy alien ones)

Image



Kiltron@Posted: Thu Aug 11, 2005 12:55 am :
You want to go ahead and do that then? You have a working build, so hop to it. Chop, chop chop! I have 50 roles already I'm taking care of, don't want 51.



heXum@Posted: Thu Aug 11, 2005 1:39 am :
It was a suggestion, man. It's not my mod.

Anyway, enough with the opinions and suggestions I guess.



Pariah@Posted: Thu Aug 11, 2005 3:34 am :
Hello everyone! I love this site and the helpful people that post here. I have been visiting D3W since June '04 and have never posted anything. Since Q2 is my favorite FPS, I figured my first post should be here.

Anyways, the mod is awesome but the textures really bugged me. They look like they were taken straight from the Q2 retexturing site. This wouldn't be a bad thing if they were made with a PPL engine in mind, but they weren't. The diffuse stages all have shadows painted on them. What's worse is that they were then run through a Normal Map filter, resulting in normal maps that are not that good.

From my experince, normal maps look best if you make true bump maps first (or an actual 3d model) and then run that through the filter (preferably in many different stages and then flattened together).

Also, the normal maps should just be the major forms of the texture, ie bricks, panels, planks, etc.. Then use bumpmaps to create the actual imperfections like weathering, rust, grain, etc.

Hope this helps out, and keep working because I cannot wait to play the full version.

(WOW. After 8 years of using the web I finally posted something. I am no longer a forum virgin :D )



Kiltron@Posted: Thu Aug 11, 2005 3:42 am :
heXum wrote:
It was a suggestion, man. It's not my mod.

Anyway, enough with the opinions and suggestions I guess.


But I liked the suggestion, that's why I said do it! :)



_shank@Posted: Thu Aug 11, 2005 6:51 am :
Pariah wrote:
(WOW. After 8 years of using the web I finally posted something. I am no longer a forum virgin :D )


Welcome :)



SilentSoD@Posted: Thu Aug 11, 2005 8:44 am :
Now that I look again, the machine gun is also misaligned and also its sound is for more than one shot. It gets annoying when I just click enough to expend one round of ammunition and I hear multiple gunshots.

Chaingun looks pretty nice, massive alignment issues with this one though. Sounds lack the certain "oomph" that big, bad weapons should have in games.



Sebultura@Posted: Thu Aug 11, 2005 9:06 am :
Hi there!

I tested the mod (nice one) & found that the game crashes each time I try to change the video quality. So I'm stuck in a "low" quality (any resolution seems to work), but I can't try "medium" or "high"...

Sys. spec.:
- WinXP SP2
- AthlonXP 2000+
- NVIDIA GeForce4 TI 4600
- 512 (RAM)

Oh, and I tested a logfile (qconsole..), but nothing special appeared on it...

EDIT: I forget to mention that the game crashes only during level loading (I tested both levels...), i.e. if I switch the game quality, everything goes fine (the game restarts,etc...), but if I try to play a level, then the game begins to load ressources & crashes at that point:
Image



Crylar@Posted: Thu Aug 11, 2005 2:40 pm :
umm, I cant play it :( I see this when I start the mod ->
Image



Kiltron@Posted: Thu Aug 11, 2005 4:43 pm :
- WinXP SP2
- NVIDIA GeForce4 TI 4600

Those right there are definite factors in your performance. Through my testings, SP2 hurts FPS when running DOOM 3. (could differ on other machines however, but it affected it on my dev box)

The TI 4600 isn't a recommended card for D3 itself, though it does run it. I pushed the bar with the engine and mod by using many 2048's so anything less than a GF6800 and 512RAM isn't suggested. I targeted high end systems. GF6800-7800 1024-2048RAM. The mod itself doesn't run poorly, it just requires steeper hardware specs.

Crylar, updgrade D3 to the 1.3 Patch.

SilentSoD, can you show me what misalignments you're talking about. Other than the Chaingun, I know it's not aligned.



Sebultura@Posted: Thu Aug 11, 2005 4:50 pm :
Kiltron => it's really strange, because I've just tested the game in a ultra quality mode (the mad guy that I am lol!) and the level load nice !!!! So: only the medium & high quality crashes... Anyway, ultra quality isn't a good idea for my system ;)



Kristus@Posted: Thu Aug 11, 2005 6:04 pm :
Sounds to me like your system got something against the DDS files then.



kat@Posted: Thu Aug 11, 2005 6:09 pm :
That might be a problem with DDS textures (are there any, not checked). We've had problems like this before where there hasn't been any DDS file made so the game will crashout in modes that use, or try, to use them. Ultra runs ok becasue it's using 100% TGA images.



Quanta@Posted: Wed Aug 10, 2005 10:27 pm :
Just played it. My thoughts:

Bad Stuff
- Way, way, WAY too hard IMO. I lost close to 40 health trying to get out of the starting area and into the rest of the base. I cowardly turned on God mode just so I could live to see the rest of the demo. (yes, I know, shame on me :( )
- Health doesn't do much. I mean, +2 Health, +10 Health? The light shotgunners and machine gunners will take that out with their first shots. Health should really do more, especially given the amount of enemies that one must fight and how much damage they can inflict in a short time period. I can tell already that Gunners are gonna eat thru 100 health like it's nothing, and that's not even with grenades.
- The Fliers seem compelled to get up-close, which I find strange because it makes them an easy target since one shotgun blast kills them. They should probably hang back more and dodge more frequently, since their blasters are more of a menace than anything else.
- A crosshair is definately needed in order to fire true. I wasn't sure what I was hitting, if anything.
- Most of the Light Guards went down smoothly, but sometimes they could take a direct shotgun blast to the head without going down. You may need to adjust their health slightly. Or add the crosshair, as aim may have been off slightly in some cases.
- The marine is missing from the opening sequence. Seriously, I did not see him at all.
- At the end of Outer Base, at the exit elevator, I fired Blaster shots into the elevator to see better. There was nothing in there. I went to open the doors, and when they slid open there was an Enforcer inside, which made absolutely no sense. Consider making the door solid instead, removing the Enforcer, or having the elevator sit in a lowered state by default, so when it comes up, the doors open and the Enforcer steps out to attack.
- It's too dark, though I guess this is mostly the engine's fault. The exit elevator, however, should've had SOME light cast upon it, since it was pitch black. There were other areas like this as well, especially in Installation.
- The Fliers seem to be in a state of perpetual darkness. Maybe it was just the locations I was fighting them, but it seemed to me as if they were under permanent shadow.
- The AI needs work. The enemies seemed capable of shooting forever, which makes life extraordinarily difficult. Even the Z-Sec and Zombie Commandoes need time to reload, and they have the power of Hell on their side.
- For the short time that I was taking damage, my plight didn't seem noticeable. I lost 40 points of health in the first 2 minutes and not so much as a grunt was heard from me. There was also nothing to indicate that I was taking damage at all, I just found myself with less health all of a sudden. The effects of taking damage should be more obvious, and I should make some noise when getting hit.

Good Stuff
- Water. The water was cool. My only gripe is that you sink too fast and floating is difficult to accomplish. You should sink slowly, but not too slowly since you have an arsenal of weapons and armor to carry around.
- The weapons look spiffy. I think the firing animation for the Blaster could use improvement though.
- The bodies integrated into the base near the end of Installation were a nice, creepy touch.
- I liked shattering the glass in a lot of places. It was nice to have some destructible elements at hand.

There's not a whole lot more that I can think of, but those are the things I think need work.



Kristus@Posted: Wed Aug 10, 2005 10:44 pm :
heXum wrote:
-Strogg don't speak english. The "INTRUDER ALERT" message blaring would be cooler if it sounded like an alien message or just an alarm. It would also be cool if you could change the GUI's to read in an alien language and have some sort of graphical representation for what they do.


Yes, I reacted on this too at first. But then I remembered that all (many atleast) the signs in Quake 2 was in fact in english. So I am quite perplexed on that matter. None of the stroggs actually speak any english. They got their cool Stroggish. But the signs in Q2 read in english, probably because you had to know where the warehouse actually were. Would have saved Kiltron som trouble if id just had given the player a compass and told him wich direction the warehouse were and such. :p



Kiltron@Posted: Wed Aug 10, 2005 11:18 pm :
I agree with the the Gui text and whatnot, and my first choice actually was to make it all in Strogg writing, but lack of having an actual Strogg font, or similar killed that idea. If anyone has the Strogg alphabet, I'm all open for changing it. Easy enough.



Kristus@Posted: Thu Aug 11, 2005 12:00 am :
Well, there's basically two fontstyles used in Quake2. (I'm not counting consol and menu fonts etc) and that's the "Stroggo language" and english. Unfortunately they are very scarce as back in the days of q2, they only mostly 128x128 sized textures, and that let them get away with little red lines portraying as text. :p

But I got screenshots of the two examples. They're not much, but it might be enough to fill your needs.
This is the best example I could find of the Stroggo fontstyle. This one is not that important to get right, since unlike Cyan, id didn't actually invent an entire language. ;)
http://www.darch-angel.com/temporary/stroggofnt.jpg

And here's the english font, notice how some of the letters are flipped backwards though.
http://www.darch-angel.com/temporary/englishstrogg.jpg
THis one reminds me of a font called: Mael and another I can't remember what it's called, but it's the one used in this image: <br>Link to an image with a fontstyle in it.

While the other reminds me of one called "Gothic 107" and another called "Ekster 1.00", aswell as "MindFields 1.0" (this one is even hard/impossible to read).

I'm not saying that these fonts are any dead ringers or anything. But they are in the same ballpark, so to speak.



SilentSoD@Posted: Thu Aug 11, 2005 12:02 am :
Most of what I could say has been mentioned already by others, so here's something none of them have said. The alignment on the supershotgun is off by a large margin, though it probably hasn't been mentioned because it is so obvious.

I had no problems running the entire test build at 1024*768 w/4xAA on High Quality, zero noticeable slowdowns.



heXum@Posted: Thu Aug 11, 2005 12:34 am :
It's called creativity. I'm pretty sure you have some and I can assure you that no one will say that whatever symbols you put on the GUIs would be considered "wrong".

It would take just one cool looking symbol for.. say.. the lasers...

Can't think of one? Use one of these.
Image
Then a simple icon showing what it would do
Image

Put that in a neat little gui set-up and you have something like this (but hopefully better and using the symbols that Kristus found instead of my goofy alien ones)

Image



Kiltron@Posted: Thu Aug 11, 2005 12:55 am :
You want to go ahead and do that then? You have a working build, so hop to it. Chop, chop chop! I have 50 roles already I'm taking care of, don't want 51.



heXum@Posted: Thu Aug 11, 2005 1:39 am :
It was a suggestion, man. It's not my mod.

Anyway, enough with the opinions and suggestions I guess.



Pariah@Posted: Thu Aug 11, 2005 3:34 am :
Hello everyone! I love this site and the helpful people that post here. I have been visiting D3W since June '04 and have never posted anything. Since Q2 is my favorite FPS, I figured my first post should be here.

Anyways, the mod is awesome but the textures really bugged me. They look like they were taken straight from the Q2 retexturing site. This wouldn't be a bad thing if they were made with a PPL engine in mind, but they weren't. The diffuse stages all have shadows painted on them. What's worse is that they were then run through a Normal Map filter, resulting in normal maps that are not that good.

From my experince, normal maps look best if you make true bump maps first (or an actual 3d model) and then run that through the filter (preferably in many different stages and then flattened together).

Also, the normal maps should just be the major forms of the texture, ie bricks, panels, planks, etc.. Then use bumpmaps to create the actual imperfections like weathering, rust, grain, etc.

Hope this helps out, and keep working because I cannot wait to play the full version.

(WOW. After 8 years of using the web I finally posted something. I am no longer a forum virgin :D )



Kiltron@Posted: Thu Aug 11, 2005 3:42 am :
heXum wrote:
It was a suggestion, man. It's not my mod.

Anyway, enough with the opinions and suggestions I guess.


But I liked the suggestion, that's why I said do it! :)



_shank@Posted: Thu Aug 11, 2005 6:51 am :
Pariah wrote:
(WOW. After 8 years of using the web I finally posted something. I am no longer a forum virgin :D )


Welcome :)



SilentSoD@Posted: Thu Aug 11, 2005 8:44 am :
Now that I look again, the machine gun is also misaligned and also its sound is for more than one shot. It gets annoying when I just click enough to expend one round of ammunition and I hear multiple gunshots.

Chaingun looks pretty nice, massive alignment issues with this one though. Sounds lack the certain "oomph" that big, bad weapons should have in games.



Sebultura@Posted: Thu Aug 11, 2005 9:06 am :
Hi there!

I tested the mod (nice one) & found that the game crashes each time I try to change the video quality. So I'm stuck in a "low" quality (any resolution seems to work), but I can't try "medium" or "high"...

Sys. spec.:
- WinXP SP2
- AthlonXP 2000+
- NVIDIA GeForce4 TI 4600
- 512 (RAM)

Oh, and I tested a logfile (qconsole..), but nothing special appeared on it...

EDIT: I forget to mention that the game crashes only during level loading (I tested both levels...), i.e. if I switch the game quality, everything goes fine (the game restarts,etc...), but if I try to play a level, then the game begins to load ressources & crashes at that point:
Image



Crylar@Posted: Thu Aug 11, 2005 2:40 pm :
umm, I cant play it :( I see this when I start the mod ->
Image



Kiltron@Posted: Thu Aug 11, 2005 4:43 pm :
- WinXP SP2
- NVIDIA GeForce4 TI 4600

Those right there are definite factors in your performance. Through my testings, SP2 hurts FPS when running DOOM 3. (could differ on other machines however, but it affected it on my dev box)

The TI 4600 isn't a recommended card for D3 itself, though it does run it. I pushed the bar with the engine and mod by using many 2048's so anything less than a GF6800 and 512RAM isn't suggested. I targeted high end systems. GF6800-7800 1024-2048RAM. The mod itself doesn't run poorly, it just requires steeper hardware specs.

Crylar, updgrade D3 to the 1.3 Patch.

SilentSoD, can you show me what misalignments you're talking about. Other than the Chaingun, I know it's not aligned.



Sebultura@Posted: Thu Aug 11, 2005 4:50 pm :
Kiltron => it's really strange, because I've just tested the game in a ultra quality mode (the mad guy that I am lol!) and the level load nice !!!! So: only the medium & high quality crashes... Anyway, ultra quality isn't a good idea for my system ;)



Kristus@Posted: Thu Aug 11, 2005 6:04 pm :
Sounds to me like your system got something against the DDS files then.



kat@Posted: Thu Aug 11, 2005 6:09 pm :
That might be a problem with DDS textures (are there any, not checked). We've had problems like this before where there hasn't been any DDS file made so the game will crashout in modes that use, or try, to use them. Ultra runs ok becasue it's using 100% TGA images.



Quanta@Posted: Wed Aug 10, 2005 10:27 pm :
Just played it. My thoughts:

Bad Stuff
- Way, way, WAY too hard IMO. I lost close to 40 health trying to get out of the starting area and into the rest of the base. I cowardly turned on God mode just so I could live to see the rest of the demo. (yes, I know, shame on me :( )
- Health doesn't do much. I mean, +2 Health, +10 Health? The light shotgunners and machine gunners will take that out with their first shots. Health should really do more, especially given the amount of enemies that one must fight and how much damage they can inflict in a short time period. I can tell already that Gunners are gonna eat thru 100 health like it's nothing, and that's not even with grenades.
- The Fliers seem compelled to get up-close, which I find strange because it makes them an easy target since one shotgun blast kills them. They should probably hang back more and dodge more frequently, since their blasters are more of a menace than anything else.
- A crosshair is definately needed in order to fire true. I wasn't sure what I was hitting, if anything.
- Most of the Light Guards went down smoothly, but sometimes they could take a direct shotgun blast to the head without going down. You may need to adjust their health slightly. Or add the crosshair, as aim may have been off slightly in some cases.
- The marine is missing from the opening sequence. Seriously, I did not see him at all.
- At the end of Outer Base, at the exit elevator, I fired Blaster shots into the elevator to see better. There was nothing in there. I went to open the doors, and when they slid open there was an Enforcer inside, which made absolutely no sense. Consider making the door solid instead, removing the Enforcer, or having the elevator sit in a lowered state by default, so when it comes up, the doors open and the Enforcer steps out to attack.
- It's too dark, though I guess this is mostly the engine's fault. The exit elevator, however, should've had SOME light cast upon it, since it was pitch black. There were other areas like this as well, especially in Installation.
- The Fliers seem to be in a state of perpetual darkness. Maybe it was just the locations I was fighting them, but it seemed to me as if they were under permanent shadow.
- The AI needs work. The enemies seemed capable of shooting forever, which makes life extraordinarily difficult. Even the Z-Sec and Zombie Commandoes need time to reload, and they have the power of Hell on their side.
- For the short time that I was taking damage, my plight didn't seem noticeable. I lost 40 points of health in the first 2 minutes and not so much as a grunt was heard from me. There was also nothing to indicate that I was taking damage at all, I just found myself with less health all of a sudden. The effects of taking damage should be more obvious, and I should make some noise when getting hit.

Good Stuff
- Water. The water was cool. My only gripe is that you sink too fast and floating is difficult to accomplish. You should sink slowly, but not too slowly since you have an arsenal of weapons and armor to carry around.
- The weapons look spiffy. I think the firing animation for the Blaster could use improvement though.
- The bodies integrated into the base near the end of Installation were a nice, creepy touch.
- I liked shattering the glass in a lot of places. It was nice to have some destructible elements at hand.

There's not a whole lot more that I can think of, but those are the things I think need work.



Kristus@Posted: Wed Aug 10, 2005 10:44 pm :
heXum wrote:
-Strogg don't speak english. The "INTRUDER ALERT" message blaring would be cooler if it sounded like an alien message or just an alarm. It would also be cool if you could change the GUI's to read in an alien language and have some sort of graphical representation for what they do.


Yes, I reacted on this too at first. But then I remembered that all (many atleast) the signs in Quake 2 was in fact in english. So I am quite perplexed on that matter. None of the stroggs actually speak any english. They got their cool Stroggish. But the signs in Q2 read in english, probably because you had to know where the warehouse actually were. Would have saved Kiltron som trouble if id just had given the player a compass and told him wich direction the warehouse were and such. :p



Kiltron@Posted: Wed Aug 10, 2005 11:18 pm :
I agree with the the Gui text and whatnot, and my first choice actually was to make it all in Strogg writing, but lack of having an actual Strogg font, or similar killed that idea. If anyone has the Strogg alphabet, I'm all open for changing it. Easy enough.



Kristus@Posted: Thu Aug 11, 2005 12:00 am :
Well, there's basically two fontstyles used in Quake2. (I'm not counting consol and menu fonts etc) and that's the "Stroggo language" and english. Unfortunately they are very scarce as back in the days of q2, they only mostly 128x128 sized textures, and that let them get away with little red lines portraying as text. :p

But I got screenshots of the two examples. They're not much, but it might be enough to fill your needs.
This is the best example I could find of the Stroggo fontstyle. This one is not that important to get right, since unlike Cyan, id didn't actually invent an entire language. ;)
http://www.darch-angel.com/temporary/stroggofnt.jpg

And here's the english font, notice how some of the letters are flipped backwards though.
http://www.darch-angel.com/temporary/englishstrogg.jpg
THis one reminds me of a font called: Mael and another I can't remember what it's called, but it's the one used in this image: <br>Link to an image with a fontstyle in it.

While the other reminds me of one called "Gothic 107" and another called "Ekster 1.00", aswell as "MindFields 1.0" (this one is even hard/impossible to read).

I'm not saying that these fonts are any dead ringers or anything. But they are in the same ballpark, so to speak.



SilentSoD@Posted: Thu Aug 11, 2005 12:02 am :
Most of what I could say has been mentioned already by others, so here's something none of them have said. The alignment on the supershotgun is off by a large margin, though it probably hasn't been mentioned because it is so obvious.

I had no problems running the entire test build at 1024*768 w/4xAA on High Quality, zero noticeable slowdowns.



heXum@Posted: Thu Aug 11, 2005 12:34 am :
It's called creativity. I'm pretty sure you have some and I can assure you that no one will say that whatever symbols you put on the GUIs would be considered "wrong".

It would take just one cool looking symbol for.. say.. the lasers...

Can't think of one? Use one of these.
Image
Then a simple icon showing what it would do
Image

Put that in a neat little gui set-up and you have something like this (but hopefully better and using the symbols that Kristus found instead of my goofy alien ones)

Image



Kiltron@Posted: Thu Aug 11, 2005 12:55 am :
You want to go ahead and do that then? You have a working build, so hop to it. Chop, chop chop! I have 50 roles already I'm taking care of, don't want 51.



heXum@Posted: Thu Aug 11, 2005 1:39 am :
It was a suggestion, man. It's not my mod.

Anyway, enough with the opinions and suggestions I guess.



Pariah@Posted: Thu Aug 11, 2005 3:34 am :
Hello everyone! I love this site and the helpful people that post here. I have been visiting D3W since June '04 and have never posted anything. Since Q2 is my favorite FPS, I figured my first post should be here.

Anyways, the mod is awesome but the textures really bugged me. They look like they were taken straight from the Q2 retexturing site. This wouldn't be a bad thing if they were made with a PPL engine in mind, but they weren't. The diffuse stages all have shadows painted on them. What's worse is that they were then run through a Normal Map filter, resulting in normal maps that are not that good.

From my experince, normal maps look best if you make true bump maps first (or an actual 3d model) and then run that through the filter (preferably in many different stages and then flattened together).

Also, the normal maps should just be the major forms of the texture, ie bricks, panels, planks, etc.. Then use bumpmaps to create the actual imperfections like weathering, rust, grain, etc.

Hope this helps out, and keep working because I cannot wait to play the full version.

(WOW. After 8 years of using the web I finally posted something. I am no longer a forum virgin :D )



Kiltron@Posted: Thu Aug 11, 2005 3:42 am :
heXum wrote:
It was a suggestion, man. It's not my mod.

Anyway, enough with the opinions and suggestions I guess.


But I liked the suggestion, that's why I said do it! :)



_shank@Posted: Thu Aug 11, 2005 6:51 am :
Pariah wrote:
(WOW. After 8 years of using the web I finally posted something. I am no longer a forum virgin :D )


Welcome :)



SilentSoD@Posted: Thu Aug 11, 2005 8:44 am :
Now that I look again, the machine gun is also misaligned and also its sound is for more than one shot. It gets annoying when I just click enough to expend one round of ammunition and I hear multiple gunshots.

Chaingun looks pretty nice, massive alignment issues with this one though. Sounds lack the certain "oomph" that big, bad weapons should have in games.



Sebultura@Posted: Thu Aug 11, 2005 9:06 am :
Hi there!

I tested the mod (nice one) & found that the game crashes each time I try to change the video quality. So I'm stuck in a "low" quality (any resolution seems to work), but I can't try "medium" or "high"...

Sys. spec.:
- WinXP SP2
- AthlonXP 2000+
- NVIDIA GeForce4 TI 4600
- 512 (RAM)

Oh, and I tested a logfile (qconsole..), but nothing special appeared on it...

EDIT: I forget to mention that the game crashes only during level loading (I tested both levels...), i.e. if I switch the game quality, everything goes fine (the game restarts,etc...), but if I try to play a level, then the game begins to load ressources & crashes at that point:
Image



Crylar@Posted: Thu Aug 11, 2005 2:40 pm :
umm, I cant play it :( I see this when I start the mod ->
Image



Kiltron@Posted: Thu Aug 11, 2005 4:43 pm :
- WinXP SP2
- NVIDIA GeForce4 TI 4600

Those right there are definite factors in your performance. Through my testings, SP2 hurts FPS when running DOOM 3. (could differ on other machines however, but it affected it on my dev box)

The TI 4600 isn't a recommended card for D3 itself, though it does run it. I pushed the bar with the engine and mod by using many 2048's so anything less than a GF6800 and 512RAM isn't suggested. I targeted high end systems. GF6800-7800 1024-2048RAM. The mod itself doesn't run poorly, it just requires steeper hardware specs.

Crylar, updgrade D3 to the 1.3 Patch.

SilentSoD, can you show me what misalignments you're talking about. Other than the Chaingun, I know it's not aligned.



Sebultura@Posted: Thu Aug 11, 2005 4:50 pm :
Kiltron => it's really strange, because I've just tested the game in a ultra quality mode (the mad guy that I am lol!) and the level load nice !!!! So: only the medium & high quality crashes... Anyway, ultra quality isn't a good idea for my system ;)



Kristus@Posted: Thu Aug 11, 2005 6:04 pm :
Sounds to me like your system got something against the DDS files then.



kat@Posted: Thu Aug 11, 2005 6:09 pm :
That might be a problem with DDS textures (are there any, not checked). We've had problems like this before where there hasn't been any DDS file made so the game will crashout in modes that use, or try, to use them. Ultra runs ok becasue it's using 100% TGA images.



Quanta@Posted: Wed Aug 10, 2005 10:27 pm :
Just played it. My thoughts:

Bad Stuff
- Way, way, WAY too hard IMO. I lost close to 40 health trying to get out of the starting area and into the rest of the base. I cowardly turned on God mode just so I could live to see the rest of the demo. (yes, I know, shame on me :( )
- Health doesn't do much. I mean, +2 Health, +10 Health? The light shotgunners and machine gunners will take that out with their first shots. Health should really do more, especially given the amount of enemies that one must fight and how much damage they can inflict in a short time period. I can tell already that Gunners are gonna eat thru 100 health like it's nothing, and that's not even with grenades.
- The Fliers seem compelled to get up-close, which I find strange because it makes them an easy target since one shotgun blast kills them. They should probably hang back more and dodge more frequently, since their blasters are more of a menace than anything else.
- A crosshair is definately needed in order to fire true. I wasn't sure what I was hitting, if anything.
- Most of the Light Guards went down smoothly, but sometimes they could take a direct shotgun blast to the head without going down. You may need to adjust their health slightly. Or add the crosshair, as aim may have been off slightly in some cases.
- The marine is missing from the opening sequence. Seriously, I did not see him at all.
- At the end of Outer Base, at the exit elevator, I fired Blaster shots into the elevator to see better. There was nothing in there. I went to open the doors, and when they slid open there was an Enforcer inside, which made absolutely no sense. Consider making the door solid instead, removing the Enforcer, or having the elevator sit in a lowered state by default, so when it comes up, the doors open and the Enforcer steps out to attack.
- It's too dark, though I guess this is mostly the engine's fault. The exit elevator, however, should've had SOME light cast upon it, since it was pitch black. There were other areas like this as well, especially in Installation.
- The Fliers seem to be in a state of perpetual darkness. Maybe it was just the locations I was fighting them, but it seemed to me as if they were under permanent shadow.
- The AI needs work. The enemies seemed capable of shooting forever, which makes life extraordinarily difficult. Even the Z-Sec and Zombie Commandoes need time to reload, and they have the power of Hell on their side.
- For the short time that I was taking damage, my plight didn't seem noticeable. I lost 40 points of health in the first 2 minutes and not so much as a grunt was heard from me. There was also nothing to indicate that I was taking damage at all, I just found myself with less health all of a sudden. The effects of taking damage should be more obvious, and I should make some noise when getting hit.

Good Stuff
- Water. The water was cool. My only gripe is that you sink too fast and floating is difficult to accomplish. You should sink slowly, but not too slowly since you have an arsenal of weapons and armor to carry around.
- The weapons look spiffy. I think the firing animation for the Blaster could use improvement though.
- The bodies integrated into the base near the end of Installation were a nice, creepy touch.
- I liked shattering the glass in a lot of places. It was nice to have some destructible elements at hand.

There's not a whole lot more that I can think of, but those are the things I think need work.



Kristus@Posted: Wed Aug 10, 2005 10:44 pm :
heXum wrote:
-Strogg don't speak english. The "INTRUDER ALERT" message blaring would be cooler if it sounded like an alien message or just an alarm. It would also be cool if you could change the GUI's to read in an alien language and have some sort of graphical representation for what they do.


Yes, I reacted on this too at first. But then I remembered that all (many atleast) the signs in Quake 2 was in fact in english. So I am quite perplexed on that matter. None of the stroggs actually speak any english. They got their cool Stroggish. But the signs in Q2 read in english, probably because you had to know where the warehouse actually were. Would have saved Kiltron som trouble if id just had given the player a compass and told him wich direction the warehouse were and such. :p



Kiltron@Posted: Wed Aug 10, 2005 11:18 pm :
I agree with the the Gui text and whatnot, and my first choice actually was to make it all in Strogg writing, but lack of having an actual Strogg font, or similar killed that idea. If anyone has the Strogg alphabet, I'm all open for changing it. Easy enough.



Kristus@Posted: Thu Aug 11, 2005 12:00 am :
Well, there's basically two fontstyles used in Quake2. (I'm not counting consol and menu fonts etc) and that's the "Stroggo language" and english. Unfortunately they are very scarce as back in the days of q2, they only mostly 128x128 sized textures, and that let them get away with little red lines portraying as text. :p

But I got screenshots of the two examples. They're not much, but it might be enough to fill your needs.
This is the best example I could find of the Stroggo fontstyle. This one is not that important to get right, since unlike Cyan, id didn't actually invent an entire language. ;)
http://www.darch-angel.com/temporary/stroggofnt.jpg

And here's the english font, notice how some of the letters are flipped backwards though.
http://www.darch-angel.com/temporary/englishstrogg.jpg
THis one reminds me of a font called: Mael and another I can't remember what it's called, but it's the one used in this image: <br>Link to an image with a fontstyle in it.

While the other reminds me of one called "Gothic 107" and another called "Ekster 1.00", aswell as "MindFields 1.0" (this one is even hard/impossible to read).

I'm not saying that these fonts are any dead ringers or anything. But they are in the same ballpark, so to speak.



SilentSoD@Posted: Thu Aug 11, 2005 12:02 am :
Most of what I could say has been mentioned already by others, so here's something none of them have said. The alignment on the supershotgun is off by a large margin, though it probably hasn't been mentioned because it is so obvious.

I had no problems running the entire test build at 1024*768 w/4xAA on High Quality, zero noticeable slowdowns.



heXum@Posted: Thu Aug 11, 2005 12:34 am :
It's called creativity. I'm pretty sure you have some and I can assure you that no one will say that whatever symbols you put on the GUIs would be considered "wrong".

It would take just one cool looking symbol for.. say.. the lasers...

Can't think of one? Use one of these.
Image
Then a simple icon showing what it would do
Image

Put that in a neat little gui set-up and you have something like this (but hopefully better and using the symbols that Kristus found instead of my goofy alien ones)

Image



Kiltron@Posted: Thu Aug 11, 2005 12:55 am :
You want to go ahead and do that then? You have a working build, so hop to it. Chop, chop chop! I have 50 roles already I'm taking care of, don't want 51.



heXum@Posted: Thu Aug 11, 2005 1:39 am :
It was a suggestion, man. It's not my mod.

Anyway, enough with the opinions and suggestions I guess.



Pariah@Posted: Thu Aug 11, 2005 3:34 am :
Hello everyone! I love this site and the helpful people that post here. I have been visiting D3W since June '04 and have never posted anything. Since Q2 is my favorite FPS, I figured my first post should be here.

Anyways, the mod is awesome but the textures really bugged me. They look like they were taken straight from the Q2 retexturing site. This wouldn't be a bad thing if they were made with a PPL engine in mind, but they weren't. The diffuse stages all have shadows painted on them. What's worse is that they were then run through a Normal Map filter, resulting in normal maps that are not that good.

From my experince, normal maps look best if you make true bump maps first (or an actual 3d model) and then run that through the filter (preferably in many different stages and then flattened together).

Also, the normal maps should just be the major forms of the texture, ie bricks, panels, planks, etc.. Then use bumpmaps to create the actual imperfections like weathering, rust, grain, etc.

Hope this helps out, and keep working because I cannot wait to play the full version.

(WOW. After 8 years of using the web I finally posted something. I am no longer a forum virgin :D )



Kiltron@Posted: Thu Aug 11, 2005 3:42 am :
heXum wrote:
It was a suggestion, man. It's not my mod.

Anyway, enough with the opinions and suggestions I guess.


But I liked the suggestion, that's why I said do it! :)



_shank@Posted: Thu Aug 11, 2005 6:51 am :
Pariah wrote:
(WOW. After 8 years of using the web I finally posted something. I am no longer a forum virgin :D )


Welcome :)



SilentSoD@Posted: Thu Aug 11, 2005 8:44 am :
Now that I look again, the machine gun is also misaligned and also its sound is for more than one shot. It gets annoying when I just click enough to expend one round of ammunition and I hear multiple gunshots.

Chaingun looks pretty nice, massive alignment issues with this one though. Sounds lack the certain "oomph" that big, bad weapons should have in games.



Sebultura@Posted: Thu Aug 11, 2005 9:06 am :
Hi there!

I tested the mod (nice one) & found that the game crashes each time I try to change the video quality. So I'm stuck in a "low" quality (any resolution seems to work), but I can't try "medium" or "high"...

Sys. spec.:
- WinXP SP2
- AthlonXP 2000+
- NVIDIA GeForce4 TI 4600
- 512 (RAM)

Oh, and I tested a logfile (qconsole..), but nothing special appeared on it...

EDIT: I forget to mention that the game crashes only during level loading (I tested both levels...), i.e. if I switch the game quality, everything goes fine (the game restarts,etc...), but if I try to play a level, then the game begins to load ressources & crashes at that point:
Image



Crylar@Posted: Thu Aug 11, 2005 2:40 pm :
umm, I cant play it :( I see this when I start the mod ->
Image



Kiltron@Posted: Thu Aug 11, 2005 4:43 pm :
- WinXP SP2
- NVIDIA GeForce4 TI 4600

Those right there are definite factors in your performance. Through my testings, SP2 hurts FPS when running DOOM 3. (could differ on other machines however, but it affected it on my dev box)

The TI 4600 isn't a recommended card for D3 itself, though it does run it. I pushed the bar with the engine and mod by using many 2048's so anything less than a GF6800 and 512RAM isn't suggested. I targeted high end systems. GF6800-7800 1024-2048RAM. The mod itself doesn't run poorly, it just requires steeper hardware specs.

Crylar, updgrade D3 to the 1.3 Patch.

SilentSoD, can you show me what misalignments you're talking about. Other than the Chaingun, I know it's not aligned.



Sebultura@Posted: Thu Aug 11, 2005 4:50 pm :
Kiltron => it's really strange, because I've just tested the game in a ultra quality mode (the mad guy that I am lol!) and the level load nice !!!! So: only the medium & high quality crashes... Anyway, ultra quality isn't a good idea for my system ;)



Kristus@Posted: Thu Aug 11, 2005 6:04 pm :
Sounds to me like your system got something against the DDS files then.



kat@Posted: Thu Aug 11, 2005 6:09 pm :
That might be a problem with DDS textures (are there any, not checked). We've had problems like this before where there hasn't been any DDS file made so the game will crashout in modes that use, or try, to use them. Ultra runs ok becasue it's using 100% TGA images.



Quanta@Posted: Wed Aug 10, 2005 10:27 pm :
Just played it. My thoughts:

Bad Stuff
- Way, way, WAY too hard IMO. I lost close to 40 health trying to get out of the starting area and into the rest of the base. I cowardly turned on God mode just so I could live to see the rest of the demo. (yes, I know, shame on me :( )
- Health doesn't do much. I mean, +2 Health, +10 Health? The light shotgunners and machine gunners will take that out with their first shots. Health should really do more, especially given the amount of enemies that one must fight and how much damage they can inflict in a short time period. I can tell already that Gunners are gonna eat thru 100 health like it's nothing, and that's not even with grenades.
- The Fliers seem compelled to get up-close, which I find strange because it makes them an easy target since one shotgun blast kills them. They should probably hang back more and dodge more frequently, since their blasters are more of a menace than anything else.
- A crosshair is definately needed in order to fire true. I wasn't sure what I was hitting, if anything.
- Most of the Light Guards went down smoothly, but sometimes they could take a direct shotgun blast to the head without going down. You may need to adjust their health slightly. Or add the crosshair, as aim may have been off slightly in some cases.
- The marine is missing from the opening sequence. Seriously, I did not see him at all.
- At the end of Outer Base, at the exit elevator, I fired Blaster shots into the elevator to see better. There was nothing in there. I went to open the doors, and when they slid open there was an Enforcer inside, which made absolutely no sense. Consider making the door solid instead, removing the Enforcer, or having the elevator sit in a lowered state by default, so when it comes up, the doors open and the Enforcer steps out to attack.
- It's too dark, though I guess this is mostly the engine's fault. The exit elevator, however, should've had SOME light cast upon it, since it was pitch black. There were other areas like this as well, especially in Installation.
- The Fliers seem to be in a state of perpetual darkness. Maybe it was just the locations I was fighting them, but it seemed to me as if they were under permanent shadow.
- The AI needs work. The enemies seemed capable of shooting forever, which makes life extraordinarily difficult. Even the Z-Sec and Zombie Commandoes need time to reload, and they have the power of Hell on their side.
- For the short time that I was taking damage, my plight didn't seem noticeable. I lost 40 points of health in the first 2 minutes and not so much as a grunt was heard from me. There was also nothing to indicate that I was taking damage at all, I just found myself with less health all of a sudden. The effects of taking damage should be more obvious, and I should make some noise when getting hit.

Good Stuff
- Water. The water was cool. My only gripe is that you sink too fast and floating is difficult to accomplish. You should sink slowly, but not too slowly since you have an arsenal of weapons and armor to carry around.
- The weapons look spiffy. I think the firing animation for the Blaster could use improvement though.
- The bodies integrated into the base near the end of Installation were a nice, creepy touch.
- I liked shattering the glass in a lot of places. It was nice to have some destructible elements at hand.

There's not a whole lot more that I can think of, but those are the things I think need work.



Kristus@Posted: Wed Aug 10, 2005 10:44 pm :
heXum wrote:
-Strogg don't speak english. The "INTRUDER ALERT" message blaring would be cooler if it sounded like an alien message or just an alarm. It would also be cool if you could change the GUI's to read in an alien language and have some sort of graphical representation for what they do.


Yes, I reacted on this too at first. But then I remembered that all (many atleast) the signs in Quake 2 was in fact in english. So I am quite perplexed on that matter. None of the stroggs actually speak any english. They got their cool Stroggish. But the signs in Q2 read in english, probably because you had to know where the warehouse actually were. Would have saved Kiltron som trouble if id just had given the player a compass and told him wich direction the warehouse were and such. :p



Kiltron@Posted: Wed Aug 10, 2005 11:18 pm :
I agree with the the Gui text and whatnot, and my first choice actually was to make it all in Strogg writing, but lack of having an actual Strogg font, or similar killed that idea. If anyone has the Strogg alphabet, I'm all open for changing it. Easy enough.



Kristus@Posted: Thu Aug 11, 2005 12:00 am :
Well, there's basically two fontstyles used in Quake2. (I'm not counting consol and menu fonts etc) and that's the "Stroggo language" and english. Unfortunately they are very scarce as back in the days of q2, they only mostly 128x128 sized textures, and that let them get away with little red lines portraying as text. :p

But I got screenshots of the two examples. They're not much, but it might be enough to fill your needs.
This is the best example I could find of the Stroggo fontstyle. This one is not that important to get right, since unlike Cyan, id didn't actually invent an entire language. ;)
http://www.darch-angel.com/temporary/stroggofnt.jpg

And here's the english font, notice how some of the letters are flipped backwards though.
http://www.darch-angel.com/temporary/englishstrogg.jpg
THis one reminds me of a font called: Mael and another I can't remember what it's called, but it's the one used in this image: <br>Link to an image with a fontstyle in it.

While the other reminds me of one called "Gothic 107" and another called "Ekster 1.00", aswell as "MindFields 1.0" (this one is even hard/impossible to read).

I'm not saying that these fonts are any dead ringers or anything. But they are in the same ballpark, so to speak.



SilentSoD@Posted: Thu Aug 11, 2005 12:02 am :
Most of what I could say has been mentioned already by others, so here's something none of them have said. The alignment on the supershotgun is off by a large margin, though it probably hasn't been mentioned because it is so obvious.

I had no problems running the entire test build at 1024*768 w/4xAA on High Quality, zero noticeable slowdowns.



heXum@Posted: Thu Aug 11, 2005 12:34 am :
It's called creativity. I'm pretty sure you have some and I can assure you that no one will say that whatever symbols you put on the GUIs would be considered "wrong".

It would take just one cool looking symbol for.. say.. the lasers...

Can't think of one? Use one of these.
Image
Then a simple icon showing what it would do
Image

Put that in a neat little gui set-up and you have something like this (but hopefully better and using the symbols that Kristus found instead of my goofy alien ones)

Image



Kiltron@Posted: Thu Aug 11, 2005 12:55 am :
You want to go ahead and do that then? You have a working build, so hop to it. Chop, chop chop! I have 50 roles already I'm taking care of, don't want 51.



heXum@Posted: Thu Aug 11, 2005 1:39 am :
It was a suggestion, man. It's not my mod.

Anyway, enough with the opinions and suggestions I guess.



Pariah@Posted: Thu Aug 11, 2005 3:34 am :
Hello everyone! I love this site and the helpful people that post here. I have been visiting D3W since June '04 and have never posted anything. Since Q2 is my favorite FPS, I figured my first post should be here.

Anyways, the mod is awesome but the textures really bugged me. They look like they were taken straight from the Q2 retexturing site. This wouldn't be a bad thing if they were made with a PPL engine in mind, but they weren't. The diffuse stages all have shadows painted on them. What's worse is that they were then run through a Normal Map filter, resulting in normal maps that are not that good.

From my experince, normal maps look best if you make true bump maps first (or an actual 3d model) and then run that through the filter (preferably in many different stages and then flattened together).

Also, the normal maps should just be the major forms of the texture, ie bricks, panels, planks, etc.. Then use bumpmaps to create the actual imperfections like weathering, rust, grain, etc.

Hope this helps out, and keep working because I cannot wait to play the full version.

(WOW. After 8 years of using the web I finally posted something. I am no longer a forum virgin :D )



Kiltron@Posted: Thu Aug 11, 2005 3:42 am :
heXum wrote:
It was a suggestion, man. It's not my mod.

Anyway, enough with the opinions and suggestions I guess.


But I liked the suggestion, that's why I said do it! :)



_shank@Posted: Thu Aug 11, 2005 6:51 am :
Pariah wrote:
(WOW. After 8 years of using the web I finally posted something. I am no longer a forum virgin :D )


Welcome :)



SilentSoD@Posted: Thu Aug 11, 2005 8:44 am :
Now that I look again, the machine gun is also misaligned and also its sound is for more than one shot. It gets annoying when I just click enough to expend one round of ammunition and I hear multiple gunshots.

Chaingun looks pretty nice, massive alignment issues with this one though. Sounds lack the certain "oomph" that big, bad weapons should have in games.



Sebultura@Posted: Thu Aug 11, 2005 9:06 am :
Hi there!

I tested the mod (nice one) & found that the game crashes each time I try to change the video quality. So I'm stuck in a "low" quality (any resolution seems to work), but I can't try "medium" or "high"...

Sys. spec.:
- WinXP SP2
- AthlonXP 2000+
- NVIDIA GeForce4 TI 4600
- 512 (RAM)

Oh, and I tested a logfile (qconsole..), but nothing special appeared on it...

EDIT: I forget to mention that the game crashes only during level loading (I tested both levels...), i.e. if I switch the game quality, everything goes fine (the game restarts,etc...), but if I try to play a level, then the game begins to load ressources & crashes at that point:
Image



Crylar@Posted: Thu Aug 11, 2005 2:40 pm :
umm, I cant play it :( I see this when I start the mod ->
Image



Kiltron@Posted: Thu Aug 11, 2005 4:43 pm :
- WinXP SP2
- NVIDIA GeForce4 TI 4600

Those right there are definite factors in your performance. Through my testings, SP2 hurts FPS when running DOOM 3. (could differ on other machines however, but it affected it on my dev box)

The TI 4600 isn't a recommended card for D3 itself, though it does run it. I pushed the bar with the engine and mod by using many 2048's so anything less than a GF6800 and 512RAM isn't suggested. I targeted high end systems. GF6800-7800 1024-2048RAM. The mod itself doesn't run poorly, it just requires steeper hardware specs.

Crylar, updgrade D3 to the 1.3 Patch.

SilentSoD, can you show me what misalignments you're talking about. Other than the Chaingun, I know it's not aligned.



Sebultura@Posted: Thu Aug 11, 2005 4:50 pm :
Kiltron => it's really strange, because I've just tested the game in a ultra quality mode (the mad guy that I am lol!) and the level load nice !!!! So: only the medium & high quality crashes... Anyway, ultra quality isn't a good idea for my system ;)



Kristus@Posted: Thu Aug 11, 2005 6:04 pm :
Sounds to me like your system got something against the DDS files then.



kat@Posted: Thu Aug 11, 2005 6:09 pm :
That might be a problem with DDS textures (are there any, not checked). We've had problems like this before where there hasn't been any DDS file made so the game will crashout in modes that use, or try, to use them. Ultra runs ok becasue it's using 100% TGA images.



Quanta@Posted: Wed Aug 10, 2005 10:27 pm :
Just played it. My thoughts:

Bad Stuff
- Way, way, WAY too hard IMO. I lost close to 40 health trying to get out of the starting area and into the rest of the base. I cowardly turned on God mode just so I could live to see the rest of the demo. (yes, I know, shame on me :( )
- Health doesn't do much. I mean, +2 Health, +10 Health? The light shotgunners and machine gunners will take that out with their first shots. Health should really do more, especially given the amount of enemies that one must fight and how much damage they can inflict in a short time period. I can tell already that Gunners are gonna eat thru 100 health like it's nothing, and that's not even with grenades.
- The Fliers seem compelled to get up-close, which I find strange because it makes them an easy target since one shotgun blast kills them. They should probably hang back more and dodge more frequently, since their blasters are more of a menace than anything else.
- A crosshair is definately needed in order to fire true. I wasn't sure what I was hitting, if anything.
- Most of the Light Guards went down smoothly, but sometimes they could take a direct shotgun blast to the head without going down. You may need to adjust their health slightly. Or add the crosshair, as aim may have been off slightly in some cases.
- The marine is missing from the opening sequence. Seriously, I did not see him at all.
- At the end of Outer Base, at the exit elevator, I fired Blaster shots into the elevator to see better. There was nothing in there. I went to open the doors, and when they slid open there was an Enforcer inside, which made absolutely no sense. Consider making the door solid instead, removing the Enforcer, or having the elevator sit in a lowered state by default, so when it comes up, the doors open and the Enforcer steps out to attack.
- It's too dark, though I guess this is mostly the engine's fault. The exit elevator, however, should've had SOME light cast upon it, since it was pitch black. There were other areas like this as well, especially in Installation.
- The Fliers seem to be in a state of perpetual darkness. Maybe it was just the locations I was fighting them, but it seemed to me as if they were under permanent shadow.
- The AI needs work. The enemies seemed capable of shooting forever, which makes life extraordinarily difficult. Even the Z-Sec and Zombie Commandoes need time to reload, and they have the power of Hell on their side.
- For the short time that I was taking damage, my plight didn't seem noticeable. I lost 40 points of health in the first 2 minutes and not so much as a grunt was heard from me. There was also nothing to indicate that I was taking damage at all, I just found myself with less health all of a sudden. The effects of taking damage should be more obvious, and I should make some noise when getting hit.

Good Stuff
- Water. The water was cool. My only gripe is that you sink too fast and floating is difficult to accomplish. You should sink slowly, but not too slowly since you have an arsenal of weapons and armor to carry around.
- The weapons look spiffy. I think the firing animation for the Blaster could use improvement though.
- The bodies integrated into the base near the end of Installation were a nice, creepy touch.
- I liked shattering the glass in a lot of places. It was nice to have some destructible elements at hand.

There's not a whole lot more that I can think of, but those are the things I think need work.



Kristus@Posted: Wed Aug 10, 2005 10:44 pm :
heXum wrote:
-Strogg don't speak english. The "INTRUDER ALERT" message blaring would be cooler if it sounded like an alien message or just an alarm. It would also be cool if you could change the GUI's to read in an alien language and have some sort of graphical representation for what they do.


Yes, I reacted on this too at first. But then I remembered that all (many atleast) the signs in Quake 2 was in fact in english. So I am quite perplexed on that matter. None of the stroggs actually speak any english. They got their cool Stroggish. But the signs in Q2 read in english, probably because you had to know where the warehouse actually were. Would have saved Kiltron som trouble if id just had given the player a compass and told him wich direction the warehouse were and such. :p



Kiltron@Posted: Wed Aug 10, 2005 11:18 pm :
I agree with the the Gui text and whatnot, and my first choice actually was to make it all in Strogg writing, but lack of having an actual Strogg font, or similar killed that idea. If anyone has the Strogg alphabet, I'm all open for changing it. Easy enough.



Kristus@Posted: Thu Aug 11, 2005 12:00 am :
Well, there's basically two fontstyles used in Quake2. (I'm not counting consol and menu fonts etc) and that's the "Stroggo language" and english. Unfortunately they are very scarce as back in the days of q2, they only mostly 128x128 sized textures, and that let them get away with little red lines portraying as text. :p

But I got screenshots of the two examples. They're not much, but it might be enough to fill your needs.
This is the best example I could find of the Stroggo fontstyle. This one is not that important to get right, since unlike Cyan, id didn't actually invent an entire language. ;)
http://www.darch-angel.com/temporary/stroggofnt.jpg

And here's the english font, notice how some of the letters are flipped backwards though.
http://www.darch-angel.com/temporary/englishstrogg.jpg
THis one reminds me of a font called: Mael and another I can't remember what it's called, but it's the one used in this image: <br>Link to an image with a fontstyle in it.

While the other reminds me of one called "Gothic 107" and another called "Ekster 1.00", aswell as "MindFields 1.0" (this one is even hard/impossible to read).

I'm not saying that these fonts are any dead ringers or anything. But they are in the same ballpark, so to speak.



SilentSoD@Posted: Thu Aug 11, 2005 12:02 am :
Most of what I could say has been mentioned already by others, so here's something none of them have said. The alignment on the supershotgun is off by a large margin, though it probably hasn't been mentioned because it is so obvious.

I had no problems running the entire test build at 1024*768 w/4xAA on High Quality, zero noticeable slowdowns.



heXum@Posted: Thu Aug 11, 2005 12:34 am :
It's called creativity. I'm pretty sure you have some and I can assure you that no one will say that whatever symbols you put on the GUIs would be considered "wrong".

It would take just one cool looking symbol for.. say.. the lasers...

Can't think of one? Use one of these.
Image
Then a simple icon showing what it would do
Image

Put that in a neat little gui set-up and you have something like this (but hopefully better and using the symbols that Kristus found instead of my goofy alien ones)

Image



Kiltron@Posted: Thu Aug 11, 2005 12:55 am :
You want to go ahead and do that then? You have a working build, so hop to it. Chop, chop chop! I have 50 roles already I'm taking care of, don't want 51.



heXum@Posted: Thu Aug 11, 2005 1:39 am :
It was a suggestion, man. It's not my mod.

Anyway, enough with the opinions and suggestions I guess.



Pariah@Posted: Thu Aug 11, 2005 3:34 am :
Hello everyone! I love this site and the helpful people that post here. I have been visiting D3W since June '04 and have never posted anything. Since Q2 is my favorite FPS, I figured my first post should be here.

Anyways, the mod is awesome but the textures really bugged me. They look like they were taken straight from the Q2 retexturing site. This wouldn't be a bad thing if they were made with a PPL engine in mind, but they weren't. The diffuse stages all have shadows painted on them. What's worse is that they were then run through a Normal Map filter, resulting in normal maps that are not that good.

From my experince, normal maps look best if you make true bump maps first (or an actual 3d model) and then run that through the filter (preferably in many different stages and then flattened together).

Also, the normal maps should just be the major forms of the texture, ie bricks, panels, planks, etc.. Then use bumpmaps to create the actual imperfections like weathering, rust, grain, etc.

Hope this helps out, and keep working because I cannot wait to play the full version.

(WOW. After 8 years of using the web I finally posted something. I am no longer a forum virgin :D )



Kiltron@Posted: Thu Aug 11, 2005 3:42 am :
heXum wrote:
It was a suggestion, man. It's not my mod.

Anyway, enough with the opinions and suggestions I guess.


But I liked the suggestion, that's why I said do it! :)



_shank@Posted: Thu Aug 11, 2005 6:51 am :
Pariah wrote:
(WOW. After 8 years of using the web I finally posted something. I am no longer a forum virgin :D )


Welcome :)



SilentSoD@Posted: Thu Aug 11, 2005 8:44 am :
Now that I look again, the machine gun is also misaligned and also its sound is for more than one shot. It gets annoying when I just click enough to expend one round of ammunition and I hear multiple gunshots.

Chaingun looks pretty nice, massive alignment issues with this one though. Sounds lack the certain "oomph" that big, bad weapons should have in games.



Sebultura@Posted: Thu Aug 11, 2005 9:06 am :
Hi there!

I tested the mod (nice one) & found that the game crashes each time I try to change the video quality. So I'm stuck in a "low" quality (any resolution seems to work), but I can't try "medium" or "high"...

Sys. spec.:
- WinXP SP2
- AthlonXP 2000+
- NVIDIA GeForce4 TI 4600
- 512 (RAM)

Oh, and I tested a logfile (qconsole..), but nothing special appeared on it...

EDIT: I forget to mention that the game crashes only during level loading (I tested both levels...), i.e. if I switch the game quality, everything goes fine (the game restarts,etc...), but if I try to play a level, then the game begins to load ressources & crashes at that point:
Image



Crylar@Posted: Thu Aug 11, 2005 2:40 pm :
umm, I cant play it :( I see this when I start the mod ->
Image



Kiltron@Posted: Thu Aug 11, 2005 4:43 pm :
- WinXP SP2
- NVIDIA GeForce4 TI 4600

Those right there are definite factors in your performance. Through my testings, SP2 hurts FPS when running DOOM 3. (could differ on other machines however, but it affected it on my dev box)

The TI 4600 isn't a recommended card for D3 itself, though it does run it. I pushed the bar with the engine and mod by using many 2048's so anything less than a GF6800 and 512RAM isn't suggested. I targeted high end systems. GF6800-7800 1024-2048RAM. The mod itself doesn't run poorly, it just requires steeper hardware specs.

Crylar, updgrade D3 to the 1.3 Patch.

SilentSoD, can you show me what misalignments you're talking about. Other than the Chaingun, I know it's not aligned.



Sebultura@Posted: Thu Aug 11, 2005 4:50 pm :
Kiltron => it's really strange, because I've just tested the game in a ultra quality mode (the mad guy that I am lol!) and the level load nice !!!! So: only the medium & high quality crashes... Anyway, ultra quality isn't a good idea for my system ;)



Kristus@Posted: Thu Aug 11, 2005 6:04 pm :
Sounds to me like your system got something against the DDS files then.



kat@Posted: Thu Aug 11, 2005 6:09 pm :
That might be a problem with DDS textures (are there any, not checked). We've had problems like this before where there hasn't been any DDS file made so the game will crashout in modes that use, or try, to use them. Ultra runs ok becasue it's using 100% TGA images.



Quanta@Posted: Wed Aug 10, 2005 10:27 pm :
Just played it. My thoughts:

Bad Stuff
- Way, way, WAY too hard IMO. I lost close to 40 health trying to get out of the starting area and into the rest of the base. I cowardly turned on God mode just so I could live to see the rest of the demo. (yes, I know, shame on me :( )
- Health doesn't do much. I mean, +2 Health, +10 Health? The light shotgunners and machine gunners will take that out with their first shots. Health should really do more, especially given the amount of enemies that one must fight and how much damage they can inflict in a short time period. I can tell already that Gunners are gonna eat thru 100 health like it's nothing, and that's not even with grenades.
- The Fliers seem compelled to get up-close, which I find strange because it makes them an easy target since one shotgun blast kills them. They should probably hang back more and dodge more frequently, since their blasters are more of a menace than anything else.
- A crosshair is definately needed in order to fire true. I wasn't sure what I was hitting, if anything.
- Most of the Light Guards went down smoothly, but sometimes they could take a direct shotgun blast to the head without going down. You may need to adjust their health slightly. Or add the crosshair, as aim may have been off slightly in some cases.
- The marine is missing from the opening sequence. Seriously, I did not see him at all.
- At the end of Outer Base, at the exit elevator, I fired Blaster shots into the elevator to see better. There was nothing in there. I went to open the doors, and when they slid open there was an Enforcer inside, which made absolutely no sense. Consider making the door solid instead, removing the Enforcer, or having the elevator sit in a lowered state by default, so when it comes up, the doors open and the Enforcer steps out to attack.
- It's too dark, though I guess this is mostly the engine's fault. The exit elevator, however, should've had SOME light cast upon it, since it was pitch black. There were other areas like this as well, especially in Installation.
- The Fliers seem to be in a state of perpetual darkness. Maybe it was just the locations I was fighting them, but it seemed to me as if they were under permanent shadow.
- The AI needs work. The enemies seemed capable of shooting forever, which makes life extraordinarily difficult. Even the Z-Sec and Zombie Commandoes need time to reload, and they have the power of Hell on their side.
- For the short time that I was taking damage, my plight didn't seem noticeable. I lost 40 points of health in the first 2 minutes and not so much as a grunt was heard from me. There was also nothing to indicate that I was taking damage at all, I just found myself with less health all of a sudden. The effects of taking damage should be more obvious, and I should make some noise when getting hit.

Good Stuff
- Water. The water was cool. My only gripe is that you sink too fast and floating is difficult to accomplish. You should sink slowly, but not too slowly since you have an arsenal of weapons and armor to carry around.
- The weapons look spiffy. I think the firing animation for the Blaster could use improvement though.
- The bodies integrated into the base near the end of Installation were a nice, creepy touch.
- I liked shattering the glass in a lot of places. It was nice to have some destructible elements at hand.

There's not a whole lot more that I can think of, but those are the things I think need work.



Kristus@Posted: Wed Aug 10, 2005 10:44 pm :
heXum wrote:
-Strogg don't speak english. The "INTRUDER ALERT" message blaring would be cooler if it sounded like an alien message or just an alarm. It would also be cool if you could change the GUI's to read in an alien language and have some sort of graphical representation for what they do.


Yes, I reacted on this too at first. But then I remembered that all (many atleast) the signs in Quake 2 was in fact in english. So I am quite perplexed on that matter. None of the stroggs actually speak any english. They got their cool Stroggish. But the signs in Q2 read in english, probably because you had to know where the warehouse actually were. Would have saved Kiltron som trouble if id just had given the player a compass and told him wich direction the warehouse were and such. :p



Kiltron@Posted: Wed Aug 10, 2005 11:18 pm :
I agree with the the Gui text and whatnot, and my first choice actually was to make it all in Strogg writing, but lack of having an actual Strogg font, or similar killed that idea. If anyone has the Strogg alphabet, I'm all open for changing it. Easy enough.



Kristus@Posted: Thu Aug 11, 2005 12:00 am :
Well, there's basically two fontstyles used in Quake2. (I'm not counting consol and menu fonts etc) and that's the "Stroggo language" and english. Unfortunately they are very scarce as back in the days of q2, they only mostly 128x128 sized textures, and that let them get away with little red lines portraying as text. :p

But I got screenshots of the two examples. They're not much, but it might be enough to fill your needs.
This is the best example I could find of the Stroggo fontstyle. This one is not that important to get right, since unlike Cyan, id didn't actually invent an entire language. ;)
http://www.darch-angel.com/temporary/stroggofnt.jpg

And here's the english font, notice how some of the letters are flipped backwards though.
http://www.darch-angel.com/temporary/englishstrogg.jpg
THis one reminds me of a font called: Mael and another I can't remember what it's called, but it's the one used in this image: <br>Link to an image with a fontstyle in it.

While the other reminds me of one called "Gothic 107" and another called "Ekster 1.00", aswell as "MindFields 1.0" (this one is even hard/impossible to read).

I'm not saying that these fonts are any dead ringers or anything. But they are in the same ballpark, so to speak.



SilentSoD@Posted: Thu Aug 11, 2005 12:02 am :
Most of what I could say has been mentioned already by others, so here's something none of them have said. The alignment on the supershotgun is off by a large margin, though it probably hasn't been mentioned because it is so obvious.

I had no problems running the entire test build at 1024*768 w/4xAA on High Quality, zero noticeable slowdowns.



heXum@Posted: Thu Aug 11, 2005 12:34 am :
It's called creativity. I'm pretty sure you have some and I can assure you that no one will say that whatever symbols you put on the GUIs would be considered "wrong".

It would take just one cool looking symbol for.. say.. the lasers...

Can't think of one? Use one of these.
Image
Then a simple icon showing what it would do
Image

Put that in a neat little gui set-up and you have something like this (but hopefully better and using the symbols that Kristus found instead of my goofy alien ones)

Image



Kiltron@Posted: Thu Aug 11, 2005 12:55 am :
You want to go ahead and do that then? You have a working build, so hop to it. Chop, chop chop! I have 50 roles already I'm taking care of, don't want 51.



heXum@Posted: Thu Aug 11, 2005 1:39 am :
It was a suggestion, man. It's not my mod.

Anyway, enough with the opinions and suggestions I guess.



Pariah@Posted: Thu Aug 11, 2005 3:34 am :
Hello everyone! I love this site and the helpful people that post here. I have been visiting D3W since June '04 and have never posted anything. Since Q2 is my favorite FPS, I figured my first post should be here.

Anyways, the mod is awesome but the textures really bugged me. They look like they were taken straight from the Q2 retexturing site. This wouldn't be a bad thing if they were made with a PPL engine in mind, but they weren't. The diffuse stages all have shadows painted on them. What's worse is that they were then run through a Normal Map filter, resulting in normal maps that are not that good.

From my experince, normal maps look best if you make true bump maps first (or an actual 3d model) and then run that through the filter (preferably in many different stages and then flattened together).

Also, the normal maps should just be the major forms of the texture, ie bricks, panels, planks, etc.. Then use bumpmaps to create the actual imperfections like weathering, rust, grain, etc.

Hope this helps out, and keep working because I cannot wait to play the full version.

(WOW. After 8 years of using the web I finally posted something. I am no longer a forum virgin :D )



Kiltron@Posted: Thu Aug 11, 2005 3:42 am :
heXum wrote:
It was a suggestion, man. It's not my mod.

Anyway, enough with the opinions and suggestions I guess.


But I liked the suggestion, that's why I said do it! :)



_shank@Posted: Thu Aug 11, 2005 6:51 am :
Pariah wrote:
(WOW. After 8 years of using the web I finally posted something. I am no longer a forum virgin :D )


Welcome :)



SilentSoD@Posted: Thu Aug 11, 2005 8:44 am :
Now that I look again, the machine gun is also misaligned and also its sound is for more than one shot. It gets annoying when I just click enough to expend one round of ammunition and I hear multiple gunshots.

Chaingun looks pretty nice, massive alignment issues with this one though. Sounds lack the certain "oomph" that big, bad weapons should have in games.



Sebultura@Posted: Thu Aug 11, 2005 9:06 am :
Hi there!

I tested the mod (nice one) & found that the game crashes each time I try to change the video quality. So I'm stuck in a "low" quality (any resolution seems to work), but I can't try "medium" or "high"...

Sys. spec.:
- WinXP SP2
- AthlonXP 2000+
- NVIDIA GeForce4 TI 4600
- 512 (RAM)

Oh, and I tested a logfile (qconsole..), but nothing special appeared on it...

EDIT: I forget to mention that the game crashes only during level loading (I tested both levels...), i.e. if I switch the game quality, everything goes fine (the game restarts,etc...), but if I try to play a level, then the game begins to load ressources & crashes at that point:
Image



Crylar@Posted: Thu Aug 11, 2005 2:40 pm :
umm, I cant play it :( I see this when I start the mod ->
Image



Kiltron@Posted: Thu Aug 11, 2005 4:43 pm :
- WinXP SP2
- NVIDIA GeForce4 TI 4600

Those right there are definite factors in your performance. Through my testings, SP2 hurts FPS when running DOOM 3. (could differ on other machines however, but it affected it on my dev box)

The TI 4600 isn't a recommended card for D3 itself, though it does run it. I pushed the bar with the engine and mod by using many 2048's so anything less than a GF6800 and 512RAM isn't suggested. I targeted high end systems. GF6800-7800 1024-2048RAM. The mod itself doesn't run poorly, it just requires steeper hardware specs.

Crylar, updgrade D3 to the 1.3 Patch.

SilentSoD, can you show me what misalignments you're talking about. Other than the Chaingun, I know it's not aligned.



Sebultura@Posted: Thu Aug 11, 2005 4:50 pm :
Kiltron => it's really strange, because I've just tested the game in a ultra quality mode (the mad guy that I am lol!) and the level load nice !!!! So: only the medium & high quality crashes... Anyway, ultra quality isn't a good idea for my system ;)



Kristus@Posted: Thu Aug 11, 2005 6:04 pm :
Sounds to me like your system got something against the DDS files then.



kat@Posted: Thu Aug 11, 2005 6:09 pm :
That might be a problem with DDS textures (are there any, not checked). We've had problems like this before where there hasn't been any DDS file made so the game will crashout in modes that use, or try, to use them. Ultra runs ok becasue it's using 100% TGA images.



Quanta@Posted: Wed Aug 10, 2005 10:27 pm :
Just played it. My thoughts:

Bad Stuff
- Way, way, WAY too hard IMO. I lost close to 40 health trying to get out of the starting area and into the rest of the base. I cowardly turned on God mode just so I could live to see the rest of the demo. (yes, I know, shame on me :( )
- Health doesn't do much. I mean, +2 Health, +10 Health? The light shotgunners and machine gunners will take that out with their first shots. Health should really do more, especially given the amount of enemies that one must fight and how much damage they can inflict in a short time period. I can tell already that Gunners are gonna eat thru 100 health like it's nothing, and that's not even with grenades.
- The Fliers seem compelled to get up-close, which I find strange because it makes them an easy target since one shotgun blast kills them. They should probably hang back more and dodge more frequently, since their blasters are more of a menace than anything else.
- A crosshair is definately needed in order to fire true. I wasn't sure what I was hitting, if anything.
- Most of the Light Guards went down smoothly, but sometimes they could take a direct shotgun blast to the head without going down. You may need to adjust their health slightly. Or add the crosshair, as aim may have been off slightly in some cases.
- The marine is missing from the opening sequence. Seriously, I did not see him at all.
- At the end of Outer Base, at the exit elevator, I fired Blaster shots into the elevator to see better. There was nothing in there. I went to open the doors, and when they slid open there was an Enforcer inside, which made absolutely no sense. Consider making the door solid instead, removing the Enforcer, or having the elevator sit in a lowered state by default, so when it comes up, the doors open and the Enforcer steps out to attack.
- It's too dark, though I guess this is mostly the engine's fault. The exit elevator, however, should've had SOME light cast upon it, since it was pitch black. There were other areas like this as well, especially in Installation.
- The Fliers seem to be in a state of perpetual darkness. Maybe it was just the locations I was fighting them, but it seemed to me as if they were under permanent shadow.
- The AI needs work. The enemies seemed capable of shooting forever, which makes life extraordinarily difficult. Even the Z-Sec and Zombie Commandoes need time to reload, and they have the power of Hell on their side.
- For the short time that I was taking damage, my plight didn't seem noticeable. I lost 40 points of health in the first 2 minutes and not so much as a grunt was heard from me. There was also nothing to indicate that I was taking damage at all, I just found myself with less health all of a sudden. The effects of taking damage should be more obvious, and I should make some noise when getting hit.

Good Stuff
- Water. The water was cool. My only gripe is that you sink too fast and floating is difficult to accomplish. You should sink slowly, but not too slowly since you have an arsenal of weapons and armor to carry around.
- The weapons look spiffy. I think the firing animation for the Blaster could use improvement though.
- The bodies integrated into the base near the end of Installation were a nice, creepy touch.
- I liked shattering the glass in a lot of places. It was nice to have some destructible elements at hand.

There's not a whole lot more that I can think of, but those are the things I think need work.



Kristus@Posted: Wed Aug 10, 2005 10:44 pm :
heXum wrote:
-Strogg don't speak english. The "INTRUDER ALERT" message blaring would be cooler if it sounded like an alien message or just an alarm. It would also be cool if you could change the GUI's to read in an alien language and have some sort of graphical representation for what they do.


Yes, I reacted on this too at first. But then I remembered that all (many atleast) the signs in Quake 2 was in fact in english. So I am quite perplexed on that matter. None of the stroggs actually speak any english. They got their cool Stroggish. But the signs in Q2 read in english, probably because you had to know where the warehouse actually were. Would have saved Kiltron som trouble if id just had given the player a compass and told him wich direction the warehouse were and such. :p



Kiltron@Posted: Wed Aug 10, 2005 11:18 pm :
I agree with the the Gui text and whatnot, and my first choice actually was to make it all in Strogg writing, but lack of having an actual Strogg font, or similar killed that idea. If anyone has the Strogg alphabet, I'm all open for changing it. Easy enough.



Kristus@Posted: Thu Aug 11, 2005 12:00 am :
Well, there's basically two fontstyles used in Quake2. (I'm not counting consol and menu fonts etc) and that's the "Stroggo language" and english. Unfortunately they are very scarce as back in the days of q2, they only mostly 128x128 sized textures, and that let them get away with little red lines portraying as text. :p

But I got screenshots of the two examples. They're not much, but it might be enough to fill your needs.
This is the best example I could find of the Stroggo fontstyle. This one is not that important to get right, since unlike Cyan, id didn't actually invent an entire language. ;)
http://www.darch-angel.com/temporary/stroggofnt.jpg

And here's the english font, notice how some of the letters are flipped backwards though.
http://www.darch-angel.com/temporary/englishstrogg.jpg
THis one reminds me of a font called: Mael and another I can't remember what it's called, but it's the one used in this image: <br>Link to an image with a fontstyle in it.

While the other reminds me of one called "Gothic 107" and another called "Ekster 1.00", aswell as "MindFields 1.0" (this one is even hard/impossible to read).

I'm not saying that these fonts are any dead ringers or anything. But they are in the same ballpark, so to speak.



SilentSoD@Posted: Thu Aug 11, 2005 12:02 am :
Most of what I could say has been mentioned already by others, so here's something none of them have said. The alignment on the supershotgun is off by a large margin, though it probably hasn't been mentioned because it is so obvious.

I had no problems running the entire test build at 1024*768 w/4xAA on High Quality, zero noticeable slowdowns.



heXum@Posted: Thu Aug 11, 2005 12:34 am :
It's called creativity. I'm pretty sure you have some and I can assure you that no one will say that whatever symbols you put on the GUIs would be considered "wrong".

It would take just one cool looking symbol for.. say.. the lasers...

Can't think of one? Use one of these.
Image
Then a simple icon showing what it would do
Image

Put that in a neat little gui set-up and you have something like this (but hopefully better and using the symbols that Kristus found instead of my goofy alien ones)

Image



Kiltron@Posted: Thu Aug 11, 2005 12:55 am :
You want to go ahead and do that then? You have a working build, so hop to it. Chop, chop chop! I have 50 roles already I'm taking care of, don't want 51.



heXum@Posted: Thu Aug 11, 2005 1:39 am :
It was a suggestion, man. It's not my mod.

Anyway, enough with the opinions and suggestions I guess.



Pariah@Posted: Thu Aug 11, 2005 3:34 am :
Hello everyone! I love this site and the helpful people that post here. I have been visiting D3W since June '04 and have never posted anything. Since Q2 is my favorite FPS, I figured my first post should be here.

Anyways, the mod is awesome but the textures really bugged me. They look like they were taken straight from the Q2 retexturing site. This wouldn't be a bad thing if they were made with a PPL engine in mind, but they weren't. The diffuse stages all have shadows painted on them. What's worse is that they were then run through a Normal Map filter, resulting in normal maps that are not that good.

From my experince, normal maps look best if you make true bump maps first (or an actual 3d model) and then run that through the filter (preferably in many different stages and then flattened together).

Also, the normal maps should just be the major forms of the texture, ie bricks, panels, planks, etc.. Then use bumpmaps to create the actual imperfections like weathering, rust, grain, etc.

Hope this helps out, and keep working because I cannot wait to play the full version.

(WOW. After 8 years of using the web I finally posted something. I am no longer a forum virgin :D )



Kiltron@Posted: Thu Aug 11, 2005 3:42 am :
heXum wrote:
It was a suggestion, man. It's not my mod.

Anyway, enough with the opinions and suggestions I guess.


But I liked the suggestion, that's why I said do it! :)



_shank@Posted: Thu Aug 11, 2005 6:51 am :
Pariah wrote:
(WOW. After 8 years of using the web I finally posted something. I am no longer a forum virgin :D )


Welcome :)



SilentSoD@Posted: Thu Aug 11, 2005 8:44 am :
Now that I look again, the machine gun is also misaligned and also its sound is for more than one shot. It gets annoying when I just click enough to expend one round of ammunition and I hear multiple gunshots.

Chaingun looks pretty nice, massive alignment issues with this one though. Sounds lack the certain "oomph" that big, bad weapons should have in games.



Sebultura@Posted: Thu Aug 11, 2005 9:06 am :
Hi there!

I tested the mod (nice one) & found that the game crashes each time I try to change the video quality. So I'm stuck in a "low" quality (any resolution seems to work), but I can't try "medium" or "high"...

Sys. spec.:
- WinXP SP2
- AthlonXP 2000+
- NVIDIA GeForce4 TI 4600
- 512 (RAM)

Oh, and I tested a logfile (qconsole..), but nothing special appeared on it...

EDIT: I forget to mention that the game crashes only during level loading (I tested both levels...), i.e. if I switch the game quality, everything goes fine (the game restarts,etc...), but if I try to play a level, then the game begins to load ressources & crashes at that point:
Image



Crylar@Posted: Thu Aug 11, 2005 2:40 pm :
umm, I cant play it :( I see this when I start the mod ->
Image



Kiltron@Posted: Thu Aug 11, 2005 4:43 pm :
- WinXP SP2
- NVIDIA GeForce4 TI 4600

Those right there are definite factors in your performance. Through my testings, SP2 hurts FPS when running DOOM 3. (could differ on other machines however, but it affected it on my dev box)

The TI 4600 isn't a recommended card for D3 itself, though it does run it. I pushed the bar with the engine and mod by using many 2048's so anything less than a GF6800 and 512RAM isn't suggested. I targeted high end systems. GF6800-7800 1024-2048RAM. The mod itself doesn't run poorly, it just requires steeper hardware specs.

Crylar, updgrade D3 to the 1.3 Patch.

SilentSoD, can you show me what misalignments you're talking about. Other than the Chaingun, I know it's not aligned.



Sebultura@Posted: Thu Aug 11, 2005 4:50 pm :
Kiltron => it's really strange, because I've just tested the game in a ultra quality mode (the mad guy that I am lol!) and the level load nice !!!! So: only the medium & high quality crashes... Anyway, ultra quality isn't a good idea for my system ;)



Kristus@Posted: Thu Aug 11, 2005 6:04 pm :
Sounds to me like your system got something against the DDS files then.



kat@Posted: Thu Aug 11, 2005 6:09 pm :
That might be a problem with DDS textures (are there any, not checked). We've had problems like this before where there hasn't been any DDS file made so the game will crashout in modes that use, or try, to use them. Ultra runs ok becasue it's using 100% TGA images.



Quanta@Posted: Wed Aug 10, 2005 10:27 pm :
Just played it. My thoughts:

Bad Stuff
- Way, way, WAY too hard IMO. I lost close to 40 health trying to get out of the starting area and into the rest of the base. I cowardly turned on God mode just so I could live to see the rest of the demo. (yes, I know, shame on me :( )
- Health doesn't do much. I mean, +2 Health, +10 Health? The light shotgunners and machine gunners will take that out with their first shots. Health should really do more, especially given the amount of enemies that one must fight and how much damage they can inflict in a short time period. I can tell already that Gunners are gonna eat thru 100 health like it's nothing, and that's not even with grenades.
- The Fliers seem compelled to get up-close, which I find strange because it makes them an easy target since one shotgun blast kills them. They should probably hang back more and dodge more frequently, since their blasters are more of a menace than anything else.
- A crosshair is definately needed in order to fire true. I wasn't sure what I was hitting, if anything.
- Most of the Light Guards went down smoothly, but sometimes they could take a direct shotgun blast to the head without going down. You may need to adjust their health slightly. Or add the crosshair, as aim may have been off slightly in some cases.
- The marine is missing from the opening sequence. Seriously, I did not see him at all.
- At the end of Outer Base, at the exit elevator, I fired Blaster shots into the elevator to see better. There was nothing in there. I went to open the doors, and when they slid open there was an Enforcer inside, which made absolutely no sense. Consider making the door solid instead, removing the Enforcer, or having the elevator sit in a lowered state by default, so when it comes up, the doors open and the Enforcer steps out to attack.
- It's too dark, though I guess this is mostly the engine's fault. The exit elevator, however, should've had SOME light cast upon it, since it was pitch black. There were other areas like this as well, especially in Installation.
- The Fliers seem to be in a state of perpetual darkness. Maybe it was just the locations I was fighting them, but it seemed to me as if they were under permanent shadow.
- The AI needs work. The enemies seemed capable of shooting forever, which makes life extraordinarily difficult. Even the Z-Sec and Zombie Commandoes need time to reload, and they have the power of Hell on their side.
- For the short time that I was taking damage, my plight didn't seem noticeable. I lost 40 points of health in the first 2 minutes and not so much as a grunt was heard from me. There was also nothing to indicate that I was taking damage at all, I just found myself with less health all of a sudden. The effects of taking damage should be more obvious, and I should make some noise when getting hit.

Good Stuff
- Water. The water was cool. My only gripe is that you sink too fast and floating is difficult to accomplish. You should sink slowly, but not too slowly since you have an arsenal of weapons and armor to carry around.
- The weapons look spiffy. I think the firing animation for the Blaster could use improvement though.
- The bodies integrated into the base near the end of Installation were a nice, creepy touch.
- I liked shattering the glass in a lot of places. It was nice to have some destructible elements at hand.

There's not a whole lot more that I can think of, but those are the things I think need work.



Kristus@Posted: Wed Aug 10, 2005 10:44 pm :
heXum wrote:
-Strogg don't speak english. The "INTRUDER ALERT" message blaring would be cooler if it sounded like an alien message or just an alarm. It would also be cool if you could change the GUI's to read in an alien language and have some sort of graphical representation for what they do.


Yes, I reacted on this too at first. But then I remembered that all (many atleast) the signs in Quake 2 was in fact in english. So I am quite perplexed on that matter. None of the stroggs actually speak any english. They got their cool Stroggish. But the signs in Q2 read in english, probably because you had to know where the warehouse actually were. Would have saved Kiltron som trouble if id just had given the player a compass and told him wich direction the warehouse were and such. :p



Kiltron@Posted: Wed Aug 10, 2005 11:18 pm :
I agree with the the Gui text and whatnot, and my first choice actually was to make it all in Strogg writing, but lack of having an actual Strogg font, or similar killed that idea. If anyone has the Strogg alphabet, I'm all open for changing it. Easy enough.



Kristus@Posted: Thu Aug 11, 2005 12:00 am :
Well, there's basically two fontstyles used in Quake2. (I'm not counting consol and menu fonts etc) and that's the "Stroggo language" and english. Unfortunately they are very scarce as back in the days of q2, they only mostly 128x128 sized textures, and that let them get away with little red lines portraying as text. :p

But I got screenshots of the two examples. They're not much, but it might be enough to fill your needs.
This is the best example I could find of the Stroggo fontstyle. This one is not that important to get right, since unlike Cyan, id didn't actually invent an entire language. ;)
http://www.darch-angel.com/temporary/stroggofnt.jpg

And here's the english font, notice how some of the letters are flipped backwards though.
http://www.darch-angel.com/temporary/englishstrogg.jpg
THis one reminds me of a font called: Mael and another I can't remember what it's called, but it's the one used in this image: <br>Link to an image with a fontstyle in it.

While the other reminds me of one called "Gothic 107" and another called "Ekster 1.00", aswell as "MindFields 1.0" (this one is even hard/impossible to read).

I'm not saying that these fonts are any dead ringers or anything. But they are in the same ballpark, so to speak.



SilentSoD@Posted: Thu Aug 11, 2005 12:02 am :
Most of what I could say has been mentioned already by others, so here's something none of them have said. The alignment on the supershotgun is off by a large margin, though it probably hasn't been mentioned because it is so obvious.

I had no problems running the entire test build at 1024*768 w/4xAA on High Quality, zero noticeable slowdowns.



heXum@Posted: Thu Aug 11, 2005 12:34 am :
It's called creativity. I'm pretty sure you have some and I can assure you that no one will say that whatever symbols you put on the GUIs would be considered "wrong".

It would take just one cool looking symbol for.. say.. the lasers...

Can't think of one? Use one of these.
Image
Then a simple icon showing what it would do
Image

Put that in a neat little gui set-up and you have something like this (but hopefully better and using the symbols that Kristus found instead of my goofy alien ones)

Image



Kiltron@Posted: Thu Aug 11, 2005 12:55 am :
You want to go ahead and do that then? You have a working build, so hop to it. Chop, chop chop! I have 50 roles already I'm taking care of, don't want 51.



heXum@Posted: Thu Aug 11, 2005 1:39 am :
It was a suggestion, man. It's not my mod.

Anyway, enough with the opinions and suggestions I guess.



Pariah@Posted: Thu Aug 11, 2005 3:34 am :
Hello everyone! I love this site and the helpful people that post here. I have been visiting D3W since June '04 and have never posted anything. Since Q2 is my favorite FPS, I figured my first post should be here.

Anyways, the mod is awesome but the textures really bugged me. They look like they were taken straight from the Q2 retexturing site. This wouldn't be a bad thing if they were made with a PPL engine in mind, but they weren't. The diffuse stages all have shadows painted on them. What's worse is that they were then run through a Normal Map filter, resulting in normal maps that are not that good.

From my experince, normal maps look best if you make true bump maps first (or an actual 3d model) and then run that through the filter (preferably in many different stages and then flattened together).

Also, the normal maps should just be the major forms of the texture, ie bricks, panels, planks, etc.. Then use bumpmaps to create the actual imperfections like weathering, rust, grain, etc.

Hope this helps out, and keep working because I cannot wait to play the full version.

(WOW. After 8 years of using the web I finally posted something. I am no longer a forum virgin :D )



Kiltron@Posted: Thu Aug 11, 2005 3:42 am :
heXum wrote:
It was a suggestion, man. It's not my mod.

Anyway, enough with the opinions and suggestions I guess.


But I liked the suggestion, that's why I said do it! :)



_shank@Posted: Thu Aug 11, 2005 6:51 am :
Pariah wrote:
(WOW. After 8 years of using the web I finally posted something. I am no longer a forum virgin :D )


Welcome :)



SilentSoD@Posted: Thu Aug 11, 2005 8:44 am :
Now that I look again, the machine gun is also misaligned and also its sound is for more than one shot. It gets annoying when I just click enough to expend one round of ammunition and I hear multiple gunshots.

Chaingun looks pretty nice, massive alignment issues with this one though. Sounds lack the certain "oomph" that big, bad weapons should have in games.



Sebultura@Posted: Thu Aug 11, 2005 9:06 am :
Hi there!

I tested the mod (nice one) & found that the game crashes each time I try to change the video quality. So I'm stuck in a "low" quality (any resolution seems to work), but I can't try "medium" or "high"...

Sys. spec.:
- WinXP SP2
- AthlonXP 2000+
- NVIDIA GeForce4 TI 4600
- 512 (RAM)

Oh, and I tested a logfile (qconsole..), but nothing special appeared on it...

EDIT: I forget to mention that the game crashes only during level loading (I tested both levels...), i.e. if I switch the game quality, everything goes fine (the game restarts,etc...), but if I try to play a level, then the game begins to load ressources & crashes at that point:
Image



Crylar@Posted: Thu Aug 11, 2005 2:40 pm :
umm, I cant play it :( I see this when I start the mod ->
Image



Kiltron@Posted: Thu Aug 11, 2005 4:43 pm :
- WinXP SP2
- NVIDIA GeForce4 TI 4600

Those right there are definite factors in your performance. Through my testings, SP2 hurts FPS when running DOOM 3. (could differ on other machines however, but it affected it on my dev box)

The TI 4600 isn't a recommended card for D3 itself, though it does run it. I pushed the bar with the engine and mod by using many 2048's so anything less than a GF6800 and 512RAM isn't suggested. I targeted high end systems. GF6800-7800 1024-2048RAM. The mod itself doesn't run poorly, it just requires steeper hardware specs.

Crylar, updgrade D3 to the 1.3 Patch.

SilentSoD, can you show me what misalignments you're talking about. Other than the Chaingun, I know it's not aligned.



Sebultura@Posted: Thu Aug 11, 2005 4:50 pm :
Kiltron => it's really strange, because I've just tested the game in a ultra quality mode (the mad guy that I am lol!) and the level load nice !!!! So: only the medium & high quality crashes... Anyway, ultra quality isn't a good idea for my system ;)



Kristus@Posted: Thu Aug 11, 2005 6:04 pm :
Sounds to me like your system got something against the DDS files then.



kat@Posted: Thu Aug 11, 2005 6:09 pm :
That might be a problem with DDS textures (are there any, not checked). We've had problems like this before where there hasn't been any DDS file made so the game will crashout in modes that use, or try, to use them. Ultra runs ok becasue it's using 100% TGA images.



Infernis@Posted: Thu Aug 11, 2005 6:34 pm :
I can'



Quanta@Posted: Wed Aug 10, 2005 10:27 pm :
Just played it. My thoughts:

Bad Stuff
- Way, way, WAY too hard IMO. I lost close to 40 health trying to get out of the starting area and into the rest of the base. I cowardly turned on God mode just so I could live to see the rest of the demo. (yes, I know, shame on me :( )
- Health doesn't do much. I mean, +2 Health, +10 Health? The light shotgunners and machine gunners will take that out with their first shots. Health should really do more, especially given the amount of enemies that one must fight and how much damage they can inflict in a short time period. I can tell already that Gunners are gonna eat thru 100 health like it's nothing, and that's not even with grenades.
- The Fliers seem compelled to get up-close, which I find strange because it makes them an easy target since one shotgun blast kills them. They should probably hang back more and dodge more frequently, since their blasters are more of a menace than anything else.
- A crosshair is definately needed in order to fire true. I wasn't sure what I was hitting, if anything.
- Most of the Light Guards went down smoothly, but sometimes they could take a direct shotgun blast to the head without going down. You may need to adjust their health slightly. Or add the crosshair, as aim may have been off slightly in some cases.
- The marine is missing from the opening sequence. Seriously, I did not see him at all.
- At the end of Outer Base, at the exit elevator, I fired Blaster shots into the elevator to see better. There was nothing in there. I went to open the doors, and when they slid open there was an Enforcer inside, which made absolutely no sense. Consider making the door solid instead, removing the Enforcer, or having the elevator sit in a lowered state by default, so when it comes up, the doors open and the Enforcer steps out to attack.
- It's too dark, though I guess this is mostly the engine's fault. The exit elevator, however, should've had SOME light cast upon it, since it was pitch black. There were other areas like this as well, especially in Installation.
- The Fliers seem to be in a state of perpetual darkness. Maybe it was just the locations I was fighting them, but it seemed to me as if they were under permanent shadow.
- The AI needs work. The enemies seemed capable of shooting forever, which makes life extraordinarily difficult. Even the Z-Sec and Zombie Commandoes need time to reload, and they have the power of Hell on their side.
- For the short time that I was taking damage, my plight didn't seem noticeable. I lost 40 points of health in the first 2 minutes and not so much as a grunt was heard from me. There was also nothing to indicate that I was taking damage at all, I just found myself with less health all of a sudden. The effects of taking damage should be more obvious, and I should make some noise when getting hit.

Good Stuff
- Water. The water was cool. My only gripe is that you sink too fast and floating is difficult to accomplish. You should sink slowly, but not too slowly since you have an arsenal of weapons and armor to carry around.
- The weapons look spiffy. I think the firing animation for the Blaster could use improvement though.
- The bodies integrated into the base near the end of Installation were a nice, creepy touch.
- I liked shattering the glass in a lot of places. It was nice to have some destructible elements at hand.

There's not a whole lot more that I can think of, but those are the things I think need work.



Kristus@Posted: Wed Aug 10, 2005 10:44 pm :
heXum wrote:
-Strogg don't speak english. The "INTRUDER ALERT" message blaring would be cooler if it sounded like an alien message or just an alarm. It would also be cool if you could change the GUI's to read in an alien language and have some sort of graphical representation for what they do.


Yes, I reacted on this too at first. But then I remembered that all (many atleast) the signs in Quake 2 was in fact in english. So I am quite perplexed on that matter. None of the stroggs actually speak any english. They got their cool Stroggish. But the signs in Q2 read in english, probably because you had to know where the warehouse actually were. Would have saved Kiltron som trouble if id just had given the player a compass and told him wich direction the warehouse were and such. :p



Kiltron@Posted: Wed Aug 10, 2005 11:18 pm :
I agree with the the Gui text and whatnot, and my first choice actually was to make it all in Strogg writing, but lack of having an actual Strogg font, or similar killed that idea. If anyone has the Strogg alphabet, I'm all open for changing it. Easy enough.



Kristus@Posted: Thu Aug 11, 2005 12:00 am :
Well, there's basically two fontstyles used in Quake2. (I'm not counting consol and menu fonts etc) and that's the "Stroggo language" and english. Unfortunately they are very scarce as back in the days of q2, they only mostly 128x128 sized textures, and that let them get away with little red lines portraying as text. :p

But I got screenshots of the two examples. They're not much, but it might be enough to fill your needs.
This is the best example I could find of the Stroggo fontstyle. This one is not that important to get right, since unlike Cyan, id didn't actually invent an entire language. ;)
http://www.darch-angel.com/temporary/stroggofnt.jpg

And here's the english font, notice how some of the letters are flipped backwards though.
http://www.darch-angel.com/temporary/englishstrogg.jpg
THis one reminds me of a font called: Mael and another I can't remember what it's called, but it's the one used in this image: <br>Link to an image with a fontstyle in it.

While the other reminds me of one called "Gothic 107" and another called "Ekster 1.00", aswell as "MindFields 1.0" (this one is even hard/impossible to read).

I'm not saying that these fonts are any dead ringers or anything. But they are in the same ballpark, so to speak.



SilentSoD@Posted: Thu Aug 11, 2005 12:02 am :
Most of what I could say has been mentioned already by others, so here's something none of them have said. The alignment on the supershotgun is off by a large margin, though it probably hasn't been mentioned because it is so obvious.

I had no problems running the entire test build at 1024*768 w/4xAA on High Quality, zero noticeable slowdowns.



heXum@Posted: Thu Aug 11, 2005 12:34 am :
It's called creativity. I'm pretty sure you have some and I can assure you that no one will say that whatever symbols you put on the GUIs would be considered "wrong".

It would take just one cool looking symbol for.. say.. the lasers...

Can't think of one? Use one of these.
Image
Then a simple icon showing what it would do
Image

Put that in a neat little gui set-up and you have something like this (but hopefully better and using the symbols that Kristus found instead of my goofy alien ones)

Image



Kiltron@Posted: Thu Aug 11, 2005 12:55 am :
You want to go ahead and do that then? You have a working build, so hop to it. Chop, chop chop! I have 50 roles already I'm taking care of, don't want 51.



heXum@Posted: Thu Aug 11, 2005 1:39 am :
It was a suggestion, man. It's not my mod.

Anyway, enough with the opinions and suggestions I guess.



Pariah@Posted: Thu Aug 11, 2005 3:34 am :
Hello everyone! I love this site and the helpful people that post here. I have been visiting D3W since June '04 and have never posted anything. Since Q2 is my favorite FPS, I figured my first post should be here.

Anyways, the mod is awesome but the textures really bugged me. They look like they were taken straight from the Q2 retexturing site. This wouldn't be a bad thing if they were made with a PPL engine in mind, but they weren't. The diffuse stages all have shadows painted on them. What's worse is that they were then run through a Normal Map filter, resulting in normal maps that are not that good.

From my experince, normal maps look best if you make true bump maps first (or an actual 3d model) and then run that through the filter (preferably in many different stages and then flattened together).

Also, the normal maps should just be the major forms of the texture, ie bricks, panels, planks, etc.. Then use bumpmaps to create the actual imperfections like weathering, rust, grain, etc.

Hope this helps out, and keep working because I cannot wait to play the full version.

(WOW. After 8 years of using the web I finally posted something. I am no longer a forum virgin :D )



Kiltron@Posted: Thu Aug 11, 2005 3:42 am :
heXum wrote:
It was a suggestion, man. It's not my mod.

Anyway, enough with the opinions and suggestions I guess.


But I liked the suggestion, that's why I said do it! :)



_shank@Posted: Thu Aug 11, 2005 6:51 am :
Pariah wrote:
(WOW. After 8 years of using the web I finally posted something. I am no longer a forum virgin :D )


Welcome :)



SilentSoD@Posted: Thu Aug 11, 2005 8:44 am :
Now that I look again, the machine gun is also misaligned and also its sound is for more than one shot. It gets annoying when I just click enough to expend one round of ammunition and I hear multiple gunshots.

Chaingun looks pretty nice, massive alignment issues with this one though. Sounds lack the certain "oomph" that big, bad weapons should have in games.



Sebultura@Posted: Thu Aug 11, 2005 9:06 am :
Hi there!

I tested the mod (nice one) & found that the game crashes each time I try to change the video quality. So I'm stuck in a "low" quality (any resolution seems to work), but I can't try "medium" or "high"...

Sys. spec.:
- WinXP SP2
- AthlonXP 2000+
- NVIDIA GeForce4 TI 4600
- 512 (RAM)

Oh, and I tested a logfile (qconsole..), but nothing special appeared on it...

EDIT: I forget to mention that the game crashes only during level loading (I tested both levels...), i.e. if I switch the game quality, everything goes fine (the game restarts,etc...), but if I try to play a level, then the game begins to load ressources & crashes at that point:
Image



Crylar@Posted: Thu Aug 11, 2005 2:40 pm :
umm, I cant play it :( I see this when I start the mod ->
Image



Kiltron@Posted: Thu Aug 11, 2005 4:43 pm :
- WinXP SP2
- NVIDIA GeForce4 TI 4600

Those right there are definite factors in your performance. Through my testings, SP2 hurts FPS when running DOOM 3. (could differ on other machines however, but it affected it on my dev box)

The TI 4600 isn't a recommended card for D3 itself, though it does run it. I pushed the bar with the engine and mod by using many 2048's so anything less than a GF6800 and 512RAM isn't suggested. I targeted high end systems. GF6800-7800 1024-2048RAM. The mod itself doesn't run poorly, it just requires steeper hardware specs.

Crylar, updgrade D3 to the 1.3 Patch.

SilentSoD, can you show me what misalignments you're talking about. Other than the Chaingun, I know it's not aligned.



Sebultura@Posted: Thu Aug 11, 2005 4:50 pm :
Kiltron => it's really strange, because I've just tested the game in a ultra quality mode (the mad guy that I am lol!) and the level load nice !!!! So: only the medium & high quality crashes... Anyway, ultra quality isn't a good idea for my system ;)



Kristus@Posted: Thu Aug 11, 2005 6:04 pm :
Sounds to me like your system got something against the DDS files then.



kat@Posted: Thu Aug 11, 2005 6:09 pm :
That might be a problem with DDS textures (are there any, not checked). We've had problems like this before where there hasn't been any DDS file made so the game will crashout in modes that use, or try, to use them. Ultra runs ok becasue it's using 100% TGA images.



Quanta@Posted: Wed Aug 10, 2005 10:27 pm :
Just played it. My thoughts:

Bad Stuff
- Way, way, WAY too hard IMO. I lost close to 40 health trying to get out of the starting area and into the rest of the base. I cowardly turned on God mode just so I could live to see the rest of the demo. (yes, I know, shame on me :( )
- Health doesn't do much. I mean, +2 Health, +10 Health? The light shotgunners and machine gunners will take that out with their first shots. Health should really do more, especially given the amount of enemies that one must fight and how much damage they can inflict in a short time period. I can tell already that Gunners are gonna eat thru 100 health like it's nothing, and that's not even with grenades.
- The Fliers seem compelled to get up-close, which I find strange because it makes them an easy target since one shotgun blast kills them. They should probably hang back more and dodge more frequently, since their blasters are more of a menace than anything else.
- A crosshair is definately needed in order to fire true. I wasn't sure what I was hitting, if anything.
- Most of the Light Guards went down smoothly, but sometimes they could take a direct shotgun blast to the head without going down. You may need to adjust their health slightly. Or add the crosshair, as aim may have been off slightly in some cases.
- The marine is missing from the opening sequence. Seriously, I did not see him at all.
- At the end of Outer Base, at the exit elevator, I fired Blaster shots into the elevator to see better. There was nothing in there. I went to open the doors, and when they slid open there was an Enforcer inside, which made absolutely no sense. Consider making the door solid instead, removing the Enforcer, or having the elevator sit in a lowered state by default, so when it comes up, the doors open and the Enforcer steps out to attack.
- It's too dark, though I guess this is mostly the engine's fault. The exit elevator, however, should've had SOME light cast upon it, since it was pitch black. There were other areas like this as well, especially in Installation.
- The Fliers seem to be in a state of perpetual darkness. Maybe it was just the locations I was fighting them, but it seemed to me as if they were under permanent shadow.
- The AI needs work. The enemies seemed capable of shooting forever, which makes life extraordinarily difficult. Even the Z-Sec and Zombie Commandoes need time to reload, and they have the power of Hell on their side.
- For the short time that I was taking damage, my plight didn't seem noticeable. I lost 40 points of health in the first 2 minutes and not so much as a grunt was heard from me. There was also nothing to indicate that I was taking damage at all, I just found myself with less health all of a sudden. The effects of taking damage should be more obvious, and I should make some noise when getting hit.

Good Stuff
- Water. The water was cool. My only gripe is that you sink too fast and floating is difficult to accomplish. You should sink slowly, but not too slowly since you have an arsenal of weapons and armor to carry around.
- The weapons look spiffy. I think the firing animation for the Blaster could use improvement though.
- The bodies integrated into the base near the end of Installation were a nice, creepy touch.
- I liked shattering the glass in a lot of places. It was nice to have some destructible elements at hand.

There's not a whole lot more that I can think of, but those are the things I think need work.



Kristus@Posted: Wed Aug 10, 2005 10:44 pm :
heXum wrote:
-Strogg don't speak english. The "INTRUDER ALERT" message blaring would be cooler if it sounded like an alien message or just an alarm. It would also be cool if you could change the GUI's to read in an alien language and have some sort of graphical representation for what they do.


Yes, I reacted on this too at first. But then I remembered that all (many atleast) the signs in Quake 2 was in fact in english. So I am quite perplexed on that matter. None of the stroggs actually speak any english. They got their cool Stroggish. But the signs in Q2 read in english, probably because you had to know where the warehouse actually were. Would have saved Kiltron som trouble if id just had given the player a compass and told him wich direction the warehouse were and such. :p



Kiltron@Posted: Wed Aug 10, 2005 11:18 pm :
I agree with the the Gui text and whatnot, and my first choice actually was to make it all in Strogg writing, but lack of having an actual Strogg font, or similar killed that idea. If anyone has the Strogg alphabet, I'm all open for changing it. Easy enough.



Kristus@Posted: Thu Aug 11, 2005 12:00 am :
Well, there's basically two fontstyles used in Quake2. (I'm not counting consol and menu fonts etc) and that's the "Stroggo language" and english. Unfortunately they are very scarce as back in the days of q2, they only mostly 128x128 sized textures, and that let them get away with little red lines portraying as text. :p

But I got screenshots of the two examples. They're not much, but it might be enough to fill your needs.
This is the best example I could find of the Stroggo fontstyle. This one is not that important to get right, since unlike Cyan, id didn't actually invent an entire language. ;)
http://www.darch-angel.com/temporary/stroggofnt.jpg

And here's the english font, notice how some of the letters are flipped backwards though.
http://www.darch-angel.com/temporary/englishstrogg.jpg
THis one reminds me of a font called: Mael and another I can't remember what it's called, but it's the one used in this image: <br>Link to an image with a fontstyle in it.

While the other reminds me of one called "Gothic 107" and another called "Ekster 1.00", aswell as "MindFields 1.0" (this one is even hard/impossible to read).

I'm not saying that these fonts are any dead ringers or anything. But they are in the same ballpark, so to speak.



SilentSoD@Posted: Thu Aug 11, 2005 12:02 am :
Most of what I could say has been mentioned already by others, so here's something none of them have said. The alignment on the supershotgun is off by a large margin, though it probably hasn't been mentioned because it is so obvious.

I had no problems running the entire test build at 1024*768 w/4xAA on High Quality, zero noticeable slowdowns.



heXum@Posted: Thu Aug 11, 2005 12:34 am :
It's called creativity. I'm pretty sure you have some and I can assure you that no one will say that whatever symbols you put on the GUIs would be considered "wrong".

It would take just one cool looking symbol for.. say.. the lasers...

Can't think of one? Use one of these.
Image
Then a simple icon showing what it would do
Image

Put that in a neat little gui set-up and you have something like this (but hopefully better and using the symbols that Kristus found instead of my goofy alien ones)

Image



Kiltron@Posted: Thu Aug 11, 2005 12:55 am :
You want to go ahead and do that then? You have a working build, so hop to it. Chop, chop chop! I have 50 roles already I'm taking care of, don't want 51.



heXum@Posted: Thu Aug 11, 2005 1:39 am :
It was a suggestion, man. It's not my mod.

Anyway, enough with the opinions and suggestions I guess.



Pariah@Posted: Thu Aug 11, 2005 3:34 am :
Hello everyone! I love this site and the helpful people that post here. I have been visiting D3W since June '04 and have never posted anything. Since Q2 is my favorite FPS, I figured my first post should be here.

Anyways, the mod is awesome but the textures really bugged me. They look like they were taken straight from the Q2 retexturing site. This wouldn't be a bad thing if they were made with a PPL engine in mind, but they weren't. The diffuse stages all have shadows painted on them. What's worse is that they were then run through a Normal Map filter, resulting in normal maps that are not that good.

From my experince, normal maps look best if you make true bump maps first (or an actual 3d model) and then run that through the filter (preferably in many different stages and then flattened together).

Also, the normal maps should just be the major forms of the texture, ie bricks, panels, planks, etc.. Then use bumpmaps to create the actual imperfections like weathering, rust, grain, etc.

Hope this helps out, and keep working because I cannot wait to play the full version.

(WOW. After 8 years of using the web I finally posted something. I am no longer a forum virgin :D )



Kiltron@Posted: Thu Aug 11, 2005 3:42 am :
heXum wrote:
It was a suggestion, man. It's not my mod.

Anyway, enough with the opinions and suggestions I guess.


But I liked the suggestion, that's why I said do it! :)



_shank@Posted: Thu Aug 11, 2005 6:51 am :
Pariah wrote:
(WOW. After 8 years of using the web I finally posted something. I am no longer a forum virgin :D )


Welcome :)



SilentSoD@Posted: Thu Aug 11, 2005 8:44 am :
Now that I look again, the machine gun is also misaligned and also its sound is for more than one shot. It gets annoying when I just click enough to expend one round of ammunition and I hear multiple gunshots.

Chaingun looks pretty nice, massive alignment issues with this one though. Sounds lack the certain "oomph" that big, bad weapons should have in games.



Sebultura@Posted: Thu Aug 11, 2005 9:06 am :
Hi there!

I tested the mod (nice one) & found that the game crashes each time I try to change the video quality. So I'm stuck in a "low" quality (any resolution seems to work), but I can't try "medium" or "high"...

Sys. spec.:
- WinXP SP2
- AthlonXP 2000+
- NVIDIA GeForce4 TI 4600
- 512 (RAM)

Oh, and I tested a logfile (qconsole..), but nothing special appeared on it...

EDIT: I forget to mention that the game crashes only during level loading (I tested both levels...), i.e. if I switch the game quality, everything goes fine (the game restarts,etc...), but if I try to play a level, then the game begins to load ressources & crashes at that point:
Image



Crylar@Posted: Thu Aug 11, 2005 2:40 pm :
umm, I cant play it :( I see this when I start the mod ->
Image



Kiltron@Posted: Thu Aug 11, 2005 4:43 pm :
- WinXP SP2
- NVIDIA GeForce4 TI 4600

Those right there are definite factors in your performance. Through my testings, SP2 hurts FPS when running DOOM 3. (could differ on other machines however, but it affected it on my dev box)

The TI 4600 isn't a recommended card for D3 itself, though it does run it. I pushed the bar with the engine and mod by using many 2048's so anything less than a GF6800 and 512RAM isn't suggested. I targeted high end systems. GF6800-7800 1024-2048RAM. The mod itself doesn't run poorly, it just requires steeper hardware specs.

Crylar, updgrade D3 to the 1.3 Patch.

SilentSoD, can you show me what misalignments you're talking about. Other than the Chaingun, I know it's not aligned.



Sebultura@Posted: Thu Aug 11, 2005 4:50 pm :
Kiltron => it's really strange, because I've just tested the game in a ultra quality mode (the mad guy that I am lol!) and the level load nice !!!! So: only the medium & high quality crashes... Anyway, ultra quality isn't a good idea for my system ;)



Kristus@Posted: Thu Aug 11, 2005 6:04 pm :
Sounds to me like your system got something against the DDS files then.



kat@Posted: Thu Aug 11, 2005 6:09 pm :
That might be a problem with DDS textures (are there any, not checked). We've had problems like this before where there hasn't been any DDS file made so the game will crashout in modes that use, or try, to use them. Ultra runs ok becasue it's using 100% TGA images.



Quanta@Posted: Wed Aug 10, 2005 10:27 pm :
Just played it. My thoughts:

Bad Stuff
- Way, way, WAY too hard IMO. I lost close to 40 health trying to get out of the starting area and into the rest of the base. I cowardly turned on God mode just so I could live to see the rest of the demo. (yes, I know, shame on me :( )
- Health doesn't do much. I mean, +2 Health, +10 Health? The light shotgunners and machine gunners will take that out with their first shots. Health should really do more, especially given the amount of enemies that one must fight and how much damage they can inflict in a short time period. I can tell already that Gunners are gonna eat thru 100 health like it's nothing, and that's not even with grenades.
- The Fliers seem compelled to get up-close, which I find strange because it makes them an easy target since one shotgun blast kills them. They should probably hang back more and dodge more frequently, since their blasters are more of a menace than anything else.
- A crosshair is definately needed in order to fire true. I wasn't sure what I was hitting, if anything.
- Most of the Light Guards went down smoothly, but sometimes they could take a direct shotgun blast to the head without going down. You may need to adjust their health slightly. Or add the crosshair, as aim may have been off slightly in some cases.
- The marine is missing from the opening sequence. Seriously, I did not see him at all.
- At the end of Outer Base, at the exit elevator, I fired Blaster shots into the elevator to see better. There was nothing in there. I went to open the doors, and when they slid open there was an Enforcer inside, which made absolutely no sense. Consider making the door solid instead, removing the Enforcer, or having the elevator sit in a lowered state by default, so when it comes up, the doors open and the Enforcer steps out to attack.
- It's too dark, though I guess this is mostly the engine's fault. The exit elevator, however, should've had SOME light cast upon it, since it was pitch black. There were other areas like this as well, especially in Installation.
- The Fliers seem to be in a state of perpetual darkness. Maybe it was just the locations I was fighting them, but it seemed to me as if they were under permanent shadow.
- The AI needs work. The enemies seemed capable of shooting forever, which makes life extraordinarily difficult. Even the Z-Sec and Zombie Commandoes need time to reload, and they have the power of Hell on their side.
- For the short time that I was taking damage, my plight didn't seem noticeable. I lost 40 points of health in the first 2 minutes and not so much as a grunt was heard from me. There was also nothing to indicate that I was taking damage at all, I just found myself with less health all of a sudden. The effects of taking damage should be more obvious, and I should make some noise when getting hit.

Good Stuff
- Water. The water was cool. My only gripe is that you sink too fast and floating is difficult to accomplish. You should sink slowly, but not too slowly since you have an arsenal of weapons and armor to carry around.
- The weapons look spiffy. I think the firing animation for the Blaster could use improvement though.
- The bodies integrated into the base near the end of Installation were a nice, creepy touch.
- I liked shattering the glass in a lot of places. It was nice to have some destructible elements at hand.

There's not a whole lot more that I can think of, but those are the things I think need work.



Kristus@Posted: Wed Aug 10, 2005 10:44 pm :
heXum wrote:
-Strogg don't speak english. The "INTRUDER ALERT" message blaring would be cooler if it sounded like an alien message or just an alarm. It would also be cool if you could change the GUI's to read in an alien language and have some sort of graphical representation for what they do.


Yes, I reacted on this too at first. But then I remembered that all (many atleast) the signs in Quake 2 was in fact in english. So I am quite perplexed on that matter. None of the stroggs actually speak any english. They got their cool Stroggish. But the signs in Q2 read in english, probably because you had to know where the warehouse actually were. Would have saved Kiltron som trouble if id just had given the player a compass and told him wich direction the warehouse were and such. :p



Kiltron@Posted: Wed Aug 10, 2005 11:18 pm :
I agree with the the Gui text and whatnot, and my first choice actually was to make it all in Strogg writing, but lack of having an actual Strogg font, or similar killed that idea. If anyone has the Strogg alphabet, I'm all open for changing it. Easy enough.



Kristus@Posted: Thu Aug 11, 2005 12:00 am :
Well, there's basically two fontstyles used in Quake2. (I'm not counting consol and menu fonts etc) and that's the "Stroggo language" and english. Unfortunately they are very scarce as back in the days of q2, they only mostly 128x128 sized textures, and that let them get away with little red lines portraying as text. :p

But I got screenshots of the two examples. They're not much, but it might be enough to fill your needs.
This is the best example I could find of the Stroggo fontstyle. This one is not that important to get right, since unlike Cyan, id didn't actually invent an entire language. ;)
http://www.darch-angel.com/temporary/stroggofnt.jpg

And here's the english font, notice how some of the letters are flipped backwards though.
http://www.darch-angel.com/temporary/englishstrogg.jpg
THis one reminds me of a font called: Mael and another I can't remember what it's called, but it's the one used in this image: <br>Link to an image with a fontstyle in it.

While the other reminds me of one called "Gothic 107" and another called "Ekster 1.00", aswell as "MindFields 1.0" (this one is even hard/impossible to read).

I'm not saying that these fonts are any dead ringers or anything. But they are in the same ballpark, so to speak.



SilentSoD@Posted: Thu Aug 11, 2005 12:02 am :
Most of what I could say has been mentioned already by others, so here's something none of them have said. The alignment on the supershotgun is off by a large margin, though it probably hasn't been mentioned because it is so obvious.

I had no problems running the entire test build at 1024*768 w/4xAA on High Quality, zero noticeable slowdowns.



heXum@Posted: Thu Aug 11, 2005 12:34 am :
It's called creativity. I'm pretty sure you have some and I can assure you that no one will say that whatever symbols you put on the GUIs would be considered "wrong".

It would take just one cool looking symbol for.. say.. the lasers...

Can't think of one? Use one of these.
Image
Then a simple icon showing what it would do
Image

Put that in a neat little gui set-up and you have something like this (but hopefully better and using the symbols that Kristus found instead of my goofy alien ones)

Image



Kiltron@Posted: Thu Aug 11, 2005 12:55 am :
You want to go ahead and do that then? You have a working build, so hop to it. Chop, chop chop! I have 50 roles already I'm taking care of, don't want 51.



heXum@Posted: Thu Aug 11, 2005 1:39 am :
It was a suggestion, man. It's not my mod.

Anyway, enough with the opinions and suggestions I guess.



Pariah@Posted: Thu Aug 11, 2005 3:34 am :
Hello everyone! I love this site and the helpful people that post here. I have been visiting D3W since June '04 and have never posted anything. Since Q2 is my favorite FPS, I figured my first post should be here.

Anyways, the mod is awesome but the textures really bugged me. They look like they were taken straight from the Q2 retexturing site. This wouldn't be a bad thing if they were made with a PPL engine in mind, but they weren't. The diffuse stages all have shadows painted on them. What's worse is that they were then run through a Normal Map filter, resulting in normal maps that are not that good.

From my experince, normal maps look best if you make true bump maps first (or an actual 3d model) and then run that through the filter (preferably in many different stages and then flattened together).

Also, the normal maps should just be the major forms of the texture, ie bricks, panels, planks, etc.. Then use bumpmaps to create the actual imperfections like weathering, rust, grain, etc.

Hope this helps out, and keep working because I cannot wait to play the full version.

(WOW. After 8 years of using the web I finally posted something. I am no longer a forum virgin :D )



Kiltron@Posted: Thu Aug 11, 2005 3:42 am :
heXum wrote:
It was a suggestion, man. It's not my mod.

Anyway, enough with the opinions and suggestions I guess.


But I liked the suggestion, that's why I said do it! :)



_shank@Posted: Thu Aug 11, 2005 6:51 am :
Pariah wrote:
(WOW. After 8 years of using the web I finally posted something. I am no longer a forum virgin :D )


Welcome :)



SilentSoD@Posted: Thu Aug 11, 2005 8:44 am :
Now that I look again, the machine gun is also misaligned and also its sound is for more than one shot. It gets annoying when I just click enough to expend one round of ammunition and I hear multiple gunshots.

Chaingun looks pretty nice, massive alignment issues with this one though. Sounds lack the certain "oomph" that big, bad weapons should have in games.



Sebultura@Posted: Thu Aug 11, 2005 9:06 am :
Hi there!

I tested the mod (nice one) & found that the game crashes each time I try to change the video quality. So I'm stuck in a "low" quality (any resolution seems to work), but I can't try "medium" or "high"...

Sys. spec.:
- WinXP SP2
- AthlonXP 2000+
- NVIDIA GeForce4 TI 4600
- 512 (RAM)

Oh, and I tested a logfile (qconsole..), but nothing special appeared on it...

EDIT: I forget to mention that the game crashes only during level loading (I tested both levels...), i.e. if I switch the game quality, everything goes fine (the game restarts,etc...), but if I try to play a level, then the game begins to load ressources & crashes at that point:
Image



Crylar@Posted: Thu Aug 11, 2005 2:40 pm :
umm, I cant play it :( I see this when I start the mod ->
Image



Kiltron@Posted: Thu Aug 11, 2005 4:43 pm :
- WinXP SP2
- NVIDIA GeForce4 TI 4600

Those right there are definite factors in your performance. Through my testings, SP2 hurts FPS when running DOOM 3. (could differ on other machines however, but it affected it on my dev box)

The TI 4600 isn't a recommended card for D3 itself, though it does run it. I pushed the bar with the engine and mod by using many 2048's so anything less than a GF6800 and 512RAM isn't suggested. I targeted high end systems. GF6800-7800 1024-2048RAM. The mod itself doesn't run poorly, it just requires steeper hardware specs.

Crylar, updgrade D3 to the 1.3 Patch.

SilentSoD, can you show me what misalignments you're talking about. Other than the Chaingun, I know it's not aligned.



Sebultura@Posted: Thu Aug 11, 2005 4:50 pm :
Kiltron => it's really strange, because I've just tested the game in a ultra quality mode (the mad guy that I am lol!) and the level load nice !!!! So: only the medium & high quality crashes... Anyway, ultra quality isn't a good idea for my system ;)



Kristus@Posted: Thu Aug 11, 2005 6:04 pm :
Sounds to me like your system got something against the DDS files then.



kat@Posted: Thu Aug 11, 2005 6:09 pm :
That might be a problem with DDS textures (are there any, not checked). We've had problems like this before where there hasn't been any DDS file made so the game will crashout in modes that use, or try, to use them. Ultra runs ok becasue it's using 100% TGA images.



Quanta@Posted: Wed Aug 10, 2005 10:27 pm :
Just played it. My thoughts:

Bad Stuff
- Way, way, WAY too hard IMO. I lost close to 40 health trying to get out of the starting area and into the rest of the base. I cowardly turned on God mode just so I could live to see the rest of the demo. (yes, I know, shame on me :( )
- Health doesn't do much. I mean, +2 Health, +10 Health? The light shotgunners and machine gunners will take that out with their first shots. Health should really do more, especially given the amount of enemies that one must fight and how much damage they can inflict in a short time period. I can tell already that Gunners are gonna eat thru 100 health like it's nothing, and that's not even with grenades.
- The Fliers seem compelled to get up-close, which I find strange because it makes them an easy target since one shotgun blast kills them. They should probably hang back more and dodge more frequently, since their blasters are more of a menace than anything else.
- A crosshair is definately needed in order to fire true. I wasn't sure what I was hitting, if anything.
- Most of the Light Guards went down smoothly, but sometimes they could take a direct shotgun blast to the head without going down. You may need to adjust their health slightly. Or add the crosshair, as aim may have been off slightly in some cases.
- The marine is missing from the opening sequence. Seriously, I did not see him at all.
- At the end of Outer Base, at the exit elevator, I fired Blaster shots into the elevator to see better. There was nothing in there. I went to open the doors, and when they slid open there was an Enforcer inside, which made absolutely no sense. Consider making the door solid instead, removing the Enforcer, or having the elevator sit in a lowered state by default, so when it comes up, the doors open and the Enforcer steps out to attack.
- It's too dark, though I guess this is mostly the engine's fault. The exit elevator, however, should've had SOME light cast upon it, since it was pitch black. There were other areas like this as well, especially in Installation.
- The Fliers seem to be in a state of perpetual darkness. Maybe it was just the locations I was fighting them, but it seemed to me as if they were under permanent shadow.
- The AI needs work. The enemies seemed capable of shooting forever, which makes life extraordinarily difficult. Even the Z-Sec and Zombie Commandoes need time to reload, and they have the power of Hell on their side.
- For the short time that I was taking damage, my plight didn't seem noticeable. I lost 40 points of health in the first 2 minutes and not so much as a grunt was heard from me. There was also nothing to indicate that I was taking damage at all, I just found myself with less health all of a sudden. The effects of taking damage should be more obvious, and I should make some noise when getting hit.

Good Stuff
- Water. The water was cool. My only gripe is that you sink too fast and floating is difficult to accomplish. You should sink slowly, but not too slowly since you have an arsenal of weapons and armor to carry around.
- The weapons look spiffy. I think the firing animation for the Blaster could use improvement though.
- The bodies integrated into the base near the end of Installation were a nice, creepy touch.
- I liked shattering the glass in a lot of places. It was nice to have some destructible elements at hand.

There's not a whole lot more that I can think of, but those are the things I think need work.



Kristus@Posted: Wed Aug 10, 2005 10:44 pm :
heXum wrote:
-Strogg don't speak english. The "INTRUDER ALERT" message blaring would be cooler if it sounded like an alien message or just an alarm. It would also be cool if you could change the GUI's to read in an alien language and have some sort of graphical representation for what they do.


Yes, I reacted on this too at first. But then I remembered that all (many atleast) the signs in Quake 2 was in fact in english. So I am quite perplexed on that matter. None of the stroggs actually speak any english. They got their cool Stroggish. But the signs in Q2 read in english, probably because you had to know where the warehouse actually were. Would have saved Kiltron som trouble if id just had given the player a compass and told him wich direction the warehouse were and such. :p



Kiltron@Posted: Wed Aug 10, 2005 11:18 pm :
I agree with the the Gui text and whatnot, and my first choice actually was to make it all in Strogg writing, but lack of having an actual Strogg font, or similar killed that idea. If anyone has the Strogg alphabet, I'm all open for changing it. Easy enough.



Kristus@Posted: Thu Aug 11, 2005 12:00 am :
Well, there's basically two fontstyles used in Quake2. (I'm not counting consol and menu fonts etc) and that's the "Stroggo language" and english. Unfortunately they are very scarce as back in the days of q2, they only mostly 128x128 sized textures, and that let them get away with little red lines portraying as text. :p

But I got screenshots of the two examples. They're not much, but it might be enough to fill your needs.
This is the best example I could find of the Stroggo fontstyle. This one is not that important to get right, since unlike Cyan, id didn't actually invent an entire language. ;)
http://www.darch-angel.com/temporary/stroggofnt.jpg

And here's the english font, notice how some of the letters are flipped backwards though.
http://www.darch-angel.com/temporary/englishstrogg.jpg
THis one reminds me of a font called: Mael and another I can't remember what it's called, but it's the one used in this image: <br>Link to an image with a fontstyle in it.

While the other reminds me of one called "Gothic 107" and another called "Ekster 1.00", aswell as "MindFields 1.0" (this one is even hard/impossible to read).

I'm not saying that these fonts are any dead ringers or anything. But they are in the same ballpark, so to speak.



SilentSoD@Posted: Thu Aug 11, 2005 12:02 am :
Most of what I could say has been mentioned already by others, so here's something none of them have said. The alignment on the supershotgun is off by a large margin, though it probably hasn't been mentioned because it is so obvious.

I had no problems running the entire test build at 1024*768 w/4xAA on High Quality, zero noticeable slowdowns.



heXum@Posted: Thu Aug 11, 2005 12:34 am :
It's called creativity. I'm pretty sure you have some and I can assure you that no one will say that whatever symbols you put on the GUIs would be considered "wrong".

It would take just one cool looking symbol for.. say.. the lasers...

Can't think of one? Use one of these.
Image
Then a simple icon showing what it would do
Image

Put that in a neat little gui set-up and you have something like this (but hopefully better and using the symbols that Kristus found instead of my goofy alien ones)

Image



Kiltron@Posted: Thu Aug 11, 2005 12:55 am :
You want to go ahead and do that then? You have a working build, so hop to it. Chop, chop chop! I have 50 roles already I'm taking care of, don't want 51.



heXum@Posted: Thu Aug 11, 2005 1:39 am :
It was a suggestion, man. It's not my mod.

Anyway, enough with the opinions and suggestions I guess.



Pariah@Posted: Thu Aug 11, 2005 3:34 am :
Hello everyone! I love this site and the helpful people that post here. I have been visiting D3W since June '04 and have never posted anything. Since Q2 is my favorite FPS, I figured my first post should be here.

Anyways, the mod is awesome but the textures really bugged me. They look like they were taken straight from the Q2 retexturing site. This wouldn't be a bad thing if they were made with a PPL engine in mind, but they weren't. The diffuse stages all have shadows painted on them. What's worse is that they were then run through a Normal Map filter, resulting in normal maps that are not that good.

From my experince, normal maps look best if you make true bump maps first (or an actual 3d model) and then run that through the filter (preferably in many different stages and then flattened together).

Also, the normal maps should just be the major forms of the texture, ie bricks, panels, planks, etc.. Then use bumpmaps to create the actual imperfections like weathering, rust, grain, etc.

Hope this helps out, and keep working because I cannot wait to play the full version.

(WOW. After 8 years of using the web I finally posted something. I am no longer a forum virgin :D )



Kiltron@Posted: Thu Aug 11, 2005 3:42 am :
heXum wrote:
It was a suggestion, man. It's not my mod.

Anyway, enough with the opinions and suggestions I guess.


But I liked the suggestion, that's why I said do it! :)



_shank@Posted: Thu Aug 11, 2005 6:51 am :
Pariah wrote:
(WOW. After 8 years of using the web I finally posted something. I am no longer a forum virgin :D )


Welcome :)



SilentSoD@Posted: Thu Aug 11, 2005 8:44 am :
Now that I look again, the machine gun is also misaligned and also its sound is for more than one shot. It gets annoying when I just click enough to expend one round of ammunition and I hear multiple gunshots.

Chaingun looks pretty nice, massive alignment issues with this one though. Sounds lack the certain "oomph" that big, bad weapons should have in games.



Sebultura@Posted: Thu Aug 11, 2005 9:06 am :
Hi there!

I tested the mod (nice one) & found that the game crashes each time I try to change the video quality. So I'm stuck in a "low" quality (any resolution seems to work), but I can't try "medium" or "high"...

Sys. spec.:
- WinXP SP2
- AthlonXP 2000+
- NVIDIA GeForce4 TI 4600
- 512 (RAM)

Oh, and I tested a logfile (qconsole..), but nothing special appeared on it...

EDIT: I forget to mention that the game crashes only during level loading (I tested both levels...), i.e. if I switch the game quality, everything goes fine (the game restarts,etc...), but if I try to play a level, then the game begins to load ressources & crashes at that point:
Image



Crylar@Posted: Thu Aug 11, 2005 2:40 pm :
umm, I cant play it :( I see this when I start the mod ->
Image



Kiltron@Posted: Thu Aug 11, 2005 4:43 pm :
- WinXP SP2
- NVIDIA GeForce4 TI 4600

Those right there are definite factors in your performance. Through my testings, SP2 hurts FPS when running DOOM 3. (could differ on other machines however, but it affected it on my dev box)

The TI 4600 isn't a recommended card for D3 itself, though it does run it. I pushed the bar with the engine and mod by using many 2048's so anything less than a GF6800 and 512RAM isn't suggested. I targeted high end systems. GF6800-7800 1024-2048RAM. The mod itself doesn't run poorly, it just requires steeper hardware specs.

Crylar, updgrade D3 to the 1.3 Patch.

SilentSoD, can you show me what misalignments you're talking about. Other than the Chaingun, I know it's not aligned.



Sebultura@Posted: Thu Aug 11, 2005 4:50 pm :
Kiltron => it's really strange, because I've just tested the game in a ultra quality mode (the mad guy that I am lol!) and the level load nice !!!! So: only the medium & high quality crashes... Anyway, ultra quality isn't a good idea for my system ;)



Kristus@Posted: Thu Aug 11, 2005 6:04 pm :
Sounds to me like your system got something against the DDS files then.



kat@Posted: Thu Aug 11, 2005 6:09 pm :
That might be a problem with DDS textures (are there any, not checked). We've had problems like this before where there hasn't been any DDS file made so the game will crashout in modes that use, or try, to use them. Ultra runs ok becasue it's using 100% TGA images.



Infernis@Posted: Thu Aug 11, 2005 11:27 pm :
Managed to install it after uninstalling ROE. But now I get this message:"ERROR: Couldn't load script/q2_quake2_main.q2script"



SilentSoD@Posted: Fri Aug 12, 2005 2:54 am :
Kiltron, hope you don't mind but I'm going to start this post with another error I saw, this time in the supershotgun pump animation. When the action is being pumped backwards the hand pulls the forearm away from the gun, resulting in a small, but noticeable, error.

Image

As for the alignment issues, it may be a matter of preference to particular players, I can't speak for anyone else, but in my opinion the shotgun feels most "right" in terms of how it is aligned, I have the easiest time aiming with it without a crosshair. In opposition to this the supershotgun draws a line farther to the left and considerably lower than the shotgun. I have spliced a picture of the shotgun and supershotgun together to demonstrate this.

Image

The machine gun has the same issue as the supershotgun, perhaps its not so much poor alignment as inconsistency which is making this so noticeable to me. If I weren't lazy I'd post pictures of the DooM 3 weapons.

Image

Hope this helps, I had a great time playing through this first test build. Thanks for your time and work.

Edited because I forget to remove particular words when I change grammar and thus sentences read oddly.



SilentSoD@Posted: Fri Aug 12, 2005 4:57 am :
I also just made a new pk4 to see what a decent damage would be for the shotgun, don't think I'm going to mess with the other weapons right now. Setting the damage to ten allows for mostly one shot kills against the light guards and also seems to speed up gameplay. This really is just personal preference, however, and can be ignored at will. If you would be so kind could you tell me whether or not what I'm doing, editing your mod, is welcome or not? In the meantime, I'm going to see if I can change D3's shotgun script to make it yet more to my liking (I'm very new to all this and the earlier mod to the D3 shotgun script and def file actually worked so I'm going to see if this new idea does as well).



Crylar@Posted: Fri Aug 12, 2005 12:54 pm :
Kiltron wrote:
- WinXP SP2
- NVIDIA GeForce4 TI 4600
...
The TI 4600 isn't a recommended card for D3 itself, though it does run it. I pushed the bar with the engine and mod by using many 2048's so anything less than a GF6800 and 512RAM isn't suggested. I targeted high end systems. GF6800-7800 1024-2048RAM. The mod itself doesn't run poorly, it just requires steeper hardware specs.

Crylar, updgrade D3 to the 1.3 Patch.

MY Doom3 is 1.3.1302 and up to date.
My graphic card is RADEON 9800 XT
I have 2 GB of RAM
So that didn't help too much...

I Get the same error with an other mod named shinyx wich pretty much just changes all textuers to some weird shader.

But plz halp me with this, I'm uber hot for this Q2 mod and need to try it.



SonicClang@Posted: Fri Aug 12, 2005 7:06 pm :
Ahh, I didn't see this forum about the mod. Kiltron's site doesn't have a forum for discussing problems.

I'm really anxious to play this, but it is just soooooooo choppy, I can't do anything. There are parts where it runs ok, like underneath in the crawl space in the first level. But anytime there's anything special on screen it runs at less than 1 fps. By the time I "wake up" from the choppyness I'm either dead or nearly dead from enemies. Anytime there's an enemy on the screen especially it's just crawling!

I'm very intersted to know if anyone else is having the same problem. Doom 3 runs smooth as silk on my computer. Every game I run does. I even set the specs as low as I could get them and it still just crawled along. I couldn't get past the first level.

My PC is:
P4 2.0 gig
1 gig ram
GeForce fx 5900 128 megs ram



Infernis@Posted: Fri Aug 12, 2005 8:47 pm :
Atleast it runs for you !!!



Kiltron@Posted: Fri Aug 12, 2005 9:09 pm :
Crylar, the only possible explanation is you don't have D3 patched properly to 1.3. The Wrong .dll API issue is that problem. Trying to run 1.3 gamecode with a 1.2 installation won't work.

The slowdowns people are getting from characters on screen is because this test release is aimed to test pushing characters using 2048x2048 texture maps down the pipe. That's why I say using a GeForce 6800 or equivalent or higher is recommended. That is D3's recommended card, and we're pushing just a little bit further using those texture sizes. This isn't on all surfaces, just the characters.

GeForce fx 5900 128 megs ram

That's not really going to perform well. Nothing against your card, but that's just how the mod is.



Infernis@Posted: Fri Aug 12, 2005 9:17 pm :
What about my problems Kiltron ?



Kiltron@Posted: Sat Aug 13, 2005 12:51 am :
TheJugglah, can you post a copy of the console text that is printing when you get that error?



SonicClang@Posted: Sat Aug 13, 2005 1:33 am :
Kiltron, any plans on getting a lower poly version for people like me? ya know... the majority of people playing Doom 3. Are the models really THAT good that they need to be that high?



SilentSoD@Posted: Sat Aug 13, 2005 2:40 am :
It's not the models themselves, as I understand it they're "low-poly" just like vanilla DooM 3's, but the textures which they're applying to the models are considerably larger than normal.

Since I seem to be the only one here running it exceptionally well, unless I missed a post or two, I figure I'll put my relevant specs up. Kiltron knows what he's talking about when he recommends 6800 on up.

Althon 64 3500+
GeForce 6800GT
1GB PC3200

High Quality at 1024*768, 4xAA



AO@Posted: Sat Aug 13, 2005 3:15 am :
@SonicClang: Yeah i would say it's definately the graphics card, with 128 MB ram the performance hit is huge on anything but low quality (in my case at least, nvidia 6800).



SonicClang@Posted: Sat Aug 13, 2005 1:53 pm :
low quality is what I'm playing on. everything turned off, including shadows.

The first level never runs more than 15 fps, and that's if I'm ducking my head in a corner. Most of the time it's less than 1 fps.

The second level actually runs pretty damn well except for the outside area.



Infernis@Posted: Sat Aug 13, 2005 10:23 pm :
Maybe it's because it's late and I'm tired. Or maybe I'm just stupid but when you start in the first map, you can take two routes. Crawling beneath the rock to get to the broken elevator room or shoot the window and crawl down to end up in the water room.

I did the last but after you jumped in the water there is no way of returning. This wouldn't be a problem but the door leading back to the beginning is locked [the one with the turret operation panel next to it]. Since I wasn't able to deactive the red lasers I figured I must have missed something, but after some searching it appeared the only way of getting back to the beginning was using "Noclip" to get through the door.

I didn't find anything special so how do you put the red lasers of ? I eventually used God mode to get through and I hate cheating.

Also the site mentions that the mod wouldn't be a clone, but this sure as hell looks and plays a lot like Quake 2 to me. I'd hoped to see brand new levels :(



SilentSoD@Posted: Sat Aug 13, 2005 10:42 pm :
*Spoilers*


To turn off the lasers, when you reach the "water room" swim as far to the right as you can, go underwater, look around for a bit. There will be a room with lasers and a path around them to a control panel where you can turn off the lasers.

There's an easter egg in the room as well.

*/Spoilers*



Infernis@Posted: Sun Aug 14, 2005 6:52 am :
I've been there and I turned of the lasers in that room. But I'm referring to the lasers in the last room of the map. Where you take the lift down to the next level. How do you turn those of ?

I take it there is no way to open the door near the turret control computer ?



rcumps01@Posted: Sun Aug 14, 2005 8:37 pm :
Kiltron wrote:
The slowdowns people are getting from characters on screen is because this test release is aimed to test pushing characters using 2048x2048 texture maps down the pipe.
Just like to point out that using that size texture is ridiculous for ingame models right now.



SonicClang@Posted: Sun Aug 14, 2005 8:56 pm :
Well it seems as though I've tracked down the source of my massive slowdowns. My video card's fan took a dump on me and I nearly burned up my card. Luckily I tracked down the problem soon enough and I've been able to keep it cool with a mini fan until I get ahold of the manufacturer to find out if it's covered under warrantee. My Trackmania is playing again, and this mod plays just fine. There's some choppyness to it, but that'll get hammered out by final release i'm sure.



Infernis@Posted: Sun Aug 14, 2005 9:37 pm :
Regarding the slow downs. I seriously had some moments where it became annoying. My specs are:

P IV 3,2 GHZ
1024 MB DDR memory
Ati Radeon 9800 Pro 128 MB

Plus I'm running everything on low with a 640 * 480 resolution. I think it's ridiculous that I've got slow downs. I mean look at my specs !!!



SonicClang@Posted: Mon Aug 15, 2005 1:32 am : Doom3world • View topic - Quake II: Lost Marine QuakeCon 2005 Test Build Released

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PostPosted: Thu Aug 11, 2005 11:27 pm 
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picked up the chaingun

Joined: Tue Dec 28, 2004 2:19 pm
Posts: 182
Managed to install it after uninstalling ROE. But now I get this message:"ERROR: Couldn't load script/q2_quake2_main.q2script"

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PostPosted: Fri Aug 12, 2005 2:54 am 
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The first 10 posts have been the best...

Joined: Mon Jun 27, 2005 7:23 pm
Posts: 16
Kiltron, hope you don't mind but I'm going to start this post with another error I saw, this time in the supershotgun pump animation. When the action is being pumped backwards the hand pulls the forearm away from the gun, resulting in a small, but noticeable, error.

Image

As for the alignment issues, it may be a matter of preference to particular players, I can't speak for anyone else, but in my opinion the shotgun feels most "right" in terms of how it is aligned, I have the easiest time aiming with it without a crosshair. In opposition to this the supershotgun draws a line farther to the left and considerably lower than the shotgun. I have spliced a picture of the shotgun and supershotgun together to demonstrate this.

Image

The machine gun has the same issue as the supershotgun, perhaps its not so much poor alignment as inconsistency which is making this so noticeable to me. If I weren't lazy I'd post pictures of the DooM 3 weapons.

Image

Hope this helps, I had a great time playing through this first test build. Thanks for your time and work.

Edited because I forget to remove particular words when I change grammar and thus sentences read oddly.


Last edited by SilentSoD on Sat Aug 13, 2005 9:18 pm, edited 1 time in total.

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PostPosted: Fri Aug 12, 2005 4:57 am 
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The first 10 posts have been the best...

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I also just made a new pk4 to see what a decent damage would be for the shotgun, don't think I'm going to mess with the other weapons right now. Setting the damage to ten allows for mostly one shot kills against the light guards and also seems to speed up gameplay. This really is just personal preference, however, and can be ignored at will. If you would be so kind could you tell me whether or not what I'm doing, editing your mod, is welcome or not? In the meantime, I'm going to see if I can change D3's shotgun script to make it yet more to my liking (I'm very new to all this and the earlier mod to the D3 shotgun script and def file actually worked so I'm going to see if this new idea does as well).


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PostPosted: Fri Aug 12, 2005 12:54 pm 
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Kiltron wrote:
- WinXP SP2
- NVIDIA GeForce4 TI 4600
...
The TI 4600 isn't a recommended card for D3 itself, though it does run it. I pushed the bar with the engine and mod by using many 2048's so anything less than a GF6800 and 512RAM isn't suggested. I targeted high end systems. GF6800-7800 1024-2048RAM. The mod itself doesn't run poorly, it just requires steeper hardware specs.

Crylar, updgrade D3 to the 1.3 Patch.

MY Doom3 is 1.3.1302 and up to date.
My graphic card is RADEON 9800 XT
I have 2 GB of RAM
So that didn't help too much...

I Get the same error with an other mod named shinyx wich pretty much just changes all textuers to some weird shader.

But plz halp me with this, I'm uber hot for this Q2 mod and need to try it.

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PostPosted: Fri Aug 12, 2005 7:06 pm 
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missed 400 shots

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Ahh, I didn't see this forum about the mod. Kiltron's site doesn't have a forum for discussing problems.

I'm really anxious to play this, but it is just soooooooo choppy, I can't do anything. There are parts where it runs ok, like underneath in the crawl space in the first level. But anytime there's anything special on screen it runs at less than 1 fps. By the time I "wake up" from the choppyness I'm either dead or nearly dead from enemies. Anytime there's an enemy on the screen especially it's just crawling!

I'm very intersted to know if anyone else is having the same problem. Doom 3 runs smooth as silk on my computer. Every game I run does. I even set the specs as low as I could get them and it still just crawled along. I couldn't get past the first level.

My PC is:
P4 2.0 gig
1 gig ram
GeForce fx 5900 128 megs ram

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Atleast it runs for you !!!

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PostPosted: Fri Aug 12, 2005 9:09 pm 
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Crylar, the only possible explanation is you don't have D3 patched properly to 1.3. The Wrong .dll API issue is that problem. Trying to run 1.3 gamecode with a 1.2 installation won't work.

The slowdowns people are getting from characters on screen is because this test release is aimed to test pushing characters using 2048x2048 texture maps down the pipe. That's why I say using a GeForce 6800 or equivalent or higher is recommended. That is D3's recommended card, and we're pushing just a little bit further using those texture sizes. This isn't on all surfaces, just the characters.

GeForce fx 5900 128 megs ram

That's not really going to perform well. Nothing against your card, but that's just how the mod is.


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PostPosted: Fri Aug 12, 2005 9:17 pm 
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What about my problems Kiltron ?

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TheJugglah, can you post a copy of the console text that is printing when you get that error?


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PostPosted: Sat Aug 13, 2005 1:33 am 
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Kiltron, any plans on getting a lower poly version for people like me? ya know... the majority of people playing Doom 3. Are the models really THAT good that they need to be that high?

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It's not the models themselves, as I understand it they're "low-poly" just like vanilla DooM 3's, but the textures which they're applying to the models are considerably larger than normal.

Since I seem to be the only one here running it exceptionally well, unless I missed a post or two, I figure I'll put my relevant specs up. Kiltron knows what he's talking about when he recommends 6800 on up.

Althon 64 3500+
GeForce 6800GT
1GB PC3200

High Quality at 1024*768, 4xAA


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@SonicClang: Yeah i would say it's definately the graphics card, with 128 MB ram the performance hit is huge on anything but low quality (in my case at least, nvidia 6800).


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low quality is what I'm playing on. everything turned off, including shadows.

The first level never runs more than 15 fps, and that's if I'm ducking my head in a corner. Most of the time it's less than 1 fps.

The second level actually runs pretty damn well except for the outside area.

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Maybe it's because it's late and I'm tired. Or maybe I'm just stupid but when you start in the first map, you can take two routes. Crawling beneath the rock to get to the broken elevator room or shoot the window and crawl down to end up in the water room.

I did the last but after you jumped in the water there is no way of returning. This wouldn't be a problem but the door leading back to the beginning is locked [the one with the turret operation panel next to it]. Since I wasn't able to deactive the red lasers I figured I must have missed something, but after some searching it appeared the only way of getting back to the beginning was using "Noclip" to get through the door.

I didn't find anything special so how do you put the red lasers of ? I eventually used God mode to get through and I hate cheating.

Also the site mentions that the mod wouldn't be a clone, but this sure as hell looks and plays a lot like Quake 2 to me. I'd hoped to see brand new levels :(

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PostPosted: Sat Aug 13, 2005 10:42 pm 
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The first 10 posts have been the best...

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*Spoilers*


To turn off the lasers, when you reach the "water room" swim as far to the right as you can, go underwater, look around for a bit. There will be a room with lasers and a path around them to a control panel where you can turn off the lasers.

There's an easter egg in the room as well.

*/Spoilers*


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picked up the chaingun

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I've been there and I turned of the lasers in that room. But I'm referring to the lasers in the last room of the map. Where you take the lift down to the next level. How do you turn those of ?

I take it there is no way to open the door near the turret control computer ?

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PostPosted: Sun Aug 14, 2005 8:37 pm 
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Kiltron wrote:
The slowdowns people are getting from characters on screen is because this test release is aimed to test pushing characters using 2048x2048 texture maps down the pipe.
Just like to point out that using that size texture is ridiculous for ingame models right now.


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PostPosted: Sun Aug 14, 2005 8:56 pm 
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missed 400 shots

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Well it seems as though I've tracked down the source of my massive slowdowns. My video card's fan took a dump on me and I nearly burned up my card. Luckily I tracked down the problem soon enough and I've been able to keep it cool with a mini fan until I get ahold of the manufacturer to find out if it's covered under warrantee. My Trackmania is playing again, and this mod plays just fine. There's some choppyness to it, but that'll get hammered out by final release i'm sure.

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PostPosted: Sun Aug 14, 2005 9:37 pm 
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picked up the chaingun

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Regarding the slow downs. I seriously had some moments where it became annoying. My specs are:

P IV 3,2 GHZ
1024 MB DDR memory
Ati Radeon 9800 Pro 128 MB

Plus I'm running everything on low with a 640 * 480 resolution. I think it's ridiculous that I've got slow downs. I mean look at my specs !!!

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PostPosted: Mon Aug 15, 2005 1:32 am 
>
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missed 400 shots



Infernis@Posted: Thu Aug 11, 2005 11:27 pm :
Managed to install it after uninstalling ROE. But now I get this message:"ERROR: Couldn't load script/q2_quake2_main.q2script"



SilentSoD@Posted: Fri Aug 12, 2005 2:54 am :
Kiltron, hope you don't mind but I'm going to start this post with another error I saw, this time in the supershotgun pump animation. When the action is being pumped backwards the hand pulls the forearm away from the gun, resulting in a small, but noticeable, error.

Image

As for the alignment issues, it may be a matter of preference to particular players, I can't speak for anyone else, but in my opinion the shotgun feels most "right" in terms of how it is aligned, I have the easiest time aiming with it without a crosshair. In opposition to this the supershotgun draws a line farther to the left and considerably lower than the shotgun. I have spliced a picture of the shotgun and supershotgun together to demonstrate this.

Image

The machine gun has the same issue as the supershotgun, perhaps its not so much poor alignment as inconsistency which is making this so noticeable to me. If I weren't lazy I'd post pictures of the DooM 3 weapons.

Image

Hope this helps, I had a great time playing through this first test build. Thanks for your time and work.

Edited because I forget to remove particular words when I change grammar and thus sentences read oddly.



SilentSoD@Posted: Fri Aug 12, 2005 4:57 am :
I also just made a new pk4 to see what a decent damage would be for the shotgun, don't think I'm going to mess with the other weapons right now. Setting the damage to ten allows for mostly one shot kills against the light guards and also seems to speed up gameplay. This really is just personal preference, however, and can be ignored at will. If you would be so kind could you tell me whether or not what I'm doing, editing your mod, is welcome or not? In the meantime, I'm going to see if I can change D3's shotgun script to make it yet more to my liking (I'm very new to all this and the earlier mod to the D3 shotgun script and def file actually worked so I'm going to see if this new idea does as well).



Crylar@Posted: Fri Aug 12, 2005 12:54 pm :
Kiltron wrote:
- WinXP SP2
- NVIDIA GeForce4 TI 4600
...
The TI 4600 isn't a recommended card for D3 itself, though it does run it. I pushed the bar with the engine and mod by using many 2048's so anything less than a GF6800 and 512RAM isn't suggested. I targeted high end systems. GF6800-7800 1024-2048RAM. The mod itself doesn't run poorly, it just requires steeper hardware specs.

Crylar, updgrade D3 to the 1.3 Patch.

MY Doom3 is 1.3.1302 and up to date.
My graphic card is RADEON 9800 XT
I have 2 GB of RAM
So that didn't help too much...

I Get the same error with an other mod named shinyx wich pretty much just changes all textuers to some weird shader.

But plz halp me with this, I'm uber hot for this Q2 mod and need to try it.



SonicClang@Posted: Fri Aug 12, 2005 7:06 pm :
Ahh, I didn't see this forum about the mod. Kiltron's site doesn't have a forum for discussing problems.

I'm really anxious to play this, but it is just soooooooo choppy, I can't do anything. There are parts where it runs ok, like underneath in the crawl space in the first level. But anytime there's anything special on screen it runs at less than 1 fps. By the time I "wake up" from the choppyness I'm either dead or nearly dead from enemies. Anytime there's an enemy on the screen especially it's just crawling!

I'm very intersted to know if anyone else is having the same problem. Doom 3 runs smooth as silk on my computer. Every game I run does. I even set the specs as low as I could get them and it still just crawled along. I couldn't get past the first level.

My PC is:
P4 2.0 gig
1 gig ram
GeForce fx 5900 128 megs ram



Infernis@Posted: Fri Aug 12, 2005 8:47 pm :
Atleast it runs for you !!!



Kiltron@Posted: Fri Aug 12, 2005 9:09 pm :
Crylar, the only possible explanation is you don't have D3 patched properly to 1.3. The Wrong .dll API issue is that problem. Trying to run 1.3 gamecode with a 1.2 installation won't work.

The slowdowns people are getting from characters on screen is because this test release is aimed to test pushing characters using 2048x2048 texture maps down the pipe. That's why I say using a GeForce 6800 or equivalent or higher is recommended. That is D3's recommended card, and we're pushing just a little bit further using those texture sizes. This isn't on all surfaces, just the characters.

GeForce fx 5900 128 megs ram

That's not really going to perform well. Nothing against your card, but that's just how the mod is.



Infernis@Posted: Fri Aug 12, 2005 9:17 pm :
What about my problems Kiltron ?



Kiltron@Posted: Sat Aug 13, 2005 12:51 am :
TheJugglah, can you post a copy of the console text that is printing when you get that error?



SonicClang@Posted: Sat Aug 13, 2005 1:33 am :
Kiltron, any plans on getting a lower poly version for people like me? ya know... the majority of people playing Doom 3. Are the models really THAT good that they need to be that high?



SilentSoD@Posted: Sat Aug 13, 2005 2:40 am :
It's not the models themselves, as I understand it they're "low-poly" just like vanilla DooM 3's, but the textures which they're applying to the models are considerably larger than normal.

Since I seem to be the only one here running it exceptionally well, unless I missed a post or two, I figure I'll put my relevant specs up. Kiltron knows what he's talking about when he recommends 6800 on up.

Althon 64 3500+
GeForce 6800GT
1GB PC3200

High Quality at 1024*768, 4xAA



AO@Posted: Sat Aug 13, 2005 3:15 am :
@SonicClang: Yeah i would say it's definately the graphics card, with 128 MB ram the performance hit is huge on anything but low quality (in my case at least, nvidia 6800).



SonicClang@Posted: Sat Aug 13, 2005 1:53 pm :
low quality is what I'm playing on. everything turned off, including shadows.

The first level never runs more than 15 fps, and that's if I'm ducking my head in a corner. Most of the time it's less than 1 fps.

The second level actually runs pretty damn well except for the outside area.



Infernis@Posted: Sat Aug 13, 2005 10:23 pm :
Maybe it's because it's late and I'm tired. Or maybe I'm just stupid but when you start in the first map, you can take two routes. Crawling beneath the rock to get to the broken elevator room or shoot the window and crawl down to end up in the water room.

I did the last but after you jumped in the water there is no way of returning. This wouldn't be a problem but the door leading back to the beginning is locked [the one with the turret operation panel next to it]. Since I wasn't able to deactive the red lasers I figured I must have missed something, but after some searching it appeared the only way of getting back to the beginning was using "Noclip" to get through the door.

I didn't find anything special so how do you put the red lasers of ? I eventually used God mode to get through and I hate cheating.

Also the site mentions that the mod wouldn't be a clone, but this sure as hell looks and plays a lot like Quake 2 to me. I'd hoped to see brand new levels :(



SilentSoD@Posted: Sat Aug 13, 2005 10:42 pm :
*Spoilers*


To turn off the lasers, when you reach the "water room" swim as far to the right as you can, go underwater, look around for a bit. There will be a room with lasers and a path around them to a control panel where you can turn off the lasers.

There's an easter egg in the room as well.

*/Spoilers*



Infernis@Posted: Sun Aug 14, 2005 6:52 am :
I've been there and I turned of the lasers in that room. But I'm referring to the lasers in the last room of the map. Where you take the lift down to the next level. How do you turn those of ?

I take it there is no way to open the door near the turret control computer ?



rcumps01@Posted: Sun Aug 14, 2005 8:37 pm :
Kiltron wrote:
The slowdowns people are getting from characters on screen is because this test release is aimed to test pushing characters using 2048x2048 texture maps down the pipe.
Just like to point out that using that size texture is ridiculous for ingame models right now.



SonicClang@Posted: Sun Aug 14, 2005 8:56 pm :
Well it seems as though I've tracked down the source of my massive slowdowns. My video card's fan took a dump on me and I nearly burned up my card. Luckily I tracked down the problem soon enough and I've been able to keep it cool with a mini fan until I get ahold of the manufacturer to find out if it's covered under warrantee. My Trackmania is playing again, and this mod plays just fine. There's some choppyness to it, but that'll get hammered out by final release i'm sure.



Infernis@Posted: Sun Aug 14, 2005 9:37 pm :
Regarding the slow downs. I seriously had some moments where it became annoying. My specs are:

P IV 3,2 GHZ
1024 MB DDR memory
Ati Radeon 9800 Pro 128 MB

Plus I'm running everything on low with a 640 * 480 resolution. I think it's ridiculous that I've got slow downs. I mean look at my specs !!!



SonicClang@Posted: Mon Aug 15, 2005 1:32 am : Doom3world • View topic - Quake II: Lost Marine QuakeCon 2005 Test Build Released

Doom3world

The world is yours! Doom 3 - Quake 4 - ET:QW - Prey - Rage
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PostPosted: Thu Aug 11, 2005 11:27 pm 
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picked up the chaingun

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Managed to install it after uninstalling ROE. But now I get this message:"ERROR: Couldn't load script/q2_quake2_main.q2script"

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PostPosted: Fri Aug 12, 2005 2:54 am 
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The first 10 posts have been the best...

Joined: Mon Jun 27, 2005 7:23 pm
Posts: 16
Kiltron, hope you don't mind but I'm going to start this post with another error I saw, this time in the supershotgun pump animation. When the action is being pumped backwards the hand pulls the forearm away from the gun, resulting in a small, but noticeable, error.

Image

As for the alignment issues, it may be a matter of preference to particular players, I can't speak for anyone else, but in my opinion the shotgun feels most "right" in terms of how it is aligned, I have the easiest time aiming with it without a crosshair. In opposition to this the supershotgun draws a line farther to the left and considerably lower than the shotgun. I have spliced a picture of the shotgun and supershotgun together to demonstrate this.

Image

The machine gun has the same issue as the supershotgun, perhaps its not so much poor alignment as inconsistency which is making this so noticeable to me. If I weren't lazy I'd post pictures of the DooM 3 weapons.

Image

Hope this helps, I had a great time playing through this first test build. Thanks for your time and work.

Edited because I forget to remove particular words when I change grammar and thus sentences read oddly.


Last edited by SilentSoD on Sat Aug 13, 2005 9:18 pm, edited 1 time in total.

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PostPosted: Fri Aug 12, 2005 4:57 am 
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The first 10 posts have been the best...

Joined: Mon Jun 27, 2005 7:23 pm
Posts: 16
I also just made a new pk4 to see what a decent damage would be for the shotgun, don't think I'm going to mess with the other weapons right now. Setting the damage to ten allows for mostly one shot kills against the light guards and also seems to speed up gameplay. This really is just personal preference, however, and can be ignored at will. If you would be so kind could you tell me whether or not what I'm doing, editing your mod, is welcome or not? In the meantime, I'm going to see if I can change D3's shotgun script to make it yet more to my liking (I'm very new to all this and the earlier mod to the D3 shotgun script and def file actually worked so I'm going to see if this new idea does as well).


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PostPosted: Fri Aug 12, 2005 12:54 pm 
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picked up 200 ammo
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Joined: Thu Nov 25, 2004 7:11 pm
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Kiltron wrote:
- WinXP SP2
- NVIDIA GeForce4 TI 4600
...
The TI 4600 isn't a recommended card for D3 itself, though it does run it. I pushed the bar with the engine and mod by using many 2048's so anything less than a GF6800 and 512RAM isn't suggested. I targeted high end systems. GF6800-7800 1024-2048RAM. The mod itself doesn't run poorly, it just requires steeper hardware specs.

Crylar, updgrade D3 to the 1.3 Patch.

MY Doom3 is 1.3.1302 and up to date.
My graphic card is RADEON 9800 XT
I have 2 GB of RAM
So that didn't help too much...

I Get the same error with an other mod named shinyx wich pretty much just changes all textuers to some weird shader.

But plz halp me with this, I'm uber hot for this Q2 mod and need to try it.

_________________
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PostPosted: Fri Aug 12, 2005 7:06 pm 
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missed 400 shots

Joined: Wed Aug 11, 2004 10:47 pm
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Location: Madison, Wisconsin
Ahh, I didn't see this forum about the mod. Kiltron's site doesn't have a forum for discussing problems.

I'm really anxious to play this, but it is just soooooooo choppy, I can't do anything. There are parts where it runs ok, like underneath in the crawl space in the first level. But anytime there's anything special on screen it runs at less than 1 fps. By the time I "wake up" from the choppyness I'm either dead or nearly dead from enemies. Anytime there's an enemy on the screen especially it's just crawling!

I'm very intersted to know if anyone else is having the same problem. Doom 3 runs smooth as silk on my computer. Every game I run does. I even set the specs as low as I could get them and it still just crawled along. I couldn't get past the first level.

My PC is:
P4 2.0 gig
1 gig ram
GeForce fx 5900 128 megs ram

_________________
"65% nerd."
My latest project http://www.monster-clip.com/quakemod/quakemod.htm
Make sure to check out http://cdoom.d3files.com
http://www.myspace.com/sonicclangmusic


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PostPosted: Fri Aug 12, 2005 8:47 pm 
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Atleast it runs for you !!!

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PostPosted: Fri Aug 12, 2005 9:09 pm 
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missed 400 shots
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Location: In Yo Momma
Crylar, the only possible explanation is you don't have D3 patched properly to 1.3. The Wrong .dll API issue is that problem. Trying to run 1.3 gamecode with a 1.2 installation won't work.

The slowdowns people are getting from characters on screen is because this test release is aimed to test pushing characters using 2048x2048 texture maps down the pipe. That's why I say using a GeForce 6800 or equivalent or higher is recommended. That is D3's recommended card, and we're pushing just a little bit further using those texture sizes. This isn't on all surfaces, just the characters.

GeForce fx 5900 128 megs ram

That's not really going to perform well. Nothing against your card, but that's just how the mod is.


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PostPosted: Fri Aug 12, 2005 9:17 pm 
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picked up the chaingun

Joined: Tue Dec 28, 2004 2:19 pm
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What about my problems Kiltron ?

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PostPosted: Sat Aug 13, 2005 12:51 am 
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TheJugglah, can you post a copy of the console text that is printing when you get that error?


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PostPosted: Sat Aug 13, 2005 1:33 am 
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missed 400 shots

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Kiltron, any plans on getting a lower poly version for people like me? ya know... the majority of people playing Doom 3. Are the models really THAT good that they need to be that high?

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PostPosted: Sat Aug 13, 2005 2:40 am 
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The first 10 posts have been the best...

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It's not the models themselves, as I understand it they're "low-poly" just like vanilla DooM 3's, but the textures which they're applying to the models are considerably larger than normal.

Since I seem to be the only one here running it exceptionally well, unless I missed a post or two, I figure I'll put my relevant specs up. Kiltron knows what he's talking about when he recommends 6800 on up.

Althon 64 3500+
GeForce 6800GT
1GB PC3200

High Quality at 1024*768, 4xAA


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PostPosted: Sat Aug 13, 2005 3:15 am 
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@SonicClang: Yeah i would say it's definately the graphics card, with 128 MB ram the performance hit is huge on anything but low quality (in my case at least, nvidia 6800).


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PostPosted: Sat Aug 13, 2005 1:53 pm 
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missed 400 shots

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low quality is what I'm playing on. everything turned off, including shadows.

The first level never runs more than 15 fps, and that's if I'm ducking my head in a corner. Most of the time it's less than 1 fps.

The second level actually runs pretty damn well except for the outside area.

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PostPosted: Sat Aug 13, 2005 10:23 pm 
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picked up the chaingun

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Maybe it's because it's late and I'm tired. Or maybe I'm just stupid but when you start in the first map, you can take two routes. Crawling beneath the rock to get to the broken elevator room or shoot the window and crawl down to end up in the water room.

I did the last but after you jumped in the water there is no way of returning. This wouldn't be a problem but the door leading back to the beginning is locked [the one with the turret operation panel next to it]. Since I wasn't able to deactive the red lasers I figured I must have missed something, but after some searching it appeared the only way of getting back to the beginning was using "Noclip" to get through the door.

I didn't find anything special so how do you put the red lasers of ? I eventually used God mode to get through and I hate cheating.

Also the site mentions that the mod wouldn't be a clone, but this sure as hell looks and plays a lot like Quake 2 to me. I'd hoped to see brand new levels :(

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PostPosted: Sat Aug 13, 2005 10:42 pm 
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The first 10 posts have been the best...

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*Spoilers*


To turn off the lasers, when you reach the "water room" swim as far to the right as you can, go underwater, look around for a bit. There will be a room with lasers and a path around them to a control panel where you can turn off the lasers.

There's an easter egg in the room as well.

*/Spoilers*


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PostPosted: Sun Aug 14, 2005 6:52 am 
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picked up the chaingun

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I've been there and I turned of the lasers in that room. But I'm referring to the lasers in the last room of the map. Where you take the lift down to the next level. How do you turn those of ?

I take it there is no way to open the door near the turret control computer ?

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PostPosted: Sun Aug 14, 2005 8:37 pm 
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picked up a pistol

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Kiltron wrote:
The slowdowns people are getting from characters on screen is because this test release is aimed to test pushing characters using 2048x2048 texture maps down the pipe.
Just like to point out that using that size texture is ridiculous for ingame models right now.


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PostPosted: Sun Aug 14, 2005 8:56 pm 
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missed 400 shots

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Well it seems as though I've tracked down the source of my massive slowdowns. My video card's fan took a dump on me and I nearly burned up my card. Luckily I tracked down the problem soon enough and I've been able to keep it cool with a mini fan until I get ahold of the manufacturer to find out if it's covered under warrantee. My Trackmania is playing again, and this mod plays just fine. There's some choppyness to it, but that'll get hammered out by final release i'm sure.

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PostPosted: Sun Aug 14, 2005 9:37 pm 
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picked up the chaingun

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Regarding the slow downs. I seriously had some moments where it became annoying. My specs are:

P IV 3,2 GHZ
1024 MB DDR memory
Ati Radeon 9800 Pro 128 MB

Plus I'm running everything on low with a 640 * 480 resolution. I think it's ridiculous that I've got slow downs. I mean look at my specs !!!

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PostPosted: Mon Aug 15, 2005 1:32 am 
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missed 400 shots



Infernis@Posted: Thu Aug 11, 2005 11:27 pm :
Managed to install it after uninstalling ROE. But now I get this message:"ERROR: Couldn't load script/q2_quake2_main.q2script"



SilentSoD@Posted: Fri Aug 12, 2005 2:54 am :
Kiltron, hope you don't mind but I'm going to start this post with another error I saw, this time in the supershotgun pump animation. When the action is being pumped backwards the hand pulls the forearm away from the gun, resulting in a small, but noticeable, error.

Image

As for the alignment issues, it may be a matter of preference to particular players, I can't speak for anyone else, but in my opinion the shotgun feels most "right" in terms of how it is aligned, I have the easiest time aiming with it without a crosshair. In opposition to this the supershotgun draws a line farther to the left and considerably lower than the shotgun. I have spliced a picture of the shotgun and supershotgun together to demonstrate this.

Image

The machine gun has the same issue as the supershotgun, perhaps its not so much poor alignment as inconsistency which is making this so noticeable to me. If I weren't lazy I'd post pictures of the DooM 3 weapons.

Image

Hope this helps, I had a great time playing through this first test build. Thanks for your time and work.

Edited because I forget to remove particular words when I change grammar and thus sentences read oddly.



SilentSoD@Posted: Fri Aug 12, 2005 4:57 am :
I also just made a new pk4 to see what a decent damage would be for the shotgun, don't think I'm going to mess with the other weapons right now. Setting the damage to ten allows for mostly one shot kills against the light guards and also seems to speed up gameplay. This really is just personal preference, however, and can be ignored at will. If you would be so kind could you tell me whether or not what I'm doing, editing your mod, is welcome or not? In the meantime, I'm going to see if I can change D3's shotgun script to make it yet more to my liking (I'm very new to all this and the earlier mod to the D3 shotgun script and def file actually worked so I'm going to see if this new idea does as well).



Crylar@Posted: Fri Aug 12, 2005 12:54 pm :
Kiltron wrote:
- WinXP SP2
- NVIDIA GeForce4 TI 4600
...
The TI 4600 isn't a recommended card for D3 itself, though it does run it. I pushed the bar with the engine and mod by using many 2048's so anything less than a GF6800 and 512RAM isn't suggested. I targeted high end systems. GF6800-7800 1024-2048RAM. The mod itself doesn't run poorly, it just requires steeper hardware specs.

Crylar, updgrade D3 to the 1.3 Patch.

MY Doom3 is 1.3.1302 and up to date.
My graphic card is RADEON 9800 XT
I have 2 GB of RAM
So that didn't help too much...

I Get the same error with an other mod named shinyx wich pretty much just changes all textuers to some weird shader.

But plz halp me with this, I'm uber hot for this Q2 mod and need to try it.



SonicClang@Posted: Fri Aug 12, 2005 7:06 pm :
Ahh, I didn't see this forum about the mod. Kiltron's site doesn't have a forum for discussing problems.

I'm really anxious to play this, but it is just soooooooo choppy, I can't do anything. There are parts where it runs ok, like underneath in the crawl space in the first level. But anytime there's anything special on screen it runs at less than 1 fps. By the time I "wake up" from the choppyness I'm either dead or nearly dead from enemies. Anytime there's an enemy on the screen especially it's just crawling!

I'm very intersted to know if anyone else is having the same problem. Doom 3 runs smooth as silk on my computer. Every game I run does. I even set the specs as low as I could get them and it still just crawled along. I couldn't get past the first level.

My PC is:
P4 2.0 gig
1 gig ram
GeForce fx 5900 128 megs ram



Infernis@Posted: Fri Aug 12, 2005 8:47 pm :
Atleast it runs for you !!!



Kiltron@Posted: Fri Aug 12, 2005 9:09 pm :
Crylar, the only possible explanation is you don't have D3 patched properly to 1.3. The Wrong .dll API issue is that problem. Trying to run 1.3 gamecode with a 1.2 installation won't work.

The slowdowns people are getting from characters on screen is because this test release is aimed to test pushing characters using 2048x2048 texture maps down the pipe. That's why I say using a GeForce 6800 or equivalent or higher is recommended. That is D3's recommended card, and we're pushing just a little bit further using those texture sizes. This isn't on all surfaces, just the characters.

GeForce fx 5900 128 megs ram

That's not really going to perform well. Nothing against your card, but that's just how the mod is.



Infernis@Posted: Fri Aug 12, 2005 9:17 pm :
What about my problems Kiltron ?



Kiltron@Posted: Sat Aug 13, 2005 12:51 am :
TheJugglah, can you post a copy of the console text that is printing when you get that error?



SonicClang@Posted: Sat Aug 13, 2005 1:33 am :
Kiltron, any plans on getting a lower poly version for people like me? ya know... the majority of people playing Doom 3. Are the models really THAT good that they need to be that high?



SilentSoD@Posted: Sat Aug 13, 2005 2:40 am :
It's not the models themselves, as I understand it they're "low-poly" just like vanilla DooM 3's, but the textures which they're applying to the models are considerably larger than normal.

Since I seem to be the only one here running it exceptionally well, unless I missed a post or two, I figure I'll put my relevant specs up. Kiltron knows what he's talking about when he recommends 6800 on up.

Althon 64 3500+
GeForce 6800GT
1GB PC3200

High Quality at 1024*768, 4xAA



AO@Posted: Sat Aug 13, 2005 3:15 am :
@SonicClang: Yeah i would say it's definately the graphics card, with 128 MB ram the performance hit is huge on anything but low quality (in my case at least, nvidia 6800).



SonicClang@Posted: Sat Aug 13, 2005 1:53 pm :
low quality is what I'm playing on. everything turned off, including shadows.

The first level never runs more than 15 fps, and that's if I'm ducking my head in a corner. Most of the time it's less than 1 fps.

The second level actually runs pretty damn well except for the outside area.



Infernis@Posted: Sat Aug 13, 2005 10:23 pm :
Maybe it's because it's late and I'm tired. Or maybe I'm just stupid but when you start in the first map, you can take two routes. Crawling beneath the rock to get to the broken elevator room or shoot the window and crawl down to end up in the water room.

I did the last but after you jumped in the water there is no way of returning. This wouldn't be a problem but the door leading back to the beginning is locked [the one with the turret operation panel next to it]. Since I wasn't able to deactive the red lasers I figured I must have missed something, but after some searching it appeared the only way of getting back to the beginning was using "Noclip" to get through the door.

I didn't find anything special so how do you put the red lasers of ? I eventually used God mode to get through and I hate cheating.

Also the site mentions that the mod wouldn't be a clone, but this sure as hell looks and plays a lot like Quake 2 to me. I'd hoped to see brand new levels :(



SilentSoD@Posted: Sat Aug 13, 2005 10:42 pm :
*Spoilers*


To turn off the lasers, when you reach the "water room" swim as far to the right as you can, go underwater, look around for a bit. There will be a room with lasers and a path around them to a control panel where you can turn off the lasers.

There's an easter egg in the room as well.

*/Spoilers*



Infernis@Posted: Sun Aug 14, 2005 6:52 am :
I've been there and I turned of the lasers in that room. But I'm referring to the lasers in the last room of the map. Where you take the lift down to the next level. How do you turn those of ?

I take it there is no way to open the door near the turret control computer ?



rcumps01@Posted: Sun Aug 14, 2005 8:37 pm :
Kiltron wrote:
The slowdowns people are getting from characters on screen is because this test release is aimed to test pushing characters using 2048x2048 texture maps down the pipe.
Just like to point out that using that size texture is ridiculous for ingame models right now.



SonicClang@Posted: Sun Aug 14, 2005 8:56 pm :
Well it seems as though I've tracked down the source of my massive slowdowns. My video card's fan took a dump on me and I nearly burned up my card. Luckily I tracked down the problem soon enough and I've been able to keep it cool with a mini fan until I get ahold of the manufacturer to find out if it's covered under warrantee. My Trackmania is playing again, and this mod plays just fine. There's some choppyness to it, but that'll get hammered out by final release i'm sure.



Infernis@Posted: Sun Aug 14, 2005 9:37 pm :
Regarding the slow downs. I seriously had some moments where it became annoying. My specs are:

P IV 3,2 GHZ
1024 MB DDR memory
Ati Radeon 9800 Pro 128 MB

Plus I'm running everything on low with a 640 * 480 resolution. I think it's ridiculous that I've got slow downs. I mean look at my specs !!!



SonicClang@Posted: Mon Aug 15, 2005 1:32 am : Doom3world • View topic - Quake II: Lost Marine QuakeCon 2005 Test Build Released

Doom3world

The world is yours! Doom 3 - Quake 4 - ET:QW - Prey - Rage
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PostPosted: Thu Aug 11, 2005 11:27 pm 
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picked up the chaingun

Joined: Tue Dec 28, 2004 2:19 pm
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Managed to install it after uninstalling ROE. But now I get this message:"ERROR: Couldn't load script/q2_quake2_main.q2script"

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PostPosted: Fri Aug 12, 2005 2:54 am 
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The first 10 posts have been the best...

Joined: Mon Jun 27, 2005 7:23 pm
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Kiltron, hope you don't mind but I'm going to start this post with another error I saw, this time in the supershotgun pump animation. When the action is being pumped backwards the hand pulls the forearm away from the gun, resulting in a small, but noticeable, error.

Image

As for the alignment issues, it may be a matter of preference to particular players, I can't speak for anyone else, but in my opinion the shotgun feels most "right" in terms of how it is aligned, I have the easiest time aiming with it without a crosshair. In opposition to this the supershotgun draws a line farther to the left and considerably lower than the shotgun. I have spliced a picture of the shotgun and supershotgun together to demonstrate this.

Image

The machine gun has the same issue as the supershotgun, perhaps its not so much poor alignment as inconsistency which is making this so noticeable to me. If I weren't lazy I'd post pictures of the DooM 3 weapons.

Image

Hope this helps, I had a great time playing through this first test build. Thanks for your time and work.

Edited because I forget to remove particular words when I change grammar and thus sentences read oddly.


Last edited by SilentSoD on Sat Aug 13, 2005 9:18 pm, edited 1 time in total.

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PostPosted: Fri Aug 12, 2005 4:57 am 
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The first 10 posts have been the best...

Joined: Mon Jun 27, 2005 7:23 pm
Posts: 16
I also just made a new pk4 to see what a decent damage would be for the shotgun, don't think I'm going to mess with the other weapons right now. Setting the damage to ten allows for mostly one shot kills against the light guards and also seems to speed up gameplay. This really is just personal preference, however, and can be ignored at will. If you would be so kind could you tell me whether or not what I'm doing, editing your mod, is welcome or not? In the meantime, I'm going to see if I can change D3's shotgun script to make it yet more to my liking (I'm very new to all this and the earlier mod to the D3 shotgun script and def file actually worked so I'm going to see if this new idea does as well).


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PostPosted: Fri Aug 12, 2005 12:54 pm 
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picked up 200 ammo
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Kiltron wrote:
- WinXP SP2
- NVIDIA GeForce4 TI 4600
...
The TI 4600 isn't a recommended card for D3 itself, though it does run it. I pushed the bar with the engine and mod by using many 2048's so anything less than a GF6800 and 512RAM isn't suggested. I targeted high end systems. GF6800-7800 1024-2048RAM. The mod itself doesn't run poorly, it just requires steeper hardware specs.

Crylar, updgrade D3 to the 1.3 Patch.

MY Doom3 is 1.3.1302 and up to date.
My graphic card is RADEON 9800 XT
I have 2 GB of RAM
So that didn't help too much...

I Get the same error with an other mod named shinyx wich pretty much just changes all textuers to some weird shader.

But plz halp me with this, I'm uber hot for this Q2 mod and need to try it.

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PostPosted: Fri Aug 12, 2005 7:06 pm 
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missed 400 shots

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Ahh, I didn't see this forum about the mod. Kiltron's site doesn't have a forum for discussing problems.

I'm really anxious to play this, but it is just soooooooo choppy, I can't do anything. There are parts where it runs ok, like underneath in the crawl space in the first level. But anytime there's anything special on screen it runs at less than 1 fps. By the time I "wake up" from the choppyness I'm either dead or nearly dead from enemies. Anytime there's an enemy on the screen especially it's just crawling!

I'm very intersted to know if anyone else is having the same problem. Doom 3 runs smooth as silk on my computer. Every game I run does. I even set the specs as low as I could get them and it still just crawled along. I couldn't get past the first level.

My PC is:
P4 2.0 gig
1 gig ram
GeForce fx 5900 128 megs ram

_________________
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My latest project http://www.monster-clip.com/quakemod/quakemod.htm
Make sure to check out http://cdoom.d3files.com
http://www.myspace.com/sonicclangmusic


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PostPosted: Fri Aug 12, 2005 8:47 pm 
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Atleast it runs for you !!!

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PostPosted: Fri Aug 12, 2005 9:09 pm 
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missed 400 shots
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Location: In Yo Momma
Crylar, the only possible explanation is you don't have D3 patched properly to 1.3. The Wrong .dll API issue is that problem. Trying to run 1.3 gamecode with a 1.2 installation won't work.

The slowdowns people are getting from characters on screen is because this test release is aimed to test pushing characters using 2048x2048 texture maps down the pipe. That's why I say using a GeForce 6800 or equivalent or higher is recommended. That is D3's recommended card, and we're pushing just a little bit further using those texture sizes. This isn't on all surfaces, just the characters.

GeForce fx 5900 128 megs ram

That's not really going to perform well. Nothing against your card, but that's just how the mod is.


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PostPosted: Fri Aug 12, 2005 9:17 pm 
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picked up the chaingun

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What about my problems Kiltron ?

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PostPosted: Sat Aug 13, 2005 12:51 am 
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TheJugglah, can you post a copy of the console text that is printing when you get that error?


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PostPosted: Sat Aug 13, 2005 1:33 am 
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missed 400 shots

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Kiltron, any plans on getting a lower poly version for people like me? ya know... the majority of people playing Doom 3. Are the models really THAT good that they need to be that high?

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PostPosted: Sat Aug 13, 2005 2:40 am 
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The first 10 posts have been the best...

Joined: Mon Jun 27, 2005 7:23 pm
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It's not the models themselves, as I understand it they're "low-poly" just like vanilla DooM 3's, but the textures which they're applying to the models are considerably larger than normal.

Since I seem to be the only one here running it exceptionally well, unless I missed a post or two, I figure I'll put my relevant specs up. Kiltron knows what he's talking about when he recommends 6800 on up.

Althon 64 3500+
GeForce 6800GT
1GB PC3200

High Quality at 1024*768, 4xAA


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PostPosted: Sat Aug 13, 2005 3:15 am 
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picked up 100 armour

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@SonicClang: Yeah i would say it's definately the graphics card, with 128 MB ram the performance hit is huge on anything but low quality (in my case at least, nvidia 6800).


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PostPosted: Sat Aug 13, 2005 1:53 pm 
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missed 400 shots

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low quality is what I'm playing on. everything turned off, including shadows.

The first level never runs more than 15 fps, and that's if I'm ducking my head in a corner. Most of the time it's less than 1 fps.

The second level actually runs pretty damn well except for the outside area.

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PostPosted: Sat Aug 13, 2005 10:23 pm 
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picked up the chaingun

Joined: Tue Dec 28, 2004 2:19 pm
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Maybe it's because it's late and I'm tired. Or maybe I'm just stupid but when you start in the first map, you can take two routes. Crawling beneath the rock to get to the broken elevator room or shoot the window and crawl down to end up in the water room.

I did the last but after you jumped in the water there is no way of returning. This wouldn't be a problem but the door leading back to the beginning is locked [the one with the turret operation panel next to it]. Since I wasn't able to deactive the red lasers I figured I must have missed something, but after some searching it appeared the only way of getting back to the beginning was using "Noclip" to get through the door.

I didn't find anything special so how do you put the red lasers of ? I eventually used God mode to get through and I hate cheating.

Also the site mentions that the mod wouldn't be a clone, but this sure as hell looks and plays a lot like Quake 2 to me. I'd hoped to see brand new levels :(

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 Post subject:
PostPosted: Sat Aug 13, 2005 10:42 pm 
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The first 10 posts have been the best...

Joined: Mon Jun 27, 2005 7:23 pm
Posts: 16
*Spoilers*


To turn off the lasers, when you reach the "water room" swim as far to the right as you can, go underwater, look around for a bit. There will be a room with lasers and a path around them to a control panel where you can turn off the lasers.

There's an easter egg in the room as well.

*/Spoilers*


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PostPosted: Sun Aug 14, 2005 6:52 am 
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picked up the chaingun

Joined: Tue Dec 28, 2004 2:19 pm
Posts: 182
I've been there and I turned of the lasers in that room. But I'm referring to the lasers in the last room of the map. Where you take the lift down to the next level. How do you turn those of ?

I take it there is no way to open the door near the turret control computer ?

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 Post subject:
PostPosted: Sun Aug 14, 2005 8:37 pm 
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picked up a pistol

Joined: Tue Nov 30, 2004 12:57 pm
Posts: 65
Kiltron wrote:
The slowdowns people are getting from characters on screen is because this test release is aimed to test pushing characters using 2048x2048 texture maps down the pipe.
Just like to point out that using that size texture is ridiculous for ingame models right now.


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 Post subject:
PostPosted: Sun Aug 14, 2005 8:56 pm 
Offline
missed 400 shots

Joined: Wed Aug 11, 2004 10:47 pm
Posts: 460
Location: Madison, Wisconsin
Well it seems as though I've tracked down the source of my massive slowdowns. My video card's fan took a dump on me and I nearly burned up my card. Luckily I tracked down the problem soon enough and I've been able to keep it cool with a mini fan until I get ahold of the manufacturer to find out if it's covered under warrantee. My Trackmania is playing again, and this mod plays just fine. There's some choppyness to it, but that'll get hammered out by final release i'm sure.

_________________
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My latest project http://www.monster-clip.com/quakemod/quakemod.htm
Make sure to check out http://cdoom.d3files.com
http://www.myspace.com/sonicclangmusic


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PostPosted: Sun Aug 14, 2005 9:37 pm 
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picked up the chaingun

Joined: Tue Dec 28, 2004 2:19 pm
Posts: 182
Regarding the slow downs. I seriously had some moments where it became annoying. My specs are:

P IV 3,2 GHZ
1024 MB DDR memory
Ati Radeon 9800 Pro 128 MB

Plus I'm running everything on low with a 640 * 480 resolution. I think it's ridiculous that I've got slow downs. I mean look at my specs !!!

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 Post subject:
PostPosted: Mon Aug 15, 2005 1:32 am 
>
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missed 400 shots



Infernis@Posted: Thu Aug 11, 2005 11:27 pm :
Managed to install it after uninstalling ROE. But now I get this message:"ERROR: Couldn't load script/q2_quake2_main.q2script"



SilentSoD@Posted: Fri Aug 12, 2005 2:54 am :
Kiltron, hope you don't mind but I'm going to start this post with another error I saw, this time in the supershotgun pump animation. When the action is being pumped backwards the hand pulls the forearm away from the gun, resulting in a small, but noticeable, error.

Image

As for the alignment issues, it may be a matter of preference to particular players, I can't speak for anyone else, but in my opinion the shotgun feels most "right" in terms of how it is aligned, I have the easiest time aiming with it without a crosshair. In opposition to this the supershotgun draws a line farther to the left and considerably lower than the shotgun. I have spliced a picture of the shotgun and supershotgun together to demonstrate this.

Image

The machine gun has the same issue as the supershotgun, perhaps its not so much poor alignment as inconsistency which is making this so noticeable to me. If I weren't lazy I'd post pictures of the DooM 3 weapons.

Image

Hope this helps, I had a great time playing through this first test build. Thanks for your time and work.

Edited because I forget to remove particular words when I change grammar and thus sentences read oddly.



SilentSoD@Posted: Fri Aug 12, 2005 4:57 am :
I also just made a new pk4 to see what a decent damage would be for the shotgun, don't think I'm going to mess with the other weapons right now. Setting the damage to ten allows for mostly one shot kills against the light guards and also seems to speed up gameplay. This really is just personal preference, however, and can be ignored at will. If you would be so kind could you tell me whether or not what I'm doing, editing your mod, is welcome or not? In the meantime, I'm going to see if I can change D3's shotgun script to make it yet more to my liking (I'm very new to all this and the earlier mod to the D3 shotgun script and def file actually worked so I'm going to see if this new idea does as well).



Crylar@Posted: Fri Aug 12, 2005 12:54 pm :
Kiltron wrote:
- WinXP SP2
- NVIDIA GeForce4 TI 4600
...
The TI 4600 isn't a recommended card for D3 itself, though it does run it. I pushed the bar with the engine and mod by using many 2048's so anything less than a GF6800 and 512RAM isn't suggested. I targeted high end systems. GF6800-7800 1024-2048RAM. The mod itself doesn't run poorly, it just requires steeper hardware specs.

Crylar, updgrade D3 to the 1.3 Patch.

MY Doom3 is 1.3.1302 and up to date.
My graphic card is RADEON 9800 XT
I have 2 GB of RAM
So that didn't help too much...

I Get the same error with an other mod named shinyx wich pretty much just changes all textuers to some weird shader.

But plz halp me with this, I'm uber hot for this Q2 mod and need to try it.



SonicClang@Posted: Fri Aug 12, 2005 7:06 pm :
Ahh, I didn't see this forum about the mod. Kiltron's site doesn't have a forum for discussing problems.

I'm really anxious to play this, but it is just soooooooo choppy, I can't do anything. There are parts where it runs ok, like underneath in the crawl space in the first level. But anytime there's anything special on screen it runs at less than 1 fps. By the time I "wake up" from the choppyness I'm either dead or nearly dead from enemies. Anytime there's an enemy on the screen especially it's just crawling!

I'm very intersted to know if anyone else is having the same problem. Doom 3 runs smooth as silk on my computer. Every game I run does. I even set the specs as low as I could get them and it still just crawled along. I couldn't get past the first level.

My PC is:
P4 2.0 gig
1 gig ram
GeForce fx 5900 128 megs ram



Infernis@Posted: Fri Aug 12, 2005 8:47 pm :
Atleast it runs for you !!!



Kiltron@Posted: Fri Aug 12, 2005 9:09 pm :
Crylar, the only possible explanation is you don't have D3 patched properly to 1.3. The Wrong .dll API issue is that problem. Trying to run 1.3 gamecode with a 1.2 installation won't work.

The slowdowns people are getting from characters on screen is because this test release is aimed to test pushing characters using 2048x2048 texture maps down the pipe. That's why I say using a GeForce 6800 or equivalent or higher is recommended. That is D3's recommended card, and we're pushing just a little bit further using those texture sizes. This isn't on all surfaces, just the characters.

GeForce fx 5900 128 megs ram

That's not really going to perform well. Nothing against your card, but that's just how the mod is.



Infernis@Posted: Fri Aug 12, 2005 9:17 pm :
What about my problems Kiltron ?



Kiltron@Posted: Sat Aug 13, 2005 12:51 am :
TheJugglah, can you post a copy of the console text that is printing when you get that error?



SonicClang@Posted: Sat Aug 13, 2005 1:33 am :
Kiltron, any plans on getting a lower poly version for people like me? ya know... the majority of people playing Doom 3. Are the models really THAT good that they need to be that high?



SilentSoD@Posted: Sat Aug 13, 2005 2:40 am :
It's not the models themselves, as I understand it they're "low-poly" just like vanilla DooM 3's, but the textures which they're applying to the models are considerably larger than normal.

Since I seem to be the only one here running it exceptionally well, unless I missed a post or two, I figure I'll put my relevant specs up. Kiltron knows what he's talking about when he recommends 6800 on up.

Althon 64 3500+
GeForce 6800GT
1GB PC3200

High Quality at 1024*768, 4xAA



AO@Posted: Sat Aug 13, 2005 3:15 am :
@SonicClang: Yeah i would say it's definately the graphics card, with 128 MB ram the performance hit is huge on anything but low quality (in my case at least, nvidia 6800).



SonicClang@Posted: Sat Aug 13, 2005 1:53 pm :
low quality is what I'm playing on. everything turned off, including shadows.

The first level never runs more than 15 fps, and that's if I'm ducking my head in a corner. Most of the time it's less than 1 fps.

The second level actually runs pretty damn well except for the outside area.



Infernis@Posted: Sat Aug 13, 2005 10:23 pm :
Maybe it's because it's late and I'm tired. Or maybe I'm just stupid but when you start in the first map, you can take two routes. Crawling beneath the rock to get to the broken elevator room or shoot the window and crawl down to end up in the water room.

I did the last but after you jumped in the water there is no way of returning. This wouldn't be a problem but the door leading back to the beginning is locked [the one with the turret operation panel next to it]. Since I wasn't able to deactive the red lasers I figured I must have missed something, but after some searching it appeared the only way of getting back to the beginning was using "Noclip" to get through the door.

I didn't find anything special so how do you put the red lasers of ? I eventually used God mode to get through and I hate cheating.

Also the site mentions that the mod wouldn't be a clone, but this sure as hell looks and plays a lot like Quake 2 to me. I'd hoped to see brand new levels :(



SilentSoD@Posted: Sat Aug 13, 2005 10:42 pm :
*Spoilers*


To turn off the lasers, when you reach the "water room" swim as far to the right as you can, go underwater, look around for a bit. There will be a room with lasers and a path around them to a control panel where you can turn off the lasers.

There's an easter egg in the room as well.

*/Spoilers*



Infernis@Posted: Sun Aug 14, 2005 6:52 am :
I've been there and I turned of the lasers in that room. But I'm referring to the lasers in the last room of the map. Where you take the lift down to the next level. How do you turn those of ?

I take it there is no way to open the door near the turret control computer ?



rcumps01@Posted: Sun Aug 14, 2005 8:37 pm :
Kiltron wrote:
The slowdowns people are getting from characters on screen is because this test release is aimed to test pushing characters using 2048x2048 texture maps down the pipe.
Just like to point out that using that size texture is ridiculous for ingame models right now.



SonicClang@Posted: Sun Aug 14, 2005 8:56 pm :
Well it seems as though I've tracked down the source of my massive slowdowns. My video card's fan took a dump on me and I nearly burned up my card. Luckily I tracked down the problem soon enough and I've been able to keep it cool with a mini fan until I get ahold of the manufacturer to find out if it's covered under warrantee. My Trackmania is playing again, and this mod plays just fine. There's some choppyness to it, but that'll get hammered out by final release i'm sure.



Infernis@Posted: Sun Aug 14, 2005 9:37 pm :
Regarding the slow downs. I seriously had some moments where it became annoying. My specs are:

P IV 3,2 GHZ
1024 MB DDR memory
Ati Radeon 9800 Pro 128 MB

Plus I'm running everything on low with a 640 * 480 resolution. I think it's ridiculous that I've got slow downs. I mean look at my specs !!!



SonicClang@Posted: Mon Aug 15, 2005 1:32 am : Doom3world • View topic - Quake II: Lost Marine QuakeCon 2005 Test Build Released

Doom3world

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PostPosted: Thu Aug 11, 2005 11:27 pm 
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picked up the chaingun

Joined: Tue Dec 28, 2004 2:19 pm
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Managed to install it after uninstalling ROE. But now I get this message:"ERROR: Couldn't load script/q2_quake2_main.q2script"

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PostPosted: Fri Aug 12, 2005 2:54 am 
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The first 10 posts have been the best...

Joined: Mon Jun 27, 2005 7:23 pm
Posts: 16
Kiltron, hope you don't mind but I'm going to start this post with another error I saw, this time in the supershotgun pump animation. When the action is being pumped backwards the hand pulls the forearm away from the gun, resulting in a small, but noticeable, error.

Image

As for the alignment issues, it may be a matter of preference to particular players, I can't speak for anyone else, but in my opinion the shotgun feels most "right" in terms of how it is aligned, I have the easiest time aiming with it without a crosshair. In opposition to this the supershotgun draws a line farther to the left and considerably lower than the shotgun. I have spliced a picture of the shotgun and supershotgun together to demonstrate this.

Image

The machine gun has the same issue as the supershotgun, perhaps its not so much poor alignment as inconsistency which is making this so noticeable to me. If I weren't lazy I'd post pictures of the DooM 3 weapons.

Image

Hope this helps, I had a great time playing through this first test build. Thanks for your time and work.

Edited because I forget to remove particular words when I change grammar and thus sentences read oddly.


Last edited by SilentSoD on Sat Aug 13, 2005 9:18 pm, edited 1 time in total.

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PostPosted: Fri Aug 12, 2005 4:57 am 
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The first 10 posts have been the best...

Joined: Mon Jun 27, 2005 7:23 pm
Posts: 16
I also just made a new pk4 to see what a decent damage would be for the shotgun, don't think I'm going to mess with the other weapons right now. Setting the damage to ten allows for mostly one shot kills against the light guards and also seems to speed up gameplay. This really is just personal preference, however, and can be ignored at will. If you would be so kind could you tell me whether or not what I'm doing, editing your mod, is welcome or not? In the meantime, I'm going to see if I can change D3's shotgun script to make it yet more to my liking (I'm very new to all this and the earlier mod to the D3 shotgun script and def file actually worked so I'm going to see if this new idea does as well).


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PostPosted: Fri Aug 12, 2005 12:54 pm 
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picked up 200 ammo
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Kiltron wrote:
- WinXP SP2
- NVIDIA GeForce4 TI 4600
...
The TI 4600 isn't a recommended card for D3 itself, though it does run it. I pushed the bar with the engine and mod by using many 2048's so anything less than a GF6800 and 512RAM isn't suggested. I targeted high end systems. GF6800-7800 1024-2048RAM. The mod itself doesn't run poorly, it just requires steeper hardware specs.

Crylar, updgrade D3 to the 1.3 Patch.

MY Doom3 is 1.3.1302 and up to date.
My graphic card is RADEON 9800 XT
I have 2 GB of RAM
So that didn't help too much...

I Get the same error with an other mod named shinyx wich pretty much just changes all textuers to some weird shader.

But plz halp me with this, I'm uber hot for this Q2 mod and need to try it.

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PostPosted: Fri Aug 12, 2005 7:06 pm 
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missed 400 shots

Joined: Wed Aug 11, 2004 10:47 pm
Posts: 460
Location: Madison, Wisconsin
Ahh, I didn't see this forum about the mod. Kiltron's site doesn't have a forum for discussing problems.

I'm really anxious to play this, but it is just soooooooo choppy, I can't do anything. There are parts where it runs ok, like underneath in the crawl space in the first level. But anytime there's anything special on screen it runs at less than 1 fps. By the time I "wake up" from the choppyness I'm either dead or nearly dead from enemies. Anytime there's an enemy on the screen especially it's just crawling!

I'm very intersted to know if anyone else is having the same problem. Doom 3 runs smooth as silk on my computer. Every game I run does. I even set the specs as low as I could get them and it still just crawled along. I couldn't get past the first level.

My PC is:
P4 2.0 gig
1 gig ram
GeForce fx 5900 128 megs ram

_________________
"65% nerd."
My latest project http://www.monster-clip.com/quakemod/quakemod.htm
Make sure to check out http://cdoom.d3files.com
http://www.myspace.com/sonicclangmusic


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PostPosted: Fri Aug 12, 2005 8:47 pm 
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picked up the chaingun

Joined: Tue Dec 28, 2004 2:19 pm
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Atleast it runs for you !!!

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PostPosted: Fri Aug 12, 2005 9:09 pm 
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missed 400 shots
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Location: In Yo Momma
Crylar, the only possible explanation is you don't have D3 patched properly to 1.3. The Wrong .dll API issue is that problem. Trying to run 1.3 gamecode with a 1.2 installation won't work.

The slowdowns people are getting from characters on screen is because this test release is aimed to test pushing characters using 2048x2048 texture maps down the pipe. That's why I say using a GeForce 6800 or equivalent or higher is recommended. That is D3's recommended card, and we're pushing just a little bit further using those texture sizes. This isn't on all surfaces, just the characters.

GeForce fx 5900 128 megs ram

That's not really going to perform well. Nothing against your card, but that's just how the mod is.


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PostPosted: Fri Aug 12, 2005 9:17 pm 
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picked up the chaingun

Joined: Tue Dec 28, 2004 2:19 pm
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What about my problems Kiltron ?

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PostPosted: Sat Aug 13, 2005 12:51 am 
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missed 400 shots
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TheJugglah, can you post a copy of the console text that is printing when you get that error?


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PostPosted: Sat Aug 13, 2005 1:33 am 
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missed 400 shots

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Kiltron, any plans on getting a lower poly version for people like me? ya know... the majority of people playing Doom 3. Are the models really THAT good that they need to be that high?

_________________
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My latest project http://www.monster-clip.com/quakemod/quakemod.htm
Make sure to check out http://cdoom.d3files.com
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PostPosted: Sat Aug 13, 2005 2:40 am 
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The first 10 posts have been the best...

Joined: Mon Jun 27, 2005 7:23 pm
Posts: 16
It's not the models themselves, as I understand it they're "low-poly" just like vanilla DooM 3's, but the textures which they're applying to the models are considerably larger than normal.

Since I seem to be the only one here running it exceptionally well, unless I missed a post or two, I figure I'll put my relevant specs up. Kiltron knows what he's talking about when he recommends 6800 on up.

Althon 64 3500+
GeForce 6800GT
1GB PC3200

High Quality at 1024*768, 4xAA


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PostPosted: Sat Aug 13, 2005 3:15 am 
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picked up 100 armour

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@SonicClang: Yeah i would say it's definately the graphics card, with 128 MB ram the performance hit is huge on anything but low quality (in my case at least, nvidia 6800).


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PostPosted: Sat Aug 13, 2005 1:53 pm 
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missed 400 shots

Joined: Wed Aug 11, 2004 10:47 pm
Posts: 460
Location: Madison, Wisconsin
low quality is what I'm playing on. everything turned off, including shadows.

The first level never runs more than 15 fps, and that's if I'm ducking my head in a corner. Most of the time it's less than 1 fps.

The second level actually runs pretty damn well except for the outside area.

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PostPosted: Sat Aug 13, 2005 10:23 pm 
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picked up the chaingun

Joined: Tue Dec 28, 2004 2:19 pm
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Maybe it's because it's late and I'm tired. Or maybe I'm just stupid but when you start in the first map, you can take two routes. Crawling beneath the rock to get to the broken elevator room or shoot the window and crawl down to end up in the water room.

I did the last but after you jumped in the water there is no way of returning. This wouldn't be a problem but the door leading back to the beginning is locked [the one with the turret operation panel next to it]. Since I wasn't able to deactive the red lasers I figured I must have missed something, but after some searching it appeared the only way of getting back to the beginning was using "Noclip" to get through the door.

I didn't find anything special so how do you put the red lasers of ? I eventually used God mode to get through and I hate cheating.

Also the site mentions that the mod wouldn't be a clone, but this sure as hell looks and plays a lot like Quake 2 to me. I'd hoped to see brand new levels :(

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 Post subject:
PostPosted: Sat Aug 13, 2005 10:42 pm 
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The first 10 posts have been the best...

Joined: Mon Jun 27, 2005 7:23 pm
Posts: 16
*Spoilers*


To turn off the lasers, when you reach the "water room" swim as far to the right as you can, go underwater, look around for a bit. There will be a room with lasers and a path around them to a control panel where you can turn off the lasers.

There's an easter egg in the room as well.

*/Spoilers*


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PostPosted: Sun Aug 14, 2005 6:52 am 
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picked up the chaingun

Joined: Tue Dec 28, 2004 2:19 pm
Posts: 183
I've been there and I turned of the lasers in that room. But I'm referring to the lasers in the last room of the map. Where you take the lift down to the next level. How do you turn those of ?

I take it there is no way to open the door near the turret control computer ?

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PostPosted: Sun Aug 14, 2005 8:37 pm 
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picked up a pistol

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Kiltron wrote:
The slowdowns people are getting from characters on screen is because this test release is aimed to test pushing characters using 2048x2048 texture maps down the pipe.
Just like to point out that using that size texture is ridiculous for ingame models right now.


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 Post subject:
PostPosted: Sun Aug 14, 2005 8:56 pm 
Offline
missed 400 shots

Joined: Wed Aug 11, 2004 10:47 pm
Posts: 460
Location: Madison, Wisconsin
Well it seems as though I've tracked down the source of my massive slowdowns. My video card's fan took a dump on me and I nearly burned up my card. Luckily I tracked down the problem soon enough and I've been able to keep it cool with a mini fan until I get ahold of the manufacturer to find out if it's covered under warrantee. My Trackmania is playing again, and this mod plays just fine. There's some choppyness to it, but that'll get hammered out by final release i'm sure.

_________________
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My latest project http://www.monster-clip.com/quakemod/quakemod.htm
Make sure to check out http://cdoom.d3files.com
http://www.myspace.com/sonicclangmusic


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 Post subject:
PostPosted: Sun Aug 14, 2005 9:37 pm 
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picked up the chaingun

Joined: Tue Dec 28, 2004 2:19 pm
Posts: 183
Regarding the slow downs. I seriously had some moments where it became annoying. My specs are:

P IV 3,2 GHZ
1024 MB DDR memory
Ati Radeon 9800 Pro 128 MB

Plus I'm running everything on low with a 640 * 480 resolution. I think it's ridiculous that I've got slow downs. I mean look at my specs !!!

_________________
Leveldesign.nl @ Your Service.


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 Profile  
 
 Post subject:
PostPosted: Mon Aug 15, 2005 1:32 am 
Offline
missed 400 shots



Infernis@Posted: Thu Aug 11, 2005 11:27 pm :
Managed to install it after uninstalling ROE. But now I get this message:"ERROR: Couldn't load script/q2_quake2_main.q2script"



SilentSoD@Posted: Fri Aug 12, 2005 2:54 am :
Kiltron, hope you don't mind but I'm going to start this post with another error I saw, this time in the supershotgun pump animation. When the action is being pumped backwards the hand pulls the forearm away from the gun, resulting in a small, but noticeable, error.

Image

As for the alignment issues, it may be a matter of preference to particular players, I can't speak for anyone else, but in my opinion the shotgun feels most "right" in terms of how it is aligned, I have the easiest time aiming with it without a crosshair. In opposition to this the supershotgun draws a line farther to the left and considerably lower than the shotgun. I have spliced a picture of the shotgun and supershotgun together to demonstrate this.

Image

The machine gun has the same issue as the supershotgun, perhaps its not so much poor alignment as inconsistency which is making this so noticeable to me. If I weren't lazy I'd post pictures of the DooM 3 weapons.

Image

Hope this helps, I had a great time playing through this first test build. Thanks for your time and work.

Edited because I forget to remove particular words when I change grammar and thus sentences read oddly.



SilentSoD@Posted: Fri Aug 12, 2005 4:57 am :
I also just made a new pk4 to see what a decent damage would be for the shotgun, don't think I'm going to mess with the other weapons right now. Setting the damage to ten allows for mostly one shot kills against the light guards and also seems to speed up gameplay. This really is just personal preference, however, and can be ignored at will. If you would be so kind could you tell me whether or not what I'm doing, editing your mod, is welcome or not? In the meantime, I'm going to see if I can change D3's shotgun script to make it yet more to my liking (I'm very new to all this and the earlier mod to the D3 shotgun script and def file actually worked so I'm going to see if this new idea does as well).



Crylar@Posted: Fri Aug 12, 2005 12:54 pm :
Kiltron wrote:
- WinXP SP2
- NVIDIA GeForce4 TI 4600
...
The TI 4600 isn't a recommended card for D3 itself, though it does run it. I pushed the bar with the engine and mod by using many 2048's so anything less than a GF6800 and 512RAM isn't suggested. I targeted high end systems. GF6800-7800 1024-2048RAM. The mod itself doesn't run poorly, it just requires steeper hardware specs.

Crylar, updgrade D3 to the 1.3 Patch.

MY Doom3 is 1.3.1302 and up to date.
My graphic card is RADEON 9800 XT
I have 2 GB of RAM
So that didn't help too much...

I Get the same error with an other mod named shinyx wich pretty much just changes all textuers to some weird shader.

But plz halp me with this, I'm uber hot for this Q2 mod and need to try it.



SonicClang@Posted: Fri Aug 12, 2005 7:06 pm :
Ahh, I didn't see this forum about the mod. Kiltron's site doesn't have a forum for discussing problems.

I'm really anxious to play this, but it is just soooooooo choppy, I can't do anything. There are parts where it runs ok, like underneath in the crawl space in the first level. But anytime there's anything special on screen it runs at less than 1 fps. By the time I "wake up" from the choppyness I'm either dead or nearly dead from enemies. Anytime there's an enemy on the screen especially it's just crawling!

I'm very intersted to know if anyone else is having the same problem. Doom 3 runs smooth as silk on my computer. Every game I run does. I even set the specs as low as I could get them and it still just crawled along. I couldn't get past the first level.

My PC is:
P4 2.0 gig
1 gig ram
GeForce fx 5900 128 megs ram



Infernis@Posted: Fri Aug 12, 2005 8:47 pm :
Atleast it runs for you !!!



Kiltron@Posted: Fri Aug 12, 2005 9:09 pm :
Crylar, the only possible explanation is you don't have D3 patched properly to 1.3. The Wrong .dll API issue is that problem. Trying to run 1.3 gamecode with a 1.2 installation won't work.

The slowdowns people are getting from characters on screen is because this test release is aimed to test pushing characters using 2048x2048 texture maps down the pipe. That's why I say using a GeForce 6800 or equivalent or higher is recommended. That is D3's recommended card, and we're pushing just a little bit further using those texture sizes. This isn't on all surfaces, just the characters.

GeForce fx 5900 128 megs ram

That's not really going to perform well. Nothing against your card, but that's just how the mod is.



Infernis@Posted: Fri Aug 12, 2005 9:17 pm :
What about my problems Kiltron ?



Kiltron@Posted: Sat Aug 13, 2005 12:51 am :
TheJugglah, can you post a copy of the console text that is printing when you get that error?



SonicClang@Posted: Sat Aug 13, 2005 1:33 am :
Kiltron, any plans on getting a lower poly version for people like me? ya know... the majority of people playing Doom 3. Are the models really THAT good that they need to be that high?



SilentSoD@Posted: Sat Aug 13, 2005 2:40 am :
It's not the models themselves, as I understand it they're "low-poly" just like vanilla DooM 3's, but the textures which they're applying to the models are considerably larger than normal.

Since I seem to be the only one here running it exceptionally well, unless I missed a post or two, I figure I'll put my relevant specs up. Kiltron knows what he's talking about when he recommends 6800 on up.

Althon 64 3500+
GeForce 6800GT
1GB PC3200

High Quality at 1024*768, 4xAA



AO@Posted: Sat Aug 13, 2005 3:15 am :
@SonicClang: Yeah i would say it's definately the graphics card, with 128 MB ram the performance hit is huge on anything but low quality (in my case at least, nvidia 6800).



SonicClang@Posted: Sat Aug 13, 2005 1:53 pm :
low quality is what I'm playing on. everything turned off, including shadows.

The first level never runs more than 15 fps, and that's if I'm ducking my head in a corner. Most of the time it's less than 1 fps.

The second level actually runs pretty damn well except for the outside area.



Infernis@Posted: Sat Aug 13, 2005 10:23 pm :
Maybe it's because it's late and I'm tired. Or maybe I'm just stupid but when you start in the first map, you can take two routes. Crawling beneath the rock to get to the broken elevator room or shoot the window and crawl down to end up in the water room.

I did the last but after you jumped in the water there is no way of returning. This wouldn't be a problem but the door leading back to the beginning is locked [the one with the turret operation panel next to it]. Since I wasn't able to deactive the red lasers I figured I must have missed something, but after some searching it appeared the only way of getting back to the beginning was using "Noclip" to get through the door.

I didn't find anything special so how do you put the red lasers of ? I eventually used God mode to get through and I hate cheating.

Also the site mentions that the mod wouldn't be a clone, but this sure as hell looks and plays a lot like Quake 2 to me. I'd hoped to see brand new levels :(



SilentSoD@Posted: Sat Aug 13, 2005 10:42 pm :
*Spoilers*


To turn off the lasers, when you reach the "water room" swim as far to the right as you can, go underwater, look around for a bit. There will be a room with lasers and a path around them to a control panel where you can turn off the lasers.

There's an easter egg in the room as well.

*/Spoilers*



Infernis@Posted: Sun Aug 14, 2005 6:52 am :
I've been there and I turned of the lasers in that room. But I'm referring to the lasers in the last room of the map. Where you take the lift down to the next level. How do you turn those of ?

I take it there is no way to open the door near the turret control computer ?



rcumps01@Posted: Sun Aug 14, 2005 8:37 pm :
Kiltron wrote:
The slowdowns people are getting from characters on screen is because this test release is aimed to test pushing characters using 2048x2048 texture maps down the pipe.
Just like to point out that using that size texture is ridiculous for ingame models right now.



SonicClang@Posted: Sun Aug 14, 2005 8:56 pm :
Well it seems as though I've tracked down the source of my massive slowdowns. My video card's fan took a dump on me and I nearly burned up my card. Luckily I tracked down the problem soon enough and I've been able to keep it cool with a mini fan until I get ahold of the manufacturer to find out if it's covered under warrantee. My Trackmania is playing again, and this mod plays just fine. There's some choppyness to it, but that'll get hammered out by final release i'm sure.



Infernis@Posted: Sun Aug 14, 2005 9:37 pm :
Regarding the slow downs. I seriously had some moments where it became annoying. My specs are:

P IV 3,2 GHZ
1024 MB DDR memory
Ati Radeon 9800 Pro 128 MB

Plus I'm running everything on low with a 640 * 480 resolution. I think it's ridiculous that I've got slow downs. I mean look at my specs !!!



SonicClang@Posted: Mon Aug 15, 2005 1:32 am : Doom3world • View topic - Quake II: Lost Marine QuakeCon 2005 Test Build Released

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PostPosted: Thu Aug 11, 2005 11:27 pm 
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Managed to install it after uninstalling ROE. But now I get this message:"ERROR: Couldn't load script/q2_quake2_main.q2script"

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Kiltron, hope you don't mind but I'm going to start this post with another error I saw, this time in the supershotgun pump animation. When the action is being pumped backwards the hand pulls the forearm away from the gun, resulting in a small, but noticeable, error.

Image

As for the alignment issues, it may be a matter of preference to particular players, I can't speak for anyone else, but in my opinion the shotgun feels most "right" in terms of how it is aligned, I have the easiest time aiming with it without a crosshair. In opposition to this the supershotgun draws a line farther to the left and considerably lower than the shotgun. I have spliced a picture of the shotgun and supershotgun together to demonstrate this.

Image

The machine gun has the same issue as the supershotgun, perhaps its not so much poor alignment as inconsistency which is making this so noticeable to me. If I weren't lazy I'd post pictures of the DooM 3 weapons.

Image

Hope this helps, I had a great time playing through this first test build. Thanks for your time and work.

Edited because I forget to remove particular words when I change grammar and thus sentences read oddly.


Last edited by SilentSoD on Sat Aug 13, 2005 9:18 pm, edited 1 time in total.

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PostPosted: Fri Aug 12, 2005 4:57 am 
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The first 10 posts have been the best...

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I also just made a new pk4 to see what a decent damage would be for the shotgun, don't think I'm going to mess with the other weapons right now. Setting the damage to ten allows for mostly one shot kills against the light guards and also seems to speed up gameplay. This really is just personal preference, however, and can be ignored at will. If you would be so kind could you tell me whether or not what I'm doing, editing your mod, is welcome or not? In the meantime, I'm going to see if I can change D3's shotgun script to make it yet more to my liking (I'm very new to all this and the earlier mod to the D3 shotgun script and def file actually worked so I'm going to see if this new idea does as well).


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PostPosted: Fri Aug 12, 2005 12:54 pm 
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Kiltron wrote:
- WinXP SP2
- NVIDIA GeForce4 TI 4600
...
The TI 4600 isn't a recommended card for D3 itself, though it does run it. I pushed the bar with the engine and mod by using many 2048's so anything less than a GF6800 and 512RAM isn't suggested. I targeted high end systems. GF6800-7800 1024-2048RAM. The mod itself doesn't run poorly, it just requires steeper hardware specs.

Crylar, updgrade D3 to the 1.3 Patch.

MY Doom3 is 1.3.1302 and up to date.
My graphic card is RADEON 9800 XT
I have 2 GB of RAM
So that didn't help too much...

I Get the same error with an other mod named shinyx wich pretty much just changes all textuers to some weird shader.

But plz halp me with this, I'm uber hot for this Q2 mod and need to try it.

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PostPosted: Fri Aug 12, 2005 7:06 pm 
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missed 400 shots

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Ahh, I didn't see this forum about the mod. Kiltron's site doesn't have a forum for discussing problems.

I'm really anxious to play this, but it is just soooooooo choppy, I can't do anything. There are parts where it runs ok, like underneath in the crawl space in the first level. But anytime there's anything special on screen it runs at less than 1 fps. By the time I "wake up" from the choppyness I'm either dead or nearly dead from enemies. Anytime there's an enemy on the screen especially it's just crawling!

I'm very intersted to know if anyone else is having the same problem. Doom 3 runs smooth as silk on my computer. Every game I run does. I even set the specs as low as I could get them and it still just crawled along. I couldn't get past the first level.

My PC is:
P4 2.0 gig
1 gig ram
GeForce fx 5900 128 megs ram

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Atleast it runs for you !!!

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PostPosted: Fri Aug 12, 2005 9:09 pm 
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Crylar, the only possible explanation is you don't have D3 patched properly to 1.3. The Wrong .dll API issue is that problem. Trying to run 1.3 gamecode with a 1.2 installation won't work.

The slowdowns people are getting from characters on screen is because this test release is aimed to test pushing characters using 2048x2048 texture maps down the pipe. That's why I say using a GeForce 6800 or equivalent or higher is recommended. That is D3's recommended card, and we're pushing just a little bit further using those texture sizes. This isn't on all surfaces, just the characters.

GeForce fx 5900 128 megs ram

That's not really going to perform well. Nothing against your card, but that's just how the mod is.


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PostPosted: Fri Aug 12, 2005 9:17 pm 
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picked up the chaingun

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What about my problems Kiltron ?

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PostPosted: Sat Aug 13, 2005 12:51 am 
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TheJugglah, can you post a copy of the console text that is printing when you get that error?


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PostPosted: Sat Aug 13, 2005 1:33 am 
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missed 400 shots

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Kiltron, any plans on getting a lower poly version for people like me? ya know... the majority of people playing Doom 3. Are the models really THAT good that they need to be that high?

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PostPosted: Sat Aug 13, 2005 2:40 am 
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The first 10 posts have been the best...

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It's not the models themselves, as I understand it they're "low-poly" just like vanilla DooM 3's, but the textures which they're applying to the models are considerably larger than normal.

Since I seem to be the only one here running it exceptionally well, unless I missed a post or two, I figure I'll put my relevant specs up. Kiltron knows what he's talking about when he recommends 6800 on up.

Althon 64 3500+
GeForce 6800GT
1GB PC3200

High Quality at 1024*768, 4xAA


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PostPosted: Sat Aug 13, 2005 3:15 am 
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@SonicClang: Yeah i would say it's definately the graphics card, with 128 MB ram the performance hit is huge on anything but low quality (in my case at least, nvidia 6800).


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PostPosted: Sat Aug 13, 2005 1:53 pm 
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missed 400 shots

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low quality is what I'm playing on. everything turned off, including shadows.

The first level never runs more than 15 fps, and that's if I'm ducking my head in a corner. Most of the time it's less than 1 fps.

The second level actually runs pretty damn well except for the outside area.

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PostPosted: Sat Aug 13, 2005 10:23 pm 
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picked up the chaingun

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Maybe it's because it's late and I'm tired. Or maybe I'm just stupid but when you start in the first map, you can take two routes. Crawling beneath the rock to get to the broken elevator room or shoot the window and crawl down to end up in the water room.

I did the last but after you jumped in the water there is no way of returning. This wouldn't be a problem but the door leading back to the beginning is locked [the one with the turret operation panel next to it]. Since I wasn't able to deactive the red lasers I figured I must have missed something, but after some searching it appeared the only way of getting back to the beginning was using "Noclip" to get through the door.

I didn't find anything special so how do you put the red lasers of ? I eventually used God mode to get through and I hate cheating.

Also the site mentions that the mod wouldn't be a clone, but this sure as hell looks and plays a lot like Quake 2 to me. I'd hoped to see brand new levels :(

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PostPosted: Sat Aug 13, 2005 10:42 pm 
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The first 10 posts have been the best...

Joined: Mon Jun 27, 2005 7:23 pm
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*Spoilers*


To turn off the lasers, when you reach the "water room" swim as far to the right as you can, go underwater, look around for a bit. There will be a room with lasers and a path around them to a control panel where you can turn off the lasers.

There's an easter egg in the room as well.

*/Spoilers*


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PostPosted: Sun Aug 14, 2005 6:52 am 
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picked up the chaingun

Joined: Tue Dec 28, 2004 2:19 pm
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I've been there and I turned of the lasers in that room. But I'm referring to the lasers in the last room of the map. Where you take the lift down to the next level. How do you turn those of ?

I take it there is no way to open the door near the turret control computer ?

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PostPosted: Sun Aug 14, 2005 8:37 pm 
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Kiltron wrote:
The slowdowns people are getting from characters on screen is because this test release is aimed to test pushing characters using 2048x2048 texture maps down the pipe.
Just like to point out that using that size texture is ridiculous for ingame models right now.


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PostPosted: Sun Aug 14, 2005 8:56 pm 
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missed 400 shots

Joined: Wed Aug 11, 2004 10:47 pm
Posts: 460
Location: Madison, Wisconsin
Well it seems as though I've tracked down the source of my massive slowdowns. My video card's fan took a dump on me and I nearly burned up my card. Luckily I tracked down the problem soon enough and I've been able to keep it cool with a mini fan until I get ahold of the manufacturer to find out if it's covered under warrantee. My Trackmania is playing again, and this mod plays just fine. There's some choppyness to it, but that'll get hammered out by final release i'm sure.

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PostPosted: Sun Aug 14, 2005 9:37 pm 
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picked up the chaingun

Joined: Tue Dec 28, 2004 2:19 pm
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Regarding the slow downs. I seriously had some moments where it became annoying. My specs are:

P IV 3,2 GHZ
1024 MB DDR memory
Ati Radeon 9800 Pro 128 MB

Plus I'm running everything on low with a 640 * 480 resolution. I think it's ridiculous that I've got slow downs. I mean look at my specs !!!

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 Post subject:
PostPosted: Mon Aug 15, 2005 1:32 am 
>
Offline
missed 400 shots



Infernis@Posted: Thu Aug 11, 2005 11:27 pm :
Managed to install it after uninstalling ROE. But now I get this message:"ERROR: Couldn't load script/q2_quake2_main.q2script"



SilentSoD@Posted: Fri Aug 12, 2005 2:54 am :
Kiltron, hope you don't mind but I'm going to start this post with another error I saw, this time in the supershotgun pump animation. When the action is being pumped backwards the hand pulls the forearm away from the gun, resulting in a small, but noticeable, error.

Image

As for the alignment issues, it may be a matter of preference to particular players, I can't speak for anyone else, but in my opinion the shotgun feels most "right" in terms of how it is aligned, I have the easiest time aiming with it without a crosshair. In opposition to this the supershotgun draws a line farther to the left and considerably lower than the shotgun. I have spliced a picture of the shotgun and supershotgun together to demonstrate this.

Image

The machine gun has the same issue as the supershotgun, perhaps its not so much poor alignment as inconsistency which is making this so noticeable to me. If I weren't lazy I'd post pictures of the DooM 3 weapons.

Image

Hope this helps, I had a great time playing through this first test build. Thanks for your time and work.

Edited because I forget to remove particular words when I change grammar and thus sentences read oddly.



SilentSoD@Posted: Fri Aug 12, 2005 4:57 am :
I also just made a new pk4 to see what a decent damage would be for the shotgun, don't think I'm going to mess with the other weapons right now. Setting the damage to ten allows for mostly one shot kills against the light guards and also seems to speed up gameplay. This really is just personal preference, however, and can be ignored at will. If you would be so kind could you tell me whether or not what I'm doing, editing your mod, is welcome or not? In the meantime, I'm going to see if I can change D3's shotgun script to make it yet more to my liking (I'm very new to all this and the earlier mod to the D3 shotgun script and def file actually worked so I'm going to see if this new idea does as well).



Crylar@Posted: Fri Aug 12, 2005 12:54 pm :
Kiltron wrote:
- WinXP SP2
- NVIDIA GeForce4 TI 4600
...
The TI 4600 isn't a recommended card for D3 itself, though it does run it. I pushed the bar with the engine and mod by using many 2048's so anything less than a GF6800 and 512RAM isn't suggested. I targeted high end systems. GF6800-7800 1024-2048RAM. The mod itself doesn't run poorly, it just requires steeper hardware specs.

Crylar, updgrade D3 to the 1.3 Patch.

MY Doom3 is 1.3.1302 and up to date.
My graphic card is RADEON 9800 XT
I have 2 GB of RAM
So that didn't help too much...

I Get the same error with an other mod named shinyx wich pretty much just changes all textuers to some weird shader.

But plz halp me with this, I'm uber hot for this Q2 mod and need to try it.



SonicClang@Posted: Fri Aug 12, 2005 7:06 pm :
Ahh, I didn't see this forum about the mod. Kiltron's site doesn't have a forum for discussing problems.

I'm really anxious to play this, but it is just soooooooo choppy, I can't do anything. There are parts where it runs ok, like underneath in the crawl space in the first level. But anytime there's anything special on screen it runs at less than 1 fps. By the time I "wake up" from the choppyness I'm either dead or nearly dead from enemies. Anytime there's an enemy on the screen especially it's just crawling!

I'm very intersted to know if anyone else is having the same problem. Doom 3 runs smooth as silk on my computer. Every game I run does. I even set the specs as low as I could get them and it still just crawled along. I couldn't get past the first level.

My PC is:
P4 2.0 gig
1 gig ram
GeForce fx 5900 128 megs ram



Infernis@Posted: Fri Aug 12, 2005 8:47 pm :
Atleast it runs for you !!!



Kiltron@Posted: Fri Aug 12, 2005 9:09 pm :
Crylar, the only possible explanation is you don't have D3 patched properly to 1.3. The Wrong .dll API issue is that problem. Trying to run 1.3 gamecode with a 1.2 installation won't work.

The slowdowns people are getting from characters on screen is because this test release is aimed to test pushing characters using 2048x2048 texture maps down the pipe. That's why I say using a GeForce 6800 or equivalent or higher is recommended. That is D3's recommended card, and we're pushing just a little bit further using those texture sizes. This isn't on all surfaces, just the characters.

GeForce fx 5900 128 megs ram

That's not really going to perform well. Nothing against your card, but that's just how the mod is.



Infernis@Posted: Fri Aug 12, 2005 9:17 pm :
What about my problems Kiltron ?



Kiltron@Posted: Sat Aug 13, 2005 12:51 am :
TheJugglah, can you post a copy of the console text that is printing when you get that error?



SonicClang@Posted: Sat Aug 13, 2005 1:33 am :
Kiltron, any plans on getting a lower poly version for people like me? ya know... the majority of people playing Doom 3. Are the models really THAT good that they need to be that high?



SilentSoD@Posted: Sat Aug 13, 2005 2:40 am :
It's not the models themselves, as I understand it they're "low-poly" just like vanilla DooM 3's, but the textures which they're applying to the models are considerably larger than normal.

Since I seem to be the only one here running it exceptionally well, unless I missed a post or two, I figure I'll put my relevant specs up. Kiltron knows what he's talking about when he recommends 6800 on up.

Althon 64 3500+
GeForce 6800GT
1GB PC3200

High Quality at 1024*768, 4xAA



AO@Posted: Sat Aug 13, 2005 3:15 am :
@SonicClang: Yeah i would say it's definately the graphics card, with 128 MB ram the performance hit is huge on anything but low quality (in my case at least, nvidia 6800).



SonicClang@Posted: Sat Aug 13, 2005 1:53 pm :
low quality is what I'm playing on. everything turned off, including shadows.

The first level never runs more than 15 fps, and that's if I'm ducking my head in a corner. Most of the time it's less than 1 fps.

The second level actually runs pretty damn well except for the outside area.



Infernis@Posted: Sat Aug 13, 2005 10:23 pm :
Maybe it's because it's late and I'm tired. Or maybe I'm just stupid but when you start in the first map, you can take two routes. Crawling beneath the rock to get to the broken elevator room or shoot the window and crawl down to end up in the water room.

I did the last but after you jumped in the water there is no way of returning. This wouldn't be a problem but the door leading back to the beginning is locked [the one with the turret operation panel next to it]. Since I wasn't able to deactive the red lasers I figured I must have missed something, but after some searching it appeared the only way of getting back to the beginning was using "Noclip" to get through the door.

I didn't find anything special so how do you put the red lasers of ? I eventually used God mode to get through and I hate cheating.

Also the site mentions that the mod wouldn't be a clone, but this sure as hell looks and plays a lot like Quake 2 to me. I'd hoped to see brand new levels :(



SilentSoD@Posted: Sat Aug 13, 2005 10:42 pm :
*Spoilers*


To turn off the lasers, when you reach the "water room" swim as far to the right as you can, go underwater, look around for a bit. There will be a room with lasers and a path around them to a control panel where you can turn off the lasers.

There's an easter egg in the room as well.

*/Spoilers*



Infernis@Posted: Sun Aug 14, 2005 6:52 am :
I've been there and I turned of the lasers in that room. But I'm referring to the lasers in the last room of the map. Where you take the lift down to the next level. How do you turn those of ?

I take it there is no way to open the door near the turret control computer ?



rcumps01@Posted: Sun Aug 14, 2005 8:37 pm :
Kiltron wrote:
The slowdowns people are getting from characters on screen is because this test release is aimed to test pushing characters using 2048x2048 texture maps down the pipe.
Just like to point out that using that size texture is ridiculous for ingame models right now.



SonicClang@Posted: Sun Aug 14, 2005 8:56 pm :
Well it seems as though I've tracked down the source of my massive slowdowns. My video card's fan took a dump on me and I nearly burned up my card. Luckily I tracked down the problem soon enough and I've been able to keep it cool with a mini fan until I get ahold of the manufacturer to find out if it's covered under warrantee. My Trackmania is playing again, and this mod plays just fine. There's some choppyness to it, but that'll get hammered out by final release i'm sure.



Infernis@Posted: Sun Aug 14, 2005 9:37 pm :
Regarding the slow downs. I seriously had some moments where it became annoying. My specs are:

P IV 3,2 GHZ
1024 MB DDR memory
Ati Radeon 9800 Pro 128 MB

Plus I'm running everything on low with a 640 * 480 resolution. I think it's ridiculous that I've got slow downs. I mean look at my specs !!!



SonicClang@Posted: Mon Aug 15, 2005 1:32 am : Doom3world • View topic - Quake II: Lost Marine QuakeCon 2005 Test Build Released

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PostPosted: Thu Aug 11, 2005 11:27 pm 
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picked up the chaingun

Joined: Tue Dec 28, 2004 2:19 pm
Posts: 182
Managed to install it after uninstalling ROE. But now I get this message:"ERROR: Couldn't load script/q2_quake2_main.q2script"

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PostPosted: Fri Aug 12, 2005 2:54 am 
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The first 10 posts have been the best...

Joined: Mon Jun 27, 2005 7:23 pm
Posts: 16
Kiltron, hope you don't mind but I'm going to start this post with another error I saw, this time in the supershotgun pump animation. When the action is being pumped backwards the hand pulls the forearm away from the gun, resulting in a small, but noticeable, error.

Image

As for the alignment issues, it may be a matter of preference to particular players, I can't speak for anyone else, but in my opinion the shotgun feels most "right" in terms of how it is aligned, I have the easiest time aiming with it without a crosshair. In opposition to this the supershotgun draws a line farther to the left and considerably lower than the shotgun. I have spliced a picture of the shotgun and supershotgun together to demonstrate this.

Image

The machine gun has the same issue as the supershotgun, perhaps its not so much poor alignment as inconsistency which is making this so noticeable to me. If I weren't lazy I'd post pictures of the DooM 3 weapons.

Image

Hope this helps, I had a great time playing through this first test build. Thanks for your time and work.

Edited because I forget to remove particular words when I change grammar and thus sentences read oddly.


Last edited by SilentSoD on Sat Aug 13, 2005 9:18 pm, edited 1 time in total.

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PostPosted: Fri Aug 12, 2005 4:57 am 
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The first 10 posts have been the best...

Joined: Mon Jun 27, 2005 7:23 pm
Posts: 16
I also just made a new pk4 to see what a decent damage would be for the shotgun, don't think I'm going to mess with the other weapons right now. Setting the damage to ten allows for mostly one shot kills against the light guards and also seems to speed up gameplay. This really is just personal preference, however, and can be ignored at will. If you would be so kind could you tell me whether or not what I'm doing, editing your mod, is welcome or not? In the meantime, I'm going to see if I can change D3's shotgun script to make it yet more to my liking (I'm very new to all this and the earlier mod to the D3 shotgun script and def file actually worked so I'm going to see if this new idea does as well).


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PostPosted: Fri Aug 12, 2005 12:54 pm 
Offline
picked up 200 ammo
User avatar

Joined: Thu Nov 25, 2004 7:11 pm
Posts: 239
Location: Sweden
Kiltron wrote:
- WinXP SP2
- NVIDIA GeForce4 TI 4600
...
The TI 4600 isn't a recommended card for D3 itself, though it does run it. I pushed the bar with the engine and mod by using many 2048's so anything less than a GF6800 and 512RAM isn't suggested. I targeted high end systems. GF6800-7800 1024-2048RAM. The mod itself doesn't run poorly, it just requires steeper hardware specs.

Crylar, updgrade D3 to the 1.3 Patch.

MY Doom3 is 1.3.1302 and up to date.
My graphic card is RADEON 9800 XT
I have 2 GB of RAM
So that didn't help too much...

I Get the same error with an other mod named shinyx wich pretty much just changes all textuers to some weird shader.

But plz halp me with this, I'm uber hot for this Q2 mod and need to try it.

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PostPosted: Fri Aug 12, 2005 7:06 pm 
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missed 400 shots

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Ahh, I didn't see this forum about the mod. Kiltron's site doesn't have a forum for discussing problems.

I'm really anxious to play this, but it is just soooooooo choppy, I can't do anything. There are parts where it runs ok, like underneath in the crawl space in the first level. But anytime there's anything special on screen it runs at less than 1 fps. By the time I "wake up" from the choppyness I'm either dead or nearly dead from enemies. Anytime there's an enemy on the screen especially it's just crawling!

I'm very intersted to know if anyone else is having the same problem. Doom 3 runs smooth as silk on my computer. Every game I run does. I even set the specs as low as I could get them and it still just crawled along. I couldn't get past the first level.

My PC is:
P4 2.0 gig
1 gig ram
GeForce fx 5900 128 megs ram

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PostPosted: Fri Aug 12, 2005 8:47 pm 
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Atleast it runs for you !!!

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PostPosted: Fri Aug 12, 2005 9:09 pm 
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missed 400 shots
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Crylar, the only possible explanation is you don't have D3 patched properly to 1.3. The Wrong .dll API issue is that problem. Trying to run 1.3 gamecode with a 1.2 installation won't work.

The slowdowns people are getting from characters on screen is because this test release is aimed to test pushing characters using 2048x2048 texture maps down the pipe. That's why I say using a GeForce 6800 or equivalent or higher is recommended. That is D3's recommended card, and we're pushing just a little bit further using those texture sizes. This isn't on all surfaces, just the characters.

GeForce fx 5900 128 megs ram

That's not really going to perform well. Nothing against your card, but that's just how the mod is.


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PostPosted: Fri Aug 12, 2005 9:17 pm 
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picked up the chaingun

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What about my problems Kiltron ?

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PostPosted: Sat Aug 13, 2005 12:51 am 
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TheJugglah, can you post a copy of the console text that is printing when you get that error?


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PostPosted: Sat Aug 13, 2005 1:33 am 
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missed 400 shots

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Kiltron, any plans on getting a lower poly version for people like me? ya know... the majority of people playing Doom 3. Are the models really THAT good that they need to be that high?

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PostPosted: Sat Aug 13, 2005 2:40 am 
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The first 10 posts have been the best...

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It's not the models themselves, as I understand it they're "low-poly" just like vanilla DooM 3's, but the textures which they're applying to the models are considerably larger than normal.

Since I seem to be the only one here running it exceptionally well, unless I missed a post or two, I figure I'll put my relevant specs up. Kiltron knows what he's talking about when he recommends 6800 on up.

Althon 64 3500+
GeForce 6800GT
1GB PC3200

High Quality at 1024*768, 4xAA


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PostPosted: Sat Aug 13, 2005 3:15 am 
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@SonicClang: Yeah i would say it's definately the graphics card, with 128 MB ram the performance hit is huge on anything but low quality (in my case at least, nvidia 6800).


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PostPosted: Sat Aug 13, 2005 1:53 pm 
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missed 400 shots

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low quality is what I'm playing on. everything turned off, including shadows.

The first level never runs more than 15 fps, and that's if I'm ducking my head in a corner. Most of the time it's less than 1 fps.

The second level actually runs pretty damn well except for the outside area.

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PostPosted: Sat Aug 13, 2005 10:23 pm 
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Maybe it's because it's late and I'm tired. Or maybe I'm just stupid but when you start in the first map, you can take two routes. Crawling beneath the rock to get to the broken elevator room or shoot the window and crawl down to end up in the water room.

I did the last but after you jumped in the water there is no way of returning. This wouldn't be a problem but the door leading back to the beginning is locked [the one with the turret operation panel next to it]. Since I wasn't able to deactive the red lasers I figured I must have missed something, but after some searching it appeared the only way of getting back to the beginning was using "Noclip" to get through the door.

I didn't find anything special so how do you put the red lasers of ? I eventually used God mode to get through and I hate cheating.

Also the site mentions that the mod wouldn't be a clone, but this sure as hell looks and plays a lot like Quake 2 to me. I'd hoped to see brand new levels :(

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PostPosted: Sat Aug 13, 2005 10:42 pm 
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The first 10 posts have been the best...

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*Spoilers*


To turn off the lasers, when you reach the "water room" swim as far to the right as you can, go underwater, look around for a bit. There will be a room with lasers and a path around them to a control panel where you can turn off the lasers.

There's an easter egg in the room as well.

*/Spoilers*


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PostPosted: Sun Aug 14, 2005 6:52 am 
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I've been there and I turned of the lasers in that room. But I'm referring to the lasers in the last room of the map. Where you take the lift down to the next level. How do you turn those of ?

I take it there is no way to open the door near the turret control computer ?

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PostPosted: Sun Aug 14, 2005 8:37 pm 
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Kiltron wrote:
The slowdowns people are getting from characters on screen is because this test release is aimed to test pushing characters using 2048x2048 texture maps down the pipe.
Just like to point out that using that size texture is ridiculous for ingame models right now.


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PostPosted: Sun Aug 14, 2005 8:56 pm 
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missed 400 shots

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Well it seems as though I've tracked down the source of my massive slowdowns. My video card's fan took a dump on me and I nearly burned up my card. Luckily I tracked down the problem soon enough and I've been able to keep it cool with a mini fan until I get ahold of the manufacturer to find out if it's covered under warrantee. My Trackmania is playing again, and this mod plays just fine. There's some choppyness to it, but that'll get hammered out by final release i'm sure.

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PostPosted: Sun Aug 14, 2005 9:37 pm 
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picked up the chaingun

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Regarding the slow downs. I seriously had some moments where it became annoying. My specs are:

P IV 3,2 GHZ
1024 MB DDR memory
Ati Radeon 9800 Pro 128 MB

Plus I'm running everything on low with a 640 * 480 resolution. I think it's ridiculous that I've got slow downs. I mean look at my specs !!!

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PostPosted: Mon Aug 15, 2005 1:32 am 
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missed 400 shots



Infernis@Posted: Thu Aug 11, 2005 11:27 pm :
Managed to install it after uninstalling ROE. But now I get this message:"ERROR: Couldn't load script/q2_quake2_main.q2script"



SilentSoD@Posted: Fri Aug 12, 2005 2:54 am :
Kiltron, hope you don't mind but I'm going to start this post with another error I saw, this time in the supershotgun pump animation. When the action is being pumped backwards the hand pulls the forearm away from the gun, resulting in a small, but noticeable, error.

Image

As for the alignment issues, it may be a matter of preference to particular players, I can't speak for anyone else, but in my opinion the shotgun feels most "right" in terms of how it is aligned, I have the easiest time aiming with it without a crosshair. In opposition to this the supershotgun draws a line farther to the left and considerably lower than the shotgun. I have spliced a picture of the shotgun and supershotgun together to demonstrate this.

Image

The machine gun has the same issue as the supershotgun, perhaps its not so much poor alignment as inconsistency which is making this so noticeable to me. If I weren't lazy I'd post pictures of the DooM 3 weapons.

Image

Hope this helps, I had a great time playing through this first test build. Thanks for your time and work.

Edited because I forget to remove particular words when I change grammar and thus sentences read oddly.



SilentSoD@Posted: Fri Aug 12, 2005 4:57 am :
I also just made a new pk4 to see what a decent damage would be for the shotgun, don't think I'm going to mess with the other weapons right now. Setting the damage to ten allows for mostly one shot kills against the light guards and also seems to speed up gameplay. This really is just personal preference, however, and can be ignored at will. If you would be so kind could you tell me whether or not what I'm doing, editing your mod, is welcome or not? In the meantime, I'm going to see if I can change D3's shotgun script to make it yet more to my liking (I'm very new to all this and the earlier mod to the D3 shotgun script and def file actually worked so I'm going to see if this new idea does as well).



Crylar@Posted: Fri Aug 12, 2005 12:54 pm :
Kiltron wrote:
- WinXP SP2
- NVIDIA GeForce4 TI 4600
...
The TI 4600 isn't a recommended card for D3 itself, though it does run it. I pushed the bar with the engine and mod by using many 2048's so anything less than a GF6800 and 512RAM isn't suggested. I targeted high end systems. GF6800-7800 1024-2048RAM. The mod itself doesn't run poorly, it just requires steeper hardware specs.

Crylar, updgrade D3 to the 1.3 Patch.

MY Doom3 is 1.3.1302 and up to date.
My graphic card is RADEON 9800 XT
I have 2 GB of RAM
So that didn't help too much...

I Get the same error with an other mod named shinyx wich pretty much just changes all textuers to some weird shader.

But plz halp me with this, I'm uber hot for this Q2 mod and need to try it.



SonicClang@Posted: Fri Aug 12, 2005 7:06 pm :
Ahh, I didn't see this forum about the mod. Kiltron's site doesn't have a forum for discussing problems.

I'm really anxious to play this, but it is just soooooooo choppy, I can't do anything. There are parts where it runs ok, like underneath in the crawl space in the first level. But anytime there's anything special on screen it runs at less than 1 fps. By the time I "wake up" from the choppyness I'm either dead or nearly dead from enemies. Anytime there's an enemy on the screen especially it's just crawling!

I'm very intersted to know if anyone else is having the same problem. Doom 3 runs smooth as silk on my computer. Every game I run does. I even set the specs as low as I could get them and it still just crawled along. I couldn't get past the first level.

My PC is:
P4 2.0 gig
1 gig ram
GeForce fx 5900 128 megs ram



Infernis@Posted: Fri Aug 12, 2005 8:47 pm :
Atleast it runs for you !!!



Kiltron@Posted: Fri Aug 12, 2005 9:09 pm :
Crylar, the only possible explanation is you don't have D3 patched properly to 1.3. The Wrong .dll API issue is that problem. Trying to run 1.3 gamecode with a 1.2 installation won't work.

The slowdowns people are getting from characters on screen is because this test release is aimed to test pushing characters using 2048x2048 texture maps down the pipe. That's why I say using a GeForce 6800 or equivalent or higher is recommended. That is D3's recommended card, and we're pushing just a little bit further using those texture sizes. This isn't on all surfaces, just the characters.

GeForce fx 5900 128 megs ram

That's not really going to perform well. Nothing against your card, but that's just how the mod is.



Infernis@Posted: Fri Aug 12, 2005 9:17 pm :
What about my problems Kiltron ?



Kiltron@Posted: Sat Aug 13, 2005 12:51 am :
TheJugglah, can you post a copy of the console text that is printing when you get that error?



SonicClang@Posted: Sat Aug 13, 2005 1:33 am :
Kiltron, any plans on getting a lower poly version for people like me? ya know... the majority of people playing Doom 3. Are the models really THAT good that they need to be that high?



SilentSoD@Posted: Sat Aug 13, 2005 2:40 am :
It's not the models themselves, as I understand it they're "low-poly" just like vanilla DooM 3's, but the textures which they're applying to the models are considerably larger than normal.

Since I seem to be the only one here running it exceptionally well, unless I missed a post or two, I figure I'll put my relevant specs up. Kiltron knows what he's talking about when he recommends 6800 on up.

Althon 64 3500+
GeForce 6800GT
1GB PC3200

High Quality at 1024*768, 4xAA



AO@Posted: Sat Aug 13, 2005 3:15 am :
@SonicClang: Yeah i would say it's definately the graphics card, with 128 MB ram the performance hit is huge on anything but low quality (in my case at least, nvidia 6800).



SonicClang@Posted: Sat Aug 13, 2005 1:53 pm :
low quality is what I'm playing on. everything turned off, including shadows.

The first level never runs more than 15 fps, and that's if I'm ducking my head in a corner. Most of the time it's less than 1 fps.

The second level actually runs pretty damn well except for the outside area.



Infernis@Posted: Sat Aug 13, 2005 10:23 pm :
Maybe it's because it's late and I'm tired. Or maybe I'm just stupid but when you start in the first map, you can take two routes. Crawling beneath the rock to get to the broken elevator room or shoot the window and crawl down to end up in the water room.

I did the last but after you jumped in the water there is no way of returning. This wouldn't be a problem but the door leading back to the beginning is locked [the one with the turret operation panel next to it]. Since I wasn't able to deactive the red lasers I figured I must have missed something, but after some searching it appeared the only way of getting back to the beginning was using "Noclip" to get through the door.

I didn't find anything special so how do you put the red lasers of ? I eventually used God mode to get through and I hate cheating.

Also the site mentions that the mod wouldn't be a clone, but this sure as hell looks and plays a lot like Quake 2 to me. I'd hoped to see brand new levels :(



SilentSoD@Posted: Sat Aug 13, 2005 10:42 pm :
*Spoilers*


To turn off the lasers, when you reach the "water room" swim as far to the right as you can, go underwater, look around for a bit. There will be a room with lasers and a path around them to a control panel where you can turn off the lasers.

There's an easter egg in the room as well.

*/Spoilers*



Infernis@Posted: Sun Aug 14, 2005 6:52 am :
I've been there and I turned of the lasers in that room. But I'm referring to the lasers in the last room of the map. Where you take the lift down to the next level. How do you turn those of ?

I take it there is no way to open the door near the turret control computer ?



rcumps01@Posted: Sun Aug 14, 2005 8:37 pm :
Kiltron wrote:
The slowdowns people are getting from characters on screen is because this test release is aimed to test pushing characters using 2048x2048 texture maps down the pipe.
Just like to point out that using that size texture is ridiculous for ingame models right now.



SonicClang@Posted: Sun Aug 14, 2005 8:56 pm :
Well it seems as though I've tracked down the source of my massive slowdowns. My video card's fan took a dump on me and I nearly burned up my card. Luckily I tracked down the problem soon enough and I've been able to keep it cool with a mini fan until I get ahold of the manufacturer to find out if it's covered under warrantee. My Trackmania is playing again, and this mod plays just fine. There's some choppyness to it, but that'll get hammered out by final release i'm sure.



Infernis@Posted: Sun Aug 14, 2005 9:37 pm :
Regarding the slow downs. I seriously had some moments where it became annoying. My specs are:

P IV 3,2 GHZ
1024 MB DDR memory
Ati Radeon 9800 Pro 128 MB

Plus I'm running everything on low with a 640 * 480 resolution. I think it's ridiculous that I've got slow downs. I mean look at my specs !!!



SonicClang@Posted: Mon Aug 15, 2005 1:32 am : Doom3world • View topic - Quake II: Lost Marine QuakeCon 2005 Test Build Released

Doom3world

The world is yours! Doom 3 - Quake 4 - ET:QW - Prey - Rage
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PostPosted: Thu Aug 11, 2005 11:27 pm 
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picked up the chaingun

Joined: Tue Dec 28, 2004 2:19 pm
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Managed to install it after uninstalling ROE. But now I get this message:"ERROR: Couldn't load script/q2_quake2_main.q2script"

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PostPosted: Fri Aug 12, 2005 2:54 am 
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The first 10 posts have been the best...

Joined: Mon Jun 27, 2005 7:23 pm
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Kiltron, hope you don't mind but I'm going to start this post with another error I saw, this time in the supershotgun pump animation. When the action is being pumped backwards the hand pulls the forearm away from the gun, resulting in a small, but noticeable, error.

Image

As for the alignment issues, it may be a matter of preference to particular players, I can't speak for anyone else, but in my opinion the shotgun feels most "right" in terms of how it is aligned, I have the easiest time aiming with it without a crosshair. In opposition to this the supershotgun draws a line farther to the left and considerably lower than the shotgun. I have spliced a picture of the shotgun and supershotgun together to demonstrate this.

Image

The machine gun has the same issue as the supershotgun, perhaps its not so much poor alignment as inconsistency which is making this so noticeable to me. If I weren't lazy I'd post pictures of the DooM 3 weapons.

Image

Hope this helps, I had a great time playing through this first test build. Thanks for your time and work.

Edited because I forget to remove particular words when I change grammar and thus sentences read oddly.


Last edited by SilentSoD on Sat Aug 13, 2005 9:18 pm, edited 1 time in total.

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PostPosted: Fri Aug 12, 2005 4:57 am 
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The first 10 posts have been the best...

Joined: Mon Jun 27, 2005 7:23 pm
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I also just made a new pk4 to see what a decent damage would be for the shotgun, don't think I'm going to mess with the other weapons right now. Setting the damage to ten allows for mostly one shot kills against the light guards and also seems to speed up gameplay. This really is just personal preference, however, and can be ignored at will. If you would be so kind could you tell me whether or not what I'm doing, editing your mod, is welcome or not? In the meantime, I'm going to see if I can change D3's shotgun script to make it yet more to my liking (I'm very new to all this and the earlier mod to the D3 shotgun script and def file actually worked so I'm going to see if this new idea does as well).


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PostPosted: Fri Aug 12, 2005 12:54 pm 
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Kiltron wrote:
- WinXP SP2
- NVIDIA GeForce4 TI 4600
...
The TI 4600 isn't a recommended card for D3 itself, though it does run it. I pushed the bar with the engine and mod by using many 2048's so anything less than a GF6800 and 512RAM isn't suggested. I targeted high end systems. GF6800-7800 1024-2048RAM. The mod itself doesn't run poorly, it just requires steeper hardware specs.

Crylar, updgrade D3 to the 1.3 Patch.

MY Doom3 is 1.3.1302 and up to date.
My graphic card is RADEON 9800 XT
I have 2 GB of RAM
So that didn't help too much...

I Get the same error with an other mod named shinyx wich pretty much just changes all textuers to some weird shader.

But plz halp me with this, I'm uber hot for this Q2 mod and need to try it.

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PostPosted: Fri Aug 12, 2005 7:06 pm 
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missed 400 shots

Joined: Wed Aug 11, 2004 10:47 pm
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Ahh, I didn't see this forum about the mod. Kiltron's site doesn't have a forum for discussing problems.

I'm really anxious to play this, but it is just soooooooo choppy, I can't do anything. There are parts where it runs ok, like underneath in the crawl space in the first level. But anytime there's anything special on screen it runs at less than 1 fps. By the time I "wake up" from the choppyness I'm either dead or nearly dead from enemies. Anytime there's an enemy on the screen especially it's just crawling!

I'm very intersted to know if anyone else is having the same problem. Doom 3 runs smooth as silk on my computer. Every game I run does. I even set the specs as low as I could get them and it still just crawled along. I couldn't get past the first level.

My PC is:
P4 2.0 gig
1 gig ram
GeForce fx 5900 128 megs ram

_________________
"65% nerd."
My latest project http://www.monster-clip.com/quakemod/quakemod.htm
Make sure to check out http://cdoom.d3files.com
http://www.myspace.com/sonicclangmusic


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PostPosted: Fri Aug 12, 2005 8:47 pm 
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Atleast it runs for you !!!

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PostPosted: Fri Aug 12, 2005 9:09 pm 
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missed 400 shots
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Crylar, the only possible explanation is you don't have D3 patched properly to 1.3. The Wrong .dll API issue is that problem. Trying to run 1.3 gamecode with a 1.2 installation won't work.

The slowdowns people are getting from characters on screen is because this test release is aimed to test pushing characters using 2048x2048 texture maps down the pipe. That's why I say using a GeForce 6800 or equivalent or higher is recommended. That is D3's recommended card, and we're pushing just a little bit further using those texture sizes. This isn't on all surfaces, just the characters.

GeForce fx 5900 128 megs ram

That's not really going to perform well. Nothing against your card, but that's just how the mod is.


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PostPosted: Fri Aug 12, 2005 9:17 pm 
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picked up the chaingun

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What about my problems Kiltron ?

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PostPosted: Sat Aug 13, 2005 12:51 am 
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TheJugglah, can you post a copy of the console text that is printing when you get that error?


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PostPosted: Sat Aug 13, 2005 1:33 am 
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missed 400 shots

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Kiltron, any plans on getting a lower poly version for people like me? ya know... the majority of people playing Doom 3. Are the models really THAT good that they need to be that high?

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PostPosted: Sat Aug 13, 2005 2:40 am 
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The first 10 posts have been the best...

Joined: Mon Jun 27, 2005 7:23 pm
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It's not the models themselves, as I understand it they're "low-poly" just like vanilla DooM 3's, but the textures which they're applying to the models are considerably larger than normal.

Since I seem to be the only one here running it exceptionally well, unless I missed a post or two, I figure I'll put my relevant specs up. Kiltron knows what he's talking about when he recommends 6800 on up.

Althon 64 3500+
GeForce 6800GT
1GB PC3200

High Quality at 1024*768, 4xAA


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PostPosted: Sat Aug 13, 2005 3:15 am 
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@SonicClang: Yeah i would say it's definately the graphics card, with 128 MB ram the performance hit is huge on anything but low quality (in my case at least, nvidia 6800).


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PostPosted: Sat Aug 13, 2005 1:53 pm 
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missed 400 shots

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low quality is what I'm playing on. everything turned off, including shadows.

The first level never runs more than 15 fps, and that's if I'm ducking my head in a corner. Most of the time it's less than 1 fps.

The second level actually runs pretty damn well except for the outside area.

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Maybe it's because it's late and I'm tired. Or maybe I'm just stupid but when you start in the first map, you can take two routes. Crawling beneath the rock to get to the broken elevator room or shoot the window and crawl down to end up in the water room.

I did the last but after you jumped in the water there is no way of returning. This wouldn't be a problem but the door leading back to the beginning is locked [the one with the turret operation panel next to it]. Since I wasn't able to deactive the red lasers I figured I must have missed something, but after some searching it appeared the only way of getting back to the beginning was using "Noclip" to get through the door.

I didn't find anything special so how do you put the red lasers of ? I eventually used God mode to get through and I hate cheating.

Also the site mentions that the mod wouldn't be a clone, but this sure as hell looks and plays a lot like Quake 2 to me. I'd hoped to see brand new levels :(

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PostPosted: Sat Aug 13, 2005 10:42 pm 
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The first 10 posts have been the best...

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*Spoilers*


To turn off the lasers, when you reach the "water room" swim as far to the right as you can, go underwater, look around for a bit. There will be a room with lasers and a path around them to a control panel where you can turn off the lasers.

There's an easter egg in the room as well.

*/Spoilers*


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PostPosted: Sun Aug 14, 2005 6:52 am 
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picked up the chaingun

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I've been there and I turned of the lasers in that room. But I'm referring to the lasers in the last room of the map. Where you take the lift down to the next level. How do you turn those of ?

I take it there is no way to open the door near the turret control computer ?

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PostPosted: Sun Aug 14, 2005 8:37 pm 
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picked up a pistol

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Kiltron wrote:
The slowdowns people are getting from characters on screen is because this test release is aimed to test pushing characters using 2048x2048 texture maps down the pipe.
Just like to point out that using that size texture is ridiculous for ingame models right now.


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PostPosted: Sun Aug 14, 2005 8:56 pm 
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missed 400 shots

Joined: Wed Aug 11, 2004 10:47 pm
Posts: 460
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Well it seems as though I've tracked down the source of my massive slowdowns. My video card's fan took a dump on me and I nearly burned up my card. Luckily I tracked down the problem soon enough and I've been able to keep it cool with a mini fan until I get ahold of the manufacturer to find out if it's covered under warrantee. My Trackmania is playing again, and this mod plays just fine. There's some choppyness to it, but that'll get hammered out by final release i'm sure.

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PostPosted: Sun Aug 14, 2005 9:37 pm 
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picked up the chaingun

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Regarding the slow downs. I seriously had some moments where it became annoying. My specs are:

P IV 3,2 GHZ
1024 MB DDR memory
Ati Radeon 9800 Pro 128 MB

Plus I'm running everything on low with a 640 * 480 resolution. I think it's ridiculous that I've got slow downs. I mean look at my specs !!!

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PostPosted: Mon Aug 15, 2005 1:32 am 
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missed 400 shots



Infernis@Posted: Thu Aug 11, 2005 11:27 pm :
Managed to install it after uninstalling ROE. But now I get this message:"ERROR: Couldn't load script/q2_quake2_main.q2script"



SilentSoD@Posted: Fri Aug 12, 2005 2:54 am :
Kiltron, hope you don't mind but I'm going to start this post with another error I saw, this time in the supershotgun pump animation. When the action is being pumped backwards the hand pulls the forearm away from the gun, resulting in a small, but noticeable, error.

Image

As for the alignment issues, it may be a matter of preference to particular players, I can't speak for anyone else, but in my opinion the shotgun feels most "right" in terms of how it is aligned, I have the easiest time aiming with it without a crosshair. In opposition to this the supershotgun draws a line farther to the left and considerably lower than the shotgun. I have spliced a picture of the shotgun and supershotgun together to demonstrate this.

Image

The machine gun has the same issue as the supershotgun, perhaps its not so much poor alignment as inconsistency which is making this so noticeable to me. If I weren't lazy I'd post pictures of the DooM 3 weapons.

Image

Hope this helps, I had a great time playing through this first test build. Thanks for your time and work.

Edited because I forget to remove particular words when I change grammar and thus sentences read oddly.



SilentSoD@Posted: Fri Aug 12, 2005 4:57 am :
I also just made a new pk4 to see what a decent damage would be for the shotgun, don't think I'm going to mess with the other weapons right now. Setting the damage to ten allows for mostly one shot kills against the light guards and also seems to speed up gameplay. This really is just personal preference, however, and can be ignored at will. If you would be so kind could you tell me whether or not what I'm doing, editing your mod, is welcome or not? In the meantime, I'm going to see if I can change D3's shotgun script to make it yet more to my liking (I'm very new to all this and the earlier mod to the D3 shotgun script and def file actually worked so I'm going to see if this new idea does as well).



Crylar@Posted: Fri Aug 12, 2005 12:54 pm :
Kiltron wrote:
- WinXP SP2
- NVIDIA GeForce4 TI 4600
...
The TI 4600 isn't a recommended card for D3 itself, though it does run it. I pushed the bar with the engine and mod by using many 2048's so anything less than a GF6800 and 512RAM isn't suggested. I targeted high end systems. GF6800-7800 1024-2048RAM. The mod itself doesn't run poorly, it just requires steeper hardware specs.

Crylar, updgrade D3 to the 1.3 Patch.

MY Doom3 is 1.3.1302 and up to date.
My graphic card is RADEON 9800 XT
I have 2 GB of RAM
So that didn't help too much...

I Get the same error with an other mod named shinyx wich pretty much just changes all textuers to some weird shader.

But plz halp me with this, I'm uber hot for this Q2 mod and need to try it.



SonicClang@Posted: Fri Aug 12, 2005 7:06 pm :
Ahh, I didn't see this forum about the mod. Kiltron's site doesn't have a forum for discussing problems.

I'm really anxious to play this, but it is just soooooooo choppy, I can't do anything. There are parts where it runs ok, like underneath in the crawl space in the first level. But anytime there's anything special on screen it runs at less than 1 fps. By the time I "wake up" from the choppyness I'm either dead or nearly dead from enemies. Anytime there's an enemy on the screen especially it's just crawling!

I'm very intersted to know if anyone else is having the same problem. Doom 3 runs smooth as silk on my computer. Every game I run does. I even set the specs as low as I could get them and it still just crawled along. I couldn't get past the first level.

My PC is:
P4 2.0 gig
1 gig ram
GeForce fx 5900 128 megs ram



Infernis@Posted: Fri Aug 12, 2005 8:47 pm :
Atleast it runs for you !!!



Kiltron@Posted: Fri Aug 12, 2005 9:09 pm :
Crylar, the only possible explanation is you don't have D3 patched properly to 1.3. The Wrong .dll API issue is that problem. Trying to run 1.3 gamecode with a 1.2 installation won't work.

The slowdowns people are getting from characters on screen is because this test release is aimed to test pushing characters using 2048x2048 texture maps down the pipe. That's why I say using a GeForce 6800 or equivalent or higher is recommended. That is D3's recommended card, and we're pushing just a little bit further using those texture sizes. This isn't on all surfaces, just the characters.

GeForce fx 5900 128 megs ram

That's not really going to perform well. Nothing against your card, but that's just how the mod is.



Infernis@Posted: Fri Aug 12, 2005 9:17 pm :
What about my problems Kiltron ?



Kiltron@Posted: Sat Aug 13, 2005 12:51 am :
TheJugglah, can you post a copy of the console text that is printing when you get that error?



SonicClang@Posted: Sat Aug 13, 2005 1:33 am :
Kiltron, any plans on getting a lower poly version for people like me? ya know... the majority of people playing Doom 3. Are the models really THAT good that they need to be that high?



SilentSoD@Posted: Sat Aug 13, 2005 2:40 am :
It's not the models themselves, as I understand it they're "low-poly" just like vanilla DooM 3's, but the textures which they're applying to the models are considerably larger than normal.

Since I seem to be the only one here running it exceptionally well, unless I missed a post or two, I figure I'll put my relevant specs up. Kiltron knows what he's talking about when he recommends 6800 on up.

Althon 64 3500+
GeForce 6800GT
1GB PC3200

High Quality at 1024*768, 4xAA



AO@Posted: Sat Aug 13, 2005 3:15 am :
@SonicClang: Yeah i would say it's definately the graphics card, with 128 MB ram the performance hit is huge on anything but low quality (in my case at least, nvidia 6800).



SonicClang@Posted: Sat Aug 13, 2005 1:53 pm :
low quality is what I'm playing on. everything turned off, including shadows.

The first level never runs more than 15 fps, and that's if I'm ducking my head in a corner. Most of the time it's less than 1 fps.

The second level actually runs pretty damn well except for the outside area.



Infernis@Posted: Sat Aug 13, 2005 10:23 pm :
Maybe it's because it's late and I'm tired. Or maybe I'm just stupid but when you start in the first map, you can take two routes. Crawling beneath the rock to get to the broken elevator room or shoot the window and crawl down to end up in the water room.

I did the last but after you jumped in the water there is no way of returning. This wouldn't be a problem but the door leading back to the beginning is locked [the one with the turret operation panel next to it]. Since I wasn't able to deactive the red lasers I figured I must have missed something, but after some searching it appeared the only way of getting back to the beginning was using "Noclip" to get through the door.

I didn't find anything special so how do you put the red lasers of ? I eventually used God mode to get through and I hate cheating.

Also the site mentions that the mod wouldn't be a clone, but this sure as hell looks and plays a lot like Quake 2 to me. I'd hoped to see brand new levels :(



SilentSoD@Posted: Sat Aug 13, 2005 10:42 pm :
*Spoilers*


To turn off the lasers, when you reach the "water room" swim as far to the right as you can, go underwater, look around for a bit. There will be a room with lasers and a path around them to a control panel where you can turn off the lasers.

There's an easter egg in the room as well.

*/Spoilers*



Infernis@Posted: Sun Aug 14, 2005 6:52 am :
I've been there and I turned of the lasers in that room. But I'm referring to the lasers in the last room of the map. Where you take the lift down to the next level. How do you turn those of ?

I take it there is no way to open the door near the turret control computer ?



rcumps01@Posted: Sun Aug 14, 2005 8:37 pm :
Kiltron wrote:
The slowdowns people are getting from characters on screen is because this test release is aimed to test pushing characters using 2048x2048 texture maps down the pipe.
Just like to point out that using that size texture is ridiculous for ingame models right now.



SonicClang@Posted: Sun Aug 14, 2005 8:56 pm :
Well it seems as though I've tracked down the source of my massive slowdowns. My video card's fan took a dump on me and I nearly burned up my card. Luckily I tracked down the problem soon enough and I've been able to keep it cool with a mini fan until I get ahold of the manufacturer to find out if it's covered under warrantee. My Trackmania is playing again, and this mod plays just fine. There's some choppyness to it, but that'll get hammered out by final release i'm sure.



Infernis@Posted: Sun Aug 14, 2005 9:37 pm :
Regarding the slow downs. I seriously had some moments where it became annoying. My specs are:

P IV 3,2 GHZ
1024 MB DDR memory
Ati Radeon 9800 Pro 128 MB

Plus I'm running everything on low with a 640 * 480 resolution. I think it's ridiculous that I've got slow downs. I mean look at my specs !!!



SonicClang@Posted: Mon Aug 15, 2005 1:32 am : Doom3world • View topic - Quake II: Lost Marine QuakeCon 2005 Test Build Released

Doom3world

The world is yours! Doom 3 - Quake 4 - ET:QW - Prey - Rage
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PostPosted: Thu Aug 11, 2005 11:27 pm 
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picked up the chaingun

Joined: Tue Dec 28, 2004 2:19 pm
Posts: 182
Managed to install it after uninstalling ROE. But now I get this message:"ERROR: Couldn't load script/q2_quake2_main.q2script"

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PostPosted: Fri Aug 12, 2005 2:54 am 
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The first 10 posts have been the best...

Joined: Mon Jun 27, 2005 7:23 pm
Posts: 16
Kiltron, hope you don't mind but I'm going to start this post with another error I saw, this time in the supershotgun pump animation. When the action is being pumped backwards the hand pulls the forearm away from the gun, resulting in a small, but noticeable, error.

Image

As for the alignment issues, it may be a matter of preference to particular players, I can't speak for anyone else, but in my opinion the shotgun feels most "right" in terms of how it is aligned, I have the easiest time aiming with it without a crosshair. In opposition to this the supershotgun draws a line farther to the left and considerably lower than the shotgun. I have spliced a picture of the shotgun and supershotgun together to demonstrate this.

Image

The machine gun has the same issue as the supershotgun, perhaps its not so much poor alignment as inconsistency which is making this so noticeable to me. If I weren't lazy I'd post pictures of the DooM 3 weapons.

Image

Hope this helps, I had a great time playing through this first test build. Thanks for your time and work.

Edited because I forget to remove particular words when I change grammar and thus sentences read oddly.


Last edited by SilentSoD on Sat Aug 13, 2005 9:18 pm, edited 1 time in total.

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PostPosted: Fri Aug 12, 2005 4:57 am 
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The first 10 posts have been the best...

Joined: Mon Jun 27, 2005 7:23 pm
Posts: 16
I also just made a new pk4 to see what a decent damage would be for the shotgun, don't think I'm going to mess with the other weapons right now. Setting the damage to ten allows for mostly one shot kills against the light guards and also seems to speed up gameplay. This really is just personal preference, however, and can be ignored at will. If you would be so kind could you tell me whether or not what I'm doing, editing your mod, is welcome or not? In the meantime, I'm going to see if I can change D3's shotgun script to make it yet more to my liking (I'm very new to all this and the earlier mod to the D3 shotgun script and def file actually worked so I'm going to see if this new idea does as well).


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PostPosted: Fri Aug 12, 2005 12:54 pm 
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picked up 200 ammo
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Kiltron wrote:
- WinXP SP2
- NVIDIA GeForce4 TI 4600
...
The TI 4600 isn't a recommended card for D3 itself, though it does run it. I pushed the bar with the engine and mod by using many 2048's so anything less than a GF6800 and 512RAM isn't suggested. I targeted high end systems. GF6800-7800 1024-2048RAM. The mod itself doesn't run poorly, it just requires steeper hardware specs.

Crylar, updgrade D3 to the 1.3 Patch.

MY Doom3 is 1.3.1302 and up to date.
My graphic card is RADEON 9800 XT
I have 2 GB of RAM
So that didn't help too much...

I Get the same error with an other mod named shinyx wich pretty much just changes all textuers to some weird shader.

But plz halp me with this, I'm uber hot for this Q2 mod and need to try it.

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PostPosted: Fri Aug 12, 2005 7:06 pm 
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missed 400 shots

Joined: Wed Aug 11, 2004 10:47 pm
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Location: Madison, Wisconsin
Ahh, I didn't see this forum about the mod. Kiltron's site doesn't have a forum for discussing problems.

I'm really anxious to play this, but it is just soooooooo choppy, I can't do anything. There are parts where it runs ok, like underneath in the crawl space in the first level. But anytime there's anything special on screen it runs at less than 1 fps. By the time I "wake up" from the choppyness I'm either dead or nearly dead from enemies. Anytime there's an enemy on the screen especially it's just crawling!

I'm very intersted to know if anyone else is having the same problem. Doom 3 runs smooth as silk on my computer. Every game I run does. I even set the specs as low as I could get them and it still just crawled along. I couldn't get past the first level.

My PC is:
P4 2.0 gig
1 gig ram
GeForce fx 5900 128 megs ram

_________________
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My latest project http://www.monster-clip.com/quakemod/quakemod.htm
Make sure to check out http://cdoom.d3files.com
http://www.myspace.com/sonicclangmusic


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PostPosted: Fri Aug 12, 2005 8:47 pm 
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Joined: Tue Dec 28, 2004 2:19 pm
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Atleast it runs for you !!!

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PostPosted: Fri Aug 12, 2005 9:09 pm 
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missed 400 shots
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Location: In Yo Momma
Crylar, the only possible explanation is you don't have D3 patched properly to 1.3. The Wrong .dll API issue is that problem. Trying to run 1.3 gamecode with a 1.2 installation won't work.

The slowdowns people are getting from characters on screen is because this test release is aimed to test pushing characters using 2048x2048 texture maps down the pipe. That's why I say using a GeForce 6800 or equivalent or higher is recommended. That is D3's recommended card, and we're pushing just a little bit further using those texture sizes. This isn't on all surfaces, just the characters.

GeForce fx 5900 128 megs ram

That's not really going to perform well. Nothing against your card, but that's just how the mod is.


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PostPosted: Fri Aug 12, 2005 9:17 pm 
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picked up the chaingun

Joined: Tue Dec 28, 2004 2:19 pm
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What about my problems Kiltron ?

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PostPosted: Sat Aug 13, 2005 12:51 am 
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missed 400 shots
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TheJugglah, can you post a copy of the console text that is printing when you get that error?


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PostPosted: Sat Aug 13, 2005 1:33 am 
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missed 400 shots

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Kiltron, any plans on getting a lower poly version for people like me? ya know... the majority of people playing Doom 3. Are the models really THAT good that they need to be that high?

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PostPosted: Sat Aug 13, 2005 2:40 am 
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The first 10 posts have been the best...

Joined: Mon Jun 27, 2005 7:23 pm
Posts: 16
It's not the models themselves, as I understand it they're "low-poly" just like vanilla DooM 3's, but the textures which they're applying to the models are considerably larger than normal.

Since I seem to be the only one here running it exceptionally well, unless I missed a post or two, I figure I'll put my relevant specs up. Kiltron knows what he's talking about when he recommends 6800 on up.

Althon 64 3500+
GeForce 6800GT
1GB PC3200

High Quality at 1024*768, 4xAA


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PostPosted: Sat Aug 13, 2005 3:15 am 
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picked up 100 armour

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@SonicClang: Yeah i would say it's definately the graphics card, with 128 MB ram the performance hit is huge on anything but low quality (in my case at least, nvidia 6800).


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PostPosted: Sat Aug 13, 2005 1:53 pm 
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missed 400 shots

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low quality is what I'm playing on. everything turned off, including shadows.

The first level never runs more than 15 fps, and that's if I'm ducking my head in a corner. Most of the time it's less than 1 fps.

The second level actually runs pretty damn well except for the outside area.

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PostPosted: Sat Aug 13, 2005 10:23 pm 
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picked up the chaingun

Joined: Tue Dec 28, 2004 2:19 pm
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Maybe it's because it's late and I'm tired. Or maybe I'm just stupid but when you start in the first map, you can take two routes. Crawling beneath the rock to get to the broken elevator room or shoot the window and crawl down to end up in the water room.

I did the last but after you jumped in the water there is no way of returning. This wouldn't be a problem but the door leading back to the beginning is locked [the one with the turret operation panel next to it]. Since I wasn't able to deactive the red lasers I figured I must have missed something, but after some searching it appeared the only way of getting back to the beginning was using "Noclip" to get through the door.

I didn't find anything special so how do you put the red lasers of ? I eventually used God mode to get through and I hate cheating.

Also the site mentions that the mod wouldn't be a clone, but this sure as hell looks and plays a lot like Quake 2 to me. I'd hoped to see brand new levels :(

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 Post subject:
PostPosted: Sat Aug 13, 2005 10:42 pm 
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The first 10 posts have been the best...

Joined: Mon Jun 27, 2005 7:23 pm
Posts: 16
*Spoilers*


To turn off the lasers, when you reach the "water room" swim as far to the right as you can, go underwater, look around for a bit. There will be a room with lasers and a path around them to a control panel where you can turn off the lasers.

There's an easter egg in the room as well.

*/Spoilers*


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PostPosted: Sun Aug 14, 2005 6:52 am 
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picked up the chaingun

Joined: Tue Dec 28, 2004 2:19 pm
Posts: 182
I've been there and I turned of the lasers in that room. But I'm referring to the lasers in the last room of the map. Where you take the lift down to the next level. How do you turn those of ?

I take it there is no way to open the door near the turret control computer ?

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 Post subject:
PostPosted: Sun Aug 14, 2005 8:37 pm 
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picked up a pistol

Joined: Tue Nov 30, 2004 12:57 pm
Posts: 65
Kiltron wrote:
The slowdowns people are getting from characters on screen is because this test release is aimed to test pushing characters using 2048x2048 texture maps down the pipe.
Just like to point out that using that size texture is ridiculous for ingame models right now.


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 Post subject:
PostPosted: Sun Aug 14, 2005 8:56 pm 
Offline
missed 400 shots

Joined: Wed Aug 11, 2004 10:47 pm
Posts: 460
Location: Madison, Wisconsin
Well it seems as though I've tracked down the source of my massive slowdowns. My video card's fan took a dump on me and I nearly burned up my card. Luckily I tracked down the problem soon enough and I've been able to keep it cool with a mini fan until I get ahold of the manufacturer to find out if it's covered under warrantee. My Trackmania is playing again, and this mod plays just fine. There's some choppyness to it, but that'll get hammered out by final release i'm sure.

_________________
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My latest project http://www.monster-clip.com/quakemod/quakemod.htm
Make sure to check out http://cdoom.d3files.com
http://www.myspace.com/sonicclangmusic


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 Post subject:
PostPosted: Sun Aug 14, 2005 9:37 pm 
Offline
picked up the chaingun

Joined: Tue Dec 28, 2004 2:19 pm
Posts: 182
Regarding the slow downs. I seriously had some moments where it became annoying. My specs are:

P IV 3,2 GHZ
1024 MB DDR memory
Ati Radeon 9800 Pro 128 MB

Plus I'm running everything on low with a 640 * 480 resolution. I think it's ridiculous that I've got slow downs. I mean look at my specs !!!

_________________
Leveldesign.nl @ Your Service.


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 Profile  
 
 Post subject:
PostPosted: Mon Aug 15, 2005 1:32 am 
>
Offline
missed 400 shots



Infernis@Posted: Thu Aug 11, 2005 11:27 pm :
Managed to install it after uninstalling ROE. But now I get this message:"ERROR: Couldn't load script/q2_quake2_main.q2script"



SilentSoD@Posted: Fri Aug 12, 2005 2:54 am :
Kiltron, hope you don't mind but I'm going to start this post with another error I saw, this time in the supershotgun pump animation. When the action is being pumped backwards the hand pulls the forearm away from the gun, resulting in a small, but noticeable, error.

Image

As for the alignment issues, it may be a matter of preference to particular players, I can't speak for anyone else, but in my opinion the shotgun feels most "right" in terms of how it is aligned, I have the easiest time aiming with it without a crosshair. In opposition to this the supershotgun draws a line farther to the left and considerably lower than the shotgun. I have spliced a picture of the shotgun and supershotgun together to demonstrate this.

Image

The machine gun has the same issue as the supershotgun, perhaps its not so much poor alignment as inconsistency which is making this so noticeable to me. If I weren't lazy I'd post pictures of the DooM 3 weapons.

Image

Hope this helps, I had a great time playing through this first test build. Thanks for your time and work.

Edited because I forget to remove particular words when I change grammar and thus sentences read oddly.



SilentSoD@Posted: Fri Aug 12, 2005 4:57 am :
I also just made a new pk4 to see what a decent damage would be for the shotgun, don't think I'm going to mess with the other weapons right now. Setting the damage to ten allows for mostly one shot kills against the light guards and also seems to speed up gameplay. This really is just personal preference, however, and can be ignored at will. If you would be so kind could you tell me whether or not what I'm doing, editing your mod, is welcome or not? In the meantime, I'm going to see if I can change D3's shotgun script to make it yet more to my liking (I'm very new to all this and the earlier mod to the D3 shotgun script and def file actually worked so I'm going to see if this new idea does as well).



Crylar@Posted: Fri Aug 12, 2005 12:54 pm :
Kiltron wrote:
- WinXP SP2
- NVIDIA GeForce4 TI 4600
...
The TI 4600 isn't a recommended card for D3 itself, though it does run it. I pushed the bar with the engine and mod by using many 2048's so anything less than a GF6800 and 512RAM isn't suggested. I targeted high end systems. GF6800-7800 1024-2048RAM. The mod itself doesn't run poorly, it just requires steeper hardware specs.

Crylar, updgrade D3 to the 1.3 Patch.

MY Doom3 is 1.3.1302 and up to date.
My graphic card is RADEON 9800 XT
I have 2 GB of RAM
So that didn't help too much...

I Get the same error with an other mod named shinyx wich pretty much just changes all textuers to some weird shader.

But plz halp me with this, I'm uber hot for this Q2 mod and need to try it.



SonicClang@Posted: Fri Aug 12, 2005 7:06 pm :
Ahh, I didn't see this forum about the mod. Kiltron's site doesn't have a forum for discussing problems.

I'm really anxious to play this, but it is just soooooooo choppy, I can't do anything. There are parts where it runs ok, like underneath in the crawl space in the first level. But anytime there's anything special on screen it runs at less than 1 fps. By the time I "wake up" from the choppyness I'm either dead or nearly dead from enemies. Anytime there's an enemy on the screen especially it's just crawling!

I'm very intersted to know if anyone else is having the same problem. Doom 3 runs smooth as silk on my computer. Every game I run does. I even set the specs as low as I could get them and it still just crawled along. I couldn't get past the first level.

My PC is:
P4 2.0 gig
1 gig ram
GeForce fx 5900 128 megs ram



Infernis@Posted: Fri Aug 12, 2005 8:47 pm :
Atleast it runs for you !!!



Kiltron@Posted: Fri Aug 12, 2005 9:09 pm :
Crylar, the only possible explanation is you don't have D3 patched properly to 1.3. The Wrong .dll API issue is that problem. Trying to run 1.3 gamecode with a 1.2 installation won't work.

The slowdowns people are getting from characters on screen is because this test release is aimed to test pushing characters using 2048x2048 texture maps down the pipe. That's why I say using a GeForce 6800 or equivalent or higher is recommended. That is D3's recommended card, and we're pushing just a little bit further using those texture sizes. This isn't on all surfaces, just the characters.

GeForce fx 5900 128 megs ram

That's not really going to perform well. Nothing against your card, but that's just how the mod is.



Infernis@Posted: Fri Aug 12, 2005 9:17 pm :
What about my problems Kiltron ?



Kiltron@Posted: Sat Aug 13, 2005 12:51 am :
TheJugglah, can you post a copy of the console text that is printing when you get that error?



SonicClang@Posted: Sat Aug 13, 2005 1:33 am :
Kiltron, any plans on getting a lower poly version for people like me? ya know... the majority of people playing Doom 3. Are the models really THAT good that they need to be that high?



SilentSoD@Posted: Sat Aug 13, 2005 2:40 am :
It's not the models themselves, as I understand it they're "low-poly" just like vanilla DooM 3's, but the textures which they're applying to the models are considerably larger than normal.

Since I seem to be the only one here running it exceptionally well, unless I missed a post or two, I figure I'll put my relevant specs up. Kiltron knows what he's talking about when he recommends 6800 on up.

Althon 64 3500+
GeForce 6800GT
1GB PC3200

High Quality at 1024*768, 4xAA



AO@Posted: Sat Aug 13, 2005 3:15 am :
@SonicClang: Yeah i would say it's definately the graphics card, with 128 MB ram the performance hit is huge on anything but low quality (in my case at least, nvidia 6800).



SonicClang@Posted: Sat Aug 13, 2005 1:53 pm :
low quality is what I'm playing on. everything turned off, including shadows.

The first level never runs more than 15 fps, and that's if I'm ducking my head in a corner. Most of the time it's less than 1 fps.

The second level actually runs pretty damn well except for the outside area.



Infernis@Posted: Sat Aug 13, 2005 10:23 pm :
Maybe it's because it's late and I'm tired. Or maybe I'm just stupid but when you start in the first map, you can take two routes. Crawling beneath the rock to get to the broken elevator room or shoot the window and crawl down to end up in the water room.

I did the last but after you jumped in the water there is no way of returning. This wouldn't be a problem but the door leading back to the beginning is locked [the one with the turret operation panel next to it]. Since I wasn't able to deactive the red lasers I figured I must have missed something, but after some searching it appeared the only way of getting back to the beginning was using "Noclip" to get through the door.

I didn't find anything special so how do you put the red lasers of ? I eventually used God mode to get through and I hate cheating.

Also the site mentions that the mod wouldn't be a clone, but this sure as hell looks and plays a lot like Quake 2 to me. I'd hoped to see brand new levels :(



SilentSoD@Posted: Sat Aug 13, 2005 10:42 pm :
*Spoilers*


To turn off the lasers, when you reach the "water room" swim as far to the right as you can, go underwater, look around for a bit. There will be a room with lasers and a path around them to a control panel where you can turn off the lasers.

There's an easter egg in the room as well.

*/Spoilers*



Infernis@Posted: Sun Aug 14, 2005 6:52 am :
I've been there and I turned of the lasers in that room. But I'm referring to the lasers in the last room of the map. Where you take the lift down to the next level. How do you turn those of ?

I take it there is no way to open the door near the turret control computer ?



rcumps01@Posted: Sun Aug 14, 2005 8:37 pm :
Kiltron wrote:
The slowdowns people are getting from characters on screen is because this test release is aimed to test pushing characters using 2048x2048 texture maps down the pipe.
Just like to point out that using that size texture is ridiculous for ingame models right now.



SonicClang@Posted: Sun Aug 14, 2005 8:56 pm :
Well it seems as though I've tracked down the source of my massive slowdowns. My video card's fan took a dump on me and I nearly burned up my card. Luckily I tracked down the problem soon enough and I've been able to keep it cool with a mini fan until I get ahold of the manufacturer to find out if it's covered under warrantee. My Trackmania is playing again, and this mod plays just fine. There's some choppyness to it, but that'll get hammered out by final release i'm sure.



Infernis@Posted: Sun Aug 14, 2005 9:37 pm :
Regarding the slow downs. I seriously had some moments where it became annoying. My specs are:

P IV 3,2 GHZ
1024 MB DDR memory
Ati Radeon 9800 Pro 128 MB

Plus I'm running everything on low with a 640 * 480 resolution. I think it's ridiculous that I've got slow downs. I mean look at my specs !!!



SonicClang@Posted: Mon Aug 15, 2005 1:32 am : Doom3world • View topic - Quake II: Lost Marine QuakeCon 2005 Test Build Released

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PostPosted: Thu Aug 11, 2005 11:27 pm 
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picked up the chaingun

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Managed to install it after uninstalling ROE. But now I get this message:"ERROR: Couldn't load script/q2_quake2_main.q2script"

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PostPosted: Fri Aug 12, 2005 2:54 am 
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The first 10 posts have been the best...

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Kiltron, hope you don't mind but I'm going to start this post with another error I saw, this time in the supershotgun pump animation. When the action is being pumped backwards the hand pulls the forearm away from the gun, resulting in a small, but noticeable, error.

Image

As for the alignment issues, it may be a matter of preference to particular players, I can't speak for anyone else, but in my opinion the shotgun feels most "right" in terms of how it is aligned, I have the easiest time aiming with it without a crosshair. In opposition to this the supershotgun draws a line farther to the left and considerably lower than the shotgun. I have spliced a picture of the shotgun and supershotgun together to demonstrate this.

Image

The machine gun has the same issue as the supershotgun, perhaps its not so much poor alignment as inconsistency which is making this so noticeable to me. If I weren't lazy I'd post pictures of the DooM 3 weapons.

Image

Hope this helps, I had a great time playing through this first test build. Thanks for your time and work.

Edited because I forget to remove particular words when I change grammar and thus sentences read oddly.


Last edited by SilentSoD on Sat Aug 13, 2005 9:18 pm, edited 1 time in total.

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PostPosted: Fri Aug 12, 2005 4:57 am 
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The first 10 posts have been the best...

Joined: Mon Jun 27, 2005 7:23 pm
Posts: 15
I also just made a new pk4 to see what a decent damage would be for the shotgun, don't think I'm going to mess with the other weapons right now. Setting the damage to ten allows for mostly one shot kills against the light guards and also seems to speed up gameplay. This really is just personal preference, however, and can be ignored at will. If you would be so kind could you tell me whether or not what I'm doing, editing your mod, is welcome or not? In the meantime, I'm going to see if I can change D3's shotgun script to make it yet more to my liking (I'm very new to all this and the earlier mod to the D3 shotgun script and def file actually worked so I'm going to see if this new idea does as well).


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PostPosted: Fri Aug 12, 2005 12:54 pm 
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picked up 200 ammo
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Kiltron wrote:
- WinXP SP2
- NVIDIA GeForce4 TI 4600
...
The TI 4600 isn't a recommended card for D3 itself, though it does run it. I pushed the bar with the engine and mod by using many 2048's so anything less than a GF6800 and 512RAM isn't suggested. I targeted high end systems. GF6800-7800 1024-2048RAM. The mod itself doesn't run poorly, it just requires steeper hardware specs.

Crylar, updgrade D3 to the 1.3 Patch.

MY Doom3 is 1.3.1302 and up to date.
My graphic card is RADEON 9800 XT
I have 2 GB of RAM
So that didn't help too much...

I Get the same error with an other mod named shinyx wich pretty much just changes all textuers to some weird shader.

But plz halp me with this, I'm uber hot for this Q2 mod and need to try it.

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PostPosted: Fri Aug 12, 2005 7:06 pm 
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missed 400 shots

Joined: Wed Aug 11, 2004 10:47 pm
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Ahh, I didn't see this forum about the mod. Kiltron's site doesn't have a forum for discussing problems.

I'm really anxious to play this, but it is just soooooooo choppy, I can't do anything. There are parts where it runs ok, like underneath in the crawl space in the first level. But anytime there's anything special on screen it runs at less than 1 fps. By the time I "wake up" from the choppyness I'm either dead or nearly dead from enemies. Anytime there's an enemy on the screen especially it's just crawling!

I'm very intersted to know if anyone else is having the same problem. Doom 3 runs smooth as silk on my computer. Every game I run does. I even set the specs as low as I could get them and it still just crawled along. I couldn't get past the first level.

My PC is:
P4 2.0 gig
1 gig ram
GeForce fx 5900 128 megs ram

_________________
"65% nerd."
My latest project http://www.monster-clip.com/quakemod/quakemod.htm
Make sure to check out http://cdoom.d3files.com
http://www.myspace.com/sonicclangmusic


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PostPosted: Fri Aug 12, 2005 8:47 pm 
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picked up the chaingun

Joined: Tue Dec 28, 2004 2:19 pm
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Atleast it runs for you !!!

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PostPosted: Fri Aug 12, 2005 9:09 pm 
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missed 400 shots
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Location: In Yo Momma
Crylar, the only possible explanation is you don't have D3 patched properly to 1.3. The Wrong .dll API issue is that problem. Trying to run 1.3 gamecode with a 1.2 installation won't work.

The slowdowns people are getting from characters on screen is because this test release is aimed to test pushing characters using 2048x2048 texture maps down the pipe. That's why I say using a GeForce 6800 or equivalent or higher is recommended. That is D3's recommended card, and we're pushing just a little bit further using those texture sizes. This isn't on all surfaces, just the characters.

GeForce fx 5900 128 megs ram

That's not really going to perform well. Nothing against your card, but that's just how the mod is.


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PostPosted: Fri Aug 12, 2005 9:17 pm 
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picked up the chaingun

Joined: Tue Dec 28, 2004 2:19 pm
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What about my problems Kiltron ?

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PostPosted: Sat Aug 13, 2005 12:51 am 
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missed 400 shots
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TheJugglah, can you post a copy of the console text that is printing when you get that error?


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PostPosted: Sat Aug 13, 2005 1:33 am 
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missed 400 shots

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Kiltron, any plans on getting a lower poly version for people like me? ya know... the majority of people playing Doom 3. Are the models really THAT good that they need to be that high?

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My latest project http://www.monster-clip.com/quakemod/quakemod.htm
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PostPosted: Sat Aug 13, 2005 2:40 am 
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The first 10 posts have been the best...

Joined: Mon Jun 27, 2005 7:23 pm
Posts: 15
It's not the models themselves, as I understand it they're "low-poly" just like vanilla DooM 3's, but the textures which they're applying to the models are considerably larger than normal.

Since I seem to be the only one here running it exceptionally well, unless I missed a post or two, I figure I'll put my relevant specs up. Kiltron knows what he's talking about when he recommends 6800 on up.

Althon 64 3500+
GeForce 6800GT
1GB PC3200

High Quality at 1024*768, 4xAA


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PostPosted: Sat Aug 13, 2005 3:15 am 
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picked up 100 armour

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@SonicClang: Yeah i would say it's definately the graphics card, with 128 MB ram the performance hit is huge on anything but low quality (in my case at least, nvidia 6800).


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PostPosted: Sat Aug 13, 2005 1:53 pm 
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missed 400 shots

Joined: Wed Aug 11, 2004 10:47 pm
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Location: Madison, Wisconsin
low quality is what I'm playing on. everything turned off, including shadows.

The first level never runs more than 15 fps, and that's if I'm ducking my head in a corner. Most of the time it's less than 1 fps.

The second level actually runs pretty damn well except for the outside area.

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PostPosted: Sat Aug 13, 2005 10:23 pm 
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picked up the chaingun

Joined: Tue Dec 28, 2004 2:19 pm
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Maybe it's because it's late and I'm tired. Or maybe I'm just stupid but when you start in the first map, you can take two routes. Crawling beneath the rock to get to the broken elevator room or shoot the window and crawl down to end up in the water room.

I did the last but after you jumped in the water there is no way of returning. This wouldn't be a problem but the door leading back to the beginning is locked [the one with the turret operation panel next to it]. Since I wasn't able to deactive the red lasers I figured I must have missed something, but after some searching it appeared the only way of getting back to the beginning was using "Noclip" to get through the door.

I didn't find anything special so how do you put the red lasers of ? I eventually used God mode to get through and I hate cheating.

Also the site mentions that the mod wouldn't be a clone, but this sure as hell looks and plays a lot like Quake 2 to me. I'd hoped to see brand new levels :(

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PostPosted: Sat Aug 13, 2005 10:42 pm 
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The first 10 posts have been the best...

Joined: Mon Jun 27, 2005 7:23 pm
Posts: 15
*Spoilers*


To turn off the lasers, when you reach the "water room" swim as far to the right as you can, go underwater, look around for a bit. There will be a room with lasers and a path around them to a control panel where you can turn off the lasers.

There's an easter egg in the room as well.

*/Spoilers*


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PostPosted: Sun Aug 14, 2005 6:52 am 
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picked up the chaingun

Joined: Tue Dec 28, 2004 2:19 pm
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I've been there and I turned of the lasers in that room. But I'm referring to the lasers in the last room of the map. Where you take the lift down to the next level. How do you turn those of ?

I take it there is no way to open the door near the turret control computer ?

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PostPosted: Sun Aug 14, 2005 8:37 pm 
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picked up a pistol

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Kiltron wrote:
The slowdowns people are getting from characters on screen is because this test release is aimed to test pushing characters using 2048x2048 texture maps down the pipe.
Just like to point out that using that size texture is ridiculous for ingame models right now.


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PostPosted: Sun Aug 14, 2005 8:56 pm 
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missed 400 shots

Joined: Wed Aug 11, 2004 10:47 pm
Posts: 460
Location: Madison, Wisconsin
Well it seems as though I've tracked down the source of my massive slowdowns. My video card's fan took a dump on me and I nearly burned up my card. Luckily I tracked down the problem soon enough and I've been able to keep it cool with a mini fan until I get ahold of the manufacturer to find out if it's covered under warrantee. My Trackmania is playing again, and this mod plays just fine. There's some choppyness to it, but that'll get hammered out by final release i'm sure.

_________________
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My latest project http://www.monster-clip.com/quakemod/quakemod.htm
Make sure to check out http://cdoom.d3files.com
http://www.myspace.com/sonicclangmusic


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PostPosted: Sun Aug 14, 2005 9:37 pm 
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picked up the chaingun

Joined: Tue Dec 28, 2004 2:19 pm
Posts: 177
Regarding the slow downs. I seriously had some moments where it became annoying. My specs are:

P IV 3,2 GHZ
1024 MB DDR memory
Ati Radeon 9800 Pro 128 MB

Plus I'm running everything on low with a 640 * 480 resolution. I think it's ridiculous that I've got slow downs. I mean look at my specs !!!

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 Post subject:
PostPosted: Mon Aug 15, 2005 1:32 am 
Offline
missed 400 shots



Infernis@Posted: Thu Aug 11, 2005 11:27 pm :
Managed to install it after uninstalling ROE. But now I get this message:"ERROR: Couldn't load script/q2_quake2_main.q2script"



SilentSoD@Posted: Fri Aug 12, 2005 2:54 am :
Kiltron, hope you don't mind but I'm going to start this post with another error I saw, this time in the supershotgun pump animation. When the action is being pumped backwards the hand pulls the forearm away from the gun, resulting in a small, but noticeable, error.

Image

As for the alignment issues, it may be a matter of preference to particular players, I can't speak for anyone else, but in my opinion the shotgun feels most "right" in terms of how it is aligned, I have the easiest time aiming with it without a crosshair. In opposition to this the supershotgun draws a line farther to the left and considerably lower than the shotgun. I have spliced a picture of the shotgun and supershotgun together to demonstrate this.

Image

The machine gun has the same issue as the supershotgun, perhaps its not so much poor alignment as inconsistency which is making this so noticeable to me. If I weren't lazy I'd post pictures of the DooM 3 weapons.

Image

Hope this helps, I had a great time playing through this first test build. Thanks for your time and work.

Edited because I forget to remove particular words when I change grammar and thus sentences read oddly.



SilentSoD@Posted: Fri Aug 12, 2005 4:57 am :
I also just made a new pk4 to see what a decent damage would be for the shotgun, don't think I'm going to mess with the other weapons right now. Setting the damage to ten allows for mostly one shot kills against the light guards and also seems to speed up gameplay. This really is just personal preference, however, and can be ignored at will. If you would be so kind could you tell me whether or not what I'm doing, editing your mod, is welcome or not? In the meantime, I'm going to see if I can change D3's shotgun script to make it yet more to my liking (I'm very new to all this and the earlier mod to the D3 shotgun script and def file actually worked so I'm going to see if this new idea does as well).



Crylar@Posted: Fri Aug 12, 2005 12:54 pm :
Kiltron wrote:
- WinXP SP2
- NVIDIA GeForce4 TI 4600
...
The TI 4600 isn't a recommended card for D3 itself, though it does run it. I pushed the bar with the engine and mod by using many 2048's so anything less than a GF6800 and 512RAM isn't suggested. I targeted high end systems. GF6800-7800 1024-2048RAM. The mod itself doesn't run poorly, it just requires steeper hardware specs.

Crylar, updgrade D3 to the 1.3 Patch.

MY Doom3 is 1.3.1302 and up to date.
My graphic card is RADEON 9800 XT
I have 2 GB of RAM
So that didn't help too much...

I Get the same error with an other mod named shinyx wich pretty much just changes all textuers to some weird shader.

But plz halp me with this, I'm uber hot for this Q2 mod and need to try it.



SonicClang@Posted: Fri Aug 12, 2005 7:06 pm :
Ahh, I didn't see this forum about the mod. Kiltron's site doesn't have a forum for discussing problems.

I'm really anxious to play this, but it is just soooooooo choppy, I can't do anything. There are parts where it runs ok, like underneath in the crawl space in the first level. But anytime there's anything special on screen it runs at less than 1 fps. By the time I "wake up" from the choppyness I'm either dead or nearly dead from enemies. Anytime there's an enemy on the screen especially it's just crawling!

I'm very intersted to know if anyone else is having the same problem. Doom 3 runs smooth as silk on my computer. Every game I run does. I even set the specs as low as I could get them and it still just crawled along. I couldn't get past the first level.

My PC is:
P4 2.0 gig
1 gig ram
GeForce fx 5900 128 megs ram



Infernis@Posted: Fri Aug 12, 2005 8:47 pm :
Atleast it runs for you !!!



Kiltron@Posted: Fri Aug 12, 2005 9:09 pm :
Crylar, the only possible explanation is you don't have D3 patched properly to 1.3. The Wrong .dll API issue is that problem. Trying to run 1.3 gamecode with a 1.2 installation won't work.

The slowdowns people are getting from characters on screen is because this test release is aimed to test pushing characters using 2048x2048 texture maps down the pipe. That's why I say using a GeForce 6800 or equivalent or higher is recommended. That is D3's recommended card, and we're pushing just a little bit further using those texture sizes. This isn't on all surfaces, just the characters.

GeForce fx 5900 128 megs ram

That's not really going to perform well. Nothing against your card, but that's just how the mod is.



Infernis@Posted: Fri Aug 12, 2005 9:17 pm :
What about my problems Kiltron ?



Kiltron@Posted: Sat Aug 13, 2005 12:51 am :
TheJugglah, can you post a copy of the console text that is printing when you get that error?



SonicClang@Posted: Sat Aug 13, 2005 1:33 am :
Kiltron, any plans on getting a lower poly version for people like me? ya know... the majority of people playing Doom 3. Are the models really THAT good that they need to be that high?



SilentSoD@Posted: Sat Aug 13, 2005 2:40 am :
It's not the models themselves, as I understand it they're "low-poly" just like vanilla DooM 3's, but the textures which they're applying to the models are considerably larger than normal.

Since I seem to be the only one here running it exceptionally well, unless I missed a post or two, I figure I'll put my relevant specs up. Kiltron knows what he's talking about when he recommends 6800 on up.

Althon 64 3500+
GeForce 6800GT
1GB PC3200

High Quality at 1024*768, 4xAA



AO@Posted: Sat Aug 13, 2005 3:15 am :
@SonicClang: Yeah i would say it's definately the graphics card, with 128 MB ram the performance hit is huge on anything but low quality (in my case at least, nvidia 6800).



SonicClang@Posted: Sat Aug 13, 2005 1:53 pm :
low quality is what I'm playing on. everything turned off, including shadows.

The first level never runs more than 15 fps, and that's if I'm ducking my head in a corner. Most of the time it's less than 1 fps.

The second level actually runs pretty damn well except for the outside area.



Infernis@Posted: Sat Aug 13, 2005 10:23 pm :
Maybe it's because it's late and I'm tired. Or maybe I'm just stupid but when you start in the first map, you can take two routes. Crawling beneath the rock to get to the broken elevator room or shoot the window and crawl down to end up in the water room.

I did the last but after you jumped in the water there is no way of returning. This wouldn't be a problem but the door leading back to the beginning is locked [the one with the turret operation panel next to it]. Since I wasn't able to deactive the red lasers I figured I must have missed something, but after some searching it appeared the only way of getting back to the beginning was using "Noclip" to get through the door.

I didn't find anything special so how do you put the red lasers of ? I eventually used God mode to get through and I hate cheating.

Also the site mentions that the mod wouldn't be a clone, but this sure as hell looks and plays a lot like Quake 2 to me. I'd hoped to see brand new levels :(



SilentSoD@Posted: Sat Aug 13, 2005 10:42 pm :
*Spoilers*


To turn off the lasers, when you reach the "water room" swim as far to the right as you can, go underwater, look around for a bit. There will be a room with lasers and a path around them to a control panel where you can turn off the lasers.

There's an easter egg in the room as well.

*/Spoilers*



Infernis@Posted: Sun Aug 14, 2005 6:52 am :
I've been there and I turned of the lasers in that room. But I'm referring to the lasers in the last room of the map. Where you take the lift down to the next level. How do you turn those of ?

I take it there is no way to open the door near the turret control computer ?



rcumps01@Posted: Sun Aug 14, 2005 8:37 pm :
Kiltron wrote:
The slowdowns people are getting from characters on screen is because this test release is aimed to test pushing characters using 2048x2048 texture maps down the pipe.
Just like to point out that using that size texture is ridiculous for ingame models right now.



SonicClang@Posted: Sun Aug 14, 2005 8:56 pm :
Well it seems as though I've tracked down the source of my massive slowdowns. My video card's fan took a dump on me and I nearly burned up my card. Luckily I tracked down the problem soon enough and I've been able to keep it cool with a mini fan until I get ahold of the manufacturer to find out if it's covered under warrantee. My Trackmania is playing again, and this mod plays just fine. There's some choppyness to it, but that'll get hammered out by final release i'm sure.



Infernis@Posted: Sun Aug 14, 2005 9:37 pm :
Regarding the slow downs. I seriously had some moments where it became annoying. My specs are:

P IV 3,2 GHZ
1024 MB DDR memory
Ati Radeon 9800 Pro 128 MB

Plus I'm running everything on low with a 640 * 480 resolution. I think it's ridiculous that I've got slow downs. I mean look at my specs !!!



SonicClang@Posted: Mon Aug 15, 2005 1:32 am : Doom3world • View topic - Quake II: Lost Marine QuakeCon 2005 Test Build Released

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Managed to install it after uninstalling ROE. But now I get this message:"ERROR: Couldn't load script/q2_quake2_main.q2script"

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Kiltron, hope you don't mind but I'm going to start this post with another error I saw, this time in the supershotgun pump animation. When the action is being pumped backwards the hand pulls the forearm away from the gun, resulting in a small, but noticeable, error.

Image

As for the alignment issues, it may be a matter of preference to particular players, I can't speak for anyone else, but in my opinion the shotgun feels most "right" in terms of how it is aligned, I have the easiest time aiming with it without a crosshair. In opposition to this the supershotgun draws a line farther to the left and considerably lower than the shotgun. I have spliced a picture of the shotgun and supershotgun together to demonstrate this.

Image

The machine gun has the same issue as the supershotgun, perhaps its not so much poor alignment as inconsistency which is making this so noticeable to me. If I weren't lazy I'd post pictures of the DooM 3 weapons.

Image

Hope this helps, I had a great time playing through this first test build. Thanks for your time and work.

Edited because I forget to remove particular words when I change grammar and thus sentences read oddly.


Last edited by SilentSoD on Sat Aug 13, 2005 9:18 pm, edited 1 time in total.

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The first 10 posts have been the best...

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I also just made a new pk4 to see what a decent damage would be for the shotgun, don't think I'm going to mess with the other weapons right now. Setting the damage to ten allows for mostly one shot kills against the light guards and also seems to speed up gameplay. This really is just personal preference, however, and can be ignored at will. If you would be so kind could you tell me whether or not what I'm doing, editing your mod, is welcome or not? In the meantime, I'm going to see if I can change D3's shotgun script to make it yet more to my liking (I'm very new to all this and the earlier mod to the D3 shotgun script and def file actually worked so I'm going to see if this new idea does as well).


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PostPosted: Fri Aug 12, 2005 12:54 pm 
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Kiltron wrote:
- WinXP SP2
- NVIDIA GeForce4 TI 4600
...
The TI 4600 isn't a recommended card for D3 itself, though it does run it. I pushed the bar with the engine and mod by using many 2048's so anything less than a GF6800 and 512RAM isn't suggested. I targeted high end systems. GF6800-7800 1024-2048RAM. The mod itself doesn't run poorly, it just requires steeper hardware specs.

Crylar, updgrade D3 to the 1.3 Patch.

MY Doom3 is 1.3.1302 and up to date.
My graphic card is RADEON 9800 XT
I have 2 GB of RAM
So that didn't help too much...

I Get the same error with an other mod named shinyx wich pretty much just changes all textuers to some weird shader.

But plz halp me with this, I'm uber hot for this Q2 mod and need to try it.

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PostPosted: Fri Aug 12, 2005 7:06 pm 
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missed 400 shots

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Ahh, I didn't see this forum about the mod. Kiltron's site doesn't have a forum for discussing problems.

I'm really anxious to play this, but it is just soooooooo choppy, I can't do anything. There are parts where it runs ok, like underneath in the crawl space in the first level. But anytime there's anything special on screen it runs at less than 1 fps. By the time I "wake up" from the choppyness I'm either dead or nearly dead from enemies. Anytime there's an enemy on the screen especially it's just crawling!

I'm very intersted to know if anyone else is having the same problem. Doom 3 runs smooth as silk on my computer. Every game I run does. I even set the specs as low as I could get them and it still just crawled along. I couldn't get past the first level.

My PC is:
P4 2.0 gig
1 gig ram
GeForce fx 5900 128 megs ram

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Atleast it runs for you !!!

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PostPosted: Fri Aug 12, 2005 9:09 pm 
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Crylar, the only possible explanation is you don't have D3 patched properly to 1.3. The Wrong .dll API issue is that problem. Trying to run 1.3 gamecode with a 1.2 installation won't work.

The slowdowns people are getting from characters on screen is because this test release is aimed to test pushing characters using 2048x2048 texture maps down the pipe. That's why I say using a GeForce 6800 or equivalent or higher is recommended. That is D3's recommended card, and we're pushing just a little bit further using those texture sizes. This isn't on all surfaces, just the characters.

GeForce fx 5900 128 megs ram

That's not really going to perform well. Nothing against your card, but that's just how the mod is.


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PostPosted: Fri Aug 12, 2005 9:17 pm 
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What about my problems Kiltron ?

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TheJugglah, can you post a copy of the console text that is printing when you get that error?


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PostPosted: Sat Aug 13, 2005 1:33 am 
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missed 400 shots

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Kiltron, any plans on getting a lower poly version for people like me? ya know... the majority of people playing Doom 3. Are the models really THAT good that they need to be that high?

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PostPosted: Sat Aug 13, 2005 2:40 am 
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The first 10 posts have been the best...

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It's not the models themselves, as I understand it they're "low-poly" just like vanilla DooM 3's, but the textures which they're applying to the models are considerably larger than normal.

Since I seem to be the only one here running it exceptionally well, unless I missed a post or two, I figure I'll put my relevant specs up. Kiltron knows what he's talking about when he recommends 6800 on up.

Althon 64 3500+
GeForce 6800GT
1GB PC3200

High Quality at 1024*768, 4xAA


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PostPosted: Sat Aug 13, 2005 3:15 am 
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@SonicClang: Yeah i would say it's definately the graphics card, with 128 MB ram the performance hit is huge on anything but low quality (in my case at least, nvidia 6800).


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PostPosted: Sat Aug 13, 2005 1:53 pm 
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missed 400 shots

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low quality is what I'm playing on. everything turned off, including shadows.

The first level never runs more than 15 fps, and that's if I'm ducking my head in a corner. Most of the time it's less than 1 fps.

The second level actually runs pretty damn well except for the outside area.

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Maybe it's because it's late and I'm tired. Or maybe I'm just stupid but when you start in the first map, you can take two routes. Crawling beneath the rock to get to the broken elevator room or shoot the window and crawl down to end up in the water room.

I did the last but after you jumped in the water there is no way of returning. This wouldn't be a problem but the door leading back to the beginning is locked [the one with the turret operation panel next to it]. Since I wasn't able to deactive the red lasers I figured I must have missed something, but after some searching it appeared the only way of getting back to the beginning was using "Noclip" to get through the door.

I didn't find anything special so how do you put the red lasers of ? I eventually used God mode to get through and I hate cheating.

Also the site mentions that the mod wouldn't be a clone, but this sure as hell looks and plays a lot like Quake 2 to me. I'd hoped to see brand new levels :(

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PostPosted: Sat Aug 13, 2005 10:42 pm 
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The first 10 posts have been the best...

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*Spoilers*


To turn off the lasers, when you reach the "water room" swim as far to the right as you can, go underwater, look around for a bit. There will be a room with lasers and a path around them to a control panel where you can turn off the lasers.

There's an easter egg in the room as well.

*/Spoilers*


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PostPosted: Sun Aug 14, 2005 6:52 am 
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picked up the chaingun

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I've been there and I turned of the lasers in that room. But I'm referring to the lasers in the last room of the map. Where you take the lift down to the next level. How do you turn those of ?

I take it there is no way to open the door near the turret control computer ?

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PostPosted: Sun Aug 14, 2005 8:37 pm 
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Kiltron wrote:
The slowdowns people are getting from characters on screen is because this test release is aimed to test pushing characters using 2048x2048 texture maps down the pipe.
Just like to point out that using that size texture is ridiculous for ingame models right now.


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PostPosted: Sun Aug 14, 2005 8:56 pm 
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missed 400 shots

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Location: Madison, Wisconsin
Well it seems as though I've tracked down the source of my massive slowdowns. My video card's fan took a dump on me and I nearly burned up my card. Luckily I tracked down the problem soon enough and I've been able to keep it cool with a mini fan until I get ahold of the manufacturer to find out if it's covered under warrantee. My Trackmania is playing again, and this mod plays just fine. There's some choppyness to it, but that'll get hammered out by final release i'm sure.

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PostPosted: Sun Aug 14, 2005 9:37 pm 
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picked up the chaingun

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Regarding the slow downs. I seriously had some moments where it became annoying. My specs are:

P IV 3,2 GHZ
1024 MB DDR memory
Ati Radeon 9800 Pro 128 MB

Plus I'm running everything on low with a 640 * 480 resolution. I think it's ridiculous that I've got slow downs. I mean look at my specs !!!

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PostPosted: Mon Aug 15, 2005 1:32 am 
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missed 400 shots



Infernis@Posted: Thu Aug 11, 2005 11:27 pm :
Managed to install it after uninstalling ROE. But now I get this message:"ERROR: Couldn't load script/q2_quake2_main.q2script"



SilentSoD@Posted: Fri Aug 12, 2005 2:54 am :
Kiltron, hope you don't mind but I'm going to start this post with another error I saw, this time in the supershotgun pump animation. When the action is being pumped backwards the hand pulls the forearm away from the gun, resulting in a small, but noticeable, error.

Image

As for the alignment issues, it may be a matter of preference to particular players, I can't speak for anyone else, but in my opinion the shotgun feels most "right" in terms of how it is aligned, I have the easiest time aiming with it without a crosshair. In opposition to this the supershotgun draws a line farther to the left and considerably lower than the shotgun. I have spliced a picture of the shotgun and supershotgun together to demonstrate this.

Image

The machine gun has the same issue as the supershotgun, perhaps its not so much poor alignment as inconsistency which is making this so noticeable to me. If I weren't lazy I'd post pictures of the DooM 3 weapons.

Image

Hope this helps, I had a great time playing through this first test build. Thanks for your time and work.

Edited because I forget to remove particular words when I change grammar and thus sentences read oddly.



SilentSoD@Posted: Fri Aug 12, 2005 4:57 am :
I also just made a new pk4 to see what a decent damage would be for the shotgun, don't think I'm going to mess with the other weapons right now. Setting the damage to ten allows for mostly one shot kills against the light guards and also seems to speed up gameplay. This really is just personal preference, however, and can be ignored at will. If you would be so kind could you tell me whether or not what I'm doing, editing your mod, is welcome or not? In the meantime, I'm going to see if I can change D3's shotgun script to make it yet more to my liking (I'm very new to all this and the earlier mod to the D3 shotgun script and def file actually worked so I'm going to see if this new idea does as well).



Crylar@Posted: Fri Aug 12, 2005 12:54 pm :
Kiltron wrote:
- WinXP SP2
- NVIDIA GeForce4 TI 4600
...
The TI 4600 isn't a recommended card for D3 itself, though it does run it. I pushed the bar with the engine and mod by using many 2048's so anything less than a GF6800 and 512RAM isn't suggested. I targeted high end systems. GF6800-7800 1024-2048RAM. The mod itself doesn't run poorly, it just requires steeper hardware specs.

Crylar, updgrade D3 to the 1.3 Patch.

MY Doom3 is 1.3.1302 and up to date.
My graphic card is RADEON 9800 XT
I have 2 GB of RAM
So that didn't help too much...

I Get the same error with an other mod named shinyx wich pretty much just changes all textuers to some weird shader.

But plz halp me with this, I'm uber hot for this Q2 mod and need to try it.



SonicClang@Posted: Fri Aug 12, 2005 7:06 pm :
Ahh, I didn't see this forum about the mod. Kiltron's site doesn't have a forum for discussing problems.

I'm really anxious to play this, but it is just soooooooo choppy, I can't do anything. There are parts where it runs ok, like underneath in the crawl space in the first level. But anytime there's anything special on screen it runs at less than 1 fps. By the time I "wake up" from the choppyness I'm either dead or nearly dead from enemies. Anytime there's an enemy on the screen especially it's just crawling!

I'm very intersted to know if anyone else is having the same problem. Doom 3 runs smooth as silk on my computer. Every game I run does. I even set the specs as low as I could get them and it still just crawled along. I couldn't get past the first level.

My PC is:
P4 2.0 gig
1 gig ram
GeForce fx 5900 128 megs ram



Infernis@Posted: Fri Aug 12, 2005 8:47 pm :
Atleast it runs for you !!!



Kiltron@Posted: Fri Aug 12, 2005 9:09 pm :
Crylar, the only possible explanation is you don't have D3 patched properly to 1.3. The Wrong .dll API issue is that problem. Trying to run 1.3 gamecode with a 1.2 installation won't work.

The slowdowns people are getting from characters on screen is because this test release is aimed to test pushing characters using 2048x2048 texture maps down the pipe. That's why I say using a GeForce 6800 or equivalent or higher is recommended. That is D3's recommended card, and we're pushing just a little bit further using those texture sizes. This isn't on all surfaces, just the characters.

GeForce fx 5900 128 megs ram

That's not really going to perform well. Nothing against your card, but that's just how the mod is.



Infernis@Posted: Fri Aug 12, 2005 9:17 pm :
What about my problems Kiltron ?



Kiltron@Posted: Sat Aug 13, 2005 12:51 am :
TheJugglah, can you post a copy of the console text that is printing when you get that error?



SonicClang@Posted: Sat Aug 13, 2005 1:33 am :
Kiltron, any plans on getting a lower poly version for people like me? ya know... the majority of people playing Doom 3. Are the models really THAT good that they need to be that high?



SilentSoD@Posted: Sat Aug 13, 2005 2:40 am :
It's not the models themselves, as I understand it they're "low-poly" just like vanilla DooM 3's, but the textures which they're applying to the models are considerably larger than normal.

Since I seem to be the only one here running it exceptionally well, unless I missed a post or two, I figure I'll put my relevant specs up. Kiltron knows what he's talking about when he recommends 6800 on up.

Althon 64 3500+
GeForce 6800GT
1GB PC3200

High Quality at 1024*768, 4xAA



AO@Posted: Sat Aug 13, 2005 3:15 am :
@SonicClang: Yeah i would say it's definately the graphics card, with 128 MB ram the performance hit is huge on anything but low quality (in my case at least, nvidia 6800).



SonicClang@Posted: Sat Aug 13, 2005 1:53 pm :
low quality is what I'm playing on. everything turned off, including shadows.

The first level never runs more than 15 fps, and that's if I'm ducking my head in a corner. Most of the time it's less than 1 fps.

The second level actually runs pretty damn well except for the outside area.



Infernis@Posted: Sat Aug 13, 2005 10:23 pm :
Maybe it's because it's late and I'm tired. Or maybe I'm just stupid but when you start in the first map, you can take two routes. Crawling beneath the rock to get to the broken elevator room or shoot the window and crawl down to end up in the water room.

I did the last but after you jumped in the water there is no way of returning. This wouldn't be a problem but the door leading back to the beginning is locked [the one with the turret operation panel next to it]. Since I wasn't able to deactive the red lasers I figured I must have missed something, but after some searching it appeared the only way of getting back to the beginning was using "Noclip" to get through the door.

I didn't find anything special so how do you put the red lasers of ? I eventually used God mode to get through and I hate cheating.

Also the site mentions that the mod wouldn't be a clone, but this sure as hell looks and plays a lot like Quake 2 to me. I'd hoped to see brand new levels :(



SilentSoD@Posted: Sat Aug 13, 2005 10:42 pm :
*Spoilers*


To turn off the lasers, when you reach the "water room" swim as far to the right as you can, go underwater, look around for a bit. There will be a room with lasers and a path around them to a control panel where you can turn off the lasers.

There's an easter egg in the room as well.

*/Spoilers*



Infernis@Posted: Sun Aug 14, 2005 6:52 am :
I've been there and I turned of the lasers in that room. But I'm referring to the lasers in the last room of the map. Where you take the lift down to the next level. How do you turn those of ?

I take it there is no way to open the door near the turret control computer ?



rcumps01@Posted: Sun Aug 14, 2005 8:37 pm :
Kiltron wrote:
The slowdowns people are getting from characters on screen is because this test release is aimed to test pushing characters using 2048x2048 texture maps down the pipe.
Just like to point out that using that size texture is ridiculous for ingame models right now.



SonicClang@Posted: Sun Aug 14, 2005 8:56 pm :
Well it seems as though I've tracked down the source of my massive slowdowns. My video card's fan took a dump on me and I nearly burned up my card. Luckily I tracked down the problem soon enough and I've been able to keep it cool with a mini fan until I get ahold of the manufacturer to find out if it's covered under warrantee. My Trackmania is playing again, and this mod plays just fine. There's some choppyness to it, but that'll get hammered out by final release i'm sure.



Infernis@Posted: Sun Aug 14, 2005 9:37 pm :
Regarding the slow downs. I seriously had some moments where it became annoying. My specs are:

P IV 3,2 GHZ
1024 MB DDR memory
Ati Radeon 9800 Pro 128 MB

Plus I'm running everything on low with a 640 * 480 resolution. I think it's ridiculous that I've got slow downs. I mean look at my specs !!!



SonicClang@Posted: Mon Aug 15, 2005 1:32 am : Doom3world • View topic - Quake II: Lost Marine QuakeCon 2005 Test Build Released

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PostPosted: Thu Aug 11, 2005 11:27 pm 
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picked up the chaingun

Joined: Tue Dec 28, 2004 2:19 pm
Posts: 182
Managed to install it after uninstalling ROE. But now I get this message:"ERROR: Couldn't load script/q2_quake2_main.q2script"

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PostPosted: Fri Aug 12, 2005 2:54 am 
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The first 10 posts have been the best...

Joined: Mon Jun 27, 2005 7:23 pm
Posts: 16
Kiltron, hope you don't mind but I'm going to start this post with another error I saw, this time in the supershotgun pump animation. When the action is being pumped backwards the hand pulls the forearm away from the gun, resulting in a small, but noticeable, error.

Image

As for the alignment issues, it may be a matter of preference to particular players, I can't speak for anyone else, but in my opinion the shotgun feels most "right" in terms of how it is aligned, I have the easiest time aiming with it without a crosshair. In opposition to this the supershotgun draws a line farther to the left and considerably lower than the shotgun. I have spliced a picture of the shotgun and supershotgun together to demonstrate this.

Image

The machine gun has the same issue as the supershotgun, perhaps its not so much poor alignment as inconsistency which is making this so noticeable to me. If I weren't lazy I'd post pictures of the DooM 3 weapons.

Image

Hope this helps, I had a great time playing through this first test build. Thanks for your time and work.

Edited because I forget to remove particular words when I change grammar and thus sentences read oddly.


Last edited by SilentSoD on Sat Aug 13, 2005 9:18 pm, edited 1 time in total.

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PostPosted: Fri Aug 12, 2005 4:57 am 
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The first 10 posts have been the best...

Joined: Mon Jun 27, 2005 7:23 pm
Posts: 16
I also just made a new pk4 to see what a decent damage would be for the shotgun, don't think I'm going to mess with the other weapons right now. Setting the damage to ten allows for mostly one shot kills against the light guards and also seems to speed up gameplay. This really is just personal preference, however, and can be ignored at will. If you would be so kind could you tell me whether or not what I'm doing, editing your mod, is welcome or not? In the meantime, I'm going to see if I can change D3's shotgun script to make it yet more to my liking (I'm very new to all this and the earlier mod to the D3 shotgun script and def file actually worked so I'm going to see if this new idea does as well).


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PostPosted: Fri Aug 12, 2005 12:54 pm 
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picked up 200 ammo
User avatar

Joined: Thu Nov 25, 2004 7:11 pm
Posts: 239
Location: Sweden
Kiltron wrote:
- WinXP SP2
- NVIDIA GeForce4 TI 4600
...
The TI 4600 isn't a recommended card for D3 itself, though it does run it. I pushed the bar with the engine and mod by using many 2048's so anything less than a GF6800 and 512RAM isn't suggested. I targeted high end systems. GF6800-7800 1024-2048RAM. The mod itself doesn't run poorly, it just requires steeper hardware specs.

Crylar, updgrade D3 to the 1.3 Patch.

MY Doom3 is 1.3.1302 and up to date.
My graphic card is RADEON 9800 XT
I have 2 GB of RAM
So that didn't help too much...

I Get the same error with an other mod named shinyx wich pretty much just changes all textuers to some weird shader.

But plz halp me with this, I'm uber hot for this Q2 mod and need to try it.

_________________
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:: http://www.pixeltongue.com <- My homepage ::


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PostPosted: Fri Aug 12, 2005 7:06 pm 
Offline
missed 400 shots

Joined: Wed Aug 11, 2004 10:47 pm
Posts: 460
Location: Madison, Wisconsin
Ahh, I didn't see this forum about the mod. Kiltron's site doesn't have a forum for discussing problems.

I'm really anxious to play this, but it is just soooooooo choppy, I can't do anything. There are parts where it runs ok, like underneath in the crawl space in the first level. But anytime there's anything special on screen it runs at less than 1 fps. By the time I "wake up" from the choppyness I'm either dead or nearly dead from enemies. Anytime there's an enemy on the screen especially it's just crawling!

I'm very intersted to know if anyone else is having the same problem. Doom 3 runs smooth as silk on my computer. Every game I run does. I even set the specs as low as I could get them and it still just crawled along. I couldn't get past the first level.

My PC is:
P4 2.0 gig
1 gig ram
GeForce fx 5900 128 megs ram

_________________
"65% nerd."
My latest project http://www.monster-clip.com/quakemod/quakemod.htm
Make sure to check out http://cdoom.d3files.com
http://www.myspace.com/sonicclangmusic


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PostPosted: Fri Aug 12, 2005 8:47 pm 
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picked up the chaingun

Joined: Tue Dec 28, 2004 2:19 pm
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Atleast it runs for you !!!

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PostPosted: Fri Aug 12, 2005 9:09 pm 
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missed 400 shots
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Crylar, the only possible explanation is you don't have D3 patched properly to 1.3. The Wrong .dll API issue is that problem. Trying to run 1.3 gamecode with a 1.2 installation won't work.

The slowdowns people are getting from characters on screen is because this test release is aimed to test pushing characters using 2048x2048 texture maps down the pipe. That's why I say using a GeForce 6800 or equivalent or higher is recommended. That is D3's recommended card, and we're pushing just a little bit further using those texture sizes. This isn't on all surfaces, just the characters.

GeForce fx 5900 128 megs ram

That's not really going to perform well. Nothing against your card, but that's just how the mod is.


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PostPosted: Fri Aug 12, 2005 9:17 pm 
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What about my problems Kiltron ?

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PostPosted: Sat Aug 13, 2005 12:51 am 
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TheJugglah, can you post a copy of the console text that is printing when you get that error?


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PostPosted: Sat Aug 13, 2005 1:33 am 
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Kiltron, any plans on getting a lower poly version for people like me? ya know... the majority of people playing Doom 3. Are the models really THAT good that they need to be that high?

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It's not the models themselves, as I understand it they're "low-poly" just like vanilla DooM 3's, but the textures which they're applying to the models are considerably larger than normal.

Since I seem to be the only one here running it exceptionally well, unless I missed a post or two, I figure I'll put my relevant specs up. Kiltron knows what he's talking about when he recommends 6800 on up.

Althon 64 3500+
GeForce 6800GT
1GB PC3200

High Quality at 1024*768, 4xAA


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PostPosted: Sat Aug 13, 2005 3:15 am 
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@SonicClang: Yeah i would say it's definately the graphics card, with 128 MB ram the performance hit is huge on anything but low quality (in my case at least, nvidia 6800).


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PostPosted: Sat Aug 13, 2005 1:53 pm 
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missed 400 shots

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low quality is what I'm playing on. everything turned off, including shadows.

The first level never runs more than 15 fps, and that's if I'm ducking my head in a corner. Most of the time it's less than 1 fps.

The second level actually runs pretty damn well except for the outside area.

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Maybe it's because it's late and I'm tired. Or maybe I'm just stupid but when you start in the first map, you can take two routes. Crawling beneath the rock to get to the broken elevator room or shoot the window and crawl down to end up in the water room.

I did the last but after you jumped in the water there is no way of returning. This wouldn't be a problem but the door leading back to the beginning is locked [the one with the turret operation panel next to it]. Since I wasn't able to deactive the red lasers I figured I must have missed something, but after some searching it appeared the only way of getting back to the beginning was using "Noclip" to get through the door.

I didn't find anything special so how do you put the red lasers of ? I eventually used God mode to get through and I hate cheating.

Also the site mentions that the mod wouldn't be a clone, but this sure as hell looks and plays a lot like Quake 2 to me. I'd hoped to see brand new levels :(

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PostPosted: Sat Aug 13, 2005 10:42 pm 
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The first 10 posts have been the best...

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*Spoilers*


To turn off the lasers, when you reach the "water room" swim as far to the right as you can, go underwater, look around for a bit. There will be a room with lasers and a path around them to a control panel where you can turn off the lasers.

There's an easter egg in the room as well.

*/Spoilers*


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PostPosted: Sun Aug 14, 2005 6:52 am 
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I've been there and I turned of the lasers in that room. But I'm referring to the lasers in the last room of the map. Where you take the lift down to the next level. How do you turn those of ?

I take it there is no way to open the door near the turret control computer ?

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PostPosted: Sun Aug 14, 2005 8:37 pm 
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Kiltron wrote:
The slowdowns people are getting from characters on screen is because this test release is aimed to test pushing characters using 2048x2048 texture maps down the pipe.
Just like to point out that using that size texture is ridiculous for ingame models right now.


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PostPosted: Sun Aug 14, 2005 8:56 pm 
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missed 400 shots

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Well it seems as though I've tracked down the source of my massive slowdowns. My video card's fan took a dump on me and I nearly burned up my card. Luckily I tracked down the problem soon enough and I've been able to keep it cool with a mini fan until I get ahold of the manufacturer to find out if it's covered under warrantee. My Trackmania is playing again, and this mod plays just fine. There's some choppyness to it, but that'll get hammered out by final release i'm sure.

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PostPosted: Sun Aug 14, 2005 9:37 pm 
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picked up the chaingun

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Regarding the slow downs. I seriously had some moments where it became annoying. My specs are:

P IV 3,2 GHZ
1024 MB DDR memory
Ati Radeon 9800 Pro 128 MB

Plus I'm running everything on low with a 640 * 480 resolution. I think it's ridiculous that I've got slow downs. I mean look at my specs !!!

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PostPosted: Mon Aug 15, 2005 1:32 am 
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Infernis@Posted: Thu Aug 11, 2005 11:27 pm :
Managed to install it after uninstalling ROE. But now I get this message:"ERROR: Couldn't load script/q2_quake2_main.q2script"



SilentSoD@Posted: Fri Aug 12, 2005 2:54 am :
Kiltron, hope you don't mind but I'm going to start this post with another error I saw, this time in the supershotgun pump animation. When the action is being pumped backwards the hand pulls the forearm away from the gun, resulting in a small, but noticeable, error.

Image

As for the alignment issues, it may be a matter of preference to particular players, I can't speak for anyone else, but in my opinion the shotgun feels most "right" in terms of how it is aligned, I have the easiest time aiming with it without a crosshair. In opposition to this the supershotgun draws a line farther to the left and considerably lower than the shotgun. I have spliced a picture of the shotgun and supershotgun together to demonstrate this.

Image

The machine gun has the same issue as the supershotgun, perhaps its not so much poor alignment as inconsistency which is making this so noticeable to me. If I weren't lazy I'd post pictures of the DooM 3 weapons.

Image

Hope this helps, I had a great time playing through this first test build. Thanks for your time and work.

Edited because I forget to remove particular words when I change grammar and thus sentences read oddly.



SilentSoD@Posted: Fri Aug 12, 2005 4:57 am :
I also just made a new pk4 to see what a decent damage would be for the shotgun, don't think I'm going to mess with the other weapons right now. Setting the damage to ten allows for mostly one shot kills against the light guards and also seems to speed up gameplay. This really is just personal preference, however, and can be ignored at will. If you would be so kind could you tell me whether or not what I'm doing, editing your mod, is welcome or not? In the meantime, I'm going to see if I can change D3's shotgun script to make it yet more to my liking (I'm very new to all this and the earlier mod to the D3 shotgun script and def file actually worked so I'm going to see if this new idea does as well).



Crylar@Posted: Fri Aug 12, 2005 12:54 pm :
Kiltron wrote:
- WinXP SP2
- NVIDIA GeForce4 TI 4600
...
The TI 4600 isn't a recommended card for D3 itself, though it does run it. I pushed the bar with the engine and mod by using many 2048's so anything less than a GF6800 and 512RAM isn't suggested. I targeted high end systems. GF6800-7800 1024-2048RAM. The mod itself doesn't run poorly, it just requires steeper hardware specs.

Crylar, updgrade D3 to the 1.3 Patch.

MY Doom3 is 1.3.1302 and up to date.
My graphic card is RADEON 9800 XT
I have 2 GB of RAM
So that didn't help too much...

I Get the same error with an other mod named shinyx wich pretty much just changes all textuers to some weird shader.

But plz halp me with this, I'm uber hot for this Q2 mod and need to try it.



SonicClang@Posted: Fri Aug 12, 2005 7:06 pm :
Ahh, I didn't see this forum about the mod. Kiltron's site doesn't have a forum for discussing problems.

I'm really anxious to play this, but it is just soooooooo choppy, I can't do anything. There are parts where it runs ok, like underneath in the crawl space in the first level. But anytime there's anything special on screen it runs at less than 1 fps. By the time I "wake up" from the choppyness I'm either dead or nearly dead from enemies. Anytime there's an enemy on the screen especially it's just crawling!

I'm very intersted to know if anyone else is having the same problem. Doom 3 runs smooth as silk on my computer. Every game I run does. I even set the specs as low as I could get them and it still just crawled along. I couldn't get past the first level.

My PC is:
P4 2.0 gig
1 gig ram
GeForce fx 5900 128 megs ram



Infernis@Posted: Fri Aug 12, 2005 8:47 pm :
Atleast it runs for you !!!



Kiltron@Posted: Fri Aug 12, 2005 9:09 pm :
Crylar, the only possible explanation is you don't have D3 patched properly to 1.3. The Wrong .dll API issue is that problem. Trying to run 1.3 gamecode with a 1.2 installation won't work.

The slowdowns people are getting from characters on screen is because this test release is aimed to test pushing characters using 2048x2048 texture maps down the pipe. That's why I say using a GeForce 6800 or equivalent or higher is recommended. That is D3's recommended card, and we're pushing just a little bit further using those texture sizes. This isn't on all surfaces, just the characters.

GeForce fx 5900 128 megs ram

That's not really going to perform well. Nothing against your card, but that's just how the mod is.



Infernis@Posted: Fri Aug 12, 2005 9:17 pm :
What about my problems Kiltron ?



Kiltron@Posted: Sat Aug 13, 2005 12:51 am :
TheJugglah, can you post a copy of the console text that is printing when you get that error?



SonicClang@Posted: Sat Aug 13, 2005 1:33 am :
Kiltron, any plans on getting a lower poly version for people like me? ya know... the majority of people playing Doom 3. Are the models really THAT good that they need to be that high?



SilentSoD@Posted: Sat Aug 13, 2005 2:40 am :
It's not the models themselves, as I understand it they're "low-poly" just like vanilla DooM 3's, but the textures which they're applying to the models are considerably larger than normal.

Since I seem to be the only one here running it exceptionally well, unless I missed a post or two, I figure I'll put my relevant specs up. Kiltron knows what he's talking about when he recommends 6800 on up.

Althon 64 3500+
GeForce 6800GT
1GB PC3200

High Quality at 1024*768, 4xAA



AO@Posted: Sat Aug 13, 2005 3:15 am :
@SonicClang: Yeah i would say it's definately the graphics card, with 128 MB ram the performance hit is huge on anything but low quality (in my case at least, nvidia 6800).



SonicClang@Posted: Sat Aug 13, 2005 1:53 pm :
low quality is what I'm playing on. everything turned off, including shadows.

The first level never runs more than 15 fps, and that's if I'm ducking my head in a corner. Most of the time it's less than 1 fps.

The second level actually runs pretty damn well except for the outside area.



Infernis@Posted: Sat Aug 13, 2005 10:23 pm :
Maybe it's because it's late and I'm tired. Or maybe I'm just stupid but when you start in the first map, you can take two routes. Crawling beneath the rock to get to the broken elevator room or shoot the window and crawl down to end up in the water room.

I did the last but after you jumped in the water there is no way of returning. This wouldn't be a problem but the door leading back to the beginning is locked [the one with the turret operation panel next to it]. Since I wasn't able to deactive the red lasers I figured I must have missed something, but after some searching it appeared the only way of getting back to the beginning was using "Noclip" to get through the door.

I didn't find anything special so how do you put the red lasers of ? I eventually used God mode to get through and I hate cheating.

Also the site mentions that the mod wouldn't be a clone, but this sure as hell looks and plays a lot like Quake 2 to me. I'd hoped to see brand new levels :(



SilentSoD@Posted: Sat Aug 13, 2005 10:42 pm :
*Spoilers*


To turn off the lasers, when you reach the "water room" swim as far to the right as you can, go underwater, look around for a bit. There will be a room with lasers and a path around them to a control panel where you can turn off the lasers.

There's an easter egg in the room as well.

*/Spoilers*



Infernis@Posted: Sun Aug 14, 2005 6:52 am :
I've been there and I turned of the lasers in that room. But I'm referring to the lasers in the last room of the map. Where you take the lift down to the next level. How do you turn those of ?

I take it there is no way to open the door near the turret control computer ?



rcumps01@Posted: Sun Aug 14, 2005 8:37 pm :
Kiltron wrote:
The slowdowns people are getting from characters on screen is because this test release is aimed to test pushing characters using 2048x2048 texture maps down the pipe.
Just like to point out that using that size texture is ridiculous for ingame models right now.



SonicClang@Posted: Sun Aug 14, 2005 8:56 pm :
Well it seems as though I've tracked down the source of my massive slowdowns. My video card's fan took a dump on me and I nearly burned up my card. Luckily I tracked down the problem soon enough and I've been able to keep it cool with a mini fan until I get ahold of the manufacturer to find out if it's covered under warrantee. My Trackmania is playing again, and this mod plays just fine. There's some choppyness to it, but that'll get hammered out by final release i'm sure.



Infernis@Posted: Sun Aug 14, 2005 9:37 pm :
Regarding the slow downs. I seriously had some moments where it became annoying. My specs are:

P IV 3,2 GHZ
1024 MB DDR memory
Ati Radeon 9800 Pro 128 MB

Plus I'm running everything on low with a 640 * 480 resolution. I think it's ridiculous that I've got slow downs. I mean look at my specs !!!



SonicClang@Posted: Mon Aug 15, 2005 1:32 am : Doom3world • View topic - Quake II: Lost Marine QuakeCon 2005 Test Build Released

Doom3world

The world is yours! Doom 3 - Quake 4 - ET:QW - Prey - Rage
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PostPosted: Thu Aug 11, 2005 11:27 pm 
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picked up the chaingun

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Managed to install it after uninstalling ROE. But now I get this message:"ERROR: Couldn't load script/q2_quake2_main.q2script"

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PostPosted: Fri Aug 12, 2005 2:54 am 
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The first 10 posts have been the best...

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Kiltron, hope you don't mind but I'm going to start this post with another error I saw, this time in the supershotgun pump animation. When the action is being pumped backwards the hand pulls the forearm away from the gun, resulting in a small, but noticeable, error.

Image

As for the alignment issues, it may be a matter of preference to particular players, I can't speak for anyone else, but in my opinion the shotgun feels most "right" in terms of how it is aligned, I have the easiest time aiming with it without a crosshair. In opposition to this the supershotgun draws a line farther to the left and considerably lower than the shotgun. I have spliced a picture of the shotgun and supershotgun together to demonstrate this.

Image

The machine gun has the same issue as the supershotgun, perhaps its not so much poor alignment as inconsistency which is making this so noticeable to me. If I weren't lazy I'd post pictures of the DooM 3 weapons.

Image

Hope this helps, I had a great time playing through this first test build. Thanks for your time and work.

Edited because I forget to remove particular words when I change grammar and thus sentences read oddly.


Last edited by SilentSoD on Sat Aug 13, 2005 9:18 pm, edited 1 time in total.

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PostPosted: Fri Aug 12, 2005 4:57 am 
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The first 10 posts have been the best...

Joined: Mon Jun 27, 2005 7:23 pm
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I also just made a new pk4 to see what a decent damage would be for the shotgun, don't think I'm going to mess with the other weapons right now. Setting the damage to ten allows for mostly one shot kills against the light guards and also seems to speed up gameplay. This really is just personal preference, however, and can be ignored at will. If you would be so kind could you tell me whether or not what I'm doing, editing your mod, is welcome or not? In the meantime, I'm going to see if I can change D3's shotgun script to make it yet more to my liking (I'm very new to all this and the earlier mod to the D3 shotgun script and def file actually worked so I'm going to see if this new idea does as well).


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PostPosted: Fri Aug 12, 2005 12:54 pm 
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Kiltron wrote:
- WinXP SP2
- NVIDIA GeForce4 TI 4600
...
The TI 4600 isn't a recommended card for D3 itself, though it does run it. I pushed the bar with the engine and mod by using many 2048's so anything less than a GF6800 and 512RAM isn't suggested. I targeted high end systems. GF6800-7800 1024-2048RAM. The mod itself doesn't run poorly, it just requires steeper hardware specs.

Crylar, updgrade D3 to the 1.3 Patch.

MY Doom3 is 1.3.1302 and up to date.
My graphic card is RADEON 9800 XT
I have 2 GB of RAM
So that didn't help too much...

I Get the same error with an other mod named shinyx wich pretty much just changes all textuers to some weird shader.

But plz halp me with this, I'm uber hot for this Q2 mod and need to try it.

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PostPosted: Fri Aug 12, 2005 7:06 pm 
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missed 400 shots

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Ahh, I didn't see this forum about the mod. Kiltron's site doesn't have a forum for discussing problems.

I'm really anxious to play this, but it is just soooooooo choppy, I can't do anything. There are parts where it runs ok, like underneath in the crawl space in the first level. But anytime there's anything special on screen it runs at less than 1 fps. By the time I "wake up" from the choppyness I'm either dead or nearly dead from enemies. Anytime there's an enemy on the screen especially it's just crawling!

I'm very intersted to know if anyone else is having the same problem. Doom 3 runs smooth as silk on my computer. Every game I run does. I even set the specs as low as I could get them and it still just crawled along. I couldn't get past the first level.

My PC is:
P4 2.0 gig
1 gig ram
GeForce fx 5900 128 megs ram

_________________
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PostPosted: Fri Aug 12, 2005 8:47 pm 
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Atleast it runs for you !!!

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PostPosted: Fri Aug 12, 2005 9:09 pm 
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Crylar, the only possible explanation is you don't have D3 patched properly to 1.3. The Wrong .dll API issue is that problem. Trying to run 1.3 gamecode with a 1.2 installation won't work.

The slowdowns people are getting from characters on screen is because this test release is aimed to test pushing characters using 2048x2048 texture maps down the pipe. That's why I say using a GeForce 6800 or equivalent or higher is recommended. That is D3's recommended card, and we're pushing just a little bit further using those texture sizes. This isn't on all surfaces, just the characters.

GeForce fx 5900 128 megs ram

That's not really going to perform well. Nothing against your card, but that's just how the mod is.


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PostPosted: Fri Aug 12, 2005 9:17 pm 
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picked up the chaingun

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What about my problems Kiltron ?

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PostPosted: Sat Aug 13, 2005 12:51 am 
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TheJugglah, can you post a copy of the console text that is printing when you get that error?


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PostPosted: Sat Aug 13, 2005 1:33 am 
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missed 400 shots

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Kiltron, any plans on getting a lower poly version for people like me? ya know... the majority of people playing Doom 3. Are the models really THAT good that they need to be that high?

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PostPosted: Sat Aug 13, 2005 2:40 am 
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The first 10 posts have been the best...

Joined: Mon Jun 27, 2005 7:23 pm
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It's not the models themselves, as I understand it they're "low-poly" just like vanilla DooM 3's, but the textures which they're applying to the models are considerably larger than normal.

Since I seem to be the only one here running it exceptionally well, unless I missed a post or two, I figure I'll put my relevant specs up. Kiltron knows what he's talking about when he recommends 6800 on up.

Althon 64 3500+
GeForce 6800GT
1GB PC3200

High Quality at 1024*768, 4xAA


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PostPosted: Sat Aug 13, 2005 3:15 am 
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@SonicClang: Yeah i would say it's definately the graphics card, with 128 MB ram the performance hit is huge on anything but low quality (in my case at least, nvidia 6800).


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PostPosted: Sat Aug 13, 2005 1:53 pm 
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missed 400 shots

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low quality is what I'm playing on. everything turned off, including shadows.

The first level never runs more than 15 fps, and that's if I'm ducking my head in a corner. Most of the time it's less than 1 fps.

The second level actually runs pretty damn well except for the outside area.

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PostPosted: Sat Aug 13, 2005 10:23 pm 
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picked up the chaingun

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Maybe it's because it's late and I'm tired. Or maybe I'm just stupid but when you start in the first map, you can take two routes. Crawling beneath the rock to get to the broken elevator room or shoot the window and crawl down to end up in the water room.

I did the last but after you jumped in the water there is no way of returning. This wouldn't be a problem but the door leading back to the beginning is locked [the one with the turret operation panel next to it]. Since I wasn't able to deactive the red lasers I figured I must have missed something, but after some searching it appeared the only way of getting back to the beginning was using "Noclip" to get through the door.

I didn't find anything special so how do you put the red lasers of ? I eventually used God mode to get through and I hate cheating.

Also the site mentions that the mod wouldn't be a clone, but this sure as hell looks and plays a lot like Quake 2 to me. I'd hoped to see brand new levels :(

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PostPosted: Sat Aug 13, 2005 10:42 pm 
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The first 10 posts have been the best...

Joined: Mon Jun 27, 2005 7:23 pm
Posts: 16
*Spoilers*


To turn off the lasers, when you reach the "water room" swim as far to the right as you can, go underwater, look around for a bit. There will be a room with lasers and a path around them to a control panel where you can turn off the lasers.

There's an easter egg in the room as well.

*/Spoilers*


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PostPosted: Sun Aug 14, 2005 6:52 am 
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picked up the chaingun

Joined: Tue Dec 28, 2004 2:19 pm
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I've been there and I turned of the lasers in that room. But I'm referring to the lasers in the last room of the map. Where you take the lift down to the next level. How do you turn those of ?

I take it there is no way to open the door near the turret control computer ?

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PostPosted: Sun Aug 14, 2005 8:37 pm 
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picked up a pistol

Joined: Tue Nov 30, 2004 12:57 pm
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Kiltron wrote:
The slowdowns people are getting from characters on screen is because this test release is aimed to test pushing characters using 2048x2048 texture maps down the pipe.
Just like to point out that using that size texture is ridiculous for ingame models right now.


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PostPosted: Sun Aug 14, 2005 8:56 pm 
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missed 400 shots

Joined: Wed Aug 11, 2004 10:47 pm
Posts: 460
Location: Madison, Wisconsin
Well it seems as though I've tracked down the source of my massive slowdowns. My video card's fan took a dump on me and I nearly burned up my card. Luckily I tracked down the problem soon enough and I've been able to keep it cool with a mini fan until I get ahold of the manufacturer to find out if it's covered under warrantee. My Trackmania is playing again, and this mod plays just fine. There's some choppyness to it, but that'll get hammered out by final release i'm sure.

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PostPosted: Sun Aug 14, 2005 9:37 pm 
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picked up the chaingun

Joined: Tue Dec 28, 2004 2:19 pm
Posts: 183
Regarding the slow downs. I seriously had some moments where it became annoying. My specs are:

P IV 3,2 GHZ
1024 MB DDR memory
Ati Radeon 9800 Pro 128 MB

Plus I'm running everything on low with a 640 * 480 resolution. I think it's ridiculous that I've got slow downs. I mean look at my specs !!!

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PostPosted: Mon Aug 15, 2005 1:32 am 
>
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missed 400 shots



Infernis@Posted: Thu Aug 11, 2005 11:27 pm :
Managed to install it after uninstalling ROE. But now I get this message:"ERROR: Couldn't load script/q2_quake2_main.q2script"



SilentSoD@Posted: Fri Aug 12, 2005 2:54 am :
Kiltron, hope you don't mind but I'm going to start this post with another error I saw, this time in the supershotgun pump animation. When the action is being pumped backwards the hand pulls the forearm away from the gun, resulting in a small, but noticeable, error.

Image

As for the alignment issues, it may be a matter of preference to particular players, I can't speak for anyone else, but in my opinion the shotgun feels most "right" in terms of how it is aligned, I have the easiest time aiming with it without a crosshair. In opposition to this the supershotgun draws a line farther to the left and considerably lower than the shotgun. I have spliced a picture of the shotgun and supershotgun together to demonstrate this.

Image

The machine gun has the same issue as the supershotgun, perhaps its not so much poor alignment as inconsistency which is making this so noticeable to me. If I weren't lazy I'd post pictures of the DooM 3 weapons.

Image

Hope this helps, I had a great time playing through this first test build. Thanks for your time and work.

Edited because I forget to remove particular words when I change grammar and thus sentences read oddly.



SilentSoD@Posted: Fri Aug 12, 2005 4:57 am :
I also just made a new pk4 to see what a decent damage would be for the shotgun, don't think I'm going to mess with the other weapons right now. Setting the damage to ten allows for mostly one shot kills against the light guards and also seems to speed up gameplay. This really is just personal preference, however, and can be ignored at will. If you would be so kind could you tell me whether or not what I'm doing, editing your mod, is welcome or not? In the meantime, I'm going to see if I can change D3's shotgun script to make it yet more to my liking (I'm very new to all this and the earlier mod to the D3 shotgun script and def file actually worked so I'm going to see if this new idea does as well).



Crylar@Posted: Fri Aug 12, 2005 12:54 pm :
Kiltron wrote:
- WinXP SP2
- NVIDIA GeForce4 TI 4600
...
The TI 4600 isn't a recommended card for D3 itself, though it does run it. I pushed the bar with the engine and mod by using many 2048's so anything less than a GF6800 and 512RAM isn't suggested. I targeted high end systems. GF6800-7800 1024-2048RAM. The mod itself doesn't run poorly, it just requires steeper hardware specs.

Crylar, updgrade D3 to the 1.3 Patch.

MY Doom3 is 1.3.1302 and up to date.
My graphic card is RADEON 9800 XT
I have 2 GB of RAM
So that didn't help too much...

I Get the same error with an other mod named shinyx wich pretty much just changes all textuers to some weird shader.

But plz halp me with this, I'm uber hot for this Q2 mod and need to try it.



SonicClang@Posted: Fri Aug 12, 2005 7:06 pm :
Ahh, I didn't see this forum about the mod. Kiltron's site doesn't have a forum for discussing problems.

I'm really anxious to play this, but it is just soooooooo choppy, I can't do anything. There are parts where it runs ok, like underneath in the crawl space in the first level. But anytime there's anything special on screen it runs at less than 1 fps. By the time I "wake up" from the choppyness I'm either dead or nearly dead from enemies. Anytime there's an enemy on the screen especially it's just crawling!

I'm very intersted to know if anyone else is having the same problem. Doom 3 runs smooth as silk on my computer. Every game I run does. I even set the specs as low as I could get them and it still just crawled along. I couldn't get past the first level.

My PC is:
P4 2.0 gig
1 gig ram
GeForce fx 5900 128 megs ram



Infernis@Posted: Fri Aug 12, 2005 8:47 pm :
Atleast it runs for you !!!



Kiltron@Posted: Fri Aug 12, 2005 9:09 pm :
Crylar, the only possible explanation is you don't have D3 patched properly to 1.3. The Wrong .dll API issue is that problem. Trying to run 1.3 gamecode with a 1.2 installation won't work.

The slowdowns people are getting from characters on screen is because this test release is aimed to test pushing characters using 2048x2048 texture maps down the pipe. That's why I say using a GeForce 6800 or equivalent or higher is recommended. That is D3's recommended card, and we're pushing just a little bit further using those texture sizes. This isn't on all surfaces, just the characters.

GeForce fx 5900 128 megs ram

That's not really going to perform well. Nothing against your card, but that's just how the mod is.



Infernis@Posted: Fri Aug 12, 2005 9:17 pm :
What about my problems Kiltron ?



Kiltron@Posted: Sat Aug 13, 2005 12:51 am :
TheJugglah, can you post a copy of the console text that is printing when you get that error?



SonicClang@Posted: Sat Aug 13, 2005 1:33 am :
Kiltron, any plans on getting a lower poly version for people like me? ya know... the majority of people playing Doom 3. Are the models really THAT good that they need to be that high?



SilentSoD@Posted: Sat Aug 13, 2005 2:40 am :
It's not the models themselves, as I understand it they're "low-poly" just like vanilla DooM 3's, but the textures which they're applying to the models are considerably larger than normal.

Since I seem to be the only one here running it exceptionally well, unless I missed a post or two, I figure I'll put my relevant specs up. Kiltron knows what he's talking about when he recommends 6800 on up.

Althon 64 3500+
GeForce 6800GT
1GB PC3200

High Quality at 1024*768, 4xAA



AO@Posted: Sat Aug 13, 2005 3:15 am :
@SonicClang: Yeah i would say it's definately the graphics card, with 128 MB ram the performance hit is huge on anything but low quality (in my case at least, nvidia 6800).



SonicClang@Posted: Sat Aug 13, 2005 1:53 pm :
low quality is what I'm playing on. everything turned off, including shadows.

The first level never runs more than 15 fps, and that's if I'm ducking my head in a corner. Most of the time it's less than 1 fps.

The second level actually runs pretty damn well except for the outside area.



Infernis@Posted: Sat Aug 13, 2005 10:23 pm :
Maybe it's because it's late and I'm tired. Or maybe I'm just stupid but when you start in the first map, you can take two routes. Crawling beneath the rock to get to the broken elevator room or shoot the window and crawl down to end up in the water room.

I did the last but after you jumped in the water there is no way of returning. This wouldn't be a problem but the door leading back to the beginning is locked [the one with the turret operation panel next to it]. Since I wasn't able to deactive the red lasers I figured I must have missed something, but after some searching it appeared the only way of getting back to the beginning was using "Noclip" to get through the door.

I didn't find anything special so how do you put the red lasers of ? I eventually used God mode to get through and I hate cheating.

Also the site mentions that the mod wouldn't be a clone, but this sure as hell looks and plays a lot like Quake 2 to me. I'd hoped to see brand new levels :(



SilentSoD@Posted: Sat Aug 13, 2005 10:42 pm :
*Spoilers*


To turn off the lasers, when you reach the "water room" swim as far to the right as you can, go underwater, look around for a bit. There will be a room with lasers and a path around them to a control panel where you can turn off the lasers.

There's an easter egg in the room as well.

*/Spoilers*



Infernis@Posted: Sun Aug 14, 2005 6:52 am :
I've been there and I turned of the lasers in that room. But I'm referring to the lasers in the last room of the map. Where you take the lift down to the next level. How do you turn those of ?

I take it there is no way to open the door near the turret control computer ?



rcumps01@Posted: Sun Aug 14, 2005 8:37 pm :
Kiltron wrote:
The slowdowns people are getting from characters on screen is because this test release is aimed to test pushing characters using 2048x2048 texture maps down the pipe.
Just like to point out that using that size texture is ridiculous for ingame models right now.



SonicClang@Posted: Sun Aug 14, 2005 8:56 pm :
Well it seems as though I've tracked down the source of my massive slowdowns. My video card's fan took a dump on me and I nearly burned up my card. Luckily I tracked down the problem soon enough and I've been able to keep it cool with a mini fan until I get ahold of the manufacturer to find out if it's covered under warrantee. My Trackmania is playing again, and this mod plays just fine. There's some choppyness to it, but that'll get hammered out by final release i'm sure.



Infernis@Posted: Sun Aug 14, 2005 9:37 pm :
Regarding the slow downs. I seriously had some moments where it became annoying. My specs are:

P IV 3,2 GHZ
1024 MB DDR memory
Ati Radeon 9800 Pro 128 MB

Plus I'm running everything on low with a 640 * 480 resolution. I think it's ridiculous that I've got slow downs. I mean look at my specs !!!



SonicClang@Posted: Mon Aug 15, 2005 1:32 am : Doom3world • View topic - Quake II: Lost Marine QuakeCon 2005 Test Build Released

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PostPosted: Thu Aug 11, 2005 11:27 pm 
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picked up the chaingun

Joined: Tue Dec 28, 2004 2:19 pm
Posts: 182
Managed to install it after uninstalling ROE. But now I get this message:"ERROR: Couldn't load script/q2_quake2_main.q2script"

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PostPosted: Fri Aug 12, 2005 2:54 am 
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The first 10 posts have been the best...

Joined: Mon Jun 27, 2005 7:23 pm
Posts: 16
Kiltron, hope you don't mind but I'm going to start this post with another error I saw, this time in the supershotgun pump animation. When the action is being pumped backwards the hand pulls the forearm away from the gun, resulting in a small, but noticeable, error.

Image

As for the alignment issues, it may be a matter of preference to particular players, I can't speak for anyone else, but in my opinion the shotgun feels most "right" in terms of how it is aligned, I have the easiest time aiming with it without a crosshair. In opposition to this the supershotgun draws a line farther to the left and considerably lower than the shotgun. I have spliced a picture of the shotgun and supershotgun together to demonstrate this.

Image

The machine gun has the same issue as the supershotgun, perhaps its not so much poor alignment as inconsistency which is making this so noticeable to me. If I weren't lazy I'd post pictures of the DooM 3 weapons.

Image

Hope this helps, I had a great time playing through this first test build. Thanks for your time and work.

Edited because I forget to remove particular words when I change grammar and thus sentences read oddly.


Last edited by SilentSoD on Sat Aug 13, 2005 9:18 pm, edited 1 time in total.

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PostPosted: Fri Aug 12, 2005 4:57 am 
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The first 10 posts have been the best...

Joined: Mon Jun 27, 2005 7:23 pm
Posts: 16
I also just made a new pk4 to see what a decent damage would be for the shotgun, don't think I'm going to mess with the other weapons right now. Setting the damage to ten allows for mostly one shot kills against the light guards and also seems to speed up gameplay. This really is just personal preference, however, and can be ignored at will. If you would be so kind could you tell me whether or not what I'm doing, editing your mod, is welcome or not? In the meantime, I'm going to see if I can change D3's shotgun script to make it yet more to my liking (I'm very new to all this and the earlier mod to the D3 shotgun script and def file actually worked so I'm going to see if this new idea does as well).


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PostPosted: Fri Aug 12, 2005 12:54 pm 
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picked up 200 ammo
User avatar

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Posts: 239
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Kiltron wrote:
- WinXP SP2
- NVIDIA GeForce4 TI 4600
...
The TI 4600 isn't a recommended card for D3 itself, though it does run it. I pushed the bar with the engine and mod by using many 2048's so anything less than a GF6800 and 512RAM isn't suggested. I targeted high end systems. GF6800-7800 1024-2048RAM. The mod itself doesn't run poorly, it just requires steeper hardware specs.

Crylar, updgrade D3 to the 1.3 Patch.

MY Doom3 is 1.3.1302 and up to date.
My graphic card is RADEON 9800 XT
I have 2 GB of RAM
So that didn't help too much...

I Get the same error with an other mod named shinyx wich pretty much just changes all textuers to some weird shader.

But plz halp me with this, I'm uber hot for this Q2 mod and need to try it.

_________________
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PostPosted: Fri Aug 12, 2005 7:06 pm 
Offline
missed 400 shots

Joined: Wed Aug 11, 2004 10:47 pm
Posts: 460
Location: Madison, Wisconsin
Ahh, I didn't see this forum about the mod. Kiltron's site doesn't have a forum for discussing problems.

I'm really anxious to play this, but it is just soooooooo choppy, I can't do anything. There are parts where it runs ok, like underneath in the crawl space in the first level. But anytime there's anything special on screen it runs at less than 1 fps. By the time I "wake up" from the choppyness I'm either dead or nearly dead from enemies. Anytime there's an enemy on the screen especially it's just crawling!

I'm very intersted to know if anyone else is having the same problem. Doom 3 runs smooth as silk on my computer. Every game I run does. I even set the specs as low as I could get them and it still just crawled along. I couldn't get past the first level.

My PC is:
P4 2.0 gig
1 gig ram
GeForce fx 5900 128 megs ram

_________________
"65% nerd."
My latest project http://www.monster-clip.com/quakemod/quakemod.htm
Make sure to check out http://cdoom.d3files.com
http://www.myspace.com/sonicclangmusic


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PostPosted: Fri Aug 12, 2005 8:47 pm 
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picked up the chaingun

Joined: Tue Dec 28, 2004 2:19 pm
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Atleast it runs for you !!!

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PostPosted: Fri Aug 12, 2005 9:09 pm 
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missed 400 shots
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Joined: Fri Jan 07, 2005 9:22 pm
Posts: 445
Location: In Yo Momma
Crylar, the only possible explanation is you don't have D3 patched properly to 1.3. The Wrong .dll API issue is that problem. Trying to run 1.3 gamecode with a 1.2 installation won't work.

The slowdowns people are getting from characters on screen is because this test release is aimed to test pushing characters using 2048x2048 texture maps down the pipe. That's why I say using a GeForce 6800 or equivalent or higher is recommended. That is D3's recommended card, and we're pushing just a little bit further using those texture sizes. This isn't on all surfaces, just the characters.

GeForce fx 5900 128 megs ram

That's not really going to perform well. Nothing against your card, but that's just how the mod is.


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PostPosted: Fri Aug 12, 2005 9:17 pm 
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picked up the chaingun

Joined: Tue Dec 28, 2004 2:19 pm
Posts: 182
What about my problems Kiltron ?

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PostPosted: Sat Aug 13, 2005 12:51 am 
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missed 400 shots
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TheJugglah, can you post a copy of the console text that is printing when you get that error?


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PostPosted: Sat Aug 13, 2005 1:33 am 
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missed 400 shots

Joined: Wed Aug 11, 2004 10:47 pm
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Location: Madison, Wisconsin
Kiltron, any plans on getting a lower poly version for people like me? ya know... the majority of people playing Doom 3. Are the models really THAT good that they need to be that high?

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My latest project http://www.monster-clip.com/quakemod/quakemod.htm
Make sure to check out http://cdoom.d3files.com
http://www.myspace.com/sonicclangmusic


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PostPosted: Sat Aug 13, 2005 2:40 am 
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The first 10 posts have been the best...

Joined: Mon Jun 27, 2005 7:23 pm
Posts: 16
It's not the models themselves, as I understand it they're "low-poly" just like vanilla DooM 3's, but the textures which they're applying to the models are considerably larger than normal.

Since I seem to be the only one here running it exceptionally well, unless I missed a post or two, I figure I'll put my relevant specs up. Kiltron knows what he's talking about when he recommends 6800 on up.

Althon 64 3500+
GeForce 6800GT
1GB PC3200

High Quality at 1024*768, 4xAA


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PostPosted: Sat Aug 13, 2005 3:15 am 
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picked up 100 armour

Joined: Thu Feb 03, 2005 1:22 am
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Location: London
@SonicClang: Yeah i would say it's definately the graphics card, with 128 MB ram the performance hit is huge on anything but low quality (in my case at least, nvidia 6800).


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PostPosted: Sat Aug 13, 2005 1:53 pm 
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missed 400 shots

Joined: Wed Aug 11, 2004 10:47 pm
Posts: 460
Location: Madison, Wisconsin
low quality is what I'm playing on. everything turned off, including shadows.

The first level never runs more than 15 fps, and that's if I'm ducking my head in a corner. Most of the time it's less than 1 fps.

The second level actually runs pretty damn well except for the outside area.

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PostPosted: Sat Aug 13, 2005 10:23 pm 
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picked up the chaingun

Joined: Tue Dec 28, 2004 2:19 pm
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Maybe it's because it's late and I'm tired. Or maybe I'm just stupid but when you start in the first map, you can take two routes. Crawling beneath the rock to get to the broken elevator room or shoot the window and crawl down to end up in the water room.

I did the last but after you jumped in the water there is no way of returning. This wouldn't be a problem but the door leading back to the beginning is locked [the one with the turret operation panel next to it]. Since I wasn't able to deactive the red lasers I figured I must have missed something, but after some searching it appeared the only way of getting back to the beginning was using "Noclip" to get through the door.

I didn't find anything special so how do you put the red lasers of ? I eventually used God mode to get through and I hate cheating.

Also the site mentions that the mod wouldn't be a clone, but this sure as hell looks and plays a lot like Quake 2 to me. I'd hoped to see brand new levels :(

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 Post subject:
PostPosted: Sat Aug 13, 2005 10:42 pm 
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The first 10 posts have been the best...

Joined: Mon Jun 27, 2005 7:23 pm
Posts: 16
*Spoilers*


To turn off the lasers, when you reach the "water room" swim as far to the right as you can, go underwater, look around for a bit. There will be a room with lasers and a path around them to a control panel where you can turn off the lasers.

There's an easter egg in the room as well.

*/Spoilers*


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PostPosted: Sun Aug 14, 2005 6:52 am 
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picked up the chaingun

Joined: Tue Dec 28, 2004 2:19 pm
Posts: 182
I've been there and I turned of the lasers in that room. But I'm referring to the lasers in the last room of the map. Where you take the lift down to the next level. How do you turn those of ?

I take it there is no way to open the door near the turret control computer ?

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PostPosted: Sun Aug 14, 2005 8:37 pm 
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picked up a pistol

Joined: Tue Nov 30, 2004 12:57 pm
Posts: 65
Kiltron wrote:
The slowdowns people are getting from characters on screen is because this test release is aimed to test pushing characters using 2048x2048 texture maps down the pipe.
Just like to point out that using that size texture is ridiculous for ingame models right now.


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 Post subject:
PostPosted: Sun Aug 14, 2005 8:56 pm 
Offline
missed 400 shots

Joined: Wed Aug 11, 2004 10:47 pm
Posts: 460
Location: Madison, Wisconsin
Well it seems as though I've tracked down the source of my massive slowdowns. My video card's fan took a dump on me and I nearly burned up my card. Luckily I tracked down the problem soon enough and I've been able to keep it cool with a mini fan until I get ahold of the manufacturer to find out if it's covered under warrantee. My Trackmania is playing again, and this mod plays just fine. There's some choppyness to it, but that'll get hammered out by final release i'm sure.

_________________
"65% nerd."
My latest project http://www.monster-clip.com/quakemod/quakemod.htm
Make sure to check out http://cdoom.d3files.com
http://www.myspace.com/sonicclangmusic


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 Post subject:
PostPosted: Sun Aug 14, 2005 9:37 pm 
Offline
picked up the chaingun

Joined: Tue Dec 28, 2004 2:19 pm
Posts: 182
Regarding the slow downs. I seriously had some moments where it became annoying. My specs are:

P IV 3,2 GHZ
1024 MB DDR memory
Ati Radeon 9800 Pro 128 MB

Plus I'm running everything on low with a 640 * 480 resolution. I think it's ridiculous that I've got slow downs. I mean look at my specs !!!

_________________
Leveldesign.nl @ Your Service.


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 Profile  
 
 Post subject:
PostPosted: Mon Aug 15, 2005 1:32 am 
Offline
missed 400 shots



Infernis@Posted: Thu Aug 11, 2005 11:27 pm :
Managed to install it after uninstalling ROE. But now I get this message:"ERROR: Couldn't load script/q2_quake2_main.q2script"



SilentSoD@Posted: Fri Aug 12, 2005 2:54 am :
Kiltron, hope you don't mind but I'm going to start this post with another error I saw, this time in the supershotgun pump animation. When the action is being pumped backwards the hand pulls the forearm away from the gun, resulting in a small, but noticeable, error.

Image

As for the alignment issues, it may be a matter of preference to particular players, I can't speak for anyone else, but in my opinion the shotgun feels most "right" in terms of how it is aligned, I have the easiest time aiming with it without a crosshair. In opposition to this the supershotgun draws a line farther to the left and considerably lower than the shotgun. I have spliced a picture of the shotgun and supershotgun together to demonstrate this.

Image

The machine gun has the same issue as the supershotgun, perhaps its not so much poor alignment as inconsistency which is making this so noticeable to me. If I weren't lazy I'd post pictures of the DooM 3 weapons.

Image

Hope this helps, I had a great time playing through this first test build. Thanks for your time and work.

Edited because I forget to remove particular words when I change grammar and thus sentences read oddly.



SilentSoD@Posted: Fri Aug 12, 2005 4:57 am :
I also just made a new pk4 to see what a decent damage would be for the shotgun, don't think I'm going to mess with the other weapons right now. Setting the damage to ten allows for mostly one shot kills against the light guards and also seems to speed up gameplay. This really is just personal preference, however, and can be ignored at will. If you would be so kind could you tell me whether or not what I'm doing, editing your mod, is welcome or not? In the meantime, I'm going to see if I can change D3's shotgun script to make it yet more to my liking (I'm very new to all this and the earlier mod to the D3 shotgun script and def file actually worked so I'm going to see if this new idea does as well).



Crylar@Posted: Fri Aug 12, 2005 12:54 pm :
Kiltron wrote:
- WinXP SP2
- NVIDIA GeForce4 TI 4600
...
The TI 4600 isn't a recommended card for D3 itself, though it does run it. I pushed the bar with the engine and mod by using many 2048's so anything less than a GF6800 and 512RAM isn't suggested. I targeted high end systems. GF6800-7800 1024-2048RAM. The mod itself doesn't run poorly, it just requires steeper hardware specs.

Crylar, updgrade D3 to the 1.3 Patch.

MY Doom3 is 1.3.1302 and up to date.
My graphic card is RADEON 9800 XT
I have 2 GB of RAM
So that didn't help too much...

I Get the same error with an other mod named shinyx wich pretty much just changes all textuers to some weird shader.

But plz halp me with this, I'm uber hot for this Q2 mod and need to try it.



SonicClang@Posted: Fri Aug 12, 2005 7:06 pm :
Ahh, I didn't see this forum about the mod. Kiltron's site doesn't have a forum for discussing problems.

I'm really anxious to play this, but it is just soooooooo choppy, I can't do anything. There are parts where it runs ok, like underneath in the crawl space in the first level. But anytime there's anything special on screen it runs at less than 1 fps. By the time I "wake up" from the choppyness I'm either dead or nearly dead from enemies. Anytime there's an enemy on the screen especially it's just crawling!

I'm very intersted to know if anyone else is having the same problem. Doom 3 runs smooth as silk on my computer. Every game I run does. I even set the specs as low as I could get them and it still just crawled along. I couldn't get past the first level.

My PC is:
P4 2.0 gig
1 gig ram
GeForce fx 5900 128 megs ram



Infernis@Posted: Fri Aug 12, 2005 8:47 pm :
Atleast it runs for you !!!



Kiltron@Posted: Fri Aug 12, 2005 9:09 pm :
Crylar, the only possible explanation is you don't have D3 patched properly to 1.3. The Wrong .dll API issue is that problem. Trying to run 1.3 gamecode with a 1.2 installation won't work.

The slowdowns people are getting from characters on screen is because this test release is aimed to test pushing characters using 2048x2048 texture maps down the pipe. That's why I say using a GeForce 6800 or equivalent or higher is recommended. That is D3's recommended card, and we're pushing just a little bit further using those texture sizes. This isn't on all surfaces, just the characters.

GeForce fx 5900 128 megs ram

That's not really going to perform well. Nothing against your card, but that's just how the mod is.



Infernis@Posted: Fri Aug 12, 2005 9:17 pm :
What about my problems Kiltron ?



Kiltron@Posted: Sat Aug 13, 2005 12:51 am :
TheJugglah, can you post a copy of the console text that is printing when you get that error?



SonicClang@Posted: Sat Aug 13, 2005 1:33 am :
Kiltron, any plans on getting a lower poly version for people like me? ya know... the majority of people playing Doom 3. Are the models really THAT good that they need to be that high?



SilentSoD@Posted: Sat Aug 13, 2005 2:40 am :
It's not the models themselves, as I understand it they're "low-poly" just like vanilla DooM 3's, but the textures which they're applying to the models are considerably larger than normal.

Since I seem to be the only one here running it exceptionally well, unless I missed a post or two, I figure I'll put my relevant specs up. Kiltron knows what he's talking about when he recommends 6800 on up.

Althon 64 3500+
GeForce 6800GT
1GB PC3200

High Quality at 1024*768, 4xAA



AO@Posted: Sat Aug 13, 2005 3:15 am :
@SonicClang: Yeah i would say it's definately the graphics card, with 128 MB ram the performance hit is huge on anything but low quality (in my case at least, nvidia 6800).



SonicClang@Posted: Sat Aug 13, 2005 1:53 pm :
low quality is what I'm playing on. everything turned off, including shadows.

The first level never runs more than 15 fps, and that's if I'm ducking my head in a corner. Most of the time it's less than 1 fps.

The second level actually runs pretty damn well except for the outside area.



Infernis@Posted: Sat Aug 13, 2005 10:23 pm :
Maybe it's because it's late and I'm tired. Or maybe I'm just stupid but when you start in the first map, you can take two routes. Crawling beneath the rock to get to the broken elevator room or shoot the window and crawl down to end up in the water room.

I did the last but after you jumped in the water there is no way of returning. This wouldn't be a problem but the door leading back to the beginning is locked [the one with the turret operation panel next to it]. Since I wasn't able to deactive the red lasers I figured I must have missed something, but after some searching it appeared the only way of getting back to the beginning was using "Noclip" to get through the door.

I didn't find anything special so how do you put the red lasers of ? I eventually used God mode to get through and I hate cheating.

Also the site mentions that the mod wouldn't be a clone, but this sure as hell looks and plays a lot like Quake 2 to me. I'd hoped to see brand new levels :(



SilentSoD@Posted: Sat Aug 13, 2005 10:42 pm :
*Spoilers*


To turn off the lasers, when you reach the "water room" swim as far to the right as you can, go underwater, look around for a bit. There will be a room with lasers and a path around them to a control panel where you can turn off the lasers.

There's an easter egg in the room as well.

*/Spoilers*



Infernis@Posted: Sun Aug 14, 2005 6:52 am :
I've been there and I turned of the lasers in that room. But I'm referring to the lasers in the last room of the map. Where you take the lift down to the next level. How do you turn those of ?

I take it there is no way to open the door near the turret control computer ?



rcumps01@Posted: Sun Aug 14, 2005 8:37 pm :
Kiltron wrote:
The slowdowns people are getting from characters on screen is because this test release is aimed to test pushing characters using 2048x2048 texture maps down the pipe.
Just like to point out that using that size texture is ridiculous for ingame models right now.



SonicClang@Posted: Sun Aug 14, 2005 8:56 pm :
Well it seems as though I've tracked down the source of my massive slowdowns. My video card's fan took a dump on me and I nearly burned up my card. Luckily I tracked down the problem soon enough and I've been able to keep it cool with a mini fan until I get ahold of the manufacturer to find out if it's covered under warrantee. My Trackmania is playing again, and this mod plays just fine. There's some choppyness to it, but that'll get hammered out by final release i'm sure.



Infernis@Posted: Sun Aug 14, 2005 9:37 pm :
Regarding the slow downs. I seriously had some moments where it became annoying. My specs are:

P IV 3,2 GHZ
1024 MB DDR memory
Ati Radeon 9800 Pro 128 MB

Plus I'm running everything on low with a 640 * 480 resolution. I think it's ridiculous that I've got slow downs. I mean look at my specs !!!



SonicClang@Posted: Mon Aug 15, 2005 1:32 am :
Well don't freak out too much, this is only a test release. I'm assuming a little bit of work is needed yet to call anything final. I still have extremely high hopes for this mod! :D Go Q2LM!!!!!



Infernis@Posted: Thu Aug 11, 2005 11:27 pm :
Managed to install it after uninstalling ROE. But now I get this message:"ERROR: Couldn't load script/q2_quake2_main.q2script"



SilentSoD@Posted: Fri Aug 12, 2005 2:54 am :
Kiltron, hope you don't mind but I'm going to start this post with another error I saw, this time in the supershotgun pump animation. When the action is being pumped backwards the hand pulls the forearm away from the gun, resulting in a small, but noticeable, error.

Image

As for the alignment issues, it may be a matter of preference to particular players, I can't speak for anyone else, but in my opinion the shotgun feels most "right" in terms of how it is aligned, I have the easiest time aiming with it without a crosshair. In opposition to this the supershotgun draws a line farther to the left and considerably lower than the shotgun. I have spliced a picture of the shotgun and supershotgun together to demonstrate this.

Image

The machine gun has the same issue as the supershotgun, perhaps its not so much poor alignment as inconsistency which is making this so noticeable to me. If I weren't lazy I'd post pictures of the DooM 3 weapons.

Image

Hope this helps, I had a great time playing through this first test build. Thanks for your time and work.

Edited because I forget to remove particular words when I change grammar and thus sentences read oddly.



SilentSoD@Posted: Fri Aug 12, 2005 4:57 am :
I also just made a new pk4 to see what a decent damage would be for the shotgun, don't think I'm going to mess with the other weapons right now. Setting the damage to ten allows for mostly one shot kills against the light guards and also seems to speed up gameplay. This really is just personal preference, however, and can be ignored at will. If you would be so kind could you tell me whether or not what I'm doing, editing your mod, is welcome or not? In the meantime, I'm going to see if I can change D3's shotgun script to make it yet more to my liking (I'm very new to all this and the earlier mod to the D3 shotgun script and def file actually worked so I'm going to see if this new idea does as well).



Crylar@Posted: Fri Aug 12, 2005 12:54 pm :
Kiltron wrote:
- WinXP SP2
- NVIDIA GeForce4 TI 4600
...
The TI 4600 isn't a recommended card for D3 itself, though it does run it. I pushed the bar with the engine and mod by using many 2048's so anything less than a GF6800 and 512RAM isn't suggested. I targeted high end systems. GF6800-7800 1024-2048RAM. The mod itself doesn't run poorly, it just requires steeper hardware specs.

Crylar, updgrade D3 to the 1.3 Patch.

MY Doom3 is 1.3.1302 and up to date.
My graphic card is RADEON 9800 XT
I have 2 GB of RAM
So that didn't help too much...

I Get the same error with an other mod named shinyx wich pretty much just changes all textuers to some weird shader.

But plz halp me with this, I'm uber hot for this Q2 mod and need to try it.



SonicClang@Posted: Fri Aug 12, 2005 7:06 pm :
Ahh, I didn't see this forum about the mod. Kiltron's site doesn't have a forum for discussing problems.

I'm really anxious to play this, but it is just soooooooo choppy, I can't do anything. There are parts where it runs ok, like underneath in the crawl space in the first level. But anytime there's anything special on screen it runs at less than 1 fps. By the time I "wake up" from the choppyness I'm either dead or nearly dead from enemies. Anytime there's an enemy on the screen especially it's just crawling!

I'm very intersted to know if anyone else is having the same problem. Doom 3 runs smooth as silk on my computer. Every game I run does. I even set the specs as low as I could get them and it still just crawled along. I couldn't get past the first level.

My PC is:
P4 2.0 gig
1 gig ram
GeForce fx 5900 128 megs ram



Infernis@Posted: Fri Aug 12, 2005 8:47 pm :
Atleast it runs for you !!!



Kiltron@Posted: Fri Aug 12, 2005 9:09 pm :
Crylar, the only possible explanation is you don't have D3 patched properly to 1.3. The Wrong .dll API issue is that problem. Trying to run 1.3 gamecode with a 1.2 installation won't work.

The slowdowns people are getting from characters on screen is because this test release is aimed to test pushing characters using 2048x2048 texture maps down the pipe. That's why I say using a GeForce 6800 or equivalent or higher is recommended. That is D3's recommended card, and we're pushing just a little bit further using those texture sizes. This isn't on all surfaces, just the characters.

GeForce fx 5900 128 megs ram

That's not really going to perform well. Nothing against your card, but that's just how the mod is.



Infernis@Posted: Fri Aug 12, 2005 9:17 pm :
What about my problems Kiltron ?



Kiltron@Posted: Sat Aug 13, 2005 12:51 am :
TheJugglah, can you post a copy of the console text that is printing when you get that error?



SonicClang@Posted: Sat Aug 13, 2005 1:33 am :
Kiltron, any plans on getting a lower poly version for people like me? ya know... the majority of people playing Doom 3. Are the models really THAT good that they need to be that high?



SilentSoD@Posted: Sat Aug 13, 2005 2:40 am :
It's not the models themselves, as I understand it they're "low-poly" just like vanilla DooM 3's, but the textures which they're applying to the models are considerably larger than normal.

Since I seem to be the only one here running it exceptionally well, unless I missed a post or two, I figure I'll put my relevant specs up. Kiltron knows what he's talking about when he recommends 6800 on up.

Althon 64 3500+
GeForce 6800GT
1GB PC3200

High Quality at 1024*768, 4xAA



AO@Posted: Sat Aug 13, 2005 3:15 am :
@SonicClang: Yeah i would say it's definately the graphics card, with 128 MB ram the performance hit is huge on anything but low quality (in my case at least, nvidia 6800).



SonicClang@Posted: Sat Aug 13, 2005 1:53 pm :
low quality is what I'm playing on. everything turned off, including shadows.

The first level never runs more than 15 fps, and that's if I'm ducking my head in a corner. Most of the time it's less than 1 fps.

The second level actually runs pretty damn well except for the outside area.



Infernis@Posted: Sat Aug 13, 2005 10:23 pm :
Maybe it's because it's late and I'm tired. Or maybe I'm just stupid but when you start in the first map, you can take two routes. Crawling beneath the rock to get to the broken elevator room or shoot the window and crawl down to end up in the water room.

I did the last but after you jumped in the water there is no way of returning. This wouldn't be a problem but the door leading back to the beginning is locked [the one with the turret operation panel next to it]. Since I wasn't able to deactive the red lasers I figured I must have missed something, but after some searching it appeared the only way of getting back to the beginning was using "Noclip" to get through the door.

I didn't find anything special so how do you put the red lasers of ? I eventually used God mode to get through and I hate cheating.

Also the site mentions that the mod wouldn't be a clone, but this sure as hell looks and plays a lot like Quake 2 to me. I'd hoped to see brand new levels :(



SilentSoD@Posted: Sat Aug 13, 2005 10:42 pm :
*Spoilers*


To turn off the lasers, when you reach the "water room" swim as far to the right as you can, go underwater, look around for a bit. There will be a room with lasers and a path around them to a control panel where you can turn off the lasers.

There's an easter egg in the room as well.

*/Spoilers*



Infernis@Posted: Sun Aug 14, 2005 6:52 am :
I've been there and I turned of the lasers in that room. But I'm referring to the lasers in the last room of the map. Where you take the lift down to the next level. How do you turn those of ?

I take it there is no way to open the door near the turret control computer ?



rcumps01@Posted: Sun Aug 14, 2005 8:37 pm :
Kiltron wrote:
The slowdowns people are getting from characters on screen is because this test release is aimed to test pushing characters using 2048x2048 texture maps down the pipe.
Just like to point out that using that size texture is ridiculous for ingame models right now.



SonicClang@Posted: Sun Aug 14, 2005 8:56 pm :
Well it seems as though I've tracked down the source of my massive slowdowns. My video card's fan took a dump on me and I nearly burned up my card. Luckily I tracked down the problem soon enough and I've been able to keep it cool with a mini fan until I get ahold of the manufacturer to find out if it's covered under warrantee. My Trackmania is playing again, and this mod plays just fine. There's some choppyness to it, but that'll get hammered out by final release i'm sure.



Infernis@Posted: Sun Aug 14, 2005 9:37 pm :
Regarding the slow downs. I seriously had some moments where it became annoying. My specs are:

P IV 3,2 GHZ
1024 MB DDR memory
Ati Radeon 9800 Pro 128 MB

Plus I'm running everything on low with a 640 * 480 resolution. I think it's ridiculous that I've got slow downs. I mean look at my specs !!!



SonicClang@Posted: Mon Aug 15, 2005 1:32 am : Doom3world • View topic - Quake II: Lost Marine QuakeCon 2005 Test Build Released

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PostPosted: Thu Aug 11, 2005 11:27 pm 
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picked up the chaingun

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Managed to install it after uninstalling ROE. But now I get this message:"ERROR: Couldn't load script/q2_quake2_main.q2script"

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PostPosted: Fri Aug 12, 2005 2:54 am 
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The first 10 posts have been the best...

Joined: Mon Jun 27, 2005 7:23 pm
Posts: 16
Kiltron, hope you don't mind but I'm going to start this post with another error I saw, this time in the supershotgun pump animation. When the action is being pumped backwards the hand pulls the forearm away from the gun, resulting in a small, but noticeable, error.

Image

As for the alignment issues, it may be a matter of preference to particular players, I can't speak for anyone else, but in my opinion the shotgun feels most "right" in terms of how it is aligned, I have the easiest time aiming with it without a crosshair. In opposition to this the supershotgun draws a line farther to the left and considerably lower than the shotgun. I have spliced a picture of the shotgun and supershotgun together to demonstrate this.

Image

The machine gun has the same issue as the supershotgun, perhaps its not so much poor alignment as inconsistency which is making this so noticeable to me. If I weren't lazy I'd post pictures of the DooM 3 weapons.

Image

Hope this helps, I had a great time playing through this first test build. Thanks for your time and work.

Edited because I forget to remove particular words when I change grammar and thus sentences read oddly.


Last edited by SilentSoD on Sat Aug 13, 2005 9:18 pm, edited 1 time in total.

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PostPosted: Fri Aug 12, 2005 4:57 am 
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The first 10 posts have been the best...

Joined: Mon Jun 27, 2005 7:23 pm
Posts: 16
I also just made a new pk4 to see what a decent damage would be for the shotgun, don't think I'm going to mess with the other weapons right now. Setting the damage to ten allows for mostly one shot kills against the light guards and also seems to speed up gameplay. This really is just personal preference, however, and can be ignored at will. If you would be so kind could you tell me whether or not what I'm doing, editing your mod, is welcome or not? In the meantime, I'm going to see if I can change D3's shotgun script to make it yet more to my liking (I'm very new to all this and the earlier mod to the D3 shotgun script and def file actually worked so I'm going to see if this new idea does as well).


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PostPosted: Fri Aug 12, 2005 12:54 pm 
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picked up 200 ammo
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Kiltron wrote:
- WinXP SP2
- NVIDIA GeForce4 TI 4600
...
The TI 4600 isn't a recommended card for D3 itself, though it does run it. I pushed the bar with the engine and mod by using many 2048's so anything less than a GF6800 and 512RAM isn't suggested. I targeted high end systems. GF6800-7800 1024-2048RAM. The mod itself doesn't run poorly, it just requires steeper hardware specs.

Crylar, updgrade D3 to the 1.3 Patch.

MY Doom3 is 1.3.1302 and up to date.
My graphic card is RADEON 9800 XT
I have 2 GB of RAM
So that didn't help too much...

I Get the same error with an other mod named shinyx wich pretty much just changes all textuers to some weird shader.

But plz halp me with this, I'm uber hot for this Q2 mod and need to try it.

_________________
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:: http://www.pixeltongue.com <- My homepage ::


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PostPosted: Fri Aug 12, 2005 7:06 pm 
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missed 400 shots

Joined: Wed Aug 11, 2004 10:47 pm
Posts: 460
Location: Madison, Wisconsin
Ahh, I didn't see this forum about the mod. Kiltron's site doesn't have a forum for discussing problems.

I'm really anxious to play this, but it is just soooooooo choppy, I can't do anything. There are parts where it runs ok, like underneath in the crawl space in the first level. But anytime there's anything special on screen it runs at less than 1 fps. By the time I "wake up" from the choppyness I'm either dead or nearly dead from enemies. Anytime there's an enemy on the screen especially it's just crawling!

I'm very intersted to know if anyone else is having the same problem. Doom 3 runs smooth as silk on my computer. Every game I run does. I even set the specs as low as I could get them and it still just crawled along. I couldn't get past the first level.

My PC is:
P4 2.0 gig
1 gig ram
GeForce fx 5900 128 megs ram

_________________
"65% nerd."
My latest project http://www.monster-clip.com/quakemod/quakemod.htm
Make sure to check out http://cdoom.d3files.com
http://www.myspace.com/sonicclangmusic


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PostPosted: Fri Aug 12, 2005 8:47 pm 
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picked up the chaingun

Joined: Tue Dec 28, 2004 2:19 pm
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Atleast it runs for you !!!

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PostPosted: Fri Aug 12, 2005 9:09 pm 
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missed 400 shots
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Joined: Fri Jan 07, 2005 9:22 pm
Posts: 445
Location: In Yo Momma
Crylar, the only possible explanation is you don't have D3 patched properly to 1.3. The Wrong .dll API issue is that problem. Trying to run 1.3 gamecode with a 1.2 installation won't work.

The slowdowns people are getting from characters on screen is because this test release is aimed to test pushing characters using 2048x2048 texture maps down the pipe. That's why I say using a GeForce 6800 or equivalent or higher is recommended. That is D3's recommended card, and we're pushing just a little bit further using those texture sizes. This isn't on all surfaces, just the characters.

GeForce fx 5900 128 megs ram

That's not really going to perform well. Nothing against your card, but that's just how the mod is.


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PostPosted: Fri Aug 12, 2005 9:17 pm 
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picked up the chaingun

Joined: Tue Dec 28, 2004 2:19 pm
Posts: 182
What about my problems Kiltron ?

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PostPosted: Sat Aug 13, 2005 12:51 am 
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missed 400 shots
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TheJugglah, can you post a copy of the console text that is printing when you get that error?


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PostPosted: Sat Aug 13, 2005 1:33 am 
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missed 400 shots

Joined: Wed Aug 11, 2004 10:47 pm
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Kiltron, any plans on getting a lower poly version for people like me? ya know... the majority of people playing Doom 3. Are the models really THAT good that they need to be that high?

_________________
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My latest project http://www.monster-clip.com/quakemod/quakemod.htm
Make sure to check out http://cdoom.d3files.com
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PostPosted: Sat Aug 13, 2005 2:40 am 
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The first 10 posts have been the best...

Joined: Mon Jun 27, 2005 7:23 pm
Posts: 16
It's not the models themselves, as I understand it they're "low-poly" just like vanilla DooM 3's, but the textures which they're applying to the models are considerably larger than normal.

Since I seem to be the only one here running it exceptionally well, unless I missed a post or two, I figure I'll put my relevant specs up. Kiltron knows what he's talking about when he recommends 6800 on up.

Althon 64 3500+
GeForce 6800GT
1GB PC3200

High Quality at 1024*768, 4xAA


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PostPosted: Sat Aug 13, 2005 3:15 am 
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picked up 100 armour

Joined: Thu Feb 03, 2005 1:22 am
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@SonicClang: Yeah i would say it's definately the graphics card, with 128 MB ram the performance hit is huge on anything but low quality (in my case at least, nvidia 6800).


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PostPosted: Sat Aug 13, 2005 1:53 pm 
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missed 400 shots

Joined: Wed Aug 11, 2004 10:47 pm
Posts: 460
Location: Madison, Wisconsin
low quality is what I'm playing on. everything turned off, including shadows.

The first level never runs more than 15 fps, and that's if I'm ducking my head in a corner. Most of the time it's less than 1 fps.

The second level actually runs pretty damn well except for the outside area.

_________________
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My latest project http://www.monster-clip.com/quakemod/quakemod.htm
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PostPosted: Sat Aug 13, 2005 10:23 pm 
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picked up the chaingun

Joined: Tue Dec 28, 2004 2:19 pm
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Maybe it's because it's late and I'm tired. Or maybe I'm just stupid but when you start in the first map, you can take two routes. Crawling beneath the rock to get to the broken elevator room or shoot the window and crawl down to end up in the water room.

I did the last but after you jumped in the water there is no way of returning. This wouldn't be a problem but the door leading back to the beginning is locked [the one with the turret operation panel next to it]. Since I wasn't able to deactive the red lasers I figured I must have missed something, but after some searching it appeared the only way of getting back to the beginning was using "Noclip" to get through the door.

I didn't find anything special so how do you put the red lasers of ? I eventually used God mode to get through and I hate cheating.

Also the site mentions that the mod wouldn't be a clone, but this sure as hell looks and plays a lot like Quake 2 to me. I'd hoped to see brand new levels :(

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 Post subject:
PostPosted: Sat Aug 13, 2005 10:42 pm 
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The first 10 posts have been the best...

Joined: Mon Jun 27, 2005 7:23 pm
Posts: 16
*Spoilers*


To turn off the lasers, when you reach the "water room" swim as far to the right as you can, go underwater, look around for a bit. There will be a room with lasers and a path around them to a control panel where you can turn off the lasers.

There's an easter egg in the room as well.

*/Spoilers*


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PostPosted: Sun Aug 14, 2005 6:52 am 
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picked up the chaingun

Joined: Tue Dec 28, 2004 2:19 pm
Posts: 182
I've been there and I turned of the lasers in that room. But I'm referring to the lasers in the last room of the map. Where you take the lift down to the next level. How do you turn those of ?

I take it there is no way to open the door near the turret control computer ?

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 Post subject:
PostPosted: Sun Aug 14, 2005 8:37 pm 
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picked up a pistol

Joined: Tue Nov 30, 2004 12:57 pm
Posts: 65
Kiltron wrote:
The slowdowns people are getting from characters on screen is because this test release is aimed to test pushing characters using 2048x2048 texture maps down the pipe.
Just like to point out that using that size texture is ridiculous for ingame models right now.


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 Post subject:
PostPosted: Sun Aug 14, 2005 8:56 pm 
Offline
missed 400 shots

Joined: Wed Aug 11, 2004 10:47 pm
Posts: 460
Location: Madison, Wisconsin
Well it seems as though I've tracked down the source of my massive slowdowns. My video card's fan took a dump on me and I nearly burned up my card. Luckily I tracked down the problem soon enough and I've been able to keep it cool with a mini fan until I get ahold of the manufacturer to find out if it's covered under warrantee. My Trackmania is playing again, and this mod plays just fine. There's some choppyness to it, but that'll get hammered out by final release i'm sure.

_________________
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My latest project http://www.monster-clip.com/quakemod/quakemod.htm
Make sure to check out http://cdoom.d3files.com
http://www.myspace.com/sonicclangmusic


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 Post subject:
PostPosted: Sun Aug 14, 2005 9:37 pm 
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picked up the chaingun

Joined: Tue Dec 28, 2004 2:19 pm
Posts: 182
Regarding the slow downs. I seriously had some moments where it became annoying. My specs are:

P IV 3,2 GHZ
1024 MB DDR memory
Ati Radeon 9800 Pro 128 MB

Plus I'm running everything on low with a 640 * 480 resolution. I think it's ridiculous that I've got slow downs. I mean look at my specs !!!

_________________
Leveldesign.nl @ Your Service.


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 Profile  
 
 Post subject:
PostPosted: Mon Aug 15, 2005 1:32 am 
Offline
missed 400 shots



Infernis@Posted: Thu Aug 11, 2005 11:27 pm :
Managed to install it after uninstalling ROE. But now I get this message:"ERROR: Couldn't load script/q2_quake2_main.q2script"



SilentSoD@Posted: Fri Aug 12, 2005 2:54 am :
Kiltron, hope you don't mind but I'm going to start this post with another error I saw, this time in the supershotgun pump animation. When the action is being pumped backwards the hand pulls the forearm away from the gun, resulting in a small, but noticeable, error.

Image

As for the alignment issues, it may be a matter of preference to particular players, I can't speak for anyone else, but in my opinion the shotgun feels most "right" in terms of how it is aligned, I have the easiest time aiming with it without a crosshair. In opposition to this the supershotgun draws a line farther to the left and considerably lower than the shotgun. I have spliced a picture of the shotgun and supershotgun together to demonstrate this.

Image

The machine gun has the same issue as the supershotgun, perhaps its not so much poor alignment as inconsistency which is making this so noticeable to me. If I weren't lazy I'd post pictures of the DooM 3 weapons.

Image

Hope this helps, I had a great time playing through this first test build. Thanks for your time and work.

Edited because I forget to remove particular words when I change grammar and thus sentences read oddly.



SilentSoD@Posted: Fri Aug 12, 2005 4:57 am :
I also just made a new pk4 to see what a decent damage would be for the shotgun, don't think I'm going to mess with the other weapons right now. Setting the damage to ten allows for mostly one shot kills against the light guards and also seems to speed up gameplay. This really is just personal preference, however, and can be ignored at will. If you would be so kind could you tell me whether or not what I'm doing, editing your mod, is welcome or not? In the meantime, I'm going to see if I can change D3's shotgun script to make it yet more to my liking (I'm very new to all this and the earlier mod to the D3 shotgun script and def file actually worked so I'm going to see if this new idea does as well).



Crylar@Posted: Fri Aug 12, 2005 12:54 pm :
Kiltron wrote:
- WinXP SP2
- NVIDIA GeForce4 TI 4600
...
The TI 4600 isn't a recommended card for D3 itself, though it does run it. I pushed the bar with the engine and mod by using many 2048's so anything less than a GF6800 and 512RAM isn't suggested. I targeted high end systems. GF6800-7800 1024-2048RAM. The mod itself doesn't run poorly, it just requires steeper hardware specs.

Crylar, updgrade D3 to the 1.3 Patch.

MY Doom3 is 1.3.1302 and up to date.
My graphic card is RADEON 9800 XT
I have 2 GB of RAM
So that didn't help too much...

I Get the same error with an other mod named shinyx wich pretty much just changes all textuers to some weird shader.

But plz halp me with this, I'm uber hot for this Q2 mod and need to try it.



SonicClang@Posted: Fri Aug 12, 2005 7:06 pm :
Ahh, I didn't see this forum about the mod. Kiltron's site doesn't have a forum for discussing problems.

I'm really anxious to play this, but it is just soooooooo choppy, I can't do anything. There are parts where it runs ok, like underneath in the crawl space in the first level. But anytime there's anything special on screen it runs at less than 1 fps. By the time I "wake up" from the choppyness I'm either dead or nearly dead from enemies. Anytime there's an enemy on the screen especially it's just crawling!

I'm very intersted to know if anyone else is having the same problem. Doom 3 runs smooth as silk on my computer. Every game I run does. I even set the specs as low as I could get them and it still just crawled along. I couldn't get past the first level.

My PC is:
P4 2.0 gig
1 gig ram
GeForce fx 5900 128 megs ram



Infernis@Posted: Fri Aug 12, 2005 8:47 pm :
Atleast it runs for you !!!



Kiltron@Posted: Fri Aug 12, 2005 9:09 pm :
Crylar, the only possible explanation is you don't have D3 patched properly to 1.3. The Wrong .dll API issue is that problem. Trying to run 1.3 gamecode with a 1.2 installation won't work.

The slowdowns people are getting from characters on screen is because this test release is aimed to test pushing characters using 2048x2048 texture maps down the pipe. That's why I say using a GeForce 6800 or equivalent or higher is recommended. That is D3's recommended card, and we're pushing just a little bit further using those texture sizes. This isn't on all surfaces, just the characters.

GeForce fx 5900 128 megs ram

That's not really going to perform well. Nothing against your card, but that's just how the mod is.



Infernis@Posted: Fri Aug 12, 2005 9:17 pm :
What about my problems Kiltron ?



Kiltron@Posted: Sat Aug 13, 2005 12:51 am :
TheJugglah, can you post a copy of the console text that is printing when you get that error?



SonicClang@Posted: Sat Aug 13, 2005 1:33 am :
Kiltron, any plans on getting a lower poly version for people like me? ya know... the majority of people playing Doom 3. Are the models really THAT good that they need to be that high?



SilentSoD@Posted: Sat Aug 13, 2005 2:40 am :
It's not the models themselves, as I understand it they're "low-poly" just like vanilla DooM 3's, but the textures which they're applying to the models are considerably larger than normal.

Since I seem to be the only one here running it exceptionally well, unless I missed a post or two, I figure I'll put my relevant specs up. Kiltron knows what he's talking about when he recommends 6800 on up.

Althon 64 3500+
GeForce 6800GT
1GB PC3200

High Quality at 1024*768, 4xAA



AO@Posted: Sat Aug 13, 2005 3:15 am :
@SonicClang: Yeah i would say it's definately the graphics card, with 128 MB ram the performance hit is huge on anything but low quality (in my case at least, nvidia 6800).



SonicClang@Posted: Sat Aug 13, 2005 1:53 pm :
low quality is what I'm playing on. everything turned off, including shadows.

The first level never runs more than 15 fps, and that's if I'm ducking my head in a corner. Most of the time it's less than 1 fps.

The second level actually runs pretty damn well except for the outside area.



Infernis@Posted: Sat Aug 13, 2005 10:23 pm :
Maybe it's because it's late and I'm tired. Or maybe I'm just stupid but when you start in the first map, you can take two routes. Crawling beneath the rock to get to the broken elevator room or shoot the window and crawl down to end up in the water room.

I did the last but after you jumped in the water there is no way of returning. This wouldn't be a problem but the door leading back to the beginning is locked [the one with the turret operation panel next to it]. Since I wasn't able to deactive the red lasers I figured I must have missed something, but after some searching it appeared the only way of getting back to the beginning was using "Noclip" to get through the door.

I didn't find anything special so how do you put the red lasers of ? I eventually used God mode to get through and I hate cheating.

Also the site mentions that the mod wouldn't be a clone, but this sure as hell looks and plays a lot like Quake 2 to me. I'd hoped to see brand new levels :(



SilentSoD@Posted: Sat Aug 13, 2005 10:42 pm :
*Spoilers*


To turn off the lasers, when you reach the "water room" swim as far to the right as you can, go underwater, look around for a bit. There will be a room with lasers and a path around them to a control panel where you can turn off the lasers.

There's an easter egg in the room as well.

*/Spoilers*



Infernis@Posted: Sun Aug 14, 2005 6:52 am :
I've been there and I turned of the lasers in that room. But I'm referring to the lasers in the last room of the map. Where you take the lift down to the next level. How do you turn those of ?

I take it there is no way to open the door near the turret control computer ?



rcumps01@Posted: Sun Aug 14, 2005 8:37 pm :
Kiltron wrote:
The slowdowns people are getting from characters on screen is because this test release is aimed to test pushing characters using 2048x2048 texture maps down the pipe.
Just like to point out that using that size texture is ridiculous for ingame models right now.



SonicClang@Posted: Sun Aug 14, 2005 8:56 pm :
Well it seems as though I've tracked down the source of my massive slowdowns. My video card's fan took a dump on me and I nearly burned up my card. Luckily I tracked down the problem soon enough and I've been able to keep it cool with a mini fan until I get ahold of the manufacturer to find out if it's covered under warrantee. My Trackmania is playing again, and this mod plays just fine. There's some choppyness to it, but that'll get hammered out by final release i'm sure.



Infernis@Posted: Sun Aug 14, 2005 9:37 pm :
Regarding the slow downs. I seriously had some moments where it became annoying. My specs are:

P IV 3,2 GHZ
1024 MB DDR memory
Ati Radeon 9800 Pro 128 MB

Plus I'm running everything on low with a 640 * 480 resolution. I think it's ridiculous that I've got slow downs. I mean look at my specs !!!



SonicClang@Posted: Mon Aug 15, 2005 1:32 am : Doom3world • View topic - Quake II: Lost Marine QuakeCon 2005 Test Build Released

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PostPosted: Thu Aug 11, 2005 11:27 pm 
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picked up the chaingun

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Managed to install it after uninstalling ROE. But now I get this message:"ERROR: Couldn't load script/q2_quake2_main.q2script"

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PostPosted: Fri Aug 12, 2005 2:54 am 
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The first 10 posts have been the best...

Joined: Mon Jun 27, 2005 7:23 pm
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Kiltron, hope you don't mind but I'm going to start this post with another error I saw, this time in the supershotgun pump animation. When the action is being pumped backwards the hand pulls the forearm away from the gun, resulting in a small, but noticeable, error.

Image

As for the alignment issues, it may be a matter of preference to particular players, I can't speak for anyone else, but in my opinion the shotgun feels most "right" in terms of how it is aligned, I have the easiest time aiming with it without a crosshair. In opposition to this the supershotgun draws a line farther to the left and considerably lower than the shotgun. I have spliced a picture of the shotgun and supershotgun together to demonstrate this.

Image

The machine gun has the same issue as the supershotgun, perhaps its not so much poor alignment as inconsistency which is making this so noticeable to me. If I weren't lazy I'd post pictures of the DooM 3 weapons.

Image

Hope this helps, I had a great time playing through this first test build. Thanks for your time and work.

Edited because I forget to remove particular words when I change grammar and thus sentences read oddly.


Last edited by SilentSoD on Sat Aug 13, 2005 9:18 pm, edited 1 time in total.

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PostPosted: Fri Aug 12, 2005 4:57 am 
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The first 10 posts have been the best...

Joined: Mon Jun 27, 2005 7:23 pm
Posts: 16
I also just made a new pk4 to see what a decent damage would be for the shotgun, don't think I'm going to mess with the other weapons right now. Setting the damage to ten allows for mostly one shot kills against the light guards and also seems to speed up gameplay. This really is just personal preference, however, and can be ignored at will. If you would be so kind could you tell me whether or not what I'm doing, editing your mod, is welcome or not? In the meantime, I'm going to see if I can change D3's shotgun script to make it yet more to my liking (I'm very new to all this and the earlier mod to the D3 shotgun script and def file actually worked so I'm going to see if this new idea does as well).


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PostPosted: Fri Aug 12, 2005 12:54 pm 
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picked up 200 ammo
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Kiltron wrote:
- WinXP SP2
- NVIDIA GeForce4 TI 4600
...
The TI 4600 isn't a recommended card for D3 itself, though it does run it. I pushed the bar with the engine and mod by using many 2048's so anything less than a GF6800 and 512RAM isn't suggested. I targeted high end systems. GF6800-7800 1024-2048RAM. The mod itself doesn't run poorly, it just requires steeper hardware specs.

Crylar, updgrade D3 to the 1.3 Patch.

MY Doom3 is 1.3.1302 and up to date.
My graphic card is RADEON 9800 XT
I have 2 GB of RAM
So that didn't help too much...

I Get the same error with an other mod named shinyx wich pretty much just changes all textuers to some weird shader.

But plz halp me with this, I'm uber hot for this Q2 mod and need to try it.

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PostPosted: Fri Aug 12, 2005 7:06 pm 
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missed 400 shots

Joined: Wed Aug 11, 2004 10:47 pm
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Ahh, I didn't see this forum about the mod. Kiltron's site doesn't have a forum for discussing problems.

I'm really anxious to play this, but it is just soooooooo choppy, I can't do anything. There are parts where it runs ok, like underneath in the crawl space in the first level. But anytime there's anything special on screen it runs at less than 1 fps. By the time I "wake up" from the choppyness I'm either dead or nearly dead from enemies. Anytime there's an enemy on the screen especially it's just crawling!

I'm very intersted to know if anyone else is having the same problem. Doom 3 runs smooth as silk on my computer. Every game I run does. I even set the specs as low as I could get them and it still just crawled along. I couldn't get past the first level.

My PC is:
P4 2.0 gig
1 gig ram
GeForce fx 5900 128 megs ram

_________________
"65% nerd."
My latest project http://www.monster-clip.com/quakemod/quakemod.htm
Make sure to check out http://cdoom.d3files.com
http://www.myspace.com/sonicclangmusic


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PostPosted: Fri Aug 12, 2005 8:47 pm 
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picked up the chaingun

Joined: Tue Dec 28, 2004 2:19 pm
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Atleast it runs for you !!!

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PostPosted: Fri Aug 12, 2005 9:09 pm 
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missed 400 shots
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Location: In Yo Momma
Crylar, the only possible explanation is you don't have D3 patched properly to 1.3. The Wrong .dll API issue is that problem. Trying to run 1.3 gamecode with a 1.2 installation won't work.

The slowdowns people are getting from characters on screen is because this test release is aimed to test pushing characters using 2048x2048 texture maps down the pipe. That's why I say using a GeForce 6800 or equivalent or higher is recommended. That is D3's recommended card, and we're pushing just a little bit further using those texture sizes. This isn't on all surfaces, just the characters.

GeForce fx 5900 128 megs ram

That's not really going to perform well. Nothing against your card, but that's just how the mod is.


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PostPosted: Fri Aug 12, 2005 9:17 pm 
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picked up the chaingun

Joined: Tue Dec 28, 2004 2:19 pm
Posts: 182
What about my problems Kiltron ?

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PostPosted: Sat Aug 13, 2005 12:51 am 
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missed 400 shots
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TheJugglah, can you post a copy of the console text that is printing when you get that error?


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PostPosted: Sat Aug 13, 2005 1:33 am 
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missed 400 shots

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Kiltron, any plans on getting a lower poly version for people like me? ya know... the majority of people playing Doom 3. Are the models really THAT good that they need to be that high?

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My latest project http://www.monster-clip.com/quakemod/quakemod.htm
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PostPosted: Sat Aug 13, 2005 2:40 am 
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The first 10 posts have been the best...

Joined: Mon Jun 27, 2005 7:23 pm
Posts: 16
It's not the models themselves, as I understand it they're "low-poly" just like vanilla DooM 3's, but the textures which they're applying to the models are considerably larger than normal.

Since I seem to be the only one here running it exceptionally well, unless I missed a post or two, I figure I'll put my relevant specs up. Kiltron knows what he's talking about when he recommends 6800 on up.

Althon 64 3500+
GeForce 6800GT
1GB PC3200

High Quality at 1024*768, 4xAA


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PostPosted: Sat Aug 13, 2005 3:15 am 
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picked up 100 armour

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@SonicClang: Yeah i would say it's definately the graphics card, with 128 MB ram the performance hit is huge on anything but low quality (in my case at least, nvidia 6800).


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PostPosted: Sat Aug 13, 2005 1:53 pm 
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missed 400 shots

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Location: Madison, Wisconsin
low quality is what I'm playing on. everything turned off, including shadows.

The first level never runs more than 15 fps, and that's if I'm ducking my head in a corner. Most of the time it's less than 1 fps.

The second level actually runs pretty damn well except for the outside area.

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PostPosted: Sat Aug 13, 2005 10:23 pm 
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picked up the chaingun

Joined: Tue Dec 28, 2004 2:19 pm
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Maybe it's because it's late and I'm tired. Or maybe I'm just stupid but when you start in the first map, you can take two routes. Crawling beneath the rock to get to the broken elevator room or shoot the window and crawl down to end up in the water room.

I did the last but after you jumped in the water there is no way of returning. This wouldn't be a problem but the door leading back to the beginning is locked [the one with the turret operation panel next to it]. Since I wasn't able to deactive the red lasers I figured I must have missed something, but after some searching it appeared the only way of getting back to the beginning was using "Noclip" to get through the door.

I didn't find anything special so how do you put the red lasers of ? I eventually used God mode to get through and I hate cheating.

Also the site mentions that the mod wouldn't be a clone, but this sure as hell looks and plays a lot like Quake 2 to me. I'd hoped to see brand new levels :(

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PostPosted: Sat Aug 13, 2005 10:42 pm 
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The first 10 posts have been the best...

Joined: Mon Jun 27, 2005 7:23 pm
Posts: 16
*Spoilers*


To turn off the lasers, when you reach the "water room" swim as far to the right as you can, go underwater, look around for a bit. There will be a room with lasers and a path around them to a control panel where you can turn off the lasers.

There's an easter egg in the room as well.

*/Spoilers*


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PostPosted: Sun Aug 14, 2005 6:52 am 
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picked up the chaingun

Joined: Tue Dec 28, 2004 2:19 pm
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I've been there and I turned of the lasers in that room. But I'm referring to the lasers in the last room of the map. Where you take the lift down to the next level. How do you turn those of ?

I take it there is no way to open the door near the turret control computer ?

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PostPosted: Sun Aug 14, 2005 8:37 pm 
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picked up a pistol

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Kiltron wrote:
The slowdowns people are getting from characters on screen is because this test release is aimed to test pushing characters using 2048x2048 texture maps down the pipe.
Just like to point out that using that size texture is ridiculous for ingame models right now.


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PostPosted: Sun Aug 14, 2005 8:56 pm 
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missed 400 shots

Joined: Wed Aug 11, 2004 10:47 pm
Posts: 460
Location: Madison, Wisconsin
Well it seems as though I've tracked down the source of my massive slowdowns. My video card's fan took a dump on me and I nearly burned up my card. Luckily I tracked down the problem soon enough and I've been able to keep it cool with a mini fan until I get ahold of the manufacturer to find out if it's covered under warrantee. My Trackmania is playing again, and this mod plays just fine. There's some choppyness to it, but that'll get hammered out by final release i'm sure.

_________________
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My latest project http://www.monster-clip.com/quakemod/quakemod.htm
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PostPosted: Sun Aug 14, 2005 9:37 pm 
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picked up the chaingun

Joined: Tue Dec 28, 2004 2:19 pm
Posts: 182
Regarding the slow downs. I seriously had some moments where it became annoying. My specs are:

P IV 3,2 GHZ
1024 MB DDR memory
Ati Radeon 9800 Pro 128 MB

Plus I'm running everything on low with a 640 * 480 resolution. I think it's ridiculous that I've got slow downs. I mean look at my specs !!!

_________________
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 Post subject:
PostPosted: Mon Aug 15, 2005 1:32 am 
>
Offline
missed 400 shots



Infernis@Posted: Thu Aug 11, 2005 11:27 pm :
Managed to install it after uninstalling ROE. But now I get this message:"ERROR: Couldn't load script/q2_quake2_main.q2script"



SilentSoD@Posted: Fri Aug 12, 2005 2:54 am :
Kiltron, hope you don't mind but I'm going to start this post with another error I saw, this time in the supershotgun pump animation. When the action is being pumped backwards the hand pulls the forearm away from the gun, resulting in a small, but noticeable, error.

Image

As for the alignment issues, it may be a matter of preference to particular players, I can't speak for anyone else, but in my opinion the shotgun feels most "right" in terms of how it is aligned, I have the easiest time aiming with it without a crosshair. In opposition to this the supershotgun draws a line farther to the left and considerably lower than the shotgun. I have spliced a picture of the shotgun and supershotgun together to demonstrate this.

Image

The machine gun has the same issue as the supershotgun, perhaps its not so much poor alignment as inconsistency which is making this so noticeable to me. If I weren't lazy I'd post pictures of the DooM 3 weapons.

Image

Hope this helps, I had a great time playing through this first test build. Thanks for your time and work.

Edited because I forget to remove particular words when I change grammar and thus sentences read oddly.



SilentSoD@Posted: Fri Aug 12, 2005 4:57 am :
I also just made a new pk4 to see what a decent damage would be for the shotgun, don't think I'm going to mess with the other weapons right now. Setting the damage to ten allows for mostly one shot kills against the light guards and also seems to speed up gameplay. This really is just personal preference, however, and can be ignored at will. If you would be so kind could you tell me whether or not what I'm doing, editing your mod, is welcome or not? In the meantime, I'm going to see if I can change D3's shotgun script to make it yet more to my liking (I'm very new to all this and the earlier mod to the D3 shotgun script and def file actually worked so I'm going to see if this new idea does as well).



Crylar@Posted: Fri Aug 12, 2005 12:54 pm :
Kiltron wrote:
- WinXP SP2
- NVIDIA GeForce4 TI 4600
...
The TI 4600 isn't a recommended card for D3 itself, though it does run it. I pushed the bar with the engine and mod by using many 2048's so anything less than a GF6800 and 512RAM isn't suggested. I targeted high end systems. GF6800-7800 1024-2048RAM. The mod itself doesn't run poorly, it just requires steeper hardware specs.

Crylar, updgrade D3 to the 1.3 Patch.

MY Doom3 is 1.3.1302 and up to date.
My graphic card is RADEON 9800 XT
I have 2 GB of RAM
So that didn't help too much...

I Get the same error with an other mod named shinyx wich pretty much just changes all textuers to some weird shader.

But plz halp me with this, I'm uber hot for this Q2 mod and need to try it.



SonicClang@Posted: Fri Aug 12, 2005 7:06 pm :
Ahh, I didn't see this forum about the mod. Kiltron's site doesn't have a forum for discussing problems.

I'm really anxious to play this, but it is just soooooooo choppy, I can't do anything. There are parts where it runs ok, like underneath in the crawl space in the first level. But anytime there's anything special on screen it runs at less than 1 fps. By the time I "wake up" from the choppyness I'm either dead or nearly dead from enemies. Anytime there's an enemy on the screen especially it's just crawling!

I'm very intersted to know if anyone else is having the same problem. Doom 3 runs smooth as silk on my computer. Every game I run does. I even set the specs as low as I could get them and it still just crawled along. I couldn't get past the first level.

My PC is:
P4 2.0 gig
1 gig ram
GeForce fx 5900 128 megs ram



Infernis@Posted: Fri Aug 12, 2005 8:47 pm :
Atleast it runs for you !!!



Kiltron@Posted: Fri Aug 12, 2005 9:09 pm :
Crylar, the only possible explanation is you don't have D3 patched properly to 1.3. The Wrong .dll API issue is that problem. Trying to run 1.3 gamecode with a 1.2 installation won't work.

The slowdowns people are getting from characters on screen is because this test release is aimed to test pushing characters using 2048x2048 texture maps down the pipe. That's why I say using a GeForce 6800 or equivalent or higher is recommended. That is D3's recommended card, and we're pushing just a little bit further using those texture sizes. This isn't on all surfaces, just the characters.

GeForce fx 5900 128 megs ram

That's not really going to perform well. Nothing against your card, but that's just how the mod is.



Infernis@Posted: Fri Aug 12, 2005 9:17 pm :
What about my problems Kiltron ?



Kiltron@Posted: Sat Aug 13, 2005 12:51 am :
TheJugglah, can you post a copy of the console text that is printing when you get that error?



SonicClang@Posted: Sat Aug 13, 2005 1:33 am :
Kiltron, any plans on getting a lower poly version for people like me? ya know... the majority of people playing Doom 3. Are the models really THAT good that they need to be that high?



SilentSoD@Posted: Sat Aug 13, 2005 2:40 am :
It's not the models themselves, as I understand it they're "low-poly" just like vanilla DooM 3's, but the textures which they're applying to the models are considerably larger than normal.

Since I seem to be the only one here running it exceptionally well, unless I missed a post or two, I figure I'll put my relevant specs up. Kiltron knows what he's talking about when he recommends 6800 on up.

Althon 64 3500+
GeForce 6800GT
1GB PC3200

High Quality at 1024*768, 4xAA



AO@Posted: Sat Aug 13, 2005 3:15 am :
@SonicClang: Yeah i would say it's definately the graphics card, with 128 MB ram the performance hit is huge on anything but low quality (in my case at least, nvidia 6800).



SonicClang@Posted: Sat Aug 13, 2005 1:53 pm :
low quality is what I'm playing on. everything turned off, including shadows.

The first level never runs more than 15 fps, and that's if I'm ducking my head in a corner. Most of the time it's less than 1 fps.

The second level actually runs pretty damn well except for the outside area.



Infernis@Posted: Sat Aug 13, 2005 10:23 pm :
Maybe it's because it's late and I'm tired. Or maybe I'm just stupid but when you start in the first map, you can take two routes. Crawling beneath the rock to get to the broken elevator room or shoot the window and crawl down to end up in the water room.

I did the last but after you jumped in the water there is no way of returning. This wouldn't be a problem but the door leading back to the beginning is locked [the one with the turret operation panel next to it]. Since I wasn't able to deactive the red lasers I figured I must have missed something, but after some searching it appeared the only way of getting back to the beginning was using "Noclip" to get through the door.

I didn't find anything special so how do you put the red lasers of ? I eventually used God mode to get through and I hate cheating.

Also the site mentions that the mod wouldn't be a clone, but this sure as hell looks and plays a lot like Quake 2 to me. I'd hoped to see brand new levels :(



SilentSoD@Posted: Sat Aug 13, 2005 10:42 pm :
*Spoilers*


To turn off the lasers, when you reach the "water room" swim as far to the right as you can, go underwater, look around for a bit. There will be a room with lasers and a path around them to a control panel where you can turn off the lasers.

There's an easter egg in the room as well.

*/Spoilers*



Infernis@Posted: Sun Aug 14, 2005 6:52 am :
I've been there and I turned of the lasers in that room. But I'm referring to the lasers in the last room of the map. Where you take the lift down to the next level. How do you turn those of ?

I take it there is no way to open the door near the turret control computer ?



rcumps01@Posted: Sun Aug 14, 2005 8:37 pm :
Kiltron wrote:
The slowdowns people are getting from characters on screen is because this test release is aimed to test pushing characters using 2048x2048 texture maps down the pipe.
Just like to point out that using that size texture is ridiculous for ingame models right now.



SonicClang@Posted: Sun Aug 14, 2005 8:56 pm :
Well it seems as though I've tracked down the source of my massive slowdowns. My video card's fan took a dump on me and I nearly burned up my card. Luckily I tracked down the problem soon enough and I've been able to keep it cool with a mini fan until I get ahold of the manufacturer to find out if it's covered under warrantee. My Trackmania is playing again, and this mod plays just fine. There's some choppyness to it, but that'll get hammered out by final release i'm sure.



Infernis@Posted: Sun Aug 14, 2005 9:37 pm :
Regarding the slow downs. I seriously had some moments where it became annoying. My specs are:

P IV 3,2 GHZ
1024 MB DDR memory
Ati Radeon 9800 Pro 128 MB

Plus I'm running everything on low with a 640 * 480 resolution. I think it's ridiculous that I've got slow downs. I mean look at my specs !!!



SonicClang@Posted: Mon Aug 15, 2005 1:32 am : Doom3world • View topic - Quake II: Lost Marine QuakeCon 2005 Test Build Released

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PostPosted: Thu Aug 11, 2005 11:27 pm 
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picked up the chaingun

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Managed to install it after uninstalling ROE. But now I get this message:"ERROR: Couldn't load script/q2_quake2_main.q2script"

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The first 10 posts have been the best...

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Kiltron, hope you don't mind but I'm going to start this post with another error I saw, this time in the supershotgun pump animation. When the action is being pumped backwards the hand pulls the forearm away from the gun, resulting in a small, but noticeable, error.

Image

As for the alignment issues, it may be a matter of preference to particular players, I can't speak for anyone else, but in my opinion the shotgun feels most "right" in terms of how it is aligned, I have the easiest time aiming with it without a crosshair. In opposition to this the supershotgun draws a line farther to the left and considerably lower than the shotgun. I have spliced a picture of the shotgun and supershotgun together to demonstrate this.

Image

The machine gun has the same issue as the supershotgun, perhaps its not so much poor alignment as inconsistency which is making this so noticeable to me. If I weren't lazy I'd post pictures of the DooM 3 weapons.

Image

Hope this helps, I had a great time playing through this first test build. Thanks for your time and work.

Edited because I forget to remove particular words when I change grammar and thus sentences read oddly.


Last edited by SilentSoD on Sat Aug 13, 2005 9:18 pm, edited 1 time in total.

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The first 10 posts have been the best...

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I also just made a new pk4 to see what a decent damage would be for the shotgun, don't think I'm going to mess with the other weapons right now. Setting the damage to ten allows for mostly one shot kills against the light guards and also seems to speed up gameplay. This really is just personal preference, however, and can be ignored at will. If you would be so kind could you tell me whether or not what I'm doing, editing your mod, is welcome or not? In the meantime, I'm going to see if I can change D3's shotgun script to make it yet more to my liking (I'm very new to all this and the earlier mod to the D3 shotgun script and def file actually worked so I'm going to see if this new idea does as well).


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PostPosted: Fri Aug 12, 2005 12:54 pm 
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Kiltron wrote:
- WinXP SP2
- NVIDIA GeForce4 TI 4600
...
The TI 4600 isn't a recommended card for D3 itself, though it does run it. I pushed the bar with the engine and mod by using many 2048's so anything less than a GF6800 and 512RAM isn't suggested. I targeted high end systems. GF6800-7800 1024-2048RAM. The mod itself doesn't run poorly, it just requires steeper hardware specs.

Crylar, updgrade D3 to the 1.3 Patch.

MY Doom3 is 1.3.1302 and up to date.
My graphic card is RADEON 9800 XT
I have 2 GB of RAM
So that didn't help too much...

I Get the same error with an other mod named shinyx wich pretty much just changes all textuers to some weird shader.

But plz halp me with this, I'm uber hot for this Q2 mod and need to try it.

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PostPosted: Fri Aug 12, 2005 7:06 pm 
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missed 400 shots

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Ahh, I didn't see this forum about the mod. Kiltron's site doesn't have a forum for discussing problems.

I'm really anxious to play this, but it is just soooooooo choppy, I can't do anything. There are parts where it runs ok, like underneath in the crawl space in the first level. But anytime there's anything special on screen it runs at less than 1 fps. By the time I "wake up" from the choppyness I'm either dead or nearly dead from enemies. Anytime there's an enemy on the screen especially it's just crawling!

I'm very intersted to know if anyone else is having the same problem. Doom 3 runs smooth as silk on my computer. Every game I run does. I even set the specs as low as I could get them and it still just crawled along. I couldn't get past the first level.

My PC is:
P4 2.0 gig
1 gig ram
GeForce fx 5900 128 megs ram

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Atleast it runs for you !!!

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PostPosted: Fri Aug 12, 2005 9:09 pm 
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missed 400 shots
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Crylar, the only possible explanation is you don't have D3 patched properly to 1.3. The Wrong .dll API issue is that problem. Trying to run 1.3 gamecode with a 1.2 installation won't work.

The slowdowns people are getting from characters on screen is because this test release is aimed to test pushing characters using 2048x2048 texture maps down the pipe. That's why I say using a GeForce 6800 or equivalent or higher is recommended. That is D3's recommended card, and we're pushing just a little bit further using those texture sizes. This isn't on all surfaces, just the characters.

GeForce fx 5900 128 megs ram

That's not really going to perform well. Nothing against your card, but that's just how the mod is.


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PostPosted: Fri Aug 12, 2005 9:17 pm 
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picked up the chaingun

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What about my problems Kiltron ?

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TheJugglah, can you post a copy of the console text that is printing when you get that error?


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PostPosted: Sat Aug 13, 2005 1:33 am 
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missed 400 shots

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Kiltron, any plans on getting a lower poly version for people like me? ya know... the majority of people playing Doom 3. Are the models really THAT good that they need to be that high?

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PostPosted: Sat Aug 13, 2005 2:40 am 
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The first 10 posts have been the best...

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It's not the models themselves, as I understand it they're "low-poly" just like vanilla DooM 3's, but the textures which they're applying to the models are considerably larger than normal.

Since I seem to be the only one here running it exceptionally well, unless I missed a post or two, I figure I'll put my relevant specs up. Kiltron knows what he's talking about when he recommends 6800 on up.

Althon 64 3500+
GeForce 6800GT
1GB PC3200

High Quality at 1024*768, 4xAA


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PostPosted: Sat Aug 13, 2005 3:15 am 
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@SonicClang: Yeah i would say it's definately the graphics card, with 128 MB ram the performance hit is huge on anything but low quality (in my case at least, nvidia 6800).


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PostPosted: Sat Aug 13, 2005 1:53 pm 
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missed 400 shots

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low quality is what I'm playing on. everything turned off, including shadows.

The first level never runs more than 15 fps, and that's if I'm ducking my head in a corner. Most of the time it's less than 1 fps.

The second level actually runs pretty damn well except for the outside area.

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picked up the chaingun

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Maybe it's because it's late and I'm tired. Or maybe I'm just stupid but when you start in the first map, you can take two routes. Crawling beneath the rock to get to the broken elevator room or shoot the window and crawl down to end up in the water room.

I did the last but after you jumped in the water there is no way of returning. This wouldn't be a problem but the door leading back to the beginning is locked [the one with the turret operation panel next to it]. Since I wasn't able to deactive the red lasers I figured I must have missed something, but after some searching it appeared the only way of getting back to the beginning was using "Noclip" to get through the door.

I didn't find anything special so how do you put the red lasers of ? I eventually used God mode to get through and I hate cheating.

Also the site mentions that the mod wouldn't be a clone, but this sure as hell looks and plays a lot like Quake 2 to me. I'd hoped to see brand new levels :(

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PostPosted: Sat Aug 13, 2005 10:42 pm 
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The first 10 posts have been the best...

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*Spoilers*


To turn off the lasers, when you reach the "water room" swim as far to the right as you can, go underwater, look around for a bit. There will be a room with lasers and a path around them to a control panel where you can turn off the lasers.

There's an easter egg in the room as well.

*/Spoilers*


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PostPosted: Sun Aug 14, 2005 6:52 am 
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picked up the chaingun

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I've been there and I turned of the lasers in that room. But I'm referring to the lasers in the last room of the map. Where you take the lift down to the next level. How do you turn those of ?

I take it there is no way to open the door near the turret control computer ?

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Kiltron wrote:
The slowdowns people are getting from characters on screen is because this test release is aimed to test pushing characters using 2048x2048 texture maps down the pipe.
Just like to point out that using that size texture is ridiculous for ingame models right now.


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PostPosted: Sun Aug 14, 2005 8:56 pm 
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missed 400 shots

Joined: Wed Aug 11, 2004 10:47 pm
Posts: 460
Location: Madison, Wisconsin
Well it seems as though I've tracked down the source of my massive slowdowns. My video card's fan took a dump on me and I nearly burned up my card. Luckily I tracked down the problem soon enough and I've been able to keep it cool with a mini fan until I get ahold of the manufacturer to find out if it's covered under warrantee. My Trackmania is playing again, and this mod plays just fine. There's some choppyness to it, but that'll get hammered out by final release i'm sure.

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PostPosted: Sun Aug 14, 2005 9:37 pm 
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picked up the chaingun

Joined: Tue Dec 28, 2004 2:19 pm
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Regarding the slow downs. I seriously had some moments where it became annoying. My specs are:

P IV 3,2 GHZ
1024 MB DDR memory
Ati Radeon 9800 Pro 128 MB

Plus I'm running everything on low with a 640 * 480 resolution. I think it's ridiculous that I've got slow downs. I mean look at my specs !!!

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PostPosted: Mon Aug 15, 2005 1:32 am 
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missed 400 shots



Infernis@Posted: Thu Aug 11, 2005 11:27 pm :
Managed to install it after uninstalling ROE. But now I get this message:"ERROR: Couldn't load script/q2_quake2_main.q2script"



SilentSoD@Posted: Fri Aug 12, 2005 2:54 am :
Kiltron, hope you don't mind but I'm going to start this post with another error I saw, this time in the supershotgun pump animation. When the action is being pumped backwards the hand pulls the forearm away from the gun, resulting in a small, but noticeable, error.

Image

As for the alignment issues, it may be a matter of preference to particular players, I can't speak for anyone else, but in my opinion the shotgun feels most "right" in terms of how it is aligned, I have the easiest time aiming with it without a crosshair. In opposition to this the supershotgun draws a line farther to the left and considerably lower than the shotgun. I have spliced a picture of the shotgun and supershotgun together to demonstrate this.

Image

The machine gun has the same issue as the supershotgun, perhaps its not so much poor alignment as inconsistency which is making this so noticeable to me. If I weren't lazy I'd post pictures of the DooM 3 weapons.

Image

Hope this helps, I had a great time playing through this first test build. Thanks for your time and work.

Edited because I forget to remove particular words when I change grammar and thus sentences read oddly.



SilentSoD@Posted: Fri Aug 12, 2005 4:57 am :
I also just made a new pk4 to see what a decent damage would be for the shotgun, don't think I'm going to mess with the other weapons right now. Setting the damage to ten allows for mostly one shot kills against the light guards and also seems to speed up gameplay. This really is just personal preference, however, and can be ignored at will. If you would be so kind could you tell me whether or not what I'm doing, editing your mod, is welcome or not? In the meantime, I'm going to see if I can change D3's shotgun script to make it yet more to my liking (I'm very new to all this and the earlier mod to the D3 shotgun script and def file actually worked so I'm going to see if this new idea does as well).



Crylar@Posted: Fri Aug 12, 2005 12:54 pm :
Kiltron wrote:
- WinXP SP2
- NVIDIA GeForce4 TI 4600
...
The TI 4600 isn't a recommended card for D3 itself, though it does run it. I pushed the bar with the engine and mod by using many 2048's so anything less than a GF6800 and 512RAM isn't suggested. I targeted high end systems. GF6800-7800 1024-2048RAM. The mod itself doesn't run poorly, it just requires steeper hardware specs.

Crylar, updgrade D3 to the 1.3 Patch.

MY Doom3 is 1.3.1302 and up to date.
My graphic card is RADEON 9800 XT
I have 2 GB of RAM
So that didn't help too much...

I Get the same error with an other mod named shinyx wich pretty much just changes all textuers to some weird shader.

But plz halp me with this, I'm uber hot for this Q2 mod and need to try it.



SonicClang@Posted: Fri Aug 12, 2005 7:06 pm :
Ahh, I didn't see this forum about the mod. Kiltron's site doesn't have a forum for discussing problems.

I'm really anxious to play this, but it is just soooooooo choppy, I can't do anything. There are parts where it runs ok, like underneath in the crawl space in the first level. But anytime there's anything special on screen it runs at less than 1 fps. By the time I "wake up" from the choppyness I'm either dead or nearly dead from enemies. Anytime there's an enemy on the screen especially it's just crawling!

I'm very intersted to know if anyone else is having the same problem. Doom 3 runs smooth as silk on my computer. Every game I run does. I even set the specs as low as I could get them and it still just crawled along. I couldn't get past the first level.

My PC is:
P4 2.0 gig
1 gig ram
GeForce fx 5900 128 megs ram



Infernis@Posted: Fri Aug 12, 2005 8:47 pm :
Atleast it runs for you !!!



Kiltron@Posted: Fri Aug 12, 2005 9:09 pm :
Crylar, the only possible explanation is you don't have D3 patched properly to 1.3. The Wrong .dll API issue is that problem. Trying to run 1.3 gamecode with a 1.2 installation won't work.

The slowdowns people are getting from characters on screen is because this test release is aimed to test pushing characters using 2048x2048 texture maps down the pipe. That's why I say using a GeForce 6800 or equivalent or higher is recommended. That is D3's recommended card, and we're pushing just a little bit further using those texture sizes. This isn't on all surfaces, just the characters.

GeForce fx 5900 128 megs ram

That's not really going to perform well. Nothing against your card, but that's just how the mod is.



Infernis@Posted: Fri Aug 12, 2005 9:17 pm :
What about my problems Kiltron ?



Kiltron@Posted: Sat Aug 13, 2005 12:51 am :
TheJugglah, can you post a copy of the console text that is printing when you get that error?



SonicClang@Posted: Sat Aug 13, 2005 1:33 am :
Kiltron, any plans on getting a lower poly version for people like me? ya know... the majority of people playing Doom 3. Are the models really THAT good that they need to be that high?



SilentSoD@Posted: Sat Aug 13, 2005 2:40 am :
It's not the models themselves, as I understand it they're "low-poly" just like vanilla DooM 3's, but the textures which they're applying to the models are considerably larger than normal.

Since I seem to be the only one here running it exceptionally well, unless I missed a post or two, I figure I'll put my relevant specs up. Kiltron knows what he's talking about when he recommends 6800 on up.

Althon 64 3500+
GeForce 6800GT
1GB PC3200

High Quality at 1024*768, 4xAA



AO@Posted: Sat Aug 13, 2005 3:15 am :
@SonicClang: Yeah i would say it's definately the graphics card, with 128 MB ram the performance hit is huge on anything but low quality (in my case at least, nvidia 6800).



SonicClang@Posted: Sat Aug 13, 2005 1:53 pm :
low quality is what I'm playing on. everything turned off, including shadows.

The first level never runs more than 15 fps, and that's if I'm ducking my head in a corner. Most of the time it's less than 1 fps.

The second level actually runs pretty damn well except for the outside area.



Infernis@Posted: Sat Aug 13, 2005 10:23 pm :
Maybe it's because it's late and I'm tired. Or maybe I'm just stupid but when you start in the first map, you can take two routes. Crawling beneath the rock to get to the broken elevator room or shoot the window and crawl down to end up in the water room.

I did the last but after you jumped in the water there is no way of returning. This wouldn't be a problem but the door leading back to the beginning is locked [the one with the turret operation panel next to it]. Since I wasn't able to deactive the red lasers I figured I must have missed something, but after some searching it appeared the only way of getting back to the beginning was using "Noclip" to get through the door.

I didn't find anything special so how do you put the red lasers of ? I eventually used God mode to get through and I hate cheating.

Also the site mentions that the mod wouldn't be a clone, but this sure as hell looks and plays a lot like Quake 2 to me. I'd hoped to see brand new levels :(



SilentSoD@Posted: Sat Aug 13, 2005 10:42 pm :
*Spoilers*


To turn off the lasers, when you reach the "water room" swim as far to the right as you can, go underwater, look around for a bit. There will be a room with lasers and a path around them to a control panel where you can turn off the lasers.

There's an easter egg in the room as well.

*/Spoilers*



Infernis@Posted: Sun Aug 14, 2005 6:52 am :
I've been there and I turned of the lasers in that room. But I'm referring to the lasers in the last room of the map. Where you take the lift down to the next level. How do you turn those of ?

I take it there is no way to open the door near the turret control computer ?



rcumps01@Posted: Sun Aug 14, 2005 8:37 pm :
Kiltron wrote:
The slowdowns people are getting from characters on screen is because this test release is aimed to test pushing characters using 2048x2048 texture maps down the pipe.
Just like to point out that using that size texture is ridiculous for ingame models right now.



SonicClang@Posted: Sun Aug 14, 2005 8:56 pm :
Well it seems as though I've tracked down the source of my massive slowdowns. My video card's fan took a dump on me and I nearly burned up my card. Luckily I tracked down the problem soon enough and I've been able to keep it cool with a mini fan until I get ahold of the manufacturer to find out if it's covered under warrantee. My Trackmania is playing again, and this mod plays just fine. There's some choppyness to it, but that'll get hammered out by final release i'm sure.



Infernis@Posted: Sun Aug 14, 2005 9:37 pm :
Regarding the slow downs. I seriously had some moments where it became annoying. My specs are:

P IV 3,2 GHZ
1024 MB DDR memory
Ati Radeon 9800 Pro 128 MB

Plus I'm running everything on low with a 640 * 480 resolution. I think it's ridiculous that I've got slow downs. I mean look at my specs !!!



SonicClang@Posted: Mon Aug 15, 2005 1:32 am : Doom3world • View topic - Quake II: Lost Marine QuakeCon 2005 Test Build Released

Doom3world

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PostPosted: Thu Aug 11, 2005 11:27 pm 
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picked up the chaingun

Joined: Tue Dec 28, 2004 2:19 pm
Posts: 182
Managed to install it after uninstalling ROE. But now I get this message:"ERROR: Couldn't load script/q2_quake2_main.q2script"

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PostPosted: Fri Aug 12, 2005 2:54 am 
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The first 10 posts have been the best...

Joined: Mon Jun 27, 2005 7:23 pm
Posts: 16
Kiltron, hope you don't mind but I'm going to start this post with another error I saw, this time in the supershotgun pump animation. When the action is being pumped backwards the hand pulls the forearm away from the gun, resulting in a small, but noticeable, error.

Image

As for the alignment issues, it may be a matter of preference to particular players, I can't speak for anyone else, but in my opinion the shotgun feels most "right" in terms of how it is aligned, I have the easiest time aiming with it without a crosshair. In opposition to this the supershotgun draws a line farther to the left and considerably lower than the shotgun. I have spliced a picture of the shotgun and supershotgun together to demonstrate this.

Image

The machine gun has the same issue as the supershotgun, perhaps its not so much poor alignment as inconsistency which is making this so noticeable to me. If I weren't lazy I'd post pictures of the DooM 3 weapons.

Image

Hope this helps, I had a great time playing through this first test build. Thanks for your time and work.

Edited because I forget to remove particular words when I change grammar and thus sentences read oddly.


Last edited by SilentSoD on Sat Aug 13, 2005 9:18 pm, edited 1 time in total.

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PostPosted: Fri Aug 12, 2005 4:57 am 
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The first 10 posts have been the best...

Joined: Mon Jun 27, 2005 7:23 pm
Posts: 16
I also just made a new pk4 to see what a decent damage would be for the shotgun, don't think I'm going to mess with the other weapons right now. Setting the damage to ten allows for mostly one shot kills against the light guards and also seems to speed up gameplay. This really is just personal preference, however, and can be ignored at will. If you would be so kind could you tell me whether or not what I'm doing, editing your mod, is welcome or not? In the meantime, I'm going to see if I can change D3's shotgun script to make it yet more to my liking (I'm very new to all this and the earlier mod to the D3 shotgun script and def file actually worked so I'm going to see if this new idea does as well).


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PostPosted: Fri Aug 12, 2005 12:54 pm 
Offline
picked up 200 ammo
User avatar

Joined: Thu Nov 25, 2004 7:11 pm
Posts: 239
Location: Sweden
Kiltron wrote:
- WinXP SP2
- NVIDIA GeForce4 TI 4600
...
The TI 4600 isn't a recommended card for D3 itself, though it does run it. I pushed the bar with the engine and mod by using many 2048's so anything less than a GF6800 and 512RAM isn't suggested. I targeted high end systems. GF6800-7800 1024-2048RAM. The mod itself doesn't run poorly, it just requires steeper hardware specs.

Crylar, updgrade D3 to the 1.3 Patch.

MY Doom3 is 1.3.1302 and up to date.
My graphic card is RADEON 9800 XT
I have 2 GB of RAM
So that didn't help too much...

I Get the same error with an other mod named shinyx wich pretty much just changes all textuers to some weird shader.

But plz halp me with this, I'm uber hot for this Q2 mod and need to try it.

_________________
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:: http://www.pixeltongue.com <- My homepage ::


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PostPosted: Fri Aug 12, 2005 7:06 pm 
Offline
missed 400 shots

Joined: Wed Aug 11, 2004 10:47 pm
Posts: 460
Location: Madison, Wisconsin
Ahh, I didn't see this forum about the mod. Kiltron's site doesn't have a forum for discussing problems.

I'm really anxious to play this, but it is just soooooooo choppy, I can't do anything. There are parts where it runs ok, like underneath in the crawl space in the first level. But anytime there's anything special on screen it runs at less than 1 fps. By the time I "wake up" from the choppyness I'm either dead or nearly dead from enemies. Anytime there's an enemy on the screen especially it's just crawling!

I'm very intersted to know if anyone else is having the same problem. Doom 3 runs smooth as silk on my computer. Every game I run does. I even set the specs as low as I could get them and it still just crawled along. I couldn't get past the first level.

My PC is:
P4 2.0 gig
1 gig ram
GeForce fx 5900 128 megs ram

_________________
"65% nerd."
My latest project http://www.monster-clip.com/quakemod/quakemod.htm
Make sure to check out http://cdoom.d3files.com
http://www.myspace.com/sonicclangmusic


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PostPosted: Fri Aug 12, 2005 8:47 pm 
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picked up the chaingun

Joined: Tue Dec 28, 2004 2:19 pm
Posts: 182
Atleast it runs for you !!!

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PostPosted: Fri Aug 12, 2005 9:09 pm 
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Crylar, the only possible explanation is you don't have D3 patched properly to 1.3. The Wrong .dll API issue is that problem. Trying to run 1.3 gamecode with a 1.2 installation won't work.

The slowdowns people are getting from characters on screen is because this test release is aimed to test pushing characters using 2048x2048 texture maps down the pipe. That's why I say using a GeForce 6800 or equivalent or higher is recommended. That is D3's recommended card, and we're pushing just a little bit further using those texture sizes. This isn't on all surfaces, just the characters.

GeForce fx 5900 128 megs ram

That's not really going to perform well. Nothing against your card, but that's just how the mod is.


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PostPosted: Fri Aug 12, 2005 9:17 pm 
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What about my problems Kiltron ?

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TheJugglah, can you post a copy of the console text that is printing when you get that error?


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Kiltron, any plans on getting a lower poly version for people like me? ya know... the majority of people playing Doom 3. Are the models really THAT good that they need to be that high?

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It's not the models themselves, as I understand it they're "low-poly" just like vanilla DooM 3's, but the textures which they're applying to the models are considerably larger than normal.

Since I seem to be the only one here running it exceptionally well, unless I missed a post or two, I figure I'll put my relevant specs up. Kiltron knows what he's talking about when he recommends 6800 on up.

Althon 64 3500+
GeForce 6800GT
1GB PC3200

High Quality at 1024*768, 4xAA


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PostPosted: Sat Aug 13, 2005 3:15 am 
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@SonicClang: Yeah i would say it's definately the graphics card, with 128 MB ram the performance hit is huge on anything but low quality (in my case at least, nvidia 6800).


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low quality is what I'm playing on. everything turned off, including shadows.

The first level never runs more than 15 fps, and that's if I'm ducking my head in a corner. Most of the time it's less than 1 fps.

The second level actually runs pretty damn well except for the outside area.

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Maybe it's because it's late and I'm tired. Or maybe I'm just stupid but when you start in the first map, you can take two routes. Crawling beneath the rock to get to the broken elevator room or shoot the window and crawl down to end up in the water room.

I did the last but after you jumped in the water there is no way of returning. This wouldn't be a problem but the door leading back to the beginning is locked [the one with the turret operation panel next to it]. Since I wasn't able to deactive the red lasers I figured I must have missed something, but after some searching it appeared the only way of getting back to the beginning was using "Noclip" to get through the door.

I didn't find anything special so how do you put the red lasers of ? I eventually used God mode to get through and I hate cheating.

Also the site mentions that the mod wouldn't be a clone, but this sure as hell looks and plays a lot like Quake 2 to me. I'd hoped to see brand new levels :(

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PostPosted: Sat Aug 13, 2005 10:42 pm 
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*Spoilers*


To turn off the lasers, when you reach the "water room" swim as far to the right as you can, go underwater, look around for a bit. There will be a room with lasers and a path around them to a control panel where you can turn off the lasers.

There's an easter egg in the room as well.

*/Spoilers*


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PostPosted: Sun Aug 14, 2005 6:52 am 
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I've been there and I turned of the lasers in that room. But I'm referring to the lasers in the last room of the map. Where you take the lift down to the next level. How do you turn those of ?

I take it there is no way to open the door near the turret control computer ?

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PostPosted: Sun Aug 14, 2005 8:37 pm 
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Kiltron wrote:
The slowdowns people are getting from characters on screen is because this test release is aimed to test pushing characters using 2048x2048 texture maps down the pipe.
Just like to point out that using that size texture is ridiculous for ingame models right now.


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PostPosted: Sun Aug 14, 2005 8:56 pm 
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Well it seems as though I've tracked down the source of my massive slowdowns. My video card's fan took a dump on me and I nearly burned up my card. Luckily I tracked down the problem soon enough and I've been able to keep it cool with a mini fan until I get ahold of the manufacturer to find out if it's covered under warrantee. My Trackmania is playing again, and this mod plays just fine. There's some choppyness to it, but that'll get hammered out by final release i'm sure.

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PostPosted: Sun Aug 14, 2005 9:37 pm 
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Regarding the slow downs. I seriously had some moments where it became annoying. My specs are:

P IV 3,2 GHZ
1024 MB DDR memory
Ati Radeon 9800 Pro 128 MB

Plus I'm running everything on low with a 640 * 480 resolution. I think it's ridiculous that I've got slow downs. I mean look at my specs !!!

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PostPosted: Mon Aug 15, 2005 1:32 am 
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Infernis@Posted: Thu Aug 11, 2005 11:27 pm :
Managed to install it after uninstalling ROE. But now I get this message:"ERROR: Couldn't load script/q2_quake2_main.q2script"



SilentSoD@Posted: Fri Aug 12, 2005 2:54 am :
Kiltron, hope you don't mind but I'm going to start this post with another error I saw, this time in the supershotgun pump animation. When the action is being pumped backwards the hand pulls the forearm away from the gun, resulting in a small, but noticeable, error.

Image

As for the alignment issues, it may be a matter of preference to particular players, I can't speak for anyone else, but in my opinion the shotgun feels most "right" in terms of how it is aligned, I have the easiest time aiming with it without a crosshair. In opposition to this the supershotgun draws a line farther to the left and considerably lower than the shotgun. I have spliced a picture of the shotgun and supershotgun together to demonstrate this.

Image

The machine gun has the same issue as the supershotgun, perhaps its not so much poor alignment as inconsistency which is making this so noticeable to me. If I weren't lazy I'd post pictures of the DooM 3 weapons.

Image

Hope this helps, I had a great time playing through this first test build. Thanks for your time and work.

Edited because I forget to remove particular words when I change grammar and thus sentences read oddly.



SilentSoD@Posted: Fri Aug 12, 2005 4:57 am :
I also just made a new pk4 to see what a decent damage would be for the shotgun, don't think I'm going to mess with the other weapons right now. Setting the damage to ten allows for mostly one shot kills against the light guards and also seems to speed up gameplay. This really is just personal preference, however, and can be ignored at will. If you would be so kind could you tell me whether or not what I'm doing, editing your mod, is welcome or not? In the meantime, I'm going to see if I can change D3's shotgun script to make it yet more to my liking (I'm very new to all this and the earlier mod to the D3 shotgun script and def file actually worked so I'm going to see if this new idea does as well).



Crylar@Posted: Fri Aug 12, 2005 12:54 pm :
Kiltron wrote:
- WinXP SP2
- NVIDIA GeForce4 TI 4600
...
The TI 4600 isn't a recommended card for D3 itself, though it does run it. I pushed the bar with the engine and mod by using many 2048's so anything less than a GF6800 and 512RAM isn't suggested. I targeted high end systems. GF6800-7800 1024-2048RAM. The mod itself doesn't run poorly, it just requires steeper hardware specs.

Crylar, updgrade D3 to the 1.3 Patch.

MY Doom3 is 1.3.1302 and up to date.
My graphic card is RADEON 9800 XT
I have 2 GB of RAM
So that didn't help too much...

I Get the same error with an other mod named shinyx wich pretty much just changes all textuers to some weird shader.

But plz halp me with this, I'm uber hot for this Q2 mod and need to try it.



SonicClang@Posted: Fri Aug 12, 2005 7:06 pm :
Ahh, I didn't see this forum about the mod. Kiltron's site doesn't have a forum for discussing problems.

I'm really anxious to play this, but it is just soooooooo choppy, I can't do anything. There are parts where it runs ok, like underneath in the crawl space in the first level. But anytime there's anything special on screen it runs at less than 1 fps. By the time I "wake up" from the choppyness I'm either dead or nearly dead from enemies. Anytime there's an enemy on the screen especially it's just crawling!

I'm very intersted to know if anyone else is having the same problem. Doom 3 runs smooth as silk on my computer. Every game I run does. I even set the specs as low as I could get them and it still just crawled along. I couldn't get past the first level.

My PC is:
P4 2.0 gig
1 gig ram
GeForce fx 5900 128 megs ram



Infernis@Posted: Fri Aug 12, 2005 8:47 pm :
Atleast it runs for you !!!



Kiltron@Posted: Fri Aug 12, 2005 9:09 pm :
Crylar, the only possible explanation is you don't have D3 patched properly to 1.3. The Wrong .dll API issue is that problem. Trying to run 1.3 gamecode with a 1.2 installation won't work.

The slowdowns people are getting from characters on screen is because this test release is aimed to test pushing characters using 2048x2048 texture maps down the pipe. That's why I say using a GeForce 6800 or equivalent or higher is recommended. That is D3's recommended card, and we're pushing just a little bit further using those texture sizes. This isn't on all surfaces, just the characters.

GeForce fx 5900 128 megs ram

That's not really going to perform well. Nothing against your card, but that's just how the mod is.



Infernis@Posted: Fri Aug 12, 2005 9:17 pm :
What about my problems Kiltron ?



Kiltron@Posted: Sat Aug 13, 2005 12:51 am :
TheJugglah, can you post a copy of the console text that is printing when you get that error?



SonicClang@Posted: Sat Aug 13, 2005 1:33 am :
Kiltron, any plans on getting a lower poly version for people like me? ya know... the majority of people playing Doom 3. Are the models really THAT good that they need to be that high?



SilentSoD@Posted: Sat Aug 13, 2005 2:40 am :
It's not the models themselves, as I understand it they're "low-poly" just like vanilla DooM 3's, but the textures which they're applying to the models are considerably larger than normal.

Since I seem to be the only one here running it exceptionally well, unless I missed a post or two, I figure I'll put my relevant specs up. Kiltron knows what he's talking about when he recommends 6800 on up.

Althon 64 3500+
GeForce 6800GT
1GB PC3200

High Quality at 1024*768, 4xAA



AO@Posted: Sat Aug 13, 2005 3:15 am :
@SonicClang: Yeah i would say it's definately the graphics card, with 128 MB ram the performance hit is huge on anything but low quality (in my case at least, nvidia 6800).



SonicClang@Posted: Sat Aug 13, 2005 1:53 pm :
low quality is what I'm playing on. everything turned off, including shadows.

The first level never runs more than 15 fps, and that's if I'm ducking my head in a corner. Most of the time it's less than 1 fps.

The second level actually runs pretty damn well except for the outside area.



Infernis@Posted: Sat Aug 13, 2005 10:23 pm :
Maybe it's because it's late and I'm tired. Or maybe I'm just stupid but when you start in the first map, you can take two routes. Crawling beneath the rock to get to the broken elevator room or shoot the window and crawl down to end up in the water room.

I did the last but after you jumped in the water there is no way of returning. This wouldn't be a problem but the door leading back to the beginning is locked [the one with the turret operation panel next to it]. Since I wasn't able to deactive the red lasers I figured I must have missed something, but after some searching it appeared the only way of getting back to the beginning was using "Noclip" to get through the door.

I didn't find anything special so how do you put the red lasers of ? I eventually used God mode to get through and I hate cheating.

Also the site mentions that the mod wouldn't be a clone, but this sure as hell looks and plays a lot like Quake 2 to me. I'd hoped to see brand new levels :(



SilentSoD@Posted: Sat Aug 13, 2005 10:42 pm :
*Spoilers*


To turn off the lasers, when you reach the "water room" swim as far to the right as you can, go underwater, look around for a bit. There will be a room with lasers and a path around them to a control panel where you can turn off the lasers.

There's an easter egg in the room as well.

*/Spoilers*



Infernis@Posted: Sun Aug 14, 2005 6:52 am :
I've been there and I turned of the lasers in that room. But I'm referring to the lasers in the last room of the map. Where you take the lift down to the next level. How do you turn those of ?

I take it there is no way to open the door near the turret control computer ?



rcumps01@Posted: Sun Aug 14, 2005 8:37 pm :
Kiltron wrote:
The slowdowns people are getting from characters on screen is because this test release is aimed to test pushing characters using 2048x2048 texture maps down the pipe.
Just like to point out that using that size texture is ridiculous for ingame models right now.



SonicClang@Posted: Sun Aug 14, 2005 8:56 pm :
Well it seems as though I've tracked down the source of my massive slowdowns. My video card's fan took a dump on me and I nearly burned up my card. Luckily I tracked down the problem soon enough and I've been able to keep it cool with a mini fan until I get ahold of the manufacturer to find out if it's covered under warrantee. My Trackmania is playing again, and this mod plays just fine. There's some choppyness to it, but that'll get hammered out by final release i'm sure.



Infernis@Posted: Sun Aug 14, 2005 9:37 pm :
Regarding the slow downs. I seriously had some moments where it became annoying. My specs are:

P IV 3,2 GHZ
1024 MB DDR memory
Ati Radeon 9800 Pro 128 MB

Plus I'm running everything on low with a 640 * 480 resolution. I think it's ridiculous that I've got slow downs. I mean look at my specs !!!



SonicClang@Posted: Mon Aug 15, 2005 1:32 am : Doom3world • View topic - Quake II: Lost Marine QuakeCon 2005 Test Build Released

Doom3world

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PostPosted: Thu Aug 11, 2005 11:27 pm 
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picked up the chaingun

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Managed to install it after uninstalling ROE. But now I get this message:"ERROR: Couldn't load script/q2_quake2_main.q2script"

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PostPosted: Fri Aug 12, 2005 2:54 am 
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The first 10 posts have been the best...

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Kiltron, hope you don't mind but I'm going to start this post with another error I saw, this time in the supershotgun pump animation. When the action is being pumped backwards the hand pulls the forearm away from the gun, resulting in a small, but noticeable, error.

Image

As for the alignment issues, it may be a matter of preference to particular players, I can't speak for anyone else, but in my opinion the shotgun feels most "right" in terms of how it is aligned, I have the easiest time aiming with it without a crosshair. In opposition to this the supershotgun draws a line farther to the left and considerably lower than the shotgun. I have spliced a picture of the shotgun and supershotgun together to demonstrate this.

Image

The machine gun has the same issue as the supershotgun, perhaps its not so much poor alignment as inconsistency which is making this so noticeable to me. If I weren't lazy I'd post pictures of the DooM 3 weapons.

Image

Hope this helps, I had a great time playing through this first test build. Thanks for your time and work.

Edited because I forget to remove particular words when I change grammar and thus sentences read oddly.


Last edited by SilentSoD on Sat Aug 13, 2005 9:18 pm, edited 1 time in total.

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PostPosted: Fri Aug 12, 2005 4:57 am 
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The first 10 posts have been the best...

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I also just made a new pk4 to see what a decent damage would be for the shotgun, don't think I'm going to mess with the other weapons right now. Setting the damage to ten allows for mostly one shot kills against the light guards and also seems to speed up gameplay. This really is just personal preference, however, and can be ignored at will. If you would be so kind could you tell me whether or not what I'm doing, editing your mod, is welcome or not? In the meantime, I'm going to see if I can change D3's shotgun script to make it yet more to my liking (I'm very new to all this and the earlier mod to the D3 shotgun script and def file actually worked so I'm going to see if this new idea does as well).


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PostPosted: Fri Aug 12, 2005 12:54 pm 
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Kiltron wrote:
- WinXP SP2
- NVIDIA GeForce4 TI 4600
...
The TI 4600 isn't a recommended card for D3 itself, though it does run it. I pushed the bar with the engine and mod by using many 2048's so anything less than a GF6800 and 512RAM isn't suggested. I targeted high end systems. GF6800-7800 1024-2048RAM. The mod itself doesn't run poorly, it just requires steeper hardware specs.

Crylar, updgrade D3 to the 1.3 Patch.

MY Doom3 is 1.3.1302 and up to date.
My graphic card is RADEON 9800 XT
I have 2 GB of RAM
So that didn't help too much...

I Get the same error with an other mod named shinyx wich pretty much just changes all textuers to some weird shader.

But plz halp me with this, I'm uber hot for this Q2 mod and need to try it.

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PostPosted: Fri Aug 12, 2005 7:06 pm 
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missed 400 shots

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Ahh, I didn't see this forum about the mod. Kiltron's site doesn't have a forum for discussing problems.

I'm really anxious to play this, but it is just soooooooo choppy, I can't do anything. There are parts where it runs ok, like underneath in the crawl space in the first level. But anytime there's anything special on screen it runs at less than 1 fps. By the time I "wake up" from the choppyness I'm either dead or nearly dead from enemies. Anytime there's an enemy on the screen especially it's just crawling!

I'm very intersted to know if anyone else is having the same problem. Doom 3 runs smooth as silk on my computer. Every game I run does. I even set the specs as low as I could get them and it still just crawled along. I couldn't get past the first level.

My PC is:
P4 2.0 gig
1 gig ram
GeForce fx 5900 128 megs ram

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PostPosted: Fri Aug 12, 2005 8:47 pm 
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Atleast it runs for you !!!

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PostPosted: Fri Aug 12, 2005 9:09 pm 
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Crylar, the only possible explanation is you don't have D3 patched properly to 1.3. The Wrong .dll API issue is that problem. Trying to run 1.3 gamecode with a 1.2 installation won't work.

The slowdowns people are getting from characters on screen is because this test release is aimed to test pushing characters using 2048x2048 texture maps down the pipe. That's why I say using a GeForce 6800 or equivalent or higher is recommended. That is D3's recommended card, and we're pushing just a little bit further using those texture sizes. This isn't on all surfaces, just the characters.

GeForce fx 5900 128 megs ram

That's not really going to perform well. Nothing against your card, but that's just how the mod is.


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PostPosted: Fri Aug 12, 2005 9:17 pm 
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What about my problems Kiltron ?

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PostPosted: Sat Aug 13, 2005 12:51 am 
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TheJugglah, can you post a copy of the console text that is printing when you get that error?


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PostPosted: Sat Aug 13, 2005 1:33 am 
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Kiltron, any plans on getting a lower poly version for people like me? ya know... the majority of people playing Doom 3. Are the models really THAT good that they need to be that high?

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PostPosted: Sat Aug 13, 2005 2:40 am 
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The first 10 posts have been the best...

Joined: Mon Jun 27, 2005 7:23 pm
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It's not the models themselves, as I understand it they're "low-poly" just like vanilla DooM 3's, but the textures which they're applying to the models are considerably larger than normal.

Since I seem to be the only one here running it exceptionally well, unless I missed a post or two, I figure I'll put my relevant specs up. Kiltron knows what he's talking about when he recommends 6800 on up.

Althon 64 3500+
GeForce 6800GT
1GB PC3200

High Quality at 1024*768, 4xAA


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PostPosted: Sat Aug 13, 2005 3:15 am 
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@SonicClang: Yeah i would say it's definately the graphics card, with 128 MB ram the performance hit is huge on anything but low quality (in my case at least, nvidia 6800).


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PostPosted: Sat Aug 13, 2005 1:53 pm 
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missed 400 shots

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low quality is what I'm playing on. everything turned off, including shadows.

The first level never runs more than 15 fps, and that's if I'm ducking my head in a corner. Most of the time it's less than 1 fps.

The second level actually runs pretty damn well except for the outside area.

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PostPosted: Sat Aug 13, 2005 10:23 pm 
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picked up the chaingun

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Maybe it's because it's late and I'm tired. Or maybe I'm just stupid but when you start in the first map, you can take two routes. Crawling beneath the rock to get to the broken elevator room or shoot the window and crawl down to end up in the water room.

I did the last but after you jumped in the water there is no way of returning. This wouldn't be a problem but the door leading back to the beginning is locked [the one with the turret operation panel next to it]. Since I wasn't able to deactive the red lasers I figured I must have missed something, but after some searching it appeared the only way of getting back to the beginning was using "Noclip" to get through the door.

I didn't find anything special so how do you put the red lasers of ? I eventually used God mode to get through and I hate cheating.

Also the site mentions that the mod wouldn't be a clone, but this sure as hell looks and plays a lot like Quake 2 to me. I'd hoped to see brand new levels :(

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PostPosted: Sat Aug 13, 2005 10:42 pm 
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The first 10 posts have been the best...

Joined: Mon Jun 27, 2005 7:23 pm
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*Spoilers*


To turn off the lasers, when you reach the "water room" swim as far to the right as you can, go underwater, look around for a bit. There will be a room with lasers and a path around them to a control panel where you can turn off the lasers.

There's an easter egg in the room as well.

*/Spoilers*


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PostPosted: Sun Aug 14, 2005 6:52 am 
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picked up the chaingun

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I've been there and I turned of the lasers in that room. But I'm referring to the lasers in the last room of the map. Where you take the lift down to the next level. How do you turn those of ?

I take it there is no way to open the door near the turret control computer ?

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PostPosted: Sun Aug 14, 2005 8:37 pm 
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picked up a pistol

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Kiltron wrote:
The slowdowns people are getting from characters on screen is because this test release is aimed to test pushing characters using 2048x2048 texture maps down the pipe.
Just like to point out that using that size texture is ridiculous for ingame models right now.


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PostPosted: Sun Aug 14, 2005 8:56 pm 
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missed 400 shots

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Well it seems as though I've tracked down the source of my massive slowdowns. My video card's fan took a dump on me and I nearly burned up my card. Luckily I tracked down the problem soon enough and I've been able to keep it cool with a mini fan until I get ahold of the manufacturer to find out if it's covered under warrantee. My Trackmania is playing again, and this mod plays just fine. There's some choppyness to it, but that'll get hammered out by final release i'm sure.

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PostPosted: Sun Aug 14, 2005 9:37 pm 
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picked up the chaingun

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Regarding the slow downs. I seriously had some moments where it became annoying. My specs are:

P IV 3,2 GHZ
1024 MB DDR memory
Ati Radeon 9800 Pro 128 MB

Plus I'm running everything on low with a 640 * 480 resolution. I think it's ridiculous that I've got slow downs. I mean look at my specs !!!

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PostPosted: Mon Aug 15, 2005 1:32 am 
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missed 400 shots



Infernis@Posted: Thu Aug 11, 2005 11:27 pm :
Managed to install it after uninstalling ROE. But now I get this message:"ERROR: Couldn't load script/q2_quake2_main.q2script"



SilentSoD@Posted: Fri Aug 12, 2005 2:54 am :
Kiltron, hope you don't mind but I'm going to start this post with another error I saw, this time in the supershotgun pump animation. When the action is being pumped backwards the hand pulls the forearm away from the gun, resulting in a small, but noticeable, error.

Image

As for the alignment issues, it may be a matter of preference to particular players, I can't speak for anyone else, but in my opinion the shotgun feels most "right" in terms of how it is aligned, I have the easiest time aiming with it without a crosshair. In opposition to this the supershotgun draws a line farther to the left and considerably lower than the shotgun. I have spliced a picture of the shotgun and supershotgun together to demonstrate this.

Image

The machine gun has the same issue as the supershotgun, perhaps its not so much poor alignment as inconsistency which is making this so noticeable to me. If I weren't lazy I'd post pictures of the DooM 3 weapons.

Image

Hope this helps, I had a great time playing through this first test build. Thanks for your time and work.

Edited because I forget to remove particular words when I change grammar and thus sentences read oddly.



SilentSoD@Posted: Fri Aug 12, 2005 4:57 am :
I also just made a new pk4 to see what a decent damage would be for the shotgun, don't think I'm going to mess with the other weapons right now. Setting the damage to ten allows for mostly one shot kills against the light guards and also seems to speed up gameplay. This really is just personal preference, however, and can be ignored at will. If you would be so kind could you tell me whether or not what I'm doing, editing your mod, is welcome or not? In the meantime, I'm going to see if I can change D3's shotgun script to make it yet more to my liking (I'm very new to all this and the earlier mod to the D3 shotgun script and def file actually worked so I'm going to see if this new idea does as well).



Crylar@Posted: Fri Aug 12, 2005 12:54 pm :
Kiltron wrote:
- WinXP SP2
- NVIDIA GeForce4 TI 4600
...
The TI 4600 isn't a recommended card for D3 itself, though it does run it. I pushed the bar with the engine and mod by using many 2048's so anything less than a GF6800 and 512RAM isn't suggested. I targeted high end systems. GF6800-7800 1024-2048RAM. The mod itself doesn't run poorly, it just requires steeper hardware specs.

Crylar, updgrade D3 to the 1.3 Patch.

MY Doom3 is 1.3.1302 and up to date.
My graphic card is RADEON 9800 XT
I have 2 GB of RAM
So that didn't help too much...

I Get the same error with an other mod named shinyx wich pretty much just changes all textuers to some weird shader.

But plz halp me with this, I'm uber hot for this Q2 mod and need to try it.



SonicClang@Posted: Fri Aug 12, 2005 7:06 pm :
Ahh, I didn't see this forum about the mod. Kiltron's site doesn't have a forum for discussing problems.

I'm really anxious to play this, but it is just soooooooo choppy, I can't do anything. There are parts where it runs ok, like underneath in the crawl space in the first level. But anytime there's anything special on screen it runs at less than 1 fps. By the time I "wake up" from the choppyness I'm either dead or nearly dead from enemies. Anytime there's an enemy on the screen especially it's just crawling!

I'm very intersted to know if anyone else is having the same problem. Doom 3 runs smooth as silk on my computer. Every game I run does. I even set the specs as low as I could get them and it still just crawled along. I couldn't get past the first level.

My PC is:
P4 2.0 gig
1 gig ram
GeForce fx 5900 128 megs ram



Infernis@Posted: Fri Aug 12, 2005 8:47 pm :
Atleast it runs for you !!!



Kiltron@Posted: Fri Aug 12, 2005 9:09 pm :
Crylar, the only possible explanation is you don't have D3 patched properly to 1.3. The Wrong .dll API issue is that problem. Trying to run 1.3 gamecode with a 1.2 installation won't work.

The slowdowns people are getting from characters on screen is because this test release is aimed to test pushing characters using 2048x2048 texture maps down the pipe. That's why I say using a GeForce 6800 or equivalent or higher is recommended. That is D3's recommended card, and we're pushing just a little bit further using those texture sizes. This isn't on all surfaces, just the characters.

GeForce fx 5900 128 megs ram

That's not really going to perform well. Nothing against your card, but that's just how the mod is.



Infernis@Posted: Fri Aug 12, 2005 9:17 pm :
What about my problems Kiltron ?



Kiltron@Posted: Sat Aug 13, 2005 12:51 am :
TheJugglah, can you post a copy of the console text that is printing when you get that error?



SonicClang@Posted: Sat Aug 13, 2005 1:33 am :
Kiltron, any plans on getting a lower poly version for people like me? ya know... the majority of people playing Doom 3. Are the models really THAT good that they need to be that high?



SilentSoD@Posted: Sat Aug 13, 2005 2:40 am :
It's not the models themselves, as I understand it they're "low-poly" just like vanilla DooM 3's, but the textures which they're applying to the models are considerably larger than normal.

Since I seem to be the only one here running it exceptionally well, unless I missed a post or two, I figure I'll put my relevant specs up. Kiltron knows what he's talking about when he recommends 6800 on up.

Althon 64 3500+
GeForce 6800GT
1GB PC3200

High Quality at 1024*768, 4xAA



AO@Posted: Sat Aug 13, 2005 3:15 am :
@SonicClang: Yeah i would say it's definately the graphics card, with 128 MB ram the performance hit is huge on anything but low quality (in my case at least, nvidia 6800).



SonicClang@Posted: Sat Aug 13, 2005 1:53 pm :
low quality is what I'm playing on. everything turned off, including shadows.

The first level never runs more than 15 fps, and that's if I'm ducking my head in a corner. Most of the time it's less than 1 fps.

The second level actually runs pretty damn well except for the outside area.



Infernis@Posted: Sat Aug 13, 2005 10:23 pm :
Maybe it's because it's late and I'm tired. Or maybe I'm just stupid but when you start in the first map, you can take two routes. Crawling beneath the rock to get to the broken elevator room or shoot the window and crawl down to end up in the water room.

I did the last but after you jumped in the water there is no way of returning. This wouldn't be a problem but the door leading back to the beginning is locked [the one with the turret operation panel next to it]. Since I wasn't able to deactive the red lasers I figured I must have missed something, but after some searching it appeared the only way of getting back to the beginning was using "Noclip" to get through the door.

I didn't find anything special so how do you put the red lasers of ? I eventually used God mode to get through and I hate cheating.

Also the site mentions that the mod wouldn't be a clone, but this sure as hell looks and plays a lot like Quake 2 to me. I'd hoped to see brand new levels :(



SilentSoD@Posted: Sat Aug 13, 2005 10:42 pm :
*Spoilers*


To turn off the lasers, when you reach the "water room" swim as far to the right as you can, go underwater, look around for a bit. There will be a room with lasers and a path around them to a control panel where you can turn off the lasers.

There's an easter egg in the room as well.

*/Spoilers*



Infernis@Posted: Sun Aug 14, 2005 6:52 am :
I've been there and I turned of the lasers in that room. But I'm referring to the lasers in the last room of the map. Where you take the lift down to the next level. How do you turn those of ?

I take it there is no way to open the door near the turret control computer ?



rcumps01@Posted: Sun Aug 14, 2005 8:37 pm :
Kiltron wrote:
The slowdowns people are getting from characters on screen is because this test release is aimed to test pushing characters using 2048x2048 texture maps down the pipe.
Just like to point out that using that size texture is ridiculous for ingame models right now.



SonicClang@Posted: Sun Aug 14, 2005 8:56 pm :
Well it seems as though I've tracked down the source of my massive slowdowns. My video card's fan took a dump on me and I nearly burned up my card. Luckily I tracked down the problem soon enough and I've been able to keep it cool with a mini fan until I get ahold of the manufacturer to find out if it's covered under warrantee. My Trackmania is playing again, and this mod plays just fine. There's some choppyness to it, but that'll get hammered out by final release i'm sure.



Infernis@Posted: Sun Aug 14, 2005 9:37 pm :
Regarding the slow downs. I seriously had some moments where it became annoying. My specs are:

P IV 3,2 GHZ
1024 MB DDR memory
Ati Radeon 9800 Pro 128 MB

Plus I'm running everything on low with a 640 * 480 resolution. I think it's ridiculous that I've got slow downs. I mean look at my specs !!!



SonicClang@Posted: Mon Aug 15, 2005 1:32 am : Doom3world • View topic - Quake II: Lost Marine QuakeCon 2005 Test Build Released

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PostPosted: Thu Aug 11, 2005 11:27 pm 
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picked up the chaingun

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Managed to install it after uninstalling ROE. But now I get this message:"ERROR: Couldn't load script/q2_quake2_main.q2script"

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PostPosted: Fri Aug 12, 2005 2:54 am 
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The first 10 posts have been the best...

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Kiltron, hope you don't mind but I'm going to start this post with another error I saw, this time in the supershotgun pump animation. When the action is being pumped backwards the hand pulls the forearm away from the gun, resulting in a small, but noticeable, error.

Image

As for the alignment issues, it may be a matter of preference to particular players, I can't speak for anyone else, but in my opinion the shotgun feels most "right" in terms of how it is aligned, I have the easiest time aiming with it without a crosshair. In opposition to this the supershotgun draws a line farther to the left and considerably lower than the shotgun. I have spliced a picture of the shotgun and supershotgun together to demonstrate this.

Image

The machine gun has the same issue as the supershotgun, perhaps its not so much poor alignment as inconsistency which is making this so noticeable to me. If I weren't lazy I'd post pictures of the DooM 3 weapons.

Image

Hope this helps, I had a great time playing through this first test build. Thanks for your time and work.

Edited because I forget to remove particular words when I change grammar and thus sentences read oddly.


Last edited by SilentSoD on Sat Aug 13, 2005 9:18 pm, edited 1 time in total.

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PostPosted: Fri Aug 12, 2005 4:57 am 
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The first 10 posts have been the best...

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I also just made a new pk4 to see what a decent damage would be for the shotgun, don't think I'm going to mess with the other weapons right now. Setting the damage to ten allows for mostly one shot kills against the light guards and also seems to speed up gameplay. This really is just personal preference, however, and can be ignored at will. If you would be so kind could you tell me whether or not what I'm doing, editing your mod, is welcome or not? In the meantime, I'm going to see if I can change D3's shotgun script to make it yet more to my liking (I'm very new to all this and the earlier mod to the D3 shotgun script and def file actually worked so I'm going to see if this new idea does as well).


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PostPosted: Fri Aug 12, 2005 12:54 pm 
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Kiltron wrote:
- WinXP SP2
- NVIDIA GeForce4 TI 4600
...
The TI 4600 isn't a recommended card for D3 itself, though it does run it. I pushed the bar with the engine and mod by using many 2048's so anything less than a GF6800 and 512RAM isn't suggested. I targeted high end systems. GF6800-7800 1024-2048RAM. The mod itself doesn't run poorly, it just requires steeper hardware specs.

Crylar, updgrade D3 to the 1.3 Patch.

MY Doom3 is 1.3.1302 and up to date.
My graphic card is RADEON 9800 XT
I have 2 GB of RAM
So that didn't help too much...

I Get the same error with an other mod named shinyx wich pretty much just changes all textuers to some weird shader.

But plz halp me with this, I'm uber hot for this Q2 mod and need to try it.

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PostPosted: Fri Aug 12, 2005 7:06 pm 
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missed 400 shots

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Ahh, I didn't see this forum about the mod. Kiltron's site doesn't have a forum for discussing problems.

I'm really anxious to play this, but it is just soooooooo choppy, I can't do anything. There are parts where it runs ok, like underneath in the crawl space in the first level. But anytime there's anything special on screen it runs at less than 1 fps. By the time I "wake up" from the choppyness I'm either dead or nearly dead from enemies. Anytime there's an enemy on the screen especially it's just crawling!

I'm very intersted to know if anyone else is having the same problem. Doom 3 runs smooth as silk on my computer. Every game I run does. I even set the specs as low as I could get them and it still just crawled along. I couldn't get past the first level.

My PC is:
P4 2.0 gig
1 gig ram
GeForce fx 5900 128 megs ram

_________________
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My latest project http://www.monster-clip.com/quakemod/quakemod.htm
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http://www.myspace.com/sonicclangmusic


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PostPosted: Fri Aug 12, 2005 8:47 pm 
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Atleast it runs for you !!!

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PostPosted: Fri Aug 12, 2005 9:09 pm 
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missed 400 shots
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Crylar, the only possible explanation is you don't have D3 patched properly to 1.3. The Wrong .dll API issue is that problem. Trying to run 1.3 gamecode with a 1.2 installation won't work.

The slowdowns people are getting from characters on screen is because this test release is aimed to test pushing characters using 2048x2048 texture maps down the pipe. That's why I say using a GeForce 6800 or equivalent or higher is recommended. That is D3's recommended card, and we're pushing just a little bit further using those texture sizes. This isn't on all surfaces, just the characters.

GeForce fx 5900 128 megs ram

That's not really going to perform well. Nothing against your card, but that's just how the mod is.


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PostPosted: Fri Aug 12, 2005 9:17 pm 
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What about my problems Kiltron ?

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PostPosted: Sat Aug 13, 2005 12:51 am 
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TheJugglah, can you post a copy of the console text that is printing when you get that error?


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PostPosted: Sat Aug 13, 2005 1:33 am 
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missed 400 shots

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Kiltron, any plans on getting a lower poly version for people like me? ya know... the majority of people playing Doom 3. Are the models really THAT good that they need to be that high?

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PostPosted: Sat Aug 13, 2005 2:40 am 
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The first 10 posts have been the best...

Joined: Mon Jun 27, 2005 7:23 pm
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It's not the models themselves, as I understand it they're "low-poly" just like vanilla DooM 3's, but the textures which they're applying to the models are considerably larger than normal.

Since I seem to be the only one here running it exceptionally well, unless I missed a post or two, I figure I'll put my relevant specs up. Kiltron knows what he's talking about when he recommends 6800 on up.

Althon 64 3500+
GeForce 6800GT
1GB PC3200

High Quality at 1024*768, 4xAA


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PostPosted: Sat Aug 13, 2005 3:15 am 
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@SonicClang: Yeah i would say it's definately the graphics card, with 128 MB ram the performance hit is huge on anything but low quality (in my case at least, nvidia 6800).


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PostPosted: Sat Aug 13, 2005 1:53 pm 
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missed 400 shots

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low quality is what I'm playing on. everything turned off, including shadows.

The first level never runs more than 15 fps, and that's if I'm ducking my head in a corner. Most of the time it's less than 1 fps.

The second level actually runs pretty damn well except for the outside area.

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PostPosted: Sat Aug 13, 2005 10:23 pm 
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picked up the chaingun

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Maybe it's because it's late and I'm tired. Or maybe I'm just stupid but when you start in the first map, you can take two routes. Crawling beneath the rock to get to the broken elevator room or shoot the window and crawl down to end up in the water room.

I did the last but after you jumped in the water there is no way of returning. This wouldn't be a problem but the door leading back to the beginning is locked [the one with the turret operation panel next to it]. Since I wasn't able to deactive the red lasers I figured I must have missed something, but after some searching it appeared the only way of getting back to the beginning was using "Noclip" to get through the door.

I didn't find anything special so how do you put the red lasers of ? I eventually used God mode to get through and I hate cheating.

Also the site mentions that the mod wouldn't be a clone, but this sure as hell looks and plays a lot like Quake 2 to me. I'd hoped to see brand new levels :(

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PostPosted: Sat Aug 13, 2005 10:42 pm 
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The first 10 posts have been the best...

Joined: Mon Jun 27, 2005 7:23 pm
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*Spoilers*


To turn off the lasers, when you reach the "water room" swim as far to the right as you can, go underwater, look around for a bit. There will be a room with lasers and a path around them to a control panel where you can turn off the lasers.

There's an easter egg in the room as well.

*/Spoilers*


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PostPosted: Sun Aug 14, 2005 6:52 am 
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picked up the chaingun

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I've been there and I turned of the lasers in that room. But I'm referring to the lasers in the last room of the map. Where you take the lift down to the next level. How do you turn those of ?

I take it there is no way to open the door near the turret control computer ?

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PostPosted: Sun Aug 14, 2005 8:37 pm 
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Kiltron wrote:
The slowdowns people are getting from characters on screen is because this test release is aimed to test pushing characters using 2048x2048 texture maps down the pipe.
Just like to point out that using that size texture is ridiculous for ingame models right now.


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PostPosted: Sun Aug 14, 2005 8:56 pm 
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missed 400 shots

Joined: Wed Aug 11, 2004 10:47 pm
Posts: 460
Location: Madison, Wisconsin
Well it seems as though I've tracked down the source of my massive slowdowns. My video card's fan took a dump on me and I nearly burned up my card. Luckily I tracked down the problem soon enough and I've been able to keep it cool with a mini fan until I get ahold of the manufacturer to find out if it's covered under warrantee. My Trackmania is playing again, and this mod plays just fine. There's some choppyness to it, but that'll get hammered out by final release i'm sure.

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Make sure to check out http://cdoom.d3files.com
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PostPosted: Sun Aug 14, 2005 9:37 pm 
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picked up the chaingun

Joined: Tue Dec 28, 2004 2:19 pm
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Regarding the slow downs. I seriously had some moments where it became annoying. My specs are:

P IV 3,2 GHZ
1024 MB DDR memory
Ati Radeon 9800 Pro 128 MB

Plus I'm running everything on low with a 640 * 480 resolution. I think it's ridiculous that I've got slow downs. I mean look at my specs !!!

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 Post subject:
PostPosted: Mon Aug 15, 2005 1:32 am 
>
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missed 400 shots



Kiltron@Posted: Mon Aug 15, 2005 1:39 am :
Has anyone ever disobeyed a direct order? ;)



kat@Posted: Mon Aug 15, 2005 3:07 am :
Kiltron wrote:
Has anyone ever disobeyed a direct order? ;)
Not on *this* forum they don't ( :wink: ), we sling them in the stockade without a second thought if they do that.



Kiltron@Posted: Mon Aug 15, 2005 3:38 am :
Heh........was just tossing out an Easter Egg hint.



kat@Posted: Mon Aug 15, 2005 4:48 am :
Oh heh, well at least you knew what I ment *cough* :wink:



Infernis@Posted: Mon Aug 15, 2005 5:46 am :
I still have high hopes to, I'm just pointing out that there are some serious slow down issues that shouldn't occur on a machine like mine.



SonicClang@Posted: Mon Aug 15, 2005 2:34 pm :
Kiltron, you just made that way too obvious... 8)



Kiltron@Posted: Mon Aug 15, 2005 4:44 pm :
SonicClang wrote:
Kiltron, you just made that way too obvious... 8)


Darnit.....

Well I have always thought that "Bigscreens" were made for watching movie trailers. ;)



evilartist@Posted: Tue Aug 16, 2005 4:54 am :
I was expecting a bit more out of this TC, but it is only a WIP. :wink:

Most of my feedback has already been stated by the others, but I'll quickly recap/summarize mine:

The enforcers glide like ice skaters. Very graceful!

Enemies with too much health. Hard to kill off what should be cannonfodder.

Dropships that shoot at me! The game is already tough enough on Normal!

Not enough health.

Saving and loading don't work on the Main Menu.

The chaingun guys are weird-looking. I liked them when they were comically short and stalky. I called them George, after George Castanza from Seinfeld.

Sound effects aren't very high-quality. Try shooting for Doom 3 sound quality as much as you can.

Needs better voice acting. Couldn't stop laughing at the "Intruder Alert" sound. Everyone kinda slurs as they make noise.

No crosshair. I can't aim by myself worth a damn. :(

On to the good comments.

Map design is excellent. My specs are P4 2.8 Ghz, GeForce 6600gt, and 1.5GB RAM. I noticed a bit of chopiness, but I don't see that as bad. Clearly, you're looking towards the future of gaming by pushing this engine's limits. Half of the responsibility goes into the mapper's optimization techniques while the other half is for the gamers to keep their PCs upgraded for the games they want.

Weapons look nice. (Shotgun could have slightly faster rate-of-fire, though)

Some music was good.

Keep up the good work, Kiltron and Crew.



Kiltron@Posted: Tue Aug 16, 2005 3:24 pm :
I appreciate all the feedback from everyone.

(though most of it was personal opinons and reiterations of what's mentioned on the website and in the readme.txt)

Next build we be even better. ;)



Kiltron@Posted: Mon Aug 15, 2005 1:39 am :
Has anyone ever disobeyed a direct order? ;)



kat@Posted: Mon Aug 15, 2005 3:07 am :
Kiltron wrote:
Has anyone ever disobeyed a direct order? ;)
Not on *this* forum they don't ( :wink: ), we sling them in the stockade without a second thought if they do that.



Kiltron@Posted: Mon Aug 15, 2005 3:38 am :
Heh........was just tossing out an Easter Egg hint.



kat@Posted: Mon Aug 15, 2005 4:48 am :
Oh heh, well at least you knew what I ment *cough* :wink:



Infernis@Posted: Mon Aug 15, 2005 5:46 am :
I still have high hopes to, I'm just pointing out that there are some serious slow down issues that shouldn't occur on a machine like mine.



SonicClang@Posted: Mon Aug 15, 2005 2:34 pm :
Kiltron, you just made that way too obvious... 8)



Kiltron@Posted: Mon Aug 15, 2005 4:44 pm :
SonicClang wrote:
Kiltron, you just made that way too obvious... 8)


Darnit.....

Well I have always thought that "Bigscreens" were made for watching movie trailers. ;)



evilartist@Posted: Tue Aug 16, 2005 4:54 am :
I was expecting a bit more out of this TC, but it is only a WIP. :wink:

Most of my feedback has already been stated by the others, but I'll quickly recap/summarize mine:

The enforcers glide like ice skaters. Very graceful!

Enemies with too much health. Hard to kill off what should be cannonfodder.

Dropships that shoot at me! The game is already tough enough on Normal!

Not enough health.

Saving and loading don't work on the Main Menu.

The chaingun guys are weird-looking. I liked them when they were comically short and stalky. I called them George, after George Castanza from Seinfeld.

Sound effects aren't very high-quality. Try shooting for Doom 3 sound quality as much as you can.

Needs better voice acting. Couldn't stop laughing at the "Intruder Alert" sound. Everyone kinda slurs as they make noise.

No crosshair. I can't aim by myself worth a damn. :(

On to the good comments.

Map design is excellent. My specs are P4 2.8 Ghz, GeForce 6600gt, and 1.5GB RAM. I noticed a bit of chopiness, but I don't see that as bad. Clearly, you're looking towards the future of gaming by pushing this engine's limits. Half of the responsibility goes into the mapper's optimization techniques while the other half is for the gamers to keep their PCs upgraded for the games they want.

Weapons look nice. (Shotgun could have slightly faster rate-of-fire, though)

Some music was good.

Keep up the good work, Kiltron and Crew.



Kiltron@Posted: Tue Aug 16, 2005 3:24 pm :
I appreciate all the feedback from everyone.

(though most of it was personal opinons and reiterations of what's mentioned on the website and in the readme.txt)

Next build we be even better. ;)



Kiltron@Posted: Mon Aug 15, 2005 1:39 am    Post subject: : Has anyone ever disobeyed a direct order? Wink


kat@Posted: Mon Aug 15, 2005 3:07 am    Post subject: :
Kiltron wrote:
Has anyone ever disobeyed a direct order? Wink
Not on *this* forum they don't ( Wink ), we sling them in the stockade without a second thought if they do that.
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Kiltron@Posted: Mon Aug 15, 2005 3:38 am    Post subject: : Heh........was just tossing out an Easter Egg hint.


kat@Posted: Mon Aug 15, 2005 4:48 am    Post subject: : Oh heh, well at least you knew what I ment *cough* Wink
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Infernis@Posted: Mon Aug 15, 2005 5:46 am    Post subject: : I still have high hopes to, I'm just pointing out that there are some serious slow down issues that shouldn't occur on a machine like mine.
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SonicClang@Posted: Mon Aug 15, 2005 2:34 pm    Post subject: : Kiltron, you just made that way too obvious... Cool
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Kiltron@Posted: Mon Aug 15, 2005 4:44 pm    Post subject: :
SonicClang wrote:
Kiltron, you just made that way too obvious... Cool


Darnit.....

Well I have always thought that "Bigscreens" were made for watching movie trailers. Wink



evilartist@Posted: Tue Aug 16, 2005 4:54 am    Post subject: : I was expecting a bit more out of this TC, but it is only a WIP. Wink

Most of my feedback has already been stated by the others, but I'll quickly recap/summarize mine:

The enforcers glide like ice skaters. Very graceful!

Enemies with too much health. Hard to kill off what should be cannonfodder.

Dropships that shoot at me! The game is already tough enough on Normal!

Not enough health.

Saving and loading don't work on the Main Menu.

The chaingun guys are weird-looking. I liked them when they were comically short and stalky. I called them George, after George Castanza from Seinfeld.

Sound effects aren't very high-quality. Try shooting for Doom 3 sound quality as much as you can.

Needs better voice acting. Couldn't stop laughing at the "Intruder Alert" sound. Everyone kinda slurs as they make noise.

No crosshair. I can't aim by myself worth a damn. Sad

On to the good comments.

Map design is excellent. My specs are P4 2.8 Ghz, GeForce 6600gt, and 1.5GB RAM. I noticed a bit of chopiness, but I don't see that as bad. Clearly, you're looking towards the future of gaming by pushing this engine's limits. Half of the responsibility goes into the mapper's optimization techniques while the other half is for the gamers to keep their PCs upgraded for the games they want.

Weapons look nice. (Shotgun could have slightly faster rate-of-fire, though)

Some music was good.

Keep up the good work, Kiltron and Crew.
_________________
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Kiltron@Posted: Tue Aug 16, 2005 3:24 pm    Post subject: : I appreciate all the feedback from everyone.

(though most of it was personal opinons and reiterations of what's mentioned on the website and in the readme.txt)

Next build we be even better. Wink