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 Post subject: Reviving D3CDIT...
PostPosted: Thu Jun 23, 2005 9:15 am 
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a gun & a nice word
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Some fella named GoldenEye is trying to revive the D3CDIT project...

http://doom3.filefront.com/news/DOOM_3_ ... ived;19383

As the founder of the project, I have no problems with someone else stepping up and taking over.

I can't see the project continuing forward in it's current state so you all can have at it.

My comment from the news post is quoted below...

Quote:
Just to give credibility to this post, I'm the same rich_is_bored on doom3world.org who started the D3CDIT project to begin with.

I've been asked a few times what the status of the project is. As you all know, the project has been in hiatus for several reasons...

* The map needs optimized but the current layout does not allow for it.
* Several Doom 3 based games have been announced that already prove the point the project was trying to make.
* World of Warcraft is apparently a very fun game that has pretty much stolen goliath's attention and since he was running the file server we'd have to work out a new way of collecting assets.

Personally, I don't see the project getting back underway unless it's in the form of a completely different map.

Why? Well, we all know the answer to that. The map just doesn't run very well in it's current state. I and apparently the rest of the community (remember this was and still is a community project) can't figure out a way to place visportals in the wide open spaces of the square to regain the peak performance of earlier builds.

I'm guessing the concept of a city square was just too ambitious a goal.

As for me, I've been spending my time spilling my beans on the Doom 3 Wiki so you all have a solid resource for modding the game.

You all are more than welcome to pick up where we left off. Feel free to use assets from the current project and if you ever sort out a way to optimize the current map, aside from removing all the interiors of buildings, please, let me know. I'd be very curious to see how you did it.

What I suggest is that you start a new map with a euro theme but instead of trying to mimic the mistakes we made with our previous builds you design a layout that caters to optimization.

We could never figure out a way to make proper use of vis portals with the current layout. Figure out how to do that with a city style map and you're golden.

I also suggest, you visit http://www.doom3world.org and post in the D3CDIT section to let everyone know that you'd like to get the ball rolling on a new iteration of the project.

You have my approval. The hardest part is gaining interest.

-Rich


I've emailed the individual just to touch base and let him know I am fine with him taking on the task. I've told him to touch base here in the D3CDIT section to get the ball rolling.

Here's to seeing if he shows up.

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Last edited by rich_is_bored on Sun Jul 03, 2005 3:51 pm, edited 1 time in total.

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 Post subject:
PostPosted: Thu Jun 23, 2005 10:04 am 
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This guy catched my attentions some days ago, and the first thing that travelled my mind was "cool, i'm happy to hear that". We also talked about it on an Italian forum, but after reading two or three times what that guy wrote, I just lost any hopes. He was excited like a kiddy when he just "managed" to unpack the euro.pk4 build, so probably he doesn't know what a visportal is.

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 Post subject:
PostPosted: Thu Jun 23, 2005 11:03 am 
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found a secret

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Goldeneye speeks to me on MSN for mapping help, he is knew to level design as a whole but is learning very fast.

He made the post on d3files.com and I advised him immediatly to post here as everyone should know exactly what he is doing and why he is doing it. I dont think he has the skills at this time to take on a project of this size. The work that he has posted to me through msn has simply been the different blocks cut up into individual levels.

To be honest, with the lack of forward motion on this project, I have personally lost all enthusiasm for it. If it was to pick up pace again I would willingly give further input :)

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 Post subject:
PostPosted: Wed Jul 13, 2005 8:32 pm 
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The first 10 posts have been the best...

Joined: Thu Feb 24, 2005 7:23 pm
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i think there are a lot of people like me.
I read the D3CDIT forum every day and if i could i'd help.
i've posted sometimes (you can tell by the postcount) if i see something that others might not
but besides verbal help, there isn't much i CAN do
the only coding language i know is visual basic, and i've recently started to pick up C with a guy named Grim to work on a quake2 mod (yes 2)
all i do is filling in values, but while i'm adding them i can have a good look at the source code and his creations and see how C works..

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 Post subject: Re: Reviving D3CDIT...
PostPosted: Tue Oct 07, 2008 12:32 am 
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Quote:
Reviving D3CDIT...

Sorry to sound like a buzzkill, but I have one question: why?
Prey and ETQW are already examples of what Doom 3 can do. Why are people attempting to go beyond that? Is GoldenEye trying to prove something?

I thought the D3CDIT project was created because of all the biased claims HL2 fanboys made about the engine, which all seems pointless now. Does anyone really care anymore? Let it go already.

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 Post subject: Re: Reviving D3CDIT...
PostPosted: Tue Oct 07, 2008 4:44 am 
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you're three year to late for adding anything new to the thread. It was made on '05. :D

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 Post subject: Re: Reviving D3CDIT...
PostPosted: Tue Oct 07, 2008 3:53 pm 
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Wow, I feel like a dumbass. It's the strangest thing. I was randomly browsing forums, and I could've sworn I saw this forum near the top of the list (making it most recent). I didn't bother checking the dates, because why would it be there near the top?


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 Post subject: Re: Reviving D3CDIT...
PostPosted: Tue Oct 07, 2008 4:12 pm 
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a forum bot (or whatever you call them) had posted some garbage in this thread. an admin must have come back and deleted it. so no, it wasn't you that necro'ed this thread.

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 Post subject: Re: Reviving D3CDIT...
PostPosted: Tue Oct 07, 2008 4:19 pm 
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Ah, that explains it. I figured I wasn't going crazy. Still, a vital lesson: always check the post dates before leaving a comment. With that said, it's time to let this thread die away.

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 Post subject: Re: Reviving D3CDIT...
PostPosted: Tue Oct 07, 2008 9:20 pm 
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You revived the "Reviving D3CDIT..." thread :D

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