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 Post subject: Test-Build 4 Video AND Files *UPDATED*
PostPosted: Tue Feb 22, 2005 8:16 pm 
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Test-build 4

A few notes:

This build includes Block 10a by mikebart and a Volvo 760 by gw, both of which were not included/shown in the video.

Also, I limited some of the interiors for certain buildings in order to make the build a bit more playable for lower-end hardware. Even so, this build will be sluggish unless you have high-end hardware or you turn down the settings a bit. The next build should hopefully be a lot more playable because between now and then, we will be working with the mappers, modelers and texture artists to optimize their content.

Excellent work everyone... this project continues to amaze me with every new build I put together. It looks truly outstanding!

Here's the link to the files:
http://dl.dropbox.com/u/37405726/doom3/ ... -02-28.zip (Updated 2011)

View the readme for installation instructions.

Here's the video:
http://dl.dropbox.com/u/37405726/doom3/ ... -02-24.zip (Updated 2011)

As usual, I'll clean up the files over the next few days and release them when ready.

Here are some screenshots while you wait:

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Goliath

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Last edited by goliathvt on Mon Feb 28, 2005 10:21 pm, edited 6 times in total.

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PostPosted: Tue Feb 22, 2005 8:53 pm 
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jahjah. *drools*

Any info about what can be expected in this test build?

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PostPosted: Wed Feb 23, 2005 10:32 am 
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Ive had a v small update to my block (block 2), internals have started to be modelled but with so much going on in my spare time I really am struggling to work on the project.

Im just glad its "done when its done" like most projects of this kind (mods etc...).

Classic Doom 3 is taking up a hell of a lot of time for me along with my University course but Im still working when I can on D3CDIT :)

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PostPosted: Wed Feb 23, 2005 10:49 am 
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Way to dangle the meat in front of us chained up dogs, goliath. :P


Last edited by Fox_Parker on Thu Feb 24, 2005 12:38 pm, edited 1 time in total.

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 Post subject:
PostPosted: Wed Feb 23, 2005 5:56 pm 
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drools,

salivates,

crys,

whines,

i can't take it, when?????

thanks all of you, i am just excited to see it :wink:


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 Post subject:
PostPosted: Wed Feb 23, 2005 7:24 pm 
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Alrighty, well I have only one more file to get/put into the build and then I should be able to make a test-vid tonight.

Even before that happens, I'll say that performance is going to be rough on lower-end systems for this build. While a number of items in the map are not optimized... for example, the the column/statue in the map is currently the high-poly version... meaning it's nearly 14,000 polys. Also, I think a number of textures could be shrunk without losing much quality.

However, I'm not sure these changes will really improve performance. So, this means that we're going to have to start making some hard choices about which buildings have full interiors and which do not. It also means that we may need to restructure a few areas of the map so that we can use visportals more effectively.

I'll also be contacting mappers on an individual basis if their block doesn't seal properly... which, not only is a performance issue due to possible "light-leak" problems (small cracks in betewen brushes that tax the engine as it tries to light those miniscule spaces), but it is necessary in order to be able to use visportals to block the interior areas until the building is entered by the player. And, of course, visportaling any building with windows is pretty much impossible, since windows don't seal an area. Given that, we may need to re-think our extensive use of glass in some areas.


Now, as for going about how to make these choices, I want to re-visit an older topic on project management. Up to this point, I've been making a few minor optimization decisions, asking for feedback and ideas from individuals, and dealing with each mapper to help them identify problem areas and modify them so they run more efficiently. What I tried not to do is fundamentally change anyone's block.

A while back, we had discussion on the best way to manage/organize the project, and it seemed that people were agreeable with the idea of having rich, myself and one or two others in charge of making key decisions. I think we're at that point, and wanted to make sure that those ideas still work with everyone, especially considering we have a number of new volunteers who were not involved in that discussion.

Put simply, are those working on the project willing to let rich_is_bored, myself and maybe one or two other members make the decisions necessary to make the map more playable, even if that means you may need to re-do portions of your block (seal off the interior, moving the block to a new location, etc.)?

Lemme know.

Goliath

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 Post subject:
PostPosted: Wed Feb 23, 2005 8:14 pm 
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I'll have another play with visportals in the embassy.
I had to put a visportal in the cinema to block off the downstairs area, without it the build map took over an hour to compile and then crashed doom3, in my test map it was fine!!

Any help / advice / recommendations will be welcome.
I even thought about boarding up some of my top floor windows but it didn't seem to make any difference.

Will this build use the sky dome?
I'd love to see light moving clouds ( remember people, high thin clouds don't need to cast shadows ).

I've added some decals and dirtied some the textures to try and make the embassy more nature looking.
Image
I'm still not ready yet to submit anything new but I'm am working on it :)

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 Post subject:
PostPosted: Wed Feb 23, 2005 8:31 pm 
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goliathvt wrote:
Put simply, are those working on the project willing to let rich_is_bored, myself and maybe one or two other members make the decisions necessary to make the map more playable, even if that means you may need to re-do portions of your block (seal off the interior, moving the block to a new location, etc.)?


I am.

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 Post subject:
PostPosted: Thu Feb 24, 2005 12:29 am 
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Yeah optimization is an issue no matter what specs you got. Its just good practice.

That "just a few more files" thing really got me... bring it IN!

Great looking screenie there. The weathering is kinda subtle... cant really see anything real obvious but it looks great nontheless.

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 Post subject:
PostPosted: Thu Feb 24, 2005 12:31 am 
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Waits....

Hurry up ! lol :lol:


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 Post subject:
PostPosted: Thu Feb 24, 2005 12:57 am 
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Im not bothered really , if you want me to change something just ask - Im sure everyone else is the same aswell because we are all working together as "team" to get the project done - and there is no "I" in team ;)

I dont mind loosing my interior upstairs (block 2) but instead Id like to make a cellar/basement. I dont see how that would effect performance if its underground with no glass windows etc... and totally out of sight unless you are actually down there.

What do you say? I mean, that'll also mean my disco-lights can be scrapped ( they are crap anyway lol ;) )

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 Post subject:
PostPosted: Thu Feb 24, 2005 1:00 am 
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I really hope any cutbacks are temporary until stuph can be mo better optimized. Would be a pity if anything was help back.

Perhaps what would be best is a cut-back optimized testbuild along with an all-out unoptimized one. It shouldnt be too difficult to make the differences, as long as it means filling up rooms or taking a block or two out.

Disco lights sounds cool man :P

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 Post subject:
PostPosted: Thu Feb 24, 2005 1:23 am 
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Image

Lalala


Last edited by whoa182 on Thu Feb 24, 2005 1:41 am, edited 1 time in total.

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 Post subject:
PostPosted: Thu Feb 24, 2005 1:26 am 
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Thats what this project really needs...

A SHRUBBERY!!!

Thats some kickass modeling there... must have used paint 3.41

EDIT AFTER A FEW HOURS: HEad... hurts... where is...

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 Post subject:
PostPosted: Thu Feb 24, 2005 7:19 am 
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ANOTHER SHRUBBERY!!!!!!!!

:D

Goliath

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 Post subject:
PostPosted: Thu Feb 24, 2005 7:22 am 
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Your post was NOT "test build 4 is ready, download here..."
and i jumped when i saw who posted...

:evil:

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 Post subject:
PostPosted: Thu Feb 24, 2005 7:37 am 
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I could go to sleep, since it's nearly 2am and not wait for it to finish uploading.... Besides, I can't pass up a chance to reply to such a notorious Monty Python reference.

G

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 Post subject:
PostPosted: Thu Feb 24, 2005 7:39 am 
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Heh. who couldn't?

but still.
:glare:

oh wait. its uploading?

:glee!:

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 Post subject:
PostPosted: Thu Feb 24, 2005 7:44 am 
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the "test build 4 [video] is ready, download here..."

http://www.pcgamemods.com/10560/

Better? ;)

G

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Last edited by goliathvt on Thu Feb 24, 2005 8:19 am, edited 1 time in total.

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 Post subject:
PostPosted: Thu Feb 24, 2005 7:46 am 
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jahjahjahjahjah

edit... its a vid...

oh well. take what you can get.

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