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About Shaviro

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  1. So far in the game there doesn't appear to be any bullet sponges. At least not in the regulars. That's a huge plus. The basic action with weapon feedback etc. is also really good. The art is amazing. It all looks very nice (perhaps except the outdoor stuff). It runs just fine even on my old 2013 PC. Kudos! I must admit though that I'm struggling to finish this game. I started out playing 4 hours straight for two days and then I kinda tired of the rinse repeat nature of the game. It's a damn lot of cutscene, walk, ALARM, walk, ALARM, walk, ALARM, cutscene. Next Level. Repeat. "ALARM" meaning an arena with commandos. Now whether or not that's me and action games having grown apart or it's the game at fault I'm not sure. I just wish they would have played more with the formula. As it stands it's just extremely repetitive. Maybe I'll give it a couple of days and see if the spark comes back.
  2. Select the bevel Shift+C -> Bevel -> Ok If you want the opposite shape, select inverted bevel I usually ungroup the resulting construction so I can modify each part by hand. Also, Doom3Edit has a somewhat retarded default setting where the bevel is facing the opposite way of what you want (for the most part), so using ctrl+i will invert that.
  3. Did you try this one? Seems to have fixed my crashes.
  4. Doom3Edit runs just fine here and I'm using Windows 10 64bit. A few tips: Disable antialiasing (as geX mentions) Run the game in windowed mode Patch the game executable to run in x64 (this is mainly just to push the virtual memory ceiling above 2GB though)
  5. A lot of people start in something like UE or Unity today and that's totally fine. Dark Mod (Doom3) is of course somewhat antiquated today, but the same general skills still apply. I don't see why it would NOT be a good place to start. The most important thing is that the project interests and motivates you while supplying you with the fundamental challenges of building playable stages. A brush is collection og plane equations (Direction, distance from 0,0,0. Often referred to as a normal and a D or x,y,z,D). These planes iteratively split the space into halfspaces until you're left with a convex shape. A box would comprise of 6 planes, resulting in a mesh of 8 vertices, 6 faces, 12 triangles, 12 edges. A model (or mesh) is a precompiled shape resulting in a soup of triangles. Models loaded into the game generally tend to be more efficient than brushes because you only need one instance of the mesh and then just render it several times. They're usually also containing less triangles than the model would because the external tools often give you the option to cull out extranous polygons. In a hypothetical modern version of DOOM3Edit there is absolutely nothing standing in the way of having the internal brush/patchwork be just as efficient as the models. It's mostly a question of the map format and the options of the tools. It all ends in a list of vertices (and possibly a list of indices) for the GPU.
  6. Okay, so I think a few of you may have it a little backwards. On prefabs vs. brushes vs. models The prefabs can be both brushes and models. It's really just a small map that you can import easily and move around. On brushwork vs. models Almost everything in Doom3 consists of handplaced brushes and/or patches. There are quite a few models and besides the obvious ones like doors, advanced geometry (the heart generator thing) etc there are a few, seemingly mundane, details that looks as though they might as well have been brushes or patches. Well, that's because they most likely used to be and then they exported them to models. Why? Rotation. Doom3's level format only has matrix transformations for models and other entities. The primitives (brushes and patches) are controlled entirely by modifying the plane equations for the brushes and the control points for the patches. Because of floating point (in)accuracy, it's almost impossible to get a good result when rotating a collection of brushes. The obvious exception is of course large portions of the Hell map(s) as modelling organics in the editor is just inefficient at best. This is also how we do things for Phobos. We build almost everything in the editor and then extract selected detail objects and turn them into models. A few other more advanced constructions are models from the inception. On insane detail Actually it's not that bad. It appears completely insane when you open up the maps in the editor, but upon further inspection the levels are somewhat scarcely laid out and only appear to be heavily detailed. Take an advanced room like the delta2b start room. It looks like a room you would spend a month on, but look closer. The surrounding walls are made up of basically just 3 box-rooms. The ceiling has even been told to render black (the black texture). Then you have ~4 intricately detailed groups of patches. They look really nice, but to be honest they probably wouldn't take much more than half an hour to craft for a skilled designer and the density (#elements vs volume) is really low. The reason this looks so detailed is because id (and they relied on this heavily) used cleverly placed detail textures in between the geometry. This is something id was absolutely amazing at doing and something I'm, to this day, extremely impressed at. They're still good at it. Doom 2016 does the same. They use details where it matters and leave huge bare walls where it does not. Things aren't always what they appear and that is certainly true in this case. The maps we have in Phobos generally have 50% higher density in the brushwork for levels that are 2-4+ times bigger. It's definitely possible. Which brings me to... DOOM3Edit making it impossible I would probably have been inclined to agree with that back when I started out, but to be honest today I would probably say the exact opposite. I do think orchestrating the levels is absolutely horrible in D3Edit, but the actual level building is good. The basic tools themselves are simple, yet powerful. If you know what you're doing you can make nicely detailed geometry in the editor that holds up to the models. I can think of a few features that would dramatically increase the ease of use for certain things, but overall DOOM3Edit is pretty damn good when it comes to level building.
  7. To be honest, after playing Andromeda earlier this year I came to the conclusion that the original trilogy may have been a little overrated and the 4th game extremely underrated. Andromeda became a victim of being released too soon and was effectively drowned in memes. It saddens me because the core game is actually pretty damn good. There were some hit and miss aspects about the story/campaign, but this was the first ME game that I actually thought was fun to play and not just interesting to experience. I spent over 60 hours in Andromeda and I'm pretty sure I'll be going back for another playthrough later on.
  8. There will not, but I remember Doom 3 was suppossed to have a dead, nude female patient at one point :)
  9. As I see it, if you want to participate in this highly competitive market you need a unique vision and a strong drive/driver (and even that isn't enough!). Obviously these guys have that for the single-player campaign, but they don't for multi-player. A half-assed outsourcing deal is most likely going to produce a half-assed MP component.
  10. This pretty nicely sums up my feelings about Doom 2016 as well. I think there's a pretty good chance you'll enjoy Phobos if that's what you're looking for. We're not trying to be Doom 2016 or completely disconnect ourselves from Doom 3. A handful of games in the past years have had a huge impact on Phobos, but surprisingly none of these are Doom 2016. Not that we dislike the game or anything, but all in all it wasn't that relevant for Phobos. Again, surprisingly. For Phobos we didn't want to give any more screentime to Betruger - and the demons themselves were also very nicely covered in the original game and expansion(s). So instead we've brought back the FCE (Federal Commonwealth of Earth) from RTC into the game. The new focal point of the game is the conflict between different interests as well as the player's own personal journey. The backdrop and driver of action is of course the demon invasion from the original game, but we're not going to be expanding on Betruger and Delta Labs. As for the theme and tone we're going for more mystery and exploration rather than depression and horror, which Doom3 mostly featured. Doom 3: Phobos has a much higher pace of action and enemy count. Definitely going for a thick atmosphere as well, even though they may have to take turns in some instances. Yes! This is a correct interpretation. We have been saying for a long time that it's going to take a while, but yes we are now in Phase 3 and we truly are finishing it up.
  11. Posted in the wrong thread, but now that I'm here I must say that the Doom GL stuff looks a lot softer on my eyes than back in the day :O Looks nice. A color tip: Create a scheme of 2 colors. Let one be your main color and the opposite your complimentary color. The colors should be on opposite ends of the color wheel; Green and red. Blue and orangeyellow. Purple and lime. Teal and orange ;) For instance. The shot with all the green fill light, introduce some small red detail lights in the scene at it'll drastically improve the overall look :) Some of the shots are already going in this direction. Just needs another nudge!
  12. I didn't use the lift to get to the Arboretum. I used the lift to get from the Arboretum to the Deep Storage area. The objective led me through Psychotronics and G.U.T.S like you say. It's the whole detour that feels like padding, not the ability to go to the arboretum via the lift. It's a lot of road to cover that could essentially be solved by a maintenance hatch (or whatever) from the lobby to the lower level, like so many other points of the game. I killed January, so December took over. ;) Then he died under mysteriuos circumstances <_< >_> I'm aware of System Shock 2, but I've never played it. Like I edited in (probably too late for you to see it), I've created something somewhat in the same vein many years ago. Had the same problems (what I perceive to be problems). I concede that I may not be the primary audience for this game, but I just feel like it could have been a whole lot better with more creativity put into the objectives and general structure of the game. The hub structure is interesting, but it's easy to fall in the rat maze/mundane fetch quest trap. I like the compromise between hubs and progression that's seen in Arkane's other property; Dishonored where you have a main mission to solve and then you're free to go about it however you want. Whenever you're done with the mission you progress in the story and the world. I'm not saying Prey should have done the same, but I lack the same feeling of progression and accomplishment. Direction and rewards. Something that keeps me at it.
  13. If the Arboretum is the only entrance to Deep Storage, how is it optional? I was following the main objective. Either way, the lift magically fixed itself by my mere presence (and shooting a monster apparently) Deep Storage [Objective] is closer to the Lobby than the Arboretum is to the Lobby. The fact that the only way to Deep Storage is through the Arboretum is so you can have this gigantic detour (which incidentally is the name of the quest) and pad the playing time. Earlier I had to fight my way to a key only to find a note that basically said "HA-HA! THE KEY ISN'T HERE. KEEP LOOKING!". Not 3 seconds go by before the developers January December provide a new dot on the map for me to go. It's this kind of padding that makes the whole game feel like a hamster wheel for me. It's not that other games don't have padding, but it just feels less obvious and I'm having more fun while doing it. I made something similar in style to this many years ago (RTC-3057) with a hub structure and cascading objectives. It suffered from the same problems of constantly coming up with mundane tasks to prolong the player's stay on the space station. Well, in my opinion the worst part of the game is dealing with the monsters (and actually seems to be the main complaint) and having them pop right back in when I've disposed of them is less than pleasing.
  14. Okay so I'm 8 hours in now. It definitely got a lot better for a while, but it seems to have gotten way worse again. I liked when the encounters were sparse and I had to raid everything in order to just get a little health or ammo so I *might* be able to kill the solitary phantom in the lobby. Now it seems to have devolved into a poor shooter with encounters around every corner and endless fetch quests (in)conveniently scattered around the huge base. The game has also restocked the monsters in areas I've previously cleared out. That's just beyond aggravating. Everything about the story and objectives are so lazily laid out. So there's a lift in the lobby you need to get to because reasons. Oh no it's out of order because reasons. Go to the other end of the station to figure out what's preventing the lift from going. 2 hours later. Oh it was a monster of sorts. For reasons. Now finally use the elevator to go to a location that's MUCH closer to the lobby than the wild goose chase the objective led you on. I can tolerate lots of tasks and fetch quests when there is something interesting to look forward to, be it a new environment/world or the progression of the story. That just isn't the case here. The level design itself is great. I love the freedom, the different ways to approach the situation. The visuals are fine. The sounds are fine. The soundtrack is pretty cool, even though the ingame composition seems to be pretty buggy (it likes to play the wrong cues at the wrong time. Action when there is none, stingers where not appropriate etc.). Lots of distractions with different powers, abilities, weapons upgrades and so forth, but the core game seems somewhat uninspired and pointless to be honest. At this point in time I'm not sure I will be completing the game.
  15. And you just have to put in the hours if you want to do anything worthwhile. If we go by the 2009 project "reboot", it has been 8 years. That sure does sound like a lot and it is, but compare it to the ~20 people working full-time on Doom3 for 4 years. There's a fuckload of stuff we don't have to create that they did, but we're nowhere near full-time and we still have a crapton of new content to create. Our levels are far beyond anything you'll see in Doom3, RoE or the Lost Missions. We're trying to hit a modern level of detail in an older engine. Being generous, let's say we have been able to put in 30 hours a week (avg 3 people times 10 hours each) total on the game. This adds up to ~12.500 hours (30 hours * 52 weeks * 8 years). Let's be conservative and say that Doom3 had 740 hours of work every week (37 hours * 20 people), this adds up to a total of ~154.000 hours. All these numbers should be taken with a grain of salt of course, but it still goes some ways in illustrating that while many years may have passed, it's not all THAT long if you start counting the hours and comparing it to other works. It's no secret that this particular project has gone one for way too long, but circumstances haven't really been favorable and at some point you have to make the choice of either cancelling the project and doing something else or sticking to it and seeing it through. Either way, the hard part of creating something like this is the part we're in right now. Finishing it up.