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Everything posted by Arno

  1. Arno

    Doom 3: Phobos

    I'm impressed by the overall quality and level of detail that is demonstrated in that gameplay trailer. Amazing that the developers could pull this off in their spare time!
  2. I have to say that I very much enjoyed going your twitter history. Step by step it details out how you went from basically an empty, black OpenGL window, through rendering vertices in an empty space, through the first wall textures, etc, until you got to the point where everything comes together to resemble a scene from Doom. I'm impressed by the progress you made in just a couple of months. With that said, I can imagine that at some point you will hit the limits of what is currently documented about the Doom internals. You may have to peek in the source code to get for example the AI routines right.
  3. Arno

    Project Warlock

    Just to be clear: I'm not part of the dev team. Just like you, I'm very interested in this game and I'm following the progress the team makes. Good questions, though.
  4. Arno

    Project Warlock

    This week a new promotional video was released of Project Warlock. In the video the lead developer gives a short recap on the history of the game and then shows some of the features. He's quite young, but apparently inspired by his dad to work on a game with a '90's theme. Nice!
  5. Arno

    Any Heretic/Hexen fans here?

    If you're interested in playing Hexen with Doom 3 era tech, I can recommend the Hexen: Edge of Chaos mod for Doom 3. http://hexenmod.net/downloads/ There's only a "demo" available, but it still contains a decent amount of quality maps, all packed with custom models, textures and sounds.
  6. dobu gabu maru started this interesting thread in the Classic Doom section, where idealistic projects that eventually had to be abandoned are discussed. It inspired me to share some info on an overly ambitious project of my own, which I unfortunately had to abandon. But since it concerns a Doom 3 project, I thought it would be more appropriate to start a new thread in this section. Modding and mapping in Doom 3 has its own distinct set of challenges and hurdles. Maybe other people might be able to share some examples as well of the struggles they faced while attempting to realize their vision into Doom 3. Amsterdam I've worked on a single Doom 3 map off and on between 2005 and 2010. I intended the map to depict the very moment the demons started to invade Earth, so just prior to the events in Doom 2. But rather than the more abstract locations in Doom 2, I wanted to show an actual city with some landmark buildings being covered in fire, smoke and debris. As if the map was designed by Roland Emmerich. The map starts with the player arriving by train in Amsterdam. He has to fight his way through a zombie-infested Central Station. When he goes outside, bigger monsters are awaiting him on the streets. The map uses custom textures, scripts and decoration models. There are working escalators. The toilets can be flushed and the toilet seats can be moved up and down. Early on in the project I also had the optimistic intention of adding a second map. In this boss map the player would be confronted with a Cyberdemon on Dam Square. Cars, trams and debris from buildings could be used for cover. But I found out that it was way out of my league to create all the required custom assets for such a scene. So I decided to limit the scope to just a single map, based on the Central Station. However, I still quite underestimated the enormous effort required to finish that single map. Eventually I had the layout in place, but it was lacking the level of detail that the stock Doom 3 maps have. There were many, many loose ends, such as empty corridors, textures without bump maps, a total absence of secret areas, etc. The worst part was that the map was really short: it only contained about ten minutes of gameplay. Since at that time general interest in Doom 3 was diminishing, while I was still looking at months of work to polish the map, I decided to abandon the project. It was unfortunate that I couldn't get the project into a release-worthy end state, but in the process I did learn a few lessons about better planning my work and making sure that I take big challenges carefully step by step. Screenshots:
  7. Arno

    Your "dream" project that you've abandoned

    It's very nice to see the screenshots and other fun details of some of the interesting ideas and concepts that had to be abandoned. It reminded me of a Doom 3 project that I once upon a time had to abandon, so I took the liberty of creating a similar thread in the Doom 3 section.
  8. Arno

    WindowCaster: The Shadowcaster Source Port

    Nice to see the world of Shadowcaster coming alive bit by bit. With a crispier image than ever before, due to the higher screen resolution.
  9. Arno

    WindowCaster: The Shadowcaster Source Port

    Great, thanks! I fully understand that in this early stage window resizing is not a must-have among the dozens and dozens of other functionality/features that could be added. It's just that on my laptop screen the game window has roughly the size of a postcard, which triggered the question. I'm looking forward to seeing more of this source port in the future. Good luck!
  10. Arno

    WindowCaster: The Shadowcaster Source Port

    Thanks for offering an eary peek at your source port. I just gave it a try and walked around the two maps for a while. Without sprites and sounds, there is obviously hardly any gameplay going on. Nevertheless, I think it is still quite an accomplishment to be able to render these maps natively under Windows without having any access to the original source code. I didn't find an option to resize the window or to go full screen. Is such a feature in the plans?
  11. Arno

    Shadowcaster modding 3: Disassembly

    Very nice! Apparently you decided to take your documentation efforts one step further, to what seems to be a first working build of an engine recreation. So are there any specific features you are planning to work on next?
  12. Arno

    Has anybody read the "The making of Doom 3" book?

    I also bought a physical copy years ago. The many spectacular full color images are indeed a big plus. Text wise you shouldn't expect something on the level of "Masters of Doom", but it is still interesting to read.
  13. Arno

    Project Warlock

    According to their Facebook page, the art of the game is stored in a 4 bit palette (yes, 16 colors), which is then rendered on screen into 32 bit colors with the visual effects of the Unity 3D engine. I think it's an interesting design choice and I'm looking forward to seeing more of this game.
  14. Arno

    KBDoom Questions

    Interesting! Thanks, I now have a much better understanding of how you're trying to implement the scripting system with both flexibility and performance in mind. Another advantage of such an approach is that you could easily implement it gradually. A first release could start with only a small subset of the modifiable function pointers. Later on more functions can be exposed without any backward compatibility issues.
  15. Arno

    KBDoom Questions

    So your end goal would be to have the game logic clearly separated from the game engine, while still running as fast as native code. Have you considered the approach as seen in the Quake II engine, where the game logic is written in plain C, compiled by the mod developer into a separate gamex86.dll, which is then loaded runtime by the quake2.exe?
  16. Arno

    2018 Goals

    Find out what the dev team of Doom 3: Phobos meant with "2018 will be a big year". Unveil my secret little project. Preferably in some playable form.
  17. I really appreciate the photos of your pilgrimage to the lake house and the early Id Software offices. I've read "Masters of Doom" twice, and only now I actually have an impression of how the locations from the book look like. Very interesting!
  18. Arno

    Are the Catacomb games worth getting?

    This feature is exploited even better half way the Catacomb Abyss, in the Ancient Aqueduct level. This level is covered in water and there are surprise attacks from enemies who hide under the surface. The enemies can be spotted when tiny bubbles are closing in on the player. It's a nice gameplay element for a game with such limited technology. Although it would have worked more effectively if the enemies would do more damage.
  19. Same here. To be honest, the other games in the 1979 overview didn't even ring a bell. I was already a teenager by the time I got interested in video games.
  20. Absoluut! It's like going on a holiday: even at remote or unusual destinations, there are always other Dutch people to run into.
  21. Arno

    Iron Sky 2: The Coming Race

    I've never heard of the "Hollow Earth" concept before, until I saw this trailer. It intrigued me, so I did some reading on Wikipedia. The idea of a vast, open space in the interior of the Earth is both awesome and ridiculous, so it should fit very well with the first Iron Sky movie.
  22. Arno

    Shadowcaster modding 3: Disassembly

    The programmer of the game could probably have easily reserved more space for doors. But apparently this limit of 23 doors fitted the needs of the level designers at that time. By comparison, Wolfenstein 3D has a maximum of 64 doors per level. The Catacomb Abyss has the maximum set to 5 doors.
  23. Modding games used to be my biggest hobby, back around 1998-2006. I worked on a Quake2 mod called SOG (Some Old Games), which blended elements from Wolf3D, Doom and the first two Quakes together. I contributed the programming and most of the single player maps. Then I made two RTCW single player maps, named 'Brabant' and 'Ameland'. Both had a rural setting and were situated in the WWII occupied Netherlands. My next plan was to go all out on a Doom3 single player map, situated in Amsterdam during the events of 'Hell on Earth'. Unfortunately, I underestimated the amount of development time (years) such a map takes. After putting in quite some effort I eventually lost interest. I never managed to finish or release the map. Recently I've regained some interest into modding classic games, so slowly I'm trying to get back into my old hobby.
  24. Arno

    New Forum

    I much appreciate the smoother navigation when reading the forum from a mobile device.
  25. Arno

    Reasons for success or failure of source ports?

    That does looks better. Personally, I would also remove the code duplication by doing the actual texture selection in a seperate function.const char* GetSkyTextureName(const int gamemap) { return (gamemap < 12) ? "SKY1" : (gamemap < 21) ? "SKY2" : "SKY3"; } ... if ( gamemode == commercial) { const char* skyTextureName = GetSkyTextureName(gamemap); skytexture = R_TextureNumForName (skyTextureName); }