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More information about this Doom 3 modification. This short list of Q/A is meant as a preventive way to avoid any confusions.
Posted by Chimueloeldragon2011 on Jan 29th, 2013
I would like to take some time to provide more side information about this Doom 3 modification.
Since it's relatively new here at ModDB, I'd like to have this short list of Q/A from the start.
This is just as a preventive way to avoid any confusions. The below list may suffer changes over time.
What is this exactly?
This is a Doom 3 single player campaign. It runs as a mod.
Are you working with somebody else?
I'm alone, which is the reason this is sometimes a tedious work.
Why do the doors look like Dead Space?
Simple, I like the idea of using interfaces.
Before the implementation of the use function the doors were still opened with GUIS
but you needed to click on them. Now you only need a key. It's much faster and it looks good in the powerful idTech 4 interface system!
I'm constantly calculating whether the player is in front of a door and facing it to make all of this work.
Every door is unique and use a predefined script function. It's a hard work but pays off very well.
Did you port anything from other games?
Not at all, art, coding (GUI coding for the most part), level design and scripts are being created from scratch and, in the case of images, handcrafted using photoshop software. It takes more to it than meets the eye.
Are the custom textures yours?
Specific credits go out to Philip Klevestav (Visit his web Here) and Garth "Zombie13" Hendy, take a look at his amazing texture pack Here
(The authors allow the use of their textures as long as a link is provided to their original work, and as long as the users are not making money out of them without a contract)
However there are also textures made by me for this mod.
Any concept artists?
No. I try to represent everything I think of in a sheet of paper to use it later.
However I sometimes look at concept art online to get ideas but usually don't use them.
Will you make money out of it?
No, because this is not a commercial project, it's a mod.
In the future I may consider doing something to at least go standalone if it raises interest and I get people to help me with some modeling and animations. Nowadays as it is it requires Doom 3 to be played.
How far is it from release?
This can take a lot of time. I cannot estimate a date because it's very early in development yet, I'm sorry about that.
How does the aim mode work in this mod?
Pretty much like any other games but with some differences. There are 3 aim modes which are Shouldered, Iron sights and Scoped.
If the weapon has no sights it will be "shouldered" and a crosshair will appear. If it can be aimed normally it will just use its sights. The rocket launcher is a scoped, destructive s.o.b
Will it be available for BFG Edition?
This is a common question I see,
No. They are different engines with different file system.
Unless it's possible to port all this stuff and make it compatible with BFG, this mod is going to be released only for standard Doom 3.
I actually don't like to do this but just in case it's always good having a short "FAQ".
Ask anything you may consider appropiate in the comments anytime, please no offensive stuff to anybody (me or other members).
I hope you are enjoying these dev pics, if that doesn't happen there's no reason for me to upload them.
Know anyone who likes Doom? Spread the word! Did you like this? Leave a comment, it helps a lot.
Thank you all for reading.