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First Person Shooters (Games) Quake

Doom 3 Mod Seminar Hits QuakeCon 37

Thanks to HomeLAN Fed for details from today's Doom 3 modding seminar held at QuakeCon, with "id Software programmers Robert Duffy and Jim Dose, animator Fred Nilsson and intern Robert Harris in attendance." On the question of the Doom 3 SDK release date, "Duffy said they were aiming for sometime next week but added, 'Don't quote me on that'." Other interesting tidbits include vehicle modding ("Even though the gameplay doesn't lend itself to vehicles, Doom 3 does support vehicles and when the SDK is released a sample map will be included that will have a six wheeled buggy in it"), as well as level-of-detail issues for modders ("Most of the artwork in the game started as a 3D model and things like character models had over 1 million polygons before they reduced them down to be used in the game. id plans to release exporters for programs like Maya and some sample character models for the game in order to help mod artists with their work.")
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Doom 3 Mod Seminar Hits QuakeCon

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  • Duffy said: (Score:5, Funny)

    by wviperw ( 706068 ) on Thursday August 12, 2004 @11:29PM (#9955758) Homepage Journal
    "they were aiming for sometime next week but added, 'Don't quote me on that'."

    Oops, too late.
  • id has always been good at supporting its modders
    • There, you've just confirmed it for me that CS will be the destruction of all that is good in gaming.

      When Doom 3 came out I said: "now somebody's going to make a CS out of this and that will mark the end of Doom 3 modding."

      cout << "INFINITE LOOP OF H8" << endl; [bash.org]

      • I guess you don't like CS?
        Heh...
        I just remember the good ol' days of Quake mods.
        Q-Ball, co-op, TF, CTF.
        Remember the grappling hook?
        Rocket jumping?
        I miss the hours upon hours of playing Hunted on the original TF.
        Quake 2 and 3 were just not the same.
        And then CS came out.
        Dying had a consequence!
        The first mod I'd ever played where you tried to stay alive.
        No more instant respawn!
        Honestly though, I just want id to reclaim their place as the gods off FPS.
        And I think a CS-like mod will achieve that.
        • Quake 2 and 3 were just not the same.
          And then CS came out.
          Dying had a consequence!
          The first mod I'd ever played where you tried to stay alive.
          No more instant respawn!


          Obviously you missed a half dozen Q2 mods...
          Action Quake was doing the same thing long before CS (but of course when they tried to make ActionHL they tried to add too much other crap, and the first few versions were so irritating that no one bothered after a while).

          Personally, I'm getting a little irritated that mod developers have gone thr
        • Yeah, for some reason I missed out on all the Q2/Q3 mods, even though i bought them both. But Quake 1 was simple enough to mod that some really cool stuff could be done with it pretty simply. I think my favorite three mods were Requiem, which was a weapons mod but it had a bot built in which was nice because I was on a 14.4 at the time or something (I think that now my celphone has a better modem in it than that), the superhero mod where you could pick three superpowers (similar to a few games that have com
  • see... doom wasn't really a game... it was a game engine, they released it and its absolutely awsome, now they hope someone bothers to make a game useing this engine they made.
  • Gaming Gods (Score:2, Funny)

    by Anonymous Coward
    id Software programmers Robert Duffy and Jim Dose, animator Fred Nilsson and intern Robert Harris in attendance

    Robert Harris was there? You mean the intern Robert Harris? Ohmygod, ohmygod, ohmygod. I totally wish I went to QuakeCon. He's like my favorite intern ever. I love the intern stuff he did on Doom 3.

    Seriously though, do we need to know an intern was there? Do people really care enough to ask him questions like how he felt getting coffee for the Doom 3 team?

    • Re:Gaming Gods (Score:5, Interesting)

      by WhatAmIDoingHere ( 742870 ) <sexwithanimals@gmail.com> on Friday August 13, 2004 @12:37AM (#9956065) Homepage
      "Along with the SDK, id plans to release a web site link with some tutorials on the tools that was written mainly by Harris."

      It seems that while he is only an intern, he knows his shit.

      That quote comes directly from the article.
      • Re:Gaming Gods (Score:2, Insightful)

        by nacturation ( 646836 )
        Perhaps, but read the quote again:

        "Along with the SDK, id plans to release a web site link with some tutorials on the tools that was written mainly by Harris."

        The phrase "was written" is interesting. It implies that the subject is singular, as in "the apple was chosen" -- if the subject were plural, the phrase would be "the apples were chosen". So if we look in the sentence for the singular subject, the only thing that's singular in that sentence is "a web site link". Ergo, we can conclude that Inter
    • As an intern, I'm offended by this statement. Just kidding.

      Seriously though, Robert Harris is important enough to have been mentioned in Masters of Doom, so he must be doing something useful for his employers. Unlike myself.

    • Actually, they got his name wrong, it's Brian Harris. We're both students at the Guildhall @ SMU, a graduate level program in developing computer games.

      I was there at the talk. Basically, I think they were just being complete, letting you know who was on stage, talking.

      I haven't seen them yet, but the web pages they said he's done sound useful for Doom 3 modders. I'm looking forward to seeing them.


  • Stop trying to pick up the 0.3 unpaid chicks at quakecon and get back to work you lazy bums.
  • by aok ( 5389 ) on Friday August 13, 2004 @12:44AM (#9956090)
    I was waiting to upgrade my video card for Doom3 so I can play it in co-op with a couple of friends on nightmare mode like back in Doom2.

    Turns out there isn't a co-op mode. I can understand why they didn't include it. The gameplay probably has sequences where after you pass a certain point, the path behind is destroyed.

    But maybe someone can modify the single-player game to overcome these co-op obstacles.
  • I just hope that buggy has headlights :)
  • But where are the Linux binaries? id, please don't hold back - your 'soon after the windows release' is now turning into a hell of a long wait!
    • by Delphiki ( 646425 )
      It hasn't been two weeks yet, give me a break. People complain about companies who don't release Linux ports, then when someone does and it's just a little bit late, you get posts acting like id is screwing Linux users. I strongly suspect id isn't going to be making any money creating a Linux port, so you should respect the fact that they're doing what amounts to a favor for the Linux community.
  • GTKRadiant has released version 1.5, which supports Doom 3 (not yet the realtime rendering within the editor though)

    See Qeradiant.com for more details.

  • do you think they xbox version of doom 3 will support user mods?
  • I understand that some of you think that id just released a game engine, and the single-player game was just a little bonus.

    I havn't heard of anyone that said Valve released Half-Life just so that it could be used for modders. They didn't know that it would have the most popular mod of all time. And I don't hear anyone saying now that Half-Life 2 is being made just as a little bonus for their Source engine.

    I can say that id was a bit guilty of that when they made Quake3. I mean, multi-player only? It's

  • im at quakcon, a little drunk but i can report. ther are alot of fucking people here. i drove from colorado and my god, there are people that have driven from alaska. alaska holy damnn..... anyways, shout out to all of ./ from qcon 2k4... out
  • ya know, the one where you are holding out a red stapler in the fully open position shooting staples at the bad guys? something with just a hair more range, but less damage, than fists?
    and it holds a full strip (250 per) of ammo? I'd especially like to see the reload animation....

    actually, I'd like to see a 'fullly lit' mod, where the flashlight is uneeeded, and I can see everything in all it's glory...

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