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Old 08-03-2003, 07:28 AM   #1 (permalink)
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Work Doom 3 alpha demo

Hello,
Ok, I got Doom 3 through my own methods (although it's pretty obivous to find it if you look). I had some questions basically regarding the graphics settings for those who have played it. Given that some may have it, and some don't I just have questions.

I ran the test demo at 1280*1024 (my moniter doesn't support 1600*1200) and I got an average of 32.4 FPS. Has anyone ran this yet, and are these values good. I mean, I had it set to 32 bit color and I think I had it to high quality.

Which leads me to another question: I entered the command for high quality (exec highquality.cfg) but I'm not sure if it worked or not. The game stopped working for a few seconds but started to work, I didn't notice a major difference in FPS rates so, I am not sure if I did it right.

Is there also an Anisotropic command?

Have other people ran this and what results have they gotten?

Overall, I was very pleased with my system's performance, as I got good FPS and no crashes.

Athlon XP 2200 @ 1.8 GHz
1 GB PC 2100 RAM
Radeon 9700 PRO

Thanks
-brad

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Old 08-03-2003, 12:30 PM   #2 (permalink)
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Actually, at that resolution...32.4 FPS is INSANE! I barely got above 3 at 1024x768. The high quality one is enabled by default, hence why you saw no difference. The med and low quality aren't implamented yet, of course.

Remember tho, this isn't even a demo. The engine in this version is NOWHERE NEAR completion and the final engine will have all sorts of new options enabled, OpenGL 1.5 support (probably), shader support (which I don't think is part of the aplha, what you have), and will most likely be much faster than the version you have.
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Old 08-11-2003, 01:51 AM   #3 (permalink)
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I used to have the alpha demo, It was very impressive but only ran on my crappy Radeon 9000 Pro at 26 FPS on 800X600
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Old 08-14-2003, 08:47 AM   #4 (permalink)
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LOL, my graphics card doesn't support pixel shading (radeon 32mb SDR) so I can't even play tenebrae! Let alone DooM3 Looking forward to it though, and I'll buy an NForce2 board with onboard vid to tide me over for a while.
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Old 08-20-2003, 05:31 AM   #5 (permalink)
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COLLECTED DOOM 3 E3 ALPHA v0.02 INFORMATION

"> " = Console
seta = Edit DoomConfig.cfg

RUNNING DOOM 3 FIRST TIME

1. Delete the DoomConfig.cfg (don't worry the game builds a new one)
2. Run Doom.exe
3. Wait for the video
4. Hit the ~ (tilde) key to access the console, then type:

> map e3/intro - The Intro
> map e3/e3_1 - 1st map
> map e3/e3_2 - 2nd map
> map e3/e3_3 - 3rd map

> map fred/e3bathroom5 - Instructions:

Backup and open the mapfile (e3bathroom5.map) with notepad, then look
for: "call" "bathroom" and comment

it out ("//"). It should look like this:

// entity 88
{
"target" "t5"
"origin" "-9776.000000 -14656.000000 208.000000"
"model" "trigger_multiple_2"
"name" "trigger_multiple_2"
"classname" "trigger_multiple"
"target1" "func_animate_1"
"target2" "func_animate_2"
// "call" "bathroom"
"wait" "-1"
"target3" "cin_anim1_uacm_1"
--
RESOLUTIONS

> r_mode 1 - 400*300
> r_mode 2 - 512*384
> r_mode 3 - 640*480
> r_mode 4 - 800*600
> r_mode 5 - 1024*768
> r_mode 6 - 1152*864
> r_mode 7 - 1280*1024
> r_mode 8 - 1600*1200

> vid_restart
--
FULLSCREEN

seta r_fullscreen "1"

You can also press ALT+ENTER to switch between window and fullscreen modes.
--
The keycode for the locked door is: 9 2 4
--
CHEATS

> god - God mode
> noclip - No clipping (fly through walls)
> give weapon_machinegun - Machinegun
> give weapon_shotgun - Shotgun
> give weapon_plasmagun - Plasmagun from Quake3?
> give weapon_bfg - BFG from Quake3?
> give weapon_chainsaw - Quake3 hand thing?
> give weapon_rocketlauncher - Quake3 rocket launcher?
> give ammo

bind F12 "give weapon_machinegun;give weapon_shotgun;give
weapon_plasmagun;give weapon_bfg;give weapon_chainsaw;give
weapon_rocketlauncher"

> give weapon_flare

Now you can brighten up your game experience a little Take note that
the flares don't act as real lights. If you toss them in a pitch black
area it'll stay pitch black, if an area is alredy touched by light, the
flares will bright it up and add greenish color values.
--
INVERT MOUSE

seta m_pitch "-0.022"

Or another value, just make sure it is negative.

To speed up mouse:

seta sensitivity "10"

Or higher value.
--
FLASHLIGHT

You can get a much better flashlight by editing the DoomConfig.cfg. Use
this instead of flashlight3.tga which, BTW, does not even exist:

seta g_flashlight_shader "lights/flashlight2"

Then use console and type "flashlight". What you get is some very
impressive lightning effects.

You can also edit the flashlight lag like this to make it more "precise":

seta g_flashlight_lag "1.0"

It's recommended to bind flasghlight to a key:

> bind f "flashlight"
--
DOOMRADIANT

Download and edit this file - "doom.qe4", and be sure to place it in
your DOOM III Path/base/scripts directory (you'll have to make it, no
doubt).

Run DOOM III normally. Set r_mode to something higher than 3 (preferably
4 - 800x600, or 5 - 1024x768), and type: editor at the console.

Running "Doom.exe" +editor doesn't appear to work on my machine, but
hey... maybe I'm just unlucky.

You may also need to download this file - radiant.ini and place it
straight in your DOOM III Path (y'know.. same place where doom.exe
resides) if it doesn't work.

Now... remember folks: BACK EVERYTHING UP. We're all new to this stuff,
so chances are we're gonna fumble like you wouldn't believe and do some
nasty things that may make DOOM not behave anymore. Expect to fail on a
grand scale, and be prepared for it.

Also... check out some tutorials and stuff on http://www.qeradiant.com/
or other fine mapping places.

You also need to remember to edit your "doom.qe4" file, and customize it
to your own DOOM III path - unless, like me, your copy resides in
D:\Games\Doom_III like mine does.

Don't forget, folks.. there's also the sound editor (editSound) and the
light editor (editLight) to play around with, too.
--
SPEED UPS

Change

seta r_varmegs "92"

to

seta r_varmegs "256" (or half of *YOUR* RAM)

> r_useStandardGL 1 - Uglier but faster
> r_shadows 0 - Please DON'T do this
> r_useTurboShadow 0 - Uglier but faster
> AutosaveMinutes 0 - Why save, it lags
> g_showplayer 0 - You can't see your gun or ammo

MORE REALISTIC

> r_jitter 1

FOV CHANGE

> g_fov 120
> r_znear 0

COOL STUFF

> gui_debug 1
> gui_edit 1
> r_diffuse 0
--
EDITING

Copy, paste and save as "doom.qe4" in doomdir/base/scripts.

START OF FILE :
// project template
// the __* strings will be expanded following these rules:
// __ENGINEPATH: path to the engine .. C:\quake3\ C:\Program Files\Quake
III Arena\

/usr/local/games/quake3/
// __TOOLSPATH: path to the tools directory C:\quake3\tools
/usr/local/games/quake3/tools
// (NOTE: on win32 tools directory is usually where the editor is .. but
it's not true on linux)
// __USERHOMEPATH: on linux, the directory with write permissions for
saving maps etc.
// on win32, == __ENGINEPATH
{
"version" "2"

"basepath" "C:\doom_iii\Doom_III\base"
"rshcmd" ""
"remotebasepath" C:\doom_iii\Doom_III\base\"
"entitypath" "C:\doom_iii\Doom_III\base\def\*.def"
"texturepath" "C:\doom_iii\Doom_III\base\textures"
"autosave" "C:\doom_iii\Doom_III\base\maps\autosave.map"
"mapspath" "C:\doom_iii\Doom_III\base\maps"

"bsp_Relight" "! __TOOLSPATHq3map # -onlyents $ && ! __TOOLSPATHq3map #
-light $"
"bsp_Relight_Extra" "! __TOOLSPATHq3map # -onlyents $ && !
__TOOLSPATHq3map # -light -extra $"
"bsp_Novis (nolight)" "! __TOOLSPATHq3map # $"
"bsp_Textures" "! __TOOLSPATHq3map # -onlytextures $"
"bsp_Entities" "! __TOOLSPATHq3map # -onlyents $"
"bsp_FullVis (nowater)" "! __TOOLSPATHq3map # -nowater $ && !
__TOOLSPATHq3map # -vis $ && !

__TOOLSPATHq3map # -light $"
"bsp_FastVis (nolight)" "! __TOOLSPATHq3map # $ && ! __TOOLSPATHq3map #
-vis -fast $"
"bsp_FastVis (light -extra)" "! __TOOLSPATHq3map # $ && !
__TOOLSPATHq3map # -vis -fast -threads 1 $ && !

__TOOLSPATHq3map # -light -extra threads 1 $"
"bsp_FullVis (nolight)" "! __TOOLSPATHq3map # $ && ! __TOOLSPATHq3map #
-vis $"
"bsp_FastVis" "! __TOOLSPATHq3map # $ && ! __TOOLSPATHq3map # -vis -fast
$ && ! __TOOLSPATHq3map # -light

$"
"bsp_FullVis (nocurves)" "! __TOOLSPATHq3map # -nocurves $ && !
__TOOLSPATHq3map # -vis $ && !

__TOOLSPATHq3map # -light $"
"bsp_FullVis" "! __TOOLSPATHq3map # $ && ! __TOOLSPATHq3map # -vis $ &&
! __TOOLSPATHq3map # -light $"
"bsp_FullVis (light -extra)" "! __TOOLSPATHq3map # $ && !
__TOOLSPATHq3map # -vis -threads 1 $ && !

__TOOLSPATHq3map # -light -extra -threads 1 $"
}

END OF FILE:
--
DEVMAP EMPTY

First put these binds into your DoomConfig.cfg:

bind f1 "spawn monster_zombie_fat_ragdoll"
bind f2 "spawn monster_zombie_commando"
bind f3 "spawn monster_demon_hellknight"
bind f4 "spawn monster_demon_imp"
bind f5 "spawn monster_demon_pinky"
bind f6 "testlight"
bind f7 "poplight"
bind f8 "give weapon_shotgun"
bind f9 "give weapon_machinegun"
bind f10 "god"
bind f11 "give ammo"
bind f12 "screenshot"

Run Doom.exe, bring down console then type:

> devmap empty

You can use devmap with the e3 maps as well...

Alternatively you can replace "spawn" with "testmodel", to just test it.

> r_testmodelrotate 1 - Rotates model.
--
THIRD PERSON VIEW

> pm_thirdperson 1 - Enable view
> pm_thirdpersonangle - 0 is from the back, 180 is from the front
> pm_thirdpersonrange - 80 is the default value. Decrease value for
closer view (you can use negative values too) and increase value for
further view.
--
Dramatically increases performance in some systems:

SOUND OFF
> s_noupdates 1
> s_restart

ANISO OFF
> image_anisotropy 0
--
BENCHMARKING

> timedemo activate_demo1.demo

Apparently benchmarking does not work correctly, so don't trust it so much.
--
seta s_cacheAlwaysLoad "1"

Fixes the sound in the intro for most of the way through.

seta s_cacheSize "32"

Bumps up the amount of cache memory from 16 to 32, it makes it all the
way through the intro with the correct sounds but timing might still be
wrong.
--
MAP ENDINGS

To fix the intro ending, open the map file maps/e3/intro.map in an
editor and search for the following lines:

"classname" "target_sessionCommand"
"name" "target_endLevel_1"
"origin" "-1834 -9312 64"
"command" "playdemo"

Alter the last line to
"command" "map e3/e3_1"

First map should start after the intro now.

To fix the map endings, open the map file maps/e3/e3_1.map in an editor
and search for:

"command" "disconnect".

Change "disconnect" to "map e3/e3_2" and so on.
--
> r_diffuse 1 - Enables diffuse mapping (Disable for speed, enable for
quality)
> g_showplayershadow 1 - Enables playershadow

To enable player shadow in 1st person mode you have to make sure you type:

> g_showplayershadow 1

IN 1st person mode (> pm_thirdperson 0).
--
For a list of all the commands in the console:

> cmdlist

If you first type:

> clear (to clear up the console)

then

> cmdlist

and after that

> condump commands.txt

then you will find the list in \doom_III\base

Same goes for cvarlist...

Also when you type the first letter/char (like for example s) of a
command in the console and hit the TAB key it will come up with all
commands that begin with that letter.
--
RAGDOLL FAT ZOMBIES

Edit e3_x.map files like this:

Change "monster_zombie_fat" or "monster_zombie_fat2" parts (NOT
"monster_zombie_fat_1" or

"monster_zombie_fat_2") to "monster_zombie_fat_ragdoll"

You can also

> bind "spawn monster_zombie_fat_ragdoll"

to a key and have some fun
--
> gfxinfo

Shows which rendering paths are active
--
5.1 surround system with:

seta s_numberOfSpeakers "6"
seta r_stereo "1"

You get some nice surround effects!
--
RECORDING DEMOS

Type the following:

> bind f5 recorddemo
> bind f6 stoprecording

These two binds will give you keys for starting and stopping a demo,
respectively. You can substitute in the keys you prefer, it doesn't
matter. In this case, when you want to start capturing the action in the
game, press F5. When you're done, press F6.

The demo files are stored in your Doom_III\base\demos folder. They will
be labelled incrementally, e.g.

Demo001.demo, demo002.demo, etc. To play back your demo within the game,
type playdemo demo001 (or whatever the demo filename happens to be).

However, to get your demo into a movie format, there's a few extra steps.

Making a demo into an AVI.

After you've got a good demo, type aviDemo (for example, aviDemo demo001).
This will play back your demo while taking a whole bunch of screenshots.
When it's done, exit the game and look in your
"Doom_III\base\demos\demoname" folder. Depending upon how long your demo
was, you could have anywhere from 100mb to 10 gigs of .tga files.

Download this program and run it:
http://www.css.tayloru.edu/~btoll/f...s/pjBmp2Avi.zip

>From the program's main screen, in the Directory field, type in the path
to your demo's screenshots folder. (The "Doom_III\base\demos\demoname" I
described above). A quicker way is to click the "..." button and just
browse to the directory.

Change the file option from BMP to TGA. You should then see a list of
all the screenshots appear in the

"Files" field.

Under "Output" options, type the path and name of the avi you wish to
create (e.g., "C:\movies\doom3rocks.avi")

Leave the default Frame and Key Rates. Click the create button. A new
window will pop up, prompting you to select a video codec. I suggest you
use Divx 5.0.2. After you click OK, the program will compile your .tga
files together.

After the window closes, you're done! Go to the target directory you
specified, and watch your first Doom 3 movie =)
--
CUSTOM SETTINGS

Create a new text document and rename it to YourConfig.cfg. Copy and
paste the whole DoomConfig.cfg to YourConfig.cfg. Create a Doom.exe
shortcut. Edit the properties of that shortcut like this, for example:

\doom.exe exec YourConfig.cfg;map e3/e3_1

Doom 3 starts and executes your config and then loads the first playable
map after intro. The purpose of custom config is to avoid Doom 3 editing
the settings every time it starts.
--
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Old 08-23-2003, 10:55 PM   #6 (permalink)
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That's a really big......guide, you have their. Ahem, excuse me...

Thanks for the info, I have a freind with a 5600 and DX9 so I'll give the alpha a shot. Doesn't work on my comp.
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