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News Archive
June 2000

 Friday, June 30, 2000

 Doom Quiz
 Posted by at 7:00 PM
Category: General

3DActionPlanet has put up a quiz to test your Doom knowledge. Go check it out.


 Thursday, June 29, 2000

 New Alien Sprite
 Posted by at 7:00 PM
Category: General

There's a new sprite for download at Peter Loly's site. This sprite features an alien which may be used in the upcoming Aliens Doom project. Take a look!


 Wednesday, June 28, 2000

 New Version Of XDoom
 Posted by at 7:00 PM
Category: General

I saw over at DoomWorld that there's a new version of the source port XDoom for Unix. You can grab the updated version here. The new version adds:
  • Forgot to create ~/.xdoom, fixed.

  • Ported to Solaris x86 by Per Espen Hagen.

  • Fixed a memory allocation problem with vissprites, which could cause the engine to halt with an error message.

  • Some new linedefs for a new PWAD project.

  • The format of the COMTXT resource has changed, NL terminated instead of 0 terminated and #EOF tag necessary.

  • Some documentation work here and there.



  •  v1.12 Of Doom3D Released
     Posted by at 7:00 PM
    Category: General

    Version 1.12 of Doom3D has been released. This release fixes multiple problems and adds MD2 model formats, joystick controls, customizable controls, windowed mode, and many other things. Be sure to check it out.


     Tuesday, June 27, 2000

     Aliens TC Update For Ultimate Doom
     Posted by William 'Phoebus' Mull at 7:00 PM
    Category: General

    Andrew Francis has set up this site for the updated version of the classic Aliens Total Conversion by Justin Fisher, re-tweaked to work with the latest Doom source ports. Check it out!


     Icarusweb News
     Posted by William 'Phoebus' Mull at 7:00 PM
    Category: General

    Icarusweb is now hosted over at Doomworld, and they have a new feature-filled issue for you to check out.


     Monday, June 26, 2000

     UniDoom Project
     Posted by William 'Phoebus' Mull at 7:00 PM
    Category: General

    There's a new site up called UniDoom, which is a pretty cool name for an as-yet undisclosed (and undetermined?) project for Doom, said to be a prequel. Check it out.


     Trent Reznor To Score The New Doom?
     Posted by William 'Phoebus' Mull at 7:00 PM
    Category: General

    I noticed over on Blue's that there's an article on Apple.com about Nine Inch Nails musician Trent Reznor (who as you remember did the awesome score and most of the sounds for Quake1) mentions that he's been speaking with John Carmack about scoring the soundtrack for the New Doom:
    Then he confides that he’s been talking to John Carmack about scoring the music for a new version of Doom. “I would do something like that mainly because it’s a hobby of mine, I appreciate the technology, and it’s fun to work outside Nine Inch Nails once in a while.”



     Sunday, June 25, 2000

     New JDoom Soon!
     Posted by William 'Phoebus' Mull at 7:00 PM
    Category: General

    Jaakko updated his JDoom site with the news that he's currently updating JDoom to work with Doomsday 1.0. So, in a couple of days it should we should be able to play it client/server such as we now can with JHeretic! There's also an interesting new screenshot to help illustrate some of what we can expect over on the JDoom site.


     John Carmack Posts On Slashdot
     Posted by William 'Phoebus' Mull at 7:00 PM
    Category: General

    John Carmack talks about DirectX vs. OpenGL over at slashdot.org (we can expect the New Doom to be using OpenGL), and talked about development for the X-Box as well (you can check out his posts here and here):
    Last I heard, Nvidia was going to be providing OpenGL for the X-Box. If they do, we will probably do some simultanious development for X-Box. If not, it would have to wait until after the game ships to be ported.

    The X-Box specs put it as a larger leap over PSX2 than PSX2 is over Dreamcast, but anyone with sense can see that by the time it ships, the hardcore gaming PC will already be a generation ahead of it in raw power.

    The X-Box should be able to keep up for a while, because you can usually expect to get about twice the performance out of a fixed platform as you would when shooting for the broad PC space, just because you can code much more specifically.

    I don't have much of a personal stake in it, but I am pulling for the X-Box. If you need to pick a feudal lord in the console market, I would take microsoft over sony/sega/nintendo any day.



     Friday, June 23, 2000

     csDoom Master Server Up Again
     Posted by William 'Phoebus' Mull at 7:00 PM
    Category: General

    I noticed over on Doomworld that the csDoom master server is up again! :-) You'll need to change the ip address in your master.cfg, so that it has this string: 24.8.143.154. Also, if you have a FreeBSD/Linux shell, please send it to Sergey so he can compile, run and test his csDoom server.


     Velkommen Doom3.DK!
     Posted by William 'Phoebus' Mull at 7:00 PM
    Category: General

    There's a Scandinavian site dedicated to the NEW DOOM! Brush up on your Danish at Doom3.DK!


     Scott Miller On The New Doom
     Posted by William 'Phoebus' Mull at 7:00 PM
    Category: General

    A bit like the kettle calling the cat black, or something like that methinks (what is their next game anyway, not even counting those console games?), but I read a quote from 3DRealms' divine Mr. Scott Miller from a newly posted interview on Radiated.net that struck me as... odd. See what you guys think (you can post about it on our forums)?
    3. Now that id has announced thier next project, Doom3, and fired modeler Paul Steed, what is your take on the whole situation?
    My take is that Id will make a lot of money remaking DOOM for the fifth time in a row (cannot count Q3A). ;-)
    Thanks Blue's News.


     Thursday, June 22, 2000

     WebVoid 'Previews' The New Doom
     Posted by William 'Phoebus' Mull at 7:00 PM
    Category: General

    The WebVoid so-called 'preview' of the New Doom has been up for a couple days over at Stomped.com. So, if you haven't come across it already, it's a pretty humorous read, so check it out. ;)


     Wednesday, June 21, 2000

     Call For DTest Servers
     Posted by William 'Phoebus' Mull at 7:00 PM
    Category: General

    Jaakko updated his .plan over on the Raven Games site (relevant, because this is leading up to a client/server version of JDoom) with this request for someone to run a dedicated dtest server, if you're able to keep it up for a while:
    If anyone feels like running a (dedicated) dtest server for a longer period of time, say a couple of days, please let me know about it and I can list your IP address on the JHexen Beta Test page.

    By the way, the writing of savegames is most likely broken in dtest.



     Icarusweb On Hold This Week
     Posted by William 'Phoebus' Mull at 7:00 PM
    Category: General

    Oli of icarusweb sends word that there won't be a new editorial this week. He says it's all written up, but he's unable to post it. So, if anyone who wants a copy, you should send him an e-mail and he'll send you a zipped version.


     Tuesday, June 20, 2000

     On The Chainsaw In Doom
     Posted by at 7:00 PM
    Category: General

    It appears that the chainsaw used in Doom was, in fact, based on a real chainsaw owned by Tom Hall. This should clear up rumors that is was drawn from scratch.

    Anyway, Lucas Davis of ION Storm has sent our good friends at DoomWorld two pictures of the actual chainsaw you see modeled in Doom. Check them out. (It's under June 20th News Updates)


     Build Engine Source Released
     Posted by at 7:00 PM
    Category: General

    Ken Silverman's Build Engine, which powered such games like Shadow Warrior, Duke Nukem 3d, and Blood, is now available for download, which contains the full source code. You can download it here. There's also a FAQ about the source code and other related material here.


     Article At CheckOut.com
     Posted by at 7:00 PM
    Category: General

    There's a great article at CheckOut.com about the history of id Software. Here's a clip:
    Perhaps the most influential game of all time, Doom was an instant classic upon release in 1993. It is estimated that over 15 million people downloaded the shareware version, and this was long before the Internet had come into its own. Just how powerful Doom was as a game was evidenced when my uncle and aunt, devout Jehovah's Witnesses, purchased a 486 computer just so they could play Doom. This, from people who weren't allowed to watch The Exorcist.



     JDoom Client/Server Network Test
     Posted by at 7:00 PM
    Category: General

    The public client/server network test (dtest) of Doomsday 1.0 is available on the JHexen site.


     Sunday, June 18, 2000

     New Article At ArenaSpeak
     Posted by at 7:00 PM
    Category: General

    Quake3World's ArenaSpeak, the place for the Quake III community to speak out, has posted an article entitled "Old-Skool, Still Cool" concerning older games, and even talks about the announcement of the New Doom. Here's a piece:
    A WORD OF EXPLAINATION: Although the rules of ArenaSpeak dictate that articles deal with the Quake community, I would like to ask that this one be accepted as a response to id’s recent announcement of a new Doom game as well as the upcomeing WOLFENSTEIN sequel. Since a vast majority of the Quake community had its roots in Doom and Wolfenstein 3d, I feel it is appropriate to address this topic.
    Check out the whole article here.


     DOOM Gaming Releases!
     Posted by William 'Phoebus' Mull at 7:00 PM
    Category: General

    Thanks to Marc A. Pullen for sending word that both the QDOOM Public Test and EDGE 1.24 have been released.

    But wait, what's QDOOM you ask? QDOOM is Quake done DOOM style (via the Doom engine). Check out some pictures here! Go here to find out more!

    Okay, so what's this EDGE thing? EDGE == Enhanced Doom Gaming Engine. According to the SourceForge page: Spawned from the Doom Engine, EDGE advances into the future with easy development and expansion as a cornerstone, making use of advancing technology and supporting a variety of platforms, this adds a new dimension to 3D gaming. Also, head here for more info!


     Saturday, June 17, 2000

     Jaakko's Game Plans
     Posted by William 'Phoebus' Mull at 7:00 PM
    Category: General

    Jaakko took advantage of our new, exclusive Raven-Games .plan feature, to let us know about the exciting new changes he's working on:
    Two weeks left. I'm finishing up the new client/server networking code, but I'm afraid when you do something entirely new in a haste the results are not the very best. I think it's fairly obvious that getting it to the level I'd like it to be on will take a lot longer than the two weeks I have before my army service begins. It will work, but the question is how well?

    The changes I'm making to the code are quite considerable, and converting to c/s means additions to the game DLLs as well. Up to now I've only been working with JHeretic. It would be pretty easy to get JDoom going, too, since the changes between them aren't that great, but JHexen's polyobjs will take a bit more thinking and some new code. If I run out of time it probably means JHexen 1.0 won't make it. Just an early warning.

    Things I still need to do with JHeretic include network player settings (color, changing your name), level changes, intermissions/finale and fixing demos (they broke because view angles aren't recorded as deltas any more). After finishing these (should take a couple of days) I'm going to release a test version of JHeretic, a qtest of sorts. Its purpose is to find out how well the new network code actually works.



     Friday, June 16, 2000

     JDoom v0.82 Released!
     Posted by William 'Phoebus' Mull at 7:00 PM
    Category: General

    Check it out, Jaakko's released the newest version (JDoom082.zip) of JDoom to the masses! Here's a list of the changes:
    • menu text disappearance fixed
    • higher mouse sensitivity upper limit in the mouse options menu (up to 40 now)
    • multi-level demos possible (demo playback/recording won't stop at level changes)
    • nextwpn/prevwpn were being confused with saving/loading
    • glBSP support added
    • switches and sky fixed in Ultimate Doom
    • cvar zclip: moving under/over things, monster melee attacks w/height check (not in demos/netgames)
    • cvar jumpPower (not in netgames)
    • red pain filter always a bit translucent
    • -plutonia and -tnt override options
    • -iwad option (also prevents autodetection)
    • random sound at exit removed
    • cvar autoswitch: weapon autoswitch at pickup (not available in demos/netgames)



     Thursday, June 15, 2000

     Vavoom: New Port Of Doom
     Posted by at 7:00 PM
    Category: General

    I saw over at DoomWorld some news about Vavoom, a new port for Doom, Hexen, and Heretic. It is already at version 1.0 containing, high resolutions, mouselook, jumping, translucency, a console, limited Dehacked support, and much more. Also, for those of you who prefer DOS over Windows, it comes in both formats. Be sure to visit the site here.


     Wednesday, June 14, 2000

     Mews News Doom Licensing Article
     Posted by William 'Phoebus' Mull at 7:00 PM
    Category: General

    Mewse News has written an article concerning the original Doom, as well as the Heretic/Hexen, and GPL Doom source releases. Check it out.


     Voodoo 5 5500 or GeForce 2 GTS?
     Posted by at 7:00 PM
    Category: General

    Not directly related to this website, but can impact your gaming, is your video card. Two new boards which are coming out soon are the Voodoo 5 5500 and GeForce 2 GTS. There's some debate going on about which one will be the better board to get.

    I bought the July issue of PC Gamer and they have done some tests on both boards. The numbers seem to indicate that the GeForce 2 GTS is superior in speed, although, the GeForce they were using was only a reference board. For the exact numbers you'll have to buy the July issue. I don't think I have permission to post them.

    Despite the low score on the Voodoo, the Voodoo does have some impressive looking features such as anti-aliasing; T-buffer: motion blur, depth of field, soft shadows/reflections; and more! So, don't count out this board yet. The Voodoo5 6000 AGP is coming soon anyway. It might be able to offer a little more competition. For more info on the Voodoo5 5500 click here. For the GeForce 2 GTS, click here.

    (By the way, if you like any of these classic games: Terminal Velocity, Descent, King's Quest, Wing Commander, Ultima, Monkey Island, X-COM, Alone in the dark, Links, Duke Nukem 2, Ultima Underworld, and The Need for Speed; then I recommend buying the July issue of PC Gamer. All these incredible classics are included in the CD-ROM.)


     Tuesday, June 13, 2000

     New Doom Discussion
     Posted by at 7:00 PM
    Category: General

    Digital-Eel has posted a round table discussion covering topics related to the NEW DOOM. The speakers in attendance include Randy 'DuvalMagic' Pitchford, Bobby 'Xcalibur' Pavlock, and many more noteable gaming personalities!


     I'll Have You Screaming IDSPISPOPD, Baby!
     Posted by William 'Phoebus' Mull at 7:00 PM
    Category: General

    Uh, don't know what came over me there, but IDSPISPOPD - yes somebody actually registered this domain - made Blue's News' Link of the Day, but I suppose some of you may not have already seen it, so:
    What is this IDSPISPOPD thing?

    Well, it's the No-clipping cheatcode in DOOM, but it was replaced with IDCLIP in DOOM ][. It allows you to walk through walls. Of course this only works in Single-player, and that's exactly what we want. There should be absolutely no cheating in Multi-player.



     New Edition Of IcarusWeb
     Posted by William 'Phoebus' Mull at 7:00 PM
    Category: General

    Oli (aka Icarus Wing) sends word that Issue 5 of Icarusweb, which if you didn't already know, is 'A Doom e-zine for zombies, demos, and other lost souls', is now out. Also, Icarusweb is looking for new writers, so if you're interested send Oli an email. :)


     Doom Legacy News
     Posted by William 'Phoebus' Mull at 7:00 PM
    Category: General

    There's news on the Doom Legacy site that a Mac version of this famous source port for Doom is under development. Hopefully, it will be available sometime this summer. The Mac version will include everything 'regular' Legacy provides, including open entry network code and OpenGL. Once the Mac version is available, the Legacy team is planning on converting it to BeOS as well! As for the next version of Doom Legacy for DOS/Win32/Linux, well it's been delayed due to the Legacy guys studying for (presumably) and taking exams, among other real life issues. Keep checking the Doom Legacy site for more details about what we can expect within the next few days!


     2001: A Doom Odyssey
     Posted by William 'Phoebus' Mull at 7:00 PM
    Category: General

    Everybody's got an opinion. The Adrenaline Vault has posted The Things We Think and Do Not Say, an article talking about John Romero's recent offering, among other things. Here's the important part, about the NEW DOOM announcement, but be sure to check out the rest:
    Which brings me to my final point: The recent announcement of id's decision to continue the DOOM series has gotten a lot of people really excited, including yours truly. Still, a part of me wonders if it's possible for another DOOM game to succeed. The title is already surrounded by a veil of controversy, and there's no questioning it's going to be nearly impossible for DOOM 2000 to meet, much less exceed, gamer's expectations. Is id Software setting themselves up for failure by trying to rekindle the sacred series, especially considering the bulk of the team that made the original are no longer with the company? Like LucasFilm and the "The Phantom Menace," isn't it true that no matter how good id's sequel will be, it won't be good enough to satisfy the masses? It's my contention the answer to this dilemma is yes.



     Monday, June 12, 2000

     John Romero Interview
     Posted by at 7:00 PM
    Category: General

    John Romero, one of the masterminds behind the original Doom, was interviewed by BondeLAN. In the interview he mentions his opinions on the original Doom and the NEW DOOM. Here's some Q&As from it that might spark your interest:
    -What do you think about the future of games like Doom III(2k whatever), Wolfenstein return to castle, Max Payne and others, do you think any of these games will cause an revolution in the 3D gaming industry?

    JR: I don't see anything revolutionary in those games, I mainly see the potential for a lot of fun when they're released.

    -While working on Doom with ID, who was truly the best fragger in the ID-staff?

    JR: I destroyed everyone in the office on a regular basis. :)

    -Now a little "bonus" question, whats your favourite map, monster and weapon from the Doom series?

    JR: My favorite map is MAP 17 "The Tenements" from DOOM2, my favorite monster is the Baron of Hell, and my favorite weapon is the Rocket Launcher.
    Read the full interview here!


     Sunday, June 11, 2000

     JDoom Client/Server Information
     Posted by at 7:00 PM
    Category: General

    Jaakko Keränen, creator of JHexen, JHeretic, and JDoom, has updated the JHexen page with some news about the first client/server testing done with the Doomsday Engine. Here it is:
    The first test of the new client/server code was encouraging. I tried a little bit of 2-player action on Heretic's E1M1 and everything seemed pretty smooth. The server was a P166 running without graphics and sound. The internet connection was between a 56k modem and 64kb ISDN (ping was around 180 ms). It remains to be seen how it will perform when more players join the game (the limit will be 16 players, btw).

    There are still many things that must be worked on, though (e.g. chatting and level changes are still missing). At least players can join and leave the game as they please and the state of the map on client side is properly updated at all times.



     Saturday, June 10, 2000

     New JDoom
     Posted by William 'Phoebus' Mull at 7:00 PM
    Category: General

    Jaakko 'Skyjake' Keranen updated the JDoom site with news that there's a new version of JDoom which allows DM 2. And if you're wondering why Jaakko's "gotta go" soon, it's because he's joining the army on July 3rd. You already know this, but I for one am definitely going to miss ya, Jaakko! :~/


     Coolest Thing Poll
     Posted by at 7:00 PM
    Category: General

    DoomWorld has put up a poll asking what the coolest thing is. Of course JDoom, csDoom, and other things are cool too, but the one that takes the cake is the New Doom announcement. Go vote for it.


     Id's New Home
     Posted by at 7:00 PM
    Category: General

    If you're really obsessed with id Software, then you'd love to see pictures of their new location. It just so happens that Elves on Tricycles has posted three pictures of their new office building. You can check those out here.


     Thursday, June 8, 2000

     Id Software Packs Its Bags...
     Posted by at 7:00 PM
    Category: General

    ....and waits for the moving van. Christian Antkow updated his .plan mentioning that over this weekend, id Software is moving from their old offices to a nice new location.


     Romero's Thoughts on a Stick
     Posted by at 7:00 PM
    Category: General

    The guys over at Stomped recently interviewed John Romero, who most notably contributed to the original DOOM games, and recently on DaiKatana. He talks about his plans now that Daikatana is complete, the current state of id Software, and his opinions on the new Doom. Check out the article here.


     Serious Sam: Like Doom?
     Posted by at 7:00 PM
    Category: General

    Blue at BluesNews keeps talking about a game demo called Serious Sam. He says it's a lot like Doom, and Doom II, and if you're a fan of either you should download it. Here's a little piece from his "Out of the Blue" update this morning:
    If you are a first-person shooter fan, and in particular, fond of the original Doom and Doom II, I highly recommend checking out the Serious Sam demo from the Croatian CroTeam. If you've been following the events of this week or more, I probably don't need to point out that some big stories have been unfolding, so it was a few days after the release of the demo (story) before I got around to checking it out, even after several .plan updates talked about how fun it is. Well, any delay in getting going with this was purely my loss, because this demo (actually described as a compatibility test, so while I had no problems, I should note the "real" demo isn't even out yet) is terrific. This is pure fun, with hoards of imaginative enemies (most seemingly beheaded for some reason or another) and cool, powerful weapons. The action in the test is fast and fun, and the size of the groups of monsters encountered combined with their design (like guys who behave just like the snarling old pink demons, though they look a little like the monster Bugs Bunny gave a manicure to) had both MrCoffee and I repeating things like "wow, this is a lot like a new Doom!"
    Sounds good enough for me. 32% of my download completed.


     Interview With Kevin Cloud At MeanArena
     Posted by at 7:00 PM
    Category: General

    The MeanArena has posted an interview with Kevin Cloud from Raven Software talking about topics that range from starting the design of the New Doom to what it was like working on Quake. Here's a piece from the interview:
    Kiltron: What are some of the ups and downs in your ventures to create new and exciting art work for id games? Any dry spells you go through as an artist?

    Kevin: The ups were probably DOOM and Quake II.

    DOOM was probably the best game to work on. Adrian and I had a blast creating the clay sculptures of the characters. Adrian's work on creatures like the Cyber Demon and Baron of Hell was inspired. Without a doubt the Cyber Demon is the best boss of all time. . .
    Be sure to read the whole interview.


     Wednesday, June 7, 2000

     New Doom - The Conflict With Sin
     Posted by at 7:00 PM
    Category: General

    I was just checking out our MessageBoards and came across a really good thread: New Doom - The Conflict With Sin. You should check this out, it's pretty good. Zack has written his own imaginative plot for the New Doom. Definately worth reading. Check it out here.


     New Doom Article At IcarusWeb
     Posted by at 7:00 PM
    Category: General

    IcarusWeb has posted an editorial about the announcement of the New Doom. Here's a piece of the editorial that is worth a read:
    This is bound to be the most talked about topic in the community in some time - there've been more entries in comment threads and forums than you can shake a stick at - or even several sticks at, really. This is big news - but on the otherhand, we probably won't see anything for a couple of years. Let's hope when we do it brings back the spring into an old marine's step. Here's hoping.
    You can check out the whole editorial here.


     Carmack Talks About CD Keys
     Posted by at 7:00 PM
    Category: General

    In a post made to the messageboards at Slashdot.org, John Carmack talked about software security, and CD Keys. Here's the post:
    The "key generators" are all fakes. Some of them look like they work for a while because servers you have visited with a valid key keep a cache to let you in again.

    As far as we know, there are no real key generators. If there were, we would have much more significant support issues.

    We certainly will drop the CD-in-the-drive-for-single-player check in a future patch, that is our standard procedure after a game's primary sales are over.



     Future Of JDoom
     Posted by William 'Phoebus' Mull at 7:00 PM
    Category: General

    Latest JDoom news from Jaakko primarily concerns a question of support for DEH files: the answer is no. What is left of Jaakko's free time will be spent working on the engine. See Jaakko's news update over on his JHexen site and/or our previous update below. Also, if your sprites in the game look a bit washed out, please note that you should try the option -outlines. Additionally, use 32-bit video mode in OpenGL, or the -texbits 32 option with the D3D renderer for the best color quality. Head to the JDoom site for more info!


     News On The JDoom Engine
     Posted by at 7:00 PM
    Category: General

    This is pretty big news for any fan of JDoom, JHeretic, or JHexen. Jaakko Keränen has updated the JHexen page stating some amazing news on the Doomsday Engine. Here's the update:
    The next version of the Doomsday engine and JDoom will be the magical 1.0. I'm planning on getting a number of larger changes done before July 3rd. Let me introduce you to...

    - Proper blending of dynamic lights
    In the 0.99.6 engine dynamic lights are rendered by first drawing a surface and then adding a number of light textures on top of it. This doesn't look very good when the actual surface is dark. In version 1.0 the lights are drawn first.

    - Replacing sprites with MD2s
    Although sprites are nice in many situations, a 3D game ultimately needs 3D models for the objects. In version 1.0 you'll be able to replace any frame of any sprite with an MD2 model. The model renderer is already almost complete, I really only need to check that the models are scaled correctly.

    - Real client/server networking
    Yup. I've been working on this for a couple of days now, and it's slowly shaping up. In the first version I'm aiming for basic functionality and stability, so things like speed and playability won't be very important. I'm planning on including a special peer-to-peer mode for 2-player games (probably not in the first version, though). I really hope I can pull this off in time (three and a half weeks to go).
    This was a general update for all of the games he has ported with the Doomsday Engine. He has more specific news directed to JDoom at the JDoom site. Also, if you stop by the JHexen page you can take a look at some in-game screenshots with the new features enabled.


     Noteable People's Thoughts On The New Doom
     Posted by at 7:00 PM
    Category: General

    Here are a some of thoughts from a couple of Game Maestro's concerning the New Doom:
    George Broussard of 3D Realms:

    "The bottom line is that Half-Life is the new standard for FPS games. Doom or not, id better meet and exceed Half-Life in design and plot/story or there will be mobs marching to burn the place down ;)

    Fans do not want another run, shoot bad guy game with no depth.

    This will be a challenge for id (as much as us trying to follow up Duke Nukem 3D). You have millions of fans that all have their own idea of what they want in a remake."

    Nathan McKenzie of Raven Software:

    "I just tried out this morning (and highly recommend to anyone else) "Serious Sam", from www.croteam.com, I believe. It is, for all intents and purposes, a Doom-style action game made with recent technology. Some of the art isn't the best ever made, but I can honestly say that I enjoyed it more than most professional action shooters released in the past few years. If Doom 3 plays like this (quite simple) game, with Doom enemies and atmosphere, I can honestly say I would be more than content. And when I say Doom Style, I mean Doom Style - facing off 12 enemies in huge open areas at a time-type-of-gameplay.
    Good games are good games, and that includes fast-paced action games with little in the way of story. If an "action" game with no story doesn't come across as compelling, I would venture to say one should examine the failure of the action, not the lack of the story."



     New CSDoom
     Posted by at 7:00 PM
    Category: General

    A new version of CSDoom has been released. In case you don't know what CSDoom is, it adds total Client/Server configurations to Doom. A must-have if you play Doom online. Some of the changes include improved mouse look, a CSDoom launcher, and better prediction code.


     Tuesday, June 6, 2000

     The Doom Dichotomy
     Posted by at 7:00 PM
    Category: General

    Geoffrey Keighley of GameSlice has written an editorial regarding the recent announcement that id Software's next game will be a NEW DOOM. Keighley also states how he isn't sure if this such a good idea and list reasons such as "Why toy with a classic?", but has learned to give id the benefit of the doubt! Here's a clip from it:
    For those of us who were truly excited by the possibility of id taking two years to craft an epic single-player game that oozed of story, character development, and emotion, the announcement of the next Doom seems anti-climactic; the safe bet. Although a new Doom could include all these elements, Doom 2000 strikes me as running the risk of being more of a retrofit than a fresh new design. I just hope the new Doom doesn't turn into a technology showpiece with little heart. While I might be proven wrong, I'm not fully convinced Doom is the right universe to use as a vehicle to reach the goal of an epic single player game.
    Check out the rest here!


     Monday, June 5, 2000

     New JDoom
     Posted by at 7:00 PM
    Category: General

    Version 0.81 of JDoom has been released. This fixes a few bugs with the original release last week. Here's the list of fixes/additions:
    - TexTypes.txt (contains textures for Doom and Doom 2)
    - DLaunch support
    - HUD armor icon corresponds player's armor type
    - With Always Run, pressing Speed makes you walk normally
    - Health bonuses emit light
    - Ccmd doomfont: if the default console font is garbled, use this (a good place would be in autoexec.cfg)
    - When more than one IWAD is detected, none of them is loaded by default



     Doom 3: Possibly The Greatest Idea Ever
     Posted by at 7:00 PM
    Category: General

    Doomworld has posted an article in response to GameSpy's shaithis editorial claiming that the new Doom is a bad mistake on id Software's part. The article analyzes and opposes every main point that was discussed in shaithis' editorial. Clearly, a lot of people haven't been happy with shaithis' opinion on the new doom:) Here's a excerpt from it:
    Ironically enough, Doom's atmosphere and gameplay was actually more of a happy accident than anything. id Software originally intended to create a game based on the James Cameron film Aliens, but backed out at the last moment and just substituted hellspawn for aliens. The plot was gleaned from an AD&D campaign played by the company. Tom Hall's Doom Bible, written in late 1992 as the template for the game, was practically ignored. Up until a few months before release, the game still had a point system with "treasures" to be collected, and the player had a finite number of lives which would be used up. The weapons which are balanced so well in deathmatch? Created with solely single-player in mind. Many of the gameplay aspects of Doom which made it so great or so memorable were due to last-minute changes (the BFG, for much of Doom's development, simply spewed out seemingly hundreds of little bouncy red and green balls), technological feasibility (the thirty hellspawn were there because the engine didn't choke with that many monsters), or simple tradition (the Spiderdemon, the game's requisite Final Boss).
    Check out the full article here!


     Sunday, June 4, 2000

     Who Will Publish The New Doom?
     Posted by at 7:00 PM
    Category: General

    I just spotted this on one of Stomped's news updates:
    id has had its products published by Activision for the past three years, starting with the Quake mission packs, and continuing through Quake II, its own mission packs and the Extremities disk, and currently with Quake III Arena and the upcoming mission pack Team Arena. Activision will also be publishing the upcoming Return to Castle Wolfenstein, the sequel to id's Wolfenstein 3-D and developed by Gray Matter Studios.

    However, Activision's Senior Publicist Michael Larson told Stomped today that because Activision was a publicly traded company, he could not comment at this time if Activision would, in fact, be the publisher of the next DOOM game, and directed all inquires of the title to id. id Software CEO Todd Hollenshead could not be reached for comment on this issue.



     id Software Announces New Doom
     Posted by at 7:00 PM
    Category: General

    Sure we've heard about it in various .plan's from the likes of John Carmack, Paul Steed, etc. But today id Software has officially announced the New Doom game. Here's the main part of the press release:
    MESQUITE, Texas - June 1, 2000 - id Software, an independent developer of entertainment software, has started work on the next incarnation of DOOM, one of the most popular computer games of all time. Employing an entirely new 3-D graphics engine, the still untitled project will showcase id Software's legendary ability to create an over-the-top, story-based single-player experience.

    "id Software forever changed computer games with the DOOM franchise, and only id can carry on the cultural and technical tradition of the original masterpiece," Todd Hollenshead, CEO, id Software, said.

    Hollenshead offered few other details.

    "We expect to once again dramatically advance first-person gaming both technically and artistically with this title," Hollenshead added. "Other than that, id does not plan on issuing additional comments until the game is ready to speak for itself."

    The original DOOM was released to critical acclaim in 1993 as shareware and has since been recognized as one of the most downloaded pieces of software of all time. id later released DOOM and its sequels at retail, where combined they have sold more than 4 million copies, generating sales topping $100 million.
    Why not head over to our messageboards and discuss what you think of the announcement.


     Saturday, June 3, 2000

     More Info On The New Doom
     Posted by at 7:00 PM
    Category: General

    In case you've been out of the loop since Thursday, PlanetQuake has written up a nice article concerning the whole New Doom/Paul Steed issue. It's a great read to get you caught up on what's going on. Check it out here.


     GameSpy Doesn't Like New Doom
     Posted by at 7:00 PM
    Category: General

    According to the fellows over at GameSpy, they believe that making Doom III could be the worst idea in the history of gaming. Although some may disagree, myself included, if you feel like reading something rather humorous check out the whole article here.


     Paul Steed Update
     Posted by at 7:00 PM
    Category: General

    Stomped managed to get a hold of Paul Steed, who was fired from id Software when development for the New Doom game began. He updated his .plan with a little bit of information clearing up rumors.
    My time at id was priceless and no doubt ranks among the most memorable of my life. However, everyone involved in this fiasco knows it's complete and utter Bullshit. I hope the ones responsible for this wasteful and pointless act enjoy what they see in that mirror every day. My committment and dedication to id was unquestioning - people are just blind to their insipid loyalties and petty insecurities.

    Bah. Whatever. At least John set the record straight. Time and PR crap may try to change that, but he was man enough to speak up. For that he will always have my admiration, respect and assurance that when he's sick of all that mess...he knows where to find me.



     Friday, June 2, 2000

     JDoom
     Posted by at 7:00 PM
    Category: General

    On the subject of Doom,Jaakko Keränen has just released the debut version of JDoom. JDoom enhances the original Doom, adding various features; most noticeably, you can now run Doom in OpenGL or Direct3D. This is a must-have for any Doom fan. Head over to the JDoom site and download it.


     Jim Dosé Joins id
     Posted by at 7:00 PM
    Category: General

    Jim Dosé is leaving Ritual Entertainment to join up with id Software for the new Doom project.


     Some Thoughts On The New Doom
     Posted by at 7:00 PM
    Category: General

    Former id Software programmer, Dave Taylor, shares his thoughts about working on the New Doom game:
    I do ABSOLUTELY recommend if you're a talented artist to apply for the position. It's an adventure unlike anything you'll embark. You'll make grievous wads of cash. You'll gape at the bizarre effects of instant media focus. You'll get to watch and learn from some of the industry's finest talent. You'll fear for your mortal soul if you get a ride from John to work. You'll have access to almost any software tool or piece of hardware you want to get your hands on.
    I'll take an application, please!


     Developers On Doom
     Posted by at 7:00 PM
    Category: General

    Contacting game developers everywhere, Stomped has gathered thoughts on id Software's announcement of a new Doom game. There are two interviews:

    http://www.stomped.com/interviews/doom.html
    http://www.stomped.com/interviews/doom6.html


     John Carmack's Announcement
     Posted by William 'Phoebus' Mull at 7:00 PM
    Category: General

    It's already history, but here's the important part of John Carmack's .plan update. Hard to believe that it was just a little over one short day ago that John turned the world on its ear when he announced the new Doom:
    It wasn't planned to announce this soon, but here it is: We are working on a new DOOM game, focusing on the single player game experience, and using brand new technology in almost every aspect of it. That is all we are prepared to say about the game for quite some time, so don't push for interviews. We will talk about it when things are actually built, to avoid giving misleading comments.



     Welcome to NEWDOOM.com!
     Posted by William 'Phoebus' Mull at 7:00 PM
    Category: General

    Welcome to the latest site to join our bustling network - NEWDOOM.com! We're looking forward to enjoying a long and exciting ride with everyone in this vast and rabid community of DOOM fanatics, past, present and future! You may know us from some of our other sites: HexenWorld, Heretic II, Raven Games, Soldier of Fortune, Rune News, Voyager Elite Force, and we're just getting started! Certainly not last, and certainly not least, this site is a very unique and special adventure for us! Because, well . . . it's all about the NEW DOOM, bay-bee! :) So please don't stray too far, there's much more to come!




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