Welcome to the Nuevos Aires Enginani Corps,masters of the spline wrench and trunklineoverride. Fix exotic machinery, calibrate power grids, and sleep long hours. Medical and dental insurance and vision care plans are provided for employees and dependents.
Barista 3 Chapter One ================================================================ Version : 1.0 Date : September 2004 Author : Brendon Chung firstname.lastname@example.org http://www.planethalflife.com/blended Description : Welcome to the Nuevos Aires Enginani Corps, masters of the spline wrench and trunkline override. Fix exotic machinery, calibrate power grids, and sleep long hours. Medical and dental insurance and vision care plans are provided for employees and dependents. a single-player mod for Doom 3. Special Thanks to : id software looking glass studios ================================================================ * Install Information * Unzip everything into your Doom3 directory. Make sure to retain subdirectories. To run the mod, activate the MODS option in the Doom3 main menu and select "Barista3" ================================================================ * notes * I'm a fan of id Software's games. They're fun to play, are always technically solid, and great to make mods for. Barista 3 is the third in my little Barista series. Barista 1 was for the ZDoom engine, Barista 2 was for the Quake 2 engine, and now here's Barista 3 for the Doom 3 engine. One of my goals was to push for more interactivity. It always bugs me when you enter a restroom and cannot click on the toilet or hand-dryer. Does activating a hand-dryer really enhance gameplay? No, not really. But it is amusing on some strange obscure level. And so, in Barista 3, there are lightswitches, cabinets, drawers, lockers, gadgets and doodads that you can interact with. enjoy ================================================================ * completely uninteresting technical notes * This mod was meant as a test-bed for learning how to edit Doom 3. Prior to this, I had worked with Doom 1, Quake 2, and Half-life. Doom 3 follows the same principles (brushwork, entities, targets), but introduces many new things. For me, the two biggest things are the scripts and guis. I feel these two elements have to be the biggest advances made in fps games in the past several years (script files have been around for quite a while, but I believe the gui stuff has never been done before). The two have their own mini-languages you have to learn, but it's well worth the time. * * * Uncompressed, the files clock in at about eleven mb. This surprised me. I only included two custom art assets (two jpegs) which accounted for only 90k. Since almost every file was a tiny text file made in notepad, where was this huge 11 mb coming from? The bulk of it came from the compiled map files (.map .cm .proc), which ended up being 9.3 mb. Even though the map is quite tiny, the collision and bsp stuff end up taking a lot of room. The guis take up about 1.2 mb, though most of that consists of the 700k mainmenu gui. With that being said, though, since everything is a plain text file, they compress incredibly well. The 11 mb ended up zipping up to a nice 2.3 mb. * * * The compiling process is fantastic. In the older id Software engines, compiling times were ugly. If you were very efficient, you might skate by with a 30-minute compile time on a fairly large map. A large map may take something like two hours. In Doom 3, the compiling process is something along the lines of 20 seconds! This made me flip out. Lighting is done in real-time, VIS is done manually through visportals (I think), and the only thing the game compiles is the BSP. (and of course, the preview window in DOOMEdit calculates light in real-time, so you don't even need to run the game) * * * The book labels and post-it notes are plain guis. Unfortunately, I was restricted to only using the color black since any other color will "glow in the dark". * * * Thanks for downloading this map. If you have any comments or questions, feel free to e-mail me at email@example.com ================================================================ * Copyright / Permissions * This level is (c) 1999 Brendon Chung. You may not include or distribute this map in any sort of commercial product without permission from the author. You may not mass distribute this level via any non-electronic means, including but not limited to compact discs, and floppy disks. email me! firstname.lastname@example.org
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