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ceql
12-01-2003, 10:39 AM
[Edit: Images now mirrored in this thread! Scroll down to the third post! (Big images though)]


Check it out, new doom3 screenies from a German magazine! :bounce:

http://ina-community.com/forums/showthread.php?s=&threadid=334815

NUKE-CG
12-01-2003, 11:16 AM
Mmmmmm RT pixel-goodness.

I love the downward weving strand that the spider is doing, that will be Hell-Scary at 3am :eek:

Confused why he posted it in the Unreal 2 section, I noticed that after the replies were so negative.. looks good to me Unreal2'ers.

ceql
12-01-2003, 11:44 AM
Yea, some comments in that Unreal2 forum thread is pretty negative... I think some ppl just like to bang doom3 just for the sake of it though, so I wouldn't worry about it :)

hrmmm, I dunno how long those images will stay there, so here's the images mirrored!

http://users.bigpond.net.au/sequel/doom3/gs_preview_b1.jpg

http://users.bigpond.net.au/sequel/doom3/gs_preview_b2.jpg

http://users.bigpond.net.au/sequel/doom3/gs_preview_b3.jpg

ceql
12-01-2003, 11:45 AM
http://users.bigpond.net.au/sequel/doom3/gs_preview_b4.jpg

http://users.bigpond.net.au/sequel/doom3/gs_preview_b5.jpg

http://users.bigpond.net.au/sequel/doom3/gs_preview_b6.jpg

http://users.bigpond.net.au/sequel/doom3/gs_preview_b7.jpg

ceql
12-01-2003, 11:46 AM
http://users.bigpond.net.au/sequel/doom3/gs_preview_b8.jpg

http://users.bigpond.net.au/sequel/doom3/revenantsoul.jpg

http://users.bigpond.net.au/sequel/doom3/revenant2.jpg

Garma
12-01-2003, 11:58 AM
looks decent, too freaking disguisting though. I'll never be a big fan of doom

commy
12-01-2003, 12:19 PM
yah this stuff is gonna make AVP's atmosphere seem like happy hour at the kids carnival!

Prs-Phil
12-01-2003, 12:36 PM
sweet but the silouhette looks a bit rough because of the low polycount. The normalmapping though makes it look great again, I guess you need some compromise to make that technologie work on alot of computers :)

Mwai Kasamale
12-01-2003, 12:36 PM
I'm curious? But how many games actually utilize normal maps to this extent, cuz given the results I'm amazed that more games do not look so good.

commy
12-01-2003, 12:42 PM
well its a fairly new thing normal maps and i believe u need certain cards so its not widely used atm

yah the silouhette's a tad rough but when uve got the eye candy in the middle what u looking at the edge for?!! lol

WonderBread
12-01-2003, 01:40 PM
Originally posted by commy
yah this stuff is gonna make AVP's atmosphere seem like happy hour at the kids carnival!


I couldn't actually play the human missions of AvP2, the Aliens just scared the shit out of me too much. I dunno if DOOM will have the same effect on me, because it's just something about the idea of the Aliens from Alien that get to me, but it will hopefully be scary as hell!

JamesMK
12-01-2003, 01:47 PM
Freakalicious! Dammit - I don't even remember when I played a game at all (might have been Homeworld a few times back when it was released, so you get the idea).... Thing is however that I was pretty hooked on the original Doom once upon a time - these screengrabs make me want to play again! It's a good thing I don't have the required hardware, otherwise it would make my productivity snap down to 0% in no time. :D

Holy cow, this looks saaweeeeet....

chadtheartist
12-01-2003, 01:47 PM
I'm not a big fan of all the gore either, but the technology behind this is quite impressive. Normal mapping... woah. :D

peachstapler
12-01-2003, 02:18 PM
Do these models utilize spec and bump maps? Either way, the texturing looks incredible.

commy
12-01-2003, 02:24 PM
yah doom3 has spec and bump have u seen that vid from 2 years back with the demon walking down the corridor with a rotating light sourse? was fab-a-roony to say the least

Norlan
12-01-2003, 02:28 PM
WARNING, THIS CONTAINS SEVERAL SPOILERS!
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[i]ROBERT DUFFY MUST DIE. I’ll let him finish working on Doom 3 first, but his day is coming. The programmer is tap-dancing around my rocket fire...and when I’m just about to get the drop on him, the lights go out. How did I come to be so owned, you ask? After three years of development with minimal press information (and hundreds of stories for every gib-sized morsel of information), Id promised CGW a behind-the-scenes peek at the latest progress on Doom 3, no holds barred. In a single day, they’d show everything: All the big questions would be answered, all the weapons would be revealed, and previously unseen levels would be explored. Welcome, gentle readers, to your Doom.

HELLFIRE, TEXAS
In the same building that houses the office of the mayor of Mesquite, Texas, sits the unassuming headquarters of Id Software. Once inside, it’s obvious these offices aren’t for selling insurance. There’s a 6.1 THX-certified conference room equipped with a plasma monitor and a Falcon Northwest PC with Doom 3 emblazoned in neon lights on the side. Our demo driver for today is lead designer Tim Willits. He fires up the single-player game, talking about how he “wants to scare the shit out of people.” Since the only thing scary about the original Doom for me was the multiplayer competition, I take Willits’ warning with a grain of salt.
Do we really need to go into the proprietary physics, shadows, and A.I. being poured into the Doom 3 engine? It’s been praised, it looks good, and everyone has said their two cents. Seeing it firsthand however, makes me feel like I’m on the set of Aliens. The slow pacing, claustrophobic environments, and use of shadows all add a great deal to the game’s palpable tension.
“The pacing is intentionally slow,” says Willits. “After all, we put all this work into [the environments] and we want to give people the opportunity to explore them. Otherwise, what’s the point?” He says this while unloading buckshot into a zombie commando. A whip-like tentacle snakes out from its right arm and lashes at the screen.
There are plenty of other details in the carnage, including a bloody handprint on the wall and a disemboweled body hunched over a table. Wait. Was that the sound of a cracked pipe hissing...or something else?
Willits opens his in-game PDA for the next mission objective. The PDA contains maps, goals, e-mails retrieved from bodies, and so on. It's a cool little window into the world, but if you read some information carefully, you'll find hints to secret areas, inside jokes, and other minutia. For example, at one point you read an email that you've downloaded to your PDA from a supervisor. In it, you're asked to fix the loose floor panels in the Alpha Labs before someone falls through and is injured. If you read the e-mail, you'll know where to find the broken floor panels, which lead to a secret underground passage. You can then sneak up behind a number of demons and zombies and kill them before they can ambush you.
Back in the game, a stray shot at a window suddenly breaches the base's atmosphere. Oxygen is getting sucked out to the Martian surface. You'll die from suffocation if you're not careful, but the developers, unfortunately, had to kill the visual effect of getting sucked out along with the air. "The calculations for physics of shattering glass are bad enough, but trying to factor in [getting sucked out a window] is just too much," says Willits.
Now, we're walking in the dark and escorting the NPC Ed through some corridors. Lit only by Ed's lantern, imps pop out from the shadows, and I jump back for a second, laughing. These aren't come pixilated little buggers. They are detailed and coming right at you. It feels like a movie. Don't want to know what this "movie" is about yet? Skip the next section if you don't want the story line spoiled.

*Spoilers!*













You start the game as a marine walking through a research outpost on Mars. " you don't jump into the action right away. As soon as you want to begin, you report for duty and go out on patrol," Willits says. Before long, a gateway to hell opens, leaving g you as one of the few survivors. Ah, but seeing as how you played the original Doom, you already knew that. But did you know that there's an ancient civilization buried deep in the heart of Mars? Did you know that this had also happened centuries ago and the demons were beaten back with some ultimate weapon?
While the folks at Id didn't have any artwork to show of this nifty bit of alien gear, we can give you a hint: the new weapon, called the soul cube, has nothing to do with hell raiser. This contraption, though, was powerful enough to beat back the demonic hordes once. Realizing it’s power, the hordes grabbed it and brought it back to hell to make sure it couldn’t be used again-which means you’re going to have to go down into the bowels of the underworld, where this super weapon is being guarded, retrieve it, and stop the inevitable invasion of Earth. OK, end of major spoiler.

*Minor Spoilers Ahead!* (but some good non-spoiler info too...)













HOT POCKETS
Deep in the caverns of Mars, at an excavation site, we start seeing signs of a previous culture. A huge temple with writings on the wall means more secrets for you to uncover. Little pockets of hell are busting through the walls. Normal areas meld with brimstone, and pentagrams appear on the ground. But there’s no time to see the sights, as a couple of revenants start launching plasma balls and a demon floats overhead. Next come waves of zombie security guards armed with shotguns. A couple shots connect, sending you reeling.
This is one part of the game that surprised me-the visceral feel of each blow. Whether you get slashed by a zombie or take a shotgun blast to the grill, your “head” snaps away, making it tough to focus and aim properly for a few seconds. And, thanks to the per-poly hit detection, the strength of that shot and the subsequent blow varies. Some bits hit your armor, but the strays that actually connect with flesh are going to do more damage…and every projectile is precisely calculated with the physics engine, whether you’re taking potshots or just knocking out the glass from a window.

Some creature/boss spoilers ahead!
















VISIONS OF HELL
The art in Doom 3 looks like an H.R. Geiger nightmare. Lead artist Kenneth Scott starts by showing the cast of prezombified characters, each with different types of head and effects. He uses a blending technique to shift a woman from the normal state to a sallow zombie. “Early shots we’ve sent out only have a couple zombies in them. People are probably thinking they all look alike, but they don’t,” says Scott. There are lots of gruesome ways to die, and they’ll all be on display. Various chunks from a body could be missing, an exposed skull here, no stomach there. Then there are some personal favorites, like the security guards who still wear cracked goggles after their eyeballs have burst. There are effects also being added to some, like “Burnie,” for example. This zombie model has flames licking off parts of his body, and you can see the charred flesh underneath.
But this is saying nothing of the bigger, tougher denizens of hell: fearsome hell knights, Thing-inspired trites that make Half-Life’s headcrabs look like the catch of the day, and lots of as-yet-unnamed creatures. There’s a spidery demon boss that skitters around and has a pouch in the back that looks like it’ll spawn little tritelings. Scott’s favorite: the sinister hell cherub. “Hey, heaven’s got ‘em,” he says. Not like this though: Twisted baby faces top tiny, disfigured bodies that fly around with insect wings.
A huge monstrosity fills the screen for a split second. “Oops, I don’t think I was supposed to show you that!” The unarmed Jurassic demon is so big it can’t be seen in it’s entirety in one screen. While Scott can’t go into detail on what it is, he assures me that this isn’t the final boss. Now that’s a scary thought.End creature spoilers




If you want scary, though, you also need to get a feel for the animation work being put into doom 3.”The trick is to add little sequences in the game engine that don’t pull you out of the game,” says lead animator Fred Nilsson, who was one of the animators for Shrek. So how does creating that movie’s gingerbread man torture sequence compare to working on a game like doom 3? “Games are a lot more creative. You’ve got to do a lot of things, like creating models and setting up the character and skeletons.”
The large number of bones in each character allows for detailed animation. Whether you’re observing a marine’s face contorted in pain, seeing a mouth form words, or simply noticing sets of eyes darting around the room, it all sells the realism beyond the graphics. And, after a two-day motion capture marathon, it’s easy to overlay mannerisms, staggers, and the like.
But the really creative part is being able to place cameras, down and edit the scene. Using Maya, and the in-game engine, Nilsson briefly yanks the camera out of your control. The next 10 seconds in one scene focus on a pinky demon knocking over a railing, jumping down, and ramming a door. Only then do you get control back. Finally, Nilsson gets to be the director.
Technically, you’ll get to be one as well, since the editing software will be available when Doom 3 ships. This is Rob Duffy’s domain, programmer and the keeper of the tools.
“The fact that we include all the tools, source maps, and textures on the disc is big. This is the first time this has been done.” You won’t get the 3d modeling (Lightwave) and animation (Maya) tools that we used, but there are light versions and free programs available on the Web. “Because of the things the engine can do, we can expect to see some great things [from the modding community]”.
You see, Doom 3 may be intentionally slow-paced, but that doesn’t mean you can’t get some serious speed. The physics engine allows for vehicles, if desired. You can also get fast and furious combat, as in the upcoming Quake 4. (Duffy confirmed that Raven Software is working on Quake 4 right now in tandem with the id folks, but other than that, mum’s the word.) What’s Duffy looking forwarded to? More single-player mod offerings. “All the mods lately have been multiplayer. If you have a team that wants to break into the business with a commercial venture, a single-player mod is the best way to get noticed.”
In order for those coders to get crankin’, though, the game has to come out. “Early ads said that Doom 3 was coming in 2003,” says id CEO Todd Hollenshead, “but we knew that probably wasn’t going to happen.” People are getting anxious, though-anxious enough to distribute the game early. A year ago, the E3 build was leaked to the public, and the recent news of the Half-Life 2 source code leak brought up some painful memories.
So when will Doom 3 ship? Hollenshead gives the stock answer on cue: “It’ll be done when it’s done,” Looks like we’re going to have to settle this with a deathmatch before I hit the road.

"Let's get ready to Giiiiib!"

The single-player game may be intentionally slow, but the pace is kicked up for multiplayer. No adrenaline meters required on the six to eight maps that’ll come with the game when it ships. You’ll be able to manipulate switches, activate security cameras, move objects, close shutters, and turn off lights. There may only be four people playing at a time, but Hollenshead explains, “We knew we were onto something because we started lining up to play it in the office.”
Imagine moving a canister in front of a doorway and turning off the lights. You hide in a corner and-whoosh-the door opens. All you can see is the silhouette of your enemy in the doorway and it’s time to open fire. Just pray your target isn’t in berserker mode.

Scott describes the berserker mode as the sci-fi drug “red-eye” that was seen in an episode of Cowboy Bebop. As you slap the berserker helmet on, the world goes crimson; you run uncontrollably at a full sprint, and you’re only able to punch or club someone with your flashlight for ridiculous amounts of damage. And all the while, you’re maniacally screaming.
Which catches us up to where we are now: I’ve already been brained twice with a flashlight by a berserking Marty Stratton, and Duffy once again has me in his sights. Click. I forgot to reload. His shotgun blast catches part of my armor and sends my “head” reeling. The visceral screen shake, combined with the 6.1 surround sound, makes me feel the impact of every bit of buck-shot. It’s over. I come in second place with seven kills. The sad part? I know they were going easy on me.
There’s always next time-especially since Nilsson waits in the wings like some sinister end boss. Everyone in the office fears his deadly aim, but not me…not yet, at least. I’ll be in training until I head back down to see whatever’s next from Id.

While id has only a few renders available, we learned about all the weapons that will be in the final game. Not pictured here are the flashlight, grenades, the rocket launcher, the infamous BFG, and the soul cube.

Fun Facts: The face of the space marine you control in the game is that of Kevin Cloud, artist and co-owner of Id Software. Nobody has told him yet.

Fun Facts: The shotgun from the original Doom was actually modeled on a plastic toy gun. It still sits in Id's lobby.

Carmack Quotes
- It's funny at 33 years old being an old man in the [game] industry. I wrote my first game for the Apple II, Shadowforge, about 16 years ago.

- "I'm not nearly as big of a game player as a lot of the guys [at id]. Part of taking a step back from being a designer to the directorial role is that I may not be the best person to design games. I can code certain aspects, but I'd rather have passionate people that have a vison they want to get in. I'm more the engineer and technician who wants something to work well."

RobertoOrtiz
12-01-2003, 02:32 PM
Cool thread!

I am moving it to the news section.

-R

CritterCre8r
12-01-2003, 03:00 PM
The art work looks awesome. I am actually a fan of video game gore. You just don't see enough half-eaten zombie vampires walking the streets these days. vid games are all about fantasy. Some of my favorite dreams are the nightmares.

heavyness
12-01-2003, 03:22 PM
the normal mapping and models looks great and the Doom atmosphere is back.

the only thing that looks questionable is the mapping on the walls on the last two pics [right side], looks really flat. but in the other pics, the environment mapping is much more detailed?!?

i've never been the biggest Doom fan, but i'll give it a whirl.

squidinc
12-01-2003, 03:24 PM
Originally posted by WonderBread
I couldn't actually play the human missions of AvP2, the Aliens just scared the shit out of me too much. I dunno if DOOM will have the same effect on me, because it's just something about the idea of the Aliens from Alien that get to me, but it will hopefully be scary as hell!

I played it eventually, but that first bit where the stuff that looks like an alien falls through the ceiling makes me jump every time :D

commy
12-01-2003, 07:04 PM
lol yah its good how the first few missions are totaly empty of aliens just makes the tension higher cus u know there gonna be there somewhere!

Supervlieg
12-01-2003, 09:11 PM
Looks cool. More money for the videocard manufacturers. Gotta start saving. Or get x-box version.

BiTMAP
12-02-2003, 05:59 AM
it looks much improved over what i last saw, But i think i'll pour my money into HL² becuase It has the gameplay i like, and the mod features i need.

Def a game i think looks interesting, but the damned hell stuff turns me off.

listen202
12-02-2003, 07:22 AM
Tools and a kick ass eng for 49.99. Time for doom real time shorts.:bounce:

I can't wait to get my hands on this and the mods.

Layer01
12-02-2003, 09:39 AM
ooo its gonna be oppen season for modders what with Doom 3 Half Life 2 and FarCry should be a cool next couple of years :buttrock:

Norlan
12-02-2003, 02:01 PM
Originally posted by BiTMAP
it looks much improved over what i last saw, But i think i'll pour my money into HL² becuase It has the gameplay i like, and the mod features i need.

Def a game i think looks interesting, but the damned hell stuff turns me off. I have a feeling that people are still imagining Doom 3 will just be another run-and-gun production from id...

Emmanuel
12-02-2003, 02:25 PM
This is gonna be a hell of a game :)))
I guess its gonna be a lot like "Resident Evil", with 100% scripted events and stuff.
Also, the reviewers in mags and sites will have to start a new calendar system: BEFORE normal mapping and AFTER normal mapping.
Game graphics have become a whole different story since the normal maps were introduced.
Deus Ex 2, Thief III, HL2, Doom 3, Max Payne2 are at a completely different level.
I fear the modding community will get into problems, because the amount of work required for good models now is three times higher.

mankor
12-02-2003, 04:49 PM
[ I fear the modding community will get into problems, because the amount of work required for good models now is three times higher.]

Yeah ..too bad to because i really like the painted texture look of games...I personnally would rather see polycounts go up to the 5000-6000 range rather than using dot3 bumpmapping..its really a pain in the ass to setup (yes ive been working with it)..and the results to me are rubbish because now everything looks plastic and prerendered.. you cant control the specular level of the dot3 map, so skin kicks up light like it was plastic..realtime bumpmapping is good but is overused to the point of rediculousness...its great for metal and wood ,but bad for skin :(

Emmanuel
12-02-2003, 05:40 PM
Hi !

I agree almost completely.
While it looks awesome the first time You see it, if You work as a games artist You suddenly realise how limited the use of it is.
AND there is the danger that games which try to look realistic start to look all the same.
Imagine if You can not tell if the screenshot You are seeing with the infamous underlit metal corridor is from Doom, Deus or another game.
The personal touch goes to hell with that desire for thge prerendered look.

But are You sure that You can not control the dot3 bump effect ?
As far as I can tell, You have influence on the specularity and the bumpiness.If You leave the specularity out, then the skin doesn't look like plastic.I think I even have seen something in Max where You can adjust the strength of both specularity and bump...

Death_Viper
12-02-2003, 07:51 PM
You won't find me playing these games at 3 in the morning.. I would be pissing my pants all night and would jump from every littile sound fearing that and upside down headed spider will jump on me. :cry: :cry:

frameless
12-02-2003, 08:15 PM
Graphics are amazing but i think this will be a very monotonously game :/ .

squidinc
12-02-2003, 10:28 PM
Originally posted by genix
Graphics are amazing but i think this will be a very monotonously game :/ .

If it's jumpy as hell all the way through it, it'll be cool, but there'll have to be some pretty varying scenarios to keep it from turning into just another shooter game.

as for playing this at 3am in the dark, no way, those spider things are too f#@ked up, I think they have to be most disturbing looking thing i've seen in a game for a while, :)

Prozac Mouse
12-02-2003, 11:10 PM
Originally posted by squidinc
If it's jumpy as hell all the way through it, it'll be cool, but there'll have to be some pretty varying scenarios to keep it from turning into just another shooter game.

as for playing this at 3am in the dark, no way, those spider things are too f#@ked up, I think they have to be most disturbing looking thing i've seen in a game for a while, :)


well i think the game should be fun..i mean if the focus is on eploreing (like he said at the start no monsters just exploreing) and if it gets a survival feel to it like RE then it should be cool...at least just to see what @#$ed up thing waits arround the next corner.

as for the spider things being messed up, yeah i quess so, but i reckon Silent Hill 2 and 3 had WAY more disturbing stuff in them.

slice56
12-02-2003, 11:18 PM
yeah, i played the alpha version a while back, and i must say, they have definitely utilized the dark spots on the levels. its scary as hell when you are running thru the levels. you dont know if something is in that dark corner or if its empty. Its a great game in my book.

when is it scheduled to be released?

Emmanuel
12-03-2003, 06:58 AM
The spider heads have been "stolen" from John Carpenters "The Thing"
(early 80s) and the computer game "The Thing" (2001, IIRC).
They are not original, so I am not at all that frightened.
If You have seen how the original spider head happened, then You know that it was really bizarre to watch :) (in "The Thing").

Look here: http://www.xofacto.com/justin/spiderheadbig.jpg

HyMz
12-03-2003, 09:14 PM
http://games.tiscali.cz/clanek/screen.asp?id=3463

some new screenies :)

looks pretty cool if you ask me :cool:

kaber
12-03-2003, 11:11 PM
mirror, if the other ones go down.

http://aliansystems.com/doom/doom.html

MasterBaiter
12-04-2003, 01:24 AM
Originally posted by genix
Graphics are amazing but i think this will be a very monotonously game :/ .

I tend to agree. If you like run N' gun, this is the game for you. If you like to be scared, it will probably leave some marks in your undies as well. :scream:

Most of the models in the game are coming in around the 1500 poly range. Bump maps are being generated off of a much higher poly version of the same model and then being applied to the low poly version to give the illusion of exceptional detail (very slick IMO). This feature is detailed in this pic (http://users.bigpond.net.au/sequel/doom3/gs_preview_b8.jpg) which ceql has graciously mirrored. I'm a poster in the U2 forum and all I can say is the graphics are great, but as a gamer I'm always looking for something more (Half-life 2 models have upwards of 7,000 polys, but aren't using bumpmaps). I honestly don't think the gameplay will be that compelling though. :shrug

ages
12-04-2003, 02:09 AM
Maybe everyone is just sick of the zombie thing?
Its soo 1999.

Also some things to know:

*If Halo runs crap on a new pc how sthis game going to run?

*How much of teh effects will be GPU bound?

*Who cares about zombies anymore?

*Why isnt this game out now?

*Should they release a demo beta first to test it on as in peformance and bug wise?

*How much royalties does John carpenter get for all the ripoffs this game has from The THING?

eliseu gouveia
12-04-2003, 02:49 AM
I´m looking forward to Doom3.:beer:

Folks, if you aren´t really into this sort of games, you shouldn´t fell the obligation to come here bashing since it only manages to spoil the joy of those who are genuinelly eager to learn more about it and planning to explore every single detail of this obviously very polished and good-looking piece of software.

Note: Like Matrix and LoTR, it´s okay to say that you like both Half Life2 AND Doom3, it´s not a heresy and you won´t go to hell for saying it.:cool:

A-KO
12-04-2003, 02:53 AM
To answer the previous reply's quesstions. You can almost count on Doom 3 requiring a lot of your PC. Though I will say it's probably coded much more efficiently than Halo for the PC was, but the fact of the matter is hey, it's a new game. Hey, it's meant to take advantage of the latest hardware. Yes, it's going to eat a lot of the system.

It seemed to be running quite well at 640x480x32 mode at Quakecon, so I am sure you'll get at least 800x600 out of it with a decent (R9700+/2Ghz+ CPU) system.

This is just something you're going to have to accept. Get over it. Besides, it was announced that the game is going to be capped at 60FPS for various reasons related to gameplay and performance.


Doom III is a retelling of the Doom story. It's not a continuation, it's a remake. It's meant to provide the experience the original story was meant to provide. It's going to have zombies and other various creatures that you've probably seen many times.


To the comments about the game being repetitive: Hey, life's repetitive. Get over it.


They don't need to release a beta/demo to 'gauge performance' because at this point by the time a demo came out, the game will be near launch. At that point I believe the engine will be practically done for the most part. The only things that would get fixed are 'bugs' and there wouldn't be any significant rendering changes.

1000101
12-04-2003, 04:44 AM
*If Halo runs crap on a new pc how sthis game going to run?

Bad port. Gearbox seems to screw alot up though.

*How much of teh effects will be GPU bound?

Probably quite a few (except for physics); won't know till its released.


*Who cares about zombies anymore?

Who cares about first person shooters anymore?

*Why isnt this game out now?

Its either not done; or Gabe was still hungry after eating the half-life 2 source code and devoured the Doom 3 source too.

*Should they release a demo beta first to test it on as in peformance and bug wise?

They might but they shouldn't have to.

*How much royalties does John carpenter get for all the ripoffs this game has from The THING?

I dunno. If someone pays him royalties though I want him to pay me damages for not stopping me from seeing some of his more recent movies.

MasterBaiter
12-04-2003, 05:29 AM
Doom 3 does look good. I do not believe however that the engine makes the game. If you like run N' gun games that scare you, you will probably enjoy Doom 3. There doesn't seem to be much that is compelling about the gameplay above and beyond this though. :shrug:

Keiyentai
12-04-2003, 05:49 AM
:eek: :drool: :drool: I have been wating for this game since I saw the video og the GeForce 3 release when they previewed it on a Mac G3 and the Geforce 3 was a "low" price of $695. I have the Alpha and I still play it for fun. I WANT DOOM III!!! Oh and for those who are like "Oh well Doom is boring blah blah blah" If you dont like it dont complain about it and bother ever one else! If you dont like DOOM thats your own problem! Not everyone elses.

Crazzy Legs
12-04-2003, 07:54 AM
you guys really complain about a lot of stuff for a game you haven't even played yet. Complain about this...complain about that...la.la.la. Who really cares about the stuff your complaining about. The real thing that you should be complaining about is the color of the clothes the zombies are wearing. They would never wear anything so dull. They would be toating around brightly colored "happy clothes"

Keiyentai
12-04-2003, 08:37 AM
heheh good point man. Where's the rocker janitor who was walking to the kitchen after his shift? I dont think he would be cought walking in those Orange Work suites...Owell. THere will no doubt be some skin mods.

NUKE-CG
12-04-2003, 09:24 AM
Keiyentai, the right we have to like it, gives people an equal right to not like it. Welcome to peoples opnions.

Keiyentai
12-04-2003, 09:40 AM
understandable. If you have played Doom before and dont like than thats fine but I ust dont like it when people bash it when they have never even played Doom. I'm not trying to say people dont have the right in the forum to say they dont like it. It just gets old when some one who hasent played it goes off multiple times on how bad it's going to be or so on.

A-KO
12-04-2003, 10:29 AM
I think it's funny that people complain about what the performance will be like, over-and-over again. It's non-stop. As if we don't already know that the game is going to rip MOST computers apart in terms of what it's going to require.

I don't see what the big deal is. We should expect new games to require upgrades, that's how it was in the old days. When you went from Doom to Duke Nukem 3D, to Quake, to Quake 2, to Quake 3 -- you needed some sort of upgrade to run those games. Hell some required entire computer upgrades which *were not cheap* at that time.

Doom - 386 (DX preferred)

Duke3D - 486 DX2 66Mhz minimum

Quake - Pentium (5x86) equivalent, 75Mhz minimum. Though it did run on the AMD variant but much slower since it was really technically a 486.

Quake2 - era of 3D video cards. This game REALLY kicked off the need for 3D video. It was the era of the Voodoo2

Quake III Arena - 32-bit video was a necessity for top end gaming, so everyone who had voodoo2 hardware had to toss it and move to Nvidia. This was when everyone hopped onto the Geforce 256 DDR and Geforce2 cards.


Considering id software's games are on the forefront of pushing technologies and computer gaming, with the exception of the Duke Nukem 3D from 3DRealms reign in that mix (hey it was just too good of game, everyone here who remembers back that far will admit that one), you can generally see that it's been a comparatively long time since we've needed to upgrade. The cycle looks to be this:

1992, 1995, 1996, 1998 (really late 1997), 1999, 2004??

That's 5 years between the last major changeover.

All I can say it's about damn time.

1000101
12-04-2003, 02:28 PM
Originally posted by NUKE-CG
Keiyentai, the right we have to like it, gives people an equal right to not like it. Welcome to peoples opnions.

understandable. But then its alot like going into the lightwave forums and informing everyone in various threads there at how much you can't stand lightwave despite having never even seen or touched it.

Sure I have my opinion but I don't have to go pissing on everyones parade about it.

On a side note; I hope it can make my system choke. I've been looking for an excuse to upgrade. We need to move forward instead of all these crazy Dx7 looking games. We have all this neat new shading technology thats been available since the radeon 9700 series and we're still not using that tech on anything except for water effects.

Is this the future of gaming? the water effects just get more detailed?

WhiteRabbitObj
12-04-2003, 02:31 PM
Originally posted by Keiyentai
THere will no doubt be some skin mods.

It's doubtful there will be many skin mods. The process is something like 8 steps to obtain the textures for DOOM3. I spose that maybe there will be lots of craptastic color-map textures for it, but as for high quality bump/normal mapped texture nodes, I think that we will see only a few, since script kiddy type folks won't have the patience or time to whip up new skins all the time anymore.

Ran13
12-04-2003, 03:19 PM
Originally posted by ages
*Should they release a demo beta first to test it on as in peformance and bug wise?

id released compatibilty demos on Quake2 & Quake3:Arena prior to full release. I figure they will do the same for Doom3.

Spankspeople
12-04-2003, 03:46 PM
*Who cares about zombies anymore?

I, for one, will never EVER get tired of wailing on the undead in video games. I loathe the undead, and games like Doom and Resident Evil are a great way to get out the frustration with the undead that I can not in real life.

Uppity zombies, thinkin' they run the place... *cocks shotgun*

pthomas72
12-04-2003, 03:48 PM
Originally posted by WhiteRabbit.obj
It's doubtful there will be many skin mods. The process is something like 8 steps to obtain the textures for DOOM3.

True, sorta.

Its still a low poly world but the texture emphasis is on highpoly modeling. look up those leaked Quake 4 pics. Those highpoly models are for making the normal maps. the process requires a normal, diffuse, specular, greyscal bump maps. It's now almost exactly like highpoly modeling.


http://developer.nvidia.com/object/ps_normalmapfilter.html
(http://)

This is a photoshop filter that makes normal maps out of greyscal textures.
MAX6 has the ability to show these normal maps in real time. very similar to whats going on in doom3 (no ID is not switching to MAX.) use the directx manager at the bottom of your stndrd material.

WhiteRabbitObj
12-04-2003, 06:27 PM
Originally posted by pthomas72
True, sorta.

Its still a low poly world but the texture emphasis is on highpoly modeling. look up those leaked Quake 4 pics. Those highpoly models are for making the normal maps. the process requires a normal, diffuse, specular, greyscal bump maps. It's now almost exactly like highpoly modeling.

Thanks for the info. I don't actually do game modding myself, not big into video game work though I'd do it if the opportunity for a job presented itself, and of course, video games are getting closer and closer to film quality so it's a good field to be in now, but it's still good info to know.

As for those leaked Quake 4 models... wow. That is some of the coolest modelling I've ever seen. It would be so cool to have a job where you entire job was to just model a bunch of monsters and go hog wild.

Layer01
12-04-2003, 10:15 PM
Originally posted by ages


*Who cares about zombies anymore?




:eek: ZOMBIES MAN! can't get enough of em IMO.....i mean they groan, they fall apart nicely when you shoot them, they look gross/cool, the're zombies!!!
:buttrock:



:p

eliseu gouveia
12-05-2003, 12:48 AM
*Who cares about zombies anymore?

Zombies is like sex and money: there´s no such thing as too much.:cool:

Keiyentai
12-05-2003, 02:19 AM
OK couple questions. 1 does the Photoshop Filter work with ATI card? Or is it ment for the programable GPUs? Also where are those Quake IV pics?!?

Gein
12-05-2003, 04:14 AM
the leaked Quake 4 shots can be seen here:

http://www.ravengames.com/quake4/leaked_screenshots.php


;)


Gein

John-Stetzer
12-05-2003, 10:55 AM
Originally posted by ages
*Who cares about zombies anymore?
Anyone how cares about surviving the next zombie infestation/outbreak, of course!

http://www.amazon.com/exec/obidos/tg/detail/-/1400049628/qid=1070624885//ref=sr_8_xs_ap_i0_xgl14/103-7640209-6093444?v=glance&s=books&n=507846

;^)...

Norlan
12-05-2003, 04:29 PM
For those for you who said Doom 3 will be just as simple as another run'N gun game, and Half Life 2 isn't? That sure is a pretty blunt conclusion been drawn there

MasterBaiter
12-05-2003, 09:00 PM
FPS are all pretty much run N' gun games. Some are just more scripted or interactive is all.

Probably one of the few exceptions that comes to mind for a significantly different FPS would Thief. :shrug:

Keiyentai
12-06-2003, 01:34 AM
All I knw is I want DOOM III lol I'm not sure about HL2...just something about to me that seems dull. I dont know. As for the Quake IV "leaked" shots I have seen them before hehe. I thought you ment actual ones lol.

t-man152
12-06-2003, 08:01 PM
Originally posted by ceql
Yea, some comments in that Unreal2 forum thread is pretty negative... I think some ppl just like to bang doom3 just for the sake of it though, so I wouldn't worry about it :)

of course they will be negative. your on the unreal 2 forums. finding good coments about doom 3 on the unreal forums would be like finding good coments on the P4 on an AMD fanboy forum

eliseu gouveia
12-06-2003, 08:04 PM
Or like finding good Matrix comments in here?:cool:

t-man152
12-06-2003, 08:39 PM
Originally posted by eliseu gouveia
Or like finding good Matrix comments in here?:cool:


lol

Keiyentai
12-07-2003, 01:54 AM
hehe. Hey has anyone heard of an official release yet? It keeps getting bumped.

ceql
12-07-2003, 03:50 AM
lol well, the link was forwarded to me by a friend, I don't actually browse over there myself ;)

Keiyentai
12-07-2003, 04:49 AM
Hopefull they wont pull a Valve and say "oh it will be out in March or Early April" .....

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