New DOOM III Shots 209
Warrior-GS writes "There are some new DOOM III screens on GameSpy coming from QuakeCon 2002 in Texas. There are also new screens of Elite Force II, the Return to Castle Wolfenstein expansion pack Enemy Territory and Return to Castle Wolfenstein for the PS2. Carmack is also scheduled to speak tomorrow for about two hours."
The real question ... (Score:4, Insightful)
Re:The real question ... (Score:2)
Then agin, I like playing Unreal Tournament, and Halo. So what do I know about plot?
(Actually, I like the campaign in Halo. Decent plot and I still get to blow stuff up).
Re:The real question ... (Score:5, Insightful)
Regardless of the validity of judging a game's gameplay from 15 seconds of video, they're missing the point-- id makes a good chunk of its money licensing its engines. Lots of games used the Quake 2 and 3 engines, and many games will use the Doom 3 engine. If you play the sorts of games that use these engines, you should be interested in id's latest engine because it's a peek into the future.
Re:The real question ... (Score:2, Funny)
Re:The real question ... (Score:1)
Wonder if it's just a coincidence or was the NPC's uniforms in these screen shots modeled after the ones used in STTNG movies?
Re:The real question ... (Score:1)
I hear the "its a formula that works.." arguement, because it does....
but c'mon with all the technical know how ID has, they can make a gorgeous, engrossing, game, right???
Re:The real question ... (Score:1)
Lightsabers and force powers make this one a completely different ballgame than most FPS games.
Don't count on it (Score:2)
Re:Don't count on it (Score:2)
You, buddy, sure haven't read anything about this engine. Let me give you a hint: Every object casts realistic shadows from Every light. Not only on other objects, but on themselves. And it's fully coordinated with the bumpmaps.
You'll see the difference. Until then, have faith in Carmack. I want "crazy super ultra-violence realism" too, but it's not going to happen for at least another five - ten years.
Re:The real question ... (Score:2)
Take the stunningly-rendered totally realistic looking truly curved 8000-polygon red key to the stunningly-rendered totally realistic bump-mapped real-world-physics-based red door.
See? That's like, light years better than Doom (I).
carmack carmack carmack (Score:1, Flamebait)
Great... (Score:5, Funny)
Re:Great... (Score:5, Funny)
Re:Great... (Score:2)
Re:Great... (Score:1)
Re:Great... (Score:2)
No, but I remember that when the original Doom came out, the internet link between Europe and the USA went down twice during the night that followed.
The effect on us, the CS students, was turning us into zombies during the day, and pizza and cola gulping freaks during the night..
are those pics doing it justice? (Score:1)
oh (Score:1, Funny)
Re:oh (Score:1)
Doom 3 Music (Score:3, Interesting)
wow, maybe I took that shot (Score:2, Funny)
I just don't remember that background....
Wunderbar (Score:2)
Hmm, not terribly impressed... (Score:3, Interesting)
Am I alone in thinking this?
Re:Hmm, not terribly impressed... (Score:1)
Jeremy
Re:Hmm, not terribly impressed... (Score:4, Insightful)
Re:Hmm, not terribly impressed... (Score:3, Informative)
Yes. Why? Because these are still shots. They cannot compete with beautiful raytraces, etc. You must judge the graphics quality when watching the game in live motion, because much of the quality of a video game's graphics comes from how light/shadow/reflection is handled, how realistically things move and blend in with the world, etc.
Re:Hmm, not terribly impressed... (Score:3, Funny)
Re:Hmm, not terribly impressed... (Score:5, Funny)
Reminds me of a company Christmas party I once atteneded
Re:Hmm, not terribly impressed... (Score:2)
I'm with you... (Score:1)
But in the end it doesn't matter, FPS's make me sicker than a dog after 30 minutes.
Sean D.
Re:Hmm, not terribly impressed... (Score:1)
The difference with this engine is one major fact: Carmack is no longer using hacks to produce lighting effects. The lighting you see in those pictures is done on the fly without hacks. So you'll see more accurate and more detailed shadows and lighting. Perhaps the quality of graphics and AA will improve as well. But compare those two screenshots to quake3 and quake2, you won't see shadows that vivid in most 3d games out right now, and i think that's quite next-gen.
Re:Hmm, not terribly impressed... (Score:3, Insightful)
I'm not saying the games aren't fun, but for me, the graphics don't seem to be any monumental improvement, even over a few years ago.
My 2 cents.
Re:Hmm, not terribly impressed... (Score:2)
Re:Hmm, not terribly impressed... (Score:1)
Are we looking at the same screenshots? (Score:2, Insightful)
Bump mapping. VERY FEW games up until this point have used it, and I've always thought that was a real shame. A good bump-map can make a world of difference.
Lighting! If you look at the dog-bull-beasty shot again, you'll notice that all the light is coming through in little bars. These bars show up on the beast, and it casts a shadow as well.
The zombie-with-too-damn-many-eyes-beasty shot shows that it is casting shadows on itself. Another cool lighting thing.
Go look again.
Re:Hmm, not terribly impressed... (Score:2)
Basically this means that Doom III will be able to do things like have doors with lit rooms behind them cast light onto unlit rooms and for the lighting to actually change as the door opens while everything in the room lights up from it and casts shadows on themselves and everything else. But stills with lighting similar to what you'd get with a normal lightmap will take much more power to render, and hence need to have a lower level of detail.
Basically it's trading freedom and clever lighting effects for polygons and performance. Eventually this will pay off, but don't expect the average screenshot to necessarily look better than anything else. Expect it to MOVE better in the right maps, though
Re:Hmm, not terribly impressed... (Score:2)
> effects for polygons and performance. Eventually
> this will pay off, but don't expect the average
> screenshot to necessarily look better than
> anything else.
I agree. Just like some actesses and supermodels... they look better in motion than in stills. It's a perception thing.
I'm studying OpenGL myself at the moment and I can understand the phenomenal work that went into just the multi-eyed biped monster model. And, I can't wait to see it in action - in motion.
Re:Hmm, not terribly impressed... (Score:2)
Re:Hmm, not terribly impressed... (Score:2)
Nope, I'm not blown away by the graphics too. What I do like about the Doom III (that you can't tell from still shots) is what they do with shadows, if you see the video of Carmack speaking at some Mac conference there's some nice footage of dynamic shadows moving and overlapping and casting shadows on characters.
But the models disspoint me, I was much more impressed with the screen shots of Dragon's Lair 3d [dragonslair3d.com], not because of the polygons it's pushing, but because it looks like the most realistic attempt yet at imitating the cell animation look in 3d (even better than the upcoming Zelda game). Hopefully in a few years we'll be able to play games that look as impressive as animes like Ghost in the Shell or Akira. Also I was impressed by the PS2 game ICO, whose shadow monsters look and move like nothing I've seen in a game before. The models in Doom III look just like higher polygon models from other games.
What impresses me more than a "next generation" engine is creative and new effects. Like the rain falling in MGS2, or the deforming snow in VF4, or the beautiful planetscapes in Unreal Tournament. So, I think the game looks pretty good, but I'm hoping they add more interesting environmental effects than Quake II and III had.
Looks exactly like (Score:1, Funny)
What's the big deal?
(cue jaded geek naysayers) (Score:5, Funny)
Jeebus christ. Here's the backstory: you're a geek, you can remember playing Doom and Doom 2 single-player and being in awe of how cool it was to run around when you weren't jumping out of your skin because a cacodaemon popped out of nowhere in the strobe light to chomp your ass and you remember how cool it was to deathmatch your friends over a 2400 bps modem. Almost a decade after (has it really been that long?) you blew the shit out of Carmack's head, he's back with a JAW-DROPPINGLY GORGEOUS engine.
You want backstory and character development? Read a fucking book. You want innovation in the FPS world (what sort of goddamned criticism is that?)? No one's stopping you from making your own game. Serious Sam has showed us that there's something to be sead for giving us a mindless adrenaline rush and who am I to argue with an even prettier mindless adrenaline rush? Sign me the fuck up.
Re:(cue jaded geek naysayers) (Score:3, Informative)
It was romero's head dude.
Re:(cue jaded geek naysayers) (Score:2)
Muahahahaha (Score:2)
Re:(cue jaded geek naysayers) (Score:2)
In fact graphics take a back seat to good game play every time. Most fun 3d shooters I've played were all done on slightly older engine tech. The company focused on the game play, not the engine. Though the combination of jaw cropping graphics WITH great gameplay is far better still. But the gameplay quality in the end always wins out in my book.
Well just have to wait and see though. I still hope to be pleasantly suprised.
holy faceted polygons, batman (Score:1, Interesting)
if youve played resident evil for the GC youll know what im talking about. if doom can incorporaate all of the lighting tricks, textures and high poly models theyll be all set. i think doom has the textures and lights, but the models are horrible.
but its still in pre prod. so...
DOOM III looks better... (Score:5, Insightful)
Doom3 video on G4.TV (Score:4, Insightful)
litter the hallways with corpses? (Score:5, Interesting)
Seriously, that's what was so cool about the Doom and Doom II engines; because they were sprite based, they could leave the corpses lying about. Most polygon based shooters don't do that. I supposed some realistic ones might, but those aren't the ones that send hoardes of bad guys to be mowed down like wheat in the first place.
So assuming they "have" to go full-Polygon, I hope they give thought to not pushing the models so much that they have to magically sweep away the dead bodies...
Re:litter the hallways with corpses? (Score:2)
I can't wait. Will this run on my Pentium 60?
Re:litter the hallways with corpses? (Score:2)
Maybe... if you put in a newer generation 3DLabs Permedia card.. maybe.
And hey, why don't the just have the monsters turn on their dead buddies for food.
Re:litter the hallways with corpses? (Score:2)
Play Halo. Dozens of enemies at once, many of them clever, all of them messy and bloody when they die. They leave not just corpses, but blood stains, too. Yum.
I hope they give thought to not pushing the models so much that they have to magically sweep away the dead bodies...
There's an easy way to do beautiful, complex monster models and still have the corpses: use fewer polygons in the corpse models. They already use fewer polys in models viewed from a distance (levels of detail, or LOD), so why not scale back corpse complexity, too?
Re:litter the hallways with corpses? (Score:2)
Dang, if only I wasn't such a Nintendo fanboy
Still (and not get into too much console advocacy here) that would be the only game I'd be getting the system for. As opposed to Nintendo, where there's maybe 6 or 7 games I bought the system for. (And still waiting for 4 or 5 of those)
DAAAAAAMN! (Score:2)
That imp(?) looks a lot more threatening then the old scaled jpegs from back in the day..
Re:DAAAAAAMN! (Score:2)
Buddy! Dude! Homey! Dude! Buddy! Homey! Duuuuuuuude!
Where's my BFG? (Score:1)
Hopefully it will be as good (Score:4, Funny)
I Disagree (Score:1)
Also, what about Command and Conquer: Renegade? that was pretty innovative, in that it had (if the reviews are correct, I have never actually played it) modes where you could play a pretty close C&C multiplayer game as a FPS.
And then theres SoF2, which has game types not usually seen (AFAIK) in other FPS (demoltion, to name one).
Is it just me... (Score:1)
Sure looks nice... (Score:2, Insightful)
I remember when unreal first came out... Yes, it had the best eye candy at the time. But the game play pretty much sucked, and don't get me started on the multi-player. It got boring after the first few levels.. The only highlight of the game (other then the graphics) was the point when all the lights start going out and your stuck in a little hall way with the skajhoweveryouspellit.
This sort of sounds like the direction more single player games are going now (take the very still popluar half life, NOLF, and most all of the games based on the quake3 engine), with scripted events. Which we already know that doom3 is going to have. I hope they go more into the direction of do whatever you want to do, just get the job done... Not like you have to use some switch in some hidden room to kill so and so monster...
Since I brought up half life, I also herd that they aren't going to tweak the multi-player much for this installment... I don't know about everyone else, but the multi-player support in doom was one of the best features of the game. Look at half life for instance. Do you think people would still be playing or even buying a game almost 4 years old, if all they could really do is play single player? I bet most people have never even played single player half life. I really didn't like the direction they went with quake3/ta. If I want to play human like players, why don't I just go online and play human players?!? The single player modes were pretty lame in that respect, don't waste my hard drive space with this ai crap...
Don't get me wrong, I'm a very loyal id fan(I own them all but the orignal doom, since ult doom includes it
In any case, I still can't wait to satisfied my sweet tooth for eye candy
Half-Life has WHAT??? (Score:3, Funny)
Dude! I gotta try it!
That *little something* still missing (Score:5, Insightful)
Hard Polygonal Edges
It doesn't matter if the fingers are as round as a triangle or as round as a dodecahedron: it still doesn't look round. What the industry doesn't seem to realize is that the brain is much better at interpolating the details of a fuzzy image than Nvidia is at displaying a kazillion pixels at a gajillion frames per second. The cell structure of animals, humans and whatever twisted monsters come out of the minds of modelers these days should not look like they were drawn on graph paper, from point to point. Whether a face is displayed using 30 polygons or 3,000, there's still the awkward-looking, jagged edges and connections that the use of polygons dictate.
Interactions between models and structures
I'm tired of watching models claw their way across the ground with their feet sliding as if they were a hooved animal walking on butter in a country with a gravity coefficient of 0.5. I've not yet seen a game that shows REALISTIC movement of 3D models. At least in Doom, when the imps were clawing the walls, they were obscured enough that my mind could make up for the lack of detail. But the basic problem of "interacting" things that move vs. things that don't has never been solved very well.
It's the details that really count. Ludwig Mies van der Rohe, the great architect, when told by a frustrated subordinate, "The Devil's in the details!" cooly responded, "No. God is in the details." Details make or break the project. The last 10% of a project--the details part--usually takes as much effort as the first 90%. Perfection is impossible to attain, but to me it's perfectly obvious that a great game is complete when the details are properly completed.
Meanwhile, I'm still waiting for a realistic-looking lifeform that doesn't slide across the room.
Re:That *little something* still missing (Score:5, Funny)
Get the house carpeted, and trade in your cat for a dog.
Metal Gear Solid (Score:2)
It's an interesting mix of high poly and low poly. Then there's the fact that the monsters walk, not slide
Re:That *little something* still missing (Score:2)
--Robert
Re:That *little something* still missing (Score:2)
Polygons, decomposed into triangles, were chosen for a reason. What do you suggest?
A gaussian blur pass over the image before it's put on the screen?
Good lord. Imagine the headaches we'd all have after staring at that for a few hours.
Justin Dubs
Nothing Matter to Me (Score:3, Insightful)
1) It doesn't have a story line.
2) I need a new PC to run it.
3) It doesn't handle some graphical crap I don't understand.
All I care about is the immersion. Do I feel like I am somewhere else. When Doom was released I felt that. The sounds, the sights, the gameplay all contributed to making you feel like you would die around the next corner.
Fire up Doom ][ and if you feel your stomach quiver when you drop off a very high walkway into acid you'll know what I mean.
I have a firm commitment from the CFO, read wife, that when Doom 3 comes out I get a brand new PC the next day.
Re:Nothing Matter to Me (Score:2)
Good, otherwise I'd have to suggest demoting her to receptionist and cleaning crew :)
Re:Nothing Matter to Me (Score:2)
What all 3D games are really missing (Score:5, Insightful)
And if I'm riding the Half-Life train and jump up, the train SHOULD NEVER slide from under me. I should instead plop STRAIGHT back down in my seat (unless I bump into the ceiling or the train's speed changes.) How high I jumped doesn't matter. It's simple physics like this that would allow for NEW strategies and skills.
This would be TRUE advancement because ALL games are missing this! (Even 360 games like the Descent(R) series) But yes, EVERY SINGLE GAMER would have to retrain their skills but why not! It'd be added realism that could be turned off with a real_weapon_physics switch for any multiplayer game...
And Yes--one could still have "homing" missiles that fly to the exact spot your cursor was pointing at the time you pulled the trigger. (But even here, they wouldn't fly straight but at an ARC. The front of the projectile would try to point the opposite way of the sideway force, whipping the tail end back, etc.)
Re:What all 3D games are really missing (Score:2)
Most of what you mention is trivial to do. It's not a new graphics effect, it's just a minor calculation. And various designers have played around with more realistic physics models, only to discover that they made the game suck (this was mostly done around the Q2/Q3 timeframe, which well postdates Half-Life).
A couple of specific points -- if you're going for real world physics, then your horizontal momentum is going to make nearly no difference to that rocket. It would put the aim off by a couple centimeters at most. Of course, we're playing with comic physics, where the players move nearly as fast as the projectiles, so it's another matter entirely at that point.
As far as "real" space flight physics -- there was one game that implemented this. I don't recall the title anymore, because I played it once and said "wow, this sucks" -- because it did. It had a true vectoring physics model (sans gravity) where you had to counterthrust to cancel your momemntum. It was impossible to do dogfights, to fly anywhere, or get anything done. Could I have retrained myself? Sure. But it was too much of a pain in the ass, and just wasn't fun.
Re:^^^ Until the above is done we lose out (Score:2)
You'll notice that Flight Gear [flightgear.org] is giving it a good shot; but Flight Gear, being Free Software, sidesteps the cost issue by being volunteer work (and having some absolutely mind-boggling volunteers on the project). Plus, I doubt you'll ever see Flight Gear being viewed by anyone as a game.
Re:What all 3D games are really missing (Score:2)
Re:DOOM III doesn't kill people.... (Score:1)
Re:DOOM III doesn't kill people.... (Score:1)
One word: Depends
Re:Is this wise? (Score:5, Funny)
I remember one time I downloaded a map of someone's house, and after playing it, all I could think about was grabbing the chain gun they keep on the toilet and blowing away his fireball throwing wife and kids. I was pretty scared that I could have those thoughts. Sure, his wife was over 11' tall and had hooves, but I'm sure she was a decent human being.
Re:Is this wise? (Score:1, Offtopic)
I'm $rtbl'd.
Re:Is this wise? (Score:3, Funny)
Re:Is this wise? (Score:2)
As for kids, if by the time my kids are old enough to play doom, and I mean play, I can sit a two year old infront of a computer with doom running and watch him drool on the mouse all day, doesn't mean he's actually playing, and they can't tell that it's a game and not real, then I did something rather wrong in the upbringing of my children.
As for it not being good for you, I don't really see how it is bad for you. It is a game, it can help releive stress, you can play it with a group of freinds and have a good time. As long as you still remember to eat and got to work in the morning, it isn't causing any harm. The only people that the game can harm, are people that are screwed up to begin with, and when people are to that level, even a butter knife is dangerous in their hands.
Re:Is this wise? (Score:2)
I'd be way more worried about people letting their kids take REAL guns and shoot REAL innocent wildlife. That is MUCH more comparable to school shootings than clicking a mouse in Doom hunting evil zombie-demons in self-defense. I play first person shooters where you could say that I am shooting my girlfriend. It's no more harmful than laser tag. I'm also vegan. That should tell you how very distinct these games are from the morals of shooting(or eating) living beings.
Re:Is this wise? (Score:2, Insightful)
You say there is an all around increase in violence, but you don't back that up with anything. In the US, television news makes it seem like violence is getting out of hand, but then they only present what keeps people watching.
Do a search for the numbers and they don't reflect what the media presents.
I did a quick search and found the following pages:
http://www.cjcj.org/themyth/
http://www.abffe.com/myth1.htm
http://www.law.
-ec
Re:Is this wise? (Score:1)
Re:Is this wise? (Score:2)
I do not mean to agree with not creating something like Doom (or Half-Life which I still play quite actively). But maybe someone should think about controlling it a little bit better. I will look into it once my child comes to the age of playing computer games.
Re:Is this wise? (Score:1)
This counts double if the home computer is in the family room, not their room.
Re:Is this wise? (Score:2)
id has made millions doing this. Of course, the fact that they are graphics gurus extraordinaire counts for a lot too. I think they really have the best business plan of all, the real money is in licensing the engines, but as far as the gameplay goes, the last original thing they did was Doom.
p.s. Rollercoaster Tycoon didn't do too poorly... no sex or violence there, unless you count deliverately making roller coasters that crash.
Re:Is this wise? (Score:1)
Re:Is this wise? (Score:2, Funny)
remember the play oliver and that rascal the artful dodger?!
"You've got to pick a pocket or twwwwooooooo!"
"GOOD TIMES"
childrens fragile minds... FEH!
Re:Is this wise? (Score:2)
It's the American way.
Re:Is this wise? (Score:1)
http://www.snopes.com/spoons/noose/do
Re:Is this wise? (Score:1)
here [216.239.39.100] is a related link.
It's my opinion, and I'm no expert, that crime went down as the economy got better from the 80s to the late 90s. It makes sense to me but, as I said, I am no expert.
Re:Is this wise? (Score:2)
a bit of evidence that crime went down in
80 and 90s due to the legalisation of abortion in the 60s: less poverty striken, badly brought up, unwanted childern, growing up be disfunctional adults.
You forgot one... (Score:1)
Re:We're stuck in the Dark Ages (Score:1)
But you know, not a lot of children in the middle east are exactly being "raised on a nonstop diet... including Hollywood movies and American video games." If they were causing the wars in the middle east, wouldn't we see some of that violence from American children?
And another troll bytes the dust (and anotherone gone, anotherone gone...)
Re:We're stuck in the Dark Ages (Score:1)
Please, I urge all of you: boycott religion, or risk thousands more innocent deaths.
---
That was too easy...
__Syowr
Re:2 hours of.... (Score:1)
Video game graphics don't have to be 'correct', they just have to look 'correct'
Re:Quality? (Score:2)
Hardware: Computer Monitor (CRT Type)
Settings: On
That might be a little technical for some so we did not include all the gory details on the site.
.
Re:Quality? (Score:2)
Re:Ahh... (Score:2)
Re:Enemy Territory for Linux (Score:2)
I started out on a AMD 500 with a Voodoo 3 3000 AGP card and 64MB o' RAM and got pretty good... then went to the AMD 1200 with a GeForce 4 and 512MB o' RAM and the angels began singing.
I'd place bets that the Enemy Territory expansion will be available for Linux.
"You Fool! You know as well as I that I cannot be defeated!" - Heinrich I
Re:nice jpeg compression - NOT (Score:2)