DOOM 3 will use P2P System? 223
Ant writes "From Page 6 of FiringSquad's QuakeCon 2002 Postmortem article: John Carmack said something at the end of the Q&A about how the multiplayer will be only four players?
Tim: After 2 hours of talking up at the podium, sometimes you leave a few details out. Doom 3 multiplayer will be fully scalable. It will be a peer to peer system. We haven't started working on it yet. Tell everyone not to panic - it will be fine. John just forgot to mention it'll be scalable past four players. It's hard to give a hard number because we haven't started working on it yet. Right now we're focused on making Doom 3 a kickass, over the top single player game."
DOOM 3 will use P2P System? (Score:3, Funny)
Re:DOOM 3 will use P2P System? (Score:1)
This is true for all networked games (Doom,Quake,Starcraft,Diablo except MMORPGs like Everquest). There's nothing new about it either. Note that this has absolutely nothing to do with file sharing, warez and mp3s.
~ we hope the you choke
Re:DOOM 3 will use P2P System? (Score:1)
Counter-Strike anyone?
Re:DOOM 3 will use P2P System? (Score:1)
The network part of the quake series is most certainly server/client.
Ie the game client doesnt talk to the other clients but only talks to _one_ server, which indeed can be a player (listen server) but more often the usual setup (dedicated server).
Re:DOOM 3 will use P2P System? (Score:1)
As long as there are configurable parameters in the game, I don't think they will ever seperate from a server based concept. One machine has got to be the athority on which map is being used and how much health the players have, etc... Now, perhaps all machines will advertize the games they are connected to so there doesn't have to be a need for GameSpy. It will be interresting to see how they implement this.
Re:DOOM 3 will use P2P System? (Score:3)
The crossover to real P2P is when all connected clients are also acting as servers to eachother concurrently. Of course the problem with that it introduces massive opportunities for cheats and DoS exploits. It's also hard to maintain a reasonable amount of latency.
IMHO, games are best done through a state maintaining central server(s).
Re:DOOM 3 will use P2P System? (Score:2)
I'd guess that this would instead decrease the latency compared to anything seen in Quake and kind. In Quake every client has to send all the movement to the server which then calculates some stuff and sends the info to all the clients. With P2P system all the clients send that client's movements to all the other clients so there's one one-way-trip less to go for every packet and the latency should go down.
In addition because every client is acting as a server the calculations should match. If a single client has different results you can be pretty sure that it's cheating and the others could vote it out. Though, incorrect results could be due lag or something but I think it could be made automatic so that other client would give a mistrust point if it seems that the other client is getting incorrect results and if some threshold is exceeded that client would be considered as a cheater. Perhaps add an centralized server for blacklisting the cheaters and hopefully we could happily live without cheating.
The only question is if this is going to fly in the real world--you need more bandwidth to send all the stuff to all the clients and syncing the clients must be one hell of a job. If there's one game company that could successfully do this, it's id. Remains to be seen if that's enough.
Re:DOOM 3 will use P2P System? (Score:2)
I really cannot defend myself about the latency issue as I haven't coded P2P network code for any game--I'm just guessing that in the near future the last mile does have pretty good bandwidth but not that good latency and in that case P2P could help with the latency. And in the long run you can have all the bandwidth you need but the latency isn't going down because the light is so damn slow. All clients need more computing power because they are doing the work for both server and client but that shouldn't be an issue as Doom3 already requires that much CPU power anyway.
About what comes to trusting the client I tried to explain the issue. It doesn't matter if the client isn't the official one as long as all the clients in the game are using the same version. Because all clients calculate the state then a single cheating one can be identified by comparing the results. That comparision doesn't need to be real time so it doesn't hurt the performance. If there're four players in a game and three of them are using cheater-version and you're using the original then you are the cheater in that game because you have different version from the rest.
There's no way you can ever get rid of aim bots and stuff that emulates the stuff the human player is trying to do, only better. Perhaps today you have to integrate the cheat in the client binary but soon you have the prosessing power required to identify those targets from the resulting frames and you can have an aim bot working without cracking the client binary.
Doom Monsters (Score:1)
Eye candy! (Score:3, Interesting)
What could Wil Wright or Al Lowe or Sid Meier do with a badass graphics engine behind them?
We already know what Carmack can do.
Re:Eye candy! (Score:2)
Bioware has Neverwinter Nights [bioware.com], it as pretty graphics and revolutionary features and blah blah blah. Morrowind. Driving games... etc. The fact is, however, that the FPS develops tend to lead the industry in the development of new technology in terms of graphics engines and network code. Other than them, its the massively-multiplayer crowd.
Re:Eye candy! (Score:2, Interesting)
Re:Eye candy! (Score:2)
I've noticed a similarity between NWN and V:TM, however NWN is getting much more attention than either of the two mentioned games did.
People slag Bioware for NWN instability (don't know what you are talking about, mine is fine), UI (I don't have a problem with the user interface, and I've studied ergonomics, so there =P ), etc etc etc.
All games should have a Your Mileage May Vary disclaimer. To each their own.
Re:Eye candy! (Score:2)
I don't see people moving along from first person shooters any sooner than I see them getting sick of auto racing and throwing it out for something "new and innovative." Sure, there are technological advances, but novelty is only a rather small part of the fun.
Multiplayer computer games are just like multiplayer non-computer games (tennis, golf, what have you) in that it takes a while to get good enough to have fun. The interest comes from the other players.
Look at the level of Starcraft competition in the far east. It would surprise me if some of those folks weren't still playing real-time stragegy games 30 years from now.
w4r3z d00ds said... (Score:2, Funny)
Re:w4r3z d00ds said... (Score:1)
Re:w4r3z d00ds said... (Score:1)
P2P multiplayer (Score:3, Funny)
p2p gaming.....wow.
Slap-in-the-face to ATI and Matrox (Score:5, Interesting)
But what I found much more interesting was this quote:
"Absolutely, but Linux version basically means an NVIDIA version - that's the only safe bet for working video under Linux in Doom 3."
Gah!!! I hope ATI and Matrox see that and consider it a challenge. It's really discouraging that the only quasi-respected video drivers for Linux are proprietary.
Re:Slap-in-the-face to ATI and Matrox (Score:1)
As to the two others considering it a challenge, well for desktop matrox is the king and ati probably got other things to worry about then a fraction of a niche market.
Re:Slap-in-the-face to ATI and Matrox (Score:1)
so you might see it running on a radeon too
Re:Slap-in-the-face to ATI and Matrox (Score:2)
Oh, you mean in hardware, not in their Linux drivers? Well...yes, there is that...
Re:OT - ATI Linux drivers (was Slap-in-the-face... (Score:2)
files (Score:1)
why? (Score:1, Troll)
Why P2P for multiplay?
Why Focus on single player?
I can see using p2p for making servers scaleable across a network, but i hope they are abandoning client/server.
Who gives a shit about single player? Really, they had it right with quake 3, nobody plays single player anymore, at least not repeatedly.
Re:why? (Score:1)
Ditribute the load. Of course with each level of the P2P system [e.g. say its a N-way tree] you add delay so obviously you want a short tree.
Consider a system with say four servers that host say 20 people each. As long as the ping between the four is low enough you can now host 80 people and distribute the load/cost over four different servers.
Why Focus on single player?
Because 9 out of 10 times I [personally] go on a DM net game the ping is ridiculously high with some people [stupid dialup shitheads] hitting over 900ms ping.
I'd rather blast some inteligent bots than play online.
Also games like RtCW and Elite are done with the Q3A engine and are decent single play games.
Tom
Re:why? (Score:3, Insightful)
Because you can't really do a good storyline if all people are doing is shooting their mates.
Because only a subset of the gamer community is interested in multiplayer. Many more don't want to have to go online to play.
Because, in the end, multiplayer limits what you can do, even in a FPS.
Re:why? (Score:5, Informative)
At the height of the Quake-online frenzy, Doomworld ran a poll asking how many people played in each mode: single, deathmatch, coop. Turns out solo players outnumbered DMers by 4 to 1, and coop players by 20 to 1. (Sample size was several thousand, so statistically significant.)
DOOM (primarily a solo game) outsold all versions of Quake (primarily a multiplayer game) *combined* by at least 3 to 1. And that's even tho DOOM came out when home computers were still a relative novelty, and priced out of many people's reach. By the time Quake came along, most households already had a computer (and PCs cost a lot less too). So -- Quake didn't sell as well even tho more people had PCs by then. Obviously, something went wrong with the spectrum of Quake's market appeal, and consensus is the lack of really good solo play.
I'd hazard a guess that DOOM3 won't really be playable over the net unless you have broadband. Which would artificially limit its market to the small subset of net users who actually have broadband (the last figure I saw was under 20%). Which would be stupid, from a sales standpoint.
In short, the single player market is a helluva lot larger than the multiplayer market. And idSoftware is really in the game *engine* business, which multiplies that market by a factor of however many companies they license their code to.
Re:why? (Score:2, Insightful)
Actually it should have no problem playing over the same connections as previous versions. The significant improvement in graphics doesn't change the amount of data that needs to be sent.
If I shoot a rocket all I need to send everyone else is the velocity, angle and starting position of the rocket which can be done in less than 20 bytes. If it hits a wall, all the clients will know about it and destroy the wall (or anything else that's destructable) without any further information being sent.
The only data being sent on a regular basis is still position, velocity and angle like every other FPS multiplayer game.
If you can play Quake III on-line you'll be able to play Doom3 on-line.
Ben
Re:why? (Score:2)
Re:why? (Score:2)
One of the independent marketing groups (Gartner or the like, I forget) put forth these numbers: copies of DOOM sold: 6 million; copies warez'd: estimated 18 million. Copies of Quake sold: 800,000; no estimate on warez'd copies.
At a wild-assed guess, the percentage of homes with a PC capable of playing DOOM in its day was probably around 1 in 10. By Quake's day, probably around 1 in 4. When you take that into consideration, it probably swings the balance even further toward DOOM.
Re:why? (Score:2)
Secondly, at the time Doom came out (1993) there were quite a few machines that could run it. Even measly 386 DX's could and it ran quite well on my 486 DX 33. By the time Doom ][ came out a year later with the same engine and only slightly more cpu intensive maps, virtually everyone could play it.
Quake on the other hand had mediocre single player compared to Doom, graphics that were technically superior and cool but looked like crap till people had 3d cards with 16 bit color and high res, and required a Pentium 100 or better to run well at a time when Pentium systems were significantly more expensive than 486's.
Also, much like how the first Doom episode was easily distributed via BBS's and floppy disks, the first episode of Quake was sold on CD for $5 and was also downloadable off the Internet, so some people may never have bought anything more.
The last thing is that Doom had numerous 3rd party addons, map packs, editors, Final Doom and everything else that further drove the Doom craze. Everybody and their brother was playing Doom, getting extra Doom levels, etc. Quake sold less copies, mapping was more difficult, etc. so there were fewer people creating maps and there was only the one official addon pack. Frankly, Quake single player wasn't that fun compared to Doom. Quake 2's single player focus still didn't help, it's got a horrible single player aspect.
Re:why? (Score:2)
Re:why? (Score:1)
Re:why? (Score:2, Interesting)
I'm quite excited about the focus on single player, for one. I found myself playing a lot more half-life than I ever did quake 3, despite quake 3 being the technologically superior game. Why? Because running around killing bots is boring, and you can only play online if you have a fast connection (I live in the boonies...), and have hours to waste. I mean, I consider myself fairly good at these type of game, but I can in no way compete with a teenager that has all the time on his hands to play constantly. And running around killing over and over can get boring too... there needs to be some point, or some goal, IMO. If you're working towards something, and moving forward in the game, it gives me more reason to go back and play again... to see "what happens next".
When Doom came out, I remember it was the shit. I used to play all three ways... single player, deathmatch, coop. And it was enjoyable each way. Since it was pretty much the first of its type that had that sort of "deathmatch" available, I think deathmatch caught on really quick, and so they started focussing on that more in the later games. But it seems like the other parts of the game weren't stresed. I'm glad to see that iD is going back to the development model they used on Doom, because Doom proved that a game could be good at many different types of play, and do it all well.
I really hope they bring back cooperative mode too, that's one thing I've sorely missed since the doom series. The problem with deathmatch is that if you've only got 2 or 3 friends handy, there usually ends up being one person that gets better than the other(s). So after a while, it gets predictable.
So anyway....
P2P? (Score:2, Interesting)
"If this looks like Cairo, my lag must be awful."
Server monitor: a map showing the people running around in your server.
Or does P2P mean that everyone sends their status to all 30,000 other people in the game?
ahem (Score:1, Funny)
P2P in gaming. (Score:3, Informative)
Previous iD's games used a client-server architecture. Now, they changed it to use a Peer to Peer 'protocol' and architecture.
What does it mean? Since it won't use a client-server protocol, you won't be able to join a game that has already started(that was stated at QuakeCon). The game is 'hosted' on each player's computer that exchange data about the current state of the game. There is no central server that handles all the load. Each player communicate in peer to exchange the information, hence the name.
Peer to peer architecture is what is used in most Real-Time Strategy(RTS) games like Starcraft, Warcraft, Command and Conquer, Age of Empire, etc.
So, there's absolutely no relation to P2P file exchange like kazaa and such, just he architecture that has been used extensively before.
Now... the question is: why? Also, won't that allow hackers to create better hacks? Usually, games go from P2P to Client-Server because of security concerns, even if Client-Server is usually 'slower'. They rarely go the other way around. But that's another completely different topic.
Scalable ? (Score:1)
Why should this be better than servers ?
P2P will least introduce a scale of lag, and it will probably even cause bandwidth issues (remember that the peers might be connected with lines It seems that they are in fact fucking up a good game just to be on the P2P bandwagon.
I'm rather surprised that Carmack didn't notice that a system like Quake is not an easily distributable computing problem.
Some people say that with money and fame the brain melts.
Re:Scalable ? (Score:2)
Think of a "peer" as a "client". Client-to-client. It just means that there are no dedicated servers, one player connects to another player when they want to play a game. Just like in Quake 3 when you are not all joining a dedicated server.
Re:Scalable ? (Score:1)
The listen "server" just runs a renderer/client on top of the "dedicated".
Every client still talks to the same server - the listen guy just talks to himself(the server) and get ping 0.
Re:Scalable ? (Score:2)
The original doom used a peer to peer networking system too. In a peer to peer game, every player has their own copy of the game running on their machine. The multiple games are kept "in sync" by exchanging data about inputs (which keys are pressed, mouse movements etc). As long as the games all have the same exact inputs they should stay in sync.
Most modern games (Quake and above) have adopted a client-server system. In client-server systems, there is only one copy of the game running, on the server. The clients send their inputs to this server, and the server sends information about the changing state of the game world to the clients. This has the advantage of being more flexible: you can do things like in-game joining (join a game while it is running) and it is not possible for the game to go out of sync (in peer to peer if things differ slightly they go out of sync).
id have obviously decided to do this because it is the easiest solution. They want there to be some kind of Multiplayer available but they dont want to spend too much time on it. P2P multiplayer systems in general are easier to write. They have already stated they will be concentrating on Single Player for Doom 3.
Re:Scalable ? (Score:2)
In this situation, The Right Thing would probably be to use a simpler, albeit less powerful and flexible system rather than hacking something together from old code, which would likely lead to an awful mess.
Really? What about security? (Score:3, Interesting)
Are FPS's perhaps already trusting the client anyway? Is a cheat-proof multiplayer FPS a myth?
Re:Really? What about security? (Score:1)
Re:Really? What about security? (Score:2, Informative)
I don't know how'll they'll secure this baby. Maybe they've just given.
RTSs have been using p2p like systems for awhile.
In Total Annihilation each client transmits its own game data to other clients, other clients trusts its correct. That means one client can suddenly pull 100 units out of its ass and the others will be none the wiser. The advantages of this method is less data is transmitted and less system resources are used auditing the other clients.
In Starcraft you can't just pull 100 carriers out of your ass but since everything has to be synced there's more overhead and things like maphack are possible.
Security wise, starcraft has the better model but that would mean, instead of just a central server keeping track of game sync (like it does now), every client has to assume the role of server and do the auditing. In other words, why bother?
Anyone know some other way this could be done?
Not article material (Score:5, Interesting)
Someone asks about the multiplayer Doom 3. They haven't worked on it yet. In the middle of a live Q&A session, Tim is assuring everyone the game will be multiplayer. He starts throwing out words even though he doesn't know the exact way it will work, because, hey, they haven't done multiplayer yet.
Tim blurts "It will be a peer to peer system." That's the entire discussion of that in the whole article. There is nothing else.
By "peer to peer" system he simply meant "yes, you will be able to hook up your computers and play together" and nothing else. Why does this deserve a front page article? It doesn't. It was obviously something he said while in a live situation and he wasn't sure of the details.
The poster of this article looks sillier than the stock market and Alan Greenspan. What's even more disturbing is that Taco fell for it too. Someone needs to send over good strong pot of coffee.
It's days like these when the trolls start to make sense.
Re:Not article material (Score:2)
Also don't you think an enginner working at ID is a little more careful with his words than saying p2p when meaning playable online?
Re:Not article material (Score:3, Informative)
Wrong.
This was revealed during John Carmack's Q&A session, a man who doesn't usually "throw out words" when he doesn't know "the exact way it will work".
Tim blurts "It will be a peer to peer system." That's the entire discussion of that in the whole article. There is nothing else.
Wrong.
The talk with Tim was after Carmack's speech, and it was a 1-on-1 with a reporter, Tim wasn't talking to a crowd.
By "peer to peer" system he simply meant "yes, you will be able to hook up your computers and play together" and nothing else. Why does this deserve a front page article? It doesn't. It was obviously something he said while in a live situation and he wasn't sure of the details.
Wrong, again.
By "peer to peer" he meant, *gasp*, peer to peer. He is not stupid and realizes what peer to peer means. To answer your question: it deserves a front page article because the new Doom is using a different type of networking code than the Quakes. We're all big fans of the id games and this is "New for nerds, stuff that matters"
The poster of this article looks sillier than the stock market and Alan Greenspan. What's even more disturbing is that Taco fell for it too. Someone needs to send over good strong pot of coffee. It's days like these when the trolls start to make sense.
Cultural reference drivel. Next.
DOOM 3 will use P2P System? (Score:5, Informative)
This has been known for around about an entire week now... it's been stated multiple times.
Also, to clarify, when they say "peer-to-peer", they don't mean a network of users like Kazaa or file sharing applications, they mean that it is client-to-client as opposed to client-to-server.
The best way of thinking about DOOM 3's multiplayer is as being the same as the original DOOM's multiplayer. 4 players, and no such thing as a "server".
The only actual uncertainty is the 4 player limit. It was initially mentioned, but now Willits has said that it is scalable beyond that... This is unclear as we don't know if he means that the game can go beyond that, but the network code is ideal for 4 players, or means that the game will have a hard limit of 4 players, but mods and games based on the engine will be able to scale beyond 4 players.
Also, it is known for definate that once a game has started, additional players cannot join. This limitation is due mainly to DOOM 3's physics engine. Basically, there is so much physics data that would need to be synchronised, that if a player had to "catch up" with the physics data, it would probably be a lot of data to send, and since it's constantly changing data, it is likely that as the player recieves the data, it becomes invalid.
It will be interesting to see how other games deal with the problem of physics data. As physics engines in games become increasingly complex, it will become harder for programmers to cope with players joining a game that has already started. Perhaps if all games employed "rounds" (like Counter-Strike), then player's wouldn't have to wait long until the game restarts and they can start playing. This already has to happen when a player joins a Counter-Strike game that's already in play.
Re:DOOM 3 will use P2P System? (Score:1)
god bless you Mr. Carmack!
Re:DOOM 3 will use P2P System? (Score:1)
It is more likely that they do this because they want to get the game out as soon as possible; id software makes the real money on licensing their engine. Thus they don't have to spend precious time on creating a good multiplayer aspect, but can instead release an addon later (and maybe sell it for some extra $$$).
Going from client/server to Peer To Peer in online gaming is a serious setback, it's like going back to the old Doom days again. Not only is there the cheat aspect when everything is client based, but a player can't join a game that has already been started.
Re: (Score:1)
Re:DOOM 3 will use P2P System? (Score:1)
This p2p thing just doesn't make any sense to me, especially since it will be cheaters haven.
Descent anyone? (oh my did that show me the ugly sides of p2p fps games)
Re:DOOM 3 will use P2P System? (Score:2, Funny)
Then WHERE WILL I keep my CHICKENS!
Re:DOOM 3 will use P2P System? (Score:2)
Of course, if id hasn't said this and it's just a conjecture by the parent poster, then I'm a bit more dubious. But either way, his argument makes sense, while yours doesn't. Why would using a peer-to-peer network architecture help them release sooner?
Re:DOOM 3 will use P2P System? (Score:2)
It's also a pretty original style of gameplay -- fighting to gain territory. I think UT came with a similar game type... but Battlefield 1942 seems to be the best implementation of it so far.
Wha? (Score:2)
What was the last FPS that made it's claim to fame in single player mode only? Probably the original Doom. I don't know about you lot, but I like playing FPS because they let me pit my wits against other people.
Re:Wha? (Score:1)
Max Payne. It was a decent sized hit.
Half-life was before that. That's bigger.
I suppose it wasn't ONLY single player, but neither is this. However if a single player FPS is good enough to get everyone interested in the genre to have a play-through, and then those clever mod-makers realize how many people are playing Doom 3 and begin work on the next counterstrike, well, it's a path to success.
I'll agree, multi-player is the key to longevity, but there's nothing wrong with a good ol' solo romp through Hell before you get around to Deathmatch.
single player claim to fame. (Score:5, Insightful)
You're joking, right? Goldeneye 007, Half-Life, Deux Ex, Thief, System Shock, Rainbow 6, Jedi Knight, Medal of Honor: Frontline, No One Lives Forever, MDK, Outlaws, Hitman, Shogo.
I like playing FPS because they let me pit my wits against other people.
You can play most games online, from Backgammon to Chess to every RTS made nowadays.
Re:single player claim to fame. (Score:3, Informative)
You missed Max Payne
Ever heard of Half-Life? (Score:3, Insightful)
I fiddled with UT and Q3 when they came available, but HalfLife spanked the pants off of them both- if anything of that caliber single-player ever comes around, I'll probably check it out. Until then, I'm sticking with RPGs. I like FPS, but I fucking HATE multiplayer.... it's great to see iD focusing on the one thing that makes a game great- the single-player experience.
Re:Ever heard of Half-Life? (Score:2)
I've played Halo through a number of times, at different difficulty levels - Legendary has a slightly different ending, and Easy gives more opportunities for driving tanks & flying Banshees - both as a single player and cooperative with a friend. Multiplayer kicks ass too. Played it quite a bit more than Half-Life, in fact.
If you have access to an Xbox I can definitely recommend checking it out - or wait till the PC version finally arrives.
Re:Ever heard of Half-Life? (Score:2)
Jedi Knight II would be the 'last' FPS game with a decent storyline that I played.
Re:Wha? (Score:1)
QUAKE? (Score:4, Interesting)
Re:Wha? (Score:1)
I know I've seen on this thread the hatred for modem users and their effect on the multiplayer games... they make them so PAINFULLY slow, that its unbearable to even try and play. I've got DSL, and unless I'm the server, I HATE playing online because of the LAG.
And to everyone who says "Well, its not _that_ bad." is just fooling themselves.
I never bought Quake3. why? because I hate lan games. and besides ID never wanted that one to fly that well anyway--they were making that game purely for the licensing of the engine. Which is making lots of cash I hear...
The rule of the world is that for every one person who likes something, there is another person who dislikes it with just as much. I personally don't give a hoot about online play. I've got a super-fast computer, that can do billions of operations a second. I want my games to look, feel, react, move, and think as realistically as absolutely possible.
I wanted to know exactly how far could we get with realism, and I came upon some algorithm that can accurately simulate the flow of water, mud, syrup, etc. etc...
the game I want is the game that is simply so real, and so detailed, that it would be up to the MOD community to make games for it.
Can you imagine a engine that was just SO good, that anything was possible? How about realistic flight, that uses the density of air and the physics of it over the wings to truly give a unique and different feel to each plane in the game? Same thing goes for cars, bikes, carts, 4-wheelers, ect. ect. If you coded in the BASIC rules of our world, then the game world would simply fall into place.
But, I'm just a lowly coder who knows noting more than a few shell scripts and a teensy amount of C. so I don't get to voice my opinion... oh wait. ^_-
Re:Wha? (Score:1)
It's not fun to play on listen servers - but there are thousands of servers at ISP's and the like which are dedicated. Find the servers with either Gamespy [gamespy3d.com] or the more powerfull All Seeing Eye [udpsoft.com]
Unless you're a part of a gaming community/clan on irc these tools are must have.
On a sidenote i get ping 20-40 on the servers i play on - with dsl. Not that different from LAN really.
Re:Wha? (Score:1)
Ah I believe that would be Quake, NIN did the soundtrack? Its engine and its progeny power almost every FPS. Perhapse you have heard of it? I believe the focus of that game was making a "kickass, over the top single player game"...
He didn't say exclusively single player, just a single player game first... after that...
DOOM III (Score:1)
I remember the other DOOM games - I think they didn't use a real client/server setup either. If memory doesn't fail me here, you just said "4 player multiplayer game" to the setup program, and the different machines found themselves through broadcasting. The protocol was also just pure broadcasting of packets that brought many a network to its knees :-)
Also, wouldn't true p2p be a cheaters heaven? I mean there are a lot of cheaters now in current games that have a "central authority" kind of server. What would happen if every client is itself responsible for calculating the player's actions? I imagine it would be trivial for cheaters to crack such a system.
This is great! (Score:3, Interesting)
Granted, I think it was made to work on a LAN only, but if ID could pull this sort of feat off with Doom 3, I'd be all for it!
I'm guessing that this would eliminate the need for one person to have tons of bandwidth and a good machine dedicated to be a server. This should allow virtually *anybody* to start a game (even those on dialup, maybe?)
As someone who's cable is limited to 128k up, I'm very excited about this development!
Re:This is great! (Score:2, Insightful)
You know what i really hated about Descent?
That due to the system you praise above, anyone with a trainer could give themself unlimited health and weapons and whatnot, and since there was no authorative server, they could get away with it!
Cheats totally ruined Descent 1 and 2, anyone could just be an asshole and cheat if he felt like it.
Client/Server is the only way to go to have decent cheat-protection!
Read this, and wonder why this story got posted (Score:2)
They are making it like Warcraft / most RTS games where you all "gather" in a waiting room, then start the server. Big deal....
DOOM3 is a SINGLE PLAYER game... anything they say about MP is probably invalid as it's leaving thier mouths... id knows damn well that there will be MP gaming in DOOM 3, but they aren't thinking about it now.
Besides, if you want multiplayer gaming with the DOOM 3 engine, one could always play Quake 4, which is in the works as well.
Re:Read this, and wonder why this story got posted (Score:2, Insightful)
Cool! (Score:4, Funny)
(Yes, I know what peer networking really means in the context of the article, but it wasn't funny that way.)
Carmacks vision of Massively Multiplayer (Score:1)
My memory (link tba) recalls that the context was along the lines of contesting the MMORPG's vision of enormous proprietary systems with something a bit more... flexible.
Aragorn!
p2p network? For gaming?? (Score:1)
As one could imagine, this wouldn't work too far out. There'd have to mostly be a central hub for it all.
Also, lack of server = greater ability to cheat. If each client is responsible for its own
Now, say multiple clients must be in on it.. bad spot there too. Multiple cheaters being one. Another.. the ping issue. Where someone is on one client's screen could be slightly different than on another client's, due to that whole compounded ping thing I mentioned above. So, one client would say "Yeah, he got me," another could say "nah, he missed that guy by a few feet," another could say either way. Far too much chance in such a thing, imo.
I think I had one other thought, but I can't remember it, so 'th th th that's all for now, folks!"
-DrkShadow
Sorry, but you can't use P2P (Score:1)
Thanks for pointing this out. (Score:1)
However:
When I started reading slashdot a couple of years ago, there were always many post promoting free software or open source and justifying copyright infringement. And this was good. I agree with those views.
These days when I read the highest moderated posts they're often promoting propretary software, they're speaking out against "piracy", they're almost MPAA-loving microsoftians.
Has the slashdot readership changed that much? Hmm, maybe time to do a statistical study...
Re:Jesus H. Christ you are dumb (Score:2)
Cable companies use two policies to block P2P use. The first is closing ports (which doesn't work very well). The second is by charging outrageous prices for high-bandwidth users (remember that once the infrastructure is in place, the biggest costs are tech support and not bandwidth.) Business Week [businessweek.com] outlines the practice.
P2P sucks up more bandwidth than simple client server interaction. It has to. It needs a more complicated control architecture. If you go back and check previous slashdot articles on the subject, you will find hundreds of posts saying that anyone who needs that much bandwidth "must be a pirate."
And use your account next time you want to attack someone. A lot of karma won't get your cock sucked any more than usual.
nice... (Score:1)
Fucking bad Idea (Score:1)
Aside from that fact that I just won Bulshit Bingo, this means cheating hell.
Hello, Mr Carmack, been busy coding for the last few years, have you ? never noticed those problems game communities have with people hacking their software to gain unfair advantages ? never heard of the likes of punkbuster and co ? never wondered why Blizzard went away from a real P2P-Game system in Diablo 1 to a strict client-server system in Diablo 2, to even have a chance to control cheating ?
Bah!
Re:Fucking bad Idea (Score:1)
Re:Fucking bad Idea (Score:2)
In all there were 5 or 6 patches to Diablo2.
Doom had _way_ more patches. Don't know about quake.
And, patches or not, Blizzard's client-server architecture is the right way to go.
Re:Fucking bad Idea (Score:2)
Re:Fucking bad Idea (Score:2)
Re:Fucking bad Idea (Score:2)
You think they're stupid? There are plenty of ways to deal with this...do things like have several computers maintain duplicate state (though no computer stores all state), then compute hashes based on known game state and exchange them periodically (and that's off the top of my head).
Now, with that system you may be able to cheat if there are multiple players in collusion and have complete control over the binaries (sounds good in theory...may not be that nasty in practice) -- if half the people are working together, you may just be screwed.
I rather suspect that id is going to do something new and interesting with distributed program design, and that Carmack really doesn't need lots of video gamers telling him what to do.
Re:Fucking bad Idea (Score:2)
You cannot trust code running in an untrustworthy environment. Period.
Re:Fucking bad Idea (Score:2)
If you have ten people, any six of whom can trust each other, this system would reduce the maximum load on any system from calculating the full world to calculating half as many things going on -- each piece of information is calculated by five different people, and hashes exchanged. You *cannot* slip something by in an environment like that. Any conspiracy would involve at most four people, and the system checks against five different values.
Take SETI@Home. Their solution to the problem -- they want to build a trustworthy system as a whole, but cannot trust individual nodes -- is to have nodes compute blocks, and then have randomly chosen other nodes recompute those blocks.
Actually, to some degree a well-made distributed id gaming system would be more secure -- you can't have someone set up a bogus server (or just break into the server) and immediately have godlike ability to cheat.
It's all about the 3D Engine (Score:3, Insightful)
Personally I can't wait to play it because I'm also a Resident Evil fan. I remember playing the very first publicly released version of DOOM when it came out.. I had nightmares from playing it so much.
I think they are limiting it to 4 players because the game is so resource intensive. Anything above 4 players would be a strain on the system. This is also probably one of the reasons they don't have a lot of monsters on the screen at the same time. In my opinion for this particular type of gameplay, dozens of "A.I. dumb" monsters on the screen isn't very exciting. I personally prefer sacrificing quantity over quality. But what is so incredible about DOOM 3 is the wonderful 3D engine John has created! Shadows and lighting are the most important things to me in a game, and from what I've seen of the screenshots and videos, DOOM 3 does it beautifully.
Peer to Peer Gaming Is Hardly New (Score:3, Interesting)
Peer to peer doesn't automatically equate to Napster. It just means people send stuff to each other instead of to and from one master server. Geez, Slashdot stories are like playing buzzword bingo these days.
Giant levels with 100's of players?? (Score:2)
Doesn't this seem like a step back for internet gaming??
XBox? (Score:2, Interesting)
null (Score:2, Interesting)
Now, I've been a fan of Id since Commander Keen, I've bought *all* their games (Dangerous Dave - yay! =]) and liked/loved them. One thing I do remember though, is that they used to say they just made games they thought were cool and they liked to play, if other people liked them then even better. I also seem to remember hearing somewhere that multiplayer in Doom was a quick hack that they did because they thought it would be fun, and didn't expect other people to use it.
I noticed that with Quake 2 and 3 they seemed to listen to what gamers wanted, which is why I'd say that I don't like those games that much.
I'm glad to hear that with Doom 3 they're back to doing what they think is cool and great. It's looking great and I reckon it's going to be a great game to play - I know that I'm holding out on upgrading my computer until it comes out =]
Re:The RIAA/MPAA Isn't Going to Like This!! (Score:1)
After all, are not all peer-to-peer networks for the explicit purpose of infringing upon the rights of the owners?
That has got to be the most ridiculous statement I've had the pleasure of reading today. Have you ever connected two computers together using a cross-over cable or a hub? That's called a peer-to-peer network--- like 90% of all home networks in existence.
Re:The RIAA/MPAA Isn't Going to Like This!! (Score:1)
Or are you actually that irony deficient?
(Oooo... check me out, I coined a new pun: irony deficient. I think I'll keep using that one.)
I'll feed the troll, just this once: The parent post was obviously joking.
Re:The RIAA/MPAA Isn't Going to Like This!! (Score:1)
Re:The RIAA/MPAA Isn't Going to Like This!! (Score:1)
Re:arg! (Score:1)
If an Obsessive beats it in a weekend, then it'll take a normal human - going to work, reading the newspaper, eating food not straight out of the box - two months. I'm okay with that.
Re:Sounds familiar (Score:2)