DOOM @ QuakeCon
by Steve Gibson, Aug 10, 2001 4:04pm PDTSo at QuakeCon today DOOM was shown off for the second time publically. This time around they had a few new scenes to show as well as mixing in some of the stuff that was shown at Macworld. Because it's all about the indented list, here's some of the things that I noticed and/or were said by The Carmack:
- It looked amazing. The Macworld video did it no justice. - Saw a bathroom scene (described here) which looked like present day earth mixed in there. Different than the previous space/future tech stuff that was shown before. - GeForce3 is expected to run the game at 30fps. - Most likely have 6 different renderer backends specific to videocard manufacturers. - By the time DOOM is released, next-gen cards will be available (GeForce4 or whatever) - Characters are around 250,000 triangles (Yes, odd figure.. I'll double check) - "Real time" tweaking for level designers etc, - Map compile time is still in the air. Probably 5minutes tops on most systems. - Dolby 5.1 support is the default - Total new rendering code base, departure from methods used in all previous Quake engines. Carmack suspects this will be the new technology "template" used for the next 5 years. - AI? Here's a brief explanation. - They are "just getting started" on implementing the game. - A Playstation2 port, if done, would be a total hack-job. - XBox port sounded like an almost certainty. - No cameras or videos were allowed during the presentation, doh! Here's some old screenshots! - Trent Reznor of NIN has agreed to do the music (&sound?) - It'll be released in 2 weeks!There was a fair amount more stuff discussed during the press conference which I'll get to you guys later. Here are the screenshots from our DOOM archive since it's uh.. something to look at I guess while we all hope for some kind of release from id although I dont really anticipate one... but you never know. I'll try and get a definitive answer on that one tomorrow.
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Comments
Fuck this new Doom game, and fuck id. One little thing tipped me off on how this new Doom game will shape out - the AI "problem". What he's trying to say is that he wants the game to be exactly like the old Doom, but in a newer engine. GEE, WHERE HAVE WE HEARD THAT BEFORE? Oh, that's right, Quake/Quake2/Quake3. What the hell do they pay Graeme Divine for, to sit around and think "let's make one of our old games in a new engine!"? He says AI is lagging behind - I don't fucking buy it. Half-Life had excellent AI by most anyone's standards. Thief 2 had great AI. Deus Ex had some good AI. I don't buy that technology is preventing Carmack from making the Doom 3 enemies more than mindless drones - it sounds more like he's afraid to change the original Doom at all.
id has always been a company afraid of innovation since Romero and Tom Hall left. Romero and Hall were the dreamers at id, noted by Romero's original concept for Quake 1 (which ended up having shitty single player) and Tom Hall's "Doom Bible". They also proved how innovative they were with their respective Ion Storm projects. Daikatana was shitty, but it had some good ideas, just that they were very poorly implemented... then again, it had some bad ideas. If Romero weren't so busy getting those $900 chairs in his office, maybe he could've actually played the game and realized that save gems aren't any fun in an FPS. Anachronox just kicks ass and is probably the only recent console-style RPG to hit the computer screen since FF7/8 for PC were released.
Quake 4. Well, it's being made by Raven, aka "the company that puts quality content into id's engines", so I don't have much to worry about there. I will just point out, however, that it looks like what id is trying to do with this whole separation thing is prove their worth. They are trying to prove that they can still make an SP game with Doom3, they are trying to keep the pro gamers happy with Quake 4, and they are trying to prove that "hey, we're innovative! We don't just rehash our old games!" with the unannounced Nerve Software project. Thing is, though, that instead of hiring more employees, id is just letting their bitch companies (and the term 'bitch companies' is used lovingly here) do that for them. Raven will release a good game with the id logo stamped all over it, just like Heretic, and the same will go for the Nerve Software game.
I really hope one of two things happens: 1) id proves me an idiot and makes all 3 of these games kick a shitload of ass, or 2) id releases these games in the same rehashed, unimaginative fashion that they did with Quake3 and Q3: TA ("let's steal ideas for mods in TA from the mod community!" - again, WTF are they paying Graeme for?) but gets their ass beat down by Team Fortress 2, Deus Ex 2, Thief 3, and Unreal 2 (which should all be pretty fucking awesome). Since I know the latter will never happen, thanks to the plethora of blinded id fanboys everywhere, I can only hope for the first.
Oh well. Good luck on the games, id/Raven/Nerve.
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The character animation looks pretty good to me here, unfortunately not having seen the D3 video I'd be interested to hear how it compares.
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Then I confess, I will be sorely disappointed, then again, seriously, how can it truely be possible to have so much detail on-screen at the same time, these articles say no more than 30 FPS on a GeForce4(?), I still have a Viper2 (Kicks at imaginary dust on clean floor shyly), I was planning on buying a GeForce, but now, why bother.
Supposedly cards capable of running this game will exist by the time the game is released, but if these cards are released near release time of DOOM meaning 'Ya gotta upgrade to play' Leading to you paying $350+ dollars to upgrade your vid card (Or CPU/Mommyboard). Ultimately, say if you buy game and vid card you pay $400 to play DOOM.
I mean shoot, the GeForce3 has been out a year (?) now, and its still rather pricey, like many red-blooded gamers I feel this new DOOM will be worth it... But being worth it doesn't mean you can afford it ?
-MadMatt
"Would you like an 'F' paper now or should I just mail it to you?" -- MadMatt/Furry Bug
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Anyone remember the bandwidth for AGP 4x?
What troulbes me is that with 16 bit indices you can only access 65k triangles, so they have to have multiple vb's or switch to 32 bit indices which would double the bandwidth, and also isn't very fast on nvidia hardware if I'm not misstaken.
I'm still pretty sure they do som LOD before sending it down the graphics pipeline, VIPM is a good bet.
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No amount of polygons and not even the best AI can make up for sliding feet etc.To do that right requires someting like inverse kinematics or what's it called, for basic things like walking (not just for falling crates and stuff), not to mention climbing stairs. That will take a lot of cpu power and we're realy a long way off.
damn i'll be an old fart by the time we see that in games.
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Which is why I didn't blow the extra money on a GeForce 3.
Still no word on processor or memory requirements. I'm thinking 1Ghz with 256Mb minimum, with a "recommended system" on at least 1.5GHz and 512Mb.
thats not too insane ( in like 2 years )
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Now unless you are stupid enough to think that the models in Doom3 are nearly as detail as in the best CGI movie ever made you'll final accept the fact that it's a typo or that Steve didn't hear it right or that Carmack was confused during his speach.
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"However, by the time the game ships, we will have at least GeForce4 or possibly even the next card beyond that so it should be smooth" -from Stomped
Nvida once had a 6 month product cycle but that kinda changed ..
so "GeForce 4 " might be out Q1/2002 and "GeForce 5" maybe Q4/2001 ..
so I guess DOOM will be released Christmas 2002
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There is NO way it will have 250,000 triangles IN GAME, simply not happening, I know carmack does amazing shit that freaks us out now and then, but he can not do the impossible with todays technology (read, not just video cards but the entire structure of how a pc is built needs to be changed before this is possible)
in other opinions a "bathroom scene" ....mmmmmmmmmm tossing up between hating the idea and loving it.
i want it to be a UAC bathroom in a futuristic lab.
jesus where is romero to guide them on level design for this one ....
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Looking forward to anything by Carmack. I feel great just growing up in this era and watching r-]}yevolutions before our eyes.
:)
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Disappointed about Quake IV being created, much or less based in the Quake 2 world :(
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I hope I got your attention now, folks. :)
Anyone, as I remember, there was an idea back in 1995 for Quake. Apparently, it involved monsters and soldiers pissing on your dead body after they killed you. It wasn't technologically possible at the time (Only Soldier of Fortune has done it, so far).
How cool would it be for an Imp to start pissing on your corpse after ripping you to shreds.
That would be funnier than shit. :)
That troubles me a little...
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256mb pc2100 ddr ram
amd 1.2 tbird
elsa gladiac 920
equals
30fps
DOOM 3 is coming
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steve cant type :P
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dude they dont understand what you are saying.
these guys are actually clueless enough to doubt Carmack.
can you believe that?
these idiots ( with no understanding of whats actually going on are throwing words like "IMPOSSIBLE", "it can never be done". it can be done given talent and time and may be money.
all of those ingredients are in id possession. if Carmack says 250K than its 250K. stand up and applaud his genious.
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for instance, if a group of 10 see 1 enemy they hide and run into the room 1 at a time while that 1 enemy picks them off at a time
when challenged the gamer will stand there like a dumbass while someone goes around them and shoots them in the back
im sure i could think of more examples...and these do apply to other games as well
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I feel sorry for Trent Reznor.
7) Models
All of the following in this section is speculation but it does seem to make a certain amount of sense, so I would go out on a limb and wager than while the details might be wrong, the underlying idea is probably correct.
In a statement in 1/01 on the Polycount boards, "Wrath," ex lead animator at Ion Storm, had the following to say about the Doom tech:
"Ayup...that's 500,000 poly models. I saw them, they were in game though probably not the way you think. The high poly version of the models were being used as the reference for all the cool lighting effects...the self-shadowing, bump mapping, displacements, etc. That info was being projected onto a much smaller version of the model, maybe 1500 polys or so. The high poly versions were untextured, the low poly models were using 3 or 4 256x256 skins I THINK. They were very hush hush about specifics."
"I dunno how exactly the magic was working, all I know is that they're starting with insanely detailed models, using them for all the lighting info, and passing that info on to the decimated skinned model that's actually running about in game. Not that you would be able to tell. You get close enough to a model, you can see the creases in fingers. All looking incredible."
http://doomworld.com/files/doom3faq.shtml
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The origional Doom music rocked and was VERY moody.
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that is all.
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