Doom III Trailer Debuts At E3
trub writes "The new Doom III trailer is out now on Gamespot.com (registration required). It's worth it.. don't mean to sound like a fanboy, but 'words can't describe...'" There are also mirrors that don't need registration via PlanetQuake3.net, and a BitTorrent link courtesy Gametab News for this 31mb DivX file. The game has also been officially confirmed for Xbox at E3, and you can check out more E3 news at Slashdot Games.
Not that this is very insightful, but I was able to see this trailer at E3. It kept showing on a loop, and each time it was shown, a large crowd gathered around. Everyone there seemed to comment that it was amazing, and it's worth spending a bunch of money to upgrade their PCs when it is released!
Doh!
but why would you want to, unless your video card is slow, playing doom3 on a xbox with their handhurt(c) controllers would be a pain in the , well hands
Are there any screen captures of the trailer for us dialup people?
That, and 10 years from now when you've got a P12 Gforce FXP 50 that can do 2400x1600 3D fluid on your 50" monitor, you might be happy to play this instead of the 640x480P version on the XBox...............
Reminds me of the 1994 Doom 1 release date. I had to upgrade to 4 megs of RAM! That was a trip.
Hope my 768 megs of RAM is enough.
With that engine, you could make a mod which would be indistinguishable from reality.
Just add an evercrack style backend and humanity will self-extinct due to lack of interest in sex.
btw, I got 80k/sec from planetquake3's link. You guys are slacking.
Get the Half-Life 2 teaser here as well! It's not as good as the Doom III vid, but it still looks wicked. Half-Life was probably the best FPS I've every played, and a lot of my friends agree, so my fingers are crossed for HL2 to rock just as much.
Ok I'll bite... (Even though you'll be modded into oblivion in a few moments).
1) Carmack's games were never intended to help society. His games help society about as much as Mountain Dew, and I think that is quite alright.
2) I think the military actually used a custom DOOM port for traning. The game wasn't influenced by Carmack, it was written by him.
3) WTF does "I'll let you decide all the psychological reasons behind the expression that forms through the media of the computer." even mean? "expression"? Did you mean "expressions", "emotions", "inspiration" (good or otherwise).
Stop pretending to be smart, it makes you look stupid.
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I really don't care much about the gameplay of Doom III. Why ? Because Carmack's greatest contribution to gaming is not the games he creates for the last few years, his real contribution is the technology he gives to many talented others for implementing their ideas in a more stunning way.
What if gameplay of Doom III sucks ? What if it does not make it to the hype ? Nothing..No problem at all: as we've both seen before someone with a good idea will licence the technology and will give us a new game that'll rock our world. And considering Carmack's huge affords to make his technology easy to modify, we'll probably see much cooler mods too. Half life, was built on quake 2 engine, quake 3 engine was the base for medal of honor, and the list goes on. Carmack is not only coding a game, he's creating the technical foundation for next generation of games, and even just for that he deserves respect and all his Ferraris. Still i can guess how many will be bitching about "how Doom III sucks" when the game is out. Just try to see how much the guy alone has done for gaming. And for god's sake please stop that "what a wasted talent" bullshit, we have enough of scientists, and genius elsewhere, let the man do what he likes with his own brain .
Well since I have played the Alpha:
_ 3_ alpha_help.html
You NEED a fast vid card and at least 512 megs of ram. The ram really helps.
I dont see how the XBOX can even get this to look right without seriously watering it down.
Playing this game on a PC is like playing Doom, in the sense that it suprises you, hell is even scary.
But the way it looks just brings you in, I found myself looking at the tiles in the bathroom, at checking out the elctron pulse by stanind in it WOW.
Carmack has gone all out to add in the visual features, using light and shadow to his advantage, and those monsters are frightening. They attack with a vengence.
heres a link that will help you with the Alpha, including graphic modifiers. Nice FAQ in as well:
http://www.evem.org.au/evem/archives/games/doom
Play Postal 2, or read American Psycho.
As I put away my shotgun silenced by a dead cat stuck on it's barrel and drew out an antrax filled cow-head.
Looking out over the horde of civilians burning to their death because of the gasolene I covered them with then ignited, There was something that made me think "Hmm, this game is violent"... I think it was the newspaper in the corner. Yes. Definatly the newspaper.
People use computergames, books and movies to ESCAPE from REALITY. It doesn't make people get more violent.
IMHO Sims is the most dangerous of video games, because people who are playing games that emulate real life probably would be better going out and LIVING it.
Yeah.. and being the over-anxious FuckTard that I am, I signed up, clicked download and got the following:
Protected Delivery We are sorry. This protected delivery is only available through Kontiki's secure delivery software. However, the software could not be installed on your computer. Possible Problems The Kontiki software requires Internet Explorer v5.01 SP2 or later running on a Windows PC. Additionally your browser security settings may be set too high or your company's system administrator may prohibit the installation of software. If you have addressed any of the issues above, try again with Kontiki's secure delivery software. Need More Help? Go to this page for answers to common questions.
IE ?! Fuck You. I don't have IE. Oh well.. Ok. I'll just stream it then.. Wrong! 2 commercials streamed just fine, then the show is about to begin.. BZZZZT! dead link.. Fuck you again.
Fuck you GameSpot. Fuck you.
Thank you. Drive through. (:wq)
doom3_e32003.mpg
Has anybody noticed the graphics glitch after about 47 seconds, where you have an outside view of the facility and a mono-rail? It seems to me that even though the mono-rail car passes through shadows, the translucent window isn't shadowed at all! I think it should at least darken a bit...
Any graphics guys care to comment?
- Andreas
I here you brother: Linux should be in the crowd. UT2003 did it, they did it the right way: You bought the game and it was win and Linux, you choose which operating system to run on. Thats the way to go. Here that Carmack? Do it, it makes friends.
Those boys went out and Bowled before Killing!
They picked up thier big balls and knocked down those pins, like well, uh, pins.
Damn you Bowling! BAN BOWLING NOW!
...desensitizing people to violence...
That whole thing is a load of crap. I play tons of video games and I'm not violent at all. It really makes me mad when people go around spouting all that garbage. In fact, if I ever find you, I'm going to beat you with a crowbar before stuffing you into my wood chipper!
I moderate "-1, Fool"
I remember playing the Doom 3 Alpha last year(Sorry, John. I couldn't help myself =D). Although it was only in alpha stage, the game scared the shit out of me. It was genuinely scary. Dark atmospheres. Moody lighting. Timed events(like Pinky bursting through the wall and coming after you). Considering that it was only in the alpha stage, it had the makings of a great game. My only complaint about it was that there was nothing to interact with(Likely because it was in Alpha). Hopefully they've added more realism to the game with the final build. But if ID's history is any indication, I wouldn't be surprised if there wasn't much to interact with in the scenery. Past ID games have been known to leave out the finer details like that, whereas other games tried hard to put them in, despite technology limitations.
"People should be allowed to keep midgets as pets."
- Gov. Jesse Ventura
Half-Life was based on the Quake 1 engine.
"At its core, it's a Quake 1 engine. You can tell this by comparing Half-life's map compiling tools with those shipped with Quake1. You'll find very minor differences -- none of them are fundamental. The core rendering is architecturally identical to Quake1, the only "significant" change is removing the fixed palette, making map lighting RGB instead of 8 bit, and converting software rendering to be 16 bit color instead of 8 bit color, which was pretty easy and only required minor code changes. Our skeletal animation system is new, though it was heavily influenced by the existing model rendering code, as were a lot of our updated particle effects, though less so with our beam system. Decals are totally new, our audio system has some major additions to what already existed, and at ship time our networking was almost totally Quake1 / QuakeWorld networking but about a year later Yahn rewrote most of all of it to be very different in design. The most highly changed sections are the game logic; ours being written in C++ and Quake's being in written interpreted "Quake C". Our AI system is very very different from anything in Quake, and there's a lot of other significant architectural changes in the whole server and client implementations, though if you look hard enough you can find a few remnants of some nearly unmodified Quake1 era entities buried in places."
More details over here.
So if they can do that with the Quake 1 engine, imagine what they should be able to do now.
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Internet Explorer (n): Another bug -- that is, a feature that can't be turned off -- in Windows.
1. Doom3_PCVersion-E3-Traile.rar
2. doom3.zip
3. Doom3-E32003-PCTrailer.zip
4. doom_3-e32003-full_video-hires.zip
5. doom_3-e32003-full_video-hires.avi 6. doom_3-e32003-full_video-hires.zip
7. doom_3-e32003-full_video-hires.zip
8. doom_3-e32003-full_video-hires.zip
9. doom_3-e32003-full_video-lores.zip
10. doom_3-e32003-full_video-lores.zip
11. doom_3-e32003-full_video-lores.zip
and you can live in fantasyland that the gfx is the same on xbox as on that new pc, textures, lightmaps &etc take things like memory in which the xbox is very limited compared to pc (you can't argue that the os overhead would be over 400mb's or that theres some optimization magic whizzbang that just makes storing textures and models on xbox extra easy because it's a 'console').
or just use your current computer that beats the xbox on performance already and just not keep everything at high, shock to some: most gamers don't have new high-end gaming cards and cpu.
just get the game(demo) and see how it runs.
world was created 5 seconds before this post as it is.
For those who don't want to register to Gamespot, can't get there, and also can't hit planetquake3..
Mirror 1
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During my quick scan through its preferences menu, I could only tell it to stop downloading them once my HDD was filled to a (user-specified) capacity - seemed somewhat indirect to say the least. But it is possible to curb its rampant data-whoring habits this way, at least.
This software is easy to shutdown and uninstall, and can be configured to stop it doing incredibly stupid things (like downloading 70MB of data you don't want). If you must use it, be draconian about changing its settings first.. happy downloading.
don't mean to sound like a fanboy, but 'words can't describe...'
How about "3d shooter game sequel with fancy shadows"?
My Karma: ran over your Dogma
StrawberryFrog
Basically, the algorithim uses the Z values stored in the Z-buffer to determine whether each pixel is in shadow or not. (The Z-buffer is used for hidden surface elimination, and normally stores the single nearest opaque-surface.)
When you draw transparent surfaces, you end up with multiple surfaces visible at each pixel--the nearest opaque surface, and all closer transparent surfaces. But there's only a single value in the Z-buffer, so the checks to determine shadow determine whether that particular point (back-projecting that pixel to that depth) is in shadow.
So either transparent surfaces pick up the shadowing of the surfaces you see through them, or you turn off shadowing for transparent surfaces (and maybe do something else for them, like raycast one or more points on the surface to the light sources and use that info for shadowing the whole surface or each vertex).
I've played the Doom III Alpha version, and my jaw dropped to the floor.
I have just watched the HL2 trailer. My jaw has been stuck on the floor and I can't pick it up!!! The moment that on-screen girl smiled, I realized that HL2 will kick Doom III ass big time.
Doom III is not about the game. It is about the engine, the technology. The game is just a demo of what the engine can do.
I have to say: these HL2 movies are beyond belief. It's not that the graphics are top-notch: they're gorgeous for what they need to be (don't know how to compare between games, though D3's models look more detailed, higher res): it's that the game looks like the first ever to make a real physics engine work in a game: and be part of the fun instead of an annoyance. The 30meg video of the running battle with the soldiers just goes on and on with cool stuff: and yet none of it looks scripted or canned: it could have played out very differently, in a million other cool ways. The way that objects tipped, wobbled, and tumbled, not to mention reacted to gunfire (like you shooting away a rolling barrel in the teaser) opens up whole new worlds of design possibilities that I hope Valve has really made the best of.
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The characters also look stunningly lifelike. Again, not because they are perfect 1zillion poly models, but because the animation and attention to sutble physical detail is incredible. HL2 is defiantely on my buy list, and I'm actually far more exicted about it than DOOM3, no matter how amazing it might look.
That said, I'm really hoping that DOOM3 will be the game that puts id back on the map as a great SP experience. They have't really had a truly groundbreaking SinglePlayer experience since Doom, and that was largely because they were the first: they came in before FPS games got bogged down with cliches that were originally fresh in DOOM. But in D3 it looks like they've combined a love for top-notch technology with a desire to make it really work as an cohesive gaming experience. It looks creepy as hell. I just hope the game spreads out a little more from the suspiciously parodiable feel of:
Player: Hey, I'm running around in a gorgeously rendered dank sewer!
Carmack: No fool, it's a moonbase complex.
Player: They have sewers on the moon?!
Carmack: I... uh, yes.
Carmack: Lookout: a spider!
Player: Oh no! And look: a space crate! Made out of human femurs and plywood and some staples made out of a little girl's braces! I hope it's full of ammo and health, but you never know what's what up here on this crazy... wadda call it? Moon?
And yeah, that's ADRIAN Carmack I be talking about, Word.
You hear me though Carmack? I can only spend so much time on the moon: if you don't take me somewhere out in the open, like a gorgeously rendered outdoor plain of hell stretching out in all directions, or inside the guts of a giant, organic demon-spawn citadel with blood-seeping lungs for walls and tanned human skin for throw rugs, I don't know what I'll do.
Probably just sit my ass down on a crate and doodle on the PDA that you thought would make for a great action game. I hope it has a spreadsheet function, because tax day is always around the corner! (note to id: make evil tax-spider and Hitler-spider)
FPS desperately need another element of realism: the buildings should get shot up as well as the players.
I've been playing Doom, Quake for years and during a 3D session of QII the other day it hit me: you can shoot the biggest gun at the littlest thing and it just bounces off. The plasma gun at least leaves burn marks in the wall but they quickly 'heal' - seems like a really awesome addition to the game would be walls that collapse when a stray rockets hits them - the game world should start out like a well kept castle or building, but as the game goes on it slowly turns into rubble as it gets shot up.
Just a thought.
try { do() || do_not(); } catch (JediException err) { yoda(err); }
It?s always the same story? Troubled youth plays doom or quake, he arms himself to the teeth, he kills his classmates. This has happened hundreds of times in the US alone.
In the US alone, or, more exactly, in the U.S. only. (well, it happened in Europe. Once.) The problem is NOT Quake, Doom, violent video games, or even Marilyn Manson. Consider this: ONLY in the U.S. are guns so easily available. If there is a problem here, I'd argue that it is NOT John Carmack; the problem here is N.R.A., and the fact that anybody out there can arm himself/herself to its teeth.
Jon has wasted his intelligence, caused the deaths of innocent children, and warped this country forever.
John Carmack didn't kill anybody. The kids did. Kids are stupid, mostly angry 14 year-old boys. But, would they have killed anybody, hadn't they been able to go and fetch 6 pounds of ammo at Walmart without anybody caring about it? Uh?
You are basically saying that those kids are fragile and got influenced by Jon Carmark's works. All right. Now, let's get rid of computer games, consoles, thai kick-boxing and WWF, who promote violence in similar ways. Let's educate those kids; they should be watching CNN, or something similar, to learn about the world surrounding them, instead of playing stupid games.
What do they see? Assholes blowing up towers by crashing planes into them. (9/11). Oh, shit. Other assholes bombing places flat out and killing everybody in the place, sometimes with no apparent reason (Iraq, but also applies to almost any other war; Chechnya comes to mind). Still more assholes fighting for more or less desperate causes (basque terrorism, corsica, religious fundamentalists) or even for emty pieces of desert land (Israel / Palestine), blowing themselves up in buses, marketplaces, schools, etc.
OK. The world nowadays is sick. Let's turn to... history! After all, history is harmless and taught in the safety of classrooms and libraries.
What do they see? World wars with 50 millions + casualties, entire cities destroyed through conventional or atomic bombings. Genocides, ethnic cleansing, mass rape and mutilation as warfare strategies (Rwanda).
Alright, alright, history sucks.
So, let's study, say, technology instead! After all, technology is "neutral", isn't it?
Oh, every single new technological achievement in the last 200 years was primarily intended for use in warfare . Gunpowder. Steel. Computers. Jet reaction. Even automobile (primary planned use: drag howitzers around). Planes. Nuclear energy. (The automatic machine gun was actually invented a couple of years before... typewriters). Oh, never mind. It's evolution, baby!
I believe there is something morally wrong when millions of people have computerized murder fantasies
There is nothing wrong about having fantasies. We could debate forever if having a "fantasy" is wrong or not. (I dreamt about raping/killing somebody, but I didn't commit anything: would I be to blame? Can individuals be held responsible for their subconscious and half-subconscious feelings?).
Still, let's admit, for the sake of argumentation, that having murder fantasies is wrong. Yes, but face it: it's not Jon Carmack's fault. People had murder fantasies long before computers existed; and not only fantasies, mind you, but they put it into actual practice. (genocide: the annihilation of millions of people by an *at least* equally large number of people: it took the collective work of millions of nazis to kill the 6 millions jews of the holocaust; the hutu/tutsi massacres (800 000 dead in 5 to 6 weeks) were the results of carefully crafted, planned, policies and decisions).
So, you see, the whole world is fascinated by violence and war. Not just computer players. Mankind cares about two things: 1/ surviving, and 2/, making sure it can annihilate itself as fast as possible. (think about the NUMBER of nukes stored in Russia / USA / France / China during the Cold war: more than enough to eradic
Hello! I'm a disaster waiting to happen!
while i don't know about the use of different sounds to liven things up, we do know that doom3 is engineered to take advantage of 6.1 surround sound. they wanted to create as emersive an environment as possible, and so spent a lot of time makeing the sound believable. trent reznor of nine inch nails was even brought onboard to share his expertise.
Why do people always talk about Carmack as a 'Game designer'? He doesn't make games, he makes graphics engines. And he's damn good at that.
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Warren Spector, now that's a *game* designer (Thief, System Shock, Deus Ex). Or Steve Barcia, of Master-of-Orion fame.
I once went through the trouble of downloading a Carmack presentation off the web about Q3 at the time. "Um...yeah.... um... basically we have like tons of shiny things that really kick ass. It looks really awesome."
Thank you for that wonderful insight, I really couldn't have deducted that from the screenshots.
Quake2 was a mindless shooter which constantly made me feel that my monitors blue-channel was broken (everything was brown/yellow). It didn't come close to Unreal's awesome atmosphere, colorful environments, sense of 'going somewhere',
Who is the writer for Doom III's storyline? How will the voice acting be? How about (non-)linearity? What is the level of sound interaction in the games (i.e. not just 'gun::fire() { playsound("bang.wav"); }').
All these questions get ignored because it has normal mapping and stencil shadows.