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Doom3 1.1 Patch Released

Rogerpq3 writes "The first non-beta patch for DOOM 3 has been released. The patch addresses many issues found in multiplayer and single player portions of the game. It also adds a Win32 dedicated server executable. You can download the patch at: FileFront, Doom3HQ, FileShack, Worthplaying, and GamersHell."

39 comments

  1. Re:Full list of changes. by mahdi13 · · Score: 1

    Next time you karma whore, please use Plain Old Text...I can't read a thing in that post!

    --
    "Some things have to be believed to be seen." - Ralph Hodgson
  2. Re:Full list of changes. by Richard+A+Lake · · Score: 5, Informative

    damn forgot to preview
    GENERAL
    - Querying a cvar (typing name with no value on the console) now also prints out help text
    - Updated some cvar docs

    STABILITY
    - Fixed desktop crash when loading a QuickSave made when during influence in EPD Lab in Alphalabs 1
    - Fixed game freezing if in-game MP menu is opened just after a change map vote Passes and just before the map changes.
    - Fixed duplicate player names shutting down a server during map changes

    INTERFACE
    - Fixed scrolling lists with arrow keys while holding control crashing game
    - Added toggle functionality to movement commands (i.e. toggle crouch as opposed to holding the button down)
    - Added in_togglecrouch, in_togglerun, & in_togglezoom
    - Added dialog to multiplayer video settings menu telling user that changes require exiting game before they'll take effect
    - Fixed remote password field only displaying 3-4 characters at a time.
    - Fixed g_voteFlags so that spectator and nextmap could be individually toggled
    - Made print screen bindable.
    - Made Alt-Gr (right alt) bindable separately for European versions. For english versions, right alt and left alt both bind as "alt" so that US users who currently have something bound to right alt don't have their config affected by the update.
    - Added mouse wheel scrolling to server list (gui list boxes).

    SINGLE PLAYER
    - Fixed issue when switching between flashlight and previous weapon after using the PDA.

    NETWORKING/MULTIPLAYER
    - Bumped damage up on rocket jumping in multiplayer
    - Decreased damage from chaingun to 25 in multiplayer
    - Exploding barrels to full damage to attacker in multiplayer
    - Increased height for falling damage in multiplayer
    - Made g_fov modifiable in mutiplayer from 90 to 110
    - Changed server protocol version from 1.33 to 1.34
    - Changed idEntity::SetName to allow entities to be named after startup during network games
    - Changed idClass:ostEventArgs to allow script threads to post events during network games
    - Changed net_allowCheats to allow cheat commands during network games
    - Fixed projectile launched from wrong position when player exits teleporter while holding fire
    - Fixed rocket launcher dealing no splash damage to player at certain angle in Edge 2
    - Fixed light from flashlight remaining after player is killed.
    - Fixed frags going negative when over 64. Maxfrags now at 100.
    - Fixed -1/1 ammo count while dropping weapon in multiplayer
    - Fixed no rockets in view-model rocket launcher when first picked up
    - Exploding barrels now give credit for kills to the player who damaged the barrel in multiplayer
    - Fixed chaingun flickering on/off when spectating another player in Tourney
    - Fixed no "You lose" message being played for loser in Last Man Standing.
    - Added join messages when players join an MP game.
    - Fixed players stuck spectating when no spectators vote is passed.
    - Added chat and connection interrupted icons
    - Fixed Frag Chamber doors killing player if they're moving towards them just as they open (kill trigger was turned off too late in the script).
    - Added build for a dedicated server executable (DooM3Ded.exe) on Win32.
    - Fixed problems with server list:
    - wrong server being joined when sorting
    - wrong server being joined when filtering
    - server list not being sorted initially by ping.
    - Chat text no longer converts high-ASCII chars to periods
    - Fixed problem with players logging on and being stuck in spectator mode, yet not really spectating
    - Fixed Incorrect scoring information appears on scoreboard
    - Fixed backpack secret exploit on d3dm5 "Lights Out"
    - Added chat/lag icons
    - Elevators now return to their home position even if someone is standing on them

    RENDERING
    - r_aspectRatio now uses 0, 1, or 2 (4:3, 16:9, 16:10)
    - Fixed in-game videos disappearing if you go to the menu and return
    - Fixed inconsistent worldview of players exiting teleporter.

    SOUNDS
    - Fixed weapon sounds always playing

  3. Re:Full list of changes. by tod_miller · · Score: 1

    I do not think "Karma Whoring" has much meaning on /. , oh for about the last 500 years :-)

    From the posted article:

    Decreased damage from chaingun to 25 in multiplayer

    I bet there will be some whining people with that one.

    I guess this patch breaks client/server compatibility. I have downloaded, and burnt the demo, I will be playig this tonight, although with a 128mb GeForce 4MX, I think it will suck graphically :-(

    --
    #hostfile 0.0.0.0 primidi.com 0.0.0.0 www.primidi.com 0.0.0.0 radio.weblogs.com
  4. Why I will never give up my console by Mr.Dippy · · Score: 0, Funny

    " If you were playing in Nightmare mode before applying the 1.1 update, you will need to re-enable it by pressing ctrl + alt + ~, and typing 'g_nightmare 1' (no quotes) at the console (for more information about how to enter the console, please see the readme file). Then save the game and reload that new save for Nightmare mode to work properly." Hey don't I need to reconfigure my IP Johnson Rod setting and edit my ID10t.bat file.

    --


    -Dipster
    1. Re:Why I will never give up my console by Qrlx · · Score: 3, Insightful

      You sound like one of those diehard Mac people who makes fun of Windows because it still has DOS in it. (i.e. the console)

      Noone's forcing you to update to 1.1.

      Hey, at least PC games get fixes. How would you even patch a console game?

    2. Re:Why I will never give up my console by Anonymous Coward · · Score: 0

      The non-patchability of console games encourages the developer to spend more time on quality assurance, at least most of the time.

      I think that's a good thing..

    3. Re:Why I will never give up my console by Anonymous Coward · · Score: 0

      Hard Drive... that's how. I get patches on some of my XBOX games, and 1 of my PS2 games (FFXI).

    4. Re:Why I will never give up my console by Anonymous Coward · · Score: 0

      Most of the time... unless you're EA. They have a pretty bad track record with their QA and releasing games with fairly major glitches.

    5. Re:Why I will never give up my console by Fammy2000 · · Score: 2, Informative

      Hey, at least PC games get fixes. How would you even patch a console game?

      Hard drives, memory cards, flash ROMS, main memory (via a NIC or via additional media (expansion disc, etc)), new releases.

      There are ways. Only one or two are feasible.

      --
      If I had something intelligent to say, I would have said it.
    6. Re:Why I will never give up my console by Mr.Dippy · · Score: 0

      It's not that I'm for/against having to tweek stuff on the command line. My problem is that when I buy a game I just want it to run. It's not like I'm installing the latest version of Linux or trying to debug a perl script, etc.. Alot of PC games In my opinion, are rushed. Every game for the PC that I've bought seem like they've had some major problem with them. But, people accept this as the norm and wait for the patch to come out. But, if you release a game to the console and it had a major bug there would be hell to pay. Just because the game has the ability to be patched doesn't mean we as the consumer should accept that that is the why it goes.

      --


      -Dipster
    7. Re:Why I will never give up my console by evil-osm · · Score: 1

      The AC is right, as much as I hate to admit it (I love PC games and hate the console). If a console game has bugs in it, the game likly won't sell, thus ends the life of that product/company/developer. They must have to be very rigid on quality. **However** that being said, the cheap way out of this is to limit your players abilities (FF7 comes to mind) You couldn't go anywhere you wanted you were limited to certain "hot spots" that you could enter/open/activate. There was a PC port of this game as well. Then take a game like GTA (from the top of my head) it is more open, however you can't interact with as much in the game as per se Ultima 7, where you could practicly do anything you wanted (U7 only had one patch).

      I think alot of people seem to be ignoring the general issue, that developers have two ways out making a good quality game:

      - limit the user
      - rely on patches

      However even that is a loaded statement as games are more and more complicated now and release dates are set years in advance (due to development time), plus a limited game doesn't mean that it isn't fun or of good quality either. Testing these complicated games is getting quite rough I would imagine. A interesting trend is to look back at some of the older games and see how many patches were released for them, vs today. Complexity and number of patches almost seem to be on a parallel incline.

      --


      E.

      Never rub another man's rhubarb - The Joker
    8. Re:Why I will never give up my console by angle_slam · · Score: 2, Informative
      There may be ways. But they aren't used. Case in point, EA's MVP Baseball 2004. There is a "lefty bug" where it is much harder to hit home runs with left handed hitters than right handed hitters. The PC version was patched to correct this within a couple of weeks of release. They've never patched the XBox or PS2 versions.

      The fact is, PC game publishers will release patches to fix games. Console game publishers won't.

  5. Stable? by Rayonic · · Score: 3, Funny

    It may run well now, but we know it won't be really stable until version 1.666

    (old reference)

  6. Re:Full list of changes. by Mr.Dippy · · Score: 0

    I have that card and the game can barely run in 800X600. Have Fun.

    --


    -Dipster
  7. Re:Full list of changes. by KDR_11k · · Score: 1

    Anyone know if it fixes the MP sound problem the beta patch introduced?

    --
    Justice is the sheep getting arrested while an impartial judge declares the vote void.
  8. 64-bit support? Linux support? by MobyDisk · · Score: 2, Insightful

    It doesn't look like the patch has 64-bit Windows support or Linux support. :-) Currently, it only works on XP 64-bit if you use the no-cd patch. (SafeDisc doesn't work on the Betas) Alternatively, a 64-bit Linux version would be welcomed.

    1. Re:64-bit support? Linux support? by yahwotqa · · Score: 1

      Let's just hope that these changes will already be incorporated in Linux binaries (which may actually be released someday, one never knows...).

  9. Other problems [spoilers] by cgenman · · Score: 1

    Did they fix the problem that the last boss is trivial to beat with the soul cube, or that wandering around the mars base with Hell breaking loose is a lot less scary once you have already been trapped in Hell and fought the strongest boss in the game? Or that each section of the game is about 30% too long?

    1. Re:Other problems [spoilers] by CodeWanker · · Score: 1

      Yup. The game was just achingly disappointing after such a long wait. It's like DOOM 3 came from a different bunch of folks than the makers of Quake. If they do come up with a patch to fix the currently linear nature of the single player mode, I'll re-install it and finish it.

      --


      "Wow. Now THAT'S a lot of angry Indians." - Lt. Col. George Armstrong Custer
    2. Re:Other problems [spoilers] by IntergalacticWalrus · · Score: 1

      > Did they fix the problem that the last boss is trivial to beat with the soul cube

      You seem to have missed the point that the final boss can _only_ be damaged by the soul cube. Still, yes, you've got a point: it's definitely too easy. That was really dissapointing, I mean damn, they brought back the almighty Cyberdemon, one of the most famous icons of gaming, yet only 3 hits kill him. You've turned the Cyberdemon into a wimp, id software! A WIMP!! SHAME ON YOU!

      > or that wandering around the mars base with Hell breaking loose is a lot less scary once you have already been trapped in Hell and fought the strongest boss in the game?

      Whoa, for me the toughest boss was definitely the third one (the BFG-toting one, can't remember the name). I managed to kill him only through a very cheap trick involving the rocket launcher and chainsaw. Perfomed right, you can kill him in a matter of seconds, with just a tiny amount of life left.

      > Or that each section of the game is about 30% too long?

      What? You wanted the game to be shorter? That's a weird thing to complain about, especially now that typical FPS games are much shorter than they were a few years ago...

    3. Re:Other problems [spoilers] by tricops · · Score: 1

      Well, shorter wouldn't have hurt. I'd have to say I agree, sadly. I usually want games to last longer, but... well... I did enjoy Doom 3, but I could only play it for short periods of time in a sitting because it got boring/monotonous too fast.

      Honestly, the graphics were great, and the demons did do some sneaky/scary things, but generally... it was fairly predictable. "Hmm, a full armor... if I get that they're going to launch 5 imps at me, yada yada..."

      Oh well... I want co-op! I'm still annoyed about that.

      --
      (\(\
      (^v^)
      (")")
      This is the cute vorpal bunny virus, copy to your sig or runaway, runaway in fear!
    4. Re:Other problems [spoilers] by halowolf · · Score: 1
      That was really dissapointing, I mean damn, they brought back the almighty Cyberdemon, one of the most famous icons of gaming, yet only 3 hits kill him. You've turned the Cyberdemon into a wimp, id software! A WIMP!! SHAME ON YOU!

      I don't know what difficulty level you played it on, but it took 6 Soul Cube attacks to kill Cyberdemon when I fought against him ;)

      But I agree, the end boss was quite disappointing as he was easy to defeat. By the time you get there you have a stack of rockets to use against the little minions to power up the Soul Cube, and if you are smart your Soul Cube is ready to go as soon as you enter the boss area. Just keep running from Cyberdemon around the edge of the portal and your set.

      I got enjoyment from D3 by playing the game, not the bosses :)

    5. Re:Other problems [spoilers] by Anonymous Coward · · Score: 0

      OK, this is just mind-achingly stupid. You're arguing that Doom 3 was a worse single-player experience than the Quake games? Let's recap for a moment.

      Quake - short and boring singleplayer campaign with very little variety in maps or enemies. Only two bosses in the game, both of which are "puzzle" bosses. The last boss can be defeated in a matter of seconds if you know what you're doing. Completely linear.

      Quake 2 - better singleplayer game than the original, but still very flat and bland. Generic kill-monsters-push-button-open-door-exit-level gameplay, very little in the way of atmosphere, one or two good levels, but mostly quite uninspired. Completely linear.

      Quake 3 - bots. Not even especially good bots. Doesn't even rank highly enough to be accused of being linear.

      Doom 3 - long single-player game. Does have some issues with repetition and lack of variety. Is, however, very scary indeed. Probably the most atmospheric game yet seen on the PC. Mostly linear, although it does have 1 plot-branch point, which is 1 more than has been featured in any previous ID game.

      Doom 3 is basically exactly what it was billed as, no more, no less. It's a very scary single-player fps with a sci-fi setting. If you were expecting any more from it, then that's your own stupid fault.

    6. Re:Other problems [spoilers] by Dark_Link2135 · · Score: 0

      not quite...the branching point where you decide to send the transmission or not has not outcome on the game.

      dont get me wrong, i still love doom 3!

      --
      "Potpourii doesn't taste as good as it smells." - Dark_Link2135
  10. Torrent by Pine+UK · · Score: 3, Informative

    Filerush have a torrent if anyone's getting poor downloads on the mirrors. :)

    1. Re:Torrent by KDR_11k · · Score: 1

      I got a nice download speed from www.doom3.com, so server load is definitely not a problem.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  11. Re:Full list of changes. by Anonymous Coward · · Score: 0, Offtopic

    > Hypocrisy: Being against "murdering children" and for capital punishment.

    Children are innocent, and potentially have a lot to contribute to society.

    Convicted criminals are guilty, and have demonstrated that they are a detriment to society.

    But I suppose the "children" in question are unborn babies, right? The line between when a human being is "alive" and "not yet alive" has to be drawn somethere. For instance, in China many babies are "aborted" shortly after birth. If you disagree with that practice, and think that's "too late" to kill a baby, then can I lump you in with the "Pro-Life" crowd?

    Does the Pro-Choice crowd have to believe in Capital Punishment?

  12. Does it patch in the fun... by Anonymous Coward · · Score: 0

    ... or is that reserved for a later patch?

  13. Re:Full list of changes. by Anonymous Coward · · Score: 0

    That depends on what Pro-life and Pro-choice mean.

  14. Re:Full list of changes. by Anonymous Coward · · Score: 0

    Consider, however, that murder rates are not lower in places with capital punishment, that there have been demonstrated gross injustices in its application, that it is more expensive to society than life imprisonment, and that released murderers generally become model citizens.

  15. Re:Full list of changes. by Richard+A+Lake · · Score: 1

    Sorry. I havent posted many comments to slashdot and didn't know HTML Formatted does that.

  16. Re:Full list of changes. by mahdi13 · · Score: 1

    Took me a while to get tired of entering in HTML code when posting, so set it to default to plain old text in your profile

    HTML code will still be recognized correctly

    --
    "Some things have to be believed to be seen." - Ralph Hodgson
  17. Re:Full list of changes. by mahdi13 · · Score: 1

    I have a GeForce4 Ti 4800 SE w/128MB and it runs Doom3 fine at 1024x768 with medium detail

    Maybe you should try not running it with maxed out detail settings? ;-)

    --
    "Some things have to be believed to be seen." - Ralph Hodgson
  18. Re:Full list of changes. by Richard+A+Lake · · Score: 1

    Thanks

  19. backpack exploit? by Anonymous Coward · · Score: 0

    what did the backpack exploit do?

  20. Re:Full list of changes. by BenjyD · · Score: 1

    Geforce 4Ti == Fast
    Geforce 4MX == Slow

    What a difference two letters make.

  21. Re:Full list of changes. by mahdi13 · · Score: 1

    Doh, you got me...

    Spend the $100 and get a Ti card then ;-)

    --
    "Some things have to be believed to be seen." - Ralph Hodgson
  22. Re:Full list of changes. by Anonymous Coward · · Score: 0

    and that released murderers generally become model citizens.

    The fuck?