Slashdot Mirror


Doom 3 Source Released

alteveer writes "Just like Quake 3 before it, the Doom 3 source code has been released to the public (minus rendering of stencil shadows via the 'depth fail' method, a functionality commonly known as 'Carmack's Reverse')."

187 comments

  1. Has anyone actually made any worthwhile with the by CmdrPony · · Score: 4, Interesting

    old ID engines?

    I'm curious because the tech is there. Are there any fun open source games?

  2. Re:Has anyone actually made any worthwhile with th by Anonymous Coward · · Score: 4, Interesting

    Check out Tremulous

  3. Can I learn how to program the GPU from the source by Anonymous Coward · · Score: 0

    To the gurus,

    Is it possible to learn how to program the GPUs from the source?

    Thank you !

  4. Another level by masternerdguy · · Score: 5, Interesting

    Carmack has raised the bar for the game industry once again.

    --
    To offset political mods, replace Flamebait with Insightful.
    1. Re:Another level by esquizoide · · Score: 1

      He lowered pretty down with MEGATEXTURES, though.

    2. Re:Another level by nbohr1more · · Score: 2

      Megatextures still have potential. They just need to be more conservative instead of trying to make everything out of them. Mixing traditional textures and Megatextures gave the game BRINK it's distinctive look and the technique could be extended further. John Carmack was trying too hard to: http://en.wikipedia.org/wiki/Eating_your_own_dog_food A more realistic approach would've been optimal.

    3. Re:Another level by tapo · · Score: 1

      Brink didn't use Megatextures, there was no need for it to do so.

      The only two games to use Megatextures so far are RAGE and Quake Wars. In the latter, they work quite well.

      --
      "Joy is contagious," he said, peering into the microscope.
    4. Re:Another level by nbohr1more · · Score: 2

      Please make sure to read some technical documents about BRINK before posting: http://charles.hollemeersch.net/node/58 Otherwise known as Virtual Texturing see Bethesda Press: http://www.bethsoft.com/eng/games/games_brink.html

  5. May I be the first to say by Anonymous Coward · · Score: 0

    Thank you, Id!!!

  6. Re:Can I learn how to program the GPU from the sou by masternerdguy · · Score: 5, Insightful

    Yes but you'd be better off learning by assembling a simple program than reverse engineering a big one.

    --
    To offset political mods, replace Flamebait with Insightful.
  7. Nice! by Grindalf · · Score: 0, Redundant

    Nice! Good call ID Software ...

    --
    The purpose of existence is to make money.
  8. Re:Has anyone actually made any worthwhile with th by Lemming+Mark · · Score: 4, Informative

    Xonotic (successor to Nexuiz) is worth a look: http://www.xonotic.org/

    I think that might actually have evolved from Quake 2 era code originally, or something crazy like that - it's a lot more advanced now.

    UFO:AI uses the Quake 2 engine on some level as well I think: http://ufoai.ninex.info/wiki/index.php/News

    In my experience Nexuiz and UFO:AI have both been quality Open Source games, although I think UFO:AI contains some media that are not categorised as fully Free in the strictest sense. Xonotic looks to be doing some cool new things and I hope that UFO:AI has also improved since I last played with it.

  9. Re:Has anyone actually made any worthwhile with th by Anonymous Coward · · Score: 0

    Urban Terror came out of Quake 3. Very fun. The issue is that these online games tend to get filled with a lot of South American / Spanish speaking players (think TeamSpeak). If you speak Spanish, it would be better, as communicating in team games can be difficult sometimes.

  10. Re:Has anyone actually made any worthwhile with th by Hadlock · · Score: 2, Interesting

    Not Open Source, but Brink came out this spring based on the Doom 3 (IDTECH 3, I think?) source code. While terribly supported by the developer (Splash Damage) for the PC, it's a beautiful game, and really says a lot about what can be done with this codebase.

    --
    moox. for a new generation.
  11. Re:Has anyone actually made any worthwhile with th by Anonymous Coward · · Score: 0

    My friends and I have LANs with WesternQ3, Proball, and Urban Terror.

    What you are asking for is a game that gets hundreds of thousands of dollars poured into it. These games are side projects for most of the developers.

    The aformentioned games are great at LAN parties for people who care more about the gameplay and having fun than the level of your character.

  12. Re:Has anyone actually made any worthwhile with th by the+linux+geek · · Score: 1

    Tremulous has an in-depth class/upgrade/building system if I recall. It's actually pretty unique, but not really my cup of tea.

  13. Re:Has anyone actually made any worthwhile with th by Anonymous Coward · · Score: 1

    Urban Terror was a Q3 mod, but is now a standalone, free game.

    I still play it all the time, the circle jumping, and walljumping aspects make for some really fun gameplay. Kind of like street fighter turbo or something...

    http://www.urbanterror.info/home/

    Loads of fun...dare I say, I kinda like it more than q3...

    Here's a good vid of the extra movement abilities -

    http://www.youtube.com/watch?v=LVV5aCFY4QI

  14. Re:Has anyone actually made any worthwhile with th by next_ghost · · Score: 5, Insightful

    Even if nobody created anything new, the ability to keep the original ID games up to date with modern systems is more than enough.

  15. Re:Has anyone actually made any worthwhile with th by Joehonkie · · Score: 3, Informative

    Many mentioned above and Warsow (http://www.warsow.net/) which takes the arcadey style of Quake 3 even up yet another notch.

  16. Re:Has anyone actually made any worthwhile with th by xavdeman · · Score: 5, Informative

    It's funny you mention Modern Warfare 3 since that game's engine is based on id Tech 3, an engine id Software open sourced before, just like they are doing now with Tech 4. "The engine was first used for Call of Duty 2 in 2005 under a proprietary license of id Tech 3 created by id Software in 1999, as at this time, the engine was a heavily modified version of the Quake III engine. The engine did not have an official name until IGN was told at the E3 2009 by the studio that Call of Duty: Modern Warfare 2 would run on the "IW 4.0 engine". (http://en.wikipedia.org/wiki/IW_engine)

  17. Re:Has anyone actually made any worthwhile with th by X0563511 · · Score: 1

    Quake. Nexuiz uses the darkplaces engine, which is the first quake's engine redone :)

    --
    For large sets, this will be our guide even unto death, for the LORD will work for each type of data it is applied to...
  18. License by u17 · · Score: 4, Informative

    It seems that the licensing is a mess.

    The header in the source files state that the code is GPLv3 or any later version, with additional clauses added.

    In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.

    However, it seems that it is only possible to apply these additional terms to GPL version 3 exactly (and not any later version):

    2. Replacement of Section 16. Section 16 of the GPL shall be deleted in its entirety and replaced with the following:

    These additional terms seem to be just disclaimers of liability and an indemnity clause, but it is entirely possible that they make the source GPL-incompatible, which, if true, would be a huge disappointment.

    So not only is the license not self-consistent, it is likely also GPL-incompatible. The additional terms may further make the license non-free, and definitely non-DFSG-compliant. Thanks go to the corporate lawyers who have turned Carmack's good intentions into an abomination. I hope that they can re-release this under saner terms.

    1. Re:License by Anonymous Coward · · Score: 5, Informative

      This doesn't seem to be a problem since the base GPL v3 license explicitly allows replacement of Section 16:

      7. Additional Terms.

          "Additional permissions" are terms that supplement the terms of this
      License by making exceptions from one or more of its conditions.
      Additional permissions that are applicable to the entire Program shall
      be treated as though they were included in this License, to the extent
      that they are valid under applicable law. If additional permissions
      apply only to part of the Program, that part may be used separately
      under those permissions, but the entire Program remains governed by
      this License without regard to the additional permissions.

          When you convey a copy of a covered work, you may at your option
      remove any additional permissions from that copy, or from any part of
      it. (Additional permissions may be written to require their own
      removal in certain cases when you modify the work.) You may place
      additional permissions on material, added by you to a covered work,
      for which you have or can give appropriate copyright permission.

          Notwithstanding any other provision of this License, for material you
      add to a covered work, you may (if authorized by the copyright holders of
      that material) supplement the terms of this License with terms:

              a) Disclaiming warranty or limiting liability differently from the
              terms of sections 15 and 16 of this License; or

              b) Requiring preservation of specified reasonable legal notices or
              author attributions in that material or in the Appropriate Legal
              Notices displayed by works containing it; or ... [snip] ...

    2. Re:License by u17 · · Score: 3

      The GPL3 does indeed state that. But isn't the purpose of section 7 only to allow the copyright holder to work around the fact that the header of the license states that changing it is not allowed? Section 7 explicitly mentions that you have to have permission from the copyright holder to add additional clauses. You may thus add restrictions to the license which are not counter to the spirit of the vanilla GPL3.

      But the question is, how does this affect compatibility between "GPL3 with additional restrictions" and just "GPL3"? Since without permission from the copyright holder you cannot add or remove additional restrictions, you may not use the licenses interchangeably. Because the additional restrictions are not present in the vanilla GPL3 (which does not allow additional restrictions unless you are the copyright holder and these restrictions fall under section 7), if you combine GPL3 code and "GPL3 with restrictions" code, it seems to me that there is no possible way to satisfy the terms of both licenses simultaneously.

      So the way I see it, although GPL3 allows you to add these terms, by doing so you make your license GPL3-incompatible. If this is the case then it is troubling, and I would welcome any clarification from someone who knows the details behind this.

    3. Re:License by Meneth · · Score: 2

      It seems to me that ID's replacement sections 15 & 16 comply with section 7 of the GPLv3. The source code, remains, therefore, GPL3-compatible. https://github.com/TTimo/doom3.gpl/blob/master/COPYING.txt

  19. Carmack's Reverse by orphiuchus · · Score: 3, Funny

    Oh, I thought that was when he went from the god of PC graphics with games like Quake to their bane with that abortion Rage.

    1. Re:Carmack's Reverse by scdeimos · · Score: 5, Informative

      This is hardly an authoritative source, but it does give some historical insight (from 2009) into why Carmack's Reverse had to be removed from the Doom 3 source release: http://newenthusiast.com/carmacks-reverse-still-an-issue-20090409489

    2. Re:Carmack's Reverse by xavdeman · · Score: 5, Interesting

      It took Carmack a considerably shorter time to come up with that engine than it took for id's art department to make a game out of it. And that game isn't even good. Seriously id Software needs to refocus on one thing, making great engines with tech-demo games (Doom 3) or great games with outdated engines because all they are doing now is tech-demo games with outdated engines (Rage). The id Tech 5 engine was first shown at the WWDC 2007, RAGE was released just a month ago. So there's a four year disparity. Also, the engine (or at least, RAGE) lacks features like HDR, which are present even in the (old, but updated) Source engine.

    3. Re:Carmack's Reverse by SpazmodeusG · · Score: 2

      You're overstating it a bit on Rage. It's an OK game with a good FPS engine behind it which was buggy on release but has since been fixed.

    4. Re:Carmack's Reverse by ThePeices · · Score: 1

      Buggy on release, but since been fixed.

      Nothing new here, move along.

      This is standard operating practice in the deadline centric software industry.

    5. Re:Carmack's Reverse by hedwards · · Score: 1

      I'd mod you up if I had points.

      I like the Doom 3 engine, but the game itself was lack luster. It does say a lot that the game still looks pretty good years later, but the gameplay hasn't aged well at all. I still get a blast out of playing Wolf3d, Doom and Quake, but Doom 3 was a serious snore. As much as people complained about DNF, it was at least fun to play and funny.

    6. Re:Carmack's Reverse by am+2k · · Score: 2

      If you remove the deadline, you get something like Duke Nukem Forever. A game is never "done", so you have to make a cut somewhere.

    7. Re:Carmack's Reverse by Lord_Jeremy · · Score: 4, Informative

      IMHO the best thing about Doom 3 was that it lead to Quake 4, which is definitely one of my favorite single player games. Hell, Q4 is also one of the few games that had both worthwhile single player and multiplayer.

    8. Re:Carmack's Reverse by francium+goes+boom · · Score: 1

      Or you get a game like Starcraft II or Diablo 3, or DotA2 or Half Life 3/ep3 (please?).

      DNF's issue was George Broussard. He always wanted the latest and greatest and that is something you can never have and release a finished game.

    9. Re:Carmack's Reverse by am+2k · · Score: 1

      The folks at Blizzard do have internal deadlines, they just don't communicate them to the outside.

      Last year, their timeline was leaked, showing the release dates of several titles for the next few years.

    10. Re:Carmack's Reverse by dudpixel · · Score: 2

      In order to meet a deadline, you should drop features, not quality.

      I guess this is something that really determines how good the project lead is...

      --
      This seemed like a reasonable sig at the time.
    11. Re:Carmack's Reverse by flimflammer · · Score: 1

      You don't really think Blizzard/Valve has no deadlines, do you? While they're notorious for being slow, that doesn't mean the pace they're taking isn't part of their release schedule.

      As for HL2 EP3, that's turning into Duke Nukem Forever. They're likely not even working on it at all.

    12. Re:Carmack's Reverse by RogueyWon · · Score: 1

      Actually... yes.

      I hated Quake 3. Really loathed and despised it. Lazy game design without the artistic style of earlier id games. Enjoyed the first few hours of Doom 3, until I had all of its tricks figured out, after which it was kind of boring. But with Quake 4, Raven actually put out a decent game. The singleplayer campaign was a decent length (roughly twice the modern average, I would guess), had a tolerable (if cliched) storyline, quite a bit of atmosphere and plenty of variety. It was also (despite the fact that console ports existed) a defiantly PC-centric game, with no silly 2-weapon limits, no cover-based mechanics and lots of nice, precise combat. I actually replayed it earlier this year and it still holds up reasonably well, even if the engine looks slightly dated now.

      I know that since the Ion Storm debacle, John Romero has been seriously out of fashion, but I don't really think id ever recovered from his departure. Doom and Quake had character in spades (I wasn't a massive fan of Quake, but I will grant it had a distinctive style and a lot of character). Quake 2 was reasonable, but more interesting in terms of its technology than its gameplay. Since then, id haven't released anything themselves that I would rank above "tolerable". I get the impression that without Romero's eccentricity, the company is just too technocratic to actually release fun games itself.

    13. Re:Carmack's Reverse by Guspaz · · Score: 1

      Id has already said that they're going to shorten the period between games significantly, because their current timeframes aren't sustainable. This is their first game since Doom 3, which means RAGE has had a 7-year development time. They recognize that this is a problem and intend to avoid it in the future.

    14. Re:Carmack's Reverse by Guspaz · · Score: 1

      Valve doesn't have deadlines (except when the game is pretty much done and they set an exact date), they have targets. If they reach a target and it isn't ready, they set a new target.

    15. Re:Carmack's Reverse by rapidreload · · Score: 1

      It was also (despite the fact that console ports existed) a defiantly PC-centric game, with no silly 2-weapon limits, no cover-based mechanics and lots of nice, precise combat. I actually replayed it earlier this year and it still holds up reasonably well, even if the engine looks slightly dated now.

      I also replayed it earlier this year and agree with you. Don't forget also, it doesn't have regenerating health (another staple of modern FPS games), which on the hardest difficulty (General) is something one can almost start to miss. I can't believe I'm saying that I miss health regen... my God, modern games have turned me into a pussy.

      --
      To all newcomers - people here are very close-minded and can't handle complaints about Linux. Keep this in mind.
    16. Re:Carmack's Reverse by DMUTPeregrine · · Score: 1

      Repent! 1 Nethack ascension and 2 Angbads and your transgressions shall be forgiven.

      --
      Not a sentence!
  20. Surround sound by Brebs · · Score: 1

    Great, can fix the surround sound now.

  21. Re:Has anyone actually made any worthwhile with th by MBoffin · · Score: 5, Informative
  22. Re:Has anyone actually made any worthwhile with th by nonsensical · · Score: 1

    Urban Terror is a great game, what makes it unique is, as parent suggested, the movement mechanics of the game. Once you learn how to jump and move, it feels natural, to jump off walls, to gain speed while jumping, it just works beautifully.

    The weapons are well balanced, and fun. It has a very large and active community, and many sub communities, from jumpers to active Leagues in North America, Europe and South America. You can always find good servers to play on.

    Plus the game is in development for a new version, so don't let the old looking graphics scare you away. It also runs on mac, linux and windows.

    I originally found Urban Terror due to some post on /. a while back as well.

  23. what's this function doing in here... by Anonymous Coward · · Score: 2, Interesting

    when the comment says /* ... //FIXME: This is pretty much wrong. won't access data in most situations. ...
    */

    The function in question is idInterpreter::GetRegisterValue in neo/game/script/Script_Interpreter.c

    A lot more FIXMEs in other source files. Fun to read.

    1. Re:what's this function doing in here... by flimflammer · · Score: 1

      That's just the nature of big projects like this (and I love reading them!). Most of them are insignificant which some higher up signed off on being not an issue. For that one it looks bad but it's just for debugging which isn't a priority for a shipping game.

      I love the few projects where developers are swearing at each other. Haven't seen any yet in D3 but I'm still looking. I think the HL2 source code had some developers angry at each other in the comments.

  24. Open Content Projects by Hsien-Ko · · Score: 2

    Anyone going to cook some up?

    I may or may not do it because I personally loath MD5's lack of precalculated normals.

    Quake4 source is obviously not included so no OpenArena4. Probably something coopey and SPey would be in order (OMG A LINUX FIRST?)

    1. Re:Open Content Projects by Guspaz · · Score: 1

      Quake 4 didn't use megatexture, so it may be close enough for a source port to make it Quake 4 compatible. How much work that would entail, I've no clue.

    2. Re:Open Content Projects by Hsien-Ko · · Score: 1

      There's that netcode that made Quake4 a lot more playable than online Doom3....

      I should mention a Doom3 source Free Data project is impossible due to the lack of scripts in this release, unlike the other past id releases which included all the gameplay code neccessary....

    3. Re:Open Content Projects by Guspaz · · Score: 1

      What license was the gameplay code released under for mods? Not GPL, but if it's still free enough...

      In terms of netcode, it could always be reverse engineered, or simply replaced with something that source ports agree upon. Heck, enough of the Quake 3 netcode was in the gameplay code that somebody wrote an awesome mod called Unlagged that implemented server-side latency correction very similar to how modern games (like the Source engine) do it:

      http://www.ra.is/unlagged/

  25. Re:Has anyone actually made any worthwhile with th by nonsensical · · Score: 2

    The game is the most popular in Europe even more than South America. But North America has plenty of people playing, and it's own league, http://www.ftwgl.com

  26. Re:Can I learn how to program the GPU from the sou by exomondo · · Score: 1

    To the gurus,

    Is it possible to learn how to program the GPUs from the source?

    Thank you !

    That's a very broad question, do you want to do general purpose computations on the GPU or use the GPU for custom shading effects in the graphics pipeline of an application/game?
    Your best bet is probably some tutorials on CUDA or OpenCL for GPGPU and Cg, GLSL or HLSL for shading.

  27. Re:Can I learn how to program the GPU from the sou by somersault · · Score: 2

    How about just doing some tutorials? Those ones are pretty old of course, but they're what I used when I was messing around with 3D graphics as a teenager.

    --
    which is totally what she said
  28. Re:Has anyone actually made any worthwhile with th by richlv · · Score: 1

    was going to plug ufo:ai, even though i don't have the time to popularise it much lately. it uses id engine for 3d environments (although quite modified by now), and is of a fairly good quality and fun level.

    --
    Rich
  29. Re:Has anyone actually made any worthwhile with th by Anonymous Coward · · Score: 0

    Most of the FOSS games I've seen made look to me like a Quake 3 clone. How about a CoD4 clone for a change? It doesn't have to be a graphical powerhouse, but I like the game play of CoD4.

  30. The Dark Mod! by nbohr1more · · Score: 5, Interesting

    The Dark Mod, a Doom 3 total conversion which turns the game into something similar to the "Thief" series games, will now be able to optimize and fix render, AI, and physics. This is a day for celebration! www.thedarkmod.com http://www.moddb.com/mods/the-dark-mod

    1. Re:The Dark Mod! by hedwards · · Score: 2

      The real product as far as I'm concerned with iD games is as much the mods you get for free from the community as the game itself. There have been some amazing mods over the years.

    2. Re:The Dark Mod! by Hogwash+McFly · · Score: 1

      Excellent mod. All stealth/sneaker fans should check it out, especially Thief fans.

      --
      Mother, do you think they'll like this sig?
    3. Re:The Dark Mod! by zigfreed · · Score: 1
  31. i think. by Truekaiser · · Score: 4, Insightful

    considering id is now owned by besthesda, that this is going to be the last release of their engine source as they now have final say. and when was the last time they even acknowledged the existence of linux let alone treat pc gamer's well?

    1. Re:i think. by francium+goes+boom · · Score: 2

      Bethesda has treated PC gamers very well with the Fall Out and Elder Scrolls games. Releasing API's to allow fan made mods to their games are one of the reasons I enjoy playing them.

      But like just about everyone else these days, if I get the game day 1 i'll be paying $60 to beta test for them.

    2. Re:i think. by X3J11 · · Score: 3, Informative

      Bethesda has treated PC gamers very well with the Fall Out and Elder Scrolls games.

      If by "very well" you meant "released buggy games and a few patches that fixed a small percentage of those bugs, and then left it to the community of players to fix everything else" then yes, you are correct.

      For example, there is the Unofficial Oblivion Patch

      This mod is a joint effort to fix the vast amount of bugs currently existing in Oblivion v1.2.0.416, fixing over 2,200 bugs so far!

      For another example, there was the Fallout 3 1.4 patch, issued three months after the previous patch, with folks complaining left and right about how buggy the game was (it would throw up an error on Windows when exiting the game... they couldn't even get their "quit program" routine to not crash!).

      The patch does not actually fix any known bugs. The only new features are:
      - New achievements for The Pitt
      - Support for multiple add-ons (Gamers in Asia can now play Operation: Anchorage, unlike before).

      Releasing API's to allow fan made mods to their games are one of the reasons I enjoy playing them.

      They don't release an API, or you misunderstand what an API is - they release a "construction kit". Some might think I am splitting hairs, but they have never put out anything that lets you communicate directly with the internals of the game engine, a "programming interface" if you will.

      Don't get me wrong, I am a fan of Bethesda's games - Skyrim on day 1, Fallout (and New Vegas, different people I know) collector's editions (PC and XBOX). But I am also not blind to how poor their code seems to be and how little they really support and fix their games. When equipping an item causes the game to crash, something is seriously wrong (Morrowind did that to me all the time).

    3. Re:i think. by Steauengeglase · · Score: 1

      Sounds more like the opposite. This would be the first engine source release with ZeniMax having the final say.

    4. Re:i think. by Mia'cova · · Score: 2

      When something crashes on exit, it's usually due to some form of memory leak. Those aren't always trivial to investigate and fix. It's not as brain dead simple as you seem to imply.

    5. Re:i think. by Little+Brickout · · Score: 1

      Uh, no. Zenimax okayed the release of Arx Fatalis source code earlier this year. This isn't just an id thing.

    6. Re:i think. by petman · · Score: 4, Informative

      Minor detail: id Software, as well as Bethesda Softworks, is owned by Zenimax Media. In other words, id and Bethesda are sister companies.

      Now please mod me informative.

    7. Re:i think. by Little+Brickout · · Score: 1

      That would be RtCW I believe.

    8. Re:i think. by ShakaUVM · · Score: 1

      >>Minor detail: id Software, as well as Bethesda Softworks, is owned by Zenimax Media. In other words, id and Bethesda are sister companies.

      Zenimax = Bethesda. Look at the founders of it, then look at the owners of Bethesda. They're the same.

    9. Re:i think. by citizenr · · Score: 1

      Bethesda has treated PC gamers very well with the Fall Out and Elder Scrolls games

      yes, tying vertical mouse sensitivity (horizontal doesnt change) to FPS timer is an excellent example of that!

      --
      Who logs in to gdm? Not I, said the duck.
    10. Re:i think. by Anonymous Coward · · Score: 0

      >>Minor detail: id Software, as well as Bethesda Softworks, is owned by Zenimax Media. In other words, id and Bethesda are sister companies.

      Zenimax = Bethesda. Look at the founders of it, then look at the owners of Bethesda. They're the same.

      I don't usually do this, but you really need to go check wikipedia. Here's the link so you don't hurt yourself figuring out how google works: http://en.wikipedia.org/wiki/ZeniMax_Media

      Suffice it to say, you are confused and incorrect.

    11. Re:i think. by am+2k · · Score: 1

      Bethesda has treated PC gamers very well with the Fall Out and Elder Scrolls games.

      If by "very well" you meant "released buggy games and a few patches that fixed a small percentage of those bugs, and then left it to the community of players to fix everything else" then yes, you are correct.

      How is that different to the console versions (minus the option for community patches)? I'm currently playing Skyrim on the PS3, and it has crashed on me three times now, and had multiple visual and AI glitches inbetween, one of them forcing me to reload the last savegame so I'm able to progress in the quest. Console games should NEVER crash, the console makers usually reject games that exhibit this behavior (I wonder what happened there...?).

    12. Re:i think. by ShakaUVM · · Score: 1

      >>>>Look at the founders of it, then look at the owners of Bethesda.
      >>I don't usually do this, but you really need to go check wikipedia. Here's the link so you don't hurt yourself figuring out how google works: http://en.wikipedia.org/wiki/ZeniMax_Media
      >>Suffice it to say, you are confused and incorrect.

      "ZeniMax Media was founded in 1999 by Bethesda Softworks founder Christopher Weaver and Robert A. Altman"

      Pazow.

      How does it feel to get owned by your own reference?

    13. Re:i think. by LingNoi · · Score: 1

      Doesn't really mean much when Beth Softworks founded the company. You make it sound like Zenimax came in and bought Beth Softworks which isn't the case. They simply created Zenimax to do all the legal mumbo jumbo and keep Beth Softworks out of the press when they sue people.

    14. Re:i think. by Schnapple · · Score: 1

      This is the third code release since the Zenimax acquisition (the first being the DOOM Classic iOS source and the second being the Enemy Territory source).

      Also, just prior to the Zenimax acquisition they released Wolfenstein 3D Classic on iOS, a port which would not be possible (or at least nearly as easy) had it not been for open source. Someone took the Wolfenstein 3D source and the Quake 2 source and combined them to make an OpenGL port of Wolfenstein 3D. Carmack used this for a base. He also used prBoom as the basis for DOOM Classic on iOS.

      So basically he was able to make the case that open source actually made money for id in the long run (he mentioned this at QuakeCon a few years back)

    15. Re:i think. by Anonymous Coward · · Score: 0

      To be fair, horrendous bugs in Fallout are something of a tradition and definitely didn't start with Fallout 3 - anyone who chased around a disembodied car boot in Fallout 2 can attest to that, heh.

    16. Re:i think. by petman · · Score: 1

      So what? Even if the founders are the same, they're still separate legal entities.

      My wife and I co-owns a house. We also have three kids. By your logic, our house = our kids.

    17. Re:i think. by ShakaUVM · · Score: 1

      >>So what? Even if the founders are the same, they're still separate legal entities.

      Did you read what I said? "Zenimax = Bethesda. Look at the founders of it, then look at the owners of Bethesda. They're the same."

      Zenimax is Bethesda's umbrella corporation. Same people. It is incorrect to say that Bethesda and Id are sister companies as the result, when the people running Bethesda are in a position of power over Id.

  32. Re:Can I learn how to program the GPU from the sou by Dan+East · · Score: 5, Informative

    I've worked extensively with the Quake 1 and 2 sources (I ported them both to Pocket PC, which required rewriting a lot of the computationally expensive routines from floating point to fixed point math, as the ARM processors of that era did not have a FPU). I can say that no, you're not going to learn anything that way. The code has few if any comments at all, the routines are optimized, the data structures are optimized, tons of preprocessing of data happens both at the content level and during load time, plus any other trick Carmack could throw in there to increase performance. Unless you wanting to follow the path of execution as it relates to a specific data set or type of rendering, just to see the exact techniques used (obviously knowing specifically what you are looking for) then you're not going to learn that way.

    --
    Better known as 318230.
  33. Some neat projects by AHuxley · · Score: 2

    Recall the Pathways into Darkness mod for D3 based on the old Bungie game from 1993?
    http://rampancy.net/reviews/pathwaysredux

    --
    Domestic spying is now "Benign Information Gathering"
    1. Re:Some neat projects by Lord_Jeremy · · Score: 1

      Hah! I literally just started playing through that incredible gem (the original Pathways, that is) on a 68k Mac emulator. I had wondered if there was a remake, thanks for the insight!

  34. Re:Has anyone actually made any worthwhile with th by Anonymous Coward · · Score: 3, Interesting

    Doom 3 release is going to be great for The Dark Mod among other projects: http://www.thedarkmod.com/main/

  35. Re:Has anyone actually made any worthwhile with th by Lord_Jeremy · · Score: 1

    Very informative, thanks for the heads up. This makes me wonder if the rather small maps and close quarters (relative to say the Battlefield games) are partially a limitation of the engine from it's Quake 3 roots. As "modern warfare"-ey as the CoD games may be, I've always felt they had a strong element of the traditional Quake DM style both in team dynamics (or lack thereof) and balance. Heh, if anything in the more recent games CoD series has reverted a great deal back toward the Quake style with more twitchiness, more shots to kill a player and removal of mechanics like lean. Can't say it's a bad thing, but personally I prefer the Battlefield and even the Counter-Strike style a great deal more.

  36. Re:Has anyone actually made any worthwhile with th by Anonymous Coward · · Score: 0

    "Heh, if anything in the more recent games CoD series has reverted a great deal back toward the Quake style with more twitchiness, more shots to kill a player and removal of mechanics like lean."

    Have you even played Black Ops or MW3? More shots to kill a player? Seriously?

  37. Re:Has anyone actually made any worthwhile with th by lexman098 · · Score: 1

    Yeah, more shots to kill, slower fire rates and more recoil. Ha.

  38. Re:Has anyone actually made any worthwhile with th by Lumpy · · Score: 1

    Let me guess, you are one of those whiners that bitch even when you are being hanged to death with a new rope...

    Bla Bla Bla.. I dont like pink rope....... Gaaaaaaaakk...

    --
    Do not look at laser with remaining good eye.
  39. Any magic? by Crackez · · Score: 1

    Any magic found in the Doom 3 sources yet? Like 0x5f3759df from Quake III Arena?

    1. Re:Any magic? by Anonymous Coward · · Score: 0

      Yeah the Carmack Reverse, and they had to yank it out because of patent issues.
      Modern FPU's blow the doors off anything using the Fast Inverse Square Root trick. It was clever then, dated now.

  40. Re:Has anyone actually made any worthwhile with th by Lord_Jeremy · · Score: 1, Offtopic

    In my playing experience, going from CoD4:MW to CoD:WaW and CoD:MW2 the games got a lot more twitchy. I haven't played Black Ops all that much (to be honest, it's by far my least favorite out of all of them) but now that I'm thinking about it, weapons did seem more powerful than in the previous three. I have not yet played MW3 at all. I'm having enough fun with Battlefield 3 that I doubt I'll ever play another Call of Duty game.

    On another note, I have to say I was quite disappointed with the Battlefield 3 single player experience. Between the weak campaign and the poorly-implemented cooperative mode, it really feels like DICE was trying to imitate the successful single and cooperative player elements from the recent CoD games. Unfortunately not only did they fail to innovate, they failed to even create an acceptable facsimile.

  41. Shadow clarification by rapidreload · · Score: 1

    (minus rendering of stencil shadows via the 'depth fail' method, a functionality commonly known as 'Carmack's Reverse').

    I though Carmack had produced a workaround for the patent issue brought on by the original "depth fail" method of stencil shadows. The summary (and to some extend the README.txt file in the base of the GitHub project) suggests that the stencil shadow rendering functionality is completely missing - as in, no shadows at all. That doesn't sound like a workaround so much as ripping out a core component of the engine. If so this greatly reduces the immersiveness of the engine (and its usefulness in total conversion mods like The Dark Mod). Hopefully someone can clarify as to whether this is true or I'm just reading things incorrectly.

    --
    To all newcomers - people here are very close-minded and can't handle complaints about Linux. Keep this in mind.
    1. Re:Shadow clarification by nbohr1more · · Score: 1

      Stencil shadows haven't been removed. Just the depth-fail method (which may mean a performance penalty unless Carmack worked some new magic...) Even without the shadows, the per-pixel dynamic lighting is still valuable and new shadow methods can be implemented anyway (especially with so much of the engine tracking light positional effects).

    2. Re:Shadow clarification by XenoBrain · · Score: 5, Informative

      You can read the substituted implementation here: https://github.com/TTimo/doom3.gpl/blob/master/neo/renderer/tr_stencilshadow.cpp https://github.com/TTimo/doom3.gpl/blob/master/neo/renderer/tr_shadowbounds.cpp I won't pretend to fully understand it but it does seem to be an implementaion of shadow volumes.

    3. Re:Shadow clarification by Anonymous Coward · · Score: 1

      The actual patent work-around is in https://github.com/TTimo/doom3.gpl/blob/master/neo/renderer/draw_common.cpp in the function RB_T_Shadow()

  42. Open Arena by nullchar · · Score: 3, Informative

    Open Arena is a small, but active community. There are always open games to play online, and some crazy mods (like Defrag to learn how to circle jump) that make it fun.

    Works great in linux with old hardware as it's based off Quake III.

    1. Re:Open Arena by Anonymous Coward · · Score: 0

      Sure, but openarena sucks ass.

    2. Re:Open Arena by rapidreload · · Score: 1

      Since OpenArena is almost completely identical to Quake 3 in terms of gameplay/feel/physics/weapons/etc (it's basically Quake 3 with GPLed assets), you must also be suggesting that Quake 3 sucks ass. In which case I bid you a GOOD DAY sir!

      --
      To all newcomers - people here are very close-minded and can't handle complaints about Linux. Keep this in mind.
  43. Re:Has anyone actually made any worthwhile with th by Ciccio87 · · Score: 4, Informative

    Check out Tremulous

    Or World Of Padman, also (as far as I know) a derivative work from Quake3 sources, like Tremulous. (World Of Padman)

  44. Useless by Sigvatr · · Score: 2, Interesting

    Doom 3's shadowing technology is what made it stand out at the time. What good is yet another FPS engine being released open source when its distinguishing feature is removed?

    1. Re:Useless by Anonymous Coward · · Score: 3, Informative

      It's not removed, it's been reimplemented in a slightly more inefficient way to dodge patent issues.

    2. Re:Useless by 787style · · Score: 1

      What would happen if the offensive code was simply commented out, allowing downloaders to easily add the offending code back in?

    3. Re:Useless by Anonymous Coward · · Score: 0

      Everyone commenting it in would be guilty of patent violation?
      That's why they removed / changed it - iD had a license for the patent, but people modifying the game after the release of the source likely don't.

    4. Re:Useless by Daniel+Phillips · · Score: 1

      What would happen if the offensive code was simply commented out, allowing downloaders to easily add the offending code back in?

      The technique is well known, I am sure there will be a patch. Actually, it would be a lot more interesting to shadow mapping added. I would not be surprised at all. Again the techniques are well known.

      --
      Have you got your LWN subscription yet?
    5. Re:Useless by Anonymous Coward · · Score: 0

      Doom 3's shadowing technology is what made it stand out at the time. What good is yet another FPS engine being released open source when its distinguishing feature is removed?

      To my knowledge it was also the first game to use normal and specular maps to give the appearance of geometric detail, which really made it stand out against the competition back in the day.

  45. Re:Has anyone actually made any worthwhile with th by Kevin108 · · Score: 1

    How about zDoom? Doom plus mouse-look, jumping and support for modern resolutions is win.

    --

    It's a perfect time for being wasted.
    A perfect time to watch the stars.
    - Burden Brothers, "Beautiful Night"
  46. Re:Has anyone actually made any worthwhile with th by Hamsterdan · · Score: 2

    If only Lucasarts were listening... I mean, the possibility they could still *sell* the original X-wing & TIE series (DOS ones, with iMuse, not the CD-audio crap) aren't just there, so unless it's

    1- Just because they don't want to
    2- Some code might have been licensed

    My money is on n.1

    (yes, I know about Dosbox, but it has some sound issues)

    --
    I've got better things to do tonight than die.
  47. Compiled Re:The Dark Mod! by mrmeval · · Score: 2

    I just tried to compile it and it squeeled and died. I use 64 bit Fedora so 32bit systems may 'just work'.

    Do

    scons NOCURL='1'

    As it the compile fails add in the i686 development version of the library it's crying for. There is no static version of zlib so you'll have to grab the source, compile it and copy zlib.a to /usr/lib

    --
    I'd go on a Vegan diet but the delivery time from Vega is too long. --brownkitty
    1. Re:Compiled Re:The Dark Mod! by mrmeval · · Score: 2

      This fixed all the rendering problems I have been having with the GPL radeon driver.

      --
      I'd go on a Vegan diet but the delivery time from Vega is too long. --brownkitty
    2. Re:Compiled Re:The Dark Mod! by nbohr1more · · Score: 2

      Thanks for the update! If you get a chance, stop by The Dark Mod forums to discuss your findings. http://forums.thedarkmod.com/

  48. Re:Has anyone actually made any worthwhile with th by Gripp · · Score: 2, Interesting

    Why are you trolling /. with your BF3 vs MW3 babble? both are about "realistic" warfare. but there are only so many ways you can make a FPS before it becomes "just the same old shit". especially if both games have the same visual goals. I've been over FPS since about CoD4. at this point every FPS seems like the same'ol to me (because they are). and it sounds like that may be happening to you too.

    on a separate note, i've never understood the desire for an FPS to be "realistic"... i mean, they simply can't be realistic - unless most single shots kill you, or shrapnel from 50m away for that matter. or, at the very least, limit your mobility and senses to a point that you'll be dead soon regardless. and i doubt anyone hardly ever plays in a sleep deprived, hypertensive state - much less with serious crotch rot, athletes foot and scabs/bites from being in dirty/damp places for days without the chance for personal hygiene (your mom's basement does NOT count!). And the most **enjoyable** FPS PvP that I've played were no where near "realistic" (quake, halo, lost planet (yes, the grapple ftw), etc) yet, realism is where all of the push/cash seems to be anymore. it's confusing to me. /rant...

  49. Re:Has anyone actually made any worthwhile with th by LordLimecat · · Score: 1

    I came here to post because of tremulous.

    Be nice if this could turn into something similar.

  50. Re:Has anyone actually made any worthwhile with th by LordLimecat · · Score: 2

    Its not based around vehicles, and its not a straight up FPS. It is similar in some ways to TF2, but probably the closest thing to it is Command and Conquer: Renegade (a FPS / RTS hybrid).

    One of its charming unique aspects is the versatility of the aliens-- being able to play a wall-crawling headcrab or a gigantic trampling monstrosity is always a lot of fun, and it feels really balanced-- a good character can use the weakest weapons and still dominate.

    There are reasons to play Battlefield, or TF2, but theyre different sorts of games-- Battlefield (at least BF2) emphasizes the team aspect to an unusual degree with coordination, while TF2 seems to focus on pairs of people on a smaller scale. Tremulous focuses instead on fast-paced action like unreal with a fortress-building aspect.

  51. Re:Has anyone actually made any worthwhile with th by LordLimecat · · Score: 1

    I feel like the level design is more due to the way the teams work-- a wide open space a-la wake island would result in the aliens getting torn to pieces. The game lends itself far more to closed in maps.

  52. Re:Has anyone actually made any worthwhile with th by Lanteran · · Score: 2, Funny

    Wait, you mean you actually LIKE CoD? Geek card status: revoked. I mean, you would have been fine if you hadn't compared it FAVORABLY to quake 3. There is no comparison, only disgrace.

    --
    "People don't want to learn linux" hasn't been a valid excuse since '03.
  53. Re:Has anyone actually made any worthwhile with th by Lanteran · · Score: 1

    It'd be really nice if we could start work on porting Trem to idtech4. Imagine the possibilities! *drool*

    --
    "People don't want to learn linux" hasn't been a valid excuse since '03.
  54. Re:Can I learn how to program the GPU from the sou by PwnzerDragoon · · Score: 1

    Not easily, no. It would be a bit like learning a foreign language by taking a job as a UN translator. Or if you need that in a car analogy, learning to drive by becoming a stunt driver.

  55. Re:Has anyone actually made any worthwhile with th by chilvence · · Score: 5, Insightful

    From the tone of your post, it sounds as if you are dubious about the point of companies releasing their source.

    I find that depressing. Once a studio has released a game, patched the worst of the bugs, and moved on, disbanded, been bought up, that game is effectively dead. Sooner or later, some new hardware or software update will poke a hole in it, it will become impossible to run, and it will sink into the abyss taking all its fun and charm with it. The only way to keep hold of your old favourite games is to preserve your old computer, like an embalmed beige corpse in a crypt under the stairs, exhuming it once in a while to fill a void left by the abscence of anything even remotely similar in modern games.

    For me this game would be Dungeon Keeper, for you, I bet there is a 90% chance there is something you can fit in this story.

    My point is, id is a good sport releasing source code, but ALL games should release their source eventually. Once they have been sold in their millions, they are, in spirit, public property, and like a park or a road or a shopping centre, they need people to maintain them, until they have been able to live out their full lifespan gracefully.

    Now if you need me I will be under the stairs, slapping my imps...

  56. Re:Has anyone actually made any worthwhile with th by Anonymous Coward · · Score: 1

    Oh my... someone has a differing opinion? Don't get me wrong, Quake 3 is a great game. But there is no need for tens of different open source clones of it. A FOSS game with CoD4 like concepts would be a breath of fresh air compared to its competitors. Also, there really isn't anything wrong with CoD1 through CoD4. It had all the features that PC gamers wanted (mod tools, true dedicated servers). CoD4 is still highly played on the PC.

  57. iodoom3 by Time+Doctor · · Score: 5, Interesting

    If anyone is interested I've created iodoom3 to follow on from the ioquake3 project my team put together.

    Let me know what you'd like to see in a modernized Doom 3 Engine!

    --
    Check out ioquake3.org for a great, free, First-Person Shooter engine!
    1. Re:iodoom3 by IronSight · · Score: 1

      Off the top of my head... For linux, pulseaudio and alsa support. Blender model support (and not needing an aftermarket plugin for blender). Android port (separate team I know :( ). Motion blur. Ambient occulsion. Different measures to prevent such things as aimbots (somehow magically people can't make aimbots for serious sam games, might be something to look into) and servers that don't send you positional data of other players unless they are within your view area. Desktop resolution autodetect at startup that lists all resolutions possible on the system.

    2. Re:iodoom3 by diego.viola · · Score: 1

      For Linux my wishes are:

      PulseAudio, ALSA, Wayland, 64-bit support.

      Also, please add the ability to set higher and wide-screen resolutions in the game settings menu. So that the user doesn't have to tweak configuration files by hand.

      Thanks.

    3. Re:iodoom3 by Anonymous Coward · · Score: 0

      Id like to see a 64 bit version myself but multi-gpu optimized acceleration and multi-core support would be awesome.

    4. Re:iodoom3 by Anonymous Coward · · Score: 0

      Let me know what you'd like to see in a modernized Doom 3 Engine!

      Original Quake I plz

    5. Re:iodoom3 by Anonymous Coward · · Score: 0

      HDR lighting

    6. Re:iodoom3 by Soron · · Score: 1

      -----Server Side----
      * HLSW support (game server management tool), existing rcon/web based console sucks
      * Forked servers (multi core CPU support would rock here)
      * improved CPU use (I have had single instance of doom3 server use 40% cpu, vs 5% for left 4 dead 2 in dedicated server mode for both)

      ----Client/Game side----
      * multi gpu support if better graphics / higher resolutions were used
      * game graphics are a bit dark
      * ability to use custom sound track in game instead of using some sort of media player in the background (windows mp, amarok, last.fm, etc)
      * EAX support for win vista/7 (so you dont have to use Alchemy)

      64-bit support for both client/server would be cool for upwards compatibility and ipv6 for the same reason.

    7. Re:iodoom3 by rapidreload · · Score: 1

      Thanks for doing this. I've always appreciated the work you and your team have done with ioquake3 and figured that it would be you guys who'd take on on the iodoom3 project. If you can make headway soon it'll help prevent unnecessary fragmentation of the Doom 3 engine.

      --
      To all newcomers - people here are very close-minded and can't handle complaints about Linux. Keep this in mind.
    8. Re:iodoom3 by rapidreload · · Score: 1

      Motion blur

      In all the games that have implemented motion blur, the ONLY games I've every managed to tolerate their version has been Crysis 1 and games running the Source engine. With Crysis (so long as you're using high quality blur with DirectX 10) it works properly, such that the player's weapon isn't blurred but the rest of the world is, so it actually looks quite nice and realistic. The Source engine isn't quite as advanced but it's a lot more subtle, and only really becomes dramatic after falling or bouncing around really fast (particularly the Portal games). But games like Mass Effect 1 & 2, Amnesia, and OSS games like Nexuiz and Xonotic, the motion blur is more annoying and smeary than anything (and particularly the last too, it affects the ability to see properly on the peripheral, a BAD THING with a multiplayer game)

      In other words, if motion blur is enabled in iodoom3, it better bloody be tweakable!

      --
      To all newcomers - people here are very close-minded and can't handle complaints about Linux. Keep this in mind.
    9. Re:iodoom3 by Anonymous Coward · · Score: 0

      Yes, yes, a million times yes! I have been developing a game using the ioq3 codebase and I'd love to have a cleaned up version of id Tech 4 to port all of my assets over to. I might be able to do some things the "proper" way instead of using tricks and cover-up effects.

    10. Re:iodoom3 by Anonymous Coward · · Score: 0

      1) know nothing about coding 2) monetize an open source project 3) act bossy and ignore contributions of people you don't like 4) ??? 5) profit --> another io project brought to you by zakk. nothxbye

  58. thanks John! by Anonymous Coward · · Score: 0

    salute!

  59. First thing I want to see.. by gearloos · · Score: 1

    First thing I want to see is someone please add some light to the dam game!!! It's just plain to dam dark!

    --
    "Computers are a lot like Air Conditioners" "They both work great until you start opening Windows"
    1. Re:First thing I want to see.. by IronSight · · Score: 1

      That kind of requires the source maps to add the light entities, then to upload those levels which are not free. So I doubt that would happen. Though a mod could come out with new levels that could have more light in them but they couldn't be the same levels unless those levels are also opened. Just because the game's source code was open sourced doesn't mean the game data is free now. Not that it is that hard to make some single player missions with some light in them. We saw plenty of scenes in quake 4 (same engine) that were bright. They made the game dark and gloomy to hide the 4 zombies SLOWLY walking towards you. Duct tape mod helped a bit with the situation by giving you a flashlight "duct taped" to your gun. Though I think an interesting mod would more be splinter cell style Infra-red/NVG's. Mostly what the game source covers are things like network code, graphics engine, sound output, input, resource loading, how the console works, how it loads scripts for the game data to do what it is meant to do. Like you can't edit "how a gun looks/how many monsters are in a room/how many lights are in an area/what the startup videos look like/how many shots until you have to reload/what sound the cyber-demon makes when it dies" in the engine source.

    2. Re:First thing I want to see.. by IronSight · · Score: 1

      Actually now that I think about it, when darkplaces added it's own real time lighting engine they made it so you could make a .rlights file for each map by adding real time lights manually to a map in the game engine. But that would be a huge undertaking. See they added a new lighting engine because well, quake 1 didn't have a RT light engine, and well, doom 3 does to a point. If they could magically add darkplaces lighting engine (which requires MUCH more system requirements than doom 3's), then that would then be possible.

    3. Re:First thing I want to see.. by Anonymous Coward · · Score: 0

      Don't be silly. You could just change the ambient light. And i have no doubt it will be done soon.

      Doom 3 is dark by design. Choosing to use the flash light and expose yourself in order to see further is a gameplay element.

      Also if you wasn't such a noob, you would have pass the early level that are dark. Overall the dark level are a minority.

      Doom 3 did not deserve that critic it had. All the cool kids was waiting for half-life 2, they could not wait anymore and assumed doom 3 would be like half-life 2. Of course they did not like it. It is, literally, not the game they wanted.

    4. Re:First thing I want to see.. by nbohr1more · · Score: 1

      Sikkmod already has an option to brighten the Ambient light so that shadowed areas have better visibility. No need to wait, get it now. Better Ambient light rendering will surely happen with source modifications.

  60. Re:Has anyone actually made any worthwhile with th by Bent+Mind · · Score: 1

    I've always enjoyed World of Padman. It is a cartoon-styled world of paint ball fights based on the Quake III Arena engine.

    --
    Request a Linux Shockwave player here: http://www.macromedia.com/support/email/wishform/
  61. Re:Has anyone actually made any worthwhile with th by F34nor · · Score: 1

    quake 2 --> halflife --> natural selection

  62. Re:Has anyone actually made any worthwhile with th by Lord_Jeremy · · Score: 0

    Not once did I say I preferred the "realism" of one game over another. The reason I tend to prefer Battlefield-style games over Call of Duty-style games is the same reason I prefer say Team Fortress 2 over Half Life 2 Deathmatch. Some FPSes are designed with strategy or tactics in mind. The gameplay mechanics force the player to think (with varying degrees of frequency) about the actions they are taking. Relatively low character health and accurate weapons in Battlefield 3 means you can't charge up through a big empty field and expect to survive. You have to use tactics like cover, flanking, or even distraction. Similarly, in Team Fortress 2 it'd be a poor idea to play the Spy class and run straight at a Heavy with your revolver. On the flip side in most Quake style multiplayer games, if you stand still for more than 10 seconds you're dead. Some games emphasize reflexes and the ability to make split second decisions while others emphasize relatively long-term planning and sometimes a coordinated team effort.
    Pro Quake 3
    Pro MW2 - Obviously not at the same pace as Quake 3 but same concept
    Battlefield 3 Support Class - Totally different beast

  63. Re:Has anyone actually made any worthwhile with th by Anonymous Coward · · Score: 0

    Warsow, king of quake childs.

    http://www.warsow.net/

  64. Re:Has anyone actually made any worthwhile with th by Anonymous Coward · · Score: 1

    What about the huge battles, tanks and aircrafts of Battlefield 3?

    No, and there probably never will be. It's easy enough to find willing and able programmers to work on free-as-in-freedom projects, but artists are another kettle of fish. 98% of artists won't make substantial contributions for free.
     
    Projects like OpenGameArt seem to go part way towards fixing this, but the truth is that the free software community needs more professional artists who are willing to put hard time into projects rather than just create small portfolio pieces or experiments.

  65. Re:Has anyone actually made any worthwhile with th by ElusiveJoe · · Score: 1

    LucasArts? If only they'd release Jedi Knight II and Jedi Academy source code, which is base on Quake 3 anyway... But, nooooo.

  66. Re:Has anyone actually made any worthwhile with th by mwvdlee · · Score: 1

    How about not a clone at all but something original.
    If you're going through all the work and trouble of building an entire game, it might as well be your own design.

    --
    Slashdot social media options: AIM, ICQ, Yahoo, Jabber and Mobile Text. Why no MySpace?
  67. Focus on the tools by Anonymous Coward · · Score: 0

    When I last looked at working with the Doom3 toolset it felt rather a lot like the toolset for Quake 3 and all earlier Quake engines. Today though, renderers are good enough that the real difference in final quality isn't so much engine features as it is artist quality. Focus on making the artists more productive and you'll get better results than if you spent years polishing the graphics engine up to the modern standard.

  68. Re:Can I learn how to program the GPU from the sou by Bwerf · · Score: 3, Informative

    The main graphics coder at my job recommends A trip through the Graphics Pipeline 2011 for everyone that wants to do something graphics related today. (Actually he says it's a must read for all programmers, but I think that's a bit strong...)

    It's a bit windows-centric, but I think most of it translates to OpenGL since it's focused on what the hardware of today can do.

    --
    If noone rtfa, then what's the slashdot effect?
  69. Re:Has anyone actually made any worthwhile with th by ShakaUVM · · Score: 1

    >>I'm curious because the tech is there. Are there any fun open source games?

    People still play Quake 1 / Quakeworld with updated clients that have better textures, bloom, lighting, particle effects etc. Look up FTEQuake some time (http://www.fteqw.com/), and come to the weekly game sessions (http://www.attackersgored.com/?page_id=56)

  70. Re:Has anyone actually made any worthwhile with th by batkiwi · · Score: 1

    That was not made when the engine was GPLd and old, it was made under private licensing arrangements and new.

  71. Re:Has anyone actually made any worthwhile with th by chocapix · · Score: 1

    Oh, Dungeon Keeper, how I loved that game.

    Mod Parent +1 Nostalgic

  72. Re:Can I learn how to program the GPU from the sou by Anonymous Coward · · Score: 0

    I've worked extensively with the Quake 1 and 2 sources (I ported them both to Pocket PC, which required rewriting a lot of the computationally expensive routines from floating point to fixed point math, as the ARM processors of that era did not have a FPU). I can say that no, you're not going to learn anything that way. The code has few if any comments at all, the routines are optimized, the data structures are optimized, tons of preprocessing of data happens both at the content level and during load time, plus any other trick Carmack could throw in there to increase performance. Unless you wanting to follow the path of execution as it relates to a specific data set or type of rendering, just to see the exact techniques used (obviously knowing specifically what you are looking for) then you're not going to learn that way.

    I came across this piece of code in Q3, was wondering if the compiler would optimize by replacing it by "damping * (velocity2-velocity1)" or if it would keep this way (for precision reason?)

    dampingForce = ( damping * ( ((velocity2 - velocity1) * force) / (force * force) ) ) * force;

  73. Re:Has anyone actually made any worthwhile with th by jones_supa · · Score: 1

    It's also nice to mention here the refrains of Duke Nukem 3D even though it isn't an iD game.

  74. Re:Has anyone actually made any worthwhile with th by Stalks · · Score: 1

    CoD seems so rehashed now. 4 years ago it was fresh and "next-gen" Each iteration thereafter is stale.

  75. Porting games to Linux by polyp2000 · · Score: 2

    I've not checked out the source yet - but I assume it can be compiled for linux since there was a Doom 3 version.
    This brings me to another question - Are there any commercial games out there also using the same engine that could now be ported to Linux?
    Obviously this would involve some work and use of "legally owned" data files etc.

    This could be really good news for gaming on alternative platforms

    N...

    --
    Electronic Music Made Using Linux http://soundcloud.com/polyp
    1. Re:Porting games to Linux by Narishma · · Score: 1

      The only other games that use this engine that I know of are Quake 4, Prey and ETQW, all of whom have Linux versions available already. Wolfenstein 2008 and Brink use modified versions of the engine with different renderers, so they shouldn't be compatible.

      --
      Mada mada dane.
    2. Re:Porting games to Linux by Guspaz · · Score: 1

      ETQW used megatexture (the first game to do so), so it's probably closer to Wolf2008 or Brink than it is to Doom 3.

  76. Re:Has anyone actually made any worthwhile with th by Teeroy32 · · Score: 1

    Thats my favorite game on Linux, it even works when I get shaped, it would be awesome if they update that with doom 3 engine. I'm in Australia and luckily theres a few servers here so the ping rates good and even found one with sensible people and not screaming 12 year olds. I must get a team speak working because every time I press T to type a message I end up doing the "ump tango" or "play catch the shiny bullet".

    --
    I don't have an attitude problem, Its you that has a problem with my attitude
  77. Re:Has anyone actually made any worthwhile with th by TheRaven64 · · Score: 1

    And the great thing about DarkPlaces was that it let you run mods from the original Quake, but have them look significantly better than even GLQuakeWorld ever did. I don't know of any game company that's willing to invest money in making an old game look better on new machines years after the release, but the open source release means that people who still enjoy it can.

    --
    I am TheRaven on Soylent News
  78. Re:Has anyone actually made any worthwhile with th by TheRaven64 · · Score: 1

    For me this game would be Dungeon Keeper, for you, I bet there is a 90% chance there is something you can fit in this story.

    My Dungeon Keeper CDs are too scratched to install, but I completed Dungeon Keeper 2 in WINE on OS X a few weeks ago. Judging by the comments on gog.com, it's more stable running on WINE than on Windows...

    --
    I am TheRaven on Soylent News
  79. Re:Has anyone actually made any worthwhile with th by Anonymous Coward · · Score: 0

    Smokin Guns - An Open Sourced Quake 3 engine based game
    http://smokin-guns.net/

    Awesome western FPS.

  80. Re:Has anyone actually made any worthwhile with th by Ginger+Unicorn · · Score: 1

    could you install dos on a vm?

    --
    (1.21 gigawatts) / (88 miles per hour) = 30 757 874 newtons
  81. Re:Has anyone actually made any worthwhile with th by dskzero · · Score: 1

    Actually, that's brazilian players, who are the scourge of every online game. I don't have anything against brazilians, but they are really difficult to play with in any online game. Most spanish speaking players speak a bit of english at least. That said, any team games are better with friends, so you know what you gota do.

    --
    Oblivion Awaits
  82. Re:Has anyone actually made any worthwhile with th by kahless62003 · · Score: 3, Funny

    Not the other guy, but hell yeah! I'd want a really, really old frayed rope thanks.

  83. Re:Has anyone actually made any worthwhile with th by elrous0 · · Score: 1

    Has anyone ever made anything worthwhile with the NEW ones?

    --
    SJW: Someone who has run out of real oppression, and has to fake it.
  84. Re:Has anyone actually made any worthwhile with th by Anonymous Coward · · Score: 0

    ETXReal, a port of the Return Of The Wolfenstein Castle: Enemy Territory to a heavily modify Id3 engine. They are mainly adding new graphics effects to bring the game graphically-wise to today standards. But keeping the gameplay (the movement and the feeling).

    http://www.moddb.com/mods/etxreal/ homepage

  85. Re:Has anyone actually made any worthwhile with th by Fri13 · · Score: 1

    Yes, many has done all kind games and mods to old games.

    Example game using Quake 2 engine
    http://www.youtube.com/watch?v=vtJKrIngTIs

    Or original Doom http://www.youtube.com/watch?v=OrZThqBIibQ using Doomengine (GPLv2 version of Id released Doom engine) http://dengine.net/

    Fans can do awesome things with old Id engines. Like with Quake 1 with new optimized DarkPlaced version of Quake engine http://www.youtube.com/watch?v=8D2VGkZNItE
    Or with tenebrae version of the quake engine http://www.youtube.com/watch?v=eOMl26bpJ6U

  86. Re:Has anyone actually made any worthwhile with th by Fri13 · · Score: 1

    It is sad that Tribes 2 died so fast because its too deep learning curve (even for T1 players)
    As it had best balance between players and vehicles and between every weapon and armor class.

    http://www.youtube.com/watch?v=kLwd5Zy9Tcg

    Not many even remember how deep and tactical fights there were in bases as most seems just want speed with brainless minedisking.

  87. Re:Has anyone actually made any worthwhile with th by LingNoi · · Score: 1

    It's difficult to do in open source because of the shared vision. When building an open source project and getting contributions everyone must be "on the same page" hence why you see a lot of clones because everyone already understands what the idea is and can rally around it.

  88. Re:Has anyone actually made any worthwhile with th by Noitatsidem · · Score: 1

    I won't give away specifics, but there's some plans to do something along those lines =p

    --
    Feel free to mod me down, just know that unlike some Anonymous Cowards I'm not afraid to express my views as myself.
  89. Re:Has anyone actually made any worthwhile with th by Noitatsidem · · Score: 1

    Doom3 is idtech4, and Brink is heavily modified from the original engine, I wouldn't even consider them the same.

    --
    Feel free to mod me down, just know that unlike some Anonymous Cowards I'm not afraid to express my views as myself.
  90. Re:Has anyone actually made any worthwhile with th by Anonymous Coward · · Score: 0

    You know Good Old Games sells Dungeon Keeper (configured in DOSBox) for 5.99 USD. I know this game used to be impossible to get if you didn't already have a boxed copy. So for those nostalgic people that don't have it, there ya go, cheap weekend entertainment.

  91. Re:Has anyone actually made any worthwhile with th by Anonymous Coward · · Score: 0

    Alien Arena is an open source game based on the quake 2 engine with many graphics upgrades such as shaders. Has that old school feel to it with a lot more eye-candy then q2
    It's multi-platform and one of best first person shooters I've played.
    http://red.planetarena.org/

  92. Re:Has anyone actually made any worthwhile with th by Guspaz · · Score: 1

    No, it (Half-Life's GoldSrc engine) is based on Quake 1, not Quake 2. And since the Source engine is based on GoldSrc, there are still bits of Quake 1 code in modern Source games like Portal 2.

    Natural-Selection, while awesome, is a mod with no access to the game engine itself. Natural-Selection 2 originally used the Source engine as a paid licensee, but later switched to their own in-house engine, Spark.

  93. how about by fredan · · Score: 1

    to actually make it compile on a 64-bit machine even if it's a 32-bit program? (ubuntu 11.10 in my case)

    IT DOES NOT WORK AT THE MOMENT!

  94. OpenArena by Anonymous Coward · · Score: 0

    Check out http://openarena.ws

  95. Re:Has anyone actually made any worthwhile with th by Lanteran · · Score: 1

    CoD is just extremely generic, hasn't been anything new in years, if there ever was anything new.

    --
    "People don't want to learn linux" hasn't been a valid excuse since '03.
  96. Re:Has anyone actually made any worthwhile with th by Tigwyk · · Score: 1

    There's a new tribes coming.... http://www.tribesuniverse.com/

    --
    "Pi is exactly 3!" *gasp*
  97. Re:Has anyone actually made any worthwhile with th by Anonymous Coward · · Score: 0

    Here are a few link to lists that answer your question:

    http://en.wikipedia.org/wiki/Id_Tech_3#Projects_based_on_the_GPL_source_release

    Progress Alert!!!: Looks like Smokin' Guns is the only thing to raise th MadDog McCree bar so far....

    Turtle_Arena

    Is that you SHredder Mr Zuckerburg ??

    http://en.wikipedia.org/wiki/Id_Tech_2#Games_based_on_the_GPL_source_release

    Progress Alert!!:

    Digital_Paintball

    .. goes along way but they have yet to create he Red-dwarf (BBC) version ... !

    Warmest regards.

  98. Re:Has anyone actually made any worthwhile with th by Anonymous Coward · · Score: 0

    They were using id Tech 3 since the original CoD. It was only minimally modified, however.

  99. Re:Has anyone actually made any worthwhile with th by Anonymous Coward · · Score: 0

    98% of artists won't make substantial contributions for free.

    Erm... The world of computer game modding would disagree with you. I've done (free) work on projects where professional artists and animators helped out in their spare time - partly for fun, partly to extend their portfolios. There are countless more talented amateurs out there, either fishing for jobs in the games industry or again just doing it for fun. (I accidentally ended up with a job at a big-name developer through my modding stuff...)

    I think one of the problems with many open source games is that they are, quite frankly, really dull. The approach seems to be either "let's clone an elderly, existing game" or approaching the whole thing as an engineering project with little thought towards gameplay, sound or art.

    Look around places like ModDB if you want help. If nobody's interested in your game idea, then perhaps it needs something of a rethink? That, or help out with an existing game mod - they're always short of programmers, and while it's not open source, building up some contacts could be helpful for when you do strike out and build a game from scratch...

  100. Re:Has anyone actually made any worthwhile with th by mgiuca · · Score: 1

    Well said. I am extremely wary of the "game mortality" that you speak about -- especially now with DRM systems requiring always-on internet, games will probably last even less time than they used to.

    This is why I am such a huge fan of DOSBox which seems to have effectively preserved all games from ~1980 to ~1995 in perpetuity (and GOG.com, which is selling a lot of them to those of us who missed them the first time, or just lost access to a floppy drive). DOSBox is like your "embalmed beige corpse" except it is always able to run perfectly on modern hardware and operating systems.

  101. Re:Has anyone actually made any worthwhile with th by mjwx · · Score: 1

    "The engine was first used for Call of Duty 2 in 2005 under a proprietary license of id Tech 3 created by id Software in 1999,

    Yes, the engines that will be used in the next generations of consoles were invented in 2005.

    --
    Calling someone a "hater" only means you can not rationally rebut their argument.
  102. Re:Has anyone actually made any worthwhile with th by Hamsterdan · · Score: 1

    Tried VMware, Virtualbox and even an old version of VirtualPC, all have issues or non-working hardware. I still boot an old machine from time to time with 98 on it...

    --
    I've got better things to do tonight than die.
  103. 1.5x performance boost by nbohr1more · · Score: 1

    The community has already improved shadow rendering performance by (at least) 1.5x. http://forums.inside3d.com/viewtopic.php?f=9&t=3491&start=45

  104. Re:Can I learn how to program the GPU from the sou by Anonymous Coward · · Score: 0

    What pipeline? There is no such thing as a fixed pipeline anymore. Dump this shit!

  105. Re:Has anyone actually made any worthwhile with th by Anonymous Coward · · Score: 0

    fyi tremulous died ages ago

  106. Re:Has anyone actually made any worthwhile with th by Gripp · · Score: 1
    let me clarify - the realism part was my own rant - not completely directed at you.

    the part of your original post that provoked my response was:

    it really feels like DICE was trying to imitate the successful single and cooperative player elements from the recent CoD games. Unfortunately not only did they fail to innovate, they failed to even create an acceptable facsimile.

    which in my mind the only reason the two are compared so frequently is because they both fall into that "realistic" FPS category. For example, i've yet to see Halo Reach compared to any MW or BF games, at least not in the sense that "one is a poor copy of the other". to me MW and BF shouldn't be compared since one is a strategy FPS and the other is a "who got shot first" FPS. which leads me to the conclusion that the only reason to call one a copy of the other is that both fall into that "realistic FPS" mantra...
    the rest of my post had to do with my dismay at the lack of good/original FPS games lately - that all of the effort seems to be placed into this realistic style for the past several years, which irks me on various levels.

  107. Re:Has anyone actually made any worthwhile with th by Lord_Jeremy · · Score: 1

    It seems to me that third person shooters have come to occupy some of the space that was traditionally left to story-driven first person shooters (Mass Effect, Gears of War, etc). On the other hand, I have not played any Halo games past the 2nd one as I do not own an Xbox...