Doom 3 Video

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Juguard

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Aggressor said:
This is just retarded. Many of you here are saying that Doom3 doesn't evolve along SP lines... have you played the thing already?? No? What the hell are you talking about then? I've seen the game in action and without doubt I say it has way better atmosphere than first Unreal could ever have (and I finished the latter so many times I can't remember the count anymore).

D3 characters are "maybe" better that UT ones? I don't remember seeing bump mapping in UT2k4... Amazing amounts of polys in UT engine? What makes you think that D3 engine can't display more? And to be honest, D3 runs better on my machine than UT2k4 Assault maps do.

Unreal fanboys all the way, yup.
wait a minute, Unreal was an awesome game, its gameplay and atmosphere at its time was just amazing. And you cant compare Unreal, or any UT game with Doom3's Engine. If you want to compare engines, compare Doom3 Engine with Unreal Engine 3.0(current beta, or even a few months back beta, to get an even match) ... just have a look yourself: ... http://www.unrealtechnology.com/ ... and if you dont think its going to be a great engine, by just looking at the screenshots, well, then you obviously have no clue about the Unreal Engine.

If Doom 3 runs better on your machine, then something is wrong there with your machine.
 

TossMonkey

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hal said:
I find the 4 player multiplay to be a bit suspicious. Has anyone ever seen id give a reason why it is only 4 player? Just curious.
They gave the reason that because of the amount of physics involved the syncronisation is pretty bandwidth heavy. If you remember though the original Doom was 4 player, so was Quake initially and Quake 2 got pretty laggy with 8 players originally. The influx of higher speed connections around 1999 to the present day has seen the player limits increase, but I think we'll start seeing the maximum player limit decrease as physics get more complex.
 

Juguard

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TossMonkey said:
They gave the reason that because of the amount of physics involved the syncronisation is pretty bandwidth heavy. If you remember though the original Doom was 4 player, so was Quake initially and Quake 2 got pretty laggy with 8 players originally. The influx of higher speed connections around 1999 to the present day has seen the player limits increase, but I think we'll start seeing the maximum player limit decrease as physics get more complex.
That could be part of it, but I don't think its only because of that. I remember they wanted to take out multiplayer completely, and too many fans got upset, so they put it back in, but only 4player max, and no coop. Why not coop? Even if its only 2 players.

So, what your saying, we should expect the next major Unreal Engine3 game from Epic to be under 8 players? Well, I guess this is one area an engine is greater than others. hehe.
 

SkaarjMaster

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".....You could almost say "now every game is doom"?"

Good point NeoNite!:tup:

EDIT: oops, typing too fast, hehe. :lol: :eek:
 
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Aggressor

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People continuously fail to read my words properly. I never compared Unreal And D3 engines, just atmosphere. It suits me better. I stated that as a counterstatement against claims that D3 makes no progress at all regarding SP dynamics. I know it's subjective, but it seems noone who argued otherwise actually played the game.
 

rattyocaster

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TossMonkey said:
They gave the reason that because of the amount of physics involved the syncronisation is pretty bandwidth heavy. If you remember though the original Doom was 4 player, so was Quake initially and Quake 2 got pretty laggy with 8 players originally. The influx of higher speed connections around 1999 to the present day has seen the player limits increase, but I think we'll start seeing the maximum player limit decrease as physics get more complex.
UT is physics heavy, vehicle physics and ragdoll, but that can take up to 64 players on a dedicated (if I remember correctly), and when I had Dialup, UT2003 and 2004 were both more playable online than UT, I believe that if anything, in this day and age that games clients and servers are sending as little info as possible to each other as well as other optimisations, so to handle the physics the client machines take care of it, why do you think that UT2004 has a physics detail option? I've seen easily noticable differnces between my two machines in that one has it on max and can sometimes squeeze an extra flip of a corpse in, whereas my second PC can't due to physics detail been lower, hense, it's actually handled by the clients so the "Intense Physics" idea doesn't really work. Same as Far Cry is physics heavy and that is great online with 32 players. HOWEVER, if the Doom engine has such a big problem with the physics aspect, why not have the physics for multiplayer disabled by the engine as default, there, problem solved.
 

TossMonkey

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UT is physics heavy but it's all client side, and I would assume most of Far Cry is too. With Doom 3 all the physics are syncronised server-side so it takes up a hell of a lot of bandwidth to tell all four pcs that Box A just bounced into Room B, and not forgetting that Doom 3 is fairly interactive in other parts too, you can switch lights off in rooms to gain an advantage etc.

I think another reason for the low player limit is that the game was originally designed to be peer-to-peer in multiplayer, perhaps this affected some of the development and optimisation for the game?

One final thing to note is that Doom 3's limit of 4 Players is an artificial limit (just like Quake's and Doom's) so in the future we may well see 16 player deathmatch.
 

RegularX

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Couple of points ...

Replayability - DOOM 3 has a fascinating scripting language. I've done a bit of poking around and lurking at certain forums and it really sounds like you could write a pretty extensive SP campaign without compiling anything (though you'll obviously need to be friendly with your local text editor).

As for coop - I'd be expect some kind of Sven style thing to be made in the not too distant future. More sophisticated stuff might come later. D3's 4 player limit is more about resources, apparently, and not netcode or, say, like a certain engines 2 team limit ;) ... with the right MP levels being designed, I think you can expect this to be broken as well.

The mumblings I've heard is that it's good, maybe even great, but not revolutionary. I think we've taken too much stock in a lot of franchises (HL, DX, Unreal) to expect them to be every bit as revolutionary as their previous versions. Look, guys, sometimes things are just zeitgist. You can't have a revolution every darn time, we'd be exhausted :)

I'm very much looking forward to it - and hope id get's it's SDK out soon as well.
 

GRAF1K

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Up till now I've only seen rational and valid comments from the BU staff, TWTW, Tossmonkey and a couple others. The rest is nonsense. My take:

* Let QAPete post what he wants to post.
* Stop calling each other fanboys. It's all subjective anyhow.

And, actually on the topic at hand:

* Doom 3 appears to be a good game, as will UnrealEngine3. Be happy for that.

Geez.

[EDIT: Consider that UT is what it is today because of Id. CliffyB has stated that one of his drives in development was to make better software than Id.]
 
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Juguard

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Aggressor said:
People continuously fail to read my words properly. I never compared Unreal And D3 engines, just atmosphere. It suits me better. I stated that as a counterstatement against claims that D3 makes no progress at all regarding SP dynamics. I know it's subjective, but it seems noone who argued otherwise actually played the game.
Why did we say you compared engines?.. read bellow, its a quote what you said in the earlier post. As for athmosphere, well, if you like closed indoors, well, play Doom3, because Unreal had both, indoors, and outdoors. Doom 3, all I saw was nice Mars outdoor, but its not like you can be out there for a long time, and even if you are out there, there isnt a real level outdoor. Maybe later in the game, but I have played much.

This only brings up a question, can Doom3 Engine actually render large outdoors like Unreal Engine can?.. Maybe not. Doom 3 is an awesome engine, but I dont think it can match up with Unreal Engine, in what it can really do. Only future games will tell, we will see what engine will be used the most, and for what kind of game, outdoors, or indoors. I might be very wrong, but so far, it seems like Doom3 isnt much of an outdoor game.

You want to compare Engines, Compare them corectly. I mean Compare Doom3, with the same exact date build Unreal Engine. Hard to do, since nothing with the same date Unreal Engine as Doom3 was released.

Next in line is HL2 engine, we will see how that compares to Unreal 3 Engine. Again, try to keep developent dates in mind. :p
Aggressor said:
"D3 characters are "maybe" better that UT ones? I don't remember seeing bump mapping in UT2k4... Amazing amounts of polys in UT engine? What makes you think that D3 engine can't display more?"
 
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Aggressor

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Look, Juguard, the point of my previous posts was to contradict (ridiculous) claims that D3 engine can be compared to UT2k4 engine - some people made such comparisons, look a bit at the start of the thread. Which means that I did not compare them. The lack of bumb mapping, per-pixel collision, dynamic lighting and stuff puts UT2k4 engine a generation behind. You can't really compare the two engines.

But yes I did compare Unreal and D3 atmosphere. Although D3 clearly lacks in a department or two compared to today's games (I'll leave details out), it's still a very fun game - an expirience I haven't had yet.

And it may be perfectly true that current rigs don't digest many dynamic lights at once best - initial scene has many lights and runs worse on my rig than the dark corridors you're put into then. Although... hell looks beautiful. :eek:
 
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Desp2/ROG

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Play the game and be happy :)

So far I have played 4 hours into the game and I am amazed of what ID has done. The story evolves the same way as the first doom so it is no surprise duh... Halflife rip story line lol... How about every movie with this same theme?.. You guys are so damn jaded... It is fine to be Jaded but come on!. So far I am in love with this game and I do plan to make at least one map for it. I consider it fun and since doom series is the game that got me into mapping it has a good place in my heart.

I would also like to point out that ID has not made one game that is total crap. Unlike Epics Unreal2 that really left a sour taste in my mouth... Oh yeah it was perhaps Legends doing right? Bah! Why give such a title to another company who will not take the pride of the original into the next incarnation... Those game franchises should only be done by the same artist and minds that created the first. Big mess-up by Epic... And it almost happened the same with Unreal championship which got redeemed when it was released for PC and changed the title to UT2k3.

Wolf and Doom marketed the FPS idea and made it to what it is now. ID has influenced so many games including UT2k4.

Yep I still think ID has a shadow over Epic even though Epic currently is winning the engine race... So it balances it out.

I have not had one disappointment with ID yet. The best FPS games I have played are ID games. Epic holds my interest in many aspects especially because of the amazing engines they do. But the games that I have played to the point that I own everyone or mostly everyone in the servers are ID or ID based engine games or mods. At least for me I have had more true enjoyment on games from ID than Epics. For some reason I like their simple approach to gaming instead of having hundreds of useless options that at the end will only hinder game play and make things less fun for people. I am saying I have enjoyed ID games more but perhaps it happens to be more so because I was more into games back when ID was king of FPS games. Perhaps all those nice memories of those games are still with me. Right now I just make maps most of the time and that is my form of entertainment.

End conclusion is that so far I am happy with this game.

Yeah I am an ID fan boy but some how I just got stuck mapping for the Unreal engines once I saw the beauty of UED ;)
 

Kyllian

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Polycron said:
The multiplayer mode has only 5 maps to offer!
It also offers mod support, meaning there will be more maps as modders get into it
for max 4 players per map !
on an engine that supports up to 32 player games(tho they need to be modded in)
Weapons have no 2nd fire mode !
So?

The way I see it, unless Epic/DE/Atari directly support this site financially, BU can post and supply DL's to whatever they want.

D3 looks good, 2k4 is good, who says we have to stay with one game?
 

_Lynx

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TossMonkey said:
You realise that both Jay Wilbur and Mark Rein worked at id software right? And that Steven Polge (the unreal AI creator) was recognised by Epic because of his great multiplayer bots for quake 1?

It's a much more tightly knit community than you'd think. In some small way without id software Unreal and UT might not be the same as they are.

Does anyone remembers that AMD was found the team that splitted from Intel?
And I don't see anything bad in this movie. Doom 3 IS singleplayer game. Even UT2004 Demo offers more. May be there are less maps, but more weapons, modes and.. people!
 
U

UnregisteredDoom3

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Doom 3

_Lynx said:
Does anyone remembers that AMD was found the team that splitted from Intel?
And I don't see anything bad in this movie. Doom 3 IS singleplayer game. Even UT2004 Demo offers more. May be there are less maps, but more weapons, modes and.. people!


Doom 3 is offically DoomedtoLAG 3 ..


My god i have never seen so much lag .. I think they released a game that 90 percent of machines in todays houses cannot handle.