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John Carmack Speaks on Doom 3

Marcel Klum   on 15 May 2003 - 06:04 · 12 comments & 353 views

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The id programmer revealed a few small details about the game in a talk at E3.

Id Software programmer John Carmack gave a fairly lengthy Q&A session in a private room at E3 today, and we sat in to see what the famous mind behind Doom and Quake had to say. Carmack's talk focused mostly on matters of technical interest, though he did let a few new details slip about id's current project, Doom 3.

When asked about the considerable quality and realism of Doom 3's graphics and how the id team is making character animation consistently realistic, Carmack said that for the game's human characters the team has decided motion capture is the most appropriate technique. The game's monsters will pretty much all be animated by hand, but the humans--most of which you'll encounter in the early part of the game, before the portal to hell is opened--will use motion data to enhance the realism of their movements.

Carmack said that the team is debating the way that Doom 3's save system will work. He didn't give any specific clues but said that it may be significantly different from what players are used to in previous id games. Given that in past games you were allowed to save anywhere, perhaps the company is considering a between-missions limitation for saving in the new game. When asked how long the game would be, Carmack wouldn't commit to a specific length but said that he favors the recent trend in the game industry toward shorter games with richer, deeper content packed into the duration.

Finally, Carmack said that scaling Doom 3's resolution will be the preferred way to increase performance without sacrificing graphical effects. It's undecided whether he'll allow players to turn shadowing on or off, since the shadows are essential in many of the game's dramatic scenes. Since the shadowing accounts for about half of the game's render time, though, he said he'll probably include the option.

News source: GameSpot
Video: Doom III video (36Mb)
Video: Mirror


Details
Enables interoperability between localized versions, with different alphabets, for internet games.
Fixes the "ready button" problem where players could not press it and had to wait for the in-between round timer to run out.
Fixes the crash issue with the server list. The list is now displayed in a multi-page format with a maximum of 400 servers per page.
The server filter settings are now kept even when you quit the game.
Karma (ragdoll effect) has been updated, after much research and inspired, in part, by work done by the community.
Includes support for future Linux and Windows stand alone dedicated servers.
Removed the network connection check that was done even when in single player mode.

Other
We acknowledge the absence of an interface to indicate that a map is being currently downloaded. We are hopeful that a fix for this issue will be available in the next patch.

ASE will be "officially" supported in the next patch. We are still experimenting with an easy, user-friendly way to deal with it.

Linux and Windows(TM) stand alone servers will soon be available for people who wish to run dedicated's on their T1+ ;-)

Post a comment · Send to friend Comments · There are 12 additional comments
#1 Fonze on 15 May 2003 - 06:25
yah, doom 1 and 2 definitely had the quantity but lacked in quality when it came to levels. so much repitition, but still fun to play
#2 CyberKewl on 15 May 2003 - 06:43
This game would probably need a fast machine with a good graphics card to play i bet judging by the movie
(2 replies) #3 andrewfee on 15 May 2003 - 06:52
My guess is that saving will work like Halo's checkpoint system.
#3.1 nekrosoft13 on 15 May 2003 - 07:38
hell no they better not do that, i want to be able to save when i want
#3.2 nookadum on 15 May 2003 - 10:30
Yeah, but saving wherever the hell you want makes the game easier and less enjoyable... =(
(1 reply) #4 Tim on 15 May 2003 - 06:54
this seems it will be a very short game, maybe 1hr to complete?
#4.1 rx-- on 15 May 2003 - 07:00
1hr? no way.. that's way too short. My guess is something around 5-10 hours at least.
(1 reply) #5 webskater1 on 15 May 2003 - 07:02
And the release date?
#5.1 Jasco on 15 May 2003 - 08:29
look at gamespot
#6 Zerosignull on 15 May 2003 - 08:50
it may take the turok two aproach where you had to pick up chrystals before you could save but you could save anywhere
#7 GamblerFEXonlin on 15 May 2003 - 10:34
Doom3 will be THE software for PC that pushes end users to upgrade their computers. Windows should NOT. M$ can eat their own marketing garbage. my friend was asking for a 3dcard to run doom3, and I adviced against a GF4 as Carmack also did (bumpmap+stencil shadows is results in passes on GF4 and less). He got a Radeon9700pro btw. [quote]Carmack wouldn't commit to a specific length but said that he favors the recent trend in the game industry toward shorter games with richer, deeper content packed into the duration.[/quote] This is a no-brainer. Quality and unique (with a purpose!) maps, good AI and scripted scenes from start through end will make me play a game over again. Different ways to go from point A to B is also increasing replayability a lot (see Deus ex 1). I'll use Halo for xbox as an example, I think i've played through the same map 3 times now. I stopped play it because it got boring and repetitive. Some missions where fun and with a clear purpose but now well into the game the story have lost me. (The awful FPS and crappy analogue gamepad stick control also irritates me but thats not topic). So make it good, but also long. At least a little. Deus Ex did it. [quote]Carmack said that scaling Doom 3's resolution will be the preferred way to increase performance without sacrificing graphical effects.[/quote] PC platform seem to be hung up on fillrate. I guess its the easiest way to scale the performance on slower 3d cards, too bad new 3dcards wont do anything with geometry detail. id uses a technique to convert [url=http://217.8.136.112/root/pix/Doom3/pinky.jpg]high-poly models into bumpmapped boxes[/url]. Why not move the slider a little to the left and give an option for extra-high geometry quality in the graphics options? If the minigun is as boxy in the final dame as it was in the leaked e3 demo Im gonna freak out. Ok maybe not but ill make sure you know its boxy [url=http://217.8.136.112/root/pix/Doom3/Doom3_e3_03_screen001.jpg]ewwww edgy-heads[/url] (btw carmack did say he could smoothen out the characters with only a linear dicrease in performance, well isnt that what scaling the resolution and AA/AF does?)
#8 Jasco on 16 May 2003 - 08:22
i <3 j00 carmack

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