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
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.
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+ ;-)

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