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Old December 3rd, 2002   #201 (permalink)
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no, the rocket launcher is real. id just didnt put in the actual model thats going to be used yet and as an homage they used the one from quake.
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Old December 3rd, 2002   #202 (permalink)
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Old December 7th, 2002   #203 (permalink)
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haha

not including the latest pic...dont you think that ID would step outta the 50's...i mean its the technology era and it looks like there are black and white monsters running around in a gray paint making factory...wtf? a little bland are we???
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Old December 7th, 2002   #204 (permalink)
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obviously, you haven't seen the game in action yet... my friend's 1700+ was having trouble running it, with his gf4 ti4200, but it was playable... Boy, i can't wait until the game realeases... But i'm wondering if my newly built machine (2000+) could handle it. Well, when the game is realeased, i think it might be a good time to upgrade to a 2600+ (max proc that my mobo supports) and a new vid card other than a voodoo 3 3000 pci... (no money yet for a gf4 ti4200), when the game can be gotten for at most $30.
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Old December 7th, 2002   #205 (permalink)
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Gamer1, get a Radeon9700 or a 9500PRO instead. They handle AA and AF like cake compared to the GF4's. Prices should drop by then. (especially the 9500PRO which is cheaper than the 4600 yet performs better when AA and AF is on)
iD said that D3 would require but only 1Ghz of CPU speed, while the video card is most burdened. But I dont know how close their statement may be to the full complete version of the game. You have to remember that the alpha version is probably not optimised at all, too.

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Old December 7th, 2002   #206 (permalink)
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And when doom 3 comes out, gffx would have came out already... that would be perfect then...

i could just see the prices droping.... i'm waiting till the gffx comes out. That's the perfect time to get a vid card. I could just see the 9xxx and the gf4 prices just drop.

I'm one of those people that buys parts when i actually need it and will actually use it to its full extent. what can i say... i'm a cheap b@st@rd when it comes to myself.

I'm not thinking of getting a vid card right now, my voodoo 3 can play all the games that i want to play at a decent speed. I can play UT2k3 fine on my machine as of right now. I'm playing epsxe great with my v3, and the same goes for n64 emus.

I'm also not a pc gamer. I'm a more console person. I play emus, cuz i like features it gives me.
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Old December 7th, 2002   #207 (permalink)
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If you want to play Doom 3 get a graphics card upgrade. You won't need that fast a CPU, since Doom 3 will be mostly GPU-bound. A game like UT 2003 on the other hand is mostly CPU-bound. My Radeon 9000 Pro is hardly faster in it than my GF2, due to my slow 1 ghz CPU.
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Old December 7th, 2002   #208 (permalink)
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If you want to play Doom 3 get a graphics card upgrade. You won't need that fast a CPU, since Doom 3 will be mostly GPU-bound.
Thanks for your OPINION.
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Old December 7th, 2002   #209 (permalink)
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From what's been coming out of iD, I happen to agree with him.
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Old December 10th, 2002   #210 (permalink)
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From what I heard, an AMD Athlon XP 1600+ with a Radeon 9700 should be fine.

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Old December 11th, 2002   #211 (permalink)
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Quote:
Originally posted by ready2rumbelX
From what I heard, an AMD Athlon XP 1600+ with a Radeon 9700 should be fine.

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doubtful, Unreal Tornament 2003 Least requirments are a 800 Mhz processor, 128 RAM and a Nvidia TNT2 card. I think ,or maybe should i say " predict", that the least requirments for Doom III would be a 1 Ghz processor, 256 Ram and a Geforce II card. Least requirments CANNOT reach to the level of Geforce III cards or equivilant ( and i ready to prove this point).........
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Old December 11th, 2002   #212 (permalink)
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If your estimate is true, then people like me, for example, will be able to play it at a decent framerate/graphic quality.

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Old December 12th, 2002   #213 (permalink)
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I wouldn't worry to much about the GPU power needed to play Doom III. From what I have read, John Carmak (spelling) the main man behind Doom III has said that a GF 2 will be sufficent to play Doom III. Of course if you want high res, high detail everything then you'll, probably, want as powerful a graphics card as you can afford.
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Old December 16th, 2002   #214 (permalink)
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This game looks really good, but there are a few things I dont like that I've seen in the videos and images. The new Imp, I needs spikes, it's a remake and all, but thoes spikes are what made it cool. Without them it just doesnt seem like an Imp, well, that's when it's still. In the movies and stuff it throws fire balls and does look pretty cool, but I still think it needs spikes. Also, I dont like how it's all zombies, I think there needs to be more demons and monsters and stuff. Sure the zombies are cool, but there needs to be move evil and hell like things in it, without demons and things of it just seems like residence evil or some other game where science has created monsters. Where the symbols of evil? Where's that devils star thing? Where's the skulls on sticks? Where? Where? The only thing I've seen is that body on the star on the e3 video. There needs to be more of that.

Well, I guess I really shouldnt be saying this yet, the game isnt finished. There probley(can someone tell me how to spell it right? I've been spelling it wrong since I've joined) will be once it's finished. I just wish they would show more icons of evil. If anyone has any cool pics of demons for the game.

I did find this new one:



I found 8 screens from a polish mag, but now I get a 404 when I go to the site. I'll see if I can find them on another site.
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Old December 19th, 2002   #215 (permalink)
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Here's a translated copy of the polish mag that talked about DoomIII. Cant find any screens of it.

Ok, here it is...

First of all, CD-Action is considered as a very bad source for information. I've got the magazine in my hand right now and i'll go through the article.
I'm just translating it, so don't ask me what they mean in some parts, cause i don't know it either.


CD-Action wrote:


The only polish pc-magazine with everything about DooM III. The developers talk. Totally new screenshots.

The logo that we've seen during some presentations, is not the final and last one.

2003 will be for sure a year to remember. Between january and december, thousands of unimportant games will be released, hundreds of average and some big ones. All of them will be DOOMinated by the newest creation of id software - the third part, of the legendary series from 1992.

The first details were anounced during this years E3, where the first official presentation of DooM III took place. That doesn't mean that no one besides id software and Activision didn't see it. During the announcment of the GeForce 3 and QuakeCon id showed us already the technical background of DooM, which was the main reason of its rebirth.

At the end of 2002 Activision decided to bring a bit more light into this most important subject for most gamers. To control the situation, only the representatives of the best known magazines had a chance to get more inside information.
We're proud that CD-Action could be part of that.

We've spend some hours watching presentations and talk to the developers to understand what DooM III will be like. And it's not a new way that games will be going, it's a new beginnig! Yes, that's true, you can forget everything you know about games, cause the day DooM III will be released, everything else will be unimportant. After DooM III nothing will be the same anymore.

[i'll skip the DooM history part - RosOne]

www.uac-corp.com
September 2003 - the Union Aerospace Corporation site has gone online. It's possible that this will be the official DooM III site. As for now there totally no activity there, but adding it to your bookmarks and checking from time to time would be a good decision.

Physics of an unexisting world
Even for that type of games the interaction is unbelieviable. It's like real -if you see something you can destroy it or at least move it. This has been achieved by using a new collision system, which isn't used in other games -models run into walls or after death they're in them. The creator, Jean Paul van Waveren, explains that before collisions where based on positions of objects, which made fast moving characters pass control points and where stuck inside a wall.
The collision system in DooM III is based on per-polygon calculations. There won't be any "running into a wall". Bullets are also models. That's why models will behave like in the real world (possibly there will be ricochets too). If an enemy is hit in it's leg, the model will be drop on the ground like it would in reality. In addition to that Greame Devine's particle system will make the smoke disapear after shooting a rocket into it.

Unreal Intelligence
The creator of the AI is Jean Paul van Waveren, creator of the well known Gladiator bot. "The mosters will be intelligent and stoopid and they'll behave in a different way. Still you can say that they'll behave like real. What does that mean? Imagine a stranger that you ask about the time. You won't expect him to start dancing or tell you something about Shakespear. It's the same way with our monsters, they'll behave like wild animals. They won't chat around through the radio. The meaning of their life is to kill everything that moves and your fear only atracts them. Still, they'll attack in different ways, depending on the situation. For example, the imp will still attack you with his fireballs, but when he'll get closer and nothing will be in his way, he'll jump on you like a tiger.

Hell Music
It's still not known if Trent Reznor will be resposible for the music and sounds in DooM III, but he made them already for the alpha. Still, we heard, with our own ears, Trent talking about DooM: "We want to really get inside your head and makeing it an unpleasant place to be". Maybe his name will appear in the list of creators.

Hope of the Doomed
Asked about the multiplayer part of the game, John Carmack anwsered: "This is the only thing we know people won't be pleased with. DooM III will have a minimal multiplayer when it'll be released, bacause we're concentrated on the single player experience. There will be a deathmatch mode, but nothing revolutionary", which has been mentioned in many rumors. Carmack also said: "for sure we're going to make a multiplayer game based on the DooM III engine". "New modes will be released later, but i can't promise anything yet. Our main goal is the create a great single player game, and we're using all avaiable technology and strength to achieve that", adds Jim Dose.

DooM The Movie
Todd Hollenshead, after some time, found a partner who'll be able to bring DooM (III) to the movies. "For us this is a very important title and we wanned to be sure that we'll it will be taken serious". Warner Bros. is going to make it. "We've got in on paper -if we won't be happy with it, we can cancel it". For now nothing more is known besides the fact that if everything goes fine, 2004 will be the year of the DooM movie.

Back to Cyberhell

DooM III is - in general - a remake of the old DooM. Mal Blackwell, designer at id software, said it that way: "Imagine that the old DooM didn't exist. Our game is not a retell of the old story (and it wasn't a complicated one). It's a DooM like it should be from the beginning: scary as hell, unbelievable and very suggestive". That's why DooM III will be different from the DooMs we've known.

Tim Willits, lead designer, said: "Our goal is to create a complete and real experience, without any limitations. We're taking our inspirations from everywhere and we'll implement fast action and slow exploration parts". In this situation the word "game" is a much too limited, not precise enough, to tell what DooM III is all about. It's something magical, because we'll be able not only to see things that we won't ever see in real life, but we'll be part of the situation!

This kind of DooM will come to life thanks a small number of id software's developers, only 16 of them. The base elements of the new DooM technology has been created by John Carmack. He has been working on it while the rest of the team still worked on Quake III Team Arena. "The biggest inovation is the use of lights, shadows and bumb-mapping. In previous games we had to use tricks and hacks, to make static and dynamic lights moving over surfaces, the effect of that was a different appearance of things that move and things that are static in the world", tells John Carmack. After seeing our confusion in our eyes he adds: "We knew, that when we shot into a light source, the light won't go off. This is the way the engines work now, there is a difference between static and dynamic elements of the game".

Modelled lights and shadows

What this really means, we know right after starting the game and watching a movie showing how the tragedy at the mars base Union Aerospace Corporation (UAC) began. The whole game seems to bee build using realistic lights and shadows with a per-pixel quality. Thanks to this technology it's now possible to make effects like moving lights, while having real shadows, etc.

Using that kind of shadows makes the Radeon users unhappy, cause the TrueForm option won't be supported. But actually no one should be worried about that. At this stage of the development the charcters has been created with such a great quality, that many reporters asked id how much time they've been rendered. This effect id managed to achieve not by using a high number of polygons, but by using bumb-mapping (texture modelling). Thanks to that, the number of polygons could be decreased from 800.000 to just 2.000/6.000! Without decreasing the quality, as Robert Duffy said.

Jim Dose, another programmer at id, explains: "The trick is using bumb-mapping. This characters aren't really complicated models, bumb-mapping makes them look the right way. Thanks that, it's possible to have 10+ enemies on the screen without any drop of the framerate". Their behavior also changed -it's not like it was so far- a good or bad animated, but "fixed" model. Here you'll be able to see hair, wrinkles and even stress, slime comming out of their mouth.

Technohorror

Todd Hollenshead said: "We want DooM III to be the most frightening game in history". That's the whole process of creation has only one goal - "create the best atmosphere ever". Jim Dose added: "DooM III will make the player be afraid and make him believe that everything what happened on his monitor is real. We want gamers to remember it after turning their pc off. We want to make DooM III part of their life". Mal Blackwell: "We're about to create a realistic enviroment and achieve a level of experience that was never achieved before. We'll make the player believe that everything what happens on the screen is real". The more important part is not what you see, but what you think you see.
I don't want to make you believe this right now. After entering the building of Activision i was as sceptic as i'm right now. I thought that i've saw so much. But after watching a 10 minutes long presentation in a room with 5.1 sound, i felt like really scared. I tell you: you'll also be scared of every shadow, which could be a horrible enemy. DooM III will be really terrifing.

Fear will be the most important, but not the only emotion you'll experience in DooM III. Tim Willits explains: "The storyline is much deeper than in the previous games that we've created. We are creating a complete experience, you'll be scared in one moment, you'll feel angry and sometimes you'll hide waiting and watching what demon will come out of the shadow.

"It's more than a game" says Todd Hollenshead. "It's an interactive movie". And not because of the high quality scenes like from Final Fantasy The Movie, but the way the story is told. The story is written by Matthew Costello, who already worked on the 7th Guest and 11th Hour. id admit that they never made such a complex story. Another movie-like effect is the use of scripted sequences.

Mal Blackwell says about them: "In important situations we use a third person camera to increase the level of adrenaline. The outside cameras are needed to tell the story. That won't be long movies, just some short scenes and believe me, you'll want to see them." And really, even the scenes i've seen, kept living in me long after i saw them. One of them is the famous "Bathroom scene", where a pink demon is eating a fat zombie. This scene is know pretty well, but still not many people know that after you're in control again, that food stands up ans attacks you. To be honest, this was the first time i had the chance to see the death sequence. It was nothing spectacular, but i could see what happened with my body and trust me, it wasn't a pleasure.

Todd Hollenshead promised: "The plot makes the game move forward, but the critical decisions in the game has to be made by the player". There will many ways you'll be able to play the game. If you prefer runing into the enemies and you don't want to stop firing, you can try to finish the game that way. You can also, after seeing some moving shadow, hide in some room and wait for him to move away.

People say that hell are the people. In DooM III we have a different definition: Hell are the ex-people and... demons. It was that way in the first two DooMs and it'll be that way this time too. The fans of the old DooMs will be happy to know, that some of the known ones will be in the third part too. The soldiers, commandos, imps, "the pink demon" or the hellknight. Conspect arts suggest that we'll meet the lost souls and the cyberdemon. They won't remind us of the old "comic-like" charactes.

Tim Willits, lead designer, says: "We'll remake some of the enemies from DooM I and DooM II. The new technology will help us to make them look much more real. Gamers who know the two previous parts will notice some common elements, but the new engine let us make them more terrifying than ever before. We've also created some new monsters which will become classics themselves".

In the old DooMs we had the marine who was fighting with hordes of enemies. Their strength was their number. The third part will have many one on one fights and all of them are supposed to be a great experience. Mal Blackwell says: "We're not creating Serious Sam. Sometimes the monsters will attack alone, sometimes in groups of 10 or more. We want to surprise the player, cause he won't know what awaits him behind the next door". "The monster will be there to scare you, they won't be moving turrets anymore", adds Carmack.

Tim Willits didn't want to spoil the surprises, which await the players, but he mentioned that by using the new dynamics, scripts and lightning they'll be able to give us a never before exsited experience with bosses.

DooM deserves the name of the granddad of fps also because of his weapons. Tim Willits: "With the monsters also the weapons from the DooM series will have a comeback. For sure we'll be able to use the BFG and the chainsaw again, but we've got also some surprises, so no details. One thing more, the new particle system lets us make totally new effects for the weapons.

Hell

The world of DooM III is around 30 levels big, which doesn't mean there'll be seperated, closed areas. It will rather be something like Half-Life -the world will be devided into sections. That's the way Tim Willits suggests to understand it, there wouldn't be a problem to create on huge world if we would go out of RAM. It's also known that most of the time we'll spend indoor. "We plan some outdoor levels, but we don't want to tell how many indoor/outdoor levels there will be. We don't want to spoil it. If we won't need them, we'll let them out".
Well, if they won't be implemented, we can still agree with one of the reporters, who said: "That are really just corridors and room, but that are the best looking and most frightening indoor areas i've ever seen". Todd Hollenshead said: "The levels are really very realistic. The developers are only limited by thier imagination. The story is told on mars, and the players will be able to see how it looked before and after the invasion".
According to Tim Willits, nothing in DooM III can be foreseen. That is also possible because of the new technology -"This is one of the things that will scare the people", adds John Carmack. "You won't know where a safe spot is, while trying to hide somewhere. In previous games, while comming back to a certain area, you knew nothing will happen, cause walls are part of the background. Now, everything can change and you won't be in the center of the action". In different words: This world lives and you're just a part of it. Tim Willits: "In this game you'll have missions and tasks. It's not the old DooM anymore, where you had to shoot things and collect other things". Mal Blackwell adds: "In the game you'll meet NPCs, there won't be many of them, cause not many could survive the invasion. Still, you'll meet some you can talk with. You'll be able to help them (bring them food or kill some monster near their hideout), for that they'll give ammo or take you to some secret place. This won't be an important part of the game, but we need it to make it more real".

Back To Earth

We could talk about DooM III forever. Don't let the size of this article suggest you anything. We just mentioned some of the aspects of it. Still there is one important question: The release date, which is still unknown. For sure we can only tell that it'll be out in 2003, but who knows if not december 2003, for the 10th birthsday of DooM?

Tim Willits asked this question said: "To create such a game needs to take some time. You can't rush it. It's DooM. By the way, why should we rush it?". Indeed, there is nothing that could possibly be a competitor for it. John Carmack added: "I'm sure that the new style of DooM, with the lightning, bumb-mapping, etc. will become a new standard in games. All other games will look like cartoons. So, if any game will be a hit, it'll be DooM III for sure. It's worth the long wait.

The Power of Technology
Two questions are still to be anwsered -what kind of pc will be able to run the game and will other developers be able to use it for their games.
During the presentation of the GeForce 3, John Carmack said, that this is the card that will fully use the features of DooM III. Well, now we see that the GeForce 3 become a very common video card long before the release of DooM III. It's a fact that the alpha version, we had a chance to test, was run by id even on a Riva TNT2. Jim Dose said: "You won't see DooM III how you should on older cards than the GeForce 3. Without per-pixel lightning and bumb-mapping you want see DooM. Sure, you can run it on a GeForce 1, but my advice is: buy a GF3 or better".

About the second question -the anwser is as simple as the first one. The DooM III engine is created for this game and only for that game. id doesn't want to waste their time on something that isn't used in the game. You don't have to worry though, with DooM III we'll get the tools used to create it with the game, so mod makers can start the day it'll be released. Marty Stratton said it that way: "The moment you start the game, you start the editor". Just try to imagine what will happen the moment fans of such titles as Thief, Dues Ex, System Shock or Return to Castle Wolfenstein will be able to create.
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Old December 19th, 2002   #216 (permalink)
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carnage179, the word is spelled probably. Since you aked, I though I would tell you.
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Old December 21st, 2002   #217 (permalink)
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Thank you. My spelling has gotten worse since I've joined the boads.
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Old December 22nd, 2002   #218 (permalink)
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Here's a weird pic I found...wtf do they have at the mars base?
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One old cactus.
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Old December 22nd, 2002   #219 (permalink)
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When doom3 comes out i think i'll try it on this pc,even though i'll be getting my XP 2200+ in a few weeks.
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Old December 22nd, 2002   #220 (permalink)
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Quote:
Originally posted by carnage179
just seems like residence evil or some other game where science has created monsters. Where the symbols of evil? Where's that devils star thing?
What's wrong with Resident Evil? That game kicks ass.

As for the "devil's star"... I would assume you mean the Pentagram. What is evil about that? I am wondering, as I wear one as a good luck charm, and I used to have one in my sig-image until recently.

sx/amiga, the dude's name is John Carmack. (That spelling is correct.)
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