Doom 3 Requests- PunkBuster and URL Redirection


(escapedturkey) #1

Please add these two very useful features in a patch for Doom 3 Multilplayer.

  1. URL Redirection

Please add URL redirection (for map downloads) like Enemy Territory has - so players can download the maps off a remote site. It’s a real bummer that so many people avoid custom map servers because the server to client download is so slow or they turn it off, plus it will save a lot of bandwidth for the game servers and keep them lag free.

  1. PunkBuster

While Doom 3 is only 4 players, and most likely to be changed by mods to provide more slots, cheats will still occur. Doom 3 sounds wonderful in that it will play like Quake 1 (my favorite game of all time). PB will help prevent cheating. Also, PB provides GUID kick and ban which superior than IP based kick and ban. Please consider adding this to Doom 3.

Thank you for very much for reading this post. :slight_smile:


(chr0nicles) #2

Why post it here? I suggest you wait for quake4/RTCW2 :stuck_out_tongue_winking_eye:


(escapedturkey) #3

Because Doom 3 multiplayer is wonderful and would be perfect with those additions. :slight_smile:


(Dingo19) #4

But Splash didn’t make Doom3


(Nail) #5

v46 :skull:


(DG) #6

and do something with the http redirect downloads so it’s possible for the filehost to see where the redirect is coming from, basically to make it possible to block requests that arent from clients connecting to a server. Maybe a CRC check aswell.

Since the thread is apparently of topic for the forum (?), nayone have thoughts on any impact to ET of Q3 going open source? (I was thinking with regard to hacks and modders).


(SCDS_reyalP) #7

They were involved in the MP aspect, and are working on another doomIII based game, so it isn’t a completely silly place to post this request.


(faltytower) #8

I thought SD just worked on the multiplayer maps while ID produced the net codes.

The multiplayer is in essence Quake 3 Arena gameplay with advanced graphics, lighting, sounds, and hit-/collision-detection, which should satisfy you old skool blokes. :smiley:


(escapedturkey) #9

Splash Damage did an amazing job on Doom 3 DM.

My mini review - a lot of this is owed to Splash Damage:

The game isn’t very ping dependent. I notice the MP is extremely well balanced, no one weapon truly dominates. Power-ups have to be worked at - you have to activate them and they aren’t horded like quad or regen was in Q3. No railgun, no lightning gun, and the rocket launcher takes more skill to use. If a person somehow could manage to turn off shadows and make the game too bright (i.e. like in Q3), it’s a disadvantage more than an advantage - seeing someone shadow really helps locate them. The per poly damage location makes it so you can move away from an opponent easily, so aim becomes more important, yet so does movement for defense.

There’s no console spam of activity, no annoying chat beeps. Everyone has the same skin (though you can choose a different color) and sounds, which is perfect - no need to choose a model you don’t like and forcemodels. The map designs are superior to any Q3 maps - you have lifts, doors, corridors, and so you can really battle it out on multiple levels aka Quake 1’ish, and go for a chase or run - you can also trap the opponent in situations, which is really fun.

The 4 player restriction is wonderful, the maps are perfect size for it, and it becomes highly strategic. Truly this game is simple, intense, and pure DM at its finest. I’m sure many will disagree. But this just my opinion. I’m totally in love with Doom 3 DM!

I hope we get another map pack (in a PR - so everyone is forced to get them). Splash Damage did an amazing job on the 5 maps. If we had about 20 more I’d be pure bliss. :slight_smile:


(amazinglarry) #10

Regardless it’s a general discussion forum so it’s not like it’s limited to just Enemy Territory…


(faltytower) #11

In regards to more official MP maps, ID will definitely farm those out to SD (and/or another dev house). The question is more how long will they be released after QCon 2004 (weeks, months)?

Here’s the e-mail addy of Robert Duffy, software programmer at ID: raduffy@idsoftware.com. Here’s the one you should voice your request for the URL- redirect feature. If enough ppl write-in asking for the same feature, he might comment on it in his next .plan post.

PunkBuster support will eventually be added (barring any setback), but I hope the modding community takes the opportunity to create an anti-cheat system, one that’s as effective as ETPro’s.


(ouroboro) #12

in short, i love the dm so much it hurts, but i hate my pc now with an even greater passion :frowning:

15-20 fps on average, even at sickeningly stripped down settings. fine for sp, not adequate for mp. no matter what the reviews like hardocp say, you cant have a truly great experience without a top end card - at least in mp. i found r_lightscale 0 to give me an easy 60 fps no matter how high the settings - unfortunately this means the screen is black, and no amount of card driver tweaking can work around it :frowning:


(escapedturkey) #13

Thank you faltytower. I just wrote him and also sent him a link to this thread. :slight_smile:


(Sick Boy) #14

Could Splashdamage shine some light on how they were involved in the mapmaking (if they were at all) ? And why they didn’t make it into the credits ? :weird:


(fattakin) #15

Cant your spot their signature brushwork stylee??

Seriously id be interested to know as welll - i assume they’ll tell us when its gets the UK release.


(escapedturkey) #16

SplashDamage did an amazing job on the 5 maps the game comes with. Has great doorway, corriords, and traps. I love the reactor one where you jump in to get Berserk. They seem to have a good sense of how to design maps for intense gameplay. I hope they release more with the next PR, if they made more. :slight_smile:


(ouroboro) #17

just an fyi - make sure you update your gfx card drivers, heh. i literally got a 109% increase in framerate by doing so. yes, i actually calculated it, at all 4 settings. between 105-111% better fps with timedemo demo1 depending on the setting, with an overall increase of 109%(!)


(MadMattUK) #18

What are you system specs, out of interest??? :drink:


(ouroboro) #19

@MadMattUK: p4 2.53 ghz - 1 gig pc2700 ddr ram - geforce fx5600 w/ 256 mb ddr

pretty dated now really, especially for d3. but i had nvidia driver 5x.xx (fifty something), i only caught a glimpse of the version before updating it. here’s the stats:


timedemo demo1


driver 5x.xx:

low - 17.6 fps
medium - 17.5 fps
high - 11.3 fps
ultra - 7.3 fps


driver 61.77:

low - 36.9 fps
medium - 36.9 fps
high - 23.2 fps
ultra - 15.3 fps

for sp ive found the sweet spot for balancing eye candy with playability is medium setting then bump up the res to 10x7. for mp i strip it to the bare ugly core, naturally :slight_smile: and am regularly at the 60 (63) fps cap, as well as below 30 quite often, but thats bearable, and for dm it’s all about the frags, baby!


(bani) #20

its called http referer :smiley: