John Carmack Twit about Doom 3 Source


(king_troll) #41

no, d3 engine is bollox because it is, it is not capable of much, just high poly models and it is the first engine to have bump on all textures

no thirdparty companies got a licence to use it except for prey, because unreal engine has everything and gameplay proves its use in action, it just has no bump on all textures,

thirdparties get licences to save some time, and not to have to code 60% of a engine themselves


(Runeforce) #42

He’s back! And in repeat mode!


(light_sh4v0r) #43

Has he been gone? I hadn’t quite recovered yet :frowning:


(king_troll) #44

no body is ever going to care or make a mod with doom 3 source either, they are better off using UDK, id and splash should use quakewars engine and release a UDK type of kit, with optional AI or BOT class install, there is not much code outside of botAI classes todo with bots

still are just better off using bots instead of half the intelligence ai, for standard SP and MP games


(FFSturm) #45

Sorry to ruin the trolling, but it’s my trolling time:

http://www.splashdamage.com/forums/showthread.php/31529-Doom-3-The-Dark-Sense-Of-War

Again, Id tech 4 HAS a lot of potential. Even nowadays…
Just as a proof, I am the developer of the project. (and I am wasting my time successfully with DOOM 3 engine)

I just base on objective stuff, not subjective.

I don’t want to be harsh with you, but this is what i see:


So, let’s see:
*king_troll: no body is ever going to care or make a mod with doom 3 source
Answer: The Dark mod, Phobos, Sikkmod, Hexen, Desolated, Full metal Jacket, Wolfenstein…
Source: http://www.moddb.com/games/doom-iii/mods

First fail, let´s continue.


*king_troll:they are better off using UDK

They are using Id tech 4, not udk. UDK is very limited. Cryengine (N) is a good engine. Not my cup of tea, but a great engine. Unreal engine is overused. As i said before, id tech 4 has a massive potential. Underrated imo.

Should i count it as another fail? umm, let’s continue


*king_troll: id and splash should use quakewars engine and release a UDK type of kit,with optional AI or BOT class install, there is not much code outside of botAI classes .

No offense, but “Quake Wars Engine” (In fact, a very modded id tech 4 engine) code is up to Splash Damage team, just like Brink or any other projects. Doom 3!=ETQW.

Biggest fail.

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////
Oh, forgot to say that. Id software “lastest” games were: Doom 3 and Rage.
Quake 4-Raven software
Etqw-Splash Damage (good engine use, but the ‘flow’ (Check doom3world) ruined most of it sadly :frowning: )
Prey-Human head studios (Best Engine use, especially on materials/shaders and physics IMO)
Wolfenstein-Raven software
Brink-Splash Damage


(king_troll) #46

how could they use UDK, UDK is unreal engine developement kit
doom 3 source is rubbish, everyone needs a copy of doom 3

quakewars engine is nothing like doom 3 source from any angle, from all the renderer to the scripts single spawnclass entities use, its a complete engine and capable of many things

most game companies start off making maps etc, and maybe move to a indy game, unless maps are good, then they might get a thirdparty deal like splash

no future games programmer or artist etc, will ever make a mod using doom 3 source, UDK is getting outdated and everything is dying down

there is nothing much around for proper modders, quakewars should of had a UDK type a kit released, as the renderer is good for 10 years, and id like to say idtech is getting to complex for modders, and SDK`s probaly wont be released for future games, and quakewars engine can handle all the polys of rage and so on

only real change is being able to add custom scipt event functions in the driver “library”, would be needed


(dazman76) #47

Can it really? I do think ET:QW looks great, and due to it’s age I can push it far further than I could back when I bought the game (newer video hardware). The stock maps aren’t hugely detailed though, so it’s difficult for me to see Rage-level details within ET:QW. I was very, very impressed with ET:QW’s visuals when it came out, that’s for sure. Rage certainly does have a lot of polygons though - not that you’d always notice of course, due to the mystifyingly poor quality of a lot of the textures on the PC version, dragging your eyes away from the stuff that looks genuinely good. I’m still hurting that I rushed out and bought Rage…

I enjoyed a few rounds of ET:QW over the past couple of days, but feck me I’m crap at it. Not a surprise really, just annoying to have to see the proof again :slight_smile: lol


(Runeforce) #48

It would be interesting to know whether you actually believe your own lies.


(king_troll) #49

[QUOTE=dazman76;387902]Can it really? I do think ET:QW looks great, and due to it’s age I can push it far further than I could back when I bought the game (newer video hardware). The stock maps aren’t hugely detailed though, so it’s difficult for me to see Rage-level details within ET:QW. I was very, very impressed with ET:QW’s visuals when it came out, that’s for sure. Rage certainly does have a lot of polygons though - not that you’d always notice of course, due to the mystifyingly poor quality of a lot of the textures on the PC version, dragging your eyes away from the stuff that looks genuinely good. I’m still hurting that I rushed out and bought Rage…

I enjoyed a few rounds of ET:QW over the past couple of days, but feck me I’m crap at it. Not a surprise really, just annoying to have to see the proof again :slight_smile: lol[/QUOTE]

quakewars is made to run on athlon XP, not todays hardware, todays hardware, mappers can use alot more polys, and the renderer doesnt have all the extra processing of small worthless things of today

if you make maps etc, you should care nothing for people who just have laptops or macs

a model wont stop loading ingame because it has too many poly`s, in quake 4, you can have around 1000 polys on a weapon before it stops loading ingame, when most weapon models that are used are around 40 polys