Zaldron
Sex Cauldron

Posts: 9917
Registered: 08-00 |
CTRL-C / CTRL-V 'D for your pleasure...
- It looked amazing. The Macworld video did it no justice.
- Saw a bathroom scene (described here) which looked like present day earth mixed in there. Different than the previous space/future tech stuff that was shown before.
- GeForce3 is expected to run the game at 30fps.
- Most likely have 6 different renderer backends specific to videocard manufacturers.
- By the time DOOM is released, next-gen cards will be available (GeForce4 or whatever)
- Characters are around 250,000 polys
- "Real time" tweaking for level designers etc,
- Map compile time is still in the air. Probably 5minutes tops on most systems.
- Dolby 5.1 support is the default
- Total new rendering code base, departure from methods used in all previous Quake engines. Carmack suspects this will be the new technology "template" used for the next 5 years.
- AI? They chose to have zombies and demons for a reason.
- They are "just getting started" on implementing the game.
- A Playstation2 port, if done, would be a total hack-job.
- XBox port sounded like an almost certainty.
- No cameras or videos were allowed during the presentation, doh!
- It'll be released in 2 weeks!
The bath scene :
i saw the whole thingie, since there's no video yet let me elaborate on the post....
the demo we saw was running all in-game scripted stuff, and it was probably about 2 minutes long. after it was finished some id guys hurredly carried the machine out of the room while carmack was talking, like it was a bomb or something. guess they REALLY don't want anyone to get their grubby hands on it.
the demo had a mixture of the old scenes from macworld, and some new scenes as well as old levels from new angles (that bridge opening up for instance). extremely impressive stuff. obviously the whole idea was to show off the lighting and that certainly worked well. the bathroom scene looked unbelievable. some dead guy lying on the floor, and an overhead light swinging back and forth. a monster (almost looked like one of those half life mutant dog thingies but a whole lot bigger) comes out of the shadows and starts kicking and eating the corpse, blood everywhere, etc etc. awesome stuff. other standout moments were an imp of some kind crashing through a giant plate glass window, and LOTS of fire in a few scenes.
carmack said they were targeting 30fps on a geforce3 as ideal. no mention of a processor along with that. he said that is a baseline machine to have all the details turned on. he also mentioned that there would be a way to turn off the extra graphics options, and he also mentioned a "geforce 2 mode" which i assume is that lower detail thing. he also talked about having a lot more pre-fabs form the artists appear in the maps, as opposed to the mappers being the only world modellers. he also said that in some cases the turnaround for map development was instantaneous, no lighting/vis/bsp crap like that
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