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Caffeine Freak

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About Caffeine Freak

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    black and shiny

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  1. Caffeine Freak

    Doom 3: Phobos

    I personally wouldn't be willing to take the risk.
  2. Taking into account all the times I can recall id taking legal actions against people, two common factors stand out in all cases: 1) it was a case where, as with the 'We're Doomed' board game, some potential monetary gain was involved, or 2) it was a case where people were taking published stuff and remaking it in some fashion or another. Like the case with some long ago mod whose name I've forgotten, where they wanted to re-make Doom 3 in UE3 (they got a cease and desist), or with Classic Doom 3 (they didn't get a cease and desist, but were essentially warned about the thin ice they were treading on.) With every legal case id have taken against someone that I'm aware of, it's involved one of these two common threads. The second factor is not really applicable to this website, and the site makes no money. I don't fault anyone for feeling nervous about litigation, but I honestly think if they had an issue with it, they'd have done something by now. id have known about this site since at least 2001 or so, and Zenimax have owned them for going on ten years now, so I'm sure it's crossed their radar at some point as well. My guess is that as long as there's no money being made, they really don't give a shit. With all that being said, I don't blame people for wanting to have a back-up plan in place.
  3. Caffeine Freak

    Demonic corruption

    I'm willing to bet it has something to do with the amount of hell growth and demonic structures that still occupy the level. If gore nests play a part in this game (which I hope), then maybe clearing them and other similar structures out of a level helps to clear away the growth, hence less corruption. Maybe you get bonus upgrades or something for clearing it out entirely in a given level. Pure speculation at this point.
  4. Caffeine Freak

    How many level designers worked on Doom 3 and Quake 4?

    As I recall, the principal level designers were Matt Hooper, Jerry Keehan, Mal Blackwell and Tim Willits. In game development, a lot of people will have their hands in the creation of levels, so it's a certainty that others did things as well, such as terrain/cave modelling. Also, somebody else created all the level soundscapes, not one of the level designers. But yeah. 4 main level designers if my recollection is correct.
  5. Caffeine Freak

    Where's VEGA?

    We know Doomguy made a back-up of VEGA, so I'd imagine he'll return in some capacity. What I'm curious about is whether he retains all his memories, or whether the back-up was just a copy of the source code and executable that VEGA initially spawned from. VEGA is obviously an incredibly complex AI that is constantly learning, evolving, and retaining memories. Was that little USB drive-thingy really enough to store all of that, or did it just copy enough to essentially birth a new VEGA? Of course, if it *didn't* copy everything, it technically wouldn't be a back-up.
  6. Caffeine Freak

    “Doom: The Fake Outrage”

    ^Same, I didn't really make anything of the mortally challenged or melting pot quotes either. I'm old enough to remember hearing 'please refer to them as *blank*challenged' jokes 20+ years ago, so it seems weird that they would intend something like that as any more than a throwaway line. The US is referred to as a 'melting pot' because of all the different people that immigrate here, so I guess the melting pot line is a little closer to alluding to some political statement. If they did intend anything by it, they certainly made it subtle enough to cast the spectre of doubt over the whole thing. Most game makers are much more overt when they pack in political messages.
  7. Caffeine Freak

    “Doom: The Fake Outrage”

    My two cents: Shaun is an idiot who consistently makes arguments from giant piles of straw and talks in every video like he just swallowed a couple of Ambien. With that being said, he is mostly correct about this being a fake outrage. It's another instance of one side of the political aisle taking a handful of tweets about a topic and endlessly recycling them in every article/video as proof of some outrage from the other side, when in reality, said tweets are about the only ones that actually exist.
  8. Caffeine Freak

    Dumb Stuff You Believed When You Were a Kid

    Yep, I thought that too.
  9. Caffeine Freak

    Dumb Stuff You Believed When You Were a Kid

    I thought the grade levels in grade school went on indefinitely(13th grade, 14th grade, etc.)
  10. Caffeine Freak

    Is Mick Gordon running out of ideas?

    Eh. I like 'em both. I listen to both frequently whilst doing mod work.
  11. Caffeine Freak

    The "BUT" Thread

    I actually think the current gen version of the cacodemon is the scariest they've ever done. The blank, dull green pupiless eye, coupled with the mouth and jaw structure, plus the sounds it makes (which are far more ferocious sounding than anything from the previous incarnations) really sells it well.
  12. Caffeine Freak

    Is Mick Gordon running out of ideas?

    Look at what we heard in the trailers and gameplay videos of Doom 2016, vs. everything we heard in the finished game and official soundtrack. It wasn't even 1/20th of the music that was in the final product, and much of it had been revised at that point. Rest easy on this issue. We've barely heard anything and the stuff we've heard is likely to be revised as well by the time the game is completed.
  13. Caffeine Freak

    Ballista vs Gauss Cannon

    Ballista seems roughly the same as the Gauss cannon with it's primary fire, but I'll need to see the weapon mods for the Ballista before I *really* make a judgement. Simply judging from the footage, the secondary fire (where there's a projectile that sticks, followed by a charge-up and subsequent explosion) seems overall tactically superior to the Gauss cannon's primary fire, but definitely inferior to the Siege mode. I can't vote on the overall quality of the weapon yet. With that being said, it's still a badass concept and design, though I prefer the Gauss cannon's appearance over the Ballista, so I'm voting Gauss.
  14. Caffeine Freak

    The "BUT" Thread

    The Heavy Assault Rifle. It was a badass weapon in the last game, it looks badass now. And shooting it scoped looks very effective and sounds satisfactory. BUTT. The primary fire, while effective, sounds like a dinky little paperclip scratching against someone's skin.
  15. Caffeine Freak

    It's not about the number of enemy types, Id.

    Very well then. The most obvious example I can think of to prove my case would be Doom 3. If you're not familiar, id Tech 4 (the engine that Doom 3 uses) uses something called the 'area awareness system', or AAS, to guide the AI around levels. Successive generations of id Tech use this system as well, but since I'm most intimately familiar with id Tech 4, it's the example I'm using. The AAS uses pre-compiled geometric data from the level, collected during BSP, to generate a .aas file, that can be either very large (as in, comparable to the size of the .map file itself) or very small (10% or less the size of the .map file). The size of the .aas depends on factors such as the size of the level, how many different spaces enemies occupy, and most importantly, how well the AAS has the collision mapped out for it. If the collision isn't properly mapped throughout the level, you can end up with a messy situation where the AAS is compiling a ton of geometric detail it doesn't need to, and then the AI will often end up very confused during gameplay. This causes a *noticeable* drag on performance. In fact, the engine has a hard-coded limit where the game will crash if the AAS passes some numerical limit of reachable areas in a given section of the level. So there you go. Put another way, there's no way a programmer like John Carmack would put a hard limit on something in one of his engines unless he had a very good reason to. I know both id Tech 5 (Rage) and 6 (Doom 2016) used the AAS as well, though I don't know if 7 uses it. And even though the AI in id engines has evolved a lot since Doom 3, I can only imagine that it's even more resource-intensive now, what with FAR more geometric detail in their levels, and much more versatility in the way the monsters operate. If AI calculations were really no big deal, why would Snapmap be restricted to 12 active monsters at any given time? That isn't just because of rendering restrictions, otherwise it would be no problem to have 11 active monsters in one room, and 4 more active monsters in a room the player can't see. But Snapmap doesn't even allow that. Because AI calculations DO matter. And if there wasn't some limit set, you'd have idiots going crazy with 40 monsters spawned all at once, and Snapmaps constantly crashing. Hell, if you watch the documentary NOCLIP made on Doom 2016, Jerry Keehan even mentions that part of the reason for the frequent demonic lockdowns throughout the game is because it would drag on performance to carry all that AI into other parts of the level. https://youtu.be/r0nOsuaPDeg?t=6m30s