Talk:Doom 3/Archive 1

message: Is it true that Tool did the theme song, and Trent Reznor was almost the sound designer? Sources  that I've found are inconclusive. --NeuronExMachina 20:31, 31 Jul 2004 (UTC)
replies: text: Chris Vrenna along with Clint Walker did the theme song that is indeed very "Tool-like". And yes, Trent Reznor was indeed almost the sound designer. Rumors are that there were personality conflicts between Trent and Graeme Devine, but neither Trent or id has commented other than the usual stuff. --Gregb 23:41, 31 Jul 2004 (UTC)
thread_title:  Tool; Trent Reznor? 

message: The game obviously wasn't being downloaded from websites. It was either private FTPs (in which case nobody knows how many downloaders and there are rather few of them anyway) and P2P (in which case nobody reliably knows how many downloaders). So a reliable source for the figure is needed and "According to statistics" is not such (taken from one news site). Paranoid 08:23, 4 Aug 2004 (UTC)
replies: text: Sure, this may be included, but 50,000 is still not reliable. It was on several sites BECAUSE some journalist first pulled it out of his ass. The number is incredibly uncredible. If it was "Company X, that tracks filesharing activity, found that Supernova BT tracker was accessed by 50,000 unique users during the last 24 hours", that would be reliable. As it is, though, the number has no validity whatsoever, because I simply do not trust BBC (or any other news outlet) to find the correct number themselves. As for the scale, yes, it's impressive, but nowhere as impressive as the news try to make it. Leaks are common - HL2 source leaked, Doom 3 alpha leaked, Stalker alpha leaked, etc. Paranoid 08:44, 12 Aug 2004 (UTC)
thread_title:  50,000 downloads 

message: Someone with the game give us a screenshot. :-) Evercat 13:44, 7 Aug 2004 (UTC)
replies: text: Can't we reuse illustrations from Kazimir Malevich? Paranoid 08:44, 12 Aug 2004 (UTC)
thread_title:  Pictures 

message: It looks like someone completely missed my point when I said sometething like "it could be said this DOOM game gained some RPG elements", which was properly reverted, of course. First of all, of course there isn't character development. How obvious can that be? But let me be exact here. Character development in DOOM 3 is very small, and that's certainly not something you see on RPG games. But DOOM 3 is not an RPG game, and that's not what I said with my contribution.
Point two. Yes, interactions with the story aren't particularly complex. So? Missed the point again. What I was trying to say is, the interaction is specially complex if compared with the previous DOOM games. If you think of DOOM and DOOM 2, you'll notice pretty fast that DOOM 3 is a HUGE step from those games, because you can do a hell lot more with it, yet it doesn't get thrown into the RPG category for that alone, which I never implied. Again.
Point three. Saying that "other small details" are unrelated to RPGs is arguable, and reflects opinion. I never said "This DOOM game is almost like an RPG because of this and this". What I was trying to tell the reader is that this new DOOM game has several new features that were never seen before in the previous games, and that they do make people remember of RPGs. This isn't the end of the world, though. If you check the Computer role-playing game article, you'll see right at the beginning that "RPG gameplay elements can be found in RTS, FPS, TPS, and some other types such as MMO". We ain't dealing with uncharted waters.
The idea of "elements" is highly abstract and subjective, that's obvious. That contribution was meant to make the reader understand that these new features are new in the series, and that they point to an RPG gameplay feeling. Nothing is exact on that. It was never meant to be surgically accurate, but rather, to make people understand.
My two cents. – Kaonashi 02:06, 14 Oct 2004 (UTC)
replies: text: I don't think the game ought to be compared with the prequels. Arguably, there is almost nothing in Doom 3 that wasn't in Half-Life (original), but you don't hear people (neither in general, nor here at Wikipedia) talking about RPG elements in HL. Ditto for all other FPS games. So talking about RPG elements in Doom 3 misleading, regardless of whether there are some minor justifications for that. Paranoid 02:45, 14 Oct 2004 (UTC)
thread_title:  DOOM 3 and RPG elements 

message: The article dosen't say anything about the system requirements.  Please post system requirements (e.g. CPU speed, minimum RAM memory, Processing unit, etc.). --SuperDude 04:14, 20 Apr 2005 (UTC)
thread_title:  Request for info 

message: This isn't entirely about Doom 3, but it was mentioned in the manual.  Tim Willits apparently released some of his .WAD levels on the internet, like many Doom fans did (and still do), before he was hired by id.  A Google search for his levels doesn't really yield any results; I suspect they may, though, still be sitting on some site that hosts old ftp.cdrom.com files.  Does anyone know the names of Tim Willits' .WADs and if they're still available anywhere? --I am not good at running 05:55, 10 May 2005 (UTC)
replies: text: Nice, thanks!  I definitely remember the first map in that .WAD before Doom 2 was released, as a popular Doom 1 deathmatch map.  Willits is a bit of a sloppy texturer but I can see the potential they saw in his layout designs. --I am not good at running 06:52, 10 May 2005 (UTC)

text: By the way, Willits also made E4M5 in Ultimate Doom. And like with Raven, his sister Theresa Chasar helped out with that one. Fredrik | talk 16:09, 11 May 2005 (UTC)
thread_title:  Mention of Tim Willits pre-id-employment levels in manual 

message: The article hardly talks about Doom 3's mods. Regrettably, I don't know much about this area (I only just started playing through the actual game properly =) but I'd like to see some of that mentioned, too - too bad my mod search skills aren't that good, but I know for certain they aren't all "duct tape" and "weapons that actually kick ass" mods! =) (Someone bloody well ought to make an article about Classic Doom 3, for example - looks like they pushed out a 1.0 release lately.) --wwwwolf (barks/growls) 17:42, 7 January 2006 (UTC)
thread_title:  Mods 

message: There is an error on the page about the features of the engine. The Doom 3 engine is capable of doing ambient lighting, what it is not capable of doing is 'global illumination' (e.g. radiosity). I think the problem is that Doom 3 never uses that feature in game maps, and Quake 4 used it very badly in the single player maps(in my opinion) which has generally led to confusion about the capabilities of the engine. I have corrected this, by changing:
"A shortcoming of this approach is the engine's inability to render soft shadows and ambient lighting."
to
"A shortcoming of this approach is the engine's inability to render soft shadows and global illumination."
Despite this, these statements are still slightly incorrect since static global illumination effects can be approximated using custom textures with pre-baked detail or by using some custom shaders, and dynamic ones can be approximated using the scripts and the exisiting lighting model to some extent. Likewise, soft shadows can be produced by simply producing a 'jittered' light source by hand, using a strip of 8 lights for a fluorescent strip light for instance, which is no better (visual or performance wise) than what most soft shadow techniques do under the hood anyway. I won't argue the point though, since in any case it requires a lot of additional work to 'hack' the engine into doing these things, and Doom 3 certainly hasnt been designed for doing these things.
-- a noob who should prolly create a user account :)
also, under hardware performance: "(more than the built-in engine's framerate of 60 frame/s)"  i think this statement is confusing, partly because of the grammar, also because there is no 'built-in framerate' that i am aware of. the default options will result in a cap of 60fps if you have a 60hz monitor because of the 'vertical sync' option, which stops the image from 'cutting' at low framerates, this can be turned off in the options menu however... so i removed it
that whole sections is a bit confusing, it seems to make no distinction between video ram and the regular ram, and is generally a bit sloppy. would there be any objections if I replaced it perhaps?
--Jheriko
I'm going to have to correct you there. The game internally self-limits to 60FPS by default regardless of hardware capabilities because anything higher than that will cause the game physics to potentially go out of sync. The limit is only ignored during the playback of a timedemo, since all calculations are pre-recorded. The limit can however be removed via setting the cvar "com_fixedTic" to either -1 or 1. V-sync is unrelated in this regard since it cannot override the internal limit. 
Search this page for further details by looking for the aforementioned command. CABAL 10:41, 10 January 2006 (UTC)
replies: text: You are correct on the assumption that its to allow for multiplayer stability. Game physics have to be synchronized across all clients to ensure the game plays out correctly. Apparently it had something to do with synchronity errors allowing people to cheat in multiplayer by tricking the server regarding your position. Do your own searching via Google. CABAL 12:51, 11 January 2006 (UTC)
thread_title:  Ambient lighting 

message: * "One uncommon reception at best was that monsters had gibbed rather then for the body of every monster to not gib/disappear."
This point seems to not make any sense... Could someone please fix.  korp7
hmm..
I deleted it! It was a stupid fan made and doesn't make sense. The editor was trying to say that evil doctor or the monsters. When the emps and others teleport to where the d00m guy is, it is controlled by a machine. Like pulling a switch up and down/on and off.
:>x<ino 09:04, 24 April 2006 (UTC)
thread_title:  Grammar of last shortcoming 

message: "The game was in development for ten years. In 1994 it was first shown to the public at Macworld Conference & Expo in Tokyo and was later demonstrated at E3 in 2002…"
Is it me, or is this complete BS? -Ahruman 20:26, 28 April 2006 (UTC)
replies: text: That was just vandalism by User:24.248.86.104.  Corrected it.  AlistairMcMillan 22:05, 1 May 2006 (UTC)
thread_title:  Timeline 

message: What's wrong with BFG description? "BFG 9000 (Id thought up "Big Fucking Gun" first, then found a scientific name for it. which turned out to be "Bio Force Gun") – an extremely powerful energy charge weapon very capable of room clearing."
Actually it's "Big Fragging Gun", not "Big Fucking Gun" nor "Bio Force Gun" (Which was from the movie.), although I see no problems in calling it the Big Fucking Gun, if you want to be literal it is not.19:45, 9 June 2006 (UTC)
replies: text: According to the latest revision of the BFG9000 article, “The abbreviation BFG stands for "Big Fucking Gun", as explained in Tom Hall's original Doom design document (Section 14).” (second paragraph) --70.25.168.90 21:50, 10 June 2006 (UTC)
thread_title: BFG

message: i think this is not npov
While not as remarkable as the technology that fuels it, the game itself is put together well enough to make Doom 3 legitimately great.
--201.128.79.245 00:52, 25 June 2006 (UTC)
replies: text: I thought exactly the same when I saw it. I've removed it. If someone feels it should stay at least reword it.--Outlyer 01:34, 27 June 2006 (UTC)
thread_title:  NPOV 

message: [...]Quickly invaded by demons, this alien race created and sacrificed themselves to a weapon known as the Soul Cube [...] This cube, powered by the souls of almost every being of this alien race, was used by their strongest warrior to defeat and contain the demons in Hell.
[...]Having done so, the remainder of the alien race constructed warnings to any who visited Mars[...]
Duh? This should be reworded, the first sentence seems to imply that all of them (save for one) immolated themselves but the next one implies some more of them survived. --Outlyer 17:53, 3 July 2006 (UTC)
thread_title:  Ancient alien's sacrifice/survival 

message: Betruger takes the Soul Cube into Hell and apparently made an unknown kind of deal with the creatures there. 
Uhm, wasn't the soul cube just taken/stolen/kidnapped? I didn't see any indication that the soul cube could do anything by itself (except talk).
* It means he makes a deal with the creatures in hell, brainiac.—The preceding unsigned comment was added by Master Deusoma (talk • contribs) 01:26, 14 August 2006.
**Watch it. Remember to be civil. My own recollection is that it was a fairly one-sided "deal"- the Marine grabs the Soul Cube, and the Soul Cube keeps telling him what to do. There's no in-game bargaining; hence the confusion. Captainktainer * Talk 08:57, 14 August 2006 (UTC)
thread_title:  a deal with the soul cube? 

message: Not simply wishing to plug my own work, but I've just been rewording the Doom 3 weapons article and wondered- why on earth do we need two lists of weapons, one in the main article and one on anotehr page? We could either lose the list on the main article, or incorporate the shiny new text (that I've just been copyediting) into the main article. Anyone agree? Bosola 01:51, 4 July 2006 (UTC)
thread_title:  Weapons