They do a terrible mistake, based it on Brutal Doom. Brutal Doom is repetetive, same final animations, TOO much blood, innecesary blood i guess. Isn't doom at all, but at least is a good try and maybe a new light for doom games. The gameplay at all is like Doom 3 minus stamina.
Also, the cover is so generic, just the new design of the doom maring, standing, carrying a SSG and that's all. Minimum effort.
Anyways, better get a new pc and taste it, good or bad, they made a lot of hype and i can't say no to a doom game :(
What exactly is the render frame size? Are you saying the entire game is only being rendered at 640x480 and upscaled? it doesn't look bad enough to me to be that.
if you just change the defines in the render.h file, all the fov get twisted and bent up, and everything else wont work correctly because its all being drawn to a different size to the actual render frame is being rendered at
you have to replace all the 640x480 with the defines in the renderSystem.cpp, so you can just change the defines in the renderSystem.cpp and everyting will work for each different platform you are building the engine for, each will have its own power so its worthless them all having the same render size frame
Typical id game... run and kill ... if you came for the story... o boy.
i will play and enjoy it, ... but this consoles-PC mash it wont work MP wize, i dunno.
Did they say MP will be seperated for consoles and PCs?
-Problems with Streaming Textures in idtech 5 again to be expected.
-no Co-Op mode while Q1 Q2 Doom and Doom 2 had one.
-Most cvar locked just like in RAGE.
-Outdated textures.
-60fps cap or at least some form of fps cap.
-sprint or some console features like that (iron sight etc).
-more linear thant that would be Wolfenstein 1D.
And there are no dynamic shadows at all in most of the cuts!
I - ofc - would agree that a good Doom game would do better with maintaining (fast movement and lots of enemies at) a high fps compared to having some HQ shadows... but (at this point) it looks like few enemies, slow movement and console graphics..... :/
There is something sometimes... when the player smashes the head into the wall for example,there is a shadow with extremely short falloff, but yes, most of the times I see no dynamic shadows at all, perhaps the falloff is really "strong".
I hope that means the engine will run fluid on potatos too, but somewhat I'm not convinced about that.
It's not 2004 anymore, shadows don't need to be pitch black. Idtech6 uses Opengl/Vulcan, so proper soft-shadows should be pretty easy to make.
Perhaps idtech6 just uses some form of voxel based trickery, which makes shadows more expensive, hence they avoid it that much.
Look at this picture, how strong the shadows are on the static objects, yet there are no shadows at all for any of the models (not to mention the lack of selfshadows)... please tell me that's normal in 2016
Yes there is something, which falls of pretty fast as (I said), but look at the pic I uploaded: Sharp (almost black) shadows for the map, and nothing for the characthers... not that it matters gameplay or fun wise ofc, it's just weird.
Just discovered something realy fucked up in the Doom 3 input.
If you play at 800 DPI you will have massive negative accel. Don't ask me why i don't have a clue.
If you play at 1600 DPI and make slightly fast moves the mouse will simply not move.
So you have to play it at 400 DPI apparently.
Noticed this today because i wanted to make a speedrun of Doom 3. Turns out i never noticed this shit with my previous mice. I belive i never used anything over 800 DPI when i played it back then.
If you try to play it at 1600 DPI or more you will have to max out m_smooth to at least 10 and you will still have massive neg accel but mouse will move at least...
idsoftware is a bunch of retards nowadays. I belive Q3 was "succesful" by mistake. Q2 was nice back then. Doom was good thanks to some nice designers. That's prety much it. You can count on them tho to continu making retarded propaganda video games aka Wolfenstein.