CubicZirconia
Diamond Member
- Nov 24, 2001
- 5,193
- 0
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It don't think moving a barrel is going to affect my gameplay experience very much, if at all...
I can't stand it when the physics are gimped just so you can play MP (see Far Cry).
It don't think moving a barrel is going to affect my gameplay experience very much, if at all...
Originally posted by: Dman877
This may be a backhanded way of selling the single player game (doom3 ) seperate from the multiplayer game (quake4). Hopefully some smart people will come up with servers where moving objects around doesn't happen so they can host 16+ players.
It don't think moving a barrel is going to affect my gameplay experience very much, if at all... and you better believe CS Source will support more then 4 players out of the box...
Originally posted by: dwell
It probably uses monster packets for online. About time too. I am sick of having online games crippled by slowdem users.
Technical Doom3 has done right:
1) Broadband only
2) Windows 2000/XP only
3) Great engine with three paths for three levels of GPUs
All it really needed was to be DVD-only and it would be the kick in the ass the industry needs.
Originally posted by: CubicZirconia
It don't think moving a barrel is going to affect my gameplay experience very much, if at all...
I can't stand it when the physics are gimped just so you can play MP (see Far Cry).
Originally posted by: skace
Doom3 is made for flexibility. Given that, Quake1s most common server limit was 8 people. This always worked perfectly on the small quake maps and I never had any complaints. If a mod comes out with maps that don't have any dynamic features and an 8 player limit, you have the perfect deathmatch once again.
Dumbass awards go to:
Alternex, for not realizing that accuracy and performance are just about everything in an fps. Look at half-lifes network code for HOW NOT TO DO THINGS.
And SonicIce, for not being able to read (guess what, more data is being sent than you think it is).
:thumbsup:Originally posted by: Hardcore
LOLOL right, and you've got the magical answer that they haven't thought of? I think i'll give credit to John and the crew, that they've thought about this at least a few times and tried out seveal ideas over the last 4 years before settling on what is the current release.
Originally posted by: Hardcore
Originally posted by: Alternex
Sure sounds like anal programming. Does a pushed barrel HAVE to be in the same exact orientation and position for every client?
LOLOL right, and you've got the magical answer that they haven't thought of? I think i'll give credit to John and the crew, that they've thought about this at least a few times and tried out seveal ideas over the last 4 years before settling on what is the current release.
I have to think things have to be the way they are or they wouldn't have limited it to 4 players. And I'm no expert but I think accuracy on all sides would be important. I mean, if I'm trying to hide behind something on my side and it's not in the same spot as your side how would that be resolved? Say I'm totally hidden on my side but on your side you can see my head sticking up. You are shooting at what doesn't exist. Again, I have no programming experience but I have faith that id did their best with multiplayer. And at least they are including it unlike original releases of Halo and Unreal2.Originally posted by: Alternex
Well anal programming isn't neccesarily a bad thing. It's taking meticulous care and not skipping any details. We end up with a better gaming experience but harsher connection requirements such as broadband and 4 players max.
And to the people who say accuracy is everything I would disagree because you wouldn't even notice. Suppose you have hundreds of bullets going in the same direction. If you use generalized approximations to define their vector velocities then you're essentially compressing information. As a result a few bullets would be off-course by a few degrees but not enough to be noticeable. If you shoot a hundred bullets and a few of them are a pixel off would you notice? If you lob a grenade and instead of a perfect arc it moves in sweeping segments you'd probably blame your computer hardware and not the game engine.
I don't claim I could write the network code any better than the worst programmer at ID - I'm just saying that Doom3 having a 4 player max means their engine must be incredibly accurate.
Originally posted by: Alternex
And to the people who say accuracy is everything I would disagree because you wouldn't even notice. Suppose you have hundreds of bullets going in the same direction. If you use generalized approximations to define their vector velocities then you're essentially compressing information. As a result a few bullets would be off-course by a few degrees but not enough to be noticeable. If you shoot a hundred bullets and a few of them are a pixel off would you notice? If you lob a grenade and instead of a perfect arc it moves in sweeping segments you'd probably blame your computer hardware and not the game engine.
I don't claim I could write the network code any better than the worst programmer at ID - I'm just saying that Doom3 having a 4 player max means their engine must be incredibly accurate.
Originally posted by: Robor
I have to think things have to be the way they are or they wouldn't have limited it to 4 players. And I'm no expert but I think accuracy on all sides would be important. I mean, if I'm trying to hide behind something on my side and it's not in the same spot as your side how would that be resolved? Say I'm totally hidden on my side but on your side you can see my head sticking up. You are shooting at what doesn't exist. Again, I have no programming experience but I have faith that id did their best with multiplayer. And at least they are including it unlike original releases of Halo and Unreal2.![]()
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Originally posted by: Alternex
Originally posted by: Robor
I have to think things have to be the way they are or they wouldn't have limited it to 4 players. And I'm no expert but I think accuracy on all sides would be important. I mean, if I'm trying to hide behind something on my side and it's not in the same spot as your side how would that be resolved? Say I'm totally hidden on my side but on your side you can see my head sticking up. You are shooting at what doesn't exist. Again, I have no programming experience but I have faith that id did their best with multiplayer. And at least they are including it unlike original releases of Halo and Unreal2.![]()
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Well that's a little extreme! I'm talking about being off by a few pixels at most. I agree that their code is most likely great and I trust them - I just wish there was a slider/toggle to decrease accuracy by a hair and enable more simultaneous players.
Originally posted by: Childs
D3 is supposed to have something like per pixel hit detection, no more huge bounding boxes. Accuracy is more important...if you shoot at someone the bullet can go in between the arm and torso, which is a miss. Under other systems thats a hit.
This is actually kinda intriguing. Imagine the skeleton models people will make!
Originally posted by: Alternex
Originally posted by: Childs
D3 is supposed to have something like per pixel hit detection, no more huge bounding boxes. Accuracy is more important...if you shoot at someone the bullet can go in between the arm and torso, which is a miss. Under other systems thats a hit.
This is actually kinda intriguing. Imagine the skeleton models people will make!
If that's the case.. then Doom3, the most graphically advanced game to date, will have multiplayer matches with stick figures running around since they'd be impossible to hit!
.
Originally posted by: Salvatore
Originally posted by: CubicZirconia
It don't think moving a barrel is going to affect my gameplay experience very much, if at all...
I can't stand it when the physics are gimped just so you can play MP (see Far Cry).
I know nothing about coding, but couldn't they code SP and MP seperately? That would ensure SP had great physics(Because they would code SP for it) and MP had little or "gimped" physics(Because that's how it would be coded for MP). I doubt anyone would mind less-than-stellar physics in MP if it allowed more than 4 players to play AND allowed SP to keep the stellar physics.
I hope that's readable.
I know nothing about coding, but couldn't they code SP and MP seperately? That would ensure SP had great physics(Because they would code SP for it) and MP had little or "gimped" physics(Because that's how it would be coded for MP). I doubt anyone would mind less-than-stellar physics in MP if it allowed more than 4 players to play AND allowed SP to keep the stellar physics.
I know nothing about coding, but couldn't they code SP and MP seperately? That would ensure SP had great physics(Because they would code SP for it) and MP had little or "gimped" physics(Because that's how it would be coded for MP). I doubt anyone would mind less-than-stellar physics in MP if it allowed more than 4 players to play AND allowed SP to keep the stellar physics.[q/]
See nothiman's response. Why recode D3 when you can simply make Q4 and double profits?
Why recode D3 when you can simply make Q4 and double profits?