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Geek Culture / D3 v HL2

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Shadow Robert
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Posted: 2nd Dec 2004 02:12
Alright well this is a Doom3 vs Half-Life2 thread.. but not exactly in the typical sense of the word.

This isn't going to be a case of 'my engine is better than yours because', etc, etc.. Mainly because the engines are extremely different underneath, taking approaches to achieve things specific to thier own goal and purpose.

Source Engine, is a rewrite of the original Half-Life Engine. While Graphics and Physics have improved, technically speaking thier integrated patch.
"The Final Evolution of Last Generation Technology"

id Engine (26), is a completely new engine. While it does have some ties to the old id Technology such-as BSP and MD5, both formats are the only thing left over from old technology.
"Showing the First Steps in Next Generation Engines"

So, what exactly is this thread about?
Well unlike previous engines, it seems that it is of a paramount importance to alot of people to find out, just which engine is better from a developers point of view!
Is Doom3 Capable of Half-Life 2 Graphics and visa-versa?
Does outdoor levels favour the Source Engine, or is Doom3 just as Capable?
Which Engine will allow for the best physics?

These are all questions that while technically we can argue all day about (and no doubt Flamefest into the night), no one is truely going to know until a bunch of guys & gals get together to actually develop something to do the comparisons.

Now that both idSDK and SourceSDK are finally released, I think that it is more than possible to work on a simple project similtaneously in both engines.

Well there's the proposal.. Hell could even work on a DarkBASIC Professional Engine in the background to see how it will fair up against them. I'm just really interested in reading all of these;

'Half-Life2 can do..' and 'Doom3 is capable of..' theads


Van B
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Posted: 2nd Dec 2004 02:30
Personally I think the Doom3 and HL2 engines are like chalk and cheese - they're completely different perspectives.

Doom3 concentrates on making people go, ohh cool - HL2 concentrates on realism.

I mean, not every wall needs a bumpmap, and in the future - I damn well expect lighting to be better.

It is quite an intruiging idea though - I wonder what we'd end up with if ID and Valve switched sides, like Valve made a straight multiplayer game like Quake3, and ID made a propper game like Quake2 .


Van-B


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Shadow Robert
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Posted: 2nd Dec 2004 03:31
Actually if you don't want to bump-map a surface you don't have to in the Doom3 Engine. Simply omit the [image]_local.dds That said the light is blended over the surface so you'll still want the Specular [image]_s.dds map

I'm still trying to get over why the term Soft-Shadow has been attributed to SoftEdge-Shadow (ie Fuzzy Prenumbre Shadows), and Soft-Shadows have been dubbed Soft-Lighting. I mean it has nothing to do with lighting what so ever.

Depth-Shadows I could understand, because it is Shadow Transparency based on Object Depth between Surface and Light.
That said it covers the entire shadow rather than truely based on depth distance, in which case I'd refer to them as Soft-Shadows.

It is annoying when retards name technology already named and then computer magazines report it wrong.

This goes back to the whole argument between Facet and Flat Shading.
In artistic terms, Flat Shading = No Light.. thus a flat colour across the object. Facet Shadering = Each Face has an individual Light Index (Normal).

It is frustrating because it confuses what really should be something very simple. Personally I'm sure as hell naming techniques and effects after what they do, rather than what everyone else wishes to call them.
After all the majority of developers name them differently from the public, and it is quite stupid that the public end up the people naming things they don't even have a clue what it actually does, let alone the technicals behind it.

but meh!


Jeku
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Posted: 2nd Dec 2004 06:34
HL2 multiplayer exceeds Doom3's. Last night the multiplayer portion of HL2 and its SDK was released over Steam


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Posted: 2nd Dec 2004 07:33
Quote: "Source Engine, is a rewrite of the original Half-Life Engine."


uhm, i dont mean to be argumentative, but didnt HL1 use the Quake 2 engine?

Quote: "Half-Lifeā„¢ takes advantage of licensed technology from id Software(from http://half-life.sierra.com/)"


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Ian T
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Posted: 2nd Dec 2004 07:54
Nope, it used Quake one, heavily, heavily modified and enhanced. Looked better than Q2 in the end didn't it ?

Source is a whole new system from what I know of it. It may use some old building blocks, but Doom 3 does also, and in the end the Source engine looks better and is more flexible. id might come around with enhancments to the engine for their next game... at the end of the day I don't think the Source or D3 engines brought us a huge revolution in graphics, if anything that would be Far Cry which was, I think, the first FPS to really heavily use pixel shaders.

Jimmy
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Posted: 2nd Dec 2004 16:03
Quote: "Far Cry which was, I think, the first FPS to really heavily use pixel shaders."


The first to be released.

I'm more impressed with Source than the Far Cry and D3 engines, simply because I hate Raven. He may agree, he may not. Like I care. I hate his guts and the toes of his guts.


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Major Payn
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Posted: 3rd Dec 2004 06:02
I liked Farcry more than Doom 3, or Half life 2, I just loved the setting, and some of the vistas were the most beautiful sights I have ever seen. Half life 2 has some noticeable drawbacks in the engine, on some levels, notably "anticitizen one" you can see that the engine cannot seem to render indoor and outdoor scenes efficiantly, and thus as you get farther away froma window, they make that window turn a sort of opaque white, I guess this is done to increase FPS, but it just doesn't seem right, in farcry you could create a amazingly detailed enterior, and look out a window into an beautiful jungle world, without interuption.

Guns arnt the problem, people are the problem, shoot all the people and guns arnt a problem anymore.
QuothTheRaven
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Posted: 3rd Dec 2004 06:12
Doom 3 makes it beautiful, Half-Life 2 makes it real. I think that's the big split.

GothOtaku
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Posted: 3rd Dec 2004 11:43
I think that the Doom3 engine hasn't been shown its true potential because most people know that it's quite capable of rendering massive areas in striking detail but all they've seen so far is dark, blood stained coridors because that's what the gameplay requires.
JoelJ
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Posted: 3rd Dec 2004 11:52
I havnt played HL2, im sure it'll be good, but i just dont have the money to buy games im not going to play a lot. But i really think the D3 engine is nice

Major Payn
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Posted: 3rd Dec 2004 12:10 Edited at: 3rd Dec 2004 12:11
All three engines are spectacular, and both engines were built for seemingly different things, The source engine was built for high poly worlds, and amazing physics, Doom 3 was built for supurb lighting (or in Doom 3's case, the lack there of) , Farcry is in my opinion the best of the three , I just love the sandbox editor that comes with Farcry, it is the first editor I have really picked up and made something with, and that game seems to really combine what is great about both Hl2 and Doom 3, it has great dynamic lighting (Doom 3) and a great (yet under-utilized) physics engine much like that of the source engine. Like I said above, there are a few seemingly obviouse shortcomings in the Source engine, that cought my eye immediatly, one, is that the water in HL2 appears tiled, and that it cannot seem to seamlessly render indoor and outdoor scenes at the same time (which farcry does perfectly) , The source engine also sufferes from the constant and irriating load times that pop up several times troughout a map, this was not the case in Doom 3 and Farcry, which both had one loading time per level. But then again, nobody can really match the source engine in turms of characters, the source engine simply has the most realistic characters ever seen in a game before, the animations are spot on, and the lip syncing is near perfect, major kudos to Valve for that one. Farcry comes in as a second in the character department, due to it's ability to make even low poly models look incredibly high poly, Doom 3's character models do at first appear breathtaking, but at closer inspection you can begin to see jagged edges, and boxy shapes on what should otherwise be a round surface. All three engines do a remarkable job implementing shaders, Farcry used shaders substancially which I think was the developers showing off their purty engine, Doom 3 used normal maps way, way to much, Hl2 on the other hand, takes such a subtle shader approach, many scenes only have enough shader support to give a slight glimmer off walls, this is in fact more realistic than both of the other two titles mentioned, so Hl2 wins in realism. All three engines are great, and that is all that matters, right?

Guns arnt the problem, people are the problem, shoot all the people and guns arnt a problem anymore.
AlecM
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Posted: 3rd Dec 2004 12:17
" Nope, it used Quake one, heavily, heavily modified and enhanced. Looked better than Q2 in the end didn't it ?"

Actually I think it used some portions of the q2 engine.

Van B
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Posted: 3rd Dec 2004 16:27
I always thought it was Quake2 myself - maybe the sphere mapped helmets and detail, the graphics seemed much more advanced than Quake1.


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Shadow Robert
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Posted: 3rd Dec 2004 21:46
Quote: "I think that the Doom3 engine hasn't been shown its true potential because most people know that it's quite capable of rendering massive areas in striking detail but all they've seen so far is dark, blood stained coridors because that's what the gameplay requires."


Goth there is a Mod in development for Doom3 that relies on large outdoor scenes, current shots were up in the Doom3Forum.org recently.. looks blood amazing.
Also seen some shots of Quake4 too, and some of the battle scenes.. quite frankly were just 'wow'.. Vehicles all over the place, a huge number of troops running over horizons and such.

Doom3 was very cramped and dark, simply because that was the style of the game. People seem to forget it was made to wet your pants rather than make you wander around for 20minutes wondering if your looking at a rendered photo.

While HDRI Light does allow the users to wonder that, at the end of the day.. it is nothing more than a high-resolution lightmap. This is what Half-Life 2 really bugged me for. Everything about it was Static.. Unlike Doom3 where you'll walk into a room and some pipelines will be swinging and the lights will be casting the shadows and highlights of everything in the room.

As for what Half-Life use.
It was originally developed based on the Quake Engine, then they licensed the Quake2 Engine.. added some niggled from that, and proceeded to use more of the Quake Engine.

Network Code is Quake2, with extension tweaks.
Rendering Code is Quake1, using a Quake2 Plug-in System, and thier own DirectX Rendering Pipeline. Software was extended to include MMX and a 16bit Colour System (apart from that it was almost the same)
Particle Code was thier own, but the backbone of it was from Quake2.

So alot of things from both engines. It ended up more like a Cut&Slash Modification.
The Source Engine is a complete rewrite of the Engine, however it isn't exactly as complete as they'd lead you to believe. It is more a case of taking thier original Enigne, and rewriting it in thier own style.

It's a bit like this



to..



As the old engine was written as C, not C++ ... so you can sumise it similar to converting code styles between DB & DBP.
Futher more is the fact they objected alot of it, making use of Classes which C wasn't capable of.

Majoritively it did use Quake1 though, but there were some Q2 stuff in there.


Ian T
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Posted: 4th Dec 2004 00:08
Quote: "The Source Engine is a complete rewrite of the Engine, however it isn't exactly as complete as they'd lead you to believe."


Could you please stop contradicting yourself? My head hurts .

And I'm not ashamed to admit that this monster

Quote: "Majoritively"


scares me!

But on the topic of your post's content,

Quote: "People seem to forget it was made to wet your pants rather than make you wander around for 20minutes wondering if your looking at a rendered photo."


That's a pointless argument in a discussion of graphics,

Quote: "Also seen some shots of Quake4 too, and some of the battle scenes.. quite frankly were just 'wow'.. Vehicles all over the place, a huge number of troops running over horizons and such."


And that's bull-- I've read both mag articles and you never see more than ten vehicles AND troopers at the same time. Not a single sweeping landscape or exterior enviornment either, and it's because the doom 3 engine can't handle that.

Shadow Robert
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Posted: 4th Dec 2004 00:39
All of these are from the Doom3 Engine







The Arrow is pointing to the Buggy, just so you can see which few pixels are actually suppose to be what your driving with.












I'll try and coax some screenshots of Quake4 from my mate.


Ian T
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Posted: 4th Dec 2004 00:43
Okay... they don't prove any of your points. Yes, nice visuals, but I hardly see sprawling terrains. DBP games often have bigger landscapes. The fog distance on the exterior ones is really close, equivilant to ancient games like Tribes. Nothing to compare to Half-Life 2, which handles detail and distance much better.

Jimmy
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Posted: 4th Dec 2004 01:34
Raven you didn't cross out Gay.com again did you?


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Shadow Robert
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Posted: 4th Dec 2004 01:45
Quote: "Okay... they don't prove any of your points. Yes, nice visuals, but I hardly see sprawling terrains. DBP games often have bigger landscapes."


Look at the image with the Flyer, there is a dot in the distance you see darkened. That's a second Flyer, the distance fog is nice, but it actually takes more processing power to do Pixel Fog like that... and as you can see the actual distance actually goes much further into the fog as it has quite a dense volume. Everything has to be drawn within it.

Also the one above which I noted the arrow in, that is the Size of the buggy.. the buggy can be found in the driver hanger in the game. It is the size of a Humvee, the terrain map itself is roughly 10miles long, cause the developer had turned off the shdows it was much easier to see this.

No one had done large outdoor terrains with alot of people yet, but alot of the online levels for Doom3 have it now with 16players going head-2-head, the only thing that appears to slow gameplay is playing online... laggy as hell, but over a network it's fine.


Chris K
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Posted: 4th Dec 2004 02:48
That terrain with the space ship thing is rubbish!!

Look at the two hills on the right - they're really really sharp. They look like they're about 5 polygons.
Shadow Robert
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Posted: 4th Dec 2004 05:03
Quote: "That terrain with the space ship thing is rubbish!!

Look at the two hills on the right - they're really really sharp. They look like they're about 5 polygons. "


Yeah, but that shot was to show distance capable.
The last one shows what you can do with the Matrices, while I dislike the Specular on the Rocks it does show a nicely dense scene and good use of the terrain.

Each screenshot I showed was to point out a different facet to prove my points.

This said it does get us off the subject at hand, which is actually the talk about creating a dual project in both Engines to see how far they can be pushed, and which achieves better results.
After all, who cares about a bunch of screenshots; I'd rather have real results I can play to see which is better.

Personally I think HL2 is going to be much much easier to develop for, but Doom3 is going to come out much better looking.
While HL2 does scale down quite nicely to run on most machines, in order to get it looking better than Doom3 it requires a much higher specification system. This said most of Doom3's crap graphics come from the low quality textures, as you can see in the first screenshots using Half-Life2's Textures, it can look just as amazing.


mm0zct
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Posted: 7th Dec 2004 07:21 Edited at: 7th Dec 2004 07:26
i've not personally played doom3 but from what i've heard and what i've played in hl2 hl2 seems to have better physics. i've nevered heard of being able to pick up a barrel with your hands and throw it realistically down the stairs in doom3 which you can in hl2 and the only problem with the hl2 lighting is that some shadows go through walls. glass effects are very good in hl2 but i haven't seen any glass in doom3, is it there at all?

some screenshots of the hl2 engine at medium settings:
piled these up by hand, look at the lighting
http://www.lochviewwest.plus.com/pileofbarrelslol.JPG
the result of throwing a tin of paint at a zombie using the gravgun:
http://www.lochviewwest.plus.com/paintball.JPG
the last was done using a crossbow to pin the body to the wall to show ragdoll (i think doom3 and farcry have this too):
http://www.lochviewwest.plus.com/justrelax.JPG

http://www.larinar.tk
AMD athlon 64 3000+, 512mb ddr400, abit kv8, 120gb hdd, gigabit lan, ati radeom 9800se 128mb.
Jeku
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Posted: 7th Dec 2004 08:19
Quote: " i've not personally played doom3 but from what i've heard and what i've played in hl2 hl2 seems to have better physics."


I wouldn't credit that to the HL2 engine, though. The physics engine used in HL2 (called Havok) was made by a different company.


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Shadow Robert
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Posted: 7th Dec 2004 09:42
Quote: "i've not personally played doom3 but from what i've heard and what i've played in hl2 hl2 seems to have better physics."


The physics in Half-Life 2 are literally out-of-the-box Havok2 physics. Infact almost everything done in HL2 are part of the demos you get with the eval version.
This said..

Quote: "i've nevered heard of being able to pick up a barrel with your hands and throw it realistically down the stairs in doom3 which you can in hl2"


You can't actually do that in HL2, you can only use the Gravity-Gun. Believe it or not it is possible to create one in Doom3 relatively easily, while you'll hear of people saying "you can't shoot barrels without them exploding." well that's true, because all of the barrels in Doom3 are labeled 'explosive subtance' as such they do what you'd expect.

However there are a number of things within the world, like packing boxes and laptops, etc.. that you can kick or shoot around a level, which is great fun. The best section that shows the physics possible in Doom3 is near the begining where you have to dispose of a number of toxic barrels. If I have time, I will get to the bit and take a FRAPS of that section to show you.. While sure HL2 can do the same, the fact that Doom3 can without scripting kinda disproves the whole 'HL2 Physics = Better' theory doesn't it?
Especially as the Doom3 SDK has a vehicles sections that allows mod developers to include any form of vehicle in-game.

Quote: "glass effects are very good in hl2 but i haven't seen any glass in doom3, is it there at all?"


That just proves you haven't played it or even seen the Trailer.
The starting sequence has glass in the control room, the bio-scan room (first room) has glass in it... and actually near enough ALL of the game has glass in it. Glass that shatters based on where you shoot it and from how far away.

The Physics in Doom3 are used less as a gimmic, and in every damn aspect of the game. Your guns projectiles are subject to physics the moment they leave the barrel and the dynamics engine dictates how much damage and the spread.

You can empty and entire clip into a zombies leg and it'll fall off, but he'll keep hopping towards you.. you blow off his head and he'll disappear in a buffy-esquƩ way heh
For saying what Valve *could've* done with the physics, i've not seen any monsters have any real disabilities or such.. For a game which is truely pushing it has next generation physics, why did they have to use an Irish-Based physics engine?

Doom3's physics and dynamics were all done in-house, while some events such-as monsters comming through doors are scripted in Doom3, then actually bending the doors to try and get to you, or smashing open areas are not scripted they're simply subject to 'damageable' surfaces.

Doom3's engine can do basically anything Half-Life2's can. The setting of Doom3 however ment they didn't need to have wide open areas, or have brightly lit daylight sections. Carmack knows the engine he designed isn't perfect by far, and for thier current project he is enhancing it (see his Quakecon talks from Fileplanet). On the issue of what can one engine do over the other though, we have to really get down to the technical aspects, because like it or not they are both very capable engines of producing very similar graphics and worlds.

Personally the way I see it.. Doom3 is designed as a Next Generation Engine, it stands as the marker between this generation of games and Unreal3.
Half-Life2 Source Engine stands as a testiment to how far the old ways can be pushed.. however it is the last bastian engine, and the next generation is going to next to do better.

During this week I'm going to work with someone else to put-together the runtimes for both games, so we can release these for everyone, not just those with the games (or steam).
Going to see about getting a programmer as both SDKs annoyingly need Visual Studio 2003 (which I don't have, only 6.0SP5 and 2005) .. but I can recreate the levels from Uplink using Doom3Editor and Hammer 3.4, models can just be enhanced and exported in the correct formats ^_^
As I have XSI and Maya it allows my pipeline to be easier with this.

As physics is a big part of this, an extra section will need to be designed to show off the vehicle physics in both games, as well as the ability to physically grab things. A physics based puzzle should help.

Graphically speaking I'll be looking to push both engines as far as they'll go, so GeForce 6-Series and Radeon X-Series users; I want to make your cards struggle on High settings

On-top of this, I'll help code up a DBP version, which uses Newton Physics.. just to see how far we can push DBP to match these monster engines. If a specialised engine is developed for the task at hand it'll be alot quicker than something which can be modified to every situation.


Ian T
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Posted: 7th Dec 2004 10:12
Quote: "While sure HL2 can do the same, the fact that Doom3 can without scripting kinda disproves the whole 'HL2 Physics = Better' theory doesn't it?"


Since when did you have to use scripting to get barrels to work in Half-Life 2?

Shadow Robert
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Posted: 7th Dec 2004 10:54
Quote: "Since when did you have to use scripting to get barrels to work in Half-Life 2?"


You don't. That's kinda the whole argument of Half-Life 2's Physics being better than Doom3's though.
The claim is that Doom3 doesn't have physics and that everything needs to be scripted and why barrels explode.. fact that you can kick a laptop across the whole Barracks would kinda disprove that wouldn't it?
I had great fun kicking that blokes laptop down the hall too heh


Ian T
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Posted: 7th Dec 2004 11:40
Quote: "The claim is that Doom3 doesn't have physics and that everything needs to be scripted and why barrels explode.. fact that you can kick a laptop across the whole Barracks would kinda disprove that wouldn't it?"


It in no way disproves that HL2 physics aren't better than Doom 3 physics, though, because they are, as it has been demonstrated, much more full featured. And it doesn't matter if it's out of the box Havok, it's still better .

Shadow Robert
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Posted: 7th Dec 2004 15:44
Quote: "It in no way disproves that HL2 physics aren't better than Doom 3 physics, though, because they are, as it has been demonstrated, much more full featured. And it doesn't matter if it's out of the box Havok, it's still better."


It depends how you look at it really.
Doom3 demands a high amount of dynamics, but not much physics.
Half-Life 2 has dynamics and physics used alot, however you can get through almost the whole game without using any of it. While it is adventageous to make sure of well placed beams, or radiators and such; if you use standard Half-Life weaponry... basically you can go almost the whole game without the need for the Physics.

While they added it to the rag-dolls, if you notice when you shoot someone they don't react to the bullets almost half as well as the Zombies do in the demonstration on the Havok site.

Doom3 on the flipside, uses dynamics religiously in every shot you take. Scripted events, such-as the Bull-thingie smashing through the terrain to get to you... while the camera and bull are scripted, the rest isn't. So to me, this show that while you see Half-Life 2 producing impressive physics & dynamics in-game, it's needed to make the game appear more interesting. Where-as Doom3 uses it more subtly in every aspect.

So from that point of view you could say, 'well HL2 obviously has better physics than Doom3'.. but the fact is Doom3 didn't require the level of physics in it to make it what it was, and it wasn't used as a gimmic. As such you don't really see the full potencial of it.

For example the SDK you can create fully drivable Airborn and Ground Vehicles. In Doom3 there was no need for them so there were non. Just because Doom3 didn't have a Buggy in it doesn't mean it isn't possible as the SDK has really gone and proven.

Doom 3 Mission Pack 1, should open up more 'demonstration' to what is possible in the engine though.
This all said, Quake3 goes LGPL at the end of the month!! yay


Ian T
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Posted: 8th Dec 2004 00:13
Quote: "Doom 3 Mission Pack 1, should open up more 'demonstration' to what is possible in the engine though. "


If it does for Doom 3 what Armagon did for Quake, it'll be good. Of course, id didn't make either mission pack for Quake...

Phaelax
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Posted: 9th Dec 2004 22:41
I've only played the D3 demo, and HL2 not at all. Aside from crappy outdoor landscapes in those D3 pictures, I think the graphics are about the same level as UT2k4. However, from a developers standpoint, I think D3 would be a better engine. With the vast number of games that licensed the Q3 engine, I'm sure Carmack kept that thought in mind when developing it. So I think it's safe to say he designed the system to be easily adaptable. Just a guess though.

"eureka" - Archimedes
Shadow Robert
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Posted: 10th Dec 2004 04:30
Yeah, but so did Valve with the Source-Engine.. well technically Source is just HL1 with a few bells and whistles but the sentiments are the same.

Development Wise, Source is ALOT easier to modify and create media for given the formats. They're pretty straight-forward allowing easy 3rd Party Tool development, not to mention understandable Code.

Don't get me wrong Carmack might be a genius and all, but his code is like a blokes handwriting... quite illegible unless you happen to be the guy who wrote it

I never played the Doom3 demo. Really I wish there was a Half-Life2 one, as they did promise us a way to benchmark systems prior to purchase; but I never saw it. The Demo's would certainly as hell help my efforts to try and make stand-alones for the engine.
GCF appears to damn well lock out alot of things, so you can't simply extract the engine without parts corrupting; and so your left sifting through files from the HL2 Installation (which isn't small )

Personally I think both games are ridiculously over-sized for what they are. That said they're still smaller than alot of Console games ^_^


mm0zct
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Posted: 11th Dec 2004 07:30
i said i hadn't played doom3 so that you knew i was not comparing them, when i asked about the glass in doom3 i was'n meaning to sound like i was saying it's rubbish, i was asking about doom3's glass since i haven't seen it, i wanted to know how good it was.

also
Quote: "Quote: "i've nevered heard of being able to pick up a barrel with your hands and throw it realistically down the stairs in doom3 which you can in hl2"

You can't actually do that in HL2, you can only use the Gravity-Gun. Believe it or not it is possible to create one in Doom3 relatively easily, while you'll hear of people saying "you can't shoot barrels without them exploding." well that's true, because all of the barrels in Doom3 are labeled 'explosive subtance' as such they do what you'd expect.

"

sounds like someone hasn't played hl2. walk up to a box, barrel, bottle or other small object and press 'e', you will find you pick up the object, now press the left mouse button and gordon will throw it. this is how you move boxes before you get the gravity gun.
the screenshot i posted with the pile of barrels was taken before you get the gravity gun, i moved every barrel by picking it up and tossing it onto the pile.

i admit i was uninformed about the physics engine but regardless they are still very good.

i believe they are both great engines, it all depends what you want to do with it which is better.

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Shadow Robert
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Posted: 11th Dec 2004 12:43
Quote: "sounds like someone hasn't played hl2. walk up to a box, barrel, bottle or other small object and press 'e', you will find you pick up the object, now press the left mouse button and gordon will throw it. this is how you move boxes before you get the gravity gun."


o_0 .. doesn't do that in HL2, while you hold Action you can move with it; but he doesn't *actually* pick anything up.
Slightly more evolved version of how you move Crates in Half-Life, difference being the Dynamics in the engine prevent the 'icey' effect.

Quote: "i believe they are both great engines, it all depends what you want to do with it which is better."

There is currently a Gravity-Gun Mod (Source only) for Doom3 sulking around the Doom3 Mod Community. Both engines are capable of the same things... Doom3 just didn't require them for the gameplay, simple as that really.


mm0zct
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Posted: 11th Dec 2004 20:16 Edited at: 11th Dec 2004 20:21
Quote: "o_0 .. doesn't do that in HL2, while you hold Action you can move with it; but he doesn't *actually* pick anything up.
Slightly more evolved version of how you move Crates in Half-Life, difference being the Dynamics in the engine prevent the 'icey' effect.

"

you have to tap action, not hold it
if i couldn't pick up and throw the barrels how would i have got them up the stairs, though the door and onto the pile, (up a ladder for some of the barrels too if i remember correctly).
at the start of the game i remember picking up bottles and throwing them at the combine gaurds to annoy them, you can't push a bottle along the floor to smash it over their heads

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Shadow Robert
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Posted: 12th Dec 2004 00:57
Your missing the point, it is the exact same as what you could do in Half-Life... only difference is that the objects don't slip'n'slide because thier not subjective to Sliding Collision and Impulsed movement.

The way you talk about it is as if it is something truely amazing, when it isn't. You can do the exact same in DarkBASIC Professional, simply do an object 'lock' similar to how the guns are in DB ICED; then move them in a deminishing speed in the direction the user chooses.

While no doubt it might seem impressive, and you believe as you aparently do without playing Doom3 that it is incapable of such things; Fact is, that Half-Life2 uses it's Dynamics & Physics more as a gimmic rather than something useful.
I'm still going to stand by my statment that it is simply a better version of HL Grab rather than object pick-up.

Apart from anything else it kills the realism to pick up what is potencially a 500lbs Crate, carefully move somewhere else and stack them by throwing them in to place.. without even a grunt o_0
Might be an interesting amusement, but really most of the time that is all it is. For example those barrels by the door, you can just as easily walk up to the top and 'kick' the bottom one, they fall to the bottom easily. There really is no need to do anything carefully.


GothOtaku
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Posted: 12th Dec 2004 02:15
Quote: "Apart from anything else it kills the realism to pick up what is potencially a 500lbs Crate, carefully move somewhere else and stack them by throwing them in to place.. without even a grunt o_0
Might be an interesting amusement, but really most of the time that is all it is. For example those barrels by the door, you can just as easily walk up to the top and 'kick' the bottom one, they fall to the bottom easily. There really is no need to do anything carefully."

Yes, but Gordon still have the HEV suit so he can lift heavier objects than normal. So it actually does fit in with the game.

However, I wasn't that impressed with the Source engine. I don't think it made any major advances over the other engines whereas Doom 3 had some really good lighting and effects that were clearly a step above what anyone had done before. Although, the F.E.A.R. engine (http://www.touchdownentertainment.com/fearshots.htm) by Touchdown Entertainment (formerly LithTech) looks like they might be able to pose a threat to Doom3's engine superiority.
Ian T
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Posted: 12th Dec 2004 02:58
Well Oblivion is currently the best looking game out there, but F.E.A.R is, I think, closer, so there ya go

Shadow Robert
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Posted: 12th Dec 2004 03:15
Personally I think S.T.A.L.K.E.R. looks the best, especially given how everything changes so fluidly.

Quote: "Yes, but Gordon still have the HEV suit so he can lift heavier objects than normal. So it actually does fit in with the game."


Perhaps but the HEV simply enhances current abilities and stamina, it doesn't replace the need for effort.
Being able to pick up a heavy item with ease, but not being able to life a car without the Grav-Gun, i dunno seems like they only half-thought alot of the game.


Ilya
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Posted: 12th Dec 2004 03:32
And your power should decrese when you lift heavy objects, because (very strong) motors need (a lot of) power.

Quote: "I've seen the word programming and I'm not sure what it means. Anybody please explain?"


Quote: "We shouldn't sacrifice the truth to preserve "balance"."
Chris K
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Posted: 12th Dec 2004 04:10
Stalker and Pariah are my current faves.
mm0zct
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Posted: 12th Dec 2004 07:40
the only reason i kept going on about the fact that you could pick up objects is because you (raven) kept complaining that i hadn't played doom3 and you were acusing hl2 (a game you say you have played) of not having a feature which you are required to use quite a lot in the earlier stages of the game, i know the picking up and throwing objects isn't particularly special andd i didn't mean it to sound like it was(in my original post it was the physics the barrel suffered after being thrown). you can't pick up objects in hl1 though, only push and pull them.

i'm not going to continue arguing anyway, it's pointless.

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Shadow Robert
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Posted: 12th Dec 2004 08:02
Quote: "you can't pick up objects in hl1 though, only push and pull them."


Same with Half-Life 2... you can't pick up the barrel and hold it over your head, then throw it up in the air for it to fall back down.
(i did try a few times to knock freeman out heh)

Your only grabbing. I think what is confusing you is the addition of throwing. Not to mention you get the gravity gun early, which gives you full range of motion.. so it's similar to the grab, but more free (like actually picking up an object)

I'm not saying HL2 isn't capable of it, mearly that it picking up isn't a feature... grabbing is. And there-in is the difference.


GothOtaku
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Posted: 12th Dec 2004 08:25
Quote: " Well Oblivion is currently the best looking game out there, but F.E.A.R is, I think, closer, so there ya go "

Oh yeah! Oblivion looks really nice I can't wait to see how good it looks in-game.
mm0zct
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Posted: 13th Dec 2004 07:16 Edited at: 13th Dec 2004 07:34
if it takes a screenshot for you to believe me then i'm going to play hl2 for a few mins then take a screenshot of first me hiolding a tyre above my head then it un the air
screenshot will be posted in a few mins once hl2 has loaded
http://www.lochviewwest.plus.com/holding.jpg holding above my head with no grav gun
http://www.lochviewwest.plus.com/thrown.jpgthrown the tyre and presses '1' to show that i do not have the gravity gun

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Shadow Robert
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Posted: 13th Dec 2004 08:21
Odd.. i can't hold objects above my head in the version i have, they always remain the same height.
And where the heck are your hands?

Looks like a modded version to me.


Eric T
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Posted: 13th Dec 2004 08:22
Erm no... thats the HL2 I have. Didn't have hands in mine either.

You know who I pray to? Joe Pesci. He looks like a guy who can get things done. Joe Pesci doesn't **** around. In fact, Joe Pesci came through on a couple of things that god was having trouble with.
Shadow Robert
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Posted: 13th Dec 2004 08:36
Weird... I only really got to play the release version for like a day before steam screwed up my serial code; it still believes i've pirated it, and i'm getting a lil more than pissed off cause i've been locked out of using everything with the source engine.

HLSource won't download, CSSource won't start, can't download the SDK.
All I have is the GoldSource version, he has hands in it when moving things.. you can only really push'n'pull without the gravity gun, which was still being called the Physics Gun instead (not sure why). This said, Doom3 doesn't have it because as I mentioned there is no pointing picking up a beer can just to chuck it at some blokes head. Amusing although it is, still doesn't add anything to the actual game. Especially given not everything can be picked up.

I'm still amazed people believe that this is something novel for Half-Life 2. Like Valve are the first people to come up with the gravity gun concept. Alot of people had obviously never played Jedi Knight / Mysteries of the Sith.
That was the first game I remember doing it in, and that came out before Half-Life 2 even so lol yeah, I'm sure Valve are doing something revolutionary


Eric T
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Posted: 13th Dec 2004 08:51 Edited at: 13th Dec 2004 08:52
Heres a vid of lifting around objects, throwing them... etc just enjoying the physics. (which i thought we're pretty damnw ell for being havoc...)

http://www.liquidzsnake.dbspot.com/funwithcans.mpg 7.37meg

You know who I pray to? Joe Pesci. He looks like a guy who can get things done. Joe Pesci doesn't **** around. In fact, Joe Pesci came through on a couple of things that god was having trouble with.
Chenak
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Posted: 13th Dec 2004 10:10
Hl2 was fun, was awesome when those soldier guys threw a grenade at me, i was able to pick it up and throw it back at em

imo hl2 gameplay wise was more fun than d3, apart from that annoying online activation rubbish. Doom 3 was alright to start with but for me it just got boring as i got further into the game, i was expecting more thrills, gross stuff and hordes and hordes of demon things but it just didnt happen Would have been awesome to face off a stampede of pinky demons, infact i only remember them appearing about 3 or 4 times during the whole game... shame cause i thought they were the scariest

but.. i think the d3 engine is better that hl2 in terms of graphics and probably physics but they just didnt use it to its full potential. hopefully we can see some awesome mods in the near future

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