[VOTE]What is important for us - the users of the engine.
This poll is created for users Doomsday.
Engine makers will know what is important to us! Vote!
Sorry for my English.
Engine makers will know what is important to us! Vote!
Sorry for my English.
Comments
Dday 2, though still a way off (1.9.7 lays the foundations), aims to be all the options on that list and more; nuff said.
but i am also real much for 1, i really want an engine without bugs.
its annoying how many bugs D-day has, especially compared to other sourceports,
and not just doom sourceports but sourceports in general
especially the ever-existing segmentation violation which has been around for years is real annoying
and it would also be great if we got proper multiplayer support for doomsday, so we can play doom online with the awesome graphics doomsday engine supports
id love to be able to play a game of heretic or hexen in coop with friends using doomsday instead of having to use skulltag for that which misses all the amazing models and effects doomsday has
but to me most important is no bugs and amazing graphics, and we're well on our way with second one already
oh, and also another thing which is real important to me, if everything of hexen would work perfectly.
i totally love hexen too, but all the bugs present still in doomsday when using hexen make the game pretty much unplayable with doomsday. it would be awesome if hexen would work perfectly too )
That being said, I'm not looking for the type of graphics mentioned in the poll. I definitely don't care about real time lighting or per-pixel dynamic lighting. Really, it would just be nice if the old days came back when people actually made models for this engine. If adding support for more modern model formats will draw more crowds, then that's what I think should be a top priority, after bug fixes. My deep wish is that Dani would go back to creating models after a stable build is released for Doomsday, but I have a feeling this won't happen...
Multiplayer and coop support seems to be pretty decent right now. As long as the minor bugs are continually fixed as they are reported, and multiplayer support stays as strong as it is now, then I say leave it alone. The only thing I would like to see is the ability to host games within the game menu.
Support for more Megawads out there would be nice, but I don't put this as high up in the list as bug fixes and graphics. I do believe Doomsday could use Boom support.
Hm.. At this moment DDay have graphics like eduke32 POLYMOST Engine. Look on new, with all these modren features POLYMER engine:
http://hrp.duke4.net/screens/ep1/e1l3_03.jpg
http://www.youtube.com/watch?v=3v7RyxbDdi0
http://hrp.duke4.net/media.php
http://www.youtube.com/watch?v=z9nVuf6OM2g
Its totally AMAZING. If DooM 2 can have graphics like this... Ummm, I dreaming about this.
No, I don't have ANY lags in eduke32 at this moment on all maps with actually AMAZING graphics.
Windows 7 x64, 4GB DDR2 800MHz, C2Q Q9400, GTX 460 1GB.
I can state for the record that great graphics (including per-pixel lighting effects such as those linked to by Bono_PL) are one of the key motivators why I'm still working on this project -- I'm driven by the visuals. However, before we get to rewriting the now-ancient rendering code that Doomsday uses (it still has a fixed-function rendering pipeline!) we need to sort out the mess that's accumulated over the years.
The roadmap serves as the official (rough) prioritization of upcoming features/changes. It isn't set in stone: your feedback will influence the order of the items in it.
Also some newer games come with great graphic, though may also have some quite annoying bugs.
So I'd also agree that bug-fixing and a polished engine comes first, then multiplayer support and then usage for modern graphics and mods.
But that is always just personal preference. I don't give that much bout graphics if the gameplay is fun.
After that, I'm kinda torn on Multiplayer or Next-Gen rendering. I'm kinda thinking that since you've started the multiplayer, you gotta finish it up to a workable standard.
2 had my vote but I shouldn't have even voted because adding new features is not a good idea at this point. Scope creep is something you never want to see in something that you are interesting in being completed. Besides, some of the listed features would only serve as a time sink for people who are developing mods for Doomsday and half of the listed features would probably never be fully utilized. The chances of getting someone to fully flesh out normal maps would be highly unlikely.
my project, http://www.doomascension.com/ is using md2 and i really wish i was able to work with something less limiting. Working with md3 would have really helped with those wobbling verts BUT to be honest it wouldn't really improve the project much if Doomsday supported more modern formats. At least not unless I was willing to change Dooms vanilla behavior, which I am not.
I can fit about 100+ of my animated models on screen, each of them at 2k faces, before i start to notice the frame rates starting to dip... and there really is no good reason to have that many monsters on screen at once.
I think Doom 3 might look better than those pics and videos of Duke Nukem 3D in most ways, especially model-wise. Also, Duke Nukem 3D doesn't look nearly as good as the new Batman games or even Crysis (never owned them but I have seen pictures and videos). I sometimes like to google about what is considered the most detailed game currently out there and filter the results by year or month.
Gary.. What wrong with you!? :P
DooM3 - 2004
Batman games - 2010/11
Crysis - 2007/2011
Duke Nukem 3D - 1996
Duke Nukem 3D has great graphics with POLYMER engine (from eDuke32 port). For now game from 1996 have HQ 3d models, parallax mapping, amazing shaders etc. It's really amazing stuff :P
We want these stuff in Doomsday! <:-P
It just proves that PC games and PCs themselves are superior to consoles and have almost no limitations. Can't do anything with consoles but play what is there (I grew up with consoles). After playing Doomsday and downloading wads, it makes me wonder why I liked the PSX Doom and Doom 64 so much. Back then, I knew nothing of mods and addons and source ports of PC games (probably didn't exist in the 90's anyways). It really increases replay-value and can play all new stuff with the same game.
http://hrp.duke4.net/media.php
I too have asked for MD3 support, at least (there are a lot of better formats out there). Apart from the dreaded 'Jelly Effect', MD2 suffers from lack of exporters. You have to use a version of Blender that is at least 11 down from the most modern release, which is just a pain in the arse for modellers. MD3 shouldn't be considered the 'Holy Grail' of model formats though.
With the Doom 3 source port kicking into gear, people are talking about using formats like Collada and FBX for modelling, which is really cool.
However, I will say it does look far superior to current Doomsday in most, if not all ways with the exception of some enemy models. Of course maybe all the models in that source port are better than the current archvile model.
This is my Pinky model, with normal maps. It's slightly higher res than the one in the pack currently, but only by a K or so.
http://www.egans08.webspace.virginmedia ... nky_03.jpg
The model is pretty much the same as the one in the pack at the moment. There is nothing stopping anyone from using it. The only difference from the one in the pack is the addition of spec and normal maps. That is really the only difference. The only structural difference is that I added a few more polys to the legs to define the shape of some of the muscles.
Source is here if any of the devs want to use it to test engine features...
http://sourceforge.net/projects/dmp/files/
download the 'mapped' version.
My caco was originally developed as a 'next gen' model. It would take a bit of effort to upgrade it but not too much.
Either way, if I compare a next-gen doom critter to one with baked lighting, usually the difference is very noticeable. Yeah, it does look a lot better than nothing, but with the normal maps, it just 'pops' (
2) Since 1.9.7 is done, does that mean that everything is in place for the dev team to implement better graphics, or at least support for such graphics, and not just optimization?
3) Is 1.9.8 intended to be a very minor release as far as ingame performance and graphical improvements go? I think some optimization is one of the goals of 1.9.8, unlike 1.9.7. So far, loading time has improved, but I'm not sure if dynamic lights and other ingame bottlenecks will be rectified.
http://dengine.net/dew/index.php?title=Roadmap
Obviously, the roadmap isn't set in stone though.