Good news! A patch is on the way!

Post » Fri Nov 16, 2012 12:11 am

I posted this in the PC Support section, but in case you dont go there here is the post here too.


I just checked twitter and a programmer at Id Software has confirmed that a patch is on the way.

https://twitter.com/idBrianHarris/status/260806095197573120

He also notes that they are added flashlight shadows back in, but warns due to the placement of the flashlight in BFG they wont look very good.

https://twitter.com/idBrianHarris/status/260772307759419392

No ETA on the patch was posted, but considering that Bethesda usually likes releasing patches for all systems a game is released on at the same time, usually, it probably wont be until the Xbox 360 and PS3 versions pass certification.

I hope this makes some of you feel better, I know it did for me.
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Scott Clemmons
 
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Post » Fri Nov 16, 2012 3:06 pm

YESSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS! :banana: :banana: :banana: :banana: :banana: :banana: :drag: Make sure to check out my thread.
http://www.gamesas.com/topic/1417524-doom-3-bfg-edition-xbox-360-version-needs-a-patch/
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Isabell Hoffmann
 
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Post » Fri Nov 16, 2012 10:01 am

pretty excited to see what all they have included in the patch. so far we know they fixed the blood/smoke glitch and added flashlight shadows
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Elena Alina
 
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Post » Fri Nov 16, 2012 1:44 am

Just fix the multiplayer lag on Doom & Doom II, its game breaking at the moment.
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jaideep singh
 
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Post » Fri Nov 16, 2012 2:08 pm

The flashlight isn't replaced by vanilla one?\Vanilla flashlight isn't an option?
The ammo count isn't reset to vanilla (or even half of vanilla)?
DOOM I-II are still in 4:3?

You'll need a lot of updates to get it right, id.
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TWITTER.COM
 
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Post » Fri Nov 16, 2012 2:53 am

The flashlight isn't replaced by vanilla one?\Vanilla flashlight isn't an option?
The ammo count isn't reset to vanilla (or even half of vanilla)?
DOOM I-II are still in 4:3?

You'll need a lot of updates to get it right, id.

You really liked the old flash light? I never used the flash light in the 2004 version because I never not wanted to have my gun up. Like some other people on here you guys see the increased ammo counts as a bad thing, but in reality the lack of ammo and items were one of many turn offs for most users in the old d3 version. With having increased ammo counts the player can keep going through out the game without rage quiting.

flashlight shadows back in

Flashlight shadows look nasty without soft shadowing, from his screens it looks like a nasty ambient occlusion.
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Lew.p
 
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Post » Fri Nov 16, 2012 11:41 am

You really liked the old flash light? I never used the flash light in the 2004 version because I never not wanted to have my gun up. Like some other people on here you guys see the increased ammo counts as a bad thing, but in reality the lack of ammo and items were one of many turn offs for most users in the old d3 version. With having increased ammo counts the player can keep going through out the game without rage quiting.

Lack of ammo? The hell are you talking about? Are you Tim Willits or something? In vanilla I had a truckload of ammo on Veteran, for crying out loud! Even if I ran out of ammo on one weap (and it only happened when I started using that weap only), by that time I already have maxed out the rest of them. And yeah, I liked the old flashlight. It was there for a reason - to bring a horror gameplay element into a horror action game. Either see or shoot, but always one out of two - you can't just have your cake and eat it. Combined with total darkness, this gives a lot of tension and suspense. My favorite moments were when I'm low on health and am cautiously looking around, listening to the sounds, jumping because of every bump. Without it all the game is just a boring, slow and meaningless shooter.
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Marta Wolko
 
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Post » Fri Nov 16, 2012 12:14 pm

Lack of ammo? The hell are you talking about? Are you Tim Willits or something? In vanilla I had a truckload of ammo on Veteran, for crying out loud! Even if I ran out of ammo on one weap (and it only happened when I started using that weap only), by that time I already have maxed out the rest of them. And yeah, I liked the old flashlight. It was there for a reason - to bring a horror gameplay element into a horror action game. Either see or shoot, but always one out of two - you can't just have your cake and eat it. Combined with total darkness, this gives a lot of tension and suspense. My favorite moments were when I'm low on health and am cautiously looking around, listening to the sounds, jumping because of every bump. Without it all the game is just a boring, slow and meaningless shooter.

Doom 3 wasn't really meant to be horror game, it just felt that way because of the tech at the time. Having to carry a flash light around isn't realistic because all weapons nowadays can have a flash light attachment. It's doom its supposed to be a meaningless shooter :).
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Jhenna lee Lizama
 
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Post » Fri Nov 16, 2012 10:13 am

Doom 3 wasn't really meant to be horror game, it just felt that way because of the tech at the time. Having to carry a flash light around isn't realistic because all weapons nowadays can have a flash light attachment. It's doom its supposed to be a meaningless shooter :smile:.
Oh god, now you REALLY sound like Tim Willits in that bs PAX interview.
Yes, yes it was. It was meant to be a horror game from the start. That's why it's so dark - they revolutionized the lightning technology just for that. That's why the shooting mechanics are so slow. That's why the enemies were placed when they were and worked like they worked. That's why they had the flashlight like that. That's why the whole game worked. Tech has nothing to do with it. It's like a clockwork mechanism. If you take some cogs you don't like, the mechanism won't work better, it'll stop working at all. They either should've left the gameplay intact, or should've redesigned it around new changes. And no, it isn't. It applies to the first two, but not the third. BFG Edition doesn't make DOOM 3 into a meaningless shooter it's 'supposed' to be. It makes it into a very stupid game. And yeah, I believe those attachments were present even back in the day. It doesn't matter. You want some realism, play ARMA.
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Eoh
 
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Post » Fri Nov 16, 2012 3:30 am

Oh god, now you REALLY sound like Tim Willits in that bs PAX interview.
That's why it's so dark - they revolutionized the lightning technology just for that

Wrong :smile:, it was that dark because even now it is a pain in the ass to calculate dynamic radiosity and Doom 3 was pitched as a engine as a 100% realtime engine without any baking. For example if you shine a flash light at the floor light will bounce off the floor and hit whatever is around it. I plugged in Beast into the doom 3 code and it really lit up levels. Remember in 2004 you could only have a few realtime lights(with no light bouncing) in a scene it was tech limitation at the time that casued doom 3 to be a dark game, and some people got the idea that it was supposed to be scary when that wasn't the case.

Most people had geforce 3/4 series cards you couldn't do deferred lightning which would have helped doom's dark areas, we were stuck with forward rendering and stencil shadows :smile:. Doom is not intentionally designed to be a scary game(even though it should have been).
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Juanita Hernandez
 
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Post » Fri Nov 16, 2012 3:27 am

Are we ignoring all the horror elements in the game? Then what your saying would be true :tongue: and yes they do svck and are not scary, but they did try.
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rheanna bruining
 
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Post » Fri Nov 16, 2012 2:39 pm

Are we ignoring all the horror elements in the game? Then what your saying would be true :tongue: and yes they do svck and are not scary, but they did try.

Two or three horror elements doesn't really make the game a horror game :).
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Mariana
 
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Post » Thu Nov 15, 2012 11:57 pm

It's not like it was heavily advetised as a horror game. Oh, wait, it was. And again, nothing about the game mechanics, which are nothing like they were in DOOM I-II. And the audio logs. And the ambient soundtrack.
Wrong , it was that dark because even now it is a pain in the ass to calculate dynamic radiosity and Doom 3 was pitched as a engine as a 100% realtime engine without any baking. For example if you shine a flash light at the floor light will bounce off the floor and hit whatever is around it. I plugged in Beast into the doom 3 code and it really lit up levels. Remember in 2004 you could only have a few realtime lights(with no light bouncing) in a scene it was tech limitation at the time that casued doom 3 to be a dark game, and some people got the idea that it was supposed to be scary when that wasn't the case.
Then why even bother with all that mumbo-jumbo? They could just make a game without it.
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joeK
 
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Post » Fri Nov 16, 2012 3:23 pm

It's not like it was heavily advetised as a horror game. Oh, wait, it was. And again, nothing about the game mechanics, which are nothing like they were in DOOM I-II. And the audio logs. And the ambient soundtrack.
Then why even bother with all that mumbo-jumbo? They could just make a game without it.

I'm not a game designer so I don't know what angle they were going at with Doom 3, from the game play mechanics to the ways they tried to immerse the player in the game I felt at least that they were all over the map. But from everything they have said in the past and looking it from a programming stand point it seems like the tech was the biggest reason why it was dark, rather than it being a design choice.
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Alyesha Neufeld
 
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Post » Fri Nov 16, 2012 5:31 am

Again, Nerve did the flashlight-on-pistol in Xbox version of Resurrection of Evil. Doesn't appear to me that it was that much of a tech limitation to include it back in the day, considering how pathetic Xbox is in comparison to PCs.
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Christie Mitchell
 
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Post » Fri Nov 16, 2012 9:36 am

Again, Nerve did the flashlight-on-pistol in Xbox version of Resurrection of Evil. Doesn't appear to me that it was that much of a tech limitation to include it back in the day, considering how pathetic Xbox is in comparison to PCs.

They also cut the resolution of the assets on the original xbox version.
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Samantha Pattison
 
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Post » Fri Nov 16, 2012 10:04 am

The point stands.
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Fiori Pra
 
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Post » Fri Nov 16, 2012 10:02 am

an option to play either way would double the hours i get out of bfg
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Janeth Valenzuela Castelo
 
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Post » Fri Nov 16, 2012 2:26 am

an option to play either way would double the hours i get out of bfg

At the studio I used to work at we had a meeting about game mechanics and what we would be able to put in before we had to ship, truthfully speaking we would have never thought something as stupid as flashlight shadows would be such a big deal to people :tongue:, even though I remember a lot of the art guys wanting stuff like that at the cost of core mechanics which is what I'm assuming the bfg team had to way in as well.

Anyway at least it's in :P.
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Jarrett Willis
 
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Post » Fri Nov 16, 2012 9:39 am

its not a huge deal they're just different ways to play. it is weird however how much a flashlight changes things
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Lucie H
 
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Post » Thu Nov 15, 2012 11:50 pm

Have id put out a list of what issues are going to be adressed with the upcoming patch?

Have they said anything about an option to remap the sprint button on the PS3/Xbox? That is by far the most important issue to me. Minor graphical issues can be fixed with a little time, and add to the overall enjoyment of the game, but not being able to play the game because of a poorly working control configuration is gamebreaking.

Id, thank you guys for taking note of us here and working on this stuff!
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Deon Knight
 
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Post » Thu Nov 15, 2012 11:53 pm

we would have never thought something as stupid as flashlight shadows would be such a big deal to people

Very good :biggrin:

I didn′t even notice the difference because i′m playing my games instead of searching for failure.
Maybe i′m one of a dying breed of gamers.
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james tait
 
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Post » Fri Nov 16, 2012 12:07 pm

Just fix the multiplayer lag on Doom & Doom II, its game breaking at the moment.
and in doom3 i think the mulitplayer issues need to be addressed rather then some stupid flashlight shadows!!
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Epul Kedah
 
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Post » Fri Nov 16, 2012 2:58 am

They are taking the issues very seriously.

https://twitter.com/idBrianHarris/status/261119118864941056
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Vicky Keeler
 
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Post » Fri Nov 16, 2012 9:09 am

and in doom3 i think the mulitplayer issues need to be addressed rather then some stupid flashlight shadows!!

they are going to be looking at the MP issues as well, it just there are some graphics issues (not the flashlight shadows other more serious ones) that need to be addressed as well, this was just a post to bring to everyone's attention that a Patch is indeed on the way and that Id is most certainly listening to our complaints.
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Aliish Sheldonn
 
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