Community requests for DOOM 3 BFG patch features and fixes

Post » Fri Nov 16, 2012 9:39 pm

Hey guys, instead of complaining, lets try to ask gently to return missing must have features into DOOM 3 BFG by next patch.

This is my list of features, that was removed or screwed in BFG and needs to be fixed or turned on in patch:

Doom 3 related:

Shadows and lights:

0) Some light sources on level dont cast shadow anymore, was turned off for performance on old consoles, but why its not restored on Pc? Needs to be restored just like they was in original PC version. If somebody can list places where those sources was removed, please do it!
-not confirmed
1) Flashlight shadows (missing in SP only, but for some reason enabled in MP by default)
+confirmed to be added with patch
2) Muzzleflash lights and shadows (look here http://www.youtube.com/watch?v=S4fjKVA9X3Y_ in original doom 3 every gun was a ligthsource during fire, casted light and shadows everywhere. missing in BFG)
- not confirmed to be added with patch... yet
3) Projectiles shadows (as far as it looks projectiles have ligths, but no shadows - remember how awesome it was when imp's fireball casted shadows of imp arms and rest of body on walls and floors? You cant see this in BFG)
-not confirmed to be added with patch
4) Darker lights and shadows (at the moment it can be fixed barely by console r_overbright 1 and r_lightscale set to 1, however despite ID programmers claims it does not match original doom 3 ligting, instead of making just shadows darker, it makes enlighted areas darker in upleasant way, where white color starts too look like grey, something is wrong here and needs to be fixed - this was vital to DOOM 3 survival horror atmosphere which is ruined now)
-not confirmed

Textures:

1) Uncompressed TGA textures should be added to packs if they are not already there - (original doom 3 have 2 sets of textures - precomressed DDS and uncompressed 32bit TGAs, seems like DOOM3 BFG missing uncompressed textures - this makes old textures looks ugly becasue of many texture artefacts, which despite ID devs claims are NOT MINOR and driving everyone who lover original clean textures - crazy)
-not confirmed
2) Uncopressed Real-time textures (its not clear if doom 3 BFG usese only precomressed textures or always compress them when they loaded from disk to memory, original doom had options to turn both pre-compression and run-time compression off - this missing in doom 3 BFG)
-not confirmed
for both of settings these CVARs should be restored, so 0 value would match Ultra settings where no compression was used in DOOM 3 original release http://www.modwiki.net/wiki/Image_useCompression_%28cvar%29 1 1 1 0 http://www.modwiki.net/wiki/Image_useNormalCompression_%28cvar%29 * 2 2 0 0 http://www.modwiki.net/wiki/Image_usePrecompressedTextures_%28cvar%29 1 1 1 0

2.1) Uncompressed ROQ\BIK files (jesus i cant believe you even managed to ruin this - old vide files was smooth, new vide files are so compressed and low res so there are blocks, artefacts and blurs everywhere... just copy old ROQ files from original and let PC version to play them instead of compressed BIKs)
3) Original bump and specular technique (its was not notticed that match as other changes, but it seems that bump mapping adn cpecular ligting looks a little different, its kinda FLAT and DRY, in original it was BUMPY and WET, aka OILed i dont mean that current renderer should totaly return to old bumping, but there should be a switch to fallback to old settings)
-not confirmed
4) High res textures (maybe? As excuse for screwed PC released? Beth did that with Skyrim, why ID cant? Ok if you cant, at least allow us to use old good PK4 files with user made high res textures in TGA or DDS format made for origina DOOM 3, just add some re-routing compatibility routine in case if filenames changed, so that new engine could hook up old PK4 files, red textures from there, and override textures from resources pack files)
-not confirmed
5

Gameplay:

General:
1) OLd FLASHLIGHT OPTION
-not confirmed
2) Old formation of ammo and items, old balancing settings
-not confirmed
(If i recall it correctly, prior release it was promissed, that in addition to new DUMBED DOWN OVERBRIGHTEN OVERLOADED MODE there going to be option to turn on original DOOM 3 gameplay, such as old flashlight system, and old placements of AMMO and other stuff. It was surprise for me that such option is missing in D3 BFGE)

Mods:
1) Modding tools
-not confirmed
2) Support for mods
-not confirmed
3) Compatibility with at least some numbers of old mods and old formats (do at least texture and sounds mods compatible, i mean let game at least read texture and sound from old PK4 Zip files)
-not confirmed

MP:
1) Server browser + HOST AND JOIN on LAN and DIRECT IP connect options (MP games withous server browser and other features are dead by default, i dont mean you should remove matchmaking, but server browser should be in game by default, even on consoles... these days of gaming are days of degradtion and PRESS 1 BUTTON to DO EVERYTHING days, so frustrating)
-not confirmed
2) Option to turn on or off VAC and search for VAC enabled or disable servers (i cant even tell now if games are VAC protected or cheat friendly)
-not confirmed
3) Mod support for MP with autodownloading of files like in old good days.
-not confirmed
4) Dedicated server (at least in-game, P2P is real crap, seriosly)
-not confirmed

Console:
1) Unlock every CVAR (please dont go all RAGE again, and just mark some values (NON GFX RELATED, but gameplay relate) as cheats and allow to use them as well on servers with SV_CHEATS 1 and in SP)
-not confirmed
2) Do not disable achivements because of enabled console (that was lazy and cheap way - instead you disable achivements only if CVARS that may affect gameplay and achievement was changed)
-not confirmed

Sounds:
1) Enable old sound reflections and 3D effects and enhance number of audible sources to old high level (old doom 3 sound was something like EAX, it was very good, lot of effects, you was really able to hear distance, type of surface and correct possition of sound, not its gone all flat)
-not confirmed
2) Option to chose speaker configuration from common sets {stereo. duad, 5.1, 7.1)
-not confirmed
3) Add 3 separate sound volume sliders for VOICES, OBJECT SOUND EFFECTS (guns, monsters etc), ENVIRONMENT AMBIENT EFFECTS
-not confirmed
4) Option to enable old DOOM 3 sounds (new sounds sux really, especially medkids, so consolish, lets us fallback to old stuff and play it classic way we did before)
-not confirmed
5) Trent Reznor sound pack (this should be default option for REMASTERED DOOM3, i remember how everyone was dissapointed by replacement of old MOODY dark sounds from DOOM 3 Alpha made by Trent NIN Reznor, by something funny - many people used mod with sounds made by him, collected from alpha, but now we cant even use mods)
-not confirmed

DOOM 1 and 2:

1) Texture filtering (add some options for texture filtering, every DOOM port have it, why cant you copy part of port code and add it to DOOM 3 engine?)
-not confirmed
2) Widescreen (yeah, i understand that you tried to keep it all the classic way, but some people like to play DOOM enhanced way, so there should be option, ok? let us make choises, dont do choices for us, please!)
-not confirmed
3) COOP and DM (seriosly ID? How come, that CONSOLE version have this, and PC not??? Is it so hard to do these days what JC made 20 years ago? Both coop and dm should be added for DOOM and DOOM 2)
-not confirmed
4) Add support for MODs
(iwads and pwads, the way classic worked, with some-ingame selection of load order + zips and PK support for extra modern mods)
-not confirmed
5) Some advanced options that present in most of
-not confirmed
Just copy some sourceport code, like Doomsday (jDOOM), so we can add MD2 models, high res texture and other options. They are all GPL and opensource, why its so hard to merge their code with DOOM 3 BFG?
6) IDDQD, IDKFA etc (Really? Who made this port with such a disrepspect to legendary LEGACY of DOOM generation? I mean, not that we are so keen to play with cheats, but IDDQD and IDKFA are legendary cheats and memes just like KONAMI code, you cant remove things like this from game, they are important part of memories about this game!)
-not confirmed

Thats all for now, not really a big work, especially considering that more than half of it was in DOOM 3 and rest of things available as open source ports.
If you have something to add to list guys, please post here, and i'll add most resonable features to list.

ID, JC and other devs, please be so kind, give PC gamers some love like you did before, by adding these LOST but still vital features, so that D3 BFG could be supperior to old D3 and not inferior as is now. Dont make us completely dissapointed! We still have hopes that you can do it right!
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Kim Kay
 
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Post » Sat Nov 17, 2012 12:17 am

Dedicated servers !!!! just like original doom 3 p2p is crap on doom 3 bfg !
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Maya Maya
 
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Post » Fri Nov 16, 2012 11:41 am

How many times can you say "I want to see my textures up-close!!!!"

OK, taking a few of these.

Modding tools will not happen. The reason why is simple - because the original modding tools still work. So we already have modding tools for it and there's no sense at all in asking for more.

Mod support will happen when the GPL source release happens.

Uncompressed TGA textures are exremely unlikely as it would be a ~2 gig patch. When the source release with mod support comes we'll be able to rip the TGAs from the original and just use them anyway, so id are incredibly unlikely to provide this. (In theory we could do this even now.)

Old flashlight mechanic - yes.

Shadows on certain lights - reading between the lines, I'm guessing that all evidence is pointing towards shadows just being globally disabled on all dynamic light sources. Maybe id will provide a global enable, but even if they don't - GPL source release.

Specular highlights. The original game actually used a specular power lookup texture which was hacked to match the highlights provided by the non-shader rendering backend. BFG calculates the specular power using math in the shader code. I doubt if id will revert.

The cvars are already unlocked. Try "god", "noclip", "notarget", etc; they all work. How did you ever get the idea this wasn't so? Yes, the console is disabled by default, but it was also disabled by default in the original so that would be an uninformed nitpick.

How can something now sound "consolish"? Sounds more like the bottom of a barrel being scraqed to me.

Yes, there are things wrong with this release that should be fixed, but it would be better to focus on those rather than pulling off some random "things I have a personal grievance about" list.
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Robert Garcia
 
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Post » Fri Nov 16, 2012 10:30 am

Modding tools will not happen. The reason why is simple - because the original modding tools still work. So we already have modding tools for it and there's no sense at all in asking for more.

When the doom 3 code goes open source it will include the tools, although haven't changed much, will more than likely include the resource builder.
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BlackaneseB
 
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Post » Fri Nov 16, 2012 11:58 am

How many times can you say "I want to see my textures up-close!!!!"

OK, taking a few of these.

Modding tools will not happen. The reason why is simple - because the original modding tools still work. So we already have modding tools for it and there's no sense at all in asking for more.

Mod support will happen when the GPL source release happens.

Uncompressed TGA textures are exremely unlikely as it would be a ~2 gig patch. When the source release with mod support comes we'll be able to rip the TGAs from the original and just use them anyway, so id are incredibly unlikely to provide this. (In theory we could do this even now.)

Old flashlight mechanic - yes.

Shadows on certain lights - reading between the lines, I'm guessing that all evidence is pointing towards shadows just being globally disabled on all dynamic light sources. Maybe id will provide a global enable, but even if they don't - GPL source release.

Specular highlights. The original game actually used a specular power lookup texture which was hacked to match the highlights provided by the non-shader rendering backend. BFG calculates the specular power using math in the shader code. I doubt if id will revert.

The cvars are already unlocked. Try "god", "noclip", "notarget", etc; they all work. How did you ever get the idea this wasn't so? Yes, the console is disabled by default, but it was also disabled by default in the original so that would be an uninformed nitpick.

How can something now sound "consolish"? Sounds more like the bottom of a barrel being scraqed to me.

Yes, there are things wrong with this release that should be fixed, but it would be better to focus on those rather than pulling off some random "things I have a personal grievance about" list.

Orly? Tell me tools that allows to mod resource files adn new texture format. Also tell me if you can see MODS button in game UI, or if -game BLAHBLAH works for you. And tell like how any of old mods made with old tools works for you? We have nothing yet! And it should happen! Otherwise ID is dead, because its a betrayl of their core principles and their core fans.

GPL - that would have stuff removed, like steam api. So even if you will compile enhanced DOOM3BFG.exe and few dlls for it, you will not be able to replace origina steam version with it without losing some of functionality that cant be published under GPL (like for example GPL doom 3 code have no EAX and OpenAL). GPL is not panacea for those who paid for BFG edition, we need to get improved core game 1st. Also something usefull could be dont with this source like 5 years later, but people want to play better way now.

2gb patch? Whatever! Steam downloads like 3-10 gb patches for many games like every week, just yesterday it downloaded 3gb patch for Sleeping Dogs. And max payne 3 patches + dlc have like more than few gigs of size alredy. So size of patch IN DIGITAL DISTRIBUTION PLATFORM is not a problem at all. U must be kidding, right? Buying DOOM 3 BFG on steam and downloading 10 Gb of game data is no problem for you, but 3 gb of single-time download of patch (next time you will download and install game from doom - patch would be included in that 10 gb, so its only applied to those who downloaded older version before patch release) is problem for you?))) Dude, c'mon! Even Bethesda's Skyrim have 3gb of high res texture extra pack, and Sleeping dogs have 5gb of high rex texture pack. Was it problem for anyone to get these 3 and 5 gb TEXTURE patches? No! Man, 199X ages over, like 10 years ago, Are you still on Zyxel modem 56k or what?
Also there is a chance that resource files contains uncompressed textures and they only compressed on fly at run-time.
And yep - ogirinal doom, with doulbe set of textures - compressed DDS and uncompressed TGA both packed in simple ZIP files known as PK4 - was just 1.5 gb for entire game including rest of assets. Its still mistery to me why BFG have such a big size if have nothing high res but simply downsampled, downscalled an compressed everything. It should not be more than 2 gb, if only they dont store assets outside of compressed container files (if you unpack doom 3 files from PK3, they are about 4 gb as i remember).

Shadows on certains lights - they must add global enabler with patch. They broke game, should restory it. Period.

Yep, good that at least you notticed that speculars looks different (FLAT and DRY), but yet again, they managed to brake it, they can fix it as well, they have code of both builds. Some little generic COMPARE & MERGE code job with fixes here and there and we can have old speculars back by simple switch in graphics options.

Console? I dont mean cheats for doom 3, i mean tech cvars, and many of them removed, disabled or do nothing. Old good VID_RESTART not even works in this game.
Remember how after change of GFX you could VID_RESTART doom3 and return to exactly that point of level in DOOM3 where you were before restart? Doom 3 BFG scewed even this thing, it cant restart via console (just like RAGE, grate!) but fi you will change some settings, game will ask you restart, and after this restart it cant even reload level to same state as were before restart, it will reload you only to title screen with game selection - which is real shame.

I dont want to be Rude and tell some bad words about ID programmers, but that guy, who coded DOOM 3 BFG (forget his name, have him on tweeter, he talks to much about how "ugly" old doom 3 was, and how "good" it is now, also hi lie about textures looks the same in BFG or that the differenct not notticable) must have some special anti-talent that helped him to screw up so badly fine old code and gfx by John Carmack. I suppose if Carmack would be the one who coded DOOM 3 BFG, results would be much better, but JC is gone all consoles and expiriments not related to core game these days, and JC became obsessed to much by "60 fps by any cost" idea, which usually works like "lets disable dynamic shadows, physics, high res textures, lets compress everything til no textures without ugly artifacts left, and lets do everything prebaked and static" ... which is real loss (( He was GFX guru, but now he is guru that lost in his meditations about performance at cost of gfx and even gameplay.
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kasia
 
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Post » Fri Nov 16, 2012 11:31 pm

Doom I-II widescreen. That's the number one issue.
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FoReVeR_Me_N
 
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Post » Fri Nov 16, 2012 6:46 pm

just found this one playing lms on edge 2 after awhile the ammo and weapons stop spawning i know they spawn every 20 seconds but the cg ammo and rockets on edge 2 never spawned i waited to see awhile never spawned :/ that needs fixxed to so again multiplayer fixes!
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Cathrine Jack
 
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Post » Fri Nov 16, 2012 10:39 am

Fix for set g_showPlayerShadow "1" would be nice, it only works for mp
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Gill Mackin
 
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Post » Fri Nov 16, 2012 9:39 am

GPL - that would have stuff removed, like steam api. So even if you will compile enhanced DOOM3BFG.exe and few dlls for it, you will not be able to replace origina steam version with it without losing some of functionality that cant be published under GPL (like for example GPL doom 3 code have no EAX and OpenAL). GPL is not panacea for those who paid for BFG edition, we need to get improved core game 1st. Also something usefull could be dont with this source like 5 years later, but people want to play better way now.

OpenAL is present in the GPL code the only thing that will be missing from it that is significant is the bink movie code.

As for nothing has been done with the original code base check out this stuff(by me :tongue:).

Virtual Texturing(rage style)/shadow mapping for idTech 4 CDK
http://www.youtube.com/watch?v=75DSF3EsjAI&feature=plcp

MegaTexturing(Quake Wars style) Fixes for the original doom 3 codebase.
http://www.doom3world.org/phpbb2/viewtopic.php?f=39&t=25989

As for getting a improved "core" game learn the mod tools and fix it yourself.
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Andrew
 
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Post » Fri Nov 16, 2012 8:44 pm

balanced multiplayer gameplay il make a video to show the differnce between host and a non host if need be but if id could explian 1 pistol shot from host = 30 damage and same distance same gun from non host =6 damage 100 health no armor both players and the same for every gun clearly there is no balance at all and fall damage from places you shouldnt get fall damage which makes me wonder i dont think these guys even tested the multiplayer on pc!
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anna ley
 
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Post » Fri Nov 16, 2012 11:07 pm

which makes me wonder i dont think these guys even tested the multiplayer on pc!
I don't think they really tested the game that much at all... they seem to have thrown together the tech5 and tech4 code, and when they saw it running successfully just called it a day. Well that is, after a rushed playthrough focusing on finding "frustrating" parts.

Edit: Okay guys sorry I played the negative card again :P
I'm keeping myself from doing so as it is...
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Queen Bitch
 
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Post » Sat Nov 17, 2012 1:21 am

Voodooman, while a good number of your requests are reasonable, many of them are unrealistic and show a severe lack of understanding of many things. You don't represent the entire community, and I'd prefer you don't act as if this list were representative of all of our interests.


DOOM 3:

"Darker lights and shadows (at the moment it can be fixed barely by console r_overbright 1 and r_lightscale set to 1"

Actually, r_lightscale should be kept at 2, since this is what it was in the original. Setting only r_overbright to 1 is what you should be doing if you want lighting equivelent to the original Doom 3. I think you overestimate how dark the original really was.


"Uncompressed TGA textures should be added to packs if they are not already there"

While this would be nice, this would probably take up too much space for too little gain, probably not in id's interests when they've got other stuff to focus on.


"High res textures"

I object for the same reason as above.


"Support for mods
-not confirmed"

Actually, you can already load mods by setting fs_game in the command line. It's just that nobody's made any mods for BFG edition yet, since it uses a new .resources archive format instead of the old .pk4.


"new sounds sux really, especially medkids, so consolish"

What makes a sound effect "consolish"? Do you even have any legit criticisms about this sound, or are you trying to come up with bullsh*t to complain about just because you want to complain?


"Trent Reznor sound pack"

Do you even know what the hell you're talking about? There's no way id would be able to do this, since they don't have the rights to those sounds, since Trent left the project before it was released. Why are you even asking for this?


DOOM 1 and 2:

"Texture filtering"

There's so many things wrong with this suggestion. One, texture filtering looks like crap anyway, and two, this couldn't even be done anyway without rewriting the entire renderer from scratch. The source ports that use texture filtering use Open GL, which makes it easier to implement this stuff, but Open GL also removes many nuances that gave the original Doom its distinct look in the first place.


"Add support for MODs
(iwads and pwads, the way classic worked, with some-ingame selection of load order + zips and PK support for extra modern mods)"

It isn't really necessary to load mods in this engine anyway, you can just use a source port if you want to do that. As for "PK support for extra modern mods", again you demonstrate that you don't have a clue what you're talking about. The source ports that use PK3 files are often heavily different from the original vanilla engine, and this wouldn't be possible to add to BFG's Classic Doom engine without some serious (and frankly unneeded) rewriting.


"Just copy some sourceport code, like Doomsday (jDOOM), so we can add MD2 models, high res texture and other options."

That's absurd. Again, hi res textures and 3D models would require a complete renderer rewrite, and they look like crap anyway.


"They are all GPL and opensource, why its so hard to merge their code with DOOM 3 BFG?"

Maybe because they're incompatible and would require tons of editing to even get it to work?


"Dont make us completely dissapointed! We still have hopes that you can do it right!"

Yes, because id software isn't a business with priorities, but is instead your personal genie to grant you your every wish.
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Connor Wing
 
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Post » Fri Nov 16, 2012 4:03 pm

I don't think they really tested the game that much at all... they seem to have thrown together the tech5 and tech4 code, and when they saw it running successfully just called it a day. Well that is, after a rushed playthrough focusing on finding "frustrating" parts.

Edit: Okay guys sorry I played the negative card again :tongue:
I'm keeping myself from doing so as it is...
i look at it as not being negative but more of constructive criticism letting them know how we feel.
if they are reading this ,you think it would urge them to fix the problems of the game which im more concerned with multiplayer.
i hope there definitly working on the mp but i only see tweets of bug fixes although , the single player needs its fixes too , dont get me wrong just the sp isnt really broken on pc atleast i havent noticed a gamebreaking problem on single player yet so far!
Now on mp theres some real gamebreaking going on as ive played a ton of mp(multiplayer) already and the more i play it the more flaws i find in it down to gravity not being right at times do to the p2p and weapons hit damage !
find a friend on pc that has d3 bfg load it up find a map you can both be equal length apart edge 2 works =) ,have the host shoot the non host and vise versa with the same gun and check your damages i bet they are both different host haveing a more damanging shot ,then i see people die from fall damage why?
when they never even fell? A simple lift jump is near impossible when your not host do to the damn lift not raising on time like it properly should same goes for doors these lil things frustrate me so bad ingame ,exspecially the lift jumps there easy yet i cant do them cuz the lifts lag! Another thing players going right through eachother that should not happen at all its bs and needs fixed so the mp can be actaully a fun game like it was intended to be.

i tried not better to bad :P
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Lory Da Costa
 
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Post » Fri Nov 16, 2012 1:42 pm

Sentences! Paragraphs! Punctuation! Please!
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Ross Zombie
 
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Post » Fri Nov 16, 2012 9:23 am

Sentences! Paragraphs! Punctuation! Please!
wasnt aware i was in grammer school lol i apologize il try make it look nicer next time but it is readable you a teacher or something?
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Natasha Biss
 
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Post » Fri Nov 16, 2012 4:05 pm

It's not about grammar school, it's about being able to actually read what you wrote. It doesn't need to be perfect, it doesn't even need to be anywhere near perfect, it just needs to be basically comprehensible.
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Matthew Aaron Evans
 
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Post » Fri Nov 16, 2012 7:03 pm

alright grammer nazi !


il do my best so you can read my post since your the only one i've heard complain!
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Justin
 
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Post » Fri Nov 16, 2012 7:29 pm

You making unreadable posts again Bizei23? I feel your pain my friend. lol



The patch needs to fix mp at least and to what every player with practice can do in original Doom 3 MP. These things don't work right in BFg Lifts, Weapons/Weapon Drop , Player Damage, Gravity. Just a few of the things I know are not right in BFg mp.
Oh and put my glass on Tomiko Reactor back in its no fun not having something to break. I want my barrels back on Edge 2 exactly where you moved them from. On Lights Out I want my glass put back in and my shutter switches reinstalled to working Order



BOOO Just on Delta Lab and no glass can't even shoot the lights out any more. Delta was always great fun at the start of the match everyone running arround shooting the lights to make the mood more dark and scarry. I want it back!
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Nathan Maughan
 
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Post » Fri Nov 16, 2012 6:20 pm

You making unreadable posts again Bizei23? I feel your pain my friend. lol



The patch needs to fix mp at least and to what every player with practice can do in original Doom 3 MP. These things don't work right in BFg Lifts, Weapons/Weapon Drop , Player Damage, Gravity. Just a few of the things I know are not right in BFg mp.
Oh and put my glass on Tomiko Reactor back in its no fun not having something to break. I want my barrels back on Edge 2 exactly where you moved them from. On Lights Out I want my glass put back in and my shutter switches reinstalled to working Order

its readable !
sorry i dont have a colledge degree ive gratuated but i am not a english expert !!!
atleast im makeing a attempt to speak out on the problems rather then keeping my mouth shut !
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Ray
 
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Post » Sat Nov 17, 2012 1:00 am

convergence slider setting in 3D options menu please on all systems... especially console
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Dean Ashcroft
 
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