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 Quake Wars: Enemy Territory Q&A - interview
(hx) 11:04 PM CEST - Apr,28 2006
ShackNews has posted a Q&A with Splash Damage's lead designer Paul "Locki" Wedgwood talking about Enemy Territory: Quake Wars, their upcoming Doom 3 engine powered sci-fi shooter.
Shack: What, if anything, has gone into adapting the DOOM 3 engine for such huge environments? It's definitely out of character with most of the games based on the technology.

Paul Wedgwood: When we started working on the initial design with Kevin Cloud (Co-Owner of id Software), we knew that to evolve Wolfenstein: Enemy Territory's game-play to the level we all wanted, we needed an engine that would support terrain rendering, multiplayer gaming and vehicle physics. It's a great testament to id Software's technology that Doom 3, which appears to be a single-player, indoor, first person shooter engine, could prove such a great foundation for this new genre.

The big technological advances then have been in terrain rendering, physics and networking. We've evangelized the features of the MegaTexture so much that people must think that ETQW's networking and physics are its poor inbred cousins, but in fact these are both areas that have witnessed similar advances.

For the networking, we devised a system with id Software called 'Area of Relevance', which works somewhat like 'Level of Detail' for graphics - it only sends the data you really need to know about. For example, up-close you'll see the entire inventory of a team-mate, but at a mile away you don't need to know which way his head is facing or how many grenades he has, so we don't transmit this information to you. For the game's physics, we've extended the implementation of 'rigid bodies' so that suspension, propulsion and friction are better simulated. This lets us have great off-road vehicles that can climb rocks, boats that have buoyancy and flying vehicles that react the way you'd expect to lift, drag, thrust and friction. It has a great affect on gameplay, because players controlling vehicles in ETQW find that they handle the way they'd expect - for example, as their skill improves they can start to perform trick jumps, giving them access to more routes across the battlefield.
That's pretty amazing that they totally overhauled DOOM3's networking code, it all sounds very cool from a technological standpoint...definitely one of my most anticipated games.

last 10 comments:
xxxx(11:18 PM CEST - Apr,28 2006 )
I don't like the sound of how they are doing mp. Maybe the speed at which you will play wont make it as noticable but I don't like the bs prediction and I hate messing with my settings or having to be a pro at tweaking your config just to get a 'reliability' edge. That's why I always liked UT..UT you don't really mess with your config and in Quake you always 'had' to. Look at HL2.. tell me 90% of those people playing cs aren't using alias commands..From lame spam messages to macro functions to enhance your abilities. I don't know.. I don't like it but I'll have to see it first..

El_Coyote(11:41 PM CEST - Apr,28 2006 )
hmm
I always modded my ut ini files extensively, there was quite a bit to pick up there. with larger FOV and such.

xxxx(12:56 AM CEST - Apr,29 2006 )
You change FOV in the gui, always could. please, can you show me an example from your Ut file? or detail the changes you made? Just curious on your 'extensive' ut.ini changes..

lmer(01:34 AM CEST - Apr,29 2006 )
Yeah xxxx, you're spot on. I have 30kb of configs for my ET. But half of that is performance tweakage, binds, and some spawn scripting. I have a prime release script for the granade and binoculars and thats pretty much it cause all else is lame. Guys from Splash Damage added a "vstr" script command in ET which was really exploitable. Plus, if you lock your framerate to some constant your HW can handle, and use some tricks, you can pretty much eliminate any recoil in snipers and write scripts for Mortars that are extremely precise and therefore able to spam the spawnpoints and other important places to kill the gameplay in an instant. There will surely be some more of that shit in QW.

Anyway, i hear in the interview that they messed with weapons. Weapons were the main thing that made the Wolf/ET great IMHO. Both sides had equal firepower, even most of the classes had identical weapons so people didn't just take the class with the best weapon (except the panzerfaust :D) and let the teamplay go to hell. But if they make too big of a difference in this one, it will surely mess up the gameplay.

But this techno stuff sounds great, can't wait.

GG

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