New ET:QW in-game footage.

Ren.182

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New ET:QW in-game footage. (Updated)

IGN have posted some in-game footage of ET:QW. Looks pretty nice and seems to be all running smooth now. Some footage of both sides being played in these too. Looks like fun, i'll be getting this.

http://media.pc.ign.com/media/748/748377/vids_1.html

EDIT: New video. 6mins of gameplay (270mb)
 
Looks very fast-paced.

Looking at the newest trailer up there... I WILL be that helo pilot that flies through the tunnel and blasts the tank on the other side.

Pure Awesomeness.
 
Yeh, it does look pretty fast paced which makes it a bit different from Battlefield. Might make it a bit more fun too :)

Can't wait to give this game a spin. Hope theres a demo.
 
Battlefield was to be honest, a bit slow for me. This may be exactly what im looking for.
 
Battlefield can get pretty fast paced though tbh. Especially in the city maps.

I played a game with Unfocused a few days back and it was really hectic. I don't think it suits BF2's gameplay style though and i don't really like it too fast tbh... though i always seem to play better when its going crazy :D
 
Yeh i just watched the 6min video and i must say this game looks like it will be very fun.
The maps looks really pretty too and seem to have lots of trees buildings and tunnles to battle around :)
 
The links on the site I posted are pretty fast. Or are you on 56k? :P
 
A fast paced BF2 type battlefield game, what can possibly be more entertaining?
 
Ah the Doom 3 engine, what beautiful graphics it can produce - remember when everyone was saying oh it'll never be able to do outdoor environments? :rolling:

Definately buying this game as soon as it hits the shelves!
 
Crisis King said:
Ah the Doom 3 engine, what beautiful graphics it can produce - remember when everyone was saying oh it'll never be able to do outdoor environments? :rolling:

Definately buying this game as soon as it hits the shelves!
It is heavily modified with Megatexture etc. Quake 4 showed how embarrassing the Doom 3 engine does outdoors, with them having to put distant buildings on skyboxes!
 
It has many features that BF2 simply does not have that will make for a much more interesting experience.
 
Javert said:
It is heavily modified with Megatexture etc. Quake 4 showed how embarrassing the Doom 3 engine does outdoors, with them having to put distant buildings on skyboxes!

Your point?

It's not heavily modified, it's like what Valve did with source by adding HDR support.
 
How have you advanced the engine and what steps have you taken to create such an amazing outdoor world? What else is the DOOM 3 engine capable of?

ETQW's engine is really quite different from Doom 3. It shares some systems, such as basic lighting and normal mapping, but ETQW's main challenges were the development of technology to render huge outdoor areas, provide realistic vehicle physics and improve networking for large military combat.

Outdoor dynamic lighting allows for every battlefield to be fought in day or night, while accurate simulation of the celestial bodies, atmosphere, vegetation, weather, water, ambient-lighting, and shadows combine to reinforce ETQW’s immersive realism.

Splash Damage and id Software set out to develop all-new advanced terrain rendering, physics and networking technology, and this demonstrates the flexibility of id Software’s technology. Splash Damage do not believe that there is better engine technology for game development that offers the same power or flexibility as id technology.
Source: Planet Quake's ET:QW FAQ.

My point is that to praise the Doom 3 engine for QW gives too much credit to Doom 3. It is akin to praising the original Quake engine for Half-Life 1, which while accurate, does not do justice.
 
Crisis King said:
remember when everyone was saying oh it'll never be able to do outdoor environments? :rolling:

That's the point. Your praising the base engine that still sucks terribly. This new modified one is what you should be praising.
 
wow....THAT is the doom 3 engine????
Its come quite far I must say....
 
Ill be picking this up for sure. Probably wont play it that much because theres just to much but its good to have.
 
Javert said:
My point is that to praise the Doom 3 engine for QW gives too much credit to Doom 3. It is akin to praising the original Quake engine for Half-Life 1, which while accurate, does not do justice.

Kyo said:
That's the point. Your praising the base engine that still sucks terribly. This new modified one is what you should be praising.

The developers disagree with you.

[url=http://media.pc.gamespy.com/media/748/748377/vids_2.html]Video interview with Kevin Cloud (id Software) and Paul Wedgewood (Splash Damage)[/url] said:
Paul Wedgewood: We were talking about the original high concept, and neither Kevin or I are programmers, and well you know Doom 3 is essentially a linear indoors singleplayer first person shooter. And we wanted to make a multiplayer outdoor terrain based game with vehicle combat, and we wanted to use the Doom 3 engine. And I think when we started out, as non-programmers, we thought that would be the biggest hurdle. But the great thing about id technology is how flexible it is. I mean companies could choose to use it to make a real-time strategy game or a role-playing game or whatever, because what it is fundamentally is just a very very good renderer with a really good physics engine. So we had to extend the networking and we had to build in additions to the vehicle physics, and as Kevin said we had John Carmack devise the MegaTexture technology for us. But really that initial foundation was what we thought would be the biggest hurdle.
 
The developers disagree with you.
Not really.

But the great thing about id technology is how flexible it is... So we had to extend the networking and we had to build in additions to the vehicle physics, and as Kevin said we had John Carmack devise the MegaTexture technology for us. But really that initial foundation was what we thought would be the biggest hurdle.
They still modified it in many respects, no one said it'd be difficult for a team like Splash. I guess it's a matter of PR: they wouldn't be caught dead bashing their own engine, whereas I have a right to that opinion.

Read Planet Quake's ET:QW FAQ's.
 
Garfield_ said:
A fast paced BF2 type battlefield game, what can possibly be more entertaining?

A fast paced BF2 type battlefield game in the modern times, with modern weapons and vehicles? :)
 
the maps seem more like bf2 than wolf:et ...I hope infantry combat isnt sacrificed because of vehicles. Wolf Et was all about holding choke points and advancing frontlines through tactics and sheer firepower ..the videos shows that there's potential for players to not work together and become one man armies ..hopefully that wont be the case
 
I'm worried about the same thing, Stern. I hope it won't be like BF2 where if all the vehicles are taken you are in for a long, uneventful trek through extremely boring terrain only to get pulverized if you happen to run into someone who actually does have one. Usually games with vehicles really suck big time for infantry players, and teamplay suffers because everyone is focused on getting a vehicle instead of working together to complete the objective. I want more Wolf: ET, less BF2.
 
Javert said:
They still modified it in many respects, no one said it'd be difficult for a team like Splash. I guess it's a matter of PR: they wouldn't be caught dead bashing their own engine, whereas I have a right to that opinion.


Certainly, but that opinion isn't worth much without experience. Everyone who has actually worked with the engine already knows it's perfectly capable of huge outdoor areas. It's not a case like Half Life where most of the Quake technology was replaced or given a major overhaul. Everything added in Quake Wars are simply extensions to the existing tech...MegaTexture just lets them use a single giant texture on the terrain. There's no tricky terrain rendering going on...they just brute force render the entire mesh because the Doom 3 engine is already so efficient at eating polygons.
 
Gabrobot said:
There's no tricky terrain rendering going on...they just brute force render the entire mesh because the Doom 3 engine is already so efficient at eating polygons.

Sure it is.
 
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