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Everything posted by Arno
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I remember some of the people who made content for Millenium were threatening Lüt at one point in time. Either Lüt had to finish Millenium before a certain deadline, or else they would release their content anyway. And then Lüt came up with some excuses and the deadline wasn't met. At all. And then it went quiet again. Did those team members ever execute their threat?
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What you're asking is technically impossible on today's computers. You can't have 16 playermodels on the screen with all their weapon effects, shadows and bumpmaps and still maintain a somewhat decent framerate. Also remember that in general MP requires a higher framerate then SP. I also read somewhere that bandwidth usage in Doom3 MP grows exponentially with the number of players. Going from 4 to 6 players might as well double the bandwidth usage due to Doom3's peer-to-peer setup. I think Doom3 DM will be great for LAN play or for small home networks. With all the shadows and flashlights, even a 1 on 1 could be a blast to play. Sure, big team-oriented internet battles with 32 players are also fun, but there are plenty of games to choose from if you're into that.
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Although I'm not an American, I was kinda interested where I fit in the American political views. I'm a liberal democrat according to that test. I wonder how many people end up in the center and if a center-orientated party could become succesfull in the USA. Two parties always seemed a bit of a narrow choice to me.
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Thanks for that link! I just had a run through Hollywood Holocaust and one of my old custom maps and it works great. I'm running WinXP as well.
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Qped works, but PakExplorer is better, IMO. PK3's are just ZIP files, but PAK-files aren't. EDIT: sorry, I actually meant PakScape. I got them a bit mixed up. PakScape is what I used all the time when I modded in Q2.
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Dutch and english. I can also read german, but talking german is too hard for me.
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It only takes one console command to make the HUD disappear and another to make the gun disappear, so it's technically very well possible to play without a HUD. In that particular scene it does look like the player aims a flashlight at the imp, but that might be scripted, I don't know. I certainly hope imps crawl over walls and ceilings during the entire game and not just in cutscenes.
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I only saw the American version and it was by far the scariest movie I've ever seen! /me shivers
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Most of this can already be done in the Quake3 engine. With the use of shaders, you can specify for each texture how it sounds when you walk over it, how it sounds when shot and how the sparks look like. You can specify for destructable entities how much damage they can take and what type of shards appear (wood, brick, etc). Burning wood is something I've never seen before, so that would be cool.
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Last time I checked, Operation Flashpoint was very, very low-poly. And besides, I think the shadows add more gameplay value when searching a house à la Rainbow Six.
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Your guess is as good as his. Maybe wallclimbing is a standard part of the imp AI. We simply can't tell.
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I can imagine these mini games will become a new kind of resource for the mappers. In the future, there could be a database on Doomworld with various minigames (like tictactoe). Mappers could download these games and insert them into their maps. Just like textures and prefabs.
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Yeah, and then play deathmatch with a marine standing in another room in front of another computer. That way, if you can't win in the original Doom, you can always step away from the screen and hunt your opponent down Doom3-style.
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Perhaps it's possible to create Solitaire or Minesweeper on such a display interface? That doesn't really add much to the game, but I'm wondering if it would be possible technology-wise.
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The render code will have to be tested as well on a wide variety of systems. I certainly hope there will be a d3test.
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Wait for more final graphics card drivers and more official benchmarks and then decide what graphics card to buy.
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I wouldn't count on it. Quake 4 will have about the same theme as Quake 2, meaning lots of bio-mechanical strogg. That baby bee is a cool design decision, as it's a scary thought that babies get mutilated so badly in hell. I wonder what kind of sounds it makes.
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Wow! 700+ posts to discuss three levels! It looks more like a sector-by-sector and thing-by-thing analysis. The backpack in the secret area right next to the player start in E1M4 is pretty cool.
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Well said. That's one of the reasons why I find Starship Troopers one of the best movies ever. Everytime CNN brings another flashy headline and takes the viewer live to the battlefield I'm reminded of that movie.
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You're assuming too much. The game does have a real physics engine and that scene did indeed use ragdoll effects. In the D3 alpha one of the zombies already had ragdoll physics as a test. You could drag his corpse through the room and make him roll over. There were also boxes in various places that could be kicked around. Some material files described special physical behaviour for wood, metal, brick, etc. The technology is all there.
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That would happen to be my birthday. But I'm not counting on that release date. Almost all new games get behind schedule, because it's impossible to get a good estimate on how long bug testing will take. Btw, I think Ling is in love. :)
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17th post and kudos to Arioch for the creative news title. Perhaps if Vrack3 gets postphoned a bit longer, it could be made on the Doom3 engine. EDIT: Damn, make that "18th post". I fail it as well. :(
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I had the Radeon 9500 in mind as well as a solution for my medium-sized budget, but after seeing those benchmarks I'm wondering if the GeForce FX 5600 isn't a better choice. It's about the same price, and performs better in those tests. I'll wait and see how things develop, as neither the Doom engine, nor the video card drivers are final yet.
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Guess who's gonna win this year's E3 awards the most
Arno replied to 999cop's topic in Everything Else
I pretty much agree with everything that Pritch said. Just as a personal note I would like to add that I'm currently a student computer science and I'm graduating in the field of computer graphics. Therefor, 3D graphics have my special interest and I'm totally drooling over the Doom3 engine. I really have the feeling Carmack is taking real-time 3D graphics to the next level with his unified lighting technology. It looks like FMV rendered in real-time. That's one of the main reasons why I'm pretty excited about Doom3. That editor where mappers can edit lights on the fly sounds pretty interesting as well. Of course, other people have other interests, so it's not surprising HL2 will get its share of fans. From the looks of it, I'll buy both games and a good video card and have a really good time. -
Guess who's gonna win this year's E3 awards the most
Arno replied to 999cop's topic in Everything Else
To a low degree. Judging from screenshots and the video, every character casts a single shadow on the ground. Just like in SOF2 and Unreal2. Real-time is not the right word here. Doom's facial animations were done by animating every polygon, in HL2 some skeletal structure was animated. They both look convincing. But the faces in Doom use bumpmapping and shadowing to bring in a lot more detail and emotion. And it's pretty easy to generate funny pics from someone's speech. You just have to take the picture at the right moment. We've all seen the funny pics from Bush. I still have to watch that one, but unfortunately those FTP sites get overloaded fast. From your description, it sounds pretty neat.