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Posted by metlslime on 2002/12/23 18:24:21 |
Talk about anything in here. If you've got something newsworthy, please submit it as news. If it seems borderline, submit it anyway and a mod will either approve it or move the post back to this thread.
News submissions: https://celephais.net/board/submit_news.php |
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Wow,
#6181 posted by HeadThump on 2004/11/21 19:36:10
you have to practically be doing it on purpose to fuck up mipmapping using OpenGL.
Headthump:
#6182 posted by metlslime on 2004/11/21 21:46:16
the application generates each mip level and uploads it to the opengl driver. So it's up to the application to do a good job downsampling the images.
Thanks For The Brief Expanation
#6183 posted by HeadThump on 2004/11/21 22:39:09
I'll probably have more questions for you, but I'll take a good look at the code first. Well, one curiosity. If you were just starting FitzQuake would it make more sense to ditch the glQuake code altogether, and build an enginge that is 'Quake capable' but is in essense a different engine taking advantage of CPU hardware that wasn't available when Abrash was optimising handmade assembly, or is it preferable (perhaps time constraints are a big concern)to use as a bases the flawed (but functional) glQuake?
Headthump:
#6184 posted by metlslime on 2004/11/22 03:55:42
Well, I started fitzquake for 2 reasons: first, I played quake and wasn't satisfied with the engines available, and second, it was a great way to learn about engine coding. Since now I play less quake, and I know that stuff, the situation is different.
Of course, one of my aims is to keep fitzquake compatible with any computer that can run glquake. I seem to have broken 3dfx support, but otherwise it's mostly true.
If I was just starting out now, I would rewrite the renderer from scratch to use all the nice features of modern video cards. But, the rest of the engine would pretty much be what it is now -- the original, with modifications.
Metl
#6185 posted by Lunaran on 2004/11/22 17:04:14
Dude, doom3 runs on a voodoo2, and you can't even keep fitzquake up? for shame.
Uhm, Long Shot...
#6186 posted by than on 2004/11/22 17:31:02
..but have any of you guys in the US bought a DS yet? I might be getting bought either a DS or PSP for my birthday (I'll be on holiday in Japan, where they will both be out) and want to know what people think of the DS so far.
I've read some slightly disheartening comments on the DS, which is annoying, because the PSP doesn't seem to be particularly novel - it just looks like a nice gadget with good potential.
Wow
#6187 posted by . on 2004/11/22 18:47:00
Than
#6188 posted by - on 2004/11/22 19:42:44
I got a DS and Mario 64, which it seems is the only decent launch title here. I'm totally loving the hell out of it. The system itself is slick and responsive, and the displays are very visible, thanks to being backlit. Comes with the charger for the battery, two styluses (stylii?), a thumb strap that has a small plastic bit on it so you can use the touch screen without getting you grubby fingers on it and making dirty. When you use the system without a game, you get pictochat, which is a text/drawing messaging thing the communicates over the system's wireless adapter. Also comes with a demo of Metroid: First Hunt, which does allow multiplayer and has a few training levels. I've played some, I'll report more once I really get into it.
Using the touch screen with the thumb pad for Mario 64 feels very much like using the stick on N64. I've been completely impressed by how easy it is to get into moving around.
The game itself is basically a quick update of Mario 64 with the art and geometry cleaned up a bit, and a few extra levels. Also added is the fact that you start controlling Yoshi, and eventually find Mario, Luigi, and Wario to use, each with their own specialty. Having never seriously played the original, I've been really enjoying myself so far.
One big feature added to the game as well is the addition of minigames that are accessible from the title screen and within the game. You start with 8 differant ones, and I guess there's a total of 30 to find. The games really show off the system's strengths, using the touch control for tons of differant things, simple card match games, roll a ball down a hill by 'pushing' it with the stylus, and one of my faves so far, using a slingshot that you pull back and lauch cannonballs at bom-bombs parachuting down from the top screen.
So obviously, I've very happy with my purchase and can't wait for some more titles to be availible.
Phait
#6189 posted by Lunaran on 2004/11/23 05:52:39
awesome, I've always wanted a game in which I fight giant soda cans
G-CANS Project
#6190 posted by Tigger-oN on 2004/11/23 06:09:33
Umm
#6191 posted by Kell on 2004/11/23 07:01:59
Tigger-oN
#6192 posted by Kinn on 2004/11/23 08:02:30
omg - what engine is that? o_O
Damn
#6193 posted by . on 2004/11/23 08:35:11
Suddenly Doom 3 sucks.
Woah
#6194 posted by necros on 2004/11/23 12:39:30
l33t
Er
#6195 posted by than on 2004/11/23 14:41:16
I think it's God's Actual Reality engine.
Than
#6196 posted by Kinn on 2004/11/23 14:59:32
Never heard of it, but it does look almost pre-rendered. Just imagine Half-Life 3 in that.
/drools
Yeah,
#6197 posted by HeadThump on 2004/11/23 16:07:13
The ray tracing is obviously at a quantum level of precision. That engine God's Actual Reality is fucking phenomonal. I have heard industry rumours though that (obviously aping Carmack) He plans to scrap it all together for a Next Gen engine overhall.
I Don't Like The NPCs On God's Actual Reality Engine
#6198 posted by Blitz on 2004/11/23 16:18:50
LOL
#6199 posted by Tef Johs on 2004/11/23 16:22:14
...no, and where's my patch, dammit?
Re: NPCs
#6200 posted by Kinn on 2004/11/23 16:58:49
lol, try hitting them with a crowbar - it's well funny!
Killzone
#6201 posted by Jago on 2004/11/23 22:06:58
Forbidden
#6202 posted by distrans on 2004/11/23 22:17:21
You don't have permission to access /images/media/ps2/killzone_e3_12.jpg on this server.
Additionally, a 404 Not Found error was encountered while trying to use an ErrorDocument to handle the request.
------------------------------------------
Apache/1.3.33 Server at www.darkstation.com Port 80
Killzone
#6203 posted by Maj on 2004/11/24 06:29:39
I've played the demo. Brilliant art style, and generally very polished and "solid" feeling. Pity it plays more like Dragon's Lair than an FPS.
Console != FPS Platform
#6204 posted by . on 2004/11/24 07:02:44
Although there are these keyboard/mouse adapters out recently...
Killzone
#6205 posted by Shallow on 2004/11/24 08:16:27
In the demo I thought that the controls were bloody terrible and unresponsive, and the thing where your head/POV looked all over the place when you reloaded was annoying. It took about half an hour to ready and throw a grenade, which always seem to bounce off doorways back into the room you are standing in even if you are standing smack in the middle of said doorway being shot to bits. The PS2 pad does not lend itself well to FPS games obviously, but this is a fairly weak attempt at coping with the dubious positioning of the sticks and their big "dead zone". Other games have managed far better.
It did look great for a PS2 game, although the Helghast (bad guys) are just anonymous black shapes with glowing eyes unless you're standing right next to them. And the art is a wasted effort when the gameplay is below par.
Apparently the full game has chronic framerate issues, especially in multiplayer. All in all, it's a bit of a shame, I was really looking forward to it until playing the demo. I'll probably still buy it eventually, but most likely only when you can pick it up second hand for a tenner.
It's out this Friday in the UK... I think it might have already been released in the US, any of you crazy kids played it?
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