What?
#911 posted by DaZ on 2006/12/15 20:54:07
You are seriously suggesting that a game uses 2 entirely different engines to render indoor / outdoor areas?
That would produce just an absolute TON of work for the developer, its hard enough making a game work with 1 engine never mind 2! You would have so many more things to do and fix it would turn into a nightmare! Plus you would need to make a load of content just for one engine that wont be able to be used in the other, the list just goes on and on.
As a purely fictional idea though I totally agree, Source does make some amazing outdoor scenes, probably the best I've seen in a game to date actually.
Sorry if you were just making a joke but I didn't catch the humour :(
O.o
#912 posted by necros on 2006/12/15 21:21:37
uhhhh... yeah, obviously it wouldn't make any practical sense to do it. it was just a way for me to say the d3 does a good job with indoor and source does a good job with outdoor without actually saying that.
Heh
#913 posted by necros on 2006/12/15 21:22:15
auto cap ruined my facey. twas supposed to be o.o :P
Roll On Id's Next Engine
#914 posted by Kinn on 2006/12/16 02:29:35
I'm sure one of their main focuses is making it do badarse outdoor scenes
Well
#915 posted by DaZ on 2006/12/16 07:58:45
I heard something about realtime dynamic shadowmapping somewhere but who really knows. Im sure Carmack learn't a lesson from the doom 3 engines narrower focus than say UE3 (you just need to count the licences for each engine to see that UE3 is proving much more popular) and will make the next one much more versatile.
Saying that though, Quake Wars outside landscapes do look really great and once that ships maybe the D3 engine will take off.
Quake4...
#916 posted by Shambler on 2006/12/16 12:55:29
...interesting discussion, I'm sure I had things to say but I've forgotten them, except I agree that D3 lighting outdoors looks too stark.
Got Dark Messiah Yesterday
#917 posted by nitin on 2006/12/16 16:29:28
only played the first instruction type level so far, but it looks kind of plain. Does i get better in the looks area ?
Oh Yes.
#918 posted by necros on 2006/12/16 17:50:30
although the final levels got back into cavesey areas, the maps in the middle look really really cool. oh and the town maps are very nice too :)
Dark Messiah
#919 posted by pjw on 2006/12/16 18:41:51
...looks really gorgeous in spots. I loved the cliffside levels in particular.
Dark Messiah
#920 posted by bal on 2006/12/17 01:49:41
Yeah, the tutorial level is really a bad indication of what follows, some very nice stuff (Even the final underground maps are great I thought).
Cool
#921 posted by nitin on 2006/12/17 05:14:41
look forward to it, although I probably ownt play it for ages fiven how many other games I have but havent yet played.
Max Payne 2
#922 posted by Spirit on 2006/12/20 03:18:44
I finally got around playing this. Never beat the first though. I love the atmosphere, the comic sequences, the dark and depressing mood. The game is really nice, I am almost at the end I think. Story is quite thick except for some small stupid things. You've got to know the first Max Payne to follow it I think.
There are some major annoyances. First of all the scenes where you have to protect some damn stupid NPC. Why are developers still doing such things. Gah!
Then one or two re-visits of old levels, that are quite boring and annoying to play (the burning buildings...).
Some of the dream sequences, those are made good, but sometimes lenghty and not as moody as probably intended.
Also near the end you will encounter scenes where you just cannot get around quickloading a lot.
It would have been nice if the playermodel would become transparent when the crosshair is blocked by it. But that's a minor thought.
I really liked Max' strong character and the love to Mona Sax. I think I got a bit in love with her too. *^_^* A shame that it was not developed further and happier.
Soundtrack is ace! I love it. And I mean the soundtrack throughout the whole game, with themes reoccuring and reminding you of feelings and places from earlier in the game.
The voice actors were very good too, but in the comic sequences sometimes they should have add effects or different moods to them in my opinion.
The end was sad (to me). To a certain point it is good of course, good for the character Max, but rather disappointing for me. Very mixed feelings. I can't see a reward for the player.
I don't want to spoil it, so I won't write more.
I think I will replay it somewhen. I will definitely buy it (for 5 Euro cheap, heh), just to have it. It's quite short, maybe 10-15 hours. But for the strong and thick atmosphere that is ok I think.
Just Reading RPG's Review Up There ^
#923 posted by Spirit on 2006/12/20 03:24:01
Yes, I feel the same disappointment about Max being a weird loser up to a point too. It was not really a nice feeling to play someone like that.
Thanks For Bringing That Up
#924 posted by negke on 2006/12/20 07:27:28
inspired by your post, i just installed and started playing max payne (1, the better part) again. pretty fun. anyone remember the bomb scene - "is it the red or the green wire"? ;)
Spirit
#925 posted by HeadThump on 2006/12/20 07:56:56
That ending changes on the hard setting replays. I thought the 'protect the NPC' part was the best ever implemented in a game. The goon in the kid party costume character suit, big floppy shoes, squeeky Jersey shore accent, what's not to love?
I get RPG's point though, they give Max too much of a past. It is a wonder he doesn't play toesy with a shotgun trigger.
Not To Love:
#926 posted by R.P.G. on 2006/12/20 08:02:49
The goon in the kid party costume character suit, big floppy shoes, squeeky Jersey shore accent, what's not to love?
The unending quicksaves/quickloads for one. But I do have to agree that it was highly amusing; I still laugh about him getting the giant head stuck in a door.
MP2
#927 posted by . on 2006/12/20 09:14:47
Quite a graphical milestone for it's time I think. I don't know why more games don't use photosourcing for textures, it certainly helps MP2 even to this day regardless if it's dated - it still looks great.
Too bad it's not very replayable and got repetetive after awhile.
Vinnie In The Costume :D
#928 posted by Spirit on 2006/12/20 09:23:11
Ha, yeah. I laughed a lot too. But the load-marathon totally killed every fun.
Gonna play on hard then, shit. :\
Bler Et Al
#929 posted by negke on 2006/12/21 02:45:51
gothic3 patch 1.12 is out. among other things, it's supposed to fix the ambient sound bug (yes, there were actually hardly any ambient sounds played during the game) and make friendly npcs less prone to die like flies when fighting against monsters.
too bad i already lost interest for the most part.. :|
Phait:
#930 posted by bear on 2006/12/21 07:45:48
uhm I think most games use photosourcing for textures in one way or another...
It Doesn't Look Like It.
#931 posted by . on 2006/12/21 09:39:46
I've seen more realistic looking models *texture wise* in Mafia than in Doom 3.
Alpha - Prime
#932 posted by jiri_b on 2006/12/21 15:32:58
the design of this scifi-game looks quite neat.
http://www.alpha-prime.com/
#933 posted by gone on 2006/12/22 02:26:52
hey, maybe it cause mafia is more realistic game than doom3? just a guess...
You Just Don't Get It
#934 posted by . on 2006/12/22 12:06:38
Silly russian
Phait Just Doesn't Get It
#935 posted by BlackDog on 2006/12/22 18:58:31
There are obviously plenty of assets that use photosourcing in d3. You don't have to be making realistic environments to find the technique useful, and you don't necessarily get a realistic result from using photosources in the texture making process.
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