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Domarius

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Posts posted by Domarius

  1. At least that's what Domarius was also thinking, and he said D3 already blends the animations somewhat automatically
    You have total control over how many frames it blends between any anim. But all the script files are set to 4 frames for every transition, seems to work fine.

    But we should get the anim lengths right in the first place :)

    But what this means is that we don't have to be TOO amazingly accurate with the changes between anims.

  2. http://graphics.csail.mit.edu/~rjagnow/research/

     

    That first entry on the page seems to be about taking a photo of some rocks, feeding the photo into some program, and it spits out a procedural texture - for use in volumetric rendering (wrong term), I mean how you cut away a peice of the geometry and you see exactly what you would see if you cut into such an object in real life - not a stretched texture of what was outside instead.

     

    We know procedural texturing has been around for some time, but this is the first time I've read anything about automatically generating a procedure by showing the program a photo....

     

    There is some other cool stuff on that page to, that oDDity might be interested in, like "Stable Real-Time Deformations" which is about using bone type animation but when you bend things to extremes, they don't look wierd, like they normally do. More cloesly deformingn things the way they do in real life.

     

    Oh boy, this one blew me away; scroll down to "Real-Time Simulation of Deformation and Fracture of Stiff Materials" (last one on the page)

    It's got an animation of a brick actually breaking appart in real time because it hit something!!! Apparently thats the real physics at work, its not a pre-made animation!

  3. oDDity, I was reffering to how the monster would be moving around in real time, as opposed to an old "dungeon crawler" game where it was completely turn based; nothing happened till you clicked something. You move one step, the monster moves one step. It pre-renders the picture, it's not real-time. I was just answering Ishtvan when he asked if the "dungeon crawler" games count.

    In my opinion, no, not to be classified as 4D or "real time" though. I don't even think the data is stored as 3D, it's 2D data just drawn in perspective. So like Wolfenstien, its like... 2 and a half D.

     

    People called Wolfenstien 2 and a half D for the same reason. But it was real time. ...so, maybe it should be called 2 and half plus 1 D... (the plus 1 is for real time, like how 4D means real time)...

  4. First one is myst. Didn't recognise the second one and realised I don't have enough time for this.

    ...ah what the heck. I'll give it a go :) I like this stuff. Me and my brothers invented the "Video Game Head" game when we were bored, travellng once. Equivelant of "Celeberity Head", but you chose a specific video game character, and not nessecarily the lead roles. You'd be surprised how much fun it is.

     

    2: Never played it

    3: Scorched Earth, who could forget?

    4: Sky Barons or something... I forgot

    5: Jill of the Jungle, many fond memories

    6: Hexen, one of my most favorite games ever!

    7: Blake Stone, gave new life to the Wolfenstien engine

    8: Earth Worm Jim - anyone seen the cartoon series? They are hilarous.

    9: Crusader- No remorse/regeret, can't tell which.

    10: hm... someone introduced me to that recently I think. Never played it though

    11: BIOFORGE!!! I LOVE THAT GAME! I still have the original CD - I got it when it was released as a classic, years ago.

    12: Dune 2 - the game that introduced me and my brothers to the concept of the RTS. So many hours spent on that. Also I got to show my brother's friend how having a sound card enables you to hear narration and people speaking in the game - grr, bad memories of so many people thinking sound blaster was some new fangled thing that made your PC speaker louder or somethng and it was a waste of money, without even HEARING IT!

    13: Dark Forces - that one does'nt seem so old. I read the novel of that. The last chapter follows the first level down to the polygon, and still makes it realistic and entertaining! I was really impressed.

    14: I think that is system shock. Kick me for never having yet played it, to this very day.

    15: Tomb Raider. I'm sure some people still care about tombs... and the raiding thereof.

    16: Commander Keen EGA - the only good platform game on the PC at the time.

    17: I don't know but it sure looks cool. I want it.

    18: That would have to be Blood or ... Shadow Warrior? The one starring Lu Wang or something

    19: Looks like my roll has ended. Never played this one

    20: Or this one. Looks like an Elite clone.

    21: Ultima Ascension? That was a game that didn't rely on ambient sounds. If you heard a wolf howling in the distance, its because there really was a wolf howling in the distance...

    22: Don't know. Looks cool.

    23: Ditto

    24: Ditto

    25: Don't know but doesn't look that cool.

    26: Half Life? I see a pattern. I'm not playing as much games as the years go on.

    ...

    30: Is Thief :) Can't tell if its 1 or 2, so I failed that.

    31: Looks like a LucasArts game, but I never played it.

    32: Giants, one of my other most favorite games. MP is awesome.

  5. No one should be asking "are you having second thoughts now that T3 Ed is released"? Anyone who's played that hack-job of a game engine and compared it with the pre-rendered looks and the sleek inner workings of Doom 3 knows there is simply no comparison. The name Garrett doesn't matter then, especially when FM authors can make their own Garret if they want, without getting in to the trouble that we would.

     

    Not to say that I didn't hink T3 wasn't an awesome game in general. It's just that its game engine is an prime example of severe suckage.

  6. Heh.

     

    Someone mentioned those dungeon crawlers, where you walk forward one square at a time, and turn around only at 90 degree angles at a time.

     

    This is not real-time 3D, or 4D if you like. This is a "render it to screen and let them sit back and look at the pretty picture" like a 3D modelling app does. When you click, it renders a new picture. It's not like Wolfenstien where a monster can actually be running toward you while you sit there.

  7. It's scarey when you see some predictions of the past coming true.

     

    The Sims 2 being the most popular video game EVER, seems like something out of a wierd sci-fi novel, where the most fun that humans get out of a computer, is a virtual world like theirs but they get to create any fantasy they want.

  8. There are tutorials on doom3world.org on how to get your own weapons into Doom3.

    http://forums.thedarkmod.com/index.php?showt...indpost&p=14120

    That is in the resource thread. If you don't have access there, Ive pasted my post here;

     

    http://www.doom3world.org/phpbb2/viewtopic...3017&highlight=

    Just scroll down (past the useless Video tutorials section) down to the TXT/HTML tutorials section. There, they are all categorised, into Scripting, Mapping, Lighting, In-game models, etc.

  9. Thread unintentionally hijacked :)

     

    Yes I was born in western australia, the outback part, but I don't remember it because we moved to victoria before I was 1 year old.

     

    My dad is part singaporian, part polish, I can never remember (his mum was part cantonese), and my mum is part australian, part french.

    My dad said I'm "Eurasian", but I'm still confused :)

  10. Well there is a lot to be said for the exchange rate... :) Yeah I love my country, I just took the opportunity to emphasise the rare occasion that something you might find on the net that is really important is from Australia - its just the law of probability, the number of people from each country on the net.

     

    As for the property, there are a lot of great, untouched areas etc. But if you're looking at the lights from a satellite photo, well most of Australia (inland) is just desert, which is why no one lives there.

  11. That's a really nice idea, but it would promote killing them. (Unless you had a no-kill objective)

     

    It's certainly an easier solution than checking who's chasing you and carrying them through the portal with you.

     

    Although we will want do this eventually. It's certainly not up there with the "never been done before". Even Deus Ex 1 has been doing it.

  12. It's essentially "saving the game", really. It's the same process, you just use it when you go from one map to the other. The most unique part not in D3 is associating an "exit" on one map, to another "entrance" on another map.

  13. Where exactly, in D3 does it use "load zones"?? I completed the entire game - all I ever saw was sequential missions.

     

    If you think that returning to Mars City and seeing it all destroyed counts as a load zone *beeeep* wrong. That was a whole new map.

     

    I think load zones are an awesome feature and we should make them at some stage if D3 really doesn't have it by default. You can make places of theoretically unlimited size then.

  14. Wow, he did work for the Final Fantasy CG movie.

    And he did the concept art for one of my favorite games; Need For Speed Underground. You can really see the game in those drawings. So not only is he an awesome artist, but the NFSU dev team are awesome at taking his artwork and making it a reality.

  15. Realism is a tool of gameplay. How much or how little you add, depends on how you want the game to play.

    There's no rules like "more real = less fun". The whole fun of simulator games is to be as realistic as possible. Too little realism would be bad.

    Or "less real = less fun". Arcade style games aren't realistic, but they give a good blast of fun, quickly, no need to set a lot of time aside to get into them. Too much realism would be bad.

     

    And yeah, supporting Ishtvan's comment, one of my favorite games is Ghost Recon, one of those squad based combat sims. In that, you DO die in one or two hits, if you don't die in the first couple, you're usually so injured you can't really move well. You have the same chances of dieing as the enemy.

     

    What this means is that your advantages against the enemy are now depending on your planning, tactics, squad organisation, communication, and better equipment (as a team like Ghost Recon does in real life), not "more life" and "stupid AI" as it is in standard shoot-em-ups like Doom or Quake.

     

    ...wouldn't it be annoying if everything was like real life and every single person you killed let out a huge ass scream before they died so that everybody in the building would charge at you?...

     

    I can't beleive you said that. That is what happens in Thief, and is the whole point of choosing the blackjack over the dagger/sword.

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