Hidden & Dangerous: Source
- Jason
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Hidden & Dangerous: Source
Oh I didn't know that didn't really occur to me
We should be able to make new H&D2 maps, maybe
We should be able to make new H&D2 maps, maybe
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- Sergeant
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Hidden & Dangerous: Source
Its meant to have fully destructable terrain as well isn't it? That would be extra cool if it works on modded maps too.
- SgtH3nry3
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Hidden & Dangerous: Source
IMO Illusion Softworks should make an entire new game engine built upon the Quake 3 open-source code and use large fragments of bugless, optimized LS3D engine.
Combine it, add some fancy rendering, shading, physics and AI stuff like normal mapping, specular mapping, bumpmapping, parallax mapping, High-Dynamic Range-rendering, Postprocessing effects (Glare, Blooming, Blur, Sharpen, Saturization, etc), Shader Model 3.0 support, Meqon physics engine, a 3D billboard mesh-LOD system, improved netcoding, etc.
After creating such engine they should recreate H&D Deluxe and H&D2 in one package, and watch what will happen.
Combine it, add some fancy rendering, shading, physics and AI stuff like normal mapping, specular mapping, bumpmapping, parallax mapping, High-Dynamic Range-rendering, Postprocessing effects (Glare, Blooming, Blur, Sharpen, Saturization, etc), Shader Model 3.0 support, Meqon physics engine, a 3D billboard mesh-LOD system, improved netcoding, etc.
After creating such engine they should recreate H&D Deluxe and H&D2 in one package, and watch what will happen.
Hidden & Dangerous: Source
Agreed.IMO Illusion Softworks should make an entire new game engine built upon the Quake 3 open-source code and use large fragments of bugless, optimized LS3D engine.
Combine it, add some fancy rendering, shading, physics and AI stuff like normal mapping, specular mapping, bumpmapping, parallax mapping, High-Dynamic Range-rendering, Postprocessing effects (Glare, Blooming, Blur, Sharpen, Saturization, etc), Shader Model 3.0 support, Meqon physics engine, a 3D billboard mesh-LOD system, improved netcoding, etc.
After creating such engine they should recreate H&D Deluxe and H&D2 in one package, and watch what will happen.
Would give good example that how much you could do with old code when you just update it abit.
Even the defeated pretend to elevate their wisdom and words
- SgtH3nry3
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Hidden & Dangerous: Source
It seems that Illusion Softworks has bought a license on PhysX technology.
That means they'll have access to the PhysX Software Development Kit, the PhysX API and the NovodeX API & physics engine.
That's a huge leap forward IMO, they already amazed me when they bought a motion capture studio for Mafia... (Which was used on Hidden & Dangerous 2, Vietcong, etc aswell)
Btw, scrap that Quake 3-engine, use Unreal Engine (2.5)! :D
It's much more versatile, Quake 3 is more for your typical lineair arcade physics-less FPS bangstick game...
That means they'll have access to the PhysX Software Development Kit, the PhysX API and the NovodeX API & physics engine.
That's a huge leap forward IMO, they already amazed me when they bought a motion capture studio for Mafia... (Which was used on Hidden & Dangerous 2, Vietcong, etc aswell)
Btw, scrap that Quake 3-engine, use Unreal Engine (2.5)! :D
It's much more versatile, Quake 3 is more for your typical lineair arcade physics-less FPS bangstick game...
- Jason
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Hidden & Dangerous: Source
Quake 3 is a "dead" engine IMO, compared to what is out there today.
Re: Hidden & Dangerous: Source
True, but still you never know what you can dig out from the old codeQuake 3 is a "dead" engine IMO, compared to what is out there today.
Even the defeated pretend to elevate their wisdom and words
Re: Hidden & Dangerous: Source
Eh..I play F.E.A.R in the max settings and all it runs smooth..
I think Condmned sucks more performance then anything else I've played.
I think Condmned sucks more performance then anything else I've played.
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