Hidden & Dangerous: Source

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Hidden & Dangerous: Source

Poll runs till Wed Jan 22, 2042 3:11 pm

Yay! (YES!)
7
78%
Nay! (NO!)
0
No votes
Not sure...
2
22%
 
Total votes: 9

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Jason
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Hidden & Dangerous: Source

Unread post by Jason » Fri Jan 27, 2006 4:45 am

Oh I didn't know that :shock: didn't really occur to me :lol:

We should be able to make new H&D2 maps, maybe :twisted:
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Fixing H&D2 Multiplayer tutorial

Lardassmonkey
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Hidden & Dangerous: Source

Unread post by Lardassmonkey » Fri Jan 27, 2006 1:04 pm

Its meant to have fully destructable terrain as well isn't it? That would be extra cool if it works on modded maps too.

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SgtH3nry3
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Hidden & Dangerous: Source

Unread post by SgtH3nry3 » Fri Jan 27, 2006 7:35 pm

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.
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Oldih
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Hidden & Dangerous: Source

Unread post by Oldih » Fri Jan 27, 2006 8:13 pm

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.
Agreed.

Would give good example that how much you could do with old code when you just update it abit.
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SgtH3nry3
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Hidden & Dangerous: Source

Unread post by SgtH3nry3 » Tue May 16, 2006 7:25 am

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...
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Jason
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Hidden & Dangerous: Source

Unread post by Jason » Fri May 26, 2006 10:22 am

Quake 3 is a "dead" engine IMO, compared to what is out there today.
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Fixing H&D2 Multiplayer tutorial

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Oldih
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Re: Hidden & Dangerous: Source

Unread post by Oldih » Sun Jun 11, 2006 8:59 pm

Quake 3 is a "dead" engine IMO, compared to what is out there today.
True, but still you never know what you can dig out from the old code  :cool:
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Jedah
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Re: Hidden & Dangerous: Source

Unread post by Jedah » Mon Jun 12, 2006 5:24 am

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.

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