What is wrong with the existing Hidden and Dangerous technolgy??
Posted: Mon Aug 09, 2010 6:48 am
1. Both H&D and H&D2 are *Windows Only* 32-bit executables, which means they don't always run under Vista and probably won't at all under future versions of Microsoft's Operating Systems.
2. H&D uses an old network interface, probably a primitive version of DirectPlay, if it had of been WinSock 1.1 (BSD Sockets) we wouldn't have as many problems hosting under Vista.
3. Both H&D and H&D2 have bugs which look like they are coded into the engine (technolgy) programming, i.e. the botchy 'Wait' signals, the ever random Uber Fire Rate bug of German Opponents in H&D.
4. The H&D2 archives are encripted, not compressed, or just misunderstood, ENCRIPTED, not only is this horrible for modding, but having to decript then decompress the data (assets) within the archives each time the data is used, causing the engine and therefore the game performance problems.
Never fear though, because Jason is forever working on that Hidden and Dangerous Restored and Revamped, which sounds awesome, that will probably be out before H&D3.
And hopefully all this will be fixed in the sequels of sequels, the game of games, Hidden and Dangerous III.
In the mean time I'm working on the technolgy of technolgies (engine of engines), http://www.twc-studios.ismywebsite.com, and recently stumbled apon VOXEL rendering instead of rendering to pixels; To compare, Delta Force with VOXEL rendering, http://www.file-extensions.org/imgs/app ... arrior.jpg, H&D Classic with pixel rendering, http://www.gamershell.com/static/screen ... 2_full.jpg both screenshots are from arround 1999 (the difference is in the terrain quality.)
P.S.@Jason: I deleted the previous topic and replaced it with this one.
2. H&D uses an old network interface, probably a primitive version of DirectPlay, if it had of been WinSock 1.1 (BSD Sockets) we wouldn't have as many problems hosting under Vista.
3. Both H&D and H&D2 have bugs which look like they are coded into the engine (technolgy) programming, i.e. the botchy 'Wait' signals, the ever random Uber Fire Rate bug of German Opponents in H&D.
4. The H&D2 archives are encripted, not compressed, or just misunderstood, ENCRIPTED, not only is this horrible for modding, but having to decript then decompress the data (assets) within the archives each time the data is used, causing the engine and therefore the game performance problems.
Never fear though, because Jason is forever working on that Hidden and Dangerous Restored and Revamped, which sounds awesome, that will probably be out before H&D3.
And hopefully all this will be fixed in the sequels of sequels, the game of games, Hidden and Dangerous III.
In the mean time I'm working on the technolgy of technolgies (engine of engines), http://www.twc-studios.ismywebsite.com, and recently stumbled apon VOXEL rendering instead of rendering to pixels; To compare, Delta Force with VOXEL rendering, http://www.file-extensions.org/imgs/app ... arrior.jpg, H&D Classic with pixel rendering, http://www.gamershell.com/static/screen ... 2_full.jpg both screenshots are from arround 1999 (the difference is in the terrain quality.)
P.S.@Jason: I deleted the previous topic and replaced it with this one.