Currently it was being done for the , i think, Unreal Tourney engine ; Making a switch to the Doom 3 engine will lose alot of functionality of those allready made assets... Then again, 3D Reals seems to be quite good in shifting engines:D
From the same 'i can't rememeber where i read it' archive you are using, i seem to remember that their next project still will be an FPS (or at least a game using the mechanics of such a game);
I don't think they could totally step away from what made , and still makes, them big ; and there is still enough exploring to do in future games.
[offnote] i wish they had done more so with Doom 3 though ; gameplaywise [/offnote]
I very much liked Max Payne (allthough i prefer the original) ; the Havok engine, imho, was only used as a gimmick though ; and rarely intervened (sp?) with the gameplay.
It looked kick-ass in bullittime though:D
I personally don't like the physics engine that much ; In the game itself it's used in the id-way of using it : showing it off , all tech-demo-ey like (i only played through half of it)
But when i tried the boxstack testmap, alot of times i've seen combinations, where gravity would have done its work in real life (eg. some boxes still staying upright when shooting one box halfway out).
I really like the Havok engine, currently being used in the UT series, and also available in the HL2-Source engine (looked way more realistic than the D3 physics do)
Steam -IS- ok : I am both running it on a Pentium 3 600 Mhz, with a TNT2 card (512MB), and on a AMD 2800+ with a GF4 MX (1024 MB):
What are your specs ? And what is your specific problem ?
Caching resources might have to do with not enough RAM ?
While Steam was very buggy in its beta days (hence it -was- beta) it had some hickups at official release, but barely heard any problems lately.
"Perhaps Valve will learn from Epic, and decide to offer some cash prizes to mod developers. This would, in my mind, push the community even farther than it's already gone."
VALVe said that one feature of their Steam content delivery is that they will allow mod makers to put their stuff up there to be sold.
Some people might not justify, that in the future one might have to pay a (small) fee for a mod ; but this is all in the hands of those same mod makers, which will hopefully also be able to release their mods for free (if they prefer too).
I myself don't mind too much, as the market will decide what it thinks is worth its money ; And there have been plenty of occasions i would have loved to pay a small fee ; let's say five dollars, for a few Mods i've been playing and enjoying in the past
I hope VALVe , after HL2 is released, will release some more info on their future Steam plans.
"Do you think Unreal will continue to nurture the best/most modding talent, now that Doom 3 and Half-Life 2 mods are looming on the horizon?"
With the current Doom 3 support regarding ALL facets of making game assets ?
No.
I trust id for releasing better documents later on ; but still : I played my ass off, only to get busy with editing later that night.
The official default Radiant editors that are released with id-engined games tend to be very suck compared to,for instance, GTK Radiant.
I am seriously wondering how the mappers were ever able to comfortably create maps with this current build:/
The current editor is filled with bugs, and only people with knowledge of the previous Q3 way of working know how to start off (since there are very few (official) tutorials released).
I can go on and on ; i love the game, love the engine. But man, when will id learn and release the proper tools (thinking of a decent map editor, GUI documentation, and something they defenitely have overseen ; A Machinima interface/tool with it:/)
this is hilarious :
"Rockstar do not emerge from this affair smelling of roses... game makers could help the case a lot by trying to push the boundaries in terms of gameplay, rather than gore."
As we all know that GTA3 wasn't revolutionary at all, and didn't break -any- boundaries in terms of gameplay.[/sarcasm]
Mod me redundant if the obvious has been said allready;)
btw, anyone interested in my gameboy SP software exploit, which makes you able to run Dreamcast games on it : Also, it will be able to make direct calls to the red-phone in the White House ; and be able to toast a cheese sandwhich... without putting anything in it !
I will only release this is proper donations are met : I might even include the laser-rays too.
So how much Saudi Arabians have been flewn back when all the others airplanes were stranded ?:P
On a more serious note ; a few weeks ago (two i think) : We also had a software problem in the Netherlands (Schiphol Airport) : Causing the monitors which display the departures/arrivals, to go blank : Only to get working 2 hours later.
This also caused great delays, as people had to ask to the airport personnel where to go.
I have never seen the front GUI as shown in http://homepage.mac.com/ablack6596/.Pictures/Doom/ IMGA0764.jpg though ; Looks as id-simple as ever ; I hope they focused some more on the UI design this time around.
I didn't say i digged id' work for their extensive stories and great new gameplay ; But their engines have surely been (imo) the leading engines for the years FPS's been around : Both in ease of use (from a mod-developing view) ; as for the engines being able to look better(and be improved) in the same cycle. (eg. Q3 -> RTCW)
Hell, i still fire up Quake 1 once a week ; Don't really care too much about the storyline in there;)
Btw, only Unreal 1 added something new ; as had quake 1 done a few years earlier.
Looking forward to HalfLife 2 too though:) Till this day, storywise, HL is my favourite FPS.
Yep, defenitely agree with this : The mod-scene (for First person shooters) has so much influenced the commercial gaming developers ; by either picking the moddevelopers up, or by just straight out copying (proved) concepts to their game.
I'm not too known with real indie developers, but once and awhile i bump into cool games.
One , i think winning, entry for the last indie-gamedeveloper's contest, is a great game : It's called Bontago, and it is one of the few games that uses gravity for gameplay, instead of a gimmicky add-on to their game.
YOu can download the (free) game at Bontago.com : Multiplayer included:)
And to add to your comment that most commercial developer's dont dare to experiment : I hope this barrier to do so will be broken in the future, as more (indie) companies don't have to rely on a distributor anymore, but can more and more rely on online distribution (for example, the game 'Savage')
"Sure this leads to a lot of crappy games, but it also is what leads to really Unique and really fun games. Games that Nintendo especially just wouldn't let get made."
Can you name some examples ? As over the years I found Nintendo way more focused on getting 'different' games out there.
"This is yet another small example of showing how self-funded companies can truly experiment with game-play & graphics"
er, Can you tell me what experimenting they do with gameplay ? It seems to play exactly like games as Contra.
i'm not saying it's a bad game ; i enjoyed the flash version : I just don't think it's justified to call this 'experimenting' with graphics and gameplay : it's just one other game of the millions out there.
Depends on how it is done : I really liked the old NES gamecovers over the Sega Master system ones : Somehow the simple 'white with a grey grid' did not look right;)
Btw, where did you hear about this 'Quest' : I haven't heard of it before.
Currently it was being done for the , i think, Unreal Tourney engine ; Making a switch to the Doom 3 engine will lose alot of functionality of those allready made assets... Then again, 3D Reals seems to be quite good in shifting engines :D
I don't think they could totally step away from what made , and still makes, them big ; and there is still enough exploring to do in future games.
[offnote] i wish they had done more so with Doom 3 though ; gameplaywise [/offnote]
The voice-acting was poorly done, ifnot annoying ; and the game mechanics just -don't- work when trying to play it on a computer.
See Qeradiant.com for more details.
It looked kick-ass in bullittime though
will be very very very disillusioned now ;)
But when i tried the boxstack testmap, alot of times i've seen combinations, where gravity would have done its work in real life (eg. some boxes still staying upright when shooting one box halfway out).
I really like the Havok engine, currently being used in the UT series, and also available in the HL2-Source engine (looked way more realistic than the D3 physics do)
it is -YOUR- problem ; I'm having an Nforce2 motherboard too (Asus A7N8X DeLuxe 2.0); and it's working without a hitch (ifnot great quality sound).
X:\[path to doom3]\Doom 3\Doom3.exe" com_allowConsole 1 +set r_fullscreen 0 +editor
More direct info on editing ; visit www.doom3world.org
What are your specs ? And what is your specific problem ?
Caching resources might have to do with not enough RAM ?
While Steam was very buggy in its beta days (hence it -was- beta) it had some hickups at official release, but barely heard any problems lately.
VALVe said that one feature of their Steam content delivery is that they will allow mod makers to put their stuff up there to be sold.
Some people might not justify, that in the future one might have to pay a (small) fee for a mod ; but this is all in the hands of those same mod makers, which will hopefully also be able to release their mods for free (if they prefer too).
I myself don't mind too much, as the market will decide what it thinks is worth its money ; And there have been plenty of occasions i would have loved to pay a small fee ; let's say five dollars, for a few Mods i've been playing and enjoying in the past
I hope VALVe , after HL2 is released, will release some more info on their future Steam plans.
With the current Doom 3 support regarding ALL facets of making game assets ?
No.
I trust id for releasing better documents later on ; but still : I played my ass off, only to get busy with editing later that night. ,for instance, GTK Radiant. :/
The official default Radiant editors that are released with id-engined games tend to be very suck compared to
I am seriously wondering how the mappers were ever able to comfortably create maps with this current build
The current editor is filled with bugs, and only people with knowledge of the previous Q3 way of working know how to start off (since there are very few (official) tutorials released).
I can go on and on ; i love the game, love the engine. But man, when will id learn and release the proper tools (thinking of a decent map editor, GUI documentation, and something they defenitely have overseen ; A Machinima interface/tool with it :/)
Clear case of RTFA :P then again, there should be an acronym for Let The Poster Make A Coherent Headline :P
"Rockstar do not emerge from this affair smelling of roses... game makers could help the case a lot by trying to push the boundaries in terms of gameplay, rather than gore."
As we all know that GTA3 wasn't revolutionary at all, and didn't break -any- boundaries in terms of gameplay.[/sarcasm]
Mod me redundant if the obvious has been said allready ;)
Btw, Manhunt sucked donkeypooh.
I just laughed 'em off ;)
I will only release this is proper donations are met : I might even include the laser-rays too.
On a more serious note ; a few weeks ago (two i think) : We also had a software problem in the Netherlands (Schiphol Airport) : Causing the monitors which display the departures/arrivals, to go blank : Only to get working 2 hours later.
This also caused great delays, as people had to ask to the airport personnel where to go.
I have never seen the front GUI as shown in http://homepage.mac.com/ablack6596/.Pictures/Doom/ IMGA0764.jpg though ; Looks as id-simple as ever ; I hope they focused some more on the UI design this time around.
Hell, i still fire up Quake 1 once a week ; Don't really care too much about the storyline in there ;)
Btw, only Unreal 1 added something new ; as had quake 1 done a few years earlier. :) Till this day, storywise, HL is my favourite FPS.
Looking forward to HalfLife 2 too though
I'm not too known with real indie developers, but once and awhile i bump into cool games.
One , i think winning, entry for the last indie-gamedeveloper's contest, is a great game : It's called Bontago, and it is one of the few games that uses gravity for gameplay, instead of a gimmicky add-on to their game.
YOu can download the (free) game at Bontago.com : Multiplayer included :)
And to add to your comment that most commercial developer's dont dare to experiment : I hope this barrier to do so will be broken in the future, as more (indie) companies don't have to rely on a distributor anymore, but can more and more rely on online distribution (for example, the game 'Savage')
This is , what, the 5th Doom 3 post within a few days ?
Ahwell, since i dig id's work, and am looking forward to Doom 3, i guess it won't hurt ; Just very surprised to see it FP-ed all the time.
Can you name some examples ? As over the years I found Nintendo way more focused on getting 'different' games out there.
er, Can you tell me what experimenting they do with gameplay ? It seems to play exactly like games as Contra.
i'm not saying it's a bad game ; i enjoyed the flash version : I just don't think it's justified to call this 'experimenting' with graphics and gameplay : it's just one other game of the millions out there.
Depends on how it is done : I really liked the old NES gamecovers over the Sega Master system ones : Somehow the simple 'white with a grey grid' did not look right ;)