FluXs Thoughts - 4th Nov 2004

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FluXs

old skool
Feb 12, 2002
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Hey hey, this is fluxs @ home.

Net is fixed but I wont be doing any DA stuff yet, like i said i got those 2 assignments/courseworks in for Friday (tommorrow) and Monday. Then for the rest of that week until I have made my final alterations and handed it in by next friday. After that im free and can get back to DA

Got HL2, very cool. All the loading times are very long and are too often for my taste. But I havent had much time to get very far. The engine looks pretty sweet and the use of physics for problem solving are very good. I think people who played older games where the map didnt interact (physics) on this type of level might find it harder to complete some of the puzzles.

aBsOlUt if you could compile a new Internal Release build which the whole team can download and install, as with all the additional files and rebuilds its time for a new one... then i can download it too and get started.

PS.

Hope you liked the new avators/sigs I upped; now there is a greater range from which people can pick. :)
 
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DA|aBsOlUt

DA GOD
Oct 24, 2001
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I have a new build, send me the menu map first though.

I am waiting to see who will get really overwhelmed to quit DA2 for HL2.

I love the engine interaction as well its amazing, Weapon/Reload sounds kinda suck though but that can be changed easily in any mod.

They did deliver afterall!

But without a proper team I cant port or move to HL2 so we stick with UE.
 
Jul 26, 2003
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A friend at work who has a lot of experience with HL1 modding said that sounds can be linked on a per frame (or per second?) to an animation through the QC file and that's how he linked reload sounds to weapons (like what we did with anim notifies). I think valve just couldn't be bothered propperly timing the reload sounds. I mean they were like that from the first HL2 movie i saw (trap town).
 
Jul 26, 2003
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Dispite Source's flaws such as having to compile everything and it's un-UED quality (that's both a good and bad thing), it's still a remarkable engine. Even though Hammer isn't WYSIWYG, and doesn't have the functionality of UED, it's still VERY easy to use (probably the easiest level editor i've used). It's graphics are quite awesome from the radiosity in the lighting to the cubemap system. The physics just implemented so well and i'd love to incorporate it into an MP mod. The AI and squad system is pretty interesting and would make for some cool bots.
 

Seng

New Member
Mar 27, 2002
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I couldnt see myself saying this... but after beating hl2... I have to agree with TOW as COULD really see DA2 being pulled off better technology wise from a coding standpoint on it. However it would require the rest of the team to change heh.
 

spec_x

DA2 Project Lead/Level Designer
Dec 10, 2002
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is anyone else not as impressed with hl2? for the time it was in development I guess I was expecting more, still a good game though
 

FluXs

old skool
Feb 12, 2002
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i finished it friday, i might play it again with some cheats

On the hover boat level I saw the G man standing on a pier when i replayed the level to show my cousin. I went up there but he just stood there looking over the river and shooting him or actioning didnt do anything... weird.

BTW


i tried the steam editor hammer, i ****ed it up with my noobish attempt to play one of the example maps.

Its very weird, the best editor render you get is of basic coloured walls. Not like in UED where its ingame style. Farcrys/Serious Sams ed was the best for ingame as you can actually play the game in the Ed instantly. very cool that.
 
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Jul 26, 2003
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Yes. The lack of WYSIWYG in Hammer is really annoying (my biggest bitch about it). However, considering it has to compile the lighting (and the light maps can take a very long time to compile), lighting in the editor may not be possible. I wish they'd at least have some basic lighting or something. No shadows, just radial lights to get an idea. I did hear a rumour that the final hammer (in the HL2 SDK) will have lighting in the editor, but i wouldn't hold my breath for this rumour to be true.

The displacment editing is very interesting. Was a bit disappointed by it at first, but it seems to be more useful than unreal's or far cry's terrain. For a start you can easily just create it from any brush (it's not so football-in-the-groin painful to set up as Unreal's) so you can have small 'terrain' easily placed in a small area. You are limited to 2 textures blending, but with how you can create multiple displacment brushes and sew them together, you can get away with more. As well as get better looking walls or cliff faces by having a seperate displacment brush with a seperate texture so it doesn't look like just a texture blend as the case with unreal's. You have a lot more control over the vertex editing as well. Also the poly count seems like it will need to be a lot lower as it wouldn't have FC-like terrain LODing. Speaking of which, does Unreal terrain LOD?
 
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FluXs

old skool
Feb 12, 2002
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im not sure, but funny you talk about LOD, as when i was trying to setup the marines in the menu map I had a ponder around Unreal Tech pages and found lots of info about LOD, and how to setup up LODs for actors, meshes etc to the point where its a flat image in the distance. I think its all there in UT2004. Not sure about terrain.

Ive finished my coursework for Monday, just got to show lecturer tomorrow and do any alterations by friday.

Then I got some spare time. I played frag-ops online for 3 minutes today. :eek: This thing actually won a place in MSUC? :lol:
 
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