It's not really a surprise that Splash Damage chooses to work with the Doom3 engine, considering they had business relationships with Id Software in the past.
Also consider that this new game will take at least three years to be developed. By the time of its release, the average consumer PC...
I bet that Valve will try to push for an April release, run into some small unforeseen difficulties and then finally release the game in May.
March is just too soon, considering the hype machine hasn't started yet and the game first needs to go gold and get shipped worldwide.
It better not...
I don't think a Radeon 9100 is able to achieve a playable framerate in medium quality mode. I did some reading on other forums and basically it comes down to this:
Low quality mode is suitable for GeForce3 / GeForce FX5200 / Radeon 9200
Medium quality mode is suitable for GeForce4Ti /...
I haven't had this much fun with a game since Enemy Territory was released!
The first time I launched the demo I was merely drooling over all the beautiful graphics. Some spots are so realistic that they are literaly breathtaking.
After the initial wow-experience I started to actually play the...
In reply to MooCow:
Yeah, I was assuming that a ton of light entities can be dismissed once the lightmaps are compiled. But I don't know that for sure. It could be that some light entities need to be saved to get the normal maps to light up correctly. If that's the case then a total of 500...
That sounds quite ambitious. :smoking:
I don't know the specifics of your map idea, but here's a rough estimate of what I think a very large map could contain:
100 monsters
100 ammo and health items
500 waypoints and other stuff for scripted sequences
200 physical objects like boxes and...
I believe the Quake games have an entity limit of 1024. If HL2 has something similar, then it should be sufficient. Besides, a huge valley with 500 entities wouldn't run with a decent framerate anyway. You always have to block the view on some areas of a map and when that's the case you can...
HL2 will probably use more advanced compression techniques to minimize the necesary bandwidth. However, keep in mind that HL2 also has to transmit more data then HL1 (physics, animations and such), so I wouldn't be the least bit surprised if it has a bit more lag.
To get an idea of how many mods will actually be released, you'll have to divide the numbers by 5. But that still gives HL2 a very impressive mod community.
As far as I know, Doom3 uses ambient lighting for this. Meaning, the light level in the entire room is upped a bit to account for the missing radiosity.
Huh? All of the HL2 screenshots and videos show City17. Most likely there are also non-urban environments and even alien environments in HL2, but so far we haven't seen anything of it.
Oh, and Doom3 also has the ruined, lost civilization underneath the surface of Mars as a 4th environment.
I think what Gabe meant was that the objects in the map, such as the player, tables and barrels and such have a dynamic shadow. But the walls still use static lightmaps.
Well, duh. That's because HL2 aims for large, open environments. The Source engine was made with that in mind. The Doom3 engine is designed for high-detail, claustrophobic environments. Trying to make HL2 on the Doom3 engine is just as dumb as trying to make a Doom3-game on the source engine...
Nope, legal immigrants earn more money and thus send even more money to their loved ones in Mexico. Legal or illegal, they will keep supporting their families at home.
No, the legalisation only applies to immigrants that are already in the US. Soon new hordes of illegal immigrants will arrive...
I don't think it's a very good idea to give your account away, because after that it's hard to keep track off. If somewhere along the line somebody eventually leaks it, the person who signed the NDA is responsible.
Oh, and if you're in the beta team and you think it sucks, please submit as...
There's a Doom3 video available on doom3.com. It's short and not in BINK format, but you'll get a pretty good idea of what the game looks like in motion.
I voted for Doom3, btw. Mainly because I have faith in Carmack's coding skillz and a guy who used to work on Shreck is doing the monster...