Neutrino
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Estevan said:Steam + Half-Life 2 + Mods = PWND T3H D00MZOR 3!!!
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Estevan said:Steam + Half-Life 2 + Mods = PWND T3H D00MZOR 3!!!
InFeRnO said:Wow thank you, took the words right out of my mouth.
I don't even know why I bother looking at these forums, I mean the lack of intelligence is overwhelming... You guys have to honestly think without bias - Doom 3 is a MUCH better looking game. "Ohhhh Doom is too shiny, HL2 looks more real" - Yeah okay, you keep thinking that.
Get your heads out of your asses, I am waiting for HL2 and and am expecting to love it just as much as I loved the first game, but I know for a fact that it's graphics are already starting to be dated - all of this will not matter to me, seeing as I'm not wasting money on a computer when my car is so much more fun...
Either way, Doom was meant for looks, get over it.
Use the Source engine for a BF1942 -type game, and watch it roll over and die. The physics would break.Crusader said:If you wanted to make a BF1942 type game you'd use.. the Source Engine.
If you wanted to make a Counter-Strike style game you'd use.. the Source Engine.
If you wanted to make a game with vehicles in it, you'd use.. the Source Engine.
If you wanted to make near enough any game that is outside, you'd use.. the Source
Engine.
If you wanted to build a game with realistic characters, and character interaction, you'd use... the Source Engine.
I could go on, but this thread would have been much smaller if I had listed the things Doom 3's engine CAN do, rather than those it can't. Doom 3 is kind of limited in scope, so its pretty easy for ID to make sure it can do the one thing it does do WELL(Although the shadows are really too sharp for my liking...).
If you wanted to make a Doom 3 Style game..you'd use the Source Engine
Ok, that last one might not be true, but I pretty much believe that you could create a similar polished plastic looking game in the Source Engine. Don't they technically only use one type of Shader in Doom 3? Think about it, they only have to detail one tiny area at a time, of course they can lavish lots of detail on it.
I haven't seen any awesome effects from Doom 3 yet, not even water or something like the space warp effect of the striders.
It just annoys me that people focus on shadows as the only element where Doom 3 tops half-life 2. I mean of course, IN THE FOOTAGE OF THE UNRELEASED GAME we have seen.
Maybe I just prefer playing the type of game where people ask "what's that on TV?" rather than "Ooh, that game is all sparkly, what is it?"
ComradeBadger said:Use the Source engine for a BF1942 -type game, and watch it roll over and die. The physics would break.
Crusader said:How do you know it will break the physics? Didn't they say physics would remain correct even if you scaled up the units?
ComradeBadger said:HL2 can only do maps to a certain size. To get bigger (ala BF) maps, you have to increase the scale, which, if you push it too far, will break the physics engine.
ElFuhrer said:They look much better in this one:
http://www.hl2fallout.com/screenshots/screenshots/stun_batton?full=1
Crisis King said:Lol, If you look carefully shadows are missing. Half-Life 2 sucks with shadow casting!
Quite true. But here's the physics-breaking partCrusader said:To get it to that breaking point, you're talking insanely huge levels, not just Battlefield type levels. Entity limits are probably going to be the bigger problem, but as was earlier mentioned, battlefield maps are pretty sparse anyway.
VERC HL2 Mod FAQ said:Mods can choose their own unit scale for the world. For example, 1 unit could be made to be equal to 1 foot, or to 1/10 of an inch. Physics will be adjusted accordingly, but collisions are only guaranteed to be accurate to 1/32nd of a unit.
ComradeBadger said:Quite true. But here's the physics-breaking part
You don't want to get near that limit.