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#1 |
Destructable Environments in DNF?
Hey all, first post
Now I know that the meqon physics promise all sorts of breakable objects, but is there really going to be that much destruction in a similar fashion to Red Faction? I know it wasnt that great a game, but will we be able to blow a hole in a wall with the rpg anywhere or at least in certain sections of a game, creating a new doorway? Destructable environments have been done before but you have always been very limited in the amount of damage you can do. I'm guessing that proper destruction is a long way off but now I'm entering the realms of the physx card so ill keep quiet What do you think? P.s. Very sorry if this has been discussed before.
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He was not in the least bit scared to be mashed into a pulp, Or to have his eyes gouged out, and his elbows broken; To have his kneecaps split, and his body burned away; And his limbs all hacked and mangled, brave Sir Robin! |
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#2 |
Re: Destructable Environments in DNF?
Well, it's quite strange that destructible geometry hasn't been used to the same extent as in Red Faction, since that same game, since.
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#3 |
Re: Destructable Environments in DNF?
This has been discussed before, but you couldn't know that so i'll tell you...
DNF will not feature dynamic destructable environments... However, every object can be broken in the game... If it can't, it can be used instead... So at least you'll get alot of interaction rather than total destruction... I hope you're not dissapointed with that...
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A true genius does not need boundaries such as 'common sense' |
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#4 |
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Re: Destructable Environments in DNF?
that isn't strange, it allows you to skip the whole levels (skipping intended routes of the developers in levels, allowing you to immediately finish a level
serious sam 2 has destructible environments, look into that |
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#5 | |
Re: Destructable Environments in DNF?
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A true genius does not need boundaries such as 'common sense' |
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#6 |
Re: Destructable Environments in DNF?
Not fully destructible environments. You can just blow shit up.
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"I think the push for people to innovate in gameplay - i'm not sure that I particularly agree with it" John Carmack |
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#7 | |
Re: Destructable Environments in DNF?
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A true genius does not need boundaries such as 'common sense' |
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#8 |
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Re: Destructable Environments in DNF?
ss2, you can destroy entire houses
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#9 | |
Re: Destructable Environments in DNF?
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A true genius does not need boundaries such as 'common sense' |
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#10 | |||
Re: Destructable Environments in DNF?
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"I think the push for people to innovate in gameplay - i'm not sure that I particularly agree with it" John Carmack |
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#11 |
Re: Destructable Environments in DNF?
As long as there are a few bullet sparks and a bit of rubble after I've pumped an entire magazine into an alien that was standing in front of a concrete wall, I'll be happy.
It's so boring these days to see elaborate levels and constructions that feel completely flat when you shoot them. No bullet sparks on metal, no sand or dust kicked off when you shoot... hell, even the water barely reacts when you shoot in it.
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Do you know the problem in my life, Inspector? An abundance of leisure. -Hercule Poirot |
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#12 |
Re: Destructable Environments in DNF?
Bullet sparks are fictitious and unrealistic. It's pure Hollywood.
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#13 |
Re: Destructable Environments in DNF?
I'm hoping that's the feel they're going for in DNF; movie realism, not true realism.
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"I think the push for people to innovate in gameplay - i'm not sure that I particularly agree with it" John Carmack |
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#14 |
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Re: Destructable Environments in DNF?
no destructable environnements in DNF
I stopped living when I heard that for the first time If anyone want ot make a petition for it to be in, I'm in(the petition of course |
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#15 |
Re: Destructable Environments in DNF?
A petition wouldn't do anything. It's a fundamental limitation of the tech.
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"I think the push for people to innovate in gameplay - i'm not sure that I particularly agree with it" John Carmack |
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#16 | |
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Re: Destructable Environments in DNF?
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and on a general point of view.. a more actual and improved geo-mod engine couldn't work in todays game?.. why? I don,t get it..geo-mod had physics..kind of cheap but still it had some.. in the training/playing square map ..you could make a circular hole in the roof so a big fat block fall on the ground.. that was pretty cool to do..no other games allow that kind of thing.. i'm almost sure it,s conspiracy related |
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#17 |
Re: Destructable Environments in DNF?
FireFly, you mentioned something about static meshes and geomod before.
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#18 |
Re: Destructable Environments in DNF?
Yeah, basically gaming worlds today are built out of static geometry - BSP. This has to be 'carved out' in the level editor beforehand and you can't modify it in-game. Geomod on the other hand doesn't have these limitations - it uses a portal based system, so geometry can be dynamically modified.
Now until games move completely away from static BSP, we're going to be stuck with static environments. Even Doom 3 uses BSP for collision detection, so you still couldn't incorporate a Geomod system without rewriting the engine. Now the good news is games are using less and less BSP, and more static meshes, which are essentially imported models used as gemoetry. These can be dynamically modified, so for example, where a pillar would have been BSP a few years ago, it's now likely to be a static mesh, and if the developer wants it can be destroyable - as some are in HL2. In next generation games these static meshes will be augmented with the physics system, so a wall could be made out of hundreds of bricks which break apart when the wall is destroyed. As George says, things will get really spectacular, but under all the destruction they'll still be basic undestroyable geometry.
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"I think the push for people to innovate in gameplay - i'm not sure that I particularly agree with it" John Carmack |
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#19 |
Re: Destructable Environments in DNF?
Would it be possible to make the ground geometry itself with static meshes, even with several square miles of area?
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#20 |
Re: Destructable Environments in DNF?
I think so, but BSP would still need to be used to bound the level.
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"I think the push for people to innovate in gameplay - i'm not sure that I particularly agree with it" John Carmack |
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#21 |
Re: Destructable Environments in DNF?
And it would make everything destructible?
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#22 |
Re: Destructable Environments in DNF?
BSP was entirely unnecessary with D3, and I was disappointed to find out it still had it. As I recall, GeoMod was simply a workaround for the static geometry that BSP cause; I don't think Red Faction entirely got rid of BSP. Otherwise, BSP would have been removed much sooner.
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I bring nothing to the table. As Edward George Earl Bulwer-Lytton wrote in 1839, "The Boot Is Mightier Than The Fist." --Beelze |
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#23 |
Re: Destructable Environments in DNF?
I long for the day when we'll have FULLY destructible environments... as in explosions destroying wooden doors, being able to tear down plaster walls, snap branches in half, etc.
I don't mind if DNF doesn't have that level of destructable environments, because I can just imagine the difficulties involved.
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If wishes were fishes, we'd smell like ladies' underwear. "If you join the good fight, you get 72 domain names when you die." -- Wamplet |
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#24 | |
Re: Destructable Environments in DNF?
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Do you know the problem in my life, Inspector? An abundance of leisure. -Hercule Poirot |
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#25 | ||
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Re: Destructable Environments in DNF?
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why can't they make walls the same way? only because it's called walls? in bloodrayne 2..they did it at somepoint..wasn't realy usefull since the level was so linear, but it was kind of fun to destroy walls..(it wasn't greatly done..but it was done at least) Quote:
like the water in one of the mequon demo.. it's made of "molecule" (almost)..so I guess that after they make wall made out of bricks.. they'll make bricks made out of minerals.. and then minerals made out of molecule..and then molecule made out of atom.. and then we won,t know which world is the real one.. and suicide rate will increase because people will jump from the top of building thinking that they are not in a real world which could at this point be true since there would be no difference.. |
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#26 |
Re: Destructable Environments in DNF?
Duke3d had destructable walls. Im sure some areas in DNF will follow.. just not Dynamic blow up any wall I point my RPG at!
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#27 |
Re: Destructable Environments in DNF?
I want to blow shit up like in this game: http://forums.3drealms.com/ubbthreads/sh...p;page=0#945459 (Watch its gameplay video)
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#28 |
Re: Destructable Environments in DNF?
You mean the game Black...
I guess this is the minimum DNF engine can do
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Duke Nukem Forever - Crysis - Castle Wolfenstein - Bioshock - CMR : Dirt www.Duke4.net - The ultimate source for 3DRealms next-gen game - DNF " Life rewards no death for immortals " - dark_angel |
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#29 | |
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Re: Destructable Environments in DNF?
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#30 | |
Re: Destructable Environments in DNF?
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Devastation had realistic gun sounds and so forth and people complained because it sounded too weak. And I can understand it. BTW - it is also unrealistic for one man to carry more than 8 guns at one time without becoming slower changeing between them in splitseconds and using it to kill hundereds of aliens all on his own. |
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#31 | ||
Re: Destructable Environments in DNF?
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A true genius does not need boundaries such as 'common sense' |
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#32 |
Re: Destructable Environments in DNF?
Of course one man canīt carry all weapons at the same time... but we donīt want this kind of realism. I want a cool guy, mutilating aliens, levels full of interactivity (smashing enemies with a crane in HL2 was cool), destruction, vehicles etc... Well it is unrealistic, but it is so cool...
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#33 | |||
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Re: Destructable Environments in DNF?
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#34 |
Re: Destructable Environments in DNF?
I didn't say sparks shouldn't be in.
As for the boss in Painkiller, the "destructible" pillars were simply solid objects stacked upon each other. But thanks to the physics engine (Havok 2.0 for Painkiller) they fell down quite nicely. |
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#35 | |
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Re: Destructable Environments in DNF?
In the "active environment" thread I posted a suggestion of how to make some nice destructable environments :-)
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#36 | ||
Re: Destructable Environments in DNF?
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__________________
"I think the push for people to innovate in gameplay - i'm not sure that I particularly agree with it" John Carmack |
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#37 |
Re: Destructable Environments in DNF?
I think this discussion shows how much progress is yet to be made in video games. Imagine a game galaxy where you fly to a planet, into the planet's atmosphere, land on the planet, walk up to a building, blow out a support structure, and the building falls down realistically, all this with no perceptable load times. Probably 7-10 years away. I believe it will require special hardware...
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#38 |
Re: Destructable Environments in DNF?
dudetheman19, I like your suggestion.
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#39 | |
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Re: Destructable Environments in DNF?
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also, what's the fun of destructible environments? then it makes levels with cool layout impossible, since you can skip everything. there was something else I wanted to ask you, but I forgot |
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#40 | |
Re: Destructable Environments in DNF?
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__________________
I bring nothing to the table. As Edward George Earl Bulwer-Lytton wrote in 1839, "The Boot Is Mightier Than The Fist." --Beelze |
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