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#1 |
meqon physics integration in DNF
I remember playing with awesome tech demo's from the physics engine when it was first announced for use in duke nukem forever... it was awesome and it felt like a very advanced physics solution... (its now ageia and even that is bought up by another company)
But seeying the leaked gameplay of DNF I'm totally unimpressed by its integration in the game... I had expected walls to blow up (bit like battlefield bad company 2), craters to be formed etc... it all looked to simple to me... (baring the long developpment in mind...)
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waiting for: Elite sequel, Half life 3, Diablo3, DNF Enough is enough! I've had it with these motherxxxxxx delays on this motherxxxxxx game :) http://www.youtube.com/user/ftbfelix |
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#2 |
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Re: meqon physics integration in DNF
Who cares? It's not like that we will ever get to play the game after 3DR failure.
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#3 |
Re: meqon physics integration in DNF
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#4 |
Re: meqon physics integration in DNF
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#5 |
Re: meqon physics integration in DNF
Those videos showed almost nothing of how well they used physics.
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The Great Communicator! |
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#6 |
Re: meqon physics integration in DNF
Lol, 3dr fired their production team before T2 filed the complaint so who threw in the towel on dnf first? The fans, the developers or the publisher? Tunnel vision, blind faith and wishful thinking = the biggest prick tease in video game history.
As for the physics engine, it was good enough but as was mentioned before we probably wont get to play it. A good leader needs to make many quick decisions and get products out and the decisions dont need to be perfect they need to be productive. GET THE LEAD OUT! Dont put more lead into the project and weigh down everyone involved. 3dr did have a taste for what was cool and what worked but as with so many other projects in the entertainment industry, they were bogged down by a management that tried too hard to have it all. They could of stuck with what works instead of trying to reinvent the wheel. ---------- Post added at 06:06 PM ---------- Previous post was at 06:00 PM ---------- Heres what works in a Duke game.. 1. Jon Saint Jon doing Dukes voice 2.Boobs 3.Good weapons 2.big bosses That is all they need and I trust that who ever takes Duke to the next level of gaming and out of the 90s will know this... well thats what we can hope for. I heard GB wanted a snow level in DNF after playing the thing on the first xbox...WTF! That is a good example of why they lost a whole generation of gamers. |
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#7 |
Re: meqon physics integration in DNF
It's obvious that the fans gave up first.
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#8 |
Re: meqon physics integration in DNF
Every LAST ONE OF THEM
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The Great Communicator! |
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#9 |
Re: meqon physics integration in DNF
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#10 | |
Re: meqon physics integration in DNF
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Free form destruction is well cool and fun and everything, but a serious pain in the arse when it comes to designing coridoor shooter, such things are much better suited to open-world sandbox games than linear, close-quarters FPS games, which is where RF2 completely fell down. Also, do remember that individual features shown off in seperate "tech demos" aren' necessarilly possible in a full scale game, especially when it comes to something as unscalable as physics. There's been tech demos for years now which run full fluid dynamics simulations in realtime yet the techniques are still not at all recommended for games unless used very sparingly, at lower quality, much simplified, as a high-end feature. After all, such tech demos tend to use all the available resources and only work on a small scale (e.g. a fishtank of water/gas). Another thing to consider is that 3D Realms licensed Meqon before Aegia took it over and long before NVidia bought Aegia. The license could have required renewall to update to newer versions as the owners and actual product had been bought out a few times. If that's the case then the version of their physics engine would be a good 6+ years old, so it'd be hardly surprising in the slightest if it's feature set is also that old.
Last edited by alex d; 02-15-2010 at 10:41 AM.
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#11 |
Re: meqon physics integration in DNF
You know that it's often much harder on the developer than on the fan. However, you also must know that it doesn't necessarily turn you into a sad, depressed sack of tears for the rest of your life. People can move past it, and heal.
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#12 |
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Re: meqon physics integration in DNF
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#13 |
Re: meqon physics integration in DNF
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#14 |
Re: meqon physics integration in DNF
Then you are basically trolling? And trolling the DNF forum at that? Worst then stealing candy from a baby.
There will be optimism and various shades thereof until the game is officially cancelled. Hell, X-Vector still lurks and posts here. Basically to keep the rest of us in check. ![]() |
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#15 |
Re: meqon physics integration in DNF
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#16 |
Re: meqon physics integration in DNF
agreed. Its OK to stay true to Duke cuz he is a badass hero. 3dr sailed under a lucky star with him mainly because of the late decision in the development of d3d when they decided to make him talk, big enhancement that paid off huge for apogee. One thing that boggles my mind is the fact that they spent 12 long years and 20 mill working on dnf but yet they never called Jon in to do new voice work except for the park my bricks line for the 2007 teaser. I would think they would of realized it was jons voice that resonated in the fans minds and integrate it into the game early on... hell I have no idea what they were thinking.
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#17 | |
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Re: meqon physics integration in DNF
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Only Duke. |
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#18 |
Re: meqon physics integration in DNF
For me its all about Dukes image and VOICE. I fear a live action Duke movie, I DO NOT want one unless it is animated. In a animated production they can keep his classic image and Jons voice. The day that they film a live action movie IS the day that Duke will die.
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#19 |
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Re: meqon physics integration in DNF
In the first few games, Duke didn't even have a voice.
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#20 |
Re: meqon physics integration in DNF
Didn't play Duke Nukem 2?
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My vision is augmented. |
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#21 |
Re: meqon physics integration in DNF
That's Duke's voice. So caring about Duke's voice is caring about Duke. Oh well..
But yeah, until DNF is planned for release (for real), 3DRealms is just a good, warm, memory to me. Without them, PC gaming wouldn't have been the same.
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Dukefan24: Another addicted Duke Nukem fan in the world! My Wii Friend Code: 8063 8131 9140 5518 My Website: Duke Nukem Stadium |
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#22 | |
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Re: meqon physics integration in DNF
Sure did, but that wasn't Jon St.John.
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I was simply highlighting the fact that, to date, Dukes voice has been performed by 3 different people. So yeah, which voice? |
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#23 |
Re: meqon physics integration in DNF
Jon st Jon
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#24 |
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Re: meqon physics integration in DNF
Did you bother to even do a 5 second interweb check before attempting to correct me?
http://www.imdb.com/name/nm0820652/ http://en.wikipedia.org/wiki/Jon_St._John http://www.jsjprod.com/ Although I always thought it was "Jon St.Jon", his actual website says otherwise. |
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#25 |
Re: meqon physics integration in DNF
St. John St.
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#26 |
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#27 |
Re: meqon physics integration in DNF
hey coonan
I wasn't correcting you I was answering your question. I dont care if i spell his name wrong it is clear who i was talking about. jon st jon reads the same as jon st john and the dude has a awesome voice. |
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#28 |
Re: meqon physics integration in DNF
At first glance it DOES look like you're correcting him
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#29 |
Re: meqon physics integration in DNF
sorry for the misunderstanding, I should of posted a bit more. I have the flu and it sux balls. just me being lazy
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#30 | |
Re: meqon physics integration in DNF
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![]() That list lacks a FUNDAMENTAL component for a Duke game: interactivity. Remember how you could use the objects around you in Duke3D? Play pool, use the toilets, use the telephones, move around the levels in subways, activate moving sectors, break inanimate objects? That's the heart of a good Duke game: it allows you to have fun in MANY ways, OTHER than shooting the enemies! Think of it: would have Duke3D been as successful as it was, if it had Doom-like interactivity, only allowing you to open the doors and shoot explosive barrels? I can definitely say no.
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Last edited by Altered Reality; 02-17-2010 at 04:31 PM.
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#31 |
Re: meqon physics integration in DNF
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#32 |
Re: meqon physics integration in DNF
OK Altered, you pick 4 things that top my 4 things then I will read your posts. Dont just yell in your posts that will get you ignored, I whisper in my posts while you yell. Iam more like Snake Plissken while your like PeeWee herman.
I want to see your list of 4 things a Duke game needs. interactivity is cool but I didnt see any in all the leaked footage. 1. Jon st John doing the Duke voice 2. Boobs 3. Good weapons 4. Big bosses thats my list of the most important aspects of a good Duke game very interested to see your list |
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#33 |
Re: meqon physics integration in DNF
You need to repeat that...
I couldn't hear you over how loud Altered Reality was being.
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The Great Communicator! |
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#34 |
Re: meqon physics integration in DNF
got a smoke?
Last edited by Eagle; 02-17-2010 at 10:32 PM.
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#35 | |
Re: meqon physics integration in DNF
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2. Mutated pigs 3. Over the top weapons like a shrink ray and mighty boot 4. Sunglasses |
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#36 |
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#37 |
Re: meqon physics integration in DNF
My top 4
1. Interactivity 2. Amazing and fun level design 3. Hard core weapons (devastator) 4. Jon st John
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#38 |
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Don't compare yourself to Snake Plissken.
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My vision is augmented. |
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#39 |
Re: meqon physics integration in DNF
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Things go here. Rabble rabble. |
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#40 |
Re: meqon physics integration in DNF
you mean I cant be just like this guy?
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