![]() |
#41 | |
Re: Improvements to the FX engine?
Quote:
it would be damn cool if max payne 2 could recreate that goldeneye feeling |
||
![]() |
![]() |
#42 | |
Re: Improvements to the FX engine?
Quote:
Hardly anyone, except loyal N64 fans (who hadn't traded their console for a Playstation), have even heard of it. Rare spent too much time on the engine, then they tacked the levels, story, etc, during the last year of development. The same goes for Sons of Liberty, but don't get me started on that. Back to PD; I think the game engine was wasted on the N64, it was so complex that the game ran at about 20 fps. Even without the simulants, pure fourway multiplayer games were impossible to play. Now, for the GCN their doing something completely different (rumour says, a bit MGS), so the technology has been wasted. After 3-4 years of hype, players were given an awesome engine that was too powerful for the console it was designed for; and some poorly designed, rushed levels that didn't have half the lifespan of the first game. So to conclude: Q: Why did Perfect Dark fail? A: No Dave Doak |
||
![]() |
![]() |
#43 |
Re: Improvements to the FX engine?
Hmm...If I recall, the remote mines were in Perfect Dark also. The novelty had worn off though, (with the exception that you could now stick the mines onto enemies).
Some of the weapons were good: the CMP 150, for example, just 'felt' right. It did get a bit stupid though, when you had about 40 weapons that all did pretty much the same thing. Combat boosts: sorry Remedy, but Bullet Time Gameplay had already been done in PD. [img]images/icons/wink.gif[/img] Now that I think about it, I didn't care much for the green crosshair, either. The red one was much easier to see and respond to. Anyway, whatever. We'll just have to wait and see what the future holds for these titles. [ 08-11-2002, 02:19 PM: Message edited by: Maddieman ] |
|
![]() |
![]() |
#44 | |
Remedy Staff
|
Re: Improvements to the FX engine?
Quote:
But I agree. Whatever Rare puts together, it's always something exceptional. It was so already in their Spectrum days. |
|
![]() |
![]() |
#45 |
Re: Improvements to the FX engine?
and the weapons sucked too
anyone remember the remote mines from goldeneye? me and my friend would make mine traps, kinda like you go around the corner, see that mine in front of you, shoot it (since you don't want to run into it), which would start a chain reaction making a mine you couldn't see detonate right over your head for an instant kill. good ol' days, goldeneye MP was so much fun. [img]images/icons/smile.gif[/img] |
|
![]() |
![]() |
#46 | |
Re: Improvements to the FX engine?
Quote:
GTA came close with it's adrenaline pill; I particularly liked the way the character's voices lowered in pitch. But the fact that you couldn't choose when and where to use it, severely limited it's potential. Perfect Dark's combat boost was a bit useless; since you had to select it as a weapon, activate it, put it away, equip a new weapon and-- by then, the 10 second slow motion bonus had run out. [img]graemlins/doh.gif[/img] They did come up with an adequate solution to bullet-time in multiplayer though. 'Smart' slow motion was supposed to activate when players came within a certain radius of each other. Seeing as the multiplayer games ran at about 5 fps, it wasn't really needed. Duke Nukem takin' Forever will add a new twist to this, if the adrenaline pills from the original return. Incidently, did anyone see the 'Enter the Vertex' matrix parody in Conker's Bad fur day? It used a similar move to the Max Payne shoot dodge, where the character flipped sideways from one piller, to another. |
||
![]() |
![]() |
#47 | ||
Remedy Staff
|
Re: Improvements to the FX engine?
Quote:
Anyone with a knack for MP modding should be able to change the scripts so that the voices lower in pitch. Quote:
|
||
![]() |
![]() |
#48 |
Re: Improvements to the FX engine?
buy conker's bad fur day. you won't regret it
|
|
![]() |
![]() |
#49 | ||
Re: Improvements to the FX engine?
Quote:
You're right though, it wouldn't have suited the proper game; but as a mod it's quite funny. I've changed the basic enemies one, now I think I'm going to change the story one as well. Slow motion is used in some of the cutscenes, isn't it? [img]images/icons/grin.gif[/img] I'll try and upload it soon. [img]images/icons/smile.gif[/img] Quote:
For all it's flaws, it's still one of the best games on the N64. And, well, Conker's Bad Fur day is a unique experience. ![]() ![]() [ 08-13-2002, 08:02 AM: Message edited by: Maddieman ] |
|||
![]() |
![]() |
#50 |
Re: Improvements to the FX engine?
How about better skyboxes?
|
|
![]() |
![]() |
#51 |
|
Re: Improvements to the FX engine?
Well I would realy like to see the kenetix "ragdoll" effect on dead enemies. like in hitman and hitman 2 (demo) I hear a few up and comming games have licenced the technology. It would be nice to see in maxpayne 2.
|
![]() |
![]() |
#52 |
Re: Improvements to the FX engine?
Number one on my list would be kfs, skd, and kf2 importers for 3ds max (or whichever program you're using). We can already get them in Milkshape, so it's no big secret. Please do us a favour and just provide them.
I'd also want the character animations to run at a hight fps. For some reason, if I make an animation that's faster than 24fps, the animation slows down. This means that I have to sacrifice smoothness in order to make fast movements. What else? Hmm...sometimes if you add custom sounds, you get a 'ripping' noise. I think it's to do with the frequency scaling, but if you could refine that, it would be nice. Finally, I'd like more flexible code. I'd like the ability to add animations, rather than just replace existing ones. Also the ability to add custom projectile death causes; since there are only a limited amount. Well that's my current wish-list for Max Payne 2. Hope you take some of them into account. [img]images/icons/smile.gif[/img] [ 08-23-2002, 09:34 AM: Message edited by: Maddieman ] |
|
![]() |
![]() |
#53 |
Re: Improvements to the FX engine?
-Death animations that are more reactive to the environment would be nice
-MP really excelled in particle effects, shrapnel etc. but with DX8 accelerators becoming more and more commonplace you could take this even further in MP2 -Some water that utilizes the pixel shader effects (if it fits the setting...but then again the topic was about the engine, not the game) -Better terrain Overall, heavy implementation of HW DX8 features would be wonderful. Unless it means you'd be cutting your sales in half or creating too much workload figuring workarounds for the non-DX8 cards. -As for the sounds, realistic occlusion in-game as well, not just during cutscenes and more speech & ambience sounds to show it off. All this in a well-written, tested, bug-free game, running smooth and delivered yesterday, thank you! [img]images/icons/wink.gif[/img]
__________________
Wii FC : 2494-2649-5817-0179 PSN ID: DeckerFI |
|
![]() |
![]() |
#54 |
Re: Improvements to the FX engine?
I think the thing that holds mods back (engine wise) is the fact that its not possible to make huuuuge oudoor areas without the game absolutly dying. This leaves 2 options:
Make indoor areas. Or make indoor style geometry thats outside (like corridors that are textures with bushes and so on). As we saw in Evolution the engine can't handle the outside level, Sector4, very well at all.
__________________
------------------------------- There are no happy endings, but everything must end. ------------------------------- Zer0 - Always was and always will be. Zer0 is the beginning, will we see an end? |
|
![]() |
![]() |
#55 |
Guest
|
Re: Improvements to the FX engine?
There is a glitch in bullet time, where some of the guns fire just as fast in normal time as it does in Bullet time, The thing is, that some people want realism. Examples of this are the Berettas and Doubles, The Colt Commando, The Jackhammer and the Sniper Rifle. It does give an unruly advantage, but the game is supposed to reflect realism.
|
![]() |
#56 | |
Re: Improvements to the FX engine?
Quote:
[ 09-01-2002, 09:06 PM: Message edited by: Maddieman ] |
||
![]() |
![]() |
#57 | |
Remedy Staff
|
Re: Improvements to the FX engine?
(um, was there something you were going to say there, Maddieman?)
Quote:
If you want realism, play Rainbow Six. "Yeah, but you can't shootdodge in it and the bullet impact effects look so ... boring." Exactly, that's realism. Ever tried shootdodging in real life? |
|
![]() |
![]() |
#58 | |
Re: Improvements to the FX engine?
Quote:
|
||
![]() |
![]() |
#59 | |
Re: Improvements to the FX engine?
Fully documented code. [img]graemlins/tinyted.gif[/img]
The odd remarks now and then are useful; but more support for the coding element of modding, please. That would save me having to post my questions here, and hoping that someone from Remedy might actually stumble apon it. [img]graemlins/hhg.gif[/img] Quote:
I was referring to the comment above, pointing out that you had already addressed the points about realism and gun fire rates. I didn't see any need to expand it. [img]images/icons/cool.gif[/img] [ 09-04-2002, 11:22 AM: Message edited by: Maddieman ] |
||
![]() |
![]() |
#60 | |
|
Re: Improvements to the FX engine?
Quote:
|
|
![]() |
![]() |
#61 | |
Re: Improvements to the FX engine?
Quote:
1. The ability to add and trigger brand new custom animations from the script. 2. The ability to refer to characters better (especially from the projectile scripts). About half of the ideas I have, can't be implemented very easily because I can only refer to the player and an enemy character by the reciever "THIS" - which is usless in the projectile code. The reciever player should be active, as should something along the lines of target (specifically for the characterhit blocks). If you could add those, I'd be a happier person [img]images/icons/smile.gif[/img] |
||
![]() |
![]() |
#62 |
Re: Improvements to the FX engine?
The ability to record gameplay as a real time demo, like in the Driver games.
When the level is complete you're given the option to go into a film director mode, where you can change the cameras, and adjust the levels of bullettime. With the movie complete, you're given the option to save the real time vid (so you can edit it later) and/or convert it to avi. Since Max Payne is based on all the best action movies; it would be a cool feature to allow the player to have a go at directing one themselves. |
|
![]() |
![]() |
#63 |
Re: Improvements to the FX engine?
Didn't mad onion do the skyboxes? or at least help in making them or something?
__________________
For all your Biscuit cleaver needs, go to www.biscuitcleaver.com |
|
![]() |
![]() |
#64 | |
Remedy Staff
|
Re: Improvements to the FX engine?
Quote:
The engine isn't built with time-shifting in mind, even though time can be scaled. If time-shifting was made, it would require implementations similar to network code.. so we could just as well go and add multiplayer. |
|
![]() |
![]() |
#65 |
Re: Improvements to the FX engine?
Skaven, You guys are adding Multiplayer? [img]images/icons/grin.gif[/img]
juuuust kidding!
__________________
For all your Biscuit cleaver needs, go to www.biscuitcleaver.com |
|
![]() |
![]() |
#66 | |
Re: Improvements to the FX engine?
Quote:
|
||
![]() |
![]() |
#67 |
Remedy Staff
|
Re: Improvements to the FX engine?
Sure! Care to wait twice as long for two medicore games instead of one kickass one?
|
![]() |
![]() |
#68 |
Re: Improvements to the FX engine?
How about releasing two medicore games while we wait for the kickass one? [img]images/icons/grin.gif[/img]
/hears bells ringing [img]images/icons/wink.gif[/img] [ 09-06-2002, 05:56 PM: Message edited by: Maddieman ] |
|
![]() |
![]() |
#69 |
Re: Improvements to the FX engine?
The movie feature would kick ass, and besides, who said that because you could pull off multi means you have to do multi?
__________________
...why the hell did I just post that? |
|
![]() |
![]() |
#70 |
Re: Improvements to the FX engine?
- Facial Animations
- Decreased Load times - Real-time would be cool.. for example every 1 min in real life is 10 mins in game.. or something like that, so that the lighting could change and affect your vision. - Also when you get shot (or even take to many painkillers at once) you get blurry vision for a couple of seconds, gives you vulnerability time. |
|
![]() |
![]() |
#71 |
Re: Improvements to the FX engine?
More women. [img]graemlins/love.gif[/img]
Actually, I'm serious about this. There are four female characters/models in the game; two of which start off dead, and the other two die later on. All four wear skirts of some sort. A little more diversity, please. [ 09-07-2002, 02:13 PM: Message edited by: Maddieman ] |
|
![]() |
![]() |
#72 |
Re: Improvements to the FX engine?
yes!! One has to wear pants!!! [img]images/icons/wink.gif[/img] [img]images/icons/tongue.gif[/img]
|
|
![]() |
![]() |
#73 |
Re: Improvements to the FX engine?
Heh heh...only a few people saw the body transplant experiment performed on Michelle Payne and Boris Dime. [img]images/icons/grin.gif[/img]
It did not go well [img]graemlins/mryuck.gif[/img] |
|
![]() |
![]() |
#74 | |
Re: Improvements to the FX engine?
Quote:
__________________
"The" "DNF release date" "is" "next" "month" - George Broussard "Anyway, it's close to being ready." - Joe Siegler Friend Code -oSSBB: 1160o9449o5021 |
||
![]() |
![]() |
#75 | |
Remedy Staff
|
Re: Improvements to the FX engine?
Quote:
|
|
![]() |
![]() |
#76 | |
Remedy Staff
|
Re: Improvements to the FX engine?
Quote:
|
|
![]() |
![]() |
#77 |
Re: Improvements to the FX engine?
Everything good has few women in it... Max Payne, Snatch, Lock Stock & Two Smoking Barrels, Goodfellas, Godfather (damn that bitchy woman though)...
|
|
![]() |
![]() |
#78 |
Re: Improvements to the FX engine?
SWAT has a "lighter" engine I'd say. And it's probably too much stress to be worth it for RMD, at least since it would take place in a lot of destroyed NY buildings...
|
|
![]() |
![]() |
#79 | |
Re: Improvements to the FX engine?
Quote:
|
||
![]() |
![]() |
#80 |
|
Re: Improvements to the FX engine?
The enhanced engine gos VROOM!!! VROOOOM!!!
|
![]() |
Bookmarks |
|
|