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Graphics, models and other questions...

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  09:42:14  19 February 2003
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Fr33L4nC3r
(Novice)
 
On forum: 10/28/2002
Messages: 29
Graphics, models and other questions...

Regarding the graphics engine, are the ppl at GSC gonna use a rag-doll death animation model? If so, is it gonna be KARMA or HAVOC or some other in-house varient (if they have no qualms in disscussing it, that is).

What about damage detection? Is it going to be per-poly? Are they gonna use model deformation to simulate wound generation (as in SOF2's GHOUL 2) or is that gonna tax the engine too much?

If a GHOUL 2 style wound simulation system is going to be implemented, the ERSB aint gonna like it, that's for sure!

Besides that, i wonder... Would my very (extremely...) low spec (by modern standards anyway...) be able to run STALKER smoothly?

I have a:

PENTIUM 4 1.7GHz
128MB (256MB to be added on soon, hopefully...) DDR SDRAM
GeForce 4 MX440 64MB (i know, i know... don't laugh guys...)
A broadband connection (all screwed up... can't connect to multiplayer Raven Shield games... Any advice?)
AC'97 Onboard Sound Chip
MS Win XP Pro (long live the evil empire microsoft!)
40GB HD (partitioned into 2 20GB drives...)

Is dat too lame a rig?



-Fr33L4nC3r-
=Behold The Shadows=
  15:41:00  19 February 2003
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-=¤willhaven¤=-
Senior Resident
 

 
On forum: 02/12/2003
Messages: 299
from the main site...


---QUOTATION---

Physics:
-Based on ODE engine
-Simulation speed outperforms commercial engines such as MathEngine, Havok, etc.
-Real-time IK, vehicle physics, etc.
-Collision database with low memory usage
-Collision detection optimized for large number of queries in highly polygonal environment
-ballistic, motions, fluid engine, snow, rain, explosions, etc.

---END QUOTATION---



sounds like ragdoll effects will probably be in

the only thing i DONT like about UT2K3's ragdoll system is that death animations are done away with. some of the death animations in some games are great... but in 2K3... the instant you die... youre a pile of sludge...

id like to see a skeletal blending of death animations and ragdoll physics
  21:38:52  19 February 2003
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Fr33L4nC3r
(Novice)
 
On forum: 10/28/2002
Messages: 29
absolutely... still, maybe that'll be too much of a hassle for the programmers? what about the wound simulation? i know this aint no SOF 2... but, at least give us some holes in the bloody creature we're blasting away at... real polygonal holes rather then just decals...

which means real-time model deformation added to the pyhsics engine... haha...
  22:50:20  19 February 2003
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Racer
(Novice)
 
On forum: 02/16/2003
 

Message edited by:
Racer
02/19/2003 23:00:10
Messages: 16
I know nothing about programming so i dont care if they use a Toyota engie lol. Just make sure the multi player dont lag on 56k. Most of the world is on 56k still. I have dsl but many of my freinds dont. Also i rent two TFC servers. Man 20 player servers are alot. I couldnt imagine renting a 32 or 48 player Battlefeild 1942 server, so keep MP size down. I say keep the quality realistic for 56k and pentium3 computers. I wont play the Multi Player if its lag hell and i know most avid onliners wont also. In the new steam TFC/CS beta, they made it so realistic that the engies sentry gun sparks and billows smoke if damaged or destroyed. Truth is it looks bad ass when watching it alone. But during a full server i never even noticed this effect. I was too busy running around trying to keep one up or rebuild or mulch with an enemey lol.
  00:01:54  20 February 2003
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-=¤willhaven¤=-
Senior Resident
 

 
On forum: 02/12/2003
Messages: 299

---QUOTATION---
...real polygonal holes rather then just decals...
---END QUOTATION---


good luck with that one


---QUOTATION---
Just make sure the multi player dont lag on 56k. Most of the world is on 56k still.
---END QUOTATION---


i dunno man... most "hardcore" gamers i see lately are on broadband. i play BF1942 and about 80% of the people i recall seeing have a about 100 ping

the only way you can have a VERY complex game these days running over 56k is to make a lot of things client-side (calculated on the players machine and not relayed by the server). client side calculation of too many things can open the door to cheating. people without broadband are going to have to live with lag if they want their gaming to be cheat-free

i have NO IDEA about how stalker is set up for netplay or what will work and what wont... it might not be that bad on 56k since player counts in each area would probably be lower than a game like UT2K3 or TFC (what is actually being calculated by the engine at any one time)

its hard to say... but dont expect a wonderfully smoothe game with precise player locations and lag-free weapons when playing with 56k... it probably wont happen

will 56k be playable? possibly... but is it going to play great? probably not
  00:38:49  21 February 2003
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Racer
(Novice)
 
On forum: 02/16/2003
 

Message edited by:
Racer
02/21/2003 0:42:05
Messages: 16
Most hard core gamers are using broadband Will, you are correct. What i said is most of the world is still on 56k. Im just saying, keep that fact in mind when designing effects. It will allow more players to enjoy SMP (STALKER Multi Player).
As for anti -cheat, id rather see more input on this and less on special effects. If im gonna get my bandwith soaked up online id rather have it go to anit-cheat technology than details. For single player, details pwn. For the game i play online details suck if they use bandwith.
Again im not worried about the single player i know, STALKER will be the hottest game out, but I wont buy it for single player just the multi player mode. BTW Will a freind of mine who mostly left TFC, says his new fave game is BF1942, he says its tight.
If they didnt make the game so realistic I'd buy it. I like concing in TFC and Rocket Jumps. Im an engie and I so wish i could do those things : ( When i say realism, i mean lol i like the feeling of being there, that realism it what makes computer games awesome. I dont like the realism of guns jamming cause of dirt and if u go thru water the gun rusts and u cant use the rocket launcher to launch yourself you'll just blow yourself up everytime lol. God i cant wait for Stalker to come out.
  04:38:43  21 February 2003
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°joKa°
(Novice)
 
On forum: 02/21/2003
 

Message edited by:
°joKa°
02/21/2003 4:44:41
Messages: 7

---QUOTATION---
I know nothing about programming so i don't care if they use a Toyota engie lol.
Just make sure the multi player don't lag on 56k. Most of the world is on 56k still. I have dsl but many of my freinds don't. Also i rent two TFC servers. Man 20 player servers are alot. I couldnt imagine renting a 32 or 48 player Battlefeild 1942 server, so keep MP size down. I say keep the quality realistic for 56k and pentium3 computers. I wont play the Multi Player if its lag hell and i know most avid onliners wont also.
---END QUOTATION---



What a crap most online gamers have dsl if not they shouldnt play !! never have sawn anyone in any clan past 2 years having 56 k lol
Bf42 should be like nightmare with 56k
Wake up Boy bf netcode is crap but you can play with up to 64 maybe 128 Player
I never go on a server without 32 Slots on bf and on Quake or something Public Server without 20 Players isnt fun too.
SO PLEASE AS MUCH PLAYER AS NETCODE CAN DO
P.S. I run severall Servers so please Linuxsupport
  12:55:25  21 February 2003
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-=¤willhaven¤=-
Senior Resident
 

 
On forum: 02/12/2003
Messages: 299
BF1942 is far from realistic... its very arcade-ish when you get used to it... i love it. its my most played game at the moment

certian effects will pribably be client side... particle emitters and such will most likely be fairly subdued visually and be client rendered. having to calculate hundreds of particles to 32 players over a broadband connection is pushing it

im sure the anti-cheat protection will be there... as long as hit calculation is all server-side
  00:28:22  22 February 2003
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Racer
(Novice)
 
On forum: 02/16/2003
Messages: 16
BF1942 has how many servers online? And Counter Strike has how many servers online?
BF1942 has how many $100,000 tournaments? CS has how many $100,000?
Why will BF1942 never be as popluar as CS? Cause of large map and server sizes , causing a need for larger clan sizes. Support such as cheap DSL hasnt caught up with advances in game technology.
But since servers are so cheap joka , put your money were your mouth is and hook me up with a 32 player pub TFC server, i mean they so cheap and all. Will seems like a good guy hook him up also, i mean hell, he plays BF1942, hook him up with a 64 player pub server. They aint expensive right, so do us proper.
So the gloves are off joka put up or shut up
We'll see which way STALKER goes. I say it will become a rival to TFC/DoD (and maybe become bigger) if they keep multiplayer map sizes to say 10-14 player avg. If they follow Jokas advice and go 32 and 64 player slots are most common map size, I say STALKER will not even rival TFC.
  00:46:36  22 February 2003
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-=¤willhaven¤=-
Senior Resident
 

 
On forum: 02/12/2003
Messages: 299
the reason why CS is so popular is because

1) HL was a popular SP game
2) itll run on just about ANY system decently
3) it was the first good tactical shooter
4) its VERY easy to download and pirate

if counterstrike and TFC came out last month with the sys requirements of BF1942 or UT2K3 it would never be as popular as it is...

i cant even recall how many people i know online who have shitty PCs and all they play is counterstrike...

im not knocking CS... its kinda fun... i played it for quite a while a couple years ago...

but im saying the secret to its success isnt how great the game is. it was a matter of low sys requirements and good timing... the game is GOOD... but not great
 
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