Текущее время: 19 апр 2024 20:49

Часовой пояс: UTC + 3 часа




Новая тема Ответить
Страница 8 из 12
[ Сообщений: 173 ]
На страницу Пред.  1 ... 5, 6, 7, 8, 9, 10, 11, 12  След.
Автор
Сообщение
Заголовок сообщения: Re: Return to Castle Wolfenstein: Tides of War (Xbox)
СообщениеДобавлено: 29 авг 2016 18:34
Про Египет ( Project X ) это была большая задумка Евгена .. Интересно, на какой она сейчас стадии ?
_________________
Изображение
Заголовок сообщения: Re: Return to Castle Wolfenstein: Tides of War (Xbox)
СообщениеДобавлено: 29 авг 2016 19:13
Да я то ни в коем случае не против Египта. Тема то плодотворная. Просто как пролог к оригинальной игре он не вписывается совершенно.
Заголовок сообщения: Re: Return to Castle Wolfenstein: Tides of War (Xbox)
СообщениеДобавлено: 29 авг 2016 20:05
HellBaron: Rtcw's engine is really outdated. Using the same engine as Quake 3 Arena wasn't a smart idea, in my opinion. Technically, Rtcw is using an engine from 1998 versus a 2001 engine that has less restrictions. Thankfully we have people like you who are trying to modernize the game. :+:

WolfETPlayer: You have a point about Tides of War. I wouldn't mind having it remade, but as a standalone story instead of a prequel to the original game. As a standalone story, it would make more sense.
_________________
My Website: http://mikebwolf.wix.com/ronboyproductions

My Blogspot site with reviews of recent Rtcw Sp maps: http://ronboyreviews.blogspot.com/

Mod DB: https://www.moddb.com/members/ronboy
Заголовок сообщения: Re: Return to Castle Wolfenstein: Tides of War (Xbox)
СообщениеДобавлено: 27 сен 2016 17:58
For a question of plot, I'm with WolfETPlayer, but Tides of war and OP. Resurrection still haves awesome maps (to me), a big treasure for mappers I think. About limitations of Rtcw, strange that Gray Matter dont updated id tech 3 in summer 2001, unlike 2015 and Raven Software has done for they games.However, Knightmare have improved id tech 2 with good modern features and overhaul limits of maps and editor! Hope will do same work for Rtcw.
Заголовок сообщения: Re: Return to Castle Wolfenstein: Tides of War (Xbox)
СообщениеДобавлено: 05 апр 2017 11:55
Ron Boy писал(а):
HellBaron: Rtcw's engine is really outdated. Using the same engine as Quake 3 Arena wasn't a smart idea, in my opinion.


So what engine they should have used? The game was released in 2001, back then the engine used was state of the art technology.

Ron Boy писал(а):
Technically, Rtcw is using an engine from 1998 versus a 2001 engine that has less restrictions. Thankfully we have people like you who are trying to modernize the game. :+:


This is simply NOT true. In 1998 id Software released Quake II, and started developing the game, later evolved in Quake III Arena, which was released in 2000.
Plus, RtCW did NOT used this version of the engine, instead the improved version used in the Team Arena add on for Q3A was used. The next generation of id Tech was Doom 3, which was in the early stages of making. When RtCW was released, it was three years until Doom 3 was released.


A little bit of trivia for the younger ones here: Back then, shortly after Tides of War was released, they advertized the DLC massively. But when the DLC was released, only some kilobytes was donwloaded. Some guys cracked the game disc, and found out, that these DLC maps where already on the disc on release. The download just unlocked these maps.
Заголовок сообщения: Re: Return to Castle Wolfenstein: Tides of War (Xbox)
СообщениеДобавлено: 05 апр 2017 22:47
For sure Rtcw deserved a better work about rendering and mapping possibility. We talking about that..

Quake 3 Team Arena engine dont adds anything about graphic, so my answer was correct, Rtcw use the same rendering of Quake 3, with no one modification. Both games uses outdated GL 1.2.1, of october 1998, instead of GL 1.3 of summer 2001, used ONLY in 2003 in W:ET. The thing of Rtcw was released 3 years before Doom 3 means nothing about 3d progress.
GL 1.3: adds more informations about texturing, complex possibility about fogging, reflections (cube maps) and specular trilinear ppl ( supported but unused by MOHAA, SOF 2, JK2, etc...), multisampling etc.
GL 1.4: Rtcw engine updated to this version of GL for Call of Duty!
GL 1.5: exploited by Doom 3 in every way..
Заголовок сообщения: Re: Return to Castle Wolfenstein: Tides of War (Xbox)
СообщениеДобавлено: 05 апр 2017 23:28
HellBaron писал(а):
For sure Rtcw deserved a better work about rendering and mapping possibility. We talking about that..


Simply not possible at the time they made the game. Sure, you talked about that, but that means nothing. We can talk about how green the sun shines, which doesn't make it true.
Your Core i7 with tons of gigs of ram, and a graphics card with countless renderpipes, and gigs of ram too, was just a wet dream for people rendering still images of short movies, back then.
When the game was released, an average PC, used by normal users had far less ram than your recent graphics card.

HellBaron писал(а):
Quake 3 Team Arena engine dont adds anything about graphic, so my answer was correct, Rtcw use the same rendering of Quake 3, with no one modification. Both games uses outdated GL 1.2.1, of october 1998, instead of GL 1.3 of summer 2001, used ONLY in 2003 in W:ET. The thing of Rtcw was released 3 years before Doom 3 means nothing about 3d progress.


OpenGL 1.3 was released three month before RtCW was released. Did you think, that anybody in the gaming industry is idiot enough, to use such new features, which adds just minor to the graphics per se, at the risk to add more bugs than the team have normally to fix before release?
Not to mention, that the release had to be before christmas.
It was the right decision to leave it as it was, and take the advantage of OpenGL 1.3 with the next title, W:ET.

Just again: Back then, the game had top notch graphics. If you think, it isn't shiny and beautyful enough, leave the game, and play some CoD: Black Science Fiction Warfare Cutsceneinferno Fuckshit.

HellBaron писал(а):
GL 1.3: adds more informations about texturing, complex possibility about fogging, reflections (cube maps) and specular trilinear ppl ( supported but unused by MOHAA, SOF 2, JK2, etc...), multisampling etc.
GL 1.4: Rtcw engine updated to this version of GL for Call of Duty!
GL 1.5: exploited by Doom 3 in every way..


MoH:AA was released even more than a half year after RtCW, and it's graphics wasn't on the same level. Call of Duty, which had slightly better graphics, was released nearly two years after RtCW.
And Doom 3, as i said before was even three years later.
Beside the fact, that the feature set added with every version wasn't a revolution, so you can't expect a revolution in graphics, just by using the next version of OpenGL.
Заголовок сообщения: Re: Return to Castle Wolfenstein: Tides of War (Xbox)
СообщениеДобавлено: 05 апр 2017 23:33
Some interesting information, guys. :+:
_________________
My Website: http://mikebwolf.wix.com/ronboyproductions

My Blogspot site with reviews of recent Rtcw Sp maps: http://ronboyreviews.blogspot.com/

Mod DB: https://www.moddb.com/members/ronboy
Заголовок сообщения: Re: Return to Castle Wolfenstein: Tides of War (Xbox)
СообщениеДобавлено: 06 апр 2017 10:52
cybdmn писал(а):
A little bit of trivia for the younger ones here: Back then, shortly after Tides of War was released, they advertized the DLC massively. But when the DLC was released, only some kilobytes was donwloaded. Some guys cracked the game disc, and found out, that these DLC maps where already on the disc on release. The download just unlocked these maps.

Where these maps?
_________________
Официальный сайт Project-X

Заголовок сообщения: Re: Return to Castle Wolfenstein: Tides of War (Xbox)
СообщениеДобавлено: 06 апр 2017 12:51
http://www.ign.com/articles/2003/06/05/ ... olfenstein
http://www.ign.com/articles/2003/07/07/safe-return
http://www.ign.com/articles/2003/08/06/ ... e-changing

All three maps came with the disc at release, but none of them was visible in-game before the "DLC" made them visible.
Заголовок сообщения: Re: Return to Castle Wolfenstein: Tides of War (Xbox)
СообщениеДобавлено: 06 апр 2017 15:08
cybdmn писал(а):
http://www.ign.com/articles/2003/06/05/fresh-wolfenstein
http://www.ign.com/articles/2003/07/07/safe-return
http://www.ign.com/articles/2003/08/06/ ... e-changing

All three maps came with the disc at release, but none of them was visible in-game before the "DLC" made them visible.

It's multiplayers maps, but no singleplayer
_________________
Официальный сайт Project-X

Заголовок сообщения: Re: Return to Castle Wolfenstein: Tides of War (Xbox)
СообщениеДобавлено: 06 апр 2017 16:30
Eugeny писал(а):
It's multiplayers maps, but no singleplayer


I didn't wrote about SP maps, i just wrote maps. ;-)
Tides of War not only contain a complete new SP campaign, it contains some exclusive MP maps too.
Заголовок сообщения: Re: Return to Castle Wolfenstein: Tides of War (Xbox)
СообщениеДобавлено: 06 апр 2017 22:59
"CoD: Black Science Fiction Warfare Cutsceneinferno Fuckshit." AAHAHAHAHI hate this shitty titles, I still playing old games that still had more challenge and fun than every new game.
Dont get me wrong, mine was only an opinion about differences of quality, and MOHAA, the major competitor of Rtcw released a month after (Pc version not Playstation) had a really better work and a better engine.
Заголовок сообщения: Re: Return to Castle Wolfenstein: Tides of War (Xbox)
СообщениеДобавлено: 06 апр 2017 23:42
HellBaron писал(а):
"CoD: Black Science Fiction Warfare Cutsceneinferno Fuckshit." AAHAHAHAHI hate this shitty titles, I still playing old games that still had more challenge and fun than every new game.
Dont get me wrong, mine was only an opinion about differences of quality, and MOHAA, the major competitor of Rtcw released a month after (Pc version not Playstation) had a really better work and a better engine.


I strongly dislike the newer COD games as well. My last favorite COD game was COD2. :)


About MOHAA, the graphics suck compared to Rtcw, but the AI behavior is much smarter when compared to Rtcw. At least enemies run for cover, shoot around corners, and go prone in MOHAA whereas they can't in Rtcw.

We've had improvements for mostly everything except for AI improvements in Rtcw, unfortunately. :(


Cybdmn, interesting about the Tides of War exclusive MP maps. Thanks for sharing! :+:
_________________
My Website: http://mikebwolf.wix.com/ronboyproductions

My Blogspot site with reviews of recent Rtcw Sp maps: http://ronboyreviews.blogspot.com/

Mod DB: https://www.moddb.com/members/ronboy
Заголовок сообщения: Re: Return to Castle Wolfenstein: Tides of War (Xbox)
СообщениеДобавлено: 20 апр 2017 12:06
Does anybody have the stuff Caesar007 uploaded to filedropper, and can send me the stuff? The links are all dead. I would like to take a look at his work. I for myself did something similar back then.
Seems he was able to identify where the bsp in the cachemaps are to find.
I would like to try to extract these, maybe it is possible to decompile them with some trickery. I guess it is worth a try.
Показать сообщения за:  Поле сортировки  
Страница 8 из 12
[ Сообщений: 173 ]

Часовой пояс: UTC + 3 часа


Кто сейчас на конференции

Сейчас этот форум просматривают: нет зарегистрированных пользователей и гости: 4


Кто сегодня был на конференции за последние 24 часа

Пользователи смотревшие этот форум за последние 24 часа: нет зарегистрированных пользователей и 57 гостей


Вы не можете начинать темы
Вы не можете отвечать на сообщения
Вы не можете редактировать свои сообщения
Вы не можете удалять свои сообщения
Вы не можете добавлять вложения
Перейти:  

Работает на phpBB © 2000, 2002, 2005, 2007 phpBB Group
Русская поддержка phpBB