Aww the first shot is adorable, I like his "hat" ![]()
Posts by FrieChamp
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Uuuh it's been years that I touched UnrealEd but this problem sounds familiar, maybe try "Rebuild all" ?
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Quote from Bic-B@ll
do the clouds cast shadows? it doesn't look like they do, though i can kinda see dark spots under them.
They do, I'm not that fond of the the bird perspective shots which have been released, but the shadows of the clouds add a lot to the terrain. Gives it a much more 3D look when spots on terrain and vegetation are lit differently.
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Surely you can answer this one: did you get a computer from work that can actually run this thing?
No, as designers we use our "imagination"

Yes we got the machines to run the game and to do our work.
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I can't believe this is not here. Just unveiled:
Yes this took you guys indeed a while

Here is a translated version of the article in bulletpoints format. Since this covers pretty much up what is known to the public so far, it's all I am allowed to tell you right now. I hate to be picky about it, but I also don't wanna run into danger losing my job:
QuoteDisplay MoreThe cry 2 engine supports dual core processors.There are more effects (in terms of lighting I think) on a single tree than some other engines have for a whole game.
The aim/goal(?) of the cry2 engine is to have everything dynamically lit in real time, interactive and destroyable. The sun goes from east to west, clouds and gigantic rock formations throw their shadows properly over every piece of the jungle.
Amongst the cinematic tools there's a speed effect (motion blur?). Objects lose their contours in fast manouvres and only objects in the middle of the picture are focussed.
(Caption to picture of aircraft carrier with yellow vest guy) The cry 2 engine puts emphasis on details like the lettering on the rocket or the vest of the deck officer. The vertical jump jet in the background can navigate around all objects itself.
There are no perceptible level boundaries (mentioned in the context of aerial battles).
You can save freely.
Developers are guessing at only ten hours of playtime, the multiplayer component will be emphasised.
Beside normal deathmatch and team deathmatch is a mode that pits two teams tactically against each other. Artifacts from the middle of the map can be redeemed for new weapons, upgrades and vehicles at each team's base. Robbing the opposing team of an artifact makes them lose those skills.
Crytek unsure of a release date at the moment but guessing at 4th quarter 2006.
(Caption with the sunset) We mounted a silencer for the night deployment. Our compass appears to be broken however; the sun is going down in the north.
Long section which I skimmed over concerning comrades/killing them off, a molecular accelerator weapon, alien enemies, some strange hot/cold/ice dynamic that links in with your nano suit, and using that in combat/shockwaves striking aliens within a 50 metre radius. If people really want that cleared up I'll translate it properly if you ask.
It seems to say there aren't bosses in the game, but some enemies are so huge that you actually have to climb them to defeat them (sounds like a boss to me). Boots with magnetic soles assist you, the aliens are studded with metal (?).
You cannot command team mates, yet they will work together with each other in sieging positions.
Again, skimmed, but it seems some large calibre weapons are tied to your nano suit power and just a couple of shots may drain it.
No cutscenes, they want the player to experience story progression in normal game mode.
Aliens require sub zero temperatures, have a giant ice machine/snow canon which has transformed part of the island to make it inhabitable.
Nano suit keeps Jake (protagonist) hot or cold depending on area of island.
Something about American and Korean troops, I'm not sure if they're working together or opposed or what. Maybe that damn Kim Jong Il sent troops to assist the aliens.
While you can't influence the main story outcome, there are many variables along the way, for example Jake might have a romance with a pretty female soldier, to try and give high replayability.
Trying to make everything destroyable, Level Designer Sten Huebler is quite proud; "The times when a pathetic branch will stop your jeep are gone." Branches can be snapped off trees, plants trodden underfoot etc.
Through an easy menu you can mount silencers/telescopic sights/laser pointers.
Ah now thinks make sense, I've been reading this article backwards... A flying object crashes on an island that doesn't seem like a meteor. The North Koreans send their fleet to investigate. So does USA. I think forces are at first opposed till you find the aliens and then you work with the Koreans. Aliens using a giant ice canon to freeze the island as the need sub zero conditions to live.
The level they saw, air insertion, and from the apparently endless sky to the jungle below and the corral filled ocean there were no distracting loading times.
Start off investigating the flying object, dealing with korean patrols, scanning matter from the found object similar to in Condemned.
Minimum requirements, Cevat Yerli, director of Crytek says is a Shader 2.0 Graphics card. They (article authors) are assuming that you'll also need at least a 2.0Ghz CPU and 512 MB ram top play the title ok. To play at maximum settings you'll need a lot more power and CPUs with two cores are taken advantage of in Crysis. The programmers use a sophisticated load distribution system from the hyper threading chips, dual core processors, but also hybrids like the pentium extreme edition 840 and 955, or to profit from the planned processors with 4 cores in 2007. It's possible that crysis will be one of the first titles to support the coming direct X 10 and shader model 4.0. Suitable cards should appear in the second half of the year.
Just one addition: This is just the first shots released, still lots of WIP, the final stuff and other game features will rock your world, trust me on this one

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"Searching4driver" is our 1000th member

Celebration bitches!!
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Maybe some specular wouldn't hurt? The reference looks quite shiny, your model or render looks kinda bland.
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This reminds me of Matrix, they even used music from The Matrix in the trailer....awesome

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Klein: What do the chinese letters say?

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The writers say "it is on PS3", but the developers also mention XBOX 360. I would like to see it actually running on a PS3 though.
Anyway, this is looking pretty sweet, but I am suspicious about screenshots and design coming from EALA.
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Outstanding, congrats man!
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I know I should probably give constructive feedback here, but the AOL speech and the lame advertising turn me off.
Try to be a little bit more mature if you really want serious feedback.
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I mentioned it in the mods forum, without a response. Maybe you should pm Fletch.
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Quote from Nz-Nexus
exactly, most of the tfc maps are clean without junk and too many of details.
My map doesnt need that, it will be enought with the grenades and concs all around.
Why don't you use the whiteboxing texture everywhere then and cut all the meshes? :roll:
You shouldn't necessarily add crap lying around, but proper doors, arches and props along the walls where it makes sense would really enhance the scenery. Everybody with a little bit of an artistic eye can tell you that one single pipe attached to a big empty wall looks ass.
If you just post screenshots here for "oohs" and "aahs" tell us next time then I will spare myself the comments.
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Quote from kleinluka
i dont get it, whats a shocker?

NWS:
http://dailyramblings.com/blog/images/shocker.jpg
I hope that helps

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Nexus: In what kind of development stage is this map? It looks good overall, but very half-life 1'ish. The brush work looks good in most places, except for your doors and arches. They are too thin and lack detail, big turnoff

I think in these closed rooms and corridors a few more meshes wouldn't hurt. Areas like this look too empty and boring:
[Blocked Image: http://img230.imageshack.us/img230/2849/ampednight00129wf.jpg]
Outside looks snazzy, can't really see much of the sky, maybe a prettier can be found somewhere?

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The bird is dead.
A cat is lying under a blanket.
Rupert is sitting on a tree:
[Blocked Image: http://www.mitglied.lycos.de/ambientbubblegum/P1032.jpg]
Copyright Steppenwolf 2005-2006