e-freak Posted November 24, 2007 Report Posted November 24, 2007 apart from the missing shadows, self shadowing normalmaps and lacking parallax or highres this indeed looks like doom3. Oh and the soldier on the left is pissing? Quote
D3ads Posted November 24, 2007 Author Report Posted November 24, 2007 I said kinda, obviously it's many years behind Doom 3 but it's still quite nice the way they've got the dark lighting done. Doom 3 has parallax mapping? Quote
KungFuSquirrel Posted November 24, 2007 Report Posted November 24, 2007 Not stock, but it was done shortly after it shipped. We had a pretty sweet looking implementation about half-done for Q4 that just wasn't feasible to keep in the game. Direct access to the vfp files for writing custom shader interactions makes a lot of this stuff relatively easy to do in D3. Quote
dux Posted November 24, 2007 Report Posted November 24, 2007 I'm replaying Quake 4 right now after just finishing Crysis. And I'm quite surprised how well the Doom 3 engine has aged, it still has its good looks in places. Although Quake 4's exteriors make my eyes bleed. Quote
ifO Posted November 24, 2007 Report Posted November 24, 2007 Those people sacrificed a big part of their spare time, in which they could have gotten laid. I have seen game devs before and I dispute that I was probably one of the biggest half-life fans around, played every mod under the sun and worked on one until recently but somehow I can't find myself caring. Now that they're done they should start again in Source. Quote
Sindwiller Posted November 24, 2007 Report Posted November 24, 2007 Now that they're done they should start again in Source. And they will achieve Crysis-style graphics in late 2009, I guess? Quote
Jeka Posted November 30, 2007 Report Posted November 30, 2007 About tech jumps and lazyness.In production terms its hard just jump to new tech when you have full working pipeline and lot of stuff(maps assets) done before.R&D shoud not damage core development.Mod have good look and playability anyway.gameplay even better than some comercial titles. :-) team made great work! Quote
Felix Posted November 30, 2007 Report Posted November 30, 2007 are those trucks modelled with brushes ?! : O Quote
Felix Posted November 30, 2007 Report Posted November 30, 2007 omg, thats pretty sweat !! I remember seeing the first screens of paranoia thinking it was made on source. Quote
D3ads Posted November 30, 2007 Author Report Posted November 30, 2007 I'm pretty sure they are modelled props, with an invisible func_wall to produce the shadow underneath. Quote
dux Posted November 30, 2007 Report Posted November 30, 2007 I'll bet my right testicle that the army truck is brush based. Half-Life props don't look like that. It just looks too.... brushy Quote
D3ads Posted December 2, 2007 Author Report Posted December 2, 2007 You're right dux, he comfirmed it, I honestly thought they were models considering how detailed they were Ok release is going to be at 12am Moscow time (which is 3+ GMT), from that you can work out what time it'll be ready in your own timezones... I don't have to be up early tomorrow, so I think I'll stay up Quote
dux Posted December 2, 2007 Report Posted December 2, 2007 You're right dux, he comfirmed it, I honestly thought they were models considering how detailed they were All my years of experience paying off at last. Quote
D3ads Posted December 2, 2007 Author Report Posted December 2, 2007 IT'S OUT! http://paranoia.level-design.ru/download_eng.htm Quote
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