Visualizar Versão completa : Enemy Territory : Quake Wars
http://www.nofrag.com/images/00114f.jpg
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http://www.nofrag.com/images/00114e.jpg
http://www.nofrag.com/images/001143.jpg
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:eusa_clap
O jogo aparenta ser focado ser focado em infantaria em veículos terrestres, mas tb vao haver algumas navezinhas pra pilotar, algumas classes poderão requisitar bombardeios e artilharia
Li por cima alguns trechos, na preview diz que haverá areas restritas a certos veículos, areas enlameadas, aclives íngrimes, tuneis estreitos e tal, e a idéia é fazer com que nos veículos, cada passageiro tenha um papel, enquanto um dirige e outro maneja a metranca, o outro opera um console ajudando a onde estão as tretas +próximas, ajudar o piloto com a navegação e etc.
Assim como no ET:Wolfenstein, os jogadores não pontuam por frags, mas sim por "experiencia", voce ganha experiência tanto matando adversários como destruindo/consertando veículos e elementos chaves do mapa, cumprindo missões secundárias e etc, a experiência permitirá obter "upgrades" em itens ou skills, nao especifica nada ali no preview, mas provavelmente deverá desbloquear novas armas, aumentar armor/munição/sprintbar, e as experiência lhe acompanhará por toda campanha, cada campanha deve durar 3 mapas, como no ET:Wolf
Os mapas tão sendo criados de forma similar ao modo Onslaught do UT2k4 e ao ET:Wolf, onde existirão certos fronts, e objetivo é ir empurrando o adversário pra ganhar território e spawn +avançado, em uma certa ordem, ao contrário de Battlefield onde as flags funcionam de forma independente, "espalhando a treta". Pelo mapinha ali da figura2, nao dá pra ver muito, mas diria que aquelas faixas verde e vermelhas se referem a "area de atuação" das forças, e a linha branca deve ser um caminho traçado para ir conquistando postos avançados e etc, meio que obrigando os times a seguirem uma ordem lógica de dominação do mapa.
Nas mainbases ficarão o Command Center e as Factorys, no CC é onde os players trocarão de kit, e na factory é onde serão produzidos os veículos e tal
Haverá algum tipo de recurso no jogo pra produção de veículos, e outros deploys, nao sei ainda qual será para os Marines, mas os Stroggs utilizam um recurso chamado "Stroyent", que se transforma em qualquer coisa, os soldados stroggs poderão por exemplo, converter Health em Munição e vice-versa, através do "Stroyent", e a classe "Meditek" dos Stroggs será uma espécie de Medico/Engineer dos stroggs, absorvendo o Stroyent dos marines mortos para suprir os aliados com health/ammo/repair, e também fará com que aquele corpo sirva de spawn para um próximo strogg, deverá ser a classe mais over, haueaheu.
seusaraiva
24/12/2005, 11:52
Pow, parece ser show de bola, jah tem data de lançamento?
O trailer só diz: "Coming 2006" :(
dei uma olhada rapida no google, tem site falando 14 de agosto, outros em "Imminent Release", o negócio é esperar mesmo...
qdo tiver q sair, vai sair :P, quake4 chegou meio de surpresa, esse ae deve ser msm coisa
edit: link do topic oficial, no forum da splash damage (developer):
http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=12809
curti esses quotes:
* Every map has a mission objective for the human and Strogg sides, as they fight for certain zones in the map. There's no flag capturing here, but building or destroying structures, that sort of thing.
...
* storyline for each level, creating a fuller sense of purpose
...
* An example scenario we were given was the earth forces trying to establish a new base across a map. The earth forces would need to escort the huge mobile base convoy and clear the path to a destination. Smaller objectives along the way would be things like building a bridge or destroying particular defense structures.
...
* It's important to the designers that you can have fun on foot as well, and they are ensuring that sometimes it's easier to get to an objective by foot than using a vehicle.
...
* These maps will be divided into territories, and you'll have specific objectives to be accomplished in each one. The flow of battle will always lead through these so you'll know exactly where the combat will be. The progression through these areas will depend on who wins each match. If the Strogg win, your next match will be different than if the Marines do.
TomHanks
24/12/2005, 12:30
Esse jogo vai caga emcima do BF2, to loko por ele!
Uma coisa legal tambem é que os Strogs podem invadir os corpos dos humanos como parasitas para passar disfarçados!
Acho que o negócio de experiencia vai ser como no ET: Wofeinstein mesmo. Conforme voce vai acumulando experiencia, voce vai subindo de patente. Conforme voce sobe de patente voce distrava novas abilidades como mais vida, mais rapidez, poder usar 2 pistolas, dano das armas aumentado etc!
Mais no ET:Wolfeintein isso nao ficava para sempre não, o máximo que ficava era 1 campanha com a patente, se a campanha acabasse você voltava tudo denovo!
Cada campanha lá tinha 3 mapas, uma vez vi um viciado que conseguiu chegar a patente de General! Muito foda!
Marquito
24/12/2005, 12:30
se trilhar o mesmo padrao de qualidade da serie quake, esse jogo vai ser du cacique!:buttrock:
segue o link de dois traillers:
http://www.gametrailers.com/player.php?id=6571&pl=game&type=mov
http://www.gametrailers.com/player.php?id=6572&pl=game&type=mov
eh nooooois na espera.
Parece bem legal mesmo... se não encher de Noobs chatos e cheaters como no Wolft: ET, vai valer o original msm....
PS: Po as revistas de lá vem "só" com um DVD pros caras? pooooo.....
Valhalla
24/12/2005, 13:28
se trilhar o mesmo nível de qualidade da engine usada em quake4 vai ser extremamente limitado
espero que saibam finalmente criar um multiplayer que se aproveite de 10% das placas e sistemas tops ao menos
se trouxer metade doq promete com a jogabilidade igual ou melhor q a ET:Wolf eu jah to feliz
nos foruns gringos já apelidaram essa sequência de ET:BF2 Killer
Mephisto
24/12/2005, 15:22
esse eu vo compra original na pre release
jogo de teamplay de verdade + engine de doom3/quake4
perfeicao, fisica perfeita ! sem bugs !
Vassily...Gadini
24/12/2005, 17:24
Sei naum! Parece legal mas so vo ter minha opnião quando ele ou o demo sair ;)!
*edit*
0_o
http://www.splashdamage.com/images/image_03.jpg
Minha placa vai torrar =(
Esse tipo de guerra não faz muito meu estilo, mas vou jogar sim.
Sobre essas porras de Strogg e merdas do futuro so mais um ffa de Quake mesmo.
Vai ter tutorial on-line, quer dizer, você aprende tudo que existe pra fazer e ainda ajuda o time, sendo assim não tem aquela de dizer, "o seu noob". É aguardar e ver.
EDIT: Agora eu vi q quando o cara troca de arma a principal fica nas costas. Pelo que eu li tem carros que vão poder atolar em certas áreas o.O
Se não flutuarem como no BF tá valendo.
se trilhar o mesmo padrao de qualidade da serie quake, esse jogo vai ser du cacique!:buttrock:
segue o link de dois traillers:
http://www.gametrailers.com/player.php?id=6571&pl=game&type=mov
http://www.gametrailers.com/player.php?id=6572&pl=game&type=mov
eh nooooois na espera.
aff, os 2 trailers sao igual o que tem no site... e um tem 20mb, o outro 40mb >8-(
Cara, que copia de BF 2 fudida heuaheuahueha... MUITO ESCROTO... se eles derem assistencia melhor que EA, e fizerem o que tao dizendo aí vai ser um jogo fudido... (disse isso quando li o primeiro preview de BF2, fizeram 30% do prometido)...
Tem tudo igual, medico ressucitando igual, commander, artilharia... hehehehe ROX !!!
Mephisto
24/12/2005, 23:22
se trilhar o mesmo nível de qualidade da engine usada em quake4 vai ser extremamente limitado
espero que saibam finalmente criar um multiplayer que se aproveite de 10% das placas e sistemas tops ao menos
limitado por ? esqueceu q nao eh engine de quake4 e sim de doom3 ?
quem viu desde o doom1 sabe do que as egines da id sao capazes...
Mephisto
24/12/2005, 23:27
Cara, que copia de BF 2 fudida heuaheuahueha... MUITO ESCROTO... se eles derem assistencia melhor que EA, e fizerem o que tao dizendo aí vai ser um jogo fudido... (disse isso quando li o primeiro preview de BF2, fizeram 30% do prometido)...
Tem tudo igual, medico ressucitando igual, commander, artilharia... hehehehe ROX !!!
ja jogo return to castle of wolfenstein ?
ah tah, EA que cria algo, aham...
escroto eh quem acha q dah pra dizer q bf2 tem uma engine grafica
Cara, que copia de BF 2 fudida heuaheuahueha... MUITO ESCROTO... se eles derem assistencia melhor que EA, e fizerem o que tao dizendo aí vai ser um jogo fudido... (disse isso quando li o primeiro preview de BF2, fizeram 30% do prometido)...
Tem tudo igual, medico ressucitando igual, commander, artilharia... hehehehe ROX !!!
totalmente diferente de bf2, heh :)
nova tecnologia de megatextura fará com q todo landscape do mapa seja renderizado em tempo-real, nao haverá neblina, voce enxergará o horizonte, o terreno será todo mapeado em uma única textura gigante, com submapeamento de materiais, definindo valores de fricção para certos veículos, tipo e volume de som ao passar por cima pisando, com rodas, hovercrafts (dará pra ouvir as pedrinhas pulando em terreno de cascalho)
no q se refere ao fluxo de jogo, não será como no bf2 com diversas flags isoladas e pequenas batalhas acontecendo isoladamente, haverá um front definido com cada time tendo um objetivo para avançar e ganhar território, e voce poderá também realizar missões "secundárias" forma a dar alguma vantagem ao seu time no centro do empurra-empurra (missões de captura/destruição/re-construição de estrutura como radares, canhões de defesa, brechas e etc).
A todo momento no jogo, cada player do time saberá qual é o próximo objetivo do seu time para ganhar território, quais missões secundárias podem ser realizadas, haverá até um sistema de tutoriais "on the job", o jogo vai passar algumas pequenas missões para os players novos, conforme o desenrolar do jogo, de forma a passar as funções básicas de classe e sua atuação:Bow:
TomHanks
24/12/2005, 23:54
Hehehe, médico ta pra min nesse game!
limitado por ? esqueceu q nao eh engine de quake4 e sim de doom3 ?
quem viu desde o doom1 sabe do que as egines da id sao capazes...ai ai ai....
e a engine de quake 4 vem da onde fio? vem de doom 3 :t
um dos unicos jogos hj em dia q tem uma própria engine e bela ao msm tempo é Far Cry
a indescutível engine Unreal tem a tempo já, mas é uma das melhores sem dúvida tbm
di3h4rd_br
25/12/2005, 9:57
nossa os graficos parecem ser muito, muito bons... aja placa
Que isso,ainda duvidam que é cópia de BF?
Sistema de commander,artilharia,etc....,ranking on-line,guerra com veículos?
Sinceramente...Não sei o que significa cópia pra vcs.Mas pra mim ISSO eu chamo de cópia.Antes do RTCW:ET,que eu saiba já existia o BF1942 (posso estar errado nisso O.o).
TODO MUNDO fala mal da EA.Mas ela inovou completamente o ramo dos fps,vamos dizer assim,"dando motivo pro jogo ser jogado à exaustão" (ranking).O sistema de ranking vai ser implementado no DOD: Source,num mod novo de Hl2 (se n me engano o nome é insurgents),e cada dia que passa saem mais jogos com veículos + mapas abertos.Podem até dizer que a EA/Dice é imcompetente na realização da idéia (o que eu discordo,mas respeito quem pense assim,apesar de quem reclama + são os que passam mais tempo jogando),mas a idéia deles é Ducacete.
Esse vai ser O jogo. :eusa_clap
Que isso,ainda duvidam que é cópia de BF?
Sistema de commander,artilharia,etc....,ranking on-line,guerra com veículos?
Sinceramente...Não sei o que significa cópia pra vcs.Mas pra mim ISSO eu chamo de cópia.Antes do RTCW:ET,que eu saiba já existia o BF1942 (posso estar errado nisso O.o).
TODO MUNDO fala mal da EA.Mas ela inovou completamente o ramo dos fps,vamos dizer assim,"dando motivo pro jogo ser jogado à exaustão" (ranking).O sistema de ranking vai ser implementado no DOD: Source,num mod novo de Hl2 (se n me engano o nome é insurgents),e cada dia que passa saem mais jogos com veículos + mapas abertos.Podem até dizer que a EA/Dice é imcompetente na realização da idéia (o que eu discordo,mas respeito quem pense assim,apesar de quem reclama + são os que passam mais tempo jogando),mas a idéia deles é Ducacete.
Concordo, por mais que eles num deem atenção, ajuda necessaria, mas a ideia foi do cacete mesmo.
Eu não me importo de ser cópia, tem que copiar mesmo, fazendo com que fique cada vez melhor, e pelo que li sobre o jogo será muito foda. Construcao de Bases e tudo, como se fosse Command & Conquer... veiculos sendo construido apenas nas Factory e outros... porra, que ideia foda
Antes do RTCW:ET,que eu saiba já existia o BF1942 (posso estar errado nisso O.o).
RTCW = ultimo semestre de 2000 ou 2001
BF42 = 3º trimestre de 2002
Que isso,ainda duvidam que é cópia de BF?
Sistema de commander,artilharia,etc....,ranking on-line,guerra com veículos?
Battlezone foi lançado acho q 97/98, já tinha guerra com veículos, sistema de commander, e o jogador coletava recursos para construir fábricas e outras estruturas e produzir os veículos, se algo foi copiado, foi desse ae, e o bf1942 copiou tb entao :coffee:
screens do BZ:
http://www.planetbattlezone.com/battlezone/screenshots.shtml
TODO MUNDO fala mal da EA.Mas ela inovou completamente o ramo dos fps,vamos dizer assim,"dando motivo pro jogo ser jogado à exaustão" (ranking).
ranking já existia desde CS e outros fps, a diferença é que eram server sided e nao global, ae eram menos retardados se matando pra ficar na frente em um sistema q se baseia em tempo de jogo, e isso nao inovou nada no sistema FPS, pq antes mesmo do BF2, o MMOFPS planetside jah tinha sistema de patentes e unlocks de armas e upgrades cyberneticos, e o ET:Wolf também já tinha os upgrades por xp q acompanha a cada campanha, nao eh nada novo isso
se teve algum coisa q a DICE criou, foi ser o primeiro FPS onde incentiva o jogador a comprar expansão pra ter vantagem encima de quem nao tem, isso antes só em MMORPG mesmo... assim como os tais "booster packs":bf2br20:
Ok,entendi o que vc falou strid.Obrigado pela correção,achava que o BF42 tinha saido antes do RTCW.
Mas o que eu quis dizer,é que vc ficou "recortando" entre os jogos pra ver qual deles usava qual função.BF2 juntou tudo isso em um jogo só,e o QW está fazendo a mesma coisa,usando os mesmos recursos que o BF2 fez o favor de juntar e se consagrar como um MP diversificado e atraente.
E esse sistema de ranking global unificado,à lá MMORPG,à partir que ele foi usado no BF2 que começou a correria pra todo mundo usar tbm.Ranking server-side não é a mesma coisa de um ranking unificado,com awards,etc...O QW e o mod que eu citei,junto com o DOD source,começaram à cogitar a utilização à partir do sucesso do mesmo no BF2.
:Cheers3:
EDIT - Só pra lembrar que está sendo cogitado/quase certo que o UT2007 virá com sistema de classes...Pq será?
Mephisto
25/12/2005, 19:13
Ok,entendi o que vc falou strid.Obrigado pela correção,achava que o BF42 tinha saido antes do RTCW.
Mas o que eu quis dizer,é que vc ficou "recortando" entre os jogos pra ver qual deles usava qual função.BF2 juntou tudo isso em um jogo só,e o QW está fazendo a mesma coisa,usando os mesmos recursos que o BF2 fez o favor de juntar e se consagrar como um MP diversificado e atraente.
E esse sistema de ranking global unificado,à lá MMORPG,à partir que ele foi usado no BF2 que começou a correria pra todo mundo usar tbm.Ranking server-side não é a mesma coisa de um ranking unificado,com awards,etc...O QW e o mod que eu citei,junto com o DOD source,começaram à cogitar a utilização à partir do sucesso do mesmo no BF2.
:Cheers3:
EDIT - Só pra lembrar que está sendo cogitado/quase certo que o UT2007 virá com sistema de classes...Pq será?
qw = quake world, esse ai q a gente ta falando eh outro nome :)
mas tipo, qq adianta jutarem tudo isso q existia e fazer um jogo do nivel de battlefield ?
sinceramente o 1942 eu tinha pavor de jogar, joguei umas 2-3 x quando lancaram e achei tenebroso, graficos feio,s serio
na epoca quake3 era a engine mais popular, e mais antiga q 1942 , mt mais acho q 3 anos que ja existia ou 4 e olha isso, 4 anos depois os caras fazem uma engine 5x pior q quake 3, por favor ! algum problema serio de programadores eles tem
e olha o battlefield 2, achei q tinha melhorado e arrisquei comprar pra passar meu tempo e que decepcao, bugs e mais bugs, engine grafica lerda pacas, lesada, consome memoria pra caralho nao sei pra q ? doom 3 tem graficos melhores, roda mais leve e eh infinitamente mais agil e com uma engine grafica perfeita para se desenvolver qualquer jogo em cima
ja viu algum jogo desenvolvido com a engine de battefield ? q coisa neh, de quake 2, quake 3 e doom 3 existem aos milhares de jogos
isso comprova a eficacia de engines bem feitas
outra coisa, no battlefield vc joga um buzios pra saber onde vai acertar o tiro, nunca vi um jogo q vc parado atira e o tiro vai em outro lugar
peguem uma mp5 e atirem usando a ironsign pra ver se o tiro n vai exatamente onde vc mirou ... jogo podre estilo arcade eh foda
Cara,eu não quero ser pessimista,até pq esse é um que eu vou comprar tbm...Mas muitos "modders" que trabalharam com a engine D3 disseram que era um pé no saco fazer um mapa aberto...que o desempenho era pífio...Tomara que não seja o caso,pq só o que vi da engine D3 foram D3 e Q4,ambos em lugares fechados...Em lugar aberto no Q4 o desempenho é tosco,mesmo eles usando texturas low-res....
Cara,eu não quero ser pessimista,até pq esse é um que eu vou comprar tbm...Mas muitos "modders" que trabalharam com a engine D3 disseram que era um pé no saco fazer um mapa aberto...que o desempenho era pífio...Tomara que não seja o caso,pq só o que vi da engine D3 foram D3 e Q4,ambos em lugares fechados...Em lugar aberto no Q4 o desempenho é tosco,mesmo eles usando texturas low-res....
a SplashDamage nao eh equipe de modder, foi contratada pela id pra produzir o ET-Wolf q seria expansao do RTCW, mas pararam no meio do projeto e resolveram lançar gratuitamente, também fizeram todo conteúdo do doom3, assim como a Raven fez o de Quake4
e agora eles estao fazendo o ET:QW, usando a tal tecnologia de megatextura pra cenarios abertos sem fog(neblina), q senao me engano foi criada por ninguem menos John Carmack,
eu tenho o jogado Quake4, e tem missoes utilizando os tanks, e o golias (o "mech"), tem diversas areas abertas, e nao é nada monstruosamente pesado, o ET:QW tá vindo otimizado pra cenário aberto, entao acho q isso nao sera um grande problema, apesar que o jogo é exigente em termos de hardware da msm forma
Então strid...Em ambientes abertos do Q4 eu achei o desempenho bem mais pesado...e o ambiente aberto do Q4 não é nada muiiiiito grande como no BF...Alem das texturas dos ambientes abertos serem simples e repetitivas...Temos que ver se essa nova tecnologia que o carmack fez realmente é "milagrosa",pq uma coisa é fazer 1km de chão numa textura só,outra coisa é fazer 1km de ambiente com estruturas,folhagem,detalhes,sombras dinâmicas,etc...Não me leve à mal,esse tá na minha lista de compras tbm,mas ainda estou meio cético quanto ao desempenho....tanto que to levantando uma grana pra comprar uma 7800gtx já de agora ^^ (+1gb de ram tbm).Esse é um que acho que a galera da 6600GT como eu vai ter que botar no low. :Hiding:
Então strid...Em ambientes abertos do Q4 eu achei o desempenho bem mais pesado...e o ambiente aberto do Q4 não é nada muiiiiito grande como no BF...Alem das texturas dos ambientes abertos serem simples e repetitivas...Temos que ver se essa nova tecnologia que o carmack fez realmente é "milagrosa",pq uma coisa é fazer 1km de chão numa textura só,outra coisa é fazer 1km de ambiente com estruturas,folhagem,detalhes,sombras dinâmicas,etc...Não me leve à mal,esse tá na minha lista de compras tbm,mas ainda estou meio cético quanto ao desempenho....tanto que to levantando uma grana pra comprar uma 7800gtx já de agora ^^ (+1gb de ram tbm).Esse é um que acho que a galera da 6600GT como eu vai ter que botar no low. :Hiding:
entao, quanto a tecnologia de megatextura, li no forum da splashdamage que ela é capaz de reduzir 6Gb de consumo de memoria em 8Mb:bf2br19:
disseram que no jogo o terreno será renderizado por completo o tempo todo, tendo sua visão limitada apenas ao horizonte, a única dúvida que fica pra mim, é quanto as construções/veículos e o LOD, só espero que as coisas não "sumam" com a distancia como no BF2, nem que se tornem caixas de sapato :bf2br29:
TomHanks
25/12/2005, 21:32
Ae meu Deus do céu, eu definitivamente vo te que compra um PC novo!
Minha jossa aqui nao aguenta nem o BugField 2 imagina esse!
entao, quanto a tecnologia de megatextura, li no forum da splashdamage que ela é capaz de reduzir 6Gb de consumo de memoria em 8Mb:bf2br19:
disseram que no jogo o terreno será renderizado por completo o tempo todo, tendo sua visão limitada apenas ao horizonte, a única dúvida que fica pra mim, é quanto as construções/veículos e o LOD, só espero que as coisas não "sumam" com a distancia como no BF2, nem que se tornem caixas de sapato :bf2br29:
OMG!
que isso,se essa tecnologia de megatextura for plausível mesmo,vai ser uma puta revolução....
Mas vc tocou num ponto importante,o LOD...Pq vai ser tenso o cara ligar 4xAF e o jogo se recusar a rodar pq consegue enchergar aquela moita à um palmo de distância :bf2br29:
certamente a id nao deixaria sair algo no mercado q nao atendessem a 80-90% das espectativas como foram todos os outros titulos anteriores, o controle de qualidade e os programadores sao de outro nivel
o que o carmack sozinho faz garanto que a equipe toda da EA nao faz junta seja o tempo que for
a qualidade de programadores eh nitida, compare o betafield 2 com doom3
o quake4 joguei pouco, nao achei legla como quake3 q era meu favorito depois do quake1, mas o doom 3 tem cenarios abertos enorme e sempre foram rapidos assim como lugares fechados
mas tb depende da tua maquina
mas se tu tem pc q rode decentemente betafield 2, certamente rodada perfeitamente qualquer engine feita em doom 3
quanto aos programadores que falaram que eh um pe no saco fazer mapas pra essa engine, bom deve ser os mesmos q criticaval os shaders programaveis da nvidia que sao usados aos montes no doom 3 =)
tudo q eh complicado, bem feito e que exige competencia para quem eh leigo e nao capacitado eh dificil e chato, esse eh o ponto onde separam os bons programadores (ID) dos projetos de programadores (EA)
claro a EA tem uma excelente equipe mas que nao deve tocar no betafield e sim somente em titulos de outros generos pq em fps... tao deixando mt a desejar
OMG!
que isso,se essa tecnologia de megatextura for plausível mesmo,vai ser uma puta revolução....
Mas vc tocou num ponto importante,o LOD...Pq vai ser tenso o cara ligar 4xAF e o jogo se recusar a rodar pq consegue enchergar aquela moita à um palmo de distância :bf2br29:
anti aliasing pra mim eh mt eye candy mesmo, tem outras coisas mt mais uteis pra vc gastar a performance da placa do q tirando serrilhado das coisas
vc pode ter um cenario mt mais rico e vivo do q algo redondinho q nem bunda de bebe
isso me lembra o dx3tc, foi uma das primeiras tecnologias de compactacao de textura no tempo das 3dfx q usavam chipset voodoo1 e em algumas outras placas q soh aceleravam em direct3d como as primeiras placas de video da creative, na era jurassica pré aceleradoras de opengl
certamente em alguns anos a gente vai ver os numeros atuais de compressoa de textura maiores ainda gerando uma bandwidth inacreditavel
aplausos aos nerds programadores de alto nivel, esses sim honram os oculos fundo de garrafa q tem na cara (hehe conceito antigo e inadequeado, soh pra zuacao)
C nao me engano BF2 e feito sobre a engine do D3, como o MoHPA, se alguem se lembrar do Americas Amy ele foi feito sobre a engine da Unreal do UT2004 e possui um exigente sistema de ranks do qual voce retrocede a patente, apesar de ser uma engine mais nova nao se tinha ainda muita diferenca das rival (da ID), que teve o CoD e CoDUO rodando neste engine(id), e ambos AA e COD possuem graficos excelentes.
E q bosta minha placa num vai aguentar este jogo, ta ficando velha, hehe :)
Pra mim esta questao de qualidade vai mais pelo lado do esmero que os produtores do jogo teram na sua feitura.
2 jogos que anseio e prometem muito
http://www.gamespot.com/pc/action/stalker/index.html?q=stalker
este sera bastante interativo, realmente interativo.
http://www.projectoffset.com/
http://www.g4tv.com/videos/index.html?video_key=9858
Nova tecnologia, q acredito q ira abusar destas placas novas, e queimar um monte de porcarias ae do mercado, eheh.
assistam a este video, no segundo link o apresentador ainda tira um sarro de nos saudosistas(qdo. c esta falando do impacto das particulas com o solo e sobre as sombras, logo no inicio).
E + meu PC nao vai rodar este nem a pau.
anti aliasing pra mim eh mt eye candy mesmo, tem outras coisas mt mais uteis pra vc gastar a performance da placa do q tirando serrilhado das coisas
vc pode ter um cenario mt mais rico e vivo do q algo redondinho q nem bunda de bebe
isso me lembra o dx3tc, foi uma das primeiras tecnologias de compactacao de textura no tempo das 3dfx q usavam chipset voodoo1 e em algumas outras placas q soh aceleravam em direct3d como as primeiras placas de video da creative, na era jurassica pré aceleradoras de opengl
certamente em alguns anos a gente vai ver os numeros atuais de compressoa de textura maiores ainda gerando uma bandwidth inacreditavel
aplausos aos nerds programadores de alto nivel, esses sim honram os oculos fundo de garrafa q tem na cara (hehe conceito antigo e inadequeado, soh pra zuacao)
a matrox eu nao sei mas tem uma tal de 3dlab q parece ser uma futura alternativa para processadores graficos, ela ja possui uma linha profissional e alguns titulos em games feitos baseado em seus recursos, mas ainda muito timido.
C nao me engano BF2 e feito sobre a engine do D3, como o MoHPA, s
a engine do bf2 nao eh a do d3, eh uma engine propria, senao me engano se chama Refractor2, e é a mesma usada no bf1942 e seu antecessor (sim, o 1942 teve um antecessor, q nao levava o nome battlefield)
eu tinha bastante fé no stalker, mas pra mim tao enrolando d+, to achando q vai ser o novo "Daikatana" :eusa_booh
3rdMillhouse
27/12/2005, 2:20
Cara, que copia de BF 2 fudida heuaheuahueha... MUITO ESCROTO... se eles derem assistencia melhor que EA, e fizerem o que tao dizendo aí vai ser um jogo fudido... (disse isso quando li o primeiro preview de BF2, fizeram 30% do prometido)...
Tem tudo igual, medico ressucitando igual, commander, artilharia... hehehehe ROX !!!
a ID sempre deu boa assistência ao seus fãs, pode botar fé nesse jogo, vai moer o BF2
EyetoEye
30/12/2005, 14:17
De boa que esse ET vai ser foda :)
esse ai vo comprar
[]s
*Every map will have all sorts of escape routes. Asphalt roads are best suited for big vehicles like the mobile command center, which can get stuck in the mud. Small trenches offer soldiers safe passage to creep through on foot. Each map will have routes made to benefit specific vehicles, like a ramp at the end of a pier, letting you jump a river evil knievel style.
*One of the cooler elements incorporated into the battle is that everyone can call in class-specific backup. An engineer can order up a mobile radar dish. You can call in an air replacement for a vehicle that was just destroyed, yada yada.
*no gathering resources in RTS mode.
*most maps optimized for around 32 people but 64 can be chosen
*Unlike BF2 where most gamers go rogue ET:QW enforces a similiar style to team fortress where teammates must work together (the dev gave an example of how you need proper offense, mid, defense.
*Most games in vehicles one person drives while the other person mans a turret. In ETQW one person can steer and have limited field of view while they control the guns. Player two takes the turret giving him 360º of turret action. Player three has a command console that allows him to designate targets so everyone can focus their aim.
*Player classes
Humans (GDF):
Field ops - Fire support role w/ N5 machine pistol & ammo packs. They call in field gun arty, rocket arty, strategic strike missles, and air-strike uplinks) Also can laser designate targets.
Medic - Support w/ N80 Assault rifle with ability to use scope or grenade carbine. Can heal and revive teammates, also construct supply stations
Engineer - Support/Defense w/ n22 shotgun,land mines, prox mines. Can construct and repair vehicles and object points. You can deploy radar stations and defence turrets.
Sodier - General Assault w/ N93 machine gun, N72 LAW rocket (hell yes). Can convert N93 and N72 to be mounted and made usable by others.
Ranger - Stealh/Recon w/ N38 Sniper rifle, smoke nades. Can use PDA to hack and disable enemy deployables.
Strogg:
Constructor - Support/Defense w/ Nailgun and EMP charge. Can construct and repair vehicles and objectives. Can also deploy units such as a psi-blade and deploy antipersonel/vehicle turrets.
Tank (tentative name) - General Assault w/ Hyperblaster fast firing assault gun, Obliterator Bosonic Orb weapon. Can perform limited scouting and support functions via remote drones.
Oppressor - Fire Support w/ Lightning pistol. Can control artillary deployables such as plasma mortar, rail howitzer, and orbital attacks
Meditek - Support w/ (weapons undetermined). Can siphon stroyent (material that is their fuel/blood) from fallen enemies to refuel teammates. Once a meditek gets its hands on any fallen GDF it becomes a spawn host for the next Strogg waiting to come back to life (like a spawn point?)
Infiltrator - Stealth/recon w/ railgun, biolectric pinch bomb. After subdueing a target the infiltrator can "strogg" a GDF and sneak behind enemy lines looking like an enemy soldier. Only way for the enemy to identify that you are a human who has been strogged is to see slight "battle wounds" or cybernetics on skin.
*Splash Damage (the developers) are very hardcore at making every class/vehicle work in a rock/paper/scissor manner and are already intensly play balancing. Another part of the article says they are "obsessive" about making the game balanced.
*A solo mission w/ bots will be availble when the game ships so players will be able to learn how to play ETQW. (think of it as training missions)
*Will offer achievements for players as a ranking system but SD wants to stay away from global rankings like BF2's system. One idea they are playing with is making the game play on a Campaign system that consists of three maps. Any experience earned will let you level up over the course of the fight but once you start over everything is reset so everyone plays on an even field (many other games do this).
*The game features lighting effects extremely similiar to HDR without hogging the CPU, features tons of post processing effects to "pretty" the game up
*Physics -
Everything is a physics object, if you park a command center at a bad angle on a hill it will roll down the hill within seconds. The environment reacts to itself, cars kick up real gravel, river currents can carry debri downstream, you can create makeshift roadblocks with real objects. the Developer gave an example of how the day the team of CGW checked the game out they had just added a Husky ATV and one of the quality assurance testers packed the ATV full of C4, parked the car on a hill and let it roll down slowly into the STROGG base. As the enemies gathered to check it out....BOOM bodies fly everywhere. (makes me think of BF1942 with jeeps and mines)
*Detail - if a strogg is low on stroyent you can tell by looking at the pack on his pack and noticing that the liquid is "sloshing" around like it is half empty. You can tell if a player is out of something because it will not physically be on his model. The entire game is covered in a "level-of-detail" shader termed the "Stuff System" that populates the area with objects of relevence. You will be able to see litter,newspapers, debri all created via shaders to make the world seem real.
*Vehicles
- Strogg Icarus Antigravity Pack (jetpack)
- VTOL jets
- Husky ATV
- Stogg Goliath Tank (awesome!)
- Trojan amphibious assault vehicle
- basic GDF tank
- some freaking mamoth Strogg transport vehicle/battle ship.
http://www.quakewarshq.com/modules.php?name=News&file=article&sid=14
Tem cara de ser mto bom mesmo, principalmente para mim q não gosta de jogo de guerra e de tiro:Hiding:
ai ai ai....
e a engine de quake 4 vem da onde fio? vem de doom 3 :t
um dos unicos jogos hj em dia q tem uma própria engine e bela ao msm tempo é Far Cry
a indescutível engine Unreal tem a tempo já, mas é uma das melhores sem dúvida tbm
farcry, lindo jog, e a fumaca q sai da bazuca qd atira, parece filme!1!
pelo visto, vo t q comprar a segunda placa pra ligar em SLI!!!!
Meu deus..
Que bom que já tô planejando que banco assaltar. =D
GameoveR
09/01/2006, 23:23
eh da ID.. entao dispensa comentarios..
desde a epoca do Wolfstein 3D eles inovam e revolucionam o mercado de games..
Quake por exemplo.. foi o primeiro vetorial..
esses negos sim sao PH0D4S no que fazem
Sei naum! Parece legal mas so vo ter minha opnião quando ele ou o demo sair ;)!
*edit*
0_o
Minha placa vai torrar =(
Kr naum tenho duvidas, meu PC nem vae instalar este jogo, no Doom3 meu o instaler me proibiu de instalar sem o minimo de video, nada = a BugField2 q rouba os dados e te proibe de jogar o jogo q tu comprou. heh
novas screenshots:
http://www.fragger.com.br/modules.php?name=News&file=article&sid=3183
nao tem nada revelador, só o aviãozinho soltando o jiposo ali q eu achei interessante, acredito que esses avioes nao sejam "manipuláveis", deve ser controlado pela AI, só pra atender deploys no campo de batalha nao forçando aos times terem que nascer/voltar a base pra pegar veículos, do lado dos Stroggs, deve ser como aparece no vídeo, os goliaths caindo "em chamas" no meio da treta já, deve dá até pra improvisar como "artilharia" :bf2br23:
edit: +uma caralhada de previews:
http://www.fragger.com.br/modules.php?name=News&file=article&sid=3185
Bad_Boy-BR
16/01/2006, 1:03
Nossa vai dar de 10 a zero no BF2 pra quem não viu ainda eu aconselho a dar uma olhada nessas SS:
http://www.fragger.com.br/modules.php?name=News&file=article&sid=3183
E ver o vídeo no SITE OFICIAL:
www.enemyterritory.com (http://www.enemyterritory.com)
Será que vai sair ainda este ano e não ficará muito pesado pra rodar no PC, parece que os gráficos são bem melhores do que os do BF2 olhem o painel de controle do APACHE, tudo funciona, cheio de monitores de LCD com as funções do Helicoptero e armamentos em tempo real.
Essa aqui me chocou, o ambiente eh mto realístico.
http://www.fragger.com.br/imagemdodia/qw/qw3.jpg
Carai.... se eles conseguirem fazer tudo isso ai e ainda deixar o jogo leve e bonito, BF2 ja era. Pena que é um pouco futuristico =(
Carai.... se eles conseguirem fazer tudo isso ai e ainda deixar o jogo leve e bonito, BF2 ja era. Pena que é um pouco futuristico =(
oq eu acho bom de jogo futurístico eh q os negos podem desenvolver bem melhor a jogabilidade, nao fica aquela turma do "realismo" achando q o game eh um simulador e querendo que sniper seja assim e assim e etc...
oq eu acho bom de jogo futurístico eh q os negos podem desenvolver bem melhor a jogabilidade, nao fica aquela turma do "realismo" achando q o game eh um simulador e querendo que sniper seja assim e assim e etc...
:I-Agree:
coelhods
16/01/2006, 14:02
Carai.... se eles conseguirem fazer tudo isso ai e ainda deixar o jogo leve e bonito, BF2 ja era. Pena que é um pouco futuristico =(
Bonito eu tenho certeza que vai ser, leve eu duvido.
Só espero que não seja mais um desses jogos que no final joga todo mundo só de sniper ou outra classe.
Não acho que seja tão pesado assim. O Q4 eu consigo rodar com td no High sem nada de SWAP ou coisa parecida. O QW vai dar pra rodar no médio pra cima, isso se os caras não otimizarem mais ainda a engine. No D3 era pesado pra kct, no Q4 deu uma aliviada, talvez eles deixem mais leves ai...ainda mais com o negócio de textura unica pro mapa, mas só o tempo dirá...
E o RTCW 2 ta como? Só vi um trailer com os Devs e nunca mais vi nada
coelhods
16/01/2006, 14:50
Não acho que seja tão pesado assim. O Q4 eu consigo rodar com td no High sem nada de SWAP ou coisa parecida. O QW vai dar pra rodar no médio pra cima, isso se os caras não otimizarem mais ainda a engine. No D3 era pesado pra kct, no Q4 deu uma aliviada, talvez eles deixem mais leves ai...ainda mais com o negócio de textura unica pro mapa, mas só o tempo dirá...
E o RTCW 2 ta como? Só vi um trailer com os Devs e nunca mais vi nada
Não sei, com veículos é mapas maiores fica mais pesado msm. Esse negócio da textura parece legal mas talvez acabe chupando muita memória. Se a maioria dos mapas for estilo deserto é mais traquinlo, se tiver vegetação é complicado/pesado e água bonitinha é bomba...
A ss que o Stinger postou tá show de bola, se for daquele jeito msm no high acho que o jogo vai ser uma bomba...
Two teams with goals, and included in those goals is the destruction of all those on the other side. The game is class based which means each side is made up of players with different weapon load outs, abilities and functions. This concept isn't new by any stretch, but the way ET: Quake Wars is going about it is. Normally you have two sides that are completely symmetrical. Each side has the same pistol, machineguns, rifles, explosives which are basically reskinned versions of the same thing for each team. In this game we get two asymmetrical teams with different ways of doing everything from healing to getting reinforcements.
novas infos do game:
http://www.planetquake.com/features/previews/etqw/
http://doom3.planet-multiplayer.de/download.php?view.608
http://www.actiontrip.com/previews/enemyterritoryquakewars_p.phtml
http://www.firingsquad.com/games/enemy_territory_quake_wars_preview/
sistema de pushing com objetivos primários e secundários :)
Vassily...Gadini
03/02/2006, 14:15
novas infos do game:
http://www.planetquake.com/features/previews/etqw/
http://doom3.planet-multiplayer.de/download.php?view.608
http://www.actiontrip.com/previews/enemyterritoryquakewars_p.phtml
http://www.firingsquad.com/games/enemy_territory_quake_wars_preview/
sistema de pushing com objetivos primários e secundários :)
Aff! tinha lido sistema de punishing:bf2br01:.
Legal as previews
+um preview, da planetquake4
http://www.planetquake4.net/modules.php?op=modload&name=Features&file=quake_wars_preview
PUSH é bom
é o que devia ter no BF para evitar carrossel de bandeiras.
sir_inverno
04/02/2006, 2:47
Tenho quase certeza que vai cagar no bf2. E não é da !!!!EA!!!! Provavelmente eles vão terminar o jogo antes de lançar, não vão empurrar aviões na equipe de desenvolvimento(totalmente desequilibrados), não vão obrigar o cara com vendas casadas descaradas, o class spread deve ser muuuito melhor que bf2(isso so depois de alguns patches eu acho)
Mas tuod isso é provavelmente....
Push é ótimo, times realmente diferentes é ótimo, forçar teamwork é ótimo, não ser da ea é o melhor de tudo to apostando que vai tripudiar no bf2.
tava lendos nos foruns da SD, o jogo parece q tá muito mais próximo de Tribes doq de Battlefield
os deploys vao contar muito na defesa dos esquemas (detetores, torres e tal), e pra manter o avanço curando/consertando/remunindo a galera
agora tem q ver como fica a questão dos veículos, se haverão armas anti-veiculares, alguma classe pra isso, ou se vai ser tipo no single do quake4, q os veículos sao danificados por qq arma, mas tem aquele escudo recarregável e tal, ae exigindo q se reúna uma galerinha pra manter o dano e nao deixar o shield recuperar
Strid na cobertura completa. Thanks champ.
Strid na cobertura completa. Thanks champ.
Pode crer!! uhahuauhauhahua...
Esse jogo será animal de mais! Vamos esperar por um DEMO MP rox logo:bf2br03:
http://www.1up.com/media?id=2692013&type=lg
imagen do deploy de um artilharia, o request sendo feito o heli entregando :D
Espero q o jogo seje gratuito, como o primeiro ET.
E principalmente tenha compatibilidade com maquinas mais humildes.
nosso muito massa! Esse request ficou foda!
Espero q o jogo seje gratuito, como o primeiro ET.
E principalmente tenha compatibilidade com maquinas mais humildes.
1-) nem, vai ser pago :(
2-) soh com reza braba
1-) nem, vai ser pago :(
2-) soh com reza braba
Ja to numa roda aqi q mais parece um desfile de escola de samba (candoble, reza pra ser free)
hehehhehehehhe
huwhuwhuw
bf series q prepare a vaselina:
http://www.vplclan.org/etqw.php
Vehicles and heavy weaponry are one way the two sides can be closely paired. While Quake Wars won't be remotely confused with a strategy game, the command center and factory (where you spawn vehicles and weapons) bring some strategic play into the mix. Not only will you want to be sure to protect these, but because of the sheer sizes of the maps their location will figure into your plans. Each of the different classes will be able to call for specific reinforcements, but the further from home you are, the longer the wait.
The system works similarly to Battlezone's from a few years ago. You scan for some clear ground where the ghosted image turns green, and confirm the supply drop. A little while later the heavy lifter shows up with your howitzer, ready to fire. Or you might want a new ride to get around the maps -- they are planned to be around a square mile in size, after all. A network of routes in four basic types will crisscross the landscape. Improved and unimproved roads will support most all traffic, at appropriate speeds. Off road vehicles will find drivable tracks. And finally, footpaths will help you sneak away when over-powered.
http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=13935
Novas SS
http://www.adrenaline.com.br/images/stories/noticias/2006/02/diola_et_quake_wars_02-20/1.jpg
http://www.adrenaline.com.br/images/stories/noticias/2006/02/diola_et_quake_wars_02-20/2.jpg
http://www.adrenaline.com.br/images/stories/noticias/2006/02/diola_et_quake_wars_02-20/3.jpg
http://www.adrenaline.com.br/images/stories/noticias/2006/02/diola_et_quake_wars_02-20/4.jpg
Vassily...Gadini
20/02/2006, 12:56
Cara esse jogo ta na minha lista já. So naum sei se vai rodar decentemente, so esperando algum demo. naum curti muito esse negócio de aliens, tomare que possam setar humanos vs humanos, mas quem sabe depois de experimentar eu pense diferente. Essa primeira ss ta sinistra.
Ja fiz os planos, vou jogar na loteria hoje, ganho na quarta, na quinta encomendo um:
Athlon 64 X2 FX60
Abit AT8
DDR400 4Gb(Dual claro)
HD 400 S.SATA
Sound Blaster 7.1
Crossfire ATi da Radeon 1900XTX 512Mb
tudo por uma bagatela de R$15.000, cotado ate ontem a noite.
uauauauhahhauhuahuahuhuahuhhauhauhuahuaua
D boa ja to e esquecendo destes novos jogos, eles naum rodam aqui mas e de forma alguma. E ate ter condicoes de comprar estes novos PCs, e ainda sim so depois do DirectX 10, senao num da tb, ne.
ETQW's networking system uses a new approach called Area of Relevance which means the system only transmits the data that is necessary based on your distance from a target; for example, you don't need to know how many grenades someone is carrying when they are a mile away. This keeps the network stream efficient, and allows the advanced physics and rendering right to the horizon to co-exist with multiplayer combat.
ETQW gives players previously unseen team play game play with the new 'Solo Assignment System' which ensures that regardless of whether you know which combat role you're playing, what weapons you're carrying, or what your team objectives are, you'll know where to go, what to do when you get there, and what your reward will be for victory. This coordinated team play system evolves as you use it and your character advances, to provide the infrastructure for a significant improvement in interface and communications for fire-teams
http://www.gamebiz.com.au/previews.php?action=display&content=537
Ja fiz os planos, vou jogar na loteria hoje, ganho na quarta, na quinta encomendo um:
Athlon 64 X2 FX60
Abit AT8
DDR400 4Gb(Dual claro)
HD 400 S.SATA
Sound Blaster 7.1
Crossfire ATi da Radeon 1900XTX 512Mb
tudo por uma bagatela de R$15.000, cotado ate ontem a noite.
uauauauhahhauhuahuahuhuahuhhauhauhuahuaua
D boa ja to e esquecendo destes novos jogos, eles naum rodam aqui mas e de forma alguma. E ate ter condicoes de comprar estes novos PCs, e ainda sim so depois do DirectX 10, senao num da tb, ne.
O jeito e comprar um xbox 360 ou um play 3! :icon_cool
Falaram la que ia ter neve, chuva, dia, noite deserto com tempestade e tudo mais, já rulou.
UP :bf2br07:
http://www.bf2brasil.com/forum/showthread.php?t=11176
quais sao os requisitos pra rodar no medium ou pelo menos no low?
quais sao os requisitos pra rodar no medium ou pelo menos no low?
What are the Enemy Territory: Quake Wars system requirements? http://www.theredstuff.com/updated.gif (http://www.theredstuff.com/faq.php?g=Enemy+Territory+Quake+Wars&q=6)
Generally, if you were able to run DOOM 3 at decent framerates you will be able to play Enemy Territory: Quake Wars. At an Activision presentation it was said that many gamers should get better framerates than in Quake 4 thanks to the rewritten renderer.
Ou seja, eu, pleo menos to feito. Ta dizendo que se vc roda D3 legal, vai conseguir jogar e talvez vai ficar mais leve que o Q4, ja q estão reescrevendo a renderer (???? engine? )
Will there be any unlockable weapons or items? (http://www.theredstuff.com/faq.php?g=Enemy+Territory+Quake+Wars&q=19)
No, it's not fair for a new player to fight someone who has some super-hyper-mega weapon unlocked because he has been playing the game for a while. hsauhsausauhusa :bf2br07: :bf2br07: Ta certo!
Vassily...Gadini
23/02/2006, 20:40
What are the Enemy Territory: Quake Wars system requirements? http://www.theredstuff.com/updated.gif (http://www.theredstuff.com/faq.php?g=Enemy+Territory+Quake+Wars&q=6)
Generally, if you were able to run DOOM 3 at decent framerates you will be able to play Enemy Territory: Quake Wars. At an Activision presentation it was said that many gamers should get better framerates than in Quake 4 thanks to the rewritten renderer.
Ou seja, eu, pleo menos to feito. Ta dizendo que se vc roda D3 legal, vai conseguir jogar e talvez vai ficar mais leve que o Q4, ja q estão reescrevendo a renderer (???? engine? )
Will there be any unlockable weapons or items? (http://www.theredstuff.com/faq.php?g=Enemy+Territory+Quake+Wars&q=19)
No, it's not fair for a new player to fight someone who has some super-hyper-mega weapon unlocked because he has been playing the game for a while. hsauhsausauhusa :bf2br07: :bf2br07: Ta certo!
Se for assim vo joga tranquilo 0.o. Rodava Q4 na high a 70 fps. Que seja isso mesmo!
soh uma pergunta:o hl2 por acaso eh mais pesado ou mais leve 1 D3?pq c foi mais pesado vo poder jogar na boa mas c for mais leve vo ter q pegar uma nova placa d video
Bühlinger
23/02/2006, 22:12
joga no Low, nao vejo problema, desde que nao legue tudo como provavelmente ira acontecer aqui
ahuahau eh q num sou um cara q gosta d jogar um jogo com grafico ruim mas c essqa for a unica opaçao blz
nem to ligando mt pra grafico, soh quero garantia de poder trincar nos 80fps, mesmo q 800x600 e tudo ultra low
nada pior q jogar com fps abaixo dos 40-50, arregaça a visão
com 1GB d memoria ele roda sem lag?
p.s:como faço pra descobrir o tipo dplaca d memoria do meu pc fui numa loja kerendo comprar um poco mais d memo e ela disse q tem q saber o tipo eo pior q num to lembrado qual eh
com 1GB d memoria ele roda sem lag?
p.s:como faço pra descobrir o tipo dplaca d memoria do meu pc fui numa loja kerendo comprar um poco mais d memo e ela disse q tem q saber o tipo eo pior q num to lembrado qual eh
procura info sobre a placa mae q lah tem os pentes de memoria suportados
A: Having descended to destroy the Ark's samples and research data, the Strogg must first fight their way past the Global Defense Force (GDF) and build a bridge to allow their heavy vehicles (such as the Goliath Heavy Walker) easier access to the biodome. Success here moves the strogg spawn forward, provides more vehicles, and pushes the GDF spawn back.
B: An oppressor-class Strogg (which deploys missile silos, plasma mortars, etc.) must destroy the reinforced biodome doors with its strategic strike gun. Vehicle access becomes more limited, and local infrastructure, such as antennas, support buildings, and storage facilities, forces players to fight on foot <= awesome ****
C: Strogg must infiltrate the biodome complex before finding and fragging the research facility below. As infantry faces off under artificial lighting inside, fierce snowstorms limit visibility on the surface. <= even more awesome, all are forced to fight in the building, and gone are the vehicle noobs
INFANTRY FTW ! ! ! :bf2br23:
:bf2br11:
vinte_e_seis
03/04/2006, 14:24
HEHEH SO MAIS UM FA DE QUAKE 4 QUASE VIREI O JOGA MAS O VIRGULINO TIRO DO PC FIQUEI LOCO COM ISSO MAS TAMBEM VO COMPRA O JOGO ACHEI MUITO PERFEITO A E PESSOAL QUE JA VIROU O QUAKE 4 ME DIZ COMO É A ULTIMA MISSAAO OU FASE OU MAPA POR FAVOR EM TEDALHES[NEM SEI SE TA CERTO] ALGUEM SABE COMO É O FINAL????????
vinte_e_seis
03/04/2006, 14:25
AQUI RODA O QUAKE 4 NO MEDIUM
HEHEH SO MAIS UM FA DE QUAKE 4 QUASE VIREI O JOGA MAS O VIRGULINO TIRO DO PC FIQUEI LOCO COM ISSO MAS TAMBEM VO COMPRA O JOGO ACHEI MUITO PERFEITO A E PESSOAL QUE JA VIROU O QUAKE 4 ME DIZ COMO É A ULTIMA MISSAAO OU FASE OU MAPA POR FAVOR EM TEDALHES[NEM SEI SE TA CERTO] ALGUEM SABE COMO É O FINAL????????
SEI
Ele mata, finalmente, o MAKRON, e volta pra Terra e vive feliz para sempre.
huahuauhauhauhhuauha
E tu vae precisar queimar muitos neuronios pra destrir neuronios STROGGS,
huahuauhahuahuahuauahuhua
Vassily...Gadini
04/04/2006, 13:13
SEI
Ele mata, finalmente, o MAKRON, e volta pra Terra e vive feliz para sempre.
huahuauhauhauhhuauha
E tu vae precisar queimar muitos neuronios pra destrir neuronios STROGGS,
huahuauhahuahuahuauahuhua
E que chefe ridículo, achei que ia ser sinistro e puff!! Mas o jogo era muito legal msm, rodava high lizinho aki =).
E que chefe ridículo, achei que ia ser sinistro e puff!! Mas o jogo era muito legal msm, rodava high lizinho aki =).
qdo vi aqilo me lembrou DOOM2, todos aqueles inimgos, heheh
mas blz, ate usei noclip pra ver se a cabeca do romero estaria la.
Só eu achei muito ruim o Quake 4 da metade pra frente, e o final conseguiu ser pior?
Nao vi nada de errado com o quake 4, o final pode ter sido um pouco precario mesmo, so nao gostei quando vc e transformado em strogg e eh resgatado, eu pensando que ia jogar pelos stroggs dali pra frente, ia ser mo rox!
Agora vou ter que esperar pro ET:QW....
Razorblade
07/04/2006, 0:38
Windows® 2000/XP, Pentium® 4 2.0Ghz ou AMD® Athlon® XP 2000 equivalente ou superior, 512MB de RAM ou mais, Placa de vídeo aceleradora 3D de 64MB 100% compatível com DirectX® 9.0c (incluso no CD) e usando um dos chipsets*: ATI® Radeon® 9700, ATI® Radeon® 9800, ATI® Radeon® X300, ATI® Radeon® X550, ATI® Radeon® X600, ATI® Radeon® X700, ATI® Radeon® X800, ATI® Radeon® X850; toda a série nVidia® GeForce™3/Ti, toda a série nVidia® GeForce™4/Ti, toda a série nVidia® GeForce™FX, toda a série nVidia® GeForce™6 e toda a série nVidia® GeForce™7, CD-ROM de 8X velocidades
É + - isso intao?
Esses São os requerimentos do Quake 4...
lançamento previsto pra 1º de junho de 2006
novas scans CGW
http://www.phpbb88.com/btqw/viewtopic.php?t=8&mforum=btqw
que esporro essas screens hein!
mas ainda quero ver se a jogabilidade dele vai ser tão boa quanto a dos BF's
p.s.: e não adianta reclamar de bug (se o BF2 fosse tão ruim ninguém aqui estaria jogando) e nem do 2142 (aposto que 1 semana depois de lançado todo mundo aqui vai estar correndo atrás das medalhas e ranks novos).
que esporro essas screens hein!
mas ainda quero ver se a jogabilidade dele vai ser tão boa quanto a dos BF's
Pardon me but I've never played any of the BF series except BF2. I just found it funny that you would draw reference to 'accuracy such as in the original series, where you could be somewhat accurate in close combat'. Just about ANY FPS I've played does not have series problem with hit detection. And you have to admit that hit detection is kinda important in a FPS right?
How about just accuracy like ET? When if you lose a fire-fight, you KNOW its cos you sucked. Being lucky is not the idea behind a FPS game.... Burst control and playing smart is the essence behind almost ALL FPS games.
c tu curte a jogabilidade do BF2 entao eh melhor ficar nele mesmo, pq ET:QW vai vir como FPS de verdade, jogabilidade de First Person SHOOTER, qdo a equipe EA/Dice realmente souber fazer um direito, talvez de pra comparar alguma coisa
é o mesmo que comparar os Crafts(Blizzard) com os Ages(Ensemble), os 2 tem visao superior, os bonequinhos lah embaixo, e as estrutura pra construir e etc, mas a blizzard sabe como fazer um RTS
Vassily...Gadini
22/04/2006, 21:23
lançamento previsto pra 1º de junho de 2006
\o/! Sem querer ser chato mas foi fonte confiável?
\o/! Sem querer ser chato mas foi fonte confiável?
o oficial é "when its done"
mas rumores dizem q deve ser pelo inicio de junho, certeza ng tem
Vassily...Gadini
23/04/2006, 14:09
o oficial é "when its done"
mas rumores dizem q deve ser pelo inicio de junho, certeza ng tem
Bem que seja por ai mesmo! Eu queria e ver mais vídeos in-game mas num acho outro sem ser akele trailer. Espero que o jogo fique legal.
Poxa... o pessoal que ta desenvolvendo o jogo não para de meter o pau no BF2 né?
Poxa... o pessoal que ta desenvolvendo o jogo não para de meter o pau no BF2 né?
nao sao os desenvolvedores, é a comunidade, e quem aparece lah no forum oficial pra meter o pau é em grande parte jogador de BF2 mesmo...
tem um pessoal q jah joga FPS ha +tempo e largou BF de mao qdo viu q virou RPG o negocio, e tem um pessoal q tah querendo zuar o QW, aheuaeu, tem nego pedindo rank permanente, unlocks e etc, já querendo descambar o bagulho, mas esses vao ficar pelo BF2 msm :bf2br23:
rola uns discussoes bacanas no forum da splashdamage, sobre balanceamento, gameplay e etc, mas os desenvolvedores nao abrem jogo, sao mt paoduro pra liberar screenshot, hah, acho q temem "espionagem industrial", jah q tem o UT2k7 e 2142 querendo competir no msm mercado
Bom, então o pessoal que está fazendo o jogo ja tem uma base do que NÃO fazer no jogo...
Esse ai vai ser o meu original do ano :P
uahuahuahuahuahuahuahhuah
jogo novo probremas antigos
http://i2.photobucket.com/albums/y14/vfn4i83/jogo/etqw15td.jpg
http://img77.imageshack.us/img77/185/binawherereal9fd.jpg
Valhalla
29/04/2006, 15:53
http://www.shacknews.com/extras/2006/042806_quakewars_qa_1.x (http://www.shacknews.com/extras/2006/042806_quakewars_qa_1.x)<o:p></o:p>
<st1:place w:st="on"><st1:placename w:st="on">Enemy</st1:placename> <st1:placetype w:st="on">Territory</st1:placetype></st1:place>: Quake Wars Q&A<o:p></o:p>
-- April 28, 2006 by: Chris Remo<o:p></o:p>
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With E3 fast approaching, the guys at Splash Damage are in crunch mode to make sure <st1:place w:st="on"><st1:placename w:st="on">Enemy</st1:placename> <st1:placetype w:st="on">Territory</st1:placetype></st1:place>: Quake Wars is in top form when it's playable at the show. I managed to get a few questions off to studio owner and lead designer Paul "Locki" Wedgwood, who answered at much greater length than I had expected given how busy they must be.
<o:p></o:p>
Locki brings plenty of the experience to the table for Quake Wars, having previously served as lead designer on the popular Q3F (http://www.q3f.com/) mod and then of course serving as lead designer on the surprisingly free <st1:place w:st="on"><st1:placename w:st="on">Enemy</st1:placename> <st1:placetype w:st="on">Territory</st1:placetype></st1:place>: Return to Castle Wolfenstein. Here's what he had to say about my Quake Wars queries:
Shack: Could you go into some detail about the workings of Carmack's "MegaTexture" technology used in the game?
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Paul Wedgwood: Sure! John Carmack at id Software devised the MegaTexture technology as a way to generate and exploit a single huge, unique, untiled texture to cover the entire landscape of a map. This represented the first of several significant advances for the Doom 3 engine; for example, the MegaTexture technology has a tool suite called MegaGen, which really helps our Level Designers generate the initial map layouts. MegaGen can automatically distribute materials such as grass, sand and rocks across the landscape, based on altitudes and the angles of incline. MegaGen makes moss grow up the steeper slopes and cling to rocks, grass grow in the flatter areas, and sand and snow gather appropriately in the crevices between rocks. Our Artists are then able to paint additional fine unique detail such as cracks in road surfaces, or they can texture modeled elements such as shell and plasma blast craters in the terrain. <o:p></o:p>
All of this is compiled into a five gigabyte source texture - hundreds of times larger than the average high-resolution desktop wallpaper. The really amazing thing about the MegaTexture technology is that only around ten megabytes of video memory and twenty megabytes of system memory are used to display it. What?s more, we ?brute force render? the terrain right to the horizon - there?s no artificial fogging hiding the view. <o:p></o:p>
Perhaps even more importantly than the visual benefits, we?re also able to derive gameplay-affecting properties from the texture itself rather than the underlying polygons. This feature accurately determines the implication of different surface types on gameplay. For example, appropriate footsteps are played on sand versus concrete, while driving off-road will result in gravel particles being kicked up when a vehicle loses traction and the appropriate sound effects being played. Even a vehicle?s traction itself is determined from this huge texture, giving a vehicle better road-handling on asphalt than on mud.
<o:p></o:p>
Shack: What, if anything, has gone into adapting the DOOM 3 engine for such huge environments? It's definitely out of character with most of the games based on the technology.
<o:p></o:p>
Paul Wedgwood: When we started working on the initial design with Kevin Cloud (Co-Owner of id Software), we knew that to evolve Wolfenstein: <st1:place w:st="on"><st1:placename w:st="on">Enemy</st1:placename> <st1:placetype w:st="on">Territory</st1:placetype></st1:place>?s game-play to the level we all wanted, we needed an engine that would support terrain rendering, multiplayer gaming and vehicle physics. It?s a great testament to id Software?s technology that Doom 3, which appears to be a single-player, indoor, first person shooter engine, could prove such a great foundation for this new genre. <o:p></o:p>
The big technological advances then have been in terrain rendering, physics and networking. We?ve evangelized the features of the MegaTexture so much that people must think that ETQW?s networking and physics are its poor inbred cousins, but in fact these are both areas that have witnessed similar advances. <o:p></o:p>
For the networking, we devised a system with id Software called ?Area of Relevance?, which works somewhat like ?Level of Detail? for graphics ? it only sends the data you really need to know about. For example, up-close you?ll see the entire inventory of a team-mate, but at a mile away you don?t need to know which way his head is facing or how many grenades he has, so we don?t transmit this information to you. For the game?s physics, we?ve extended the implementation of ?rigid bodies? so that suspension, propulsion and friction are better simulated. This lets us have great off-road vehicles that can climb rocks, boats that have buoyancy and flying vehicles that react the way you?d expect to lift, drag, thrust and friction. It has a great affect on gameplay, because players controlling vehicles in ETQW find that they handle the way they?d expect ? for example, as their skill improves they can start to perform trick jumps, giving them access to more routes across the battlefield.
<o:p></o:p>
Shack: How does <st1:place w:st="on"><st1:placename w:st="on">Enemy</st1:placename> <st1:placetype w:st="on">Territory</st1:placetype></st1:place>: QUAKE Wars stand out from games in similar genres, such as the Battlefield series?
<o:p></o:p>
Paul Wedgwood: Both id Software and Splash Damage are fans of Battlefield (and both companies are known for running Battlefield game servers for their staff and friends), but ETQW should be thought of as a different kind of game with different development and gameplay goals. <o:p></o:p>
ETQW is fundamentally built with the goal of creating gameplay where teamwork makes a significant difference in whether or not you complete objectives. The game is also unique in pitting asymmetrical forces against one another; It?s no longer just a choice between two similar but differently-named machine guns: the choice of whether to play Strogg or GDF is significant, the strategies are different, and the experience is different. <o:p></o:p>
ETQW?s builds on Wolf ET?s successful team play approach that has won millions of fans the world over, but is set a century after those World War II battles. It pits the Allied troops of the Global Defence Force against their most horrific threat yet - the Strogg invasion of Earth, set in the epic QUAKE universe - a conventional human military force taking on the marauding Strogg with their alien technology. <o:p></o:p>
And while it?s true that ETQW can be played instantly - and there?s absolutely no reason not to jump right in, grab a weapon, drive a vehicle and have fun blowing up the enemy - ETQW?s game depth allows for previously unseen team play potential. <o:p></o:p>
The new ?Solo Assignment System? (due for completion after E3) ensures that regardless of whether you know which combat role you?re playing, what weapons you?re carrying, or what your team objectives are, you?ll know where to go, what to do when you get there, and what you reward will be for victory. This coordinated team-play system evolves as you use it and your character advances, to provide the infrastructure for a significant improvement in interface and communications for fire-teams. We are convinced that even someone new to the FPS MP genre will quickly move up from having independent shoot-and-run fun in a nice-looking online ?sandbox? battlefield, to completing tactical missions as part of a crack combat unit, assaulting and securing combat objectives in pursuit of the strategic goals that mark the turning points in Earth?s war against the Strogg invaders.
<o:p></o:p>
Shack: Rather than true single player, <st1:place w:st="on"><st1:placename w:st="on">Enemy</st1:placename> <st1:placetype w:st="on">Territory</st1:placetype></st1:place>: QUAKE Wars apparently has some kind of mission mode that is played online. Could you explain this (or correct my incorrect information)?
<o:p></o:p>
Paul Wedgwood: <st1:placename w:st="on">Enemy</st1:placename> <st1:placetype w:st="on">Territory</st1:placetype> is a multiplayer game, and the core of <st1:place w:st="on"><st1:placename w:st="on">Enemy</st1:placename> <st1:placetype w:st="on">Territory</st1:placetype></st1:place> gameplay (whether that?s Wolf ET or ETQW) is team-play. So, when you?re relying on your team-mates to perform specific tasks or you?re covertly observing the enemy and trying to learn their tactics, it is far more satisfying and rewarding when the other players are human. As gamers we love multiplayer games, and as developers of a multiplayer game, our goal is to have people playing with other people. When a person would rather play with a computer controlled bot than a live opponent, the design has failed as a multiplayer game. <o:p></o:p>
id and Splash Damage feel strongly that our development time is better spent on improving team-play and ensuring that players are able to easily understand their role on the team and within the campaign. We?re focusing every effort on making a game that is not only deep and rewarding for veteran players, but is also a game that new players can jump into, know where to go, what to do when they get there, and what their reward will be for success. <o:p></o:p>
Naturally, ETQW is not the first game to do this - World of Warcraft is the most notable recent game to be multiplayer-only, but featuring in-mission training that takes part while playing online.
<o:p></o:p>
Shack: Are there any features (or modes, or whatever) in the game you're particularly proud of that gamers might not know about yet?
<o:p></o:p>
Paul Wedgwood: There are three areas that we?re most proud of: <o:p></o:p>
First, moving to the QUAKE Universe, and in doing so, evolving the Axis versus Allies battles of Wolfenstein: <st1:place w:st="on"><st1:placename w:st="on">Enemy</st1:placename> <st1:placetype w:st="on">Territory</st1:placetype></st1:place>. As a prequel in the story-line to the Quake series of games, set around 2060, you could think of ETQW as Quake Zero ? a retelling of the initial Strogg invasion of Earth. Each battle is unique, at a different geographical location, with different tactical objectives and strategic goals. For example, one map witnesses the GDF fighting to secure intelligence about Strogg Slipgate Technology (which eventually leads to the retaliation against Stroggos in Quake II?s plot). In ETQW, players pick a side; fighting either as the human Global Defence Force, with conventional weapons, or as the biomechanical Strogg alien invaders, with their more advanced technology. <o:p></o:p>
Secondly, we developed the game as multiplayer from the very start, rather than adding multiplayer to an existing single-player game. This meant that we weren?t taking a single-player game and cutting back on features (because we wanted to send them across a network), but instead focusing on what features could be added or improved for pure multiplayer. This is also true for the physics engine, which now allows us to simulate vehicle forces and traction much more realistically than has been possible across a network in the past. <o:p></o:p>
Thirdly, and probably most importantly, the game focuses on team-play. Two asymmetric teams (with differing weaponry, vehicles, deployables and combat roles), fight it out to secure specific tactical objectives in pursuit of a strategic goal ? you?re not simply death-matching or stealing flags. Instead you take on a specific combat role and work with your team to construct a bridge, escort and deploy a Mobile Command Post at an outpost, steal data, or destroy a Strogg Shield so you can launch a full attack on their base.
<o:p></o:p>
Shack: Thanks for your time!
<o:p></o:p>
Quake Wars will be on display in playable form at E3, and Shack will be there to check it out and give in-depth impressions. The game is expected to ship later in 2006<o:p></o:p>
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foda5002
01/05/2006, 15:41
Interessante bagario esse jogo, quando eu bombar meu pc eu compro :D
BlackHawk
01/05/2006, 19:34
Será que vou conseguir rodar na minha FX5500 ou vai ser a mesma merda do Ghost Recon Advanced Warfighter ?
Vc consegue rodar satisfatóriamente D3 ou Q4? Se sim, provavelmente vai conseguir ja que eles tão querendo deixar o jogo não muito pesado.
price357
02/05/2006, 10:10
Ja estou ate pressentindo quake wars vai ganhar em conteudo do bf2142.
Mas o bf2142 vai ganhar em requesitos vai ser mais leve pra rodar ja que utiliza a mesma engine do bf2.
Valhalla
02/05/2006, 15:03
Entrevista do Gamer Within com John Carmack sobre o exclusivo método MegaTexturing que será usado em QuakeWars:
http://www.gamerwithin.com/?view=article&article=1319&p=2&PHPSESSID=4dfc458d9727373554b5debf66a79660
Cain Dornan
One of the most respected and well-known game developers in the world, John Carmack hardly needs any introduction. Having mastered the skill of game programming, Carmack co-founded developer id Software, and has also worked on such classic series as Doom, Quake and Wolfenstein 3D.
In this Question & Answer with Carmack, he discusses the new MegaTexture technology, which will be used in the upcoming Enemy Territory: Quake Wars for PC. Definitely a worthy read for any programming, designing or general development enthusiast, as well as any gamer slightly interested in the development process behind games.
Q1: What is MegaTexturing technology?
Answer: MegaTexture technology is something that addresses resource limitations in one particular aspect of graphics. The core idea of it is that when you start looking at outdoor rendering and how you want to do terrain and things in general, people almost always wind up with some kind of cross-fade blended approach where you tile your textures over and blend between them and add little bits of detail here and there. A really important thing to realize about just generally tiling textures, that we?re so used to accepting it in games, is that when you have one repeated pattern over a bunch of geometry, the texture tiling and repeating is really just a very, very specialized form of data compression where it?s allowing you to take a smaller amount of data and have it replicated over multiple surfaces, or multiple parts of the same surface in a game since you generally don?t have enough memory to be able to have the exact texture that you?d like everywhere.
The key point of that is what you really want to do is to be able to have as much texture as you want to use where you have something unique everywhere. Now normally, you just can?t get away with doing that, because if you allocate a 32,000 by 32,000 texture, the graphics curve can?t render directly from that. There?s not enough memory in the system to do that, and even when you have normal sized textures, games are always up against the limits of the graphics card memory, and system memory, and eventually you?ve got hard drive or DVD memory on there, but you wind up with a lot of different swapping schemes, where you?ll have a little low-res version of a texture, and then high res versions that you bring in at different times, and a lot of effort goes into trying to manage this one way or the other.
So when Splash Damage was starting on, really early with Enemy Territory: QUAKE Wars, they were looking at some of these different ways to render the outdoor scenes with different blends and things like that. And one of my early suggestions to them was that they consider looking at an approach where you just use one monumentally large texture, and that turned out to be 32,000 by 32,000. And I ? rather then doing it by the conventional way that you would approach something like this (i.e. ? chopping up the geometry into different pieces and mapping different textures on to there and incrementally swapping them for low res versus high res versions), just let them treat one uniform geometry mesh and have this effectively unbounded texture side on there, and use a more complicated fragment program to go ahead and pick out exactly what should be on there, just as if the graphics hardware and the system really did support such a huge texture.
In the end what this winds up getting us is the ability to create a great outdoor terrain texture that has far more complex interactions than anything that you would get with any kind of conventional rendering, where you?ve built it up out of pieces of lots of smaller textures on there, where they do some sophisticated things with growing grass up between bump maps. And then you can go back and do hand touch ups in a lot of different places to accent around features that are coming out of the surface. And this type of thing is, I?m very sure, going to become critically importance as we go forward into kind of next generation technologies on there. We?ve seen this over and over as we?ve gone through graphical technology improvements over the years, where there will be certain key elements that you start looking at in games that look really dated because they don?t have the capabilities that people are seeing in sort of the cutting edge things there. And this type of unique texturing over the coming generation of games, I think, is going to be one of those, where when people start looking back at a game that?s predominantly piled and doesn?t have that unique artist touched sense about all of the scenes, it?s going to look very previous generation.
Q2: What?s the benefit on the top most level just for gamers, of the MegaTexture. And the second part of that is what?s the benefit as the developer?
Answer: Well for the user the bottom line is just that it looks better. You wind up with something that has the diversity that you don?t get with more conventional terrain generation systems out there. As the developer, looks are still important for games. If you look at a game and you make it look better, it?s a better game, so long as you don?t impact the gameplay negatively. So it?s nothing profound and fundamental, it?s just one tiny little aspect of graphics rendering that?s just better now.
http://www.gamerwithin.com/featurearticles/carmack_q&a/carmack_enemyterritories_01.jpg
Q3: Aside from the visual aspect of the terrain looking better, do you think there will be any other foreseeable differences to us gamers that are playing MegaTexture games?
Answer: It?s just the variety and the diversity of it. Like I said at the very beginning, this is only a very small aspect of graphics, let alone of games in the larger sense. It?s a specific little piece of technology that addresses texture resource limitations, and this entire technology would not need to exist if you had four gigabyte graphics cards, and lots more RAM. In fact, so much of programming and graphics programming in particular is just trying to pretend that we?ve got hardware that?s five or 10 years more advanced than what we?ve got right now by making various algorithmic trade offs.
Q4: How is the MegaTexture a major step forward for game graphics?
Answer: My core comment here is that any repeating use of a texture is just very specialized data compression. Any time you have one set of texture data, and it?s present in more than one place on the screen, it?s really an approximation to what an ideal infinite resource video game would provide. Because in the real world, there aren?t any repeats?even things that look like they repeat, like bricks or dry wall, are uniquely different. The subtle differences that you get are the things that distinguish a rendering, especially a game rendering, from something that?s very realistic.
The MegaTexture allows us to have terrain in QUAKE Wars that does not require any repeated textures for resource limitation reasons. There may still be some areas where a texture is repeated just because they didn?t feel like doing anything better, but there was no resource limitation that encouraged them or required them to do that. They are perfectly capable of having an artist go in and add 10 million little tiny touches to the level if they chose to do so. It?s taken it from being a resource constraint to something that becomes a design trade off.
Q5: Does MegaTexturing technology bring any specific limitations with it?
Answer: No. There?s no limit to dynamically changing it. That?s one of the neat things about it ? to the graphics engine, it looks like you?re just texturing on top of arbitrary geometry. You can move it around and all of that. With the technology in Enemy Territory: QUAKE Wars, there are some issues with deforming the texture coordinates too much. You?ll get areas that are blurred more than you would expect with a conventional texturing, and that?s something that?s fixed in my newer rev of technology.
There are some minor things you have to worry a little bit about. If you stretched up too steep a cliff slide, there would be some blurring involved there, even if you adjusted the texture coordinate somewhat. And you can crutch around that a little bit. That?s also a problem that?s been fixed by a newer rev of technology that we?ve got right now.
http://www.gamerwithin.com/featurearticles/carmack_q&a/carmack_enemyterritories_02.jpg
Q6: So would you consider the fact that the MegaTexture paints all of the terrain with one enormous texture an advantage to level of detail or a limitation?
Answer: Level of detail wise, the terrain does not render with any sophisticated geometry morphing situation. That?s one of those things that for years I think most of the research that?s gone into has been wasted. Geometry level of detail on terrain?there have been thousands of papers written about it, and I honestly don?t think it?s all that important. The way the hardware works, you?re so much better off setting down a static mesh that?s all in vertex and index buffers, and just letting the hardware plow through it, rather than going through and having the CPU attempt to do some really clever cross blended interpolation of vertices.
In and infinite sized world, you would have to include some degree of level of detail. The Quake Wars levels are not infinite size. They?re bounded. And it generally turns out to be the best idea to just have the geometry at a reasonable level of detail and very efficiently rendered.
But the MegaTexture would work just fine if you wanted to use that on something where you were dynamically level detailing the terrain. That is one of the nice aspects of it, where to the application it just looks like you can texture with an infinite size texture. You don?t have to worry about breaking it up on particular boundaries of anything special like that.
Q7: How do you see the mega texture developing in the next few years?
Answer: The particular version that?s in the Splash Damage code is essentially already abandoned, where the newer version of the stuff that I?ve got is a super setup that allows us to use it for arbitrary textures and has a few other nice benefits. It was one of those things where, if I had thought about it at the beginning, then I probably would have done it back then.
But from a technology development standpoint, content wise, the technologies that Splash Damage developed for creating these terrains ,and some of the stuff that I was working on to modify MegaTextures artistically, those are the corner stones of what we?re using going forward for content creation.
Q8: Do you think that since it?s a solution that?s working with Enemy Territory: QUAKE Wars, it?s eventually going to be used in other software.
Answer: Correct. What?s exciting is that I did this stuff a long time ago, when I first did the initial MegaTexture stuff for Splash Damage, which is specialized for terrains. The MegaTexture works for things that are topologically a deformed plain, like an outdoor surface, and it has certain particular limitations on how much you can deform the texture mapping there. For the better part of a year after that initial creation, I have been sort of struggling to find a way to have a similar technology that creates this unique mapping of everything, and use it in a more general sense so that we could have it on architectural models, and arbitrary characters, and things like that.
Finally, I found a solution that lets us do everything that we want in a more general sense, which is what we?re using in our current title that?s under development. That was one of those really happy programmer moments, where I knew that this sense of unique texturing was a really positive step forward for what we could do artistically with the game. I just hadn?t hit on the right thing for a long time, and then, finally, when I did settle down and come up with a technology that works for all of that, it was a good moment.
Q9: Do you think it is inevitable that this would be a wheel that the other guys are going to have to reinvent, too?
Answer: Yes. Although most graphics rendering stuff is not that incredibly mysterious and difficult. It used to be that people were always looking for the black magic in the code, some place, but it?s not that big of a deal. And especially now there are hundreds and hundreds of graphics programmers out there who, as soon as they see this type of stuff and read and article about it, they can go out and start implementing some of the same things. I expect that pretty much will happen.
I would say that the greater differentiation will be in the two ((inaudible)) that go into allowing people to take effective use of this because the core technology to do this is tiny. There?s one file of source code that manages the individual blocks, and then the fragment program stuff for this is like a page. It?s not that big of a deal. It?s an architectural and mind set change that you have to make to decide to actually build a project that?s going to leverage this type of technology.
Q10: Why do you think other developers haven?t done anything like this before?
Answer: One aspect of it is certainly the fear of unboundaried development time. That?s something that you can look at and say, ?Oh my gosh, we make this many megabytes of textures. If we uniquely texture the entire world, it?s going to be 50 times that. How are we going to get that done?? Generally that?s a bad way to look at things, because while you now have the ability to uniquely texture everything, nothing is forcing you to. You can still set up and use the technology just like any old system where you repeat pictures; it?s just that now you have the ability to do it everywhere you want to, anywhere your fancies strike you or your artist wants to go in and touch everything up to make an area look better. But, the worry about development time certainly is an issue and has been an issue for many years now. Specifically a significant concern about the fact that it?s not such a good idea to develop a technology that is only going to make a game finish later and later. Anything that you?re going to include that allows more capabilities will take longer to optimize. There are very, very few things that you can do that just automatically take the same effort, but produce something drastically better.
Q11: Did you create the MegaTexture technology with PC hardware in mind? Or were you also planning for next gen consoles when you started coming up with it?
Answer: It was done on the PC. But we know that next-gen consoles are essentially PC graphics renderers?
Q12: Would the consoles having less memory than a PC pose a problem for the MegaTexture? Or is something that you guys have already started to work around?
Answer: If anything, it works out better for the next-generation consoles, because on the PC you could often get away with not doing texture management if you were targeting fairly high end, while on the consoles, you?ve always had to do it. And especially my newer paged virtual texturing which applies to everything instead of just terrain, allows you to have a uniform management of all texture resources there, as well as allowing infinitely sized texture dimensions. So this is actually working out very nicely on the Xbox 360.
Q13: Do you think the MegaTexture is a technology that will push hardware forward, in terms of gamers having to buy new upgrades for PCs, or not?
Answer: Interestingly, this isn?t as performance demanding as a lot of things we?ve done before. While the exact implementation that I?ve done for ETQW wouldn?t have been possible until the modern generation of cards, the fundamental idea of unique texturing is something that could have been done at any point all the way back to the 3DFX cards. And when I was originally starting the DOOM development five to six years ago, unique texturing was something that I looked at as a viable direction to go to make a next-generation step, but I instead chose to go with the bump mapping and the dynamic lighting and shadowing because I thought, for game play reasons, that they were going to work out better. It?s a technology that I?m surprised that no one else wound up pursuing, because I picked my direction way back in the DOOM 3 days and I kind of saw this other viable path that people could be pursuing. I was kind of surprised that five, six, years later, nobody else had really taken that task, because it always looked good to me.
Q14: Do you think that the MegaTexture technology will be accessible to mod teams? I?m making the connection there in terms of thinking of some of the smaller teams out there.
Answer: It doesn?t help them. In general, all the technology progress has been essentially reducing the ability of a mod team to do something significant and competitive. We?ve certainly seen this over the last 10 years, where, in the early days of somebody messing with DOOM or QUAKE, you could take essentially a pure concept idea, put it in, and see how the game play evolved there. But doing a mod now, if you?re making new models, new animation, you essentially need to be a game studio doing something for free to do something that?s going to be the significant equivalent. And almost nobody even considers doing a total conversion anymore. Anything like this that allows more media effort to be spent, probably does not help the mods.
http://www.gamerwithin.com/featurearticles/carmack_q&a/carmack_enemyterritories_03.jpg
Q15: Has the MegaTexture been a really rewarding breakthrough for you in the scope of some of your other accomplishments?
Answer: It?s hard to put everything in comparison against all the different things I?ve done. Certainly in this generation of technologies that I?m working on I?ve done dozens and dozens of little experiments with lots of different graphics technologies. I do think that the unique texturing technologies are the most important of all of the things that I?ve done and are going to have the most significant impact.
There?s a ton of little graphics technologies that you can experiment with, different rendering technologies, and ways of drawing things with silhouette lighting or deformation maps ? just all sorts of things that are interesting when you look at them in a particular light, and may have some great use in a game. But any texturing technology is something that applies to everything, and I?ve always wanted to do technologies that have a more general application, rather than things that I always considered artifact effects that you put on a particular object. I?m probably more accepting of eye candy like that on particular objects now than I used to be, because people do find things like that catchy, and it will make an impact on people when they see something special. But I?ve generally preferred to set up technologies that effect everything uniformly across the entire game world and this is one of those.
Q16: Public perception of you is sometimes centered around your love of technology in making games, and maybe more so for right or wrong, than the finished product. What do you think of that assessment?
Answer: Well, the gameplay really is intertwined with the presentation. I?ve never pursued a technology that I thought would negatively impact gameplay. It?s always in the context of ?how will this technology improve the game?? And it is true that I?m not the final arbiter of what?s necessarily going to make our games fun, gameplay-wise. I don?t necessarily consider myself representative of our target market. And the game play decisions are generally now made by Tim.
But I do still care about making sure that the technology that I help provide, which is sort of the canvas that everything is painted on, is something that will only have positive improvements to the whole game play experience. So I am focused more and more narrowly now, than I used to be, on the graphics technology and my little aspect of this. It?s true that I used to write essentially all of the code for everything. But as the demands of the technology have improved we have to have more and more people and it gets more and more specialized. So I?ve sort of retrenched into the area where I have the most to offer and I put in the time that I can to it.
Q17: Is there anything else that you?d like to add?
Answer: It?s still very exciting the capabilities that are continuously being added to our arsenal here. I am having a really good time working on the Xbox 360 right now, graphic technology-wise. As for the MegaTexture stuff, it is kind of funny that it?s not super demanding of the hardware. As I mentioned, I was kind of surprised that something like this hadn?t been pushed before we got around to it. There are lots more exciting possibilities for the graphics research and we?re still toying around with some fairly fundamental architectural design issues on the Xbox 360.
And, the PC space is going to be moving even faster than the consoles. The graphics technology is still exciting and they?re still going to be significant things that we can show to people that will make them look at this and say ?wow, this is a lot better than the previous generation.? I do think unique texturing is the key for the coming generation.
There are lots and lots of graphics technologies that we can look at. And maybe you add five or six up and they wind up being something that really gives it a next generation wow. But just by itself, even with no newer presentation technologies, allowing unique texturing on lots and lots of surfaces, I think, is the key enabler for this generation.
Thank you for your time.
Mas o bf2142 vai ganhar em requesitos vai ser mais leve pra rodar ja que utiliza a mesma engine do bf2.
quake4 singleplayer aqui: 1024x768 medium = 40-50fps (minimo de 30) em area aberta nas tretas
bf2 multiplayer: 800x600 tudo low/off = 20-35 fps (minimo de 10) em area aberta nas tretas
a maioria q diz q d3 ou q4 eh pesadao acho q nem jogou na verdade
Só um detalhe do tópico... esse lance de poder entrar em veículos, lutar em cenário aberto e tal, não foi idéia do BF1942, começou com Operation Flashpoint ;)
quake4 singleplayer aqui: 1024x768 medium = 40-50fps (minimo de 30) em area aberta nas tretas
bf2 multiplayer: 800x600 tudo low/off = 20-35 fps (minimo de 10) em area aberta nas tretas
a maioria q diz q d3 ou q4 eh pesadao acho q nem jogou na verdade
Por estranho q pareca, coloque sua resolucao em 1024, o Bugfield tem um bug q da pepino em 800x600
Aqui melhorou um bocado depois de ter trocado a resolucao, mas se quiser melhorar os graficos instale o Project Reality (PRMM) o q esta i em baixo na minha assinatura, roda liso.
Só um detalhe do tópico... esse lance de poder entrar em veículos, lutar em cenário aberto e tal, não foi idéia do BF1942, começou com Operation Flashpoint ;)
na verdade Battlezone veio bem antes (1998), e antes do OFP ainda teve Tribes focando em "massive multiplayer"
Frassini
03/05/2006, 13:49
quake4 singleplayer aqui: 1024x768 medium = 40-50fps (minimo de 30) em area aberta nas tretas
bf2 multiplayer: 800x600 tudo low/off = 20-35 fps (minimo de 10) em area aberta nas tretas
a maioria q diz q d3 ou q4 eh pesadao acho q nem jogou na verdade
O estranho é que quanto mais baixa a qualidade de gráficos no BF2, mas lento ele fica. Experimenta!
:bf2br14:
ps.: stribiba
:bf2br06:
BlackHawk
03/05/2006, 13:50
De fato, Tribes foi um dos primeiros jogos de multiplayer com mapas abertos e capacidade para pilotar veículos, sem falar na inúmera variedade de recursos. Bons tempos em que eu jogava Tribes metendo foguete nos outros com aquela Scout.
Tem um jogo aqui que muita gente certamente não ouviu falar. Se chama "Russian Rollet II". Este jogo velho que só, foi na verdade uma inovação pelo fato de poder-mos pilotar veículos e em mapas que vc levava 1 hora pra cruza-lo por completo de tão grande. Sua variedade de veículos surpreendia até mesmo pelo fato de ser um jogo completamente antigo.
Sem dúvidas, as grandes investidas no multiplayer de mapas gigantes com dezenas de veículos para pilotar começaram muito antes de "Flash Point".
Valhalla
03/05/2006, 13:51
FiringSquad entrevista (http://www.firingsquad.com/features/enemy_territory_quake_wars_interview/)Paul Wedgwood: (http://www.firingsquad.com/features/enemy_territory_quake_wars_interview/)
First two questions <table align="right" border="0" cellpadding="5" cellspacing="0" width="336"><tbody><tr><td> style="display: none;" id="ac4ca7a4" name="ac4ca7a4" src="http://ads2.firingsquad.com/adframe.php?n=ac4ca7a4&what=zone:53" framespacing="0" frameborder="no" height="280" scrolling="no" width="336"><a href='http://ads2.firingsquad.com/adclick.php?n=ac4ca7a4' target='_blank'><img src='http://ads2.firingsquad.com/adview.php?what=zone:53&amp;n=ac4ca7a4' border='0' alt=''></a></iframe>
</td></tr></tbody></table>FiringSquad: It's interesting that you chose to add vehicles in the game, since the original Wolfenstein: Enemy Territory was basically vehicle-free and came out as an excellent class-based infantry game. What were some of the risks vs. rewards you feel you took by adding vehicles to the Enemy Territory franchise? Was it a desire to satisfy player's demands that pushed the decision, or a genuine belief they'll make the game better?
Paul Wedgwood: We definitely believe our vehicles make ETQW better. Adding vehicles certainly has risks - you can end up with wildly unbalanced combat, or two or three completely separate battles all happening in the same area because the aircraft just fight the aircraft, the tanks just fight the tanks, and the infantry just shoot the infantry. Another problem with vehicle combat in some contemporary games is that when you jump into a vehicle, all that really seems to happen is that your avatar is replaced - instead of being a player on foot with a machine gun, you become a tank with greater mobility, fire-power and armour. The result is that you just feel like a gimp for fighting on foot ? you feel like you?ve got decreased mobility, fire-power and armour.
We?ve solved this in ETQW by designing the vehicles with specific combat roles. The physics system goes further than simply emulating ?rigid bodies? moving snugly over smoothed ground. Instead, it heightens ETQW?s team play potential by allowing off-road driving, rock hopping, air stunts and vehicle jumps ? all of which reinforce ETQW?s goal of providing specialist vehicles to provide great team play. ETQW?s vehicles can be thought of as an extension of the character class system ? each vehicle offers basic transport, but more importantly can be used to augment the player?s battlefield role, giving them access to unique routes and combat tactics. This way, we tie the vehicles into an overall rock-paper-scissors dynamic ? nothing?s effective against everything, everything?s vulnerable to something. Also, the vehicles are there to support the infantry so they can achieve their tactical objectives, not to own them outright.
We wanted to maintain asymmetry between the Strogg and GDF team by realistically modelling the Strogg and GDF?s differing approaches to vehicle propulsion. The GDF use fairly traditional combustion engines, augmented by ground-effect rotors and fast jets. GDF?s vehicles feature a wide-array of anti-personnel and anti-armour weapons, some featuring stealth technology, or providing re-supply and re-equipment capability in the battlefield. Conversely, the Strogg rely on their use of alien technology, including gravitonic repulsion, heavy walker pneumatics, bosonic orb and plasma weapon technology. Because of their propulsion types, they each feature advantages and disadvantages compared to the GDF vehicles. For example, The Strogg Hornet is powered by four gravitonic repulsor engines, allowing it to pull-off some insane moves, but the heat generated makes it an easier target at high altitude for the GDF?s lock-on LAW missiles (carried by the GDF Soldier, and used in the GDF SWARM Anti-Armour Missile Turret).
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FiringSquad: How major are the differences between Strogg and Humans going to be? Is it going to be something totally wild, with no direct 1:1 comparison - like StarCraft? Or more something along the lines of WarCraft III? Pardon the use of RTS games for comparison.
Paul Wedgwood: ETQW?s character class structure is similar to Wolf ET. Both the Strogg and GDF feature infiltration, assault, defence and support roles. However, a significant goal for the game is that the GDF and Strogg don?t just look different, but more importantly, play different. All of their tools, abilities, weapons and vehicles reflect their different technology and culture, so their asymmetric capabilities dictate different approaches to combat.
An example of the gameplay asymmetry between the teams is the Medic class. The GDF has a traditional Medic, much as in Wolf ET. The GDF Medic?s role is to revive and heal team-mates and call for supply station drops the battlefield. He has advanced communications equipment that gives him vital data on the status and location of his team-mates, but he?s also a strong combat class, equipped with a configurable assault rifle that can be used in both scoped and grenade launcher mode. Over on the Strogg team, they?re kept alive by the Technician class. The Technician is also a ?life support class?, but the Strogg?s reliance on Stroyent for food and fuel (derived from human organic matter) means that the Technician can replenish both health and ammo. The Strogg Technician can also stun GDF players with his Bioelectric Pinch bomb, and then extract Stroyent directly from them by using his Stroyent Extractor Spike. The Technician can even stroggify GDF troops that have fallen in the field, creating a ?Strogg Spawn Host? that allows his team-mates to get back into combat right at the front-line by taking over the stroggified GDF corpse. Playing Strogg Technician is a completely different challenge to playing GDF Medic.
This asymmetric gameplay mechanic extends right across the game. The Strogg and GDF teams are balanced against each other with that rock-paper-scissors cycle of dependencies and vulnerabilities between the various classes, weapons, vehicles, deployables, base structures, items, abilities and character advancement rewards to offer gameplay depth and variety. It shows up in lots of ways: aside from their models and texturing, this asymmetry is also immediately noticeable by their appearance and animations ? the GDF?s body language is standard tactical military, like a SWAT team, while the Strogg are more animalistic. The game?s animations aren?t just immersive eye-candy either, they were designed specifically with team play in mind; each character?s complete weapon and tool load-out is represented visually, with supporting animations that ensure you always know exactly what your team-mates are doing.
FiringSquad: Do you worry it's going to be a challenge trying to sell a game with fewer maps? Are people ready to trust developers that you'll spend more time making them better, rather than making more maps and hoping a few catch on? Do you think the need for quality maps is a consequence of your campaign-based design?
Paul Wedgwood: ETQW will ship with about 12 maps: they?ll all be good, and they?ll all be different. We?re confident that players would rather have fewer maps that they?re going to really want to play on than more maps that aren?t up to the same standard or support the same depth of gameplay. Maps don?t catch on by chance, they catch on because they?re better. We could have had more maps in the box, but we cut them to concentrate on making the dozen we have the best we can make them.
Having fewer maps means that we can make them more distinctive. Rather than all maps in ETQW being based on a single style of terrain (such as jungle), there are three themes in development: Temperate, Arid and Arctic. These are then augmented by unique geographical locations, individual plots to the missions, and unique objectives. Each map (mission) in ETQW takes place in a completely unique environment, with a different time-of-day, year and atmospheric conditions. Each battle charts a critical moment of the Strogg invasion, much as Wolf ET retold the important missions of World War II.
Because the type of surface being walked over, driven over or shot at, can be determined from the MegaTexture, each experience of fighting within dense foliage, across arctic planes or arid deserts is unique ? this is true of the vehicle traction, explosions and vehicle particles, and audio effects. Sand storms, snow and rain all affect visibility. Because ETQW can render right to the horizon, designers can choose visibility conditions that are right for the battle, rather than the technology constraining the design.
This combination of plot, geographical location, light, shadow, differing atmospheric conditions and audio effects makes each map feel completely unique. We think this is really important for game-play and player immersion, especially in the context of the campaign system, where each game takes place across three maps.
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FiringSquad: How extensive is your post-release support going to be? Can we expect some new maps further down the line? Or is that something you see the community doing?
Paul Wedgwood: Firstly, yes, both id and Splash Damage would love to provide additional maps, but there are no firm details yet. This obviously depends on everything else that needs doing post-release.
As for the community, we?ll be giving them a full tool suite. Because the MegaTexture features unique detail, we?ve developed a tool called MegaGen which allows Level Designers to generate a unique-looking MegaTexture for their maps, using ?Geometric Texture Distribution?. This system makes use of settings for the required geographical theme (such as the height of the water table, altitudes of silt lines, maximum incline for grass and moss to grow, precipices gathering stones and pebbles), and then distributes these textures across the whole terrain using custom normal and height-map based blends (ensuring that grass grows smoothly in to the crevices of rock, rather than being blended equally and looking unrealistic). Level Designers can lay down routes quickly with the Road Tool, simply dragging them across the terrain, and then compile the MegaTexture as easily as they did a Wolf ET map. The community mappers are going to go nuts; we can?t wait to see what they come up with.
FiringSquad: Are you planning for the game to launch with the SDK?
Absolutely. id Software has a reputation for excellent mod-community support, and with Splash Damage?s roots firmly in that territory too, you can be sure to see the release of a Software Developer Kit that allows great flexibility and power for mod-makers.
Both new and experienced Programmers will have some really powerful tools, although with the majority of the game controllable in script, you can get a huge amount done without modifying a single line of source code. Nevertheless, the source code for many of the game?s components will also be released, allowing for more advanced modifications and total conversions. Mod-makers will be able to script their own vehicles, and create new hardware shaders and particle effects.
Caramba... e eu jurava que Flash Point era o primeiro, acho ele muito parecido com BF em todos os aspectos, até engine tosca, mas rodava sem travar :P
http://www.enemyterritory.com/main.html
Trailer E3k6
Normal res - http://www.filecloud.com/files/file.php?user_file_id=157692
High Res - http://www.filecloud.com/files/file.php?user_file_id=157691
http://www.enemyterritory.com/main.html
krlho, megatexture e melhor do que eu tinha lido, este jogo sera lindo.
Nao duvido,de forma alguma de que nao tera concorrente a altura.
Videos IN GAME - http://media.pc.ign.com/media/748/748377/vids_1.html
Isso tá com cara de unreal ou é impressão minha? Achei que era mais tático sei lá
Bad_Boy-BR
11/05/2006, 14:16
Nossa vi os vídeos in game da E3 2006 parece um pouco com BF2, só que o HUD de mira é ENORME no MEIO da tela, e as TAG em cima parecem bolas verdes (muito grandes também).
Valhalla
11/05/2006, 14:32
o strogg inoculando o inimigo ficou legal :P
Nossa vi os vídeos in game da E3 2006 parece um pouco com BF2, só que o HUD de mira é ENORME no MEIO da tela, e as TAG em cima parecem bolas verdes (muito grandes também).
???
Parece com Wolf:ET no futuro
com veiculos e grafico de matar.
Kr muito bom este jogo mesmo, muito mais diversao e acao que BF2, garantido
Mas tem algumas coisas MUITO parecidas com o BF2... tipo aquele Commo Rose lá (troço pra falar por rádio) ta igual, a seleção de armas ta identico ao do BF2 entre outras coisas menores.... mesmo assim, to apostando nele
Pelo q assisti, este jogo novo nao sera muito estranho aos fans de Wolf:ET, a jogabilidaade e a mesma. Tendo muito destaque pra qualidade grafiaca e menus simplificados, fora os veiculos, o ponto forte do jogo.
Estou ansioso por ele
http://www.gamearena.com.au/news/read/3641727?sssdmh=dm16.199231
O número máximo de jogadores em servidor vai ser menor que 32, querem deixar o jogo mais tático \o/
Hip hip, quake wars!!
isto nao e problema, logo sai modificacoes de fans pra mais de 60 jogadores, como no ET normal
Pra mim acima de 40 ja vira putaria, então ta ótimo... xD
A propósito, não era pra sair dia 1 de junho, com direito a um demo antes? Até agora não vi nada, alguem te noticias atualizadas?
Pra mim acima de 40 ja vira putaria, então ta ótimo... xD
A propósito, não era pra sair dia 1 de junho, com direito a um demo antes? Até agora não vi nada, alguem te noticias atualizadas?
por mim pode sair setembro, outubro, novembro... :coffee: :bf2br29:
nao saindo prematuramente tah blz :icon_cool
Mas tem algumas coisas MUITO parecidas com o BF2... tipo aquele Commo Rose lá (troço pra falar por rádio) ta igual, a seleção de armas ta identico ao do BF2 entre outras coisas menores.... mesmo assim, to apostando nele
o "commo rose" na verdade já existia antes na serie Tom Clancy's, eu pessoalmente não sou mto fan, prefiro um "F2-F4" ou "V-4-5", mas vamo ver noq dá
calma , ninguem lanca nada durante a E3, so no final
http://www.orkut.com/Community.aspx?cmm=25247532
Já que reviveram mesmo...
por mim pode sair setembro, outubro, novembro... :coffee: :bf2br29:
nao saindo prematuramente tah blz :icon_cool
LOL ashuhsahuass Ta demorando....
Já que reviveram mesmo...
LOL ashuhsahuass Ta demorando....
huhuahua, as vzs a gente morde a língua :bf2br01: :bf2br29:
MikeinBrazil
07/01/2007, 22:08
Mais quando sai o Jogo? ta demorando mesmo! alguem tem uma data?
Mais quando sai o Jogo? ta demorando mesmo! alguem tem uma data?
parece que 2º "quarto" de 2007 (abril-junho)
Mais quando sai o Jogo? ta demorando mesmo! alguem tem uma data?
eh que a ID tem um ritual de correção de bugs completamente diferente do da EA...
eh que a ID tem um ritual de correção de bugs completamente diferente do da EA...
splashdamage neh
lembro de um comunicado ja meio antigo em q alegavam que os adiamentos seriam em virtude a retrabalho no balanceamento do jogo, os caras investem tempo em fazê-lo antes de tudo um jogo de verdade :bf2br11:
a série BF hoje é como album de figurinhas que tu preenche comprando pacotinhos de armas,veículos e mapas, um verdadeiro "sandbox", assim como um album, feito "pra encher os olhos", com aquela sensação de que sempre falta algo, dps acaba jogado num canto qualquer :(
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