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Ispep
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Posted: Wed, 19th Jul 2006 20:11 Post subject: |
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Ispep
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Posted: Wed, 19th Jul 2006 21:16 Post subject: |
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Looks absolutely fantastic and it's running in the source engine would you believe!
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Posted: Wed, 19th Jul 2006 23:00 Post subject: |
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i'm wondering what type of gameplay it would be
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Posted: Wed, 19th Jul 2006 23:05 Post subject: |
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Prolly something close to the classic team fortress gameplay lol
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vembi
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Location: Norway
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Posted: Wed, 19th Jul 2006 23:33 Post subject: |
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Loved the Team Fortress mod for the quake engine, and this looks promising. Hope that gameplay will be as much fun as the good old one.
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-=Cartoon=-
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-=Cartoon=-
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kosmiq
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Epsilon
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Posted: Sat, 22nd Jul 2006 16:19 Post subject: |
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Posted: Sat, 22nd Jul 2006 16:29 Post subject: |
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Yeah i'm glad they're trying something different. Should be fun.
"Techniclly speaking, Beta-Manboi didnt inject Burberry_Massi with Benz, he injected him with liquid that had air bubbles in it, which caused benz." - House M.D
"Faith without logic is the same as knowledge without understanding; meaningless"
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Posted: Sat, 22nd Jul 2006 17:08 Post subject: |
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TFC was cartoony so why not TF2...... well the characters looked cartoony, the gore was everything but cartoony 
Quote: | PC awesome button = Uninstall! |
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Posted: Sun, 23rd Jul 2006 06:17 Post subject: |
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Doesnt look very promising. Team Fortress went downhill once valve bought the rights. All the 'unofficial' TF mods for Q2, Q3, and UT stay true to the original, which is a good thing.
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Posted: Sun, 23rd Jul 2006 10:50 Post subject: |
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-=Cartoon=-
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Posted: Tue, 25th Jul 2006 16:31 Post subject: |
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Mchart wrote: | Doesnt look very promising. Team Fortress went downhill once valve bought the rights. All the 'unofficial' TF mods for Q2, Q3, and UT stay true to the original, which is a good thing. |
bs
TFC was awsome
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-=Cartoon=-
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poullou
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Posted: Wed, 26th Jul 2006 08:31 Post subject: |
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Some info on what will be coming in source engine by the time TF2 will be retail.
Quote: | Future Technologies of Source Engine
Dynamic Lighting and Shadowing 2
Team Fortress 2's Pyro, demonstrating real-time lighting, self-shadowing and soft particle technology.
A new dynamic lighting and shadowing system is being developed for Source, replacing the somewhat limp existing system.[2]
Currently, all dynamic shadows in a map:
* Come from the same angle regardless of the area's light sources
* Cast through all objects save world geometry/BSP
* Only cast shadows on world geometry
* Do not blend with pre-compiled static shadows
* Do not self-shadow (i.e. a character's arm will not cast a shadow on its torso)
The new system is currently known to:
* Go some way towards unifying pre-compiled and dynamic shadowing
* Allow objects to cast multiple soft shadows
* Allow shadows to dynamically react to point (e.g. light bulb) light sources
* Support self-shadowing
* Include new Phong shading and rim lighting effects
* Include per-vertex prop lighting[3]
Next-gen Renderer
An upgraded rendering path is in development for future Source engine games on Xbox 360.[4] PC development is not confirmed, but extremely likely. No other details are known at this point. Possible features include support for the Shader Model 3.0 (Pixel Shaders) and DirectX 10.
Landscape and Flora Rendering
The trailer for Half-Life 2: Episode Two makes extensive use of large-scale natural environments that have traditionally been a weakness for the Source engine.
Soft-Particle System
During the July 2006 Electronic Arts Summer Showcase press conference, Gabe Newell mentioned that a new soft-particle system will be introduced into the Source Engine in the upcoming title Half-Life 2: Episode Two. It was first demonstrated in the July 19 Team Fortress 2 teaser, which showed a remarkably realistic flamethrower in its closing moments.
During the July 2006 Electronic Arts Summer Showcase press conference, it was revealed that former Weta Digital employee Gray Horsfield, special effects destruction lead on The Return of the King and King Kong among other roles, is building a "Cinematic Physics" system for Source. GameSpy described the new system in their conference report:
Source engine
The idea behind this is to give players the opportunity to experience in-game physics in action on a grander scale. As an example of Cinematic Physics in action, a clip from Half-Life 2: Episode Two was shown of a huge bridge collapsing across a vast ravine.
Source engine
The system appears to add the following features to Source's physics simulator:
* Deforming objects - before, physics models could not be modified except through animation
* Dynamic crumbling of brush geometry - before, lines of seperation had to be specified by the mapper
Cinematic Physics
Cinematic Physics supports a keyframe system[5], but its exact nature is currently unclear. It could be that an animator creates a largely complete but low-detail sequence which then sees details added by the physics system, or it could be that an animator creates a handful of single-frame states which are then used as motion targets for the ensuing simulation (in a manner not dissimilar to the Endorphin NaturalMotion technology). Either method results in a drastic reduction of developer input, thus allowing the creation of far more complex scenes than before with the same budget. It is currently unclear both whether or not keyframes are strictly required, and what number are needed to create a scene as complex as the bridge collapse
Unconfirmed Future Technology
Cinematic effects
With color correction and film grain[6] already released, Valve intend to add their other cinematic effects such as motion blur and depth of field to Source when hardware is able to render it to their satisfaction. The effects are accomplished with an accumulation buffer for quality, creating enormous overhead; for instance, twenty to thirty motion blur frames need to be rendered for every one frame that the user sees. For a constant framerate of thirty frames per second, a video card is required to produce between six hundred and nine hundred frames per second. This causes modern hardware to require a full two seconds to render each frame[7].
Motion blur and depth of field can be seen in several of Valve's promotional videos, including:
* The Day of Defeat: Source video Prelude to Victory
* The initial Portal trailer [1].
Image-Based Rendering
Image-Based Rendering is a technique in which 2D elements are manipulated to appear in a 3D world. In the context of a 3D game, it delivers a significant performance boost by replacing 3D geometry that is far enough away for the transition to be imperceptible with a 2D image. A current implementation of the technology in this role can be found in Rome: Total War. The technology had been in development for Half-Life 2, as a 2003 interview with Driverheaven.net[8] shows, but was cut. It was mentioned again by Gabe Newell during 1UP's 'Valve week'[9]:
Source engine
There's this technology that was really exciting that I’d like to see us get into production, which is a different approach to rendering complexity: Moving things into and out of an image domain and then seamlessly interpolating between those motions as you move around. So that everything close to you is physical and geometry, and everything really far away from you is an image, but you have no way of telling that if you do it properly and things can fly out and come back.
Source engine
The June 2006 Day of Defeat: Source update included an "image-based texture blending shader"[10], and Half-Life 2: Episode Two's expansive environments seem ideally suited to the technology, but it has yet to be dated or even officially announced.
File streaming
One of the technologies developed for Half-Life 2's Xbox release was file streaming, wherein a map's resources could be loaded as the player moved around in it rather than in one operation before playability.[11] With the system in place, loading times were reduced to as little as fifteen seconds. The system expanded on the caching system already implemented. There is no time frame for its release, as implementing such a system on the potentially infinite variations of PC hardware setups in use poses serious performance problems (see Stutter section). |
From
Flora upgrade comparison on Ep2 trailer

Ἢ τὰν ἢ ἐπὶ τᾶς - Μολὼν λαβέ
Today is a gift. That's why it's called the present.
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Parallax_
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-=Cartoon=-
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Posted: Thu, 24th Aug 2006 03:30 Post subject: |
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Spun[k]
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Location: SWEDEN
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Posted: Thu, 24th Aug 2006 03:46 Post subject: |
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-=Cartoon=- wrote: | http://nzfortress.co.nz/hosted/kane/news/team_fortress_2.wmv
^_^ |
Looks n i c e .
Sig too big.
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Mutantius
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poullou
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Posted: Thu, 24th Aug 2006 07:08 Post subject: |
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Posted: Thu, 24th Aug 2006 10:16 Post subject: |
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Lol the rocket jumping at the end
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Posted: Sat, 26th Aug 2006 01:37 Post subject: |
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omg!!! ineed tfc2 now!!
spy has cloak!!!!!
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poullou
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poullou
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