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Old 10-12-03, 11:19 AM   #73
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Quote:
Originally posted by rth
lol you've got some serious mental problems.

on the one hand you believe FX's bad performance due to problems with its hardware is somehow fixable.

on the other hand you believe a lighting anomaly due to problems with software is impossible to be fixed.

wow
Lets look at the facts, that problem has been been around ever since everyone copyed Id's quake engine.

Every game since then has had the same problems. Half life two witch clones the quake engine so well, all the console commands are the same, all the cl vars are the same, all the server vars are the same, its config fils are structured the same.

lets see, will it have the same problem? Well it is sure showing the same problem.

But this can be fixed, doom 3 fixes that ugly problem and then some.
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Old 10-12-03, 01:03 PM   #74
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Quote:
Originally posted by MrNasty
When I say "illuminated" or not that pic proves my point perfectly... Notice how the ground is either shadowed or it is not shadowed by character shadows... there is no happy medium IE gradients between the two as you would find in real life.
LOL shoadows in real life, indoor ones, has quite sharp edges. the gradients are noticeable when the objects are far from the light source.
What I'm saying is, stop using excuses. Like HL2 looks real. Doom 3 is a step ahead in RT graphics and technology.

Quote:
Originally posted by Zenikase
Of course, I may just be misunderstanding your statement. Please let me know if I've done so.
Oops, I ment per-vertex, sorry

My point was, per-pixel lightning is different than usual shaders.
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Old 10-12-03, 02:12 PM   #75
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Quote:
Originally posted by Pafet
LOL shoadows in real life, indoor ones, has quite sharp edges. the gradients are noticeable when the objects are far from the light source.
You seem to have left out, either purposely or from ignorance, that gradients are also noticeable when objects are close to a diffused light source. If you shoot a guy at point blank range with a flash, you get harsh shadows. But if you replace the flash with a large softbox you get a pleasant, soft shadow.
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Old 10-12-03, 05:14 PM   #76
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ignorance shmignorance, gradient shmardient

There isn't one game out there with "soft" shadows that look real. There are enough other missing real life features that you didn't mention.

and calling me ignorant doesnt make you look samrt so calm down
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Old 10-12-03, 05:54 PM   #77
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Quote:
Originally posted by Nutty
Doom3 doesn't use hitboxes. It does collision on the actual render mesh, you can actually shoot through between his fingers.

They noticed it made multiplayer suddenly leap in difficulty. Trying to do deathmatch with per poly collision was very hard apparently. I think they ramp up the weapons strength for deathmatch.

P.S. Kurt Russels ( or someone) version of The Thing, had an upside down head on legs.. it was well freaky..

yep.. i think i have read somewhere in another Doom3 discussion (not really sure if the info is accurate)that in a conference in a University Graeme devine were discussing about the Doom3 physics engine ,they began a research to license the best physics engine ,they found that HAvok to be the best,but it was not was they were looking ,so they designed their own engine ,wich collision detection is "per poly", were bullets are "polys.." and the collisions detection is per polygons ,so Bullets fly from point A to B..that you really need to have a good accuracy when shooting .. that anything can interact with polys,that was what he told when asked if the Bullets could be deflected in the AIr.



btw.. the Doom3 picture looks pretty amazing.. looks like id software has spend more time polishing the graphics and their characters the Big demon has a new face... looks very detailed...

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Old 10-12-03, 08:51 PM   #78
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Quote:
Originally posted by Pafet
ignorance shmignorance, gradient shmardient

There isn't one game out there with "soft" shadows that look real. There are enough other missing real life features that you didn't mention.

and calling me ignorant doesnt make you look samrt so calm down
You're the one who needs to calm down. My intention wasn't to make myself look smart, but rather to make you look dumb. My impression when I read your response to MrNasty was that you think he knows jack sh1t about indoor soft shadows and that your post was to correct him. Your "LOL" to his post indicated to me of your arrogance so I decided to point out your ignorance in the subject.
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Old 10-12-03, 09:06 PM   #79
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I was saying again that the expectations are too high. The pixel-shaders make for some cool effects, and after seeing all the tech-demos I can understand that. I have a friend thats like that, If a game doesn't use bumpmaps it's automatically infirior.

the "LOL" was by no means ment he was wrong, just nitpicking. sorry, Nutty if you thought that.

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My intention wasn't to make myself look smart, but rather to make you look dumb.
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Old 10-13-03, 10:25 AM   #80
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Quote:
Originally posted by Nv40
btw.. the Doom3 picture looks pretty amazing.. looks like id software has spend more time polishing the graphics and their characters the Big demon has a new face... looks very detailed...
Yep, sure . For your information, the monster in the screenshot is a Hell-Knight, not the Pinky-Demon or the CyberDemon.

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Old 10-13-03, 11:10 AM   #81
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This is what the Hell Knight looked like in the alpha. That new version is a huge improvment IMO.
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Old 10-13-03, 11:23 AM   #82
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Yes, I said that just in case the guy was mistaken about which Demon it was.

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Old 10-13-03, 02:37 PM   #83
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So, lets see, we have 2 "standard" zombies, the vulcan guy, the imp, lost souls, pinky, hell knight, sort of arachnotron (the spider thing), arch-vile and revenant.

still missing mancubus, cacodemon and the other flying thing, and the big bosses!

Doom was great
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Old 10-13-03, 03:04 PM   #84
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I _really_ want to chainsaw that Hell Knight open. I really want to blow its guts out with my boomstick and watch it crash to the earth.

Doom 3 is going to scare the **** out of everyone who plays it, IMO.

Although, knowing jack hockey **** about the OGL API and real-time shadow rendering, I must say that the pictur eposted is either suffering from compression issues, or else Carmack and Co hadn't finished the shadow code, because to me the shadows look a little too sharp at corner points where the boundary lines intersect.

Is there linkage to a better picture?

(BTW, that Hell Knight shot is on my desktop)
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