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Stalker, Oblivion LOst ?

#1 User is offline   WickedWeasel Icon Posted 28 December 2003 - 08:54 PM

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How come we only have 3 sub catagories here and not at least a general game topic area?

No biggy...Just was curious if anyone has seen anything on the new game coming out "Stalker, Oblivion LOst". Now this game looks sweet. Game phisics like no other to date., :thumbsup:

#2 User is offline   WhiteKnight77 Icon Posted 28 December 2003 - 09:06 PM

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We do have a general game area. It is below these 3 subforums.
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#3 User is offline   WickedWeasel Icon Posted 28 December 2003 - 09:11 PM

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Hmmm, thanks...my forum settings must have been set as to not see them. :wacko:

Thanks.

#4 User is offline   WickedWeasel Icon Posted 28 December 2003 - 09:13 PM

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Now this game is looking sweet.Stalker

Moderator Edit - Image linked - It was beyond the forum boundaries and causing horizontal scrolling.


Lots to interact with...you will even be able to shoot birds from the sky......like we all wish we could in GR. ;)

This post has been edited by Pyro_Monty: 28 December 2003 - 11:52 PM


#5 User is offline   deadly_sniper22 Icon Posted 28 December 2003 - 10:02 PM

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Nice Screenies. Check out this baby!
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and
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Could be a interesting game.

This post has been edited by deadly_sniper22: 28 December 2003 - 10:06 PM


#6 User is offline   deadly_sniper22 Icon Posted 28 December 2003 - 10:15 PM

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Found this on their site and thought some of you might be interested in this.

Quote

X-Ray Engine

X-Ray is a powerful game engine implementing modern technologies. The engine does not support software rendering and requires a DirectX® 8 or higher compatible accelerator.

General:
Levels combining closed spaces as well as enormous open areas
On demand loading makes it possible to create a single huge level
Game time flow, change of time of the day
Powerful skeleton-based animation allows usage of motion-capture hardware and produces smooth and realistic motion of characters
VR-Simulation engine optimized for massive load
Graphics:
Support for all second generation D3D compatible accelerators (TNT/Voodo2/etc), optimized for Geforce2 and up
Visualization optimized for hardware TnL (both FF and shading capable parts)
Continuous level of detail technology for all the geometry
~300 000 polygons per frame at 60 fps on average hardware
Detailed character models (500-10 000 polys)
High-speed blended animation system capable of an infinite number of bone interpolation & modulation operations
SSE/3Dnow! Technologies used for skinning and forward kinematics
Visibility determination
Portal-style, non-linear subdivision based visibility detection system
Optimized for T&L hardware by batching primitives in optimally sized groups
Dynamic occlusion culling, contribution culling
Adaptive hardware state caching technology
Lighting
Colored dynamic lights and dynamic "soft" shadows
Breakable light sources
Animated lights
Character shadowing
Intelligent light source selection, clipping, and merging
Detail mapping
Water, flares, coronas, etc.
Particle system with real physics
Screen post-processing
Shading
The Shader library is central to every part of the rendering pipeline
Completely abstracts the graphics API.
Multi-pass Rendering
Fallback Shaders
Facilitates cross-platform development
Separates shader writing from engine development
Pixel and Vertex shaders are automatically used (on shader capable hardware.)
Detail objects:
Grass, small stones, etc.
Enviromental effects, such as wind, turbulence, and tracks
Physics:
Based on ODE engine
Simulation speed outperforms commercial engines such as MathEngine, Havok, etc.
Real-time IK, vehicle physics, etc.
Collision database with low memory usage
Collision detection optimized for a large number of queries in a high concentration polygonal environment
Realistic simulation of ballistics, movement, and fluids
Audio:
High quality HRTF 3D-sound with clipping and partial wave tracing
Location-based environmental audio affected by surrounding obstructions
Context-relative multiple-mixed music streams in MP3/MP2/WMA/ADPCM formats
Network:
Distributed computing
Client-Server based system
Tools
In-house tools ( Level, Shader, Particle, and Actor Editors )
Plug-ins for popular modeling packages
AI:
Simulation Level-Of-Detail and Culling (2 AI models - high and low detail)
Fiber based time distribution allows scalable AI without any slowdown
Virtual senses; sight, hearing and touch
Terrain-aware tactical assessment system
FSM with random factor
Data driven design (pattern based evaluation functions are automatically generated and optimized on training examples - supervised learning) 


#7 User is offline   WickedWeasel Icon Posted 28 December 2003 - 10:30 PM

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Check out thier high res trailer in the movie section. This game is main reason I am building a new rig. They go into alot of depth about all aspects of this game...multiplayer will be a blast.

#8 User is offline   dagger Icon Posted 28 December 2003 - 10:36 PM

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Sweet screenies :thumbsup:
Attack the enemy with a single-mindedness. Don't be distracted by anything that will deter you from your course of action. You WILL be victorious.---Mack Bolan a.k.a The Executioner

#9 User is offline   Axeon Icon Posted 28 December 2003 - 11:48 PM

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looks pretty damn decent. What "plants" are thsoe next to his feet? Weed? lol

#10 User is offline   Sgt. Slaughter Icon Posted 29 December 2003 - 05:39 AM

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WickedWeasel, on Dec 28 2003, 16:04 , said:


No biggy...Just was curious if anyone has seen anything on the new game coming out "Stalker, Oblivion LOst". Now this game looks sweet. Game phisics like no other to date., :thumbsup:

I agree Stalker looks like it'll be an awesome game! Amazing graphics and cool physics. I can't wait to try it out. :o=
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#11 User is offline   Aggressor Icon Posted 29 December 2003 - 09:11 PM

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Looks interesting :yes: Nothing like hunting freaks :o= :o=
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#12 User is offline   WickedWeasel Icon Posted 29 December 2003 - 11:21 PM

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Just imagine what the multiplayer is going to be like....sneaking around in that awesome environment. I have a feeling the multiplayer aspect of this game is going to be the best.

This post has been edited by WickedWeasel: 29 December 2003 - 11:21 PM


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