SUKER
Advanced Member | Редактировать | Профиль | Сообщение | Цитировать | Сообщить модератору yODAN VdV Перевод, только интересное Движок стабилен, мелкие глюки исправляются по ходу... На е3 нефига не покажут, это их вообще не волнует!!! ............ описывается, как все круто Еще ответы Цитата: >>1.On a scale of 1 to 10, how much modding ease will we see? 1 being GTA3 (having to replace game files to get the mods to work, mods many times crashing games) 10 being Half-Life (in-menu mod selection, wide variety of stuff you can do, mods encouraged and retailed by Valve, Sven Co-op). It's the Unreal engine, so overall I suppose expect similar experiences with modding any other Unreal game. >>2.What resolutions will be supported? How wide can the graphics options be changed from crappy to awesome? All resolutions, but I doubt you will be playing in 1600x1200. The graphics are pretty high end and machines don't exist yet to run at those resolutions at playable framerates. You will be able to turn graphics features on/off in the menus and trade framerate for visual quality. >>3.Do you have many pre-done effects for doing levels? i.e. fountains and etc. (Half-Life did this with beams and glows and particle-glowy things) We've actually been working in and finalizing lots of particle and effects systems lately. Anything from guns or wall and blood effects, to toilets. Typically, at this point, we try to finalize every asset that goes into the game now so it's not something to do, later. >>4.This one has probably already been done sort of and it's sort of content related so don't answer it if you don't feel like it, but how much humor oriented will the game be? Darkish with sporadic humor, i.e. MP2 and Splinter Cell? We won't really be sure until later. >>5.How far will you go with multiplayer modes? Basic DM, CTF, etc., or a range similar to UT2K4? (Not what modes there will be, but how creative you want to get with them) UT2K4 took a full team a year and a half to develop. I think it's fair and safe to say that we won't go as far as they did in multiplayer. We just don't have the time or team size to do that. ----------------------- >>1. Wil Physics in DNF be an Important Factor in creating an Interactive World? Yes. Physics and interactivity are very important to us. But every game is doing physics today, so I suspect their wow factor will have diminished by the time we ship. >>2. Will DNF Gameplay Feel different from current FPS games, I mean What is the FEEL while Playing DNF? Won't know until we're done. ----------------------------------- >>Does this mean the game recognizes wood from metal and will play different impact sounds depending what the bullets hit? Yes, of course. Don't most games do this, these days? >>1) You always say you're not UT tech anymore. Does this apply to the netcode? How is that? Will we have to lead targets like crazy like in Halo? I know shooting ahead and lag are unavoidable over the net but I was just wondering if we can expect solid connection, stable servers...? The netcode is still all Unreal. >>2) I remember at some points in 2001, you said "IF DNF ships...". Is there still a chance you won't release the game or are you confident you will definately ship it one day? I think those "if" comments were jokes I've never once doubted we would ship. Only a matter of time. >>3) Many people were dissapointed with Halo PC or more recently with Deus Ex 2. Bad controls, interface... there's always something someone won't like. Will DNF be equally polished everywhere or can the rough edges and small details wait for a patch / expansion pack? PC Halo was great. I don't know what people expect. In the end, all we can do it try our best, then patch like mad if we have to, to smooth things out. But I think after all this time we will strive very hard to make it as polished as smooth as possible. But again, everyone says that, right? These are fairly general questions with little room to answer >>4) I'm sure the modding community is eager to get its hands on Duke's Enormous Tool. How is 3DR about that? Will the game accept mods easily? Same as any other Unreal game I suppose. >>Will you ship the tools and let people build on their own, or will there be more active support of the community for addons? Just like Duke 3D we will ship the tools on the CD. I believe we were the first people to do that with a major FPS. We will clearly try to support the game as much as possible after release. We want people modding it and having fun with the tools. >>5) Does the ragdoll Octabrain still own everything? No, I'm bored of it now >>6) Does the water still do "stuff"? Yes, it does quite a lot of stuff. But most games today have great looking water, so ... >>7) Finally, is Duke in good shape and eager to kick ass once again? Yes he is. He reminds us every time he looks in the mirror. | Перевод, только интересное В плане мультиплеера идти так далеко, как в ут2004 они не могут и не будут ............ описывается, как все круто |