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I HATE these things:

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Topic: I HATE these things:
Posted By: tallen702
Subject: I HATE these things:
Date Posted: 27 May 2010 at 3:35am


Seriously. They jump out of nowhere in the middle of the dark in abandoned secret laboratories hidden under the http://en.wikipedia.org/wiki/Red_Forest - Red Forest .



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Replies:
Posted By: Gatyr
Date Posted: 27 May 2010 at 3:41am
You're just jealous because he has a cooler gas mask than you.

What game is that?


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Posted By: stratoaxe
Date Posted: 27 May 2010 at 4:36am
Looks like STALKER 2...

The first is one of my favorite games.


Posted By: High Voltage
Date Posted: 27 May 2010 at 11:49am
Those textures look awful.

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Posted By: tallen702
Date Posted: 27 May 2010 at 11:59am
Originally posted by stratoaxe stratoaxe wrote:

Looks like STALKER 2...

The first is one of my favorite games.


Nah, it's the first one, "Shadows of Chernobyl"

and HV, the textures look awful because the game is from 2006 and was built on a proprietary engine which is something that very few people have done recently. S.T.A.L.K.E.R. Call of Prypiat looks much, much better.

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Posted By: adrenalinejunky
Date Posted: 27 May 2010 at 12:20pm
Originally posted by tallen702 tallen702 wrote:

Originally posted by stratoaxe stratoaxe wrote:

Looks like STALKER 2...

The first is one of my favorite games.


Nah, it's the first one, "Shadows of Chernobyl"

and HV, the textures look awful because the game is from 2006 and was built on a proprietary engine which is something that very few people have done recently. S.T.A.L.K.E.R. Call of Prypiat looks much, much better.



first off, almost all well known games are built on propriatary engines (unreal, gamebryo, id tech 4 and 5 are all proprietary engines, plus many more)

second off, engines have little to do with textures, engines handle rendering - lighting effects, reflection, particle effects, blah blah blah.... and while it is responsible for displaying a texture on screen, textures themselves are a question of artwork, not programming.

judging by that picture, there seems to be no issue with the actual rendering - the textures themselves just aren't that great.


Posted By: ParielIsBack
Date Posted: 27 May 2010 at 12:47pm
Yeah, someone just made crappy textures.  Having spent some time working on textures and 3D models, making those textures better would not be much work.

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BU Engineering 2012


Posted By: Kayback
Date Posted: 27 May 2010 at 12:54pm
12 guage to the face. Problem solved.

IIRC my weapon of choice was an AKs-74U, but the shotgun always got a good workout. It was great against these fast moving jumpers.

KBK


Posted By: stratoaxe
Date Posted: 27 May 2010 at 1:20pm
STALKER was a game where most of the work went into the outdoors. I can honestly say it has some of the most impressive visual design of any game I've played, but there were some unpolished areas.

It's a must play in any case, if you're a PC gamer.


Posted By: Benjichang
Date Posted: 27 May 2010 at 1:54pm
I'm a big Half-Life 2 fan, although STALKER always looked somewhat interesting. Maybe I'll give it a shot when I need a break from WoW.

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Posted By: Ceesman762
Date Posted: 27 May 2010 at 2:41pm
I still can't put down Left 4 Dead 2.

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Innocence proves nothing
FUAC!!!!!




Posted By: tallen702
Date Posted: 27 May 2010 at 3:08pm
Originally posted by adrenalinejunky adrenalinejunky wrote:

Originally posted by tallen702 tallen702 wrote:

Originally posted by stratoaxe stratoaxe wrote:

Looks like STALKER 2...

The first is one of my favorite games.


Nah, it's the first one, "Shadows of Chernobyl"

and HV, the textures look awful because the game is from 2006 and was built on a proprietary engine which is something that very few people have done recently. S.T.A.L.K.E.R. Call of Prypiat looks much, much better.



first off, almost all well known games are built on propriatary engines (unreal, gamebryo, id tech 4 and 5 are all proprietary engines, plus many more)



Unreal is only proprietary when it comes to Unreal games, not all the other games that run off of it. Anymore, it's an engine designed specifically for use by other software devs. Same goes for any id engine. When STALKER came out, there were 3 engines being used by the vast majority of FPS games. Unreal, Source, and id. Both were produced with the idea that the engines would be the product, and not the games that they were originally developed for. GSC Gameworld not only decided to NOT license one of the engines that was being used by everyone else, but to focus on creating a new engine that would allow them to not only produce lifelike physics (bullet drop is affected by the wind, distance, gravitational anomalies, etc) but also allow them to render high-end graphics (for the time) and create an AI that would not only offer true randomization (which Source still fails to do) but also have intelligent enemies. (which all other engines fail to do with the exception of 4A's new engine) Hence the X-Ray engine.

So, in that aspect, you're dead wrong. Almost all FPS games out there do NOT run on proprietary engines, they run on licensed engines.

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Posted By: High Voltage
Date Posted: 27 May 2010 at 5:02pm
Source is getting old.

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Posted By: ParielIsBack
Date Posted: 27 May 2010 at 7:13pm
It is, I mean six years is practically ancient for a game engine.


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BU Engineering 2012


Posted By: stratoaxe
Date Posted: 27 May 2010 at 7:28pm
Originally posted by High Voltage High Voltage wrote:

Source is getting old.
100% agreed.
 
Source was amazing nearly a decade ago, but I'm pretty sure they can shoot that horse now.
 
Of course, I'm not the biggest fan of the Unreal engine either...both have their limits.
 
I'm all about Rockstar's RAGE engine ATM. Maybe I'm just in fanboy mode over GTA IV and Red Dead, but that engine never ceases to amaze me with its third person visuals.


Posted By: tallen702
Date Posted: 27 May 2010 at 10:11pm
I foresee the 4A Engine getting picked up for use by other companies.

Also Kayback, the AK74 with a scope and grenade launcher = my new favorite toy.

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Posted By: brihard
Date Posted: 27 May 2010 at 11:32pm
As an aside, Tallen's new title = win.



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"Abortion is not "choice" in America. It is forced and the democrats are behind it, with the goal of eugenics at its foundation."

-FreeEnterprise, 21 April 2011.

Yup, he actually said that.


Posted By: tallen702
Date Posted: 28 May 2010 at 12:31am
Originally posted by brihard brihard wrote:

As an aside, Tallen's new title = win.


You JUST saw that? Shorty changed it back when I had the picture of me from the Ren Fest up as my avatar.

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Posted By: adrenalinejunky
Date Posted: 28 May 2010 at 3:23am
Originally posted by tallen702 tallen702 wrote:

Unreal is only proprietary when it comes to Unreal games, not all the other games that run off of it. Anymore, it's an engine designed specifically for use by other software devs. Same goes for any id engine. When STALKER came out, there were 3 engines being used by the vast majority of FPS games. Unreal, Source, and id. Both were produced with the idea that the engines would be the product, and not the games that they were originally developed for. GSC Gameworld not only decided to NOT license one of the engines that was being used by everyone else, but to focus on creating a new engine that would allow them to not only produce lifelike physics (bullet drop is affected by the wind, distance, gravitational anomalies, etc) but also allow them to render high-end graphics (for the time) and create an AI that would not only offer true randomization (which Source still fails to do) but also have intelligent enemies. (which all other engines fail to do with the exception of 4A's new engine) Hence the X-Ray engine.

So, in that aspect, you're dead wrong. Almost all FPS games out there do NOT run on proprietary engines, they run on licensed engines.


false, propriatary litterally means it is legally owned by a company(or individual), if you had said "thier own propriatary engine" that statement would be perfectly accurate - however licensed or not they are still propriatary engines, legally owned by the licenser who gives permision for the licensee to use them within certian bounds.



Posted By: tallen702
Date Posted: 28 May 2010 at 11:41am
Originally posted by adrenalinejunky adrenalinejunky wrote:

Originally posted by tallen702 tallen702 wrote:

Unreal is only proprietary when it comes to Unreal games, not all the other games that run off of it. Anymore, it's an engine designed specifically for use by other software devs. Same goes for any id engine. When STALKER came out, there were 3 engines being used by the vast majority of FPS games. Unreal, Source, and id. Both were produced with the idea that the engines would be the product, and not the games that they were originally developed for. GSC Gameworld not only decided to NOT license one of the engines that was being used by everyone else, but to focus on creating a new engine that would allow them to not only produce lifelike physics (bullet drop is affected by the wind, distance, gravitational anomalies, etc) but also allow them to render high-end graphics (for the time) and create an AI that would not only offer true randomization (which Source still fails to do) but also have intelligent enemies. (which all other engines fail to do with the exception of 4A's new engine) Hence the X-Ray engine.

So, in that aspect, you're dead wrong. Almost all FPS games out there do NOT run on proprietary engines, they run on licensed engines.


false, propriatary litterally means it is legally owned by a company(or individual), if you had said "thier own propriatary engine" that statement would be perfectly accurate - however licensed or not they are still propriatary engines, legally owned by the licenser who gives permision for the licensee to use them within certian bounds.



See, now you're just nitpicking. Proprietary has come to mean in modern usage, "An item which is created by, and owned wholly by, the individual who created it." For example, if I were to create a new recipe, it would be a proprietary creation by me. It doesn't mean that I couldn't sell licensing to allow others to use it, but it's a creation of my exclusive efforts. If we're arguing this in a court of law, your definition would win out, but if we're discussing this in an open forum, then the most common and modern usage of the language is the rule.

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Posted By: adrenalinejunky
Date Posted: 28 May 2010 at 6:25pm
i suppose the common usage you've run into and the common usage i've run into are a bit different.

probably has something to do with me being an open source nerd...


Posted By: tallen702
Date Posted: 28 May 2010 at 7:23pm
Originally posted by adrenalinejunky adrenalinejunky wrote:

i suppose the common usage you've run into and the common usage i've run into are a bit different.

probably has something to do with me being an open source nerd...


Yeah. That just might be it. The term's been usurped from it's more common usage in the regular world when it comes to software due to the legal wrangling and advertising that goes on in the computer world.

The etymology of proprietary comes from someone being the proprietor of something. The proprietor of a business is the owner of the business. The proprietor of a bar/restaurant is the owner of said bar/restaurant. Thus, originally, the proprietor of a particular piece of software was the owner of said software and was able to sell it to others. However, in the business and restaurant world, when we license our business model or menu or whatever to someone else we call it franchising whereas in the software world, when they license software to someone else to use for their own purposes, they've call it "proprietary" in the sense of which you are speaking because the "own" the license for that particular software. However, it's a misnomer because while they own a license, they don't have the exclusive ownership of the actual intellectual property that is that particular piece of software, the originator of the software or the company that the originator works for does.

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Posted By: Benjichang
Date Posted: 02 June 2010 at 5:49pm
Anyway, I just bought STALKER on Steam, so it's downloading now. Looking forward to playing it.

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