Les archives du dimanche 6 janvier 2002 des news de NoFrag
<< 05/01/2002 | 07/01/2002 >>
niCO | 23 h 02
Quake 3 : des textures et du master server
- Xian (id software) a updaté son .plan dans lequel il indique que toutes les communications ICMP addressées à leur master server seront bloquées (donc plus de ping). Par contre, il ne nous explique pas pourquoi... peut-être pour des raisons de sécurité?
- MeanArena vient de sortir un nouveau pack de texture pour Quake 3. Il pése 14Mo et regroupe 122 textures.
niCO | 22 h 54
Punkbuster pour RtCW
A part rassurer les joueurs et faire parler de lui, Punkbuster ne servait pas à grand chose étant donné que les tricheurs avait toujours une longueur d'avance sur le soft. Espérons qu'avec l'aide des développeurs il réussisse à lutter un peu plus efficacement contre la triche.PunkBuster software will still be a separate and optional addition but will be directly integrated with the game when it is enabled by players and server administrators. As always, there will be no direct cost to players and server admins for non-commercial use of PunkBuster and we fully intend to support the clan and league communities, as well as mods that develop around RTCW with both free and premium support services and add-on software.
niCO | 22 h 54
Infos techniques sur Unreal 2
Et la réponse:Will the U2 shaders (vertex and pixel) be a normal text file like most shaders?
That kind of modability would be awesome.. drop a cartoon shader in instead of the standard one and walk through U2 as if it was the simpsons or some other kind of cartoon!
I suppose that would also be very cheater prone too though.. people would just put a basic silhouette shader in and be able to see everyone no matter how dark it is..
Anyway back to the question:
Will U2 allow modifications to the vertex and pixel shader files? (if you allow pixel shader moding then even if you don't put bump mapping in anyone could with 1 or 2 lines of shader code; without recompiling)
Si quelqu'un pouvait nous faire une petite explication technique dans les commentaires...Shaders will be modifiable, but I can't give you specifics yet as to the interface for this since it's not nailed down yet.
The one thing I can say for certain though is that you can't drop in just any shader; it'll need to be set up to conform to what the backing code expects in terms of vertex format and the data in the constant registers.
Because of compliance issues like this, it probably won't be a straight text file process... but it should still be relatively simple.
niCO | 22 h 54
DOOM 3 | Annonce
Trent Raznor pour la BO de Doom3?
Si vous ne visualisez pas du tout le style de musique que ca peut donner ce mp3 (Last) devrait vous en donner une petite idée. Les curieux pourront aussi écouter le remix de Closer à la Mario Bross.Q: After providing the music for Quake, are you scoring any more games?
Reznor: I've been discussing things with Id Software for Doom III. It's not formalized at this point, but it's something I really want to do. When I did Quake, we were still questioning if the audio was going to be streamed off of CD, which if it wasn't was incredibly limiting. But with as interactive as things are now, and as immersive as the engine they've been working on is graphically, and some of the program is so moody; it's like scoring a film. Yet it's much more intense than a film because it doesn't always go the same way, it has to be interactive. Plus the mood of the game is so dark and evil, it's interesting to me.
Update : On notera que ce n'est pas la première fois que Trent Reznor évoque son envie de faire la BO de DooM III, puisqu'il en avait déjà parlé en juin dernier, dans une interview sur le site d'Apple.
