Stalker : Shadow of Chernobyl - Jeu Out - [Unik] - PC - Jeux Video
Marsh Posté le 13-12-2002 à 16:10:16
C'est vraiment impressionnant c'est clair
Dans ce topic, vous trouverez un lien vers une video du jeu : http://forum.hardware.fr/forum2.ph [...] subcat=249
La video est egalement
Marsh Posté le 13-12-2002 à 16:16:36
ah vouiiii!!
ça a l'air super allechant!
je vais suivre de pres..
et c'est vrai que les videos donnent envie!!
Marsh Posté le 13-12-2002 à 16:19:06
ah enfin kk un ki en parle ce jeu a l air ma gni fi que !
Marsh Posté le 16-12-2002 à 08:46:43
Oup surement que ca va touner su ta bécane vu ta config..
Par contre je ne sais pas si ya une demo de prévue, kel kun est au courant ou pas ?
Marsh Posté le 16-12-2002 à 09:48:39
c'est dommage que l'herbe ne soit là que pour faire joli. Si elle était générée sur tout le champ de vision, ce serait tactiquement intéressant. mais là, elle sert à rien. Combat Mission 2 génére l'herbe sur tout le champ de bataille et ça fait tout la difference avec une bête texture où un pet de mouche est visible à 3km.
Marsh Posté le 16-12-2002 à 11:40:22
kler impressionant
bon bah vais pouvoir tester ma nouvelle config la dessus, quand j'aurais fini c&c general ( gentleman )
Marsh Posté le 16-12-2002 à 11:41:29
Schimz a écrit : c'est dommage que l'herbe ne soit là que pour faire joli. Si elle était générée sur tout le champ de vision, ce serait tactiquement intéressant. mais là, elle sert à rien. Combat Mission 2 génére l'herbe sur tout le champ de bataille et ça fait tout la difference avec une bête texture où un pet de mouche est visible à 3km. |
Comprends pas ce que tu veux dire avec l'herbe là, tu veux dire qu'on peut po se planquer derrière par exemple et ramper à couvert ?
Marsh Posté le 16-12-2002 à 13:51:01
bah oué. bon, là, tel que c'est fait on peut camoufler des mines (et encore...). mais pour faire une approche de Sioux...
Marsh Posté le 17-12-2002 à 15:16:37
Ben fo drap quand même voir les differentes maps avant de dire cela il y aura pi etre des hautes herbes et puis il est possible qu'un jour on batte dans les champs de maïs qui bougent de partout tiens dans les prochains jeux...
Marsh Posté le 17-12-2002 à 15:35:02
S.T.A.L.K.E.R. Oblivion Lost
Developer: GSC Game World
Category: tactical team 3D action
Plot of the Game
It is now for the second time that the black Chernobyl erupted to open a Zone - a new horror of ill mankind. It was at that moment that hundreds of people turned into wordless toys of invisible forces, into insane toys with erased personalities. And there were futile attempts of the army to cope with the new disease of the planet, at least to prevent its development and spread, but to no avail. The Zone grew bigger. Only rarely people dared to set off for the Zone to find out, to procure evidence of weird and uncanny changes around Chernobyl Atomic Plant. Only a handful returned, bringing strange objects and stories of deadly traps and eerie animal mutants, they found out of somebody inside controlling the evolution of humanity, forcing it to leap towards unknown final. They became stalkers, those who leave for the changing world of the Zone to explore it and find artefacts, those who cross the Zone of immense territory covered with ulcers of black lakes, scorched earth, poisonous fogs, deadly anomalous zones, populated by sapient pseudo-animal mutants...
Key Features
Levels combining closed spaces as well as enormous open areas
Visualization optimized for hardware TnL (both FF and shading capable parts)
Continuous level of detail technology for all the geometry
~100 000 polygons per frame at 60 fps on average hardware
Detailed character models (500-10 000 polys)
Powerful skeleton-based animation allows usage of motion-capture hardware and produces smooth and realistic motion of characters
Detail objects (grass/small stones/etc)
Portal-style, non-linear subdivision based visibility detection system
Intelligent hardware state caching technology
Both Direct and Radiosity lighting models
Colored dynamic lights and dynamic "soft" shadows
Intelligent shader subsystem
Dynamically generated textures
Reflections, chrome effects, etc.
VR-Simulation engine optimized for massive payload
High-performance collision detection allowing simultaneous motion of large number of characters in high polygonal environment
Realistic physics simulation (ballistic, motions, fluid engine, snow, rain, explosions, etc.)
Motion compensation scheme
Particle system with real physics
High quality HRTF 3D-sound with clipping and partial wave tracing
"Low-penalty" & "low-delay" reaction technology (less then 1ms to start HRTF 3D Sound Source to play)
Context-relative multiple-mixed music streams in MP3/MP2/WMA/ADPCM formats
High-performance collision detection allowing simultaneous motion of large number of characters in high polygonal environment
Computer rivals possess virtual hearing and sight, which when combined with worked out AI makes them tough enemies
Different kinds of enemies, military vehicles, helicopters, boats, etc (work in progress)
Accurate hit calculation algorithm
Powerful built-in scripting language
Full realization of C-language and partial C++
Only 6-8 times slower than real (x86) code
AI
Simulation Level-Of-Detail and Culling
Virtual sight, hearing, feeling
Fuzzy logic controlled agents
Advanced terrain reasoning with tactical assessment
Adapting tactics with reinforcement learning
Dedicated snipping tactics
Team maneuvers
Support for all D3D compatible accelerators, starting from 2nd generation (TNT/Voodo2/etc)
The most important part of the mathematics is optimized for SSE & 3Dnow! instructions
Editor supports both 3DsMAX 2.5/3/4 and Lightwave 6.5/7 as modeling tools
Tin comprends pas tou je ne suis pas expert en anglais bourdel
Marsh Posté le 17-12-2002 à 15:38:54
Dement ya des droides robot tueurs qui suivent le militaire
Marsh Posté le 17-12-2002 à 15:53:42
the gentleman a écrit : Tin comprends pas tou je ne suis pas expert en anglais bourdel |
en gros : ils ont choppés le melon, ça à l'air d'être bien, va falloir un pc de fou.
Citation : |
Marsh Posté le 17-12-2002 à 15:56:44
BAAAAHHHHHHHHH Trop BO je meurs
Marsh Posté le 17-12-2002 à 16:23:00
J'étais deja tombé sur ce jeux il y a 1 mois ou 2, mais là c'est définitif: je le veux
Marsh Posté le 17-12-2002 à 16:28:15
pourvu ke ca rame pas,
Pourvu ke ca rame pas, pourvu ke ca rame pas, pourvu ke ca rame pas, pourvu ke ca rame pas, pourvu ke ca rame pas, pourvu ke ca rame pas, pourvu ke ca rame pas, pourvu ke ca rame pas, pourvu ke ca rame pas, pourvu ke ca rame pas, pourvu ke ca rame pas, pourvu ke ca rame pas, pourvu ke ca rame pas, pourvu ke ca rame pas, pourvu ke ca rame pas, pourvu ke ca rame pas, pourvu ke ca rame pas, pourvu ke ca rame pas, pourvu ke ca rame pas, pourvu ke ca rame pas, pourvu ke ca rame pas, pourvu ke ca rame pas, pourvu ke ca rame pas, pourvu ke ca rame pas, pourvu ke ca rame pas, pourvu ke ca rame pas, pourvu ke ca rame pas.
parce ke c tro pourri un fps kan ca rame...
Marsh Posté le 17-12-2002 à 16:31:54
syapk a écrit : pourvu ke ca rame pas, |
Vu ta config dans ton profil, cela ne devrait po ramer
Marsh Posté le 17-12-2002 à 17:05:29
the gentleman a écrit : |
bah si il a meme pas d'os, pas de disque dur, meme po de carte son...
Marsh Posté le 17-12-2002 à 18:32:31
ce topic n'est décidement pas RTC compliant
Seh mahneefeekeh!
Marsh Posté le 17-12-2002 à 19:12:25
ça sort quant au fait ? j'ai rien vu sur le site...
y'aura une version ps2 ?
Marsh Posté le 19-12-2002 à 08:37:49
Fo pas l'oublier ce jeu là tiens, GSC je sais pas quoi il aurait fait un jeu qui serait déjà tomber à l'eau genre OUTBREAK ou je sais polus quel nom ???
Marsh Posté le 19-12-2002 à 13:41:17
Cela sort dans l'année 2003 normalement..
Marsh Posté le 19-12-2002 à 14:06:06
ReplyMarsh Posté le 19-12-2002 à 14:19:33
Hopla hehe,
Marsh Posté le 19-12-2002 à 14:26:34
ludo2604 a écrit : tropbo ! |
http://www.gamekult.com/tout/jeux/ [...] 14268.html
La moi je l'ai chope ca marche spa mal mais un peu pixelise
Marsh Posté le 19-12-2002 à 14:41:50
ATTAQUE DE TRAIN POWAAAAAAAA
Marsh Posté le 19-12-2002 à 14:52:14
the gentleman a écrit : ATTAQUE DE TRAIN POWAAAAAAAA |
pourkoi t toujours tout seul sur t capture ?
Marsh Posté le 19-12-2002 à 14:56:57
Ben j'en sais rien, par contre sur la video lien ci-dessus on voit des drones et des monstres, au snipe etc...
Marsh Posté le 19-12-2002 à 14:59:00
the gentleman a écrit : Ben j'en sais rien, par contre sur la video lien ci-dessus on voit des drones et des monstres, au snipe etc... |
ah oui la video !!
kel con c vrai que je l'ai dly a 5 min meme pas pense a la matter, faut dire que je grave la au taf au lieu de
ptete le repas de noelavec le ponch qui l'accompagnais
Marsh Posté le 20-12-2002 à 08:13:54
Alors qui a vu la video de STALKER ?
Z en pensez quoi ?
Marsh Posté le 13-12-2002 à 14:01:01
http://www.stalker-game.com/index_eng.html
Modifications de la config
PAS D'ANTIALIASING EN DYNAMIC LIGHT
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S.T.A.L.K.E.R. sous toutes ses coutures
http://www.zeden.net/actu/11594-ST [...] s-coutures
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De nikev
Les 1ers mods font leurs apparitions pour ceux qui sont interressés :
http://www.stalkerfrance.com/forum/viewtopic.php?t=427
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Pochettes du Jeu :
27/01/07
Vu sur http://www.stalkerfrance.com et http://www.zeden.net EDITIONS COLLECTOR
Ou celle là :
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Dossier sur Tchernobyl : est-ce que Stalker est tel que la réalité?
Le 23 mars 2004, à 20h30 [GMT+1] - Fiche : S.T.A.L.K.E.R.: Shadow of Chernobyl
http://zeden.net/zeden/index.php?pageID=17&id=6814#nouvelle
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Voyage into the past - 22/03/2004
http://www.stalker-game.com/index. [...] ews&page=0
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Forum :
http://board.oblivion-lost.com/index.php
Fan Sites
http://www.stalker-game.com/_exlin [...] talker.net
http://www.stalker-game.com/_exlin [...] er-uk.com/
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Scénario :
Storyline :
April 12, 2006, 02:33 p.m.
Chernobyl zone was lit by an intolerably bright light. The clouds were evaporating in the silver bright sky with a thunder and earthquake to follow. People fell on the ground facedown closing their bleeding eyes and ears. The glow spread over an immense territory which was subsequently called the Zone. People ran away saving their lives. It looked like a radioactive explosion at the nuclear plant occurred. The army sealed off the Zone...
The explosion epicenter was a kilometre away from the nuclear plant. Obviously, some tests had been held there and they caused the disaster. Presumably, the entire personnel died within seconds, but still there was a probability of survivals among the staff. It appeared impossible to arrange a rescue operation, as the Zone was characterized by strange energy disturbances posing mortal danger to the explorers. Attempts to use robots were unavailing. Several months after the accident the crisis situation peaked when the Zone abruptly grew five kilometres bigger. People from nearby towns and villages were urgently evacuated, and the peril of a difficult-to-imagine scope loomed over the world.
Year 2008
The Zone exploded, radioactive clouds covered vast territories. A dreadful amount of people, animals and forests perished. Thirty kilometres of the area got cordoned off by the army, scientists failed to explain what had happened. The Zone grew, various death-bearing anomalies were spotted inside. Some invisible force tore living beings apart, inflicted awful blood-sputtering wounds. Expeditions faced mutant animals, unlikely to have appeared in the Zone through natural course of evolution. The catastrophe, mutants, anomalies, contamination? Everything appeared to be a consequence of some eerie phenomenon?
Year 2010
First expeditions can enter the Zone several kilometers deep without mortal danger . Amateur researchers, marauders and poachers, called stalkers, show up. They move around the Zone searching for various anomalous formations, i.e. artifacts, they would sell to various organizations.
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Le moteur graphique : X-Ray Engine
X-Ray is a powerful game engine implementing modern technologies. The engine does not support software rendering and requires any DirectX® 8 or higher compatible accelerator.
Common:
Levels combining closed spaces as well as enormous open areas
One demand loading makes possible tcreate 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 payload
Render:
Support for all D3D compatible accelerators, starting from 2nd generation (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 up tinfinity number of bone interpolation & modulation
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 in the way of grouping primitives tlarge-size batches
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 sources selection, clipping, merging
Detail mapping
Water, flares, coronas, etc.
Particle system with real physics
Screen post-processing
Shading
Shader library is central tevery part of your 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 automatically used on shading capable hardware
Detail objects:
Grass, small stones, etc.
Traces, Wind, Reaction tpressing, Turbulent flows
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 large number of queries in highly polygonal environment
ballistic, motions, fluid engine, snow, rain, explosions, etc.
Sound:
High quality HRTF 3D-sound with clipping and partial wave tracing
Occlusion, obstruction, different environments (WIP)
"Low-penalty" & "low-delay" reaction technology (less then 1ms tstart HRTF 3D Sound Source tplay)
Context-relative multiple-mixed music streams in MP3/MP2/WMA/ADPCM formats
Network:
Distributed computing
Client-Server based system
Tools
In-house made tools (Level, Shader, Particle, 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 tbuilt scalable AI without any slowdown
Virtual sight, hearing and feeling
Terrain reasoning with tactical assessment
FSM with random factor
Data driven design (pattern based evaluation functions are automatically generated and optimized on training examples - supervised learning
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Message édité par the gentleman le 31-03-2007 à 21:10:07
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-= Fight =-