Serious Sam 2 - Infos Serious Sam III [Topik Unik] - Réalité virtuelle - Jeux Video
Marsh Posté le 02-04-2004 à 16:09:16
Faut que je regarde ça ce soir
Trop bien un Serious Sam 2 !!!
Il est prévu pour quand ?
Marsh Posté le 02-04-2004 à 16:18:04
RELEASE DATE : Serious Sam 2 development is planned to be finalized in second quarter of 2004
Marsh Posté le 02-04-2004 à 16:19:38
ReplyMarsh Posté le 02-04-2004 à 16:24:15
ReplyMarsh Posté le 02-04-2004 à 16:27:56
ReplyMarsh Posté le 02-04-2004 à 16:33:53
Z_cool a écrit : aye, tu a reussi : |
Hopla c'est dans la boite Thx
Marsh Posté le 02-04-2004 à 16:34:46
Personne pour mettre quelques screen, car une video c'est bien mais pas pour les 56k
Marsh Posté le 02-04-2004 à 16:37:51
Fin du 1er semestre 2004 .... c'est carrément bientôt
Marsh Posté le 03-04-2004 à 11:52:40
dams86 a écrit : Personne pour mettre quelques screen, car une video c'est bien mais pas pour les 56k |
Hmm j'ai chercher hier mais pas trouver, le combat continue
Marsh Posté le 03-04-2004 à 13:39:34
Dl de la vidéo en cours.
Serious Sam est terrible, j'espère que ce sera pareil pour le 2.
Au fait, il y a eu un second Serious Sam qu'on appelais Serious Sam 2, non?
J'ai cru voir sur un autre topic que c'était seulement la suite du 1, mais pas le 2.
Marsh Posté le 03-04-2004 à 13:54:09
OUI là c'est bien Serious SAM 2 l'autre c'était une suite là ya un nouveau moteur si j'ai bien compris avec du DX9 de partout
Marsh Posté le 03-04-2004 à 20:54:59
euh dite moi le si je dis une connerie, mais ca fait une éternité que serious sam 2 est sortie non?
ya meme eu serious sam gold ensuite, soit le 1 et le 2 packagé ensemble je crois
Marsh Posté le 04-04-2004 à 12:03:31
Tiens v reinstaller Serious Sam : The Second encouter!!!!
Marsh Posté le 04-04-2004 à 12:07:03
Burgergold a écrit : euh dite moi le si je dis une connerie, mais ca fait une éternité que serious sam 2 est sortie non? |
non , ce que tu appelle serious sam 2 est le second encounter, qui etait la 2eme partie de serious sam 1
Marsh Posté le 05-04-2004 à 10:07:28
PEGASUS a bien repondu faut lire un peu quand même
Marsh Posté le 05-04-2004 à 14:19:28
Serious SAm 2 =? Serious Sam : The Second Encounter ?
Marsh Posté le 05-04-2004 à 14:43:20
KrX a écrit : Serious SAm 2 =? Serious Sam : The Second Encounter ? |
Serious Sam 2 != Serious Sam The Second Encounter
Marsh Posté le 05-04-2004 à 15:30:39
Pourkoi ils l'ont pas appelé The 3rd Encounter ?
Pour moi et pleins de potes quand on di Serious SAm 2 on parle de The 2nd Encounter...
Enfin C quand meme une bonne nouvelle
Marsh Posté le 09-04-2004 à 09:49:33
Croteam is working on a new Serious Sam game based on a completely new engine, and the game will have more of the series' signature elements: colorful environments, hordes of enemies, and offbeat humor
Marsh Posté le 14-04-2004 à 08:34:20
Serious Sam 2 Interview - Goran Zoricic
(893 total words in this text)
(3536 Reads)
We are very excited to have had the chance to fire off some questions regarding GameMecca's most anticipated game, Serious Sam 2. Goran Zoricic, programmer with Croteam, was kind enough to shed some light on the upcoming sequel after a sucessful showing at last week's GDC.
GM: Is there an official name besides just "Serious Sam 2"?
No, not yet, we're using "Serious Sam 2" in-house. There are some ideas, but nothing final.
GM: What type of system requirements are being targeted?
For the best performance, we will require hardware with full shader support. CPU-wise, we'll do our best to be able to run on mainstream hardware.
GM: What is the status of development and when are you planning the release?
The engine is fully functional, however we still need to optimize and tune some parts of it to bring it to top-notch state. We'll also be adding some more features, but all mission-critical stuff is done. There is still work to do on entity scripts. We're planning the 2004 release, but no official date has been set.
GM: What is the story and where will Sam 2 take place?
There will be seven episodes, with different setting each (native alien planets surrounding Mental's base on Planet Sirius), ending with some Serious (*hint*) butt-kicking.
GM: What type of game modes will be in Sam 2 for both offline/online play?
We will definitely have Cooperative play, as Coop was one of Serious Sam's main points.
GM: Will the overall look and feel more closely resemble the PC version or XBox version?
It will be a mix of both. Perhaps a bit more cartoony, like the XBox version was. We'll keep the all-out, fast paced action with beautiful environments, heaps of colorful monsters and lots of wacky humor that distinguished Serious Sam from other games.
GM: How much of the code is being developed from scratch? (*hint, hint* netcode)
Well, i can hardly think of any part of the code that wasn't improved, reorganized and/or rewritten completely, from the basic stuff such as math or string handling, to high-level stuff. Yes, that includes the network too. In fact, we used some very sharp instruments to remove the old networking from the engine and implemented a totally new network subsystem that's much more robust and resistant to lower bandwidth and bad network conditions. Also, there is a completely new scripting language for entities, compiled by our own compiler. That means that Visual C++ is no longer required to create mods or create new weapons, monsters or items.
GM: Will any mods ship with the game in the same way Warped shipped with SE?
There are no plans to do so at the moment, but we're leaving all options open.
GM: Are there any plans to ship mod tools with the game?
Yes, the new version of the Serious Editor will ship with the game and will contain all features necessary for mod development - entity and macro script editing, model editing, world editing... Naturally, we also support use of externally created content (Lightwave for now).
GM: How many levels/maps are being planned for both offline/online play?
Some 30 levels for single player/cooperative, the rest is yet undetermined.
GM: What new features can we look forward to?
My personal opinion that the greatest fun factor impact will be the vehicles. There will be several kinds - the bike you could see in the demo, a snowmobile, and more (all in due time ).
GM: How detailed will the server options be for Sam 2? Will features like powerups and certain weapons be able to be triggered on/off?
It's not clearly defined yet, but it looks like we'll implement some kind of basic/advanced server options system to make it simple to use for beginner users, and still provide the advanced user with better control of game settings.
GM: Is hit detection based on a hitbox or will it be polygon specific?
We will implement hit locations (head, arm, leg...) for bigger nasties, while the smaller ones will have just one hitbox for their bodies. This is due to the arcade nature of the game, and the sheer number of enemies you're up against.
GM: Will Sam 2 have an autodownload map feature for multiplayer?
It most probably will. We would very much like to include that feature, but we're still concerned about some security issues regarding autodownload and execution of custom script code. We want to make sure that it won't be possible for downloadable content to contain any kind of malicious code.
GM: What kind of new skins/weapons/powerups are being included? What is being kept from previous Sam versions?
Well, almost everything is new. We've also kept a few of the best enemies and weapons from the first and second encounter, but those have been remodeled and repainted as well, to look even better and to take advantage of everything the latest hardware has to offer.
GM: What's next after Sam 2? Will the Sam franchise continue or does Croteam want to branch out into different games/genres?
Serious Sam 3, off course. But, Seriously, it's really too early to say at this point. We're concentrating on finishing Serious Sam 2 and making it as good as we possibly can.
GM: Is there anything else you want to tell the fans?
Yes: we're very happy to have such a community!
Thanks to Goran for taking the time out to answer these questions. Feel free to discuss Sam 2 along with any other gaming topics at our forums. Nearly half a million posts and growing!
Marsh Posté le 14-04-2004 à 08:35:36
CROTEAM WEEKLY REPORT, ISSUE 7
Editor Networking
/Geek stuff on/
The latest improvement in the Serious Editor 2 is the ability to run network simulations. As you may already know, it is possible to run several simulations (test games) at the same time. The new thing is that you can run a test game as a network server. Any client can join to that simulation, either from another computer, or you can start one or more additional simulation documents and connect them all to the server test game. So, you can have a server and several clients each in it's own window. All server-client communication runs through TCP/IP stack, so they behave just as they would in a normal network game. Also, it's possible to view and edit all entity properties in the server game while the game is running. It's possible to drop entities, move them around, and change property values (player health, armor, ammo count....). Amaze your friends at wild parties!
Another cool feature is that it's possible to predefine simulation confugurations in editor preferences. It is possible to create a configuration consisting of four simulations, one of which is a server, and the other three are clients that automatically connect to that server. When this is set as the default config, one key press will start all four sims, one server and three clients joined to it.
Very cool for network debugging/testing and entity script developement.
/Geek stuff off/
First functional Vehicles
The newest news. The first, in the World not, four wheel vehicles are implemented and ready to use. They still suffer from a 'early-in-development' sickness, but it's nice to finally see them and drive them through our beautiful wide-open environments.
Also, we would like to mention that International Health Day passed with accent on traffic safety, and we will join support making only safe vehicles, not caring about design and comfort. Call 0800-Sam-I-Am-2 (1000$/min incl. tax) for additional info.
One more news, while we are on vehicles and safety. Our dearest secretary Josipa Kraljevic (Jo Smallking) passed driving exam, so pay special attention while driving!
Fluid Entity
We got it. Default parameters are for water (H2O), but by changing density and damping, everybody can make hers favourite fluid.
Ut2004
New UT reincarnation by far surpassed our expectations. It's really epic and extreme game. Truely AAA (Appealing Arcadish and Addicting) title (Mr.Pinky: hey, isn't that Quadruple A - AAaA?). Well, it's maybe not a news anymore, but it's still worth mentioning.
Marsh Posté le 14-04-2004 à 08:42:54
ho pt1 s ils devlopent le jeu dans cet esprit ca va etre
Marsh Posté le 10-05-2004 à 19:16:41
Croteam's got game! The Second Encounter will have you on the edge of your seat for the entire trip"
- Levelord, Ritual Entertainment
Croteam Bi-Monthly Report, Issue 10-11 May 10, 2004
CROTEAM BI-MONTHLY REPORT, ISSUE 10-11
Serious Physics - Part II
As you know, there is a small amount of physics engines which could be licensed and which are currently used in most of the games. After experiencing first thrills while seeing physics in real-time action, you could realize that something is still missing.
Physics is one of the areas where we are serious about moving boundaries once again. We say once again, because in 2001. with Serious Sam we moved boundaries from having max. 5 creatures on screen at once to having fast frantic action with hundreds of fast moving enemies, all at once and all in open spaces. Many claimed it wasn't possible, but we proved otherwise.
Now, we want to do the same in physics area. That's one of the main reasons we decided to go with our own Serious Physics.
Serious Physics Engine already functional for some time now, but this is not something we think was sufficient. So, our physics guys took some time to optimize the main part of the physics engine, with special optimization on main physics algorithm. It took some long study of large amount of fat physics books and thinking of new undiscovered algorithms, but it was worth the time. The result is that the physics now runs around 1000 times faster! Is it because the old code was slower than it should have been or if this one is super-ultra-fast, it is for everyone to speculate.
Croteam Bi-Monthly Report, Issue 8-9 April 23, 2004
CROTEAM BI-MONTHLY REPORT, ISSUE 8-9
Terrain shader
After hard work and lots of highly addicted "Studenac", programming department finally managed to finish the Terrain Shader. Terrain Shader can blend up to 5 layers thru one mask texture, with each channel representing blend mask between two adjacent layers. Apart from that, it also supports up to two shade texture, applied after all layers have been calculated. These are mostly used for detail textures and/or lightmaps. Great thing is that on new PC hardware this shader is rendered in only one pass, which provides performance speed. Unfortunately, not on the Xbox.
Enemy spawner
Enemy Spawner is now more functional and, in conjunction with Serious Macro Scripting, is becoming very powerful tool for creating playability. Scripting of fights is now more simpler, while having more options to allow for creating even more frentic action.
Parallax Mapping
We now have Parallax Mapping implemented. We are sure you all know what Parallax Mapping is. But, just in case here is what our programmer Den has to say about it: "Parallax mapping is a nice fake of displacement mapping technique. Instead of creating actual geometry, it rather offsets texture mapping in a way that surface looks very bumpy. Nice." When asked what's the purpose of it, Den added: "Unreal Engine has it, so we now also have it." This reminded us of Sky's now most quoted sentence from the interview with GameSpot: "Our new engine will have all the features that exist and that will exist in the world!".
Croatia gets OK from EU
Finally, Croatia got a positive avis from EU. This is currently the biggest news in Croatia. This means that in the next couple of years Croatia would be able to get a chance to talk with EU's "Big Strong Boys" about joining EU. It's still a debate here in our offices which is to happen first: "Serious Sam 5" for PlayStation 4 or Croatia joining EU.
http://www.nofrag.com/screenshots/ [...] 2_3dc2.jpg
http://www.nofrag.com/screenshots/ [...] 2_3dc1.jpg
Marsh Posté le 12-05-2004 à 08:34:10
Serious Sam 2 Tools Interview with Davor Hunski Page 1 - Mesh editing, texturing and other editor features Page 2 - Scripting, physics, multiplayer
by Earthling
Posted on May 11, 2004
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The Serious Sam 2 technology was first introduced at Game Developers Conference 2004, and the community has been booming with speculations about the new engine and the integrated toolset, Serious Editor 2.0. After hours of grievous torture, the will of Croteam lead programmer and designer Davor Hunski finally cracked and he spilled the beans on the new toolset. Davor tells us all about lighting, texturing, mesh editing, script language, multiplayer and more.
Seriously! - First off, tell us a little bit about yourself and what you do at Croteam.
Davor Hunski - My title is lead designer and programmer, but after setting up premises for Serious Sam 2 design (assisted by Davor Tomicic Tome) I hardly get any time to deal with design any more. I am coding for most of the time. So for the large chunk of project time, Tome is leading design and production. I am responsible for leading development on editor's tools and game content (vehicles, enemies, weapons, .....)
Seriously! - What are some of the coolest new features in Serious Editor 2?
Davor Hunski - Huh, that's a hard one. There are so many new cool things that I can't answer with few words. But for starters...
There is a completely new, custom made GUI: I mean all controls - buttons, text/number input, radio buttons, tab controls, drop down controls, sliders, list controls, color buttons and pickers, gradients, graphs), icons, progress bars, tool bars, title bars, documents, views/splitters, dialogs, drag-and-drop, docking, tool tips, menus, command processing, customizations (skins, keyboard rebinding, property extraction), file requesters, timers, mouse and keyboard handling, everything is completely written by us to serve our desire of how a great GUI should look like. I hope that you have a clue of what writing a complete GUI from scratch means. That's HUGE effort, but it was worthwhile. If I desire so, I can now write new type of control in matter of minutes. It is that easy.
Geometry can be imported/exported/reimported from/to third party 3D programs using an intermediate file format (it is easy to write a plug-in for any 3D modeling program).
We also implemented complete mesh editing so you can edit mesh geometry and mapping in the editor. We implemented some of the most commonly known tools and will continue adding new tools in the future, wishing that editor's mesh editing capabilities could in some areas match those of established 3D packages.
We developed our own module responsible for dealing with realistic physics. That's huge! Hard thing to do, tweak, optimize, etc... But a very necessary thing to have these days.
A particle system that can be used in two ways: as procedural particles or emitters. There is a complete set of user friendly GUI tools (graphs, gradients...) that can be used to create limitless fancy effects. Effects can be edited in real time (while the effect is playing). Very powerful.
Interpreted language. Extremely C++ -like, but without .h files. Actually, by declaring certain functions as "native" they become executed as C++ - I think that this extremely useful feature has never been seen before. Makes mod programming very easy.
Script debugger (still WIP) supported by a text editor that supports syntax highlighting/breakpoints/checkpoints.
Powerful GUI enhancements: nice file browser systems supporting history, favorites, split screen copying, thumbnails, sorting, viewing models/textures in info tips, file finding, opening objects in internal/external editors..., console variable explorer, output window, command bar, paint palette (brushes, foreground/background colors, color swatches, sliders...), guides and easy interactive object/vertex snapping/aligning tools, history/favorites for properties of all editing tools (WIP)...
Editors. These are awesome! We have all kind of editors: mechanism editor (physics/collision setup), animation editor (camera paths, animating objects like bones, lights...), skeleton editor, destruction editor, mesh editor, model editor, world (entity) editor, font editor...
Customizable/modifiable gui. Besides docking and skins (customizable fonts, colors, shortcuts), the user is able to extract controls (drag-and-drop) and organize them in favorite dialogs (WIP). So if you are interested in a certain property of an entity, just drag it out.
Simulations. You can run more than one simulation in editor. For example, you can test-run two levels and examine from god position what is happening. In the real time you can change the speed of the simulation, move entities around or change their behavior or pause it and then explore the properties of each entity (great for debugging). Also, multiple simulations are great to simulate both server and client(s) inside one application.
So, we want editor to serve for long line of Croteam's next generation products.
Seriously! - The new Serious Engine is obviously quite a leap from the previous version of the engine, built almost completely from scratch. What new features are you most exited about in terms of expanded level design capability?
Davor Hunski - Well, there is nothing else we can do to make level design easier than we did. We built mesh editing tools that will help you do things you want. However, you have to understand that if you want to be up to date with polygon count used these days, level design is MUCH harder, the requirements jumped drastically. While few years ago certain house could be simulated with tens/hundreds of polygons, now it must be with thousands/tens of thousands. You have to sit down and model it. Then you have to map it. We implemented nice mapping tools, but you still have to do the work. And you must map it keeping in mind what is good for performance (what graphics cards like). Hard work, but worthwhile.
Seriously! - About the editor itself, tell me a bit about what sort of tools can we expect in terms of level geometry creation and polygon manipulation?
Davor Hunski - What I can do is to dump list of currently supported tools.
Tools used in mesh editing:
Import/reimport/export, create vertex/polygon, draw polygon, create open/close paths, vertex randomization, primitives (box, cone, cylinder, grid, sphere, terrain), smooth shifter, normal/edge/path/rotate extrude, mirror, bevel, inserting vertex, common/spike subdivide, linear/rectangular/radial/bcg clone, triangulate/flip/flip horizontal/flip vertical, cut/weld band, rotate +-90, vertex/normal move, split/merge polygon, jitter/smooth/magnet, cut, align, find quads, paint/displace, rail/bend/volume/connected/rnd select, and weld/weld average/unweld vtx/unweld polygon edges/unweld polygons.
Tools used in mesh mapping:
Texture moving/stretching/rotating in 3D view, merge all/current map, round u/v, auto map u/v/uv, fit map u/v/uv/auto, and arrange map. Of course, mapping vertices can be also manipulated with the tools mentioned above (that apply for UV editing).
Seriously! - Can you explain how texturing will work in Serious Editor 2?
Davor Hunski - Since meshes in SE2 are rendered in only possible way (using shaders and UV maps), you have to create UV maps for them. There is no other way. It is an over-do when looking from artist's point of view how texturing has been performed in old SE (each polygon had its own mapping), but there is no escape from that fact. So you must create UV maps manually. Of course, you can map each polygon to have its own mapping, but that will be extremely unoptimal and you will lose performance big time. So idea is to map the meshes in the most optimized way (to get as few seams as possible). Then you will have BIG frame rates. There are few rules to follow, we will create documents to explain them.
Seriously! - How has the ability to have fully dynamic lighting affected game design? Is the lighting system still the same, with a light entity, or has it changed? How does shadow baking work?
Davor Hunski - The question is, what do you mean by "fully dynamic lighting", because you can't imagine how many meanings that has. Often people not involved in cutting edge technology programming don't have a good knowledge (because these things are hard to understand) about dynamic lighting (do you mean lighting or dynamic shadows?). About lighting, we use spherical harmonics, brilliant technique that will display multiple colored lights onto object that passes near by. I can't see any better solution for dynamic lighting. Dynamic shadows is completely another area of problems. There are few solutions in existence today, of which neither one is good enough to be used as general shadow rendering solution in an general purpose real-time game (in my opinion, at least). Some of them are too CPU intensive, some of them are too memory driven, some look chunky. We have some kind of dynamic shadows (and we will probably have all of the most important algorithms in the engine some day) but Serious Engine 2 is not built upon the idea of having truly dynamic shadows on everything. We still prefer (as a general useful case, and the case used in our games) shadow maps as a starting point for building game visuals.
suite :
Seriously! - From what we've heard, you've moved away from sector-based spacial partitioning. How does the new visibility system work?
Davor Hunski - Yes, I suppose (since we haven't finished it yet) that the new visibility system will be based on a mix of hierarchical occlusion culling, distant rejection and level of detail techniques (assisted with some procedural rendering).
Seriously! - Could you tell us about the new scripting language and how it affects level editing? What's an example of something cool that can be done with the new scripting language that was impossible in the previous version of the Serious Editor?
Davor Hunski - There are actually two levels of scripting in SE2. There is "script" scripting that is very C++ -like (intended to be used by programmers for adding new things and modifying existing ones) and there is so-called macro scripting. Macro is simple but very powerful high-level batch-like language intended to be used by level designers. It allows you to control gameplay events and do some fancy scripting easily. It can be used to control scripted scenes or cut sequences. You can issue commands to entities and listen what they have to say about it. It is still edited in text form, but you have suggestions all over it so you can almost use just the mouse to program a macro. Macro editing text control is integrated with the 3D view, so you can drag and entity from world and drop it onto variable name in text and variable will get assigned. You can also invoke text variable value pointing and see the entity that is contained in the focused/selected/highlighted variable.
Seriously! - With the added dynamics that advanced physics bring to the game, how has level design been affected? Will mappers be able to specify the mass of each object and create destructible architecture? How will water work, and can we have strong wind or shockwave effects?
Davor Hunski - "Realistic" physics is awesome ground for some superb game design. Of course, it has some limits you must keep in mind, but brings a LOT! I hope that we will be able to use the new physics in some good stuff for the upcoming game. Regarding the second part of your question, yes, you can alter mass, and yes, you can create destructible architecture (you actually have a complete editor just for that, but be careful with what you mean by destructible architecture! You can simulate it, but I think that you will like never see real-world-like architecture destruction with all of its consequences in computer games), water will look very real, objects will sink/raise extremely realistically, though don't expect water to behave realistically when spilled. Again, you can add wind that will "drag" dynamic objects in some direction, but is that all you thought of? Because for now, wind won't bend trees and houses...Shockwave effect, again, what exactly do you mean by that? You can make player feel like it is there is shockwave going on, you can also support it with some new fancy gfx features, but don't expect tremors that will "actually" physically shake ground by moving it around and then expect buildings to collapse due to the shaking effect.
Seriously! - What about world models? Will statues, trees and other high-polygon scenery still be constructed in a third-party modeling program and imported from there, or can you do build them from start to finish in the Serious Editor?
Davor Hunski - You can select between the two as you noted. Most of our models are build in third-party modeling programs, but that's due to the fact that Serious Editor 2 didn't have modeling abilities finished on time and our artists and designers are used to third-party modeling programs. Also, it is hard to match modeling quality of established modeling applications because they have been all about modeling for years. Still, I have high hopes for our modeling abilities and they would be my tool of choice if I were to do some levels.
Seriously! - Will per-polygon collision exist for the world geometry, or will a hitbox system still be utilized in some areas?
Davor Hunski - You can do both and more. You can use rendered geometry for collision, you can make a shell model that will be used for collision (less polygons than the actual rendered mesh) or you can "glue" collision primitives (spheres, boxes, cylinders, capsules) and form collision shell from them (fastest).
Seriously! - Tell us about the plug-in system. How does it work, exactly?
Davor Hunski - I am not the best person to talk about that one, but if I am right, anybody could add anything to editor. Any kind of new renderable, editor, control, dialog, modeling/mapping tool, anything. That means that you guys can shape Serious Editor 2 by yourself, however you wish. Someone could add procedural starts rendering (or curved surfaces), someone could add a texture processing editor, someone an "easy" texture bake setup control, someone an "edge smooth" tool and all of them could be shared with all the rest of us. Limitless possibilities. We will help you and encourage you to do technology additions.
Seriously! - What about the real-time editing, have you found it helpful in fine-tuning the level balance? Will it be possible to host a multiplayer game and edit the map while the players are playing on the server?
Davor Hunski - We still haven't experienced the full range of features that real-time editing brings, although I am sure that we will do so. Imagine playing a level and noticing that a stone is in the air (as in not exactly aligned with the ground) or that a mapping seam is visible. You can go to god mode, move the stone or fix its mapping and continue playing. Great stuff. Still, things like that are not allowed on the server because content is not transferred to clients upon game startup (too time consuming) and would slow down gameplay heavily. This idea implicates several superb gameplay elements, but also brings tons of problems. We didn't explore the possibilities too much, but we could do so in the future.
Seriously! - Speaking about multiplayer, are you planning on including other multiplayer game modes apart from co-op and deathmatch? What about dedicated Linux servers?
Davor Hunski - I am still not sure what will be in the game in terms of multiplayer abilities. I think that Linux servers will happen though (they surely are planned, but we don't have time to do them just now).
Update - Alen Ladavac - With SE1, we had problems with this on the technical side. The network architecture with syncs couldn't possibly run a Linux server with a PC client without bad syncs happenning. Now that we have that completely reengineered, there is no real reason for not having a Linux server, except time spent in closing the port. So I'd say that there will _definitely_ be a Linux server. Not together with the game, but sortly after. The code is easily portable and we have basic engine facilities working on Linux for quite some time already - without gfx/sound of course - so this shouldn't be a problem. Whether we will be allowed to distribute maps and models with it for free or you will need to have a copy of Windows version CDROM when installing it - we'll see. I'd like it to be completely free, but I believe even the second choice is not that bad.
Seriously! - It's been mentioned that Serious Sam 2 will most likely support auto-download of maps. What about other user-made content, such as entire mods and player models/skins? Also, are there plans for an auto-update system for patching the game?
Davor Hunski - Again, auto download of maps and user-made content like player models and skins is planned, but we haven't implemented it yet, though we will do so in the future. We would also like to have auto download of scripted code, but that's hard thing to do, as we'd have to prevent viruses and such to make sure that the users are 100% secure.
Update - Alen Ladavac - Regarding autodownload - again, since there are no syncbad problems, and since the world scripts have been made completely safe, it is also a planned feature. But I wouldn't bet on it making the release date. If so, it will be added in a patch. Autodownload of mods, on the other hand, is a bit of a security problem, and probably won't happen so soon. Even though it is planned, it will need much more to be safe enough for an average user.
Seriously! - Furthermore, will it be possible to have multiple users editing the same map over a network, like you can do in some commercial CAD programs, for example?
Davor Hunski - No. At the beginning we have had high hopes for it and started designing the technology, but due to the realism of this world and the unstretchiness of time (don't believe them when they say that time can be altered, because it can't), we had to abandon that idea. After contemplating on that idea for some time, I don't see it as a very useful feature for game design (as I did before) any more, and if I would ever go into designing technology again, I wouldn't heavily build upon that idea. When you hear about it, though, it sounds very impressive.
Seriously! - Is there anything else you would like to add?
Davor Hunski - If you are still reading this, than you are a very patient man. Thank you for that. I hope that we won't disappoint you with the new technology and game of ours.
That concludes our interview with Davor Hunski of Croteam. Unfortunately, we were not able to get any screenshots of the editor yet, but look forward to screenies and possibly even video feed of the editor in the next few days - you'll see it first on Seriously!
http://www.seriouszone.com/images/ [...] shot01.jpg
http://www.seriouszone.com/images/ [...] shot05.jpg
http://www.seriouszone.com/images/ [...] shot08.jpg
Marsh Posté le 12-05-2004 à 11:14:34
traducteur Online
http://tr.voila.fr/ ou http://www.systransoft.com/ ou http://www.reverso.net/text_translation.asp
C'est tout ce que je peux for you
Marsh Posté le 13-07-2004 à 14:45:33
NoFrag :
Serious Sam 2 | En vrac
Le Serious Destruction Editor
Lundi 12 juillet 2004 à 23h26 par Netsabes
Dans son nouveau point sur le développement de Serious Sam 2, Croteam parle surtout du Serious Destruction Editor, un outil qui servira aux moddeurs à détruire un peu tout.
Croteam Report, Issue 17 July 12, 2004
CROTEAM REPORT, ISSUE 17
Serious Destruction editor (SDE)
Here it is, our new useful editor, programmed and integrated in Serious Tools. As its name suggests, Serious Destruction Editor is used for making of destructions of any model that can be found in the game. As was the case with all Serious Tools so far, this editor is characterized with simplicity and artist's independency. Anyone can make model with its destruction/s, without any written line of code.
In particular, Destruction Editor allows you to add destruction elements to any model, adjust their positions and add particle effects (smoke, fire, dust...), sound and model that stay on place after the explosion. Model that stays after explosion can even have its destruction animation (e.g. shake animation). Any destruction model can have its destruction, so you can destruct in as many phases as you like.
In combination with our Serious Particle and Animation Editors (we wrote about them in previous reports), you have all the tools needed to make explosions and destructions with all the bells and whistles that comes with it. And what's the most beautiful thing, you don't need to write any line of code to do it.
Our MOD community will love it. You are annoyed cause you cannot destruct something in the game? Just do it yourself! Well, seriously.
Marsh Posté le 27-08-2004 à 15:01:47
Croteam Monthly Report, Issue 18 August 13, 2004
CROTEAM MONTHLY REPORT, ISSUE 18
Warning: This update is a bit technical
Hierarchical visibility determination using visibility groups is now functional
Each engine uses some system to determine which objects on the scene are visible to player, those should be rendered, and which one are not. It is very important to reject as much as possible unnecessary details, but it is also important not to spend much time doing it. Less time engine spends in rejecting not visible details, more time is left for what is actually visible to player - graphic details, physics, AI
We decided to take one step further in exploiting hardware feature called "occlusion query". Basically, modern 3D graphics boards are able to report how many pixels of a given object ended up visible on screen (that is to say, not occluded by some other, previously rendered objects, like walls or doors).
That way our new engine can completely skip rendering of objects that are occluded, and that greatly improves rendering performance! Even more, instead of testing object one-by-one, we can now test the whole group of objects and skip them all in one go, if it turns out that the whole group is not visible. This is basically our VSD (visible-surface-determination) algorithm. And it works great!
Marsh Posté le 07-09-2004 à 15:32:28
Ben nan top secret rien ne sort
Marsh Posté le 02-04-2004 à 15:51:14
Serious Sam 2
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TEST CHEZ CLUBIC :
http://www.clubic.com/test-jeux-vi [...] -jeux.html
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C'est Bo non
http://www.serioussam2.com/sam_home.html
LIENS vers LA DEMO :
http://files.seriouszone.com/download.php?fileid=1060
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Vidéo E3 de Serious Sam 2
http://www.3dgamers.com/games/serioussam2/downloads/
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http://www.croteam.com/index.shtml
http://files.seriouszone.com/download.php?fileid=866
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Forum :
http://forums.seriouszone.com/forumdisplay.php?f=366
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RELEASE DATE : Serious Sam 2 development is planned to be finalized in second quarter of 2004
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CROTEAM WEEKLY REPORT, ISSUE 6
GDC impressions
Game Developer Conference 2004 has ended. Serious Engine 2 technology was shown for the first time to the public. The real-time flyover demo of Serious Engine 2 was on Microsoft DX9, ATi, NVIDIA and S3 booth and it got a lot of attention from the press and Serious Sam fans. A lot more than we expected, since we are still deep in the development.
All those interested could find materials, including movie on that demo, on the following sites:
GameSpot - impressions, game footage and interview
IGN - GDC Feature
GameSpy - GDC Preview
HomeLan Fed - GDC Tech Demo Impressions
1UP - GDC Preview
GameSpot also features an interview with Lead Designer Davor 'Sky' Hunski, where you can find his most famous line so far: "Our new engine will have all the features that exist and that will exist in the world!!!"
Wow, what an impressive piece of PR. Really a masterpiece.
Our four members, Programmers Davor Hunski, Alen Ladavac and Dean Sekulic and CEO Roman Ribaric were all present at the GDC. But, the same can't be said for their luggage, which got lost somewhere along the way to San Jose. One bag is still cruising the USA, as you read this. On a good note, guys first missed initial flight from Zagreb to Vienna and then a substitute flight from Paris to Washington, so they had to enjoy the night life in Paris. That was a really tough job for them. On return, they missed only one flight. So, the conclusion was that the situation with connecting flights was improving rapidly.
Meanwhile, Davor 'Tome' Tomicic took a week off and went to Egypt. No matter how hard he tried, he couldn't find any traces of Headless Kamikazes, Gnaars, Kleers... nor did he find Time Lock. It looks like Serious Sam did his job after all.
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CROTEAM WEEKLY REPORT, ISSUE 5
GDC - here we go
Game Developers Conference 2004 is just around the corner and it's only a few days until Serious Engine 2 is shown for the first time to the public. Most of the work on flyover demo is done. It's just that Football Player Orc is not learning his dancing moves as it should. It seems he is not very talented for a dancer. On the other hand, give him a wall and he'll be happy to crush it down instantly.
Serious Physics
Until a few days ago, physics code allowed playing with boxes, crates, balls etc. But now, thanks to Vedran 'Vex' Klanac, our physics guru, enemies also act and fall like they should. Along that, physics code is pretty optimized at this stage, so it really deserves a Serious title.
GDC - part 2
If you happen to be at GDC, you can drop by MS stand where Serious Engine 2 flyover will be rolling, along other great DX9 games. If you are unlucky, you might bump to one of Croteam guys there as well. In that case, it's best to pretend you like the demo presentation.
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Vendredi 02 Avril 2004
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Serious Sam 2 : trailer officiel | PC
02/04/2004 - 14:16
Dans la famille Croteam, je veux Serious Sam 2, le GDC 2004 et trailer officiel. La vidéo d'excellente qualité, dont une version plus courte et de moins bonne qualité était déjà disponible depuis quelques jours, propose pour 120Mo 2 minutes 40 secondes de séquences réalisées avec le moteur du jeu. Le tout est très beau, grand, très coloré et détaillé. Bref, du Serious Sam.
http://www.factornews.com/download [...] e2full.wmv
Message édité par the gentleman le 15-05-2009 à 13:14:02
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-= Fight =-