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Interview Shrapnel/Malfador chat log

Discussion in 'RPG News & Content' started by Saint_Proverbius, Oct 22, 2003.

  1. Saint_Proverbius Arcane Patron

    Saint_Proverbius
    Joined:
    Jun 16, 2002
    Messages:
    11,190
    Location:
    Behind you.
    Tags: Aaron Hall; Shrapnel Games; Space Empires: Starfury

    Yet another <a href="http://www.rpgcodex.com/content.php?id=81">chat log</a>, this one was done with <a href="http://www.malfador.com">Malfador</a>, aka <b>Aaron Hall</b>, and some nice chaps from <a href="Http://www.shrapnelgames.com">Shrapnel</a>.
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    <blockquote><b>[<u>Malfador</u>]</b> Dungeon Odyssey was my first DirectX game, and Starfury my first Direct3D game.
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    <b>[</b>Instar<b>]</b> Bumpmapping requires a fairly recent card to run right
    <br>
    <b>[</b>Exitium<b>]</b> Not really Instar.
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    <b>[<u>Malfador</u>]</b> They were intended to build an engine that I could use for SE5 to create true 3D ships for the display.
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    * Slith (~Slith333@adsl-158-38-135.asm.bellsouth.net) has joined #RPGCodex
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    <b>[</b>Exitium<b>]</b> Anything newer than the Geforce 2 will run bumpmapping just fine.
    <br>
    <b>[</b>Exitium<b>]</b> THose MX400 cards go for dirt cheap.
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    <b>[</b>Saint_Proverbius<b>]</b> Yup
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    <b>[</b>Exitium<b>]</b> And they handle bumpmapping perfectly.
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    <b>[</b>Instar<b>]</b> True. Bumpmapping does do wonders for games, look at Halo2 or Doom3
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    <b>[</b>Saint_Proverbius<b>]</b> Heck, look at BattleZone 2.
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    <b>[</b>SalsaDoom<b>]</b> Well, so long as it was optional, I don't see any problems with adding a few nice things..
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    <b>[</b>Instar<b>]</b> I don't know if its there in DX yet
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    <b>[</b>Exitium<b>]</b> Jedi Academy uses an engine that's a few years old and it's still pretty.
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    <b>[</b>Instar<b>]</b> it would require some more effort on the art people
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    <b>[<u>Malfador</u>]</b> Now, as to how many ships I can get into combat at one time, that's another question. But the main purpose was to move the space strategy genre on to the 3D era. (not that SE5 would be the first to do that).
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    <b>[</b>Saint_Proverbius<b>]</b> IG2 did it.
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    <b>[</b>Fyron<b>]</b> Yeah, but that game was lacking...
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    <b>[</b>SalsaDoom<b>]</b> Yeah, IG2's space battles were very pretty. To bad the game was over in an hour
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    <b>[</b>tesco<b>]</b> what is starshatter using ??
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    <b>[</b>Saint_Proverbius<b>]</b> 3D
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    <b>[</b>Saint_Proverbius<b>]</b> Starshatter is a sim, though.
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    <b>[</b>Instar<b>]</b> Aaron, what games are you looking forward to playing? I cannot wait to get my grubby paws on Doom3 or DeusEx2
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    <b>[<u>Malfador</u>]</b> Bumpmapping - I'd love to add all the bells and whistles to Starfury, but time is against me. The best thing to do is to add each of these features incrementally in each new game that uses the same engine. That way it doesn't take you 4 years to get the game out (O' FreeLancer, where art thou?).</blockquote>
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    <br>
    Who doesn't like a good bumpmapped starship?
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  2. montana20 Novice

    montana20
    Joined:
    Jun 5, 2006
    Messages:
    1

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