Gold is when its actually done, and off to the manufactorer for mass reproduction and off to a store near you. A Release Candidate is what the developer submits to the publisher (who does most QA work) and if there are no big problems, they stamp done on it and it goes gold. But don't get your hopes up, first RC's are never accepted, they always come back, usually around 2 to 4 times.
<!--QuoteBegin-DOOManiac+Jul 13 2004, 06:18 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DOOManiac @ Jul 13 2004, 06:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Just an FYI so there isn't any confusion:
Release Candidate != Gold
Gold is when its actually done, and off to the manufactorer for mass reproduction and off to a store near you. A Release Candidate is what the developer submits to the publisher (who does most QA work) and if there are no big problems, they stamp done on it and it goes gold. But don't get your hopes up, first RC's are never accepted, they always come back, usually around 2 to 4 times. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Bingo.
OK... someone needs to hack the forum and change DOOM's name to DOOMsayer. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
Maybe the old Sept30th release date will hold true, eh? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
<!--QuoteBegin-6john6doe6+Jul 13 2004, 07:39 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (6john6doe6 @ Jul 13 2004, 07:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> so RC is what the devs send to the pubs, Gold is when they start manufacturing it, and release is when its out for public, correct? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Correct. It's highly unlikely that Vivendi will find the first RC to be perfect, but it still won't take too long.
For example when Microsoft makes a release candidate, it can be around 3 to 6 months before the next one.
I doubt Valve will take that long though.
My guess is RC3 will be the final w/ a 1.5-2 week interval in between each RC.
Lets hope I'm wrong though. :P
But if Vivindi approves the very first RC, then beware, as it will mean HL2 will be full of bugs and they just don't care and are pushing it out the door. Expect a lot of patches.
<!--QuoteBegin-DOOManiac+Jul 13 2004, 11:18 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DOOManiac @ Jul 13 2004, 11:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> But if Vivindi approves the very first RC, then beware, as it will mean HL2 will be full of bugs and they just don't care and are pushing it out the door. Expect a lot of patches. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Not necessarily. Valve have been playtesting HL2 for a while now, even those that visited their office have been asked back at a later date to playtest themselves. I reckon as far as RCs go, it'll be a polished one.
<!--QuoteBegin-DOOManiac+Jul 13 2004, 11:18 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DOOManiac @ Jul 13 2004, 11:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Expect a lot of patches. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> But patching will be easy through Steam. Hopefully.
<!--QuoteBegin-Tequila+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Tequila)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Not necessarily. Valve have been playtesting HL2 for a while now, even those that visited their office have been asked back at a later date to playtest themselves. I reckon as far as RCs go, it'll be a polished one.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Yes but first RC's are NEVER approved/should be approved. It just doesn't happen. There is always *SOMETHING* that comes up w/ software development...
/me grumbles and tries not to think of work
P.S. I don't believe I have complimented you on your fine avatar kind sir!
<!--QuoteBegin-DOOManiac+Jul 14 2004, 12:02 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DOOManiac @ Jul 14 2004, 12:02 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> P.S. I don't believe I have complimented you on your fine avatar kind sir! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Thank you mon brave.
Now, I didn't resurrect this thread just for my ego.
<a href='http://www.hl2fallout.com/screenshots/albums/screenshots/hl2flashlight.jpg' target='_blank'>New shot of HL2's flashlight!</a>
I think it looks brilliant, as does the bump (or normal?) mapping on the antlions, although the jury is still out on their new colour.
Stalker uses the ODE engine, it's OPEN SOURCE and FREE even for commercial use, even NS can use it if they find a way to slot it into the MOD code(and you have basically full access to physics from pm_shared.c so it shouldn't be impossible, but certainly not easy), here's what the stalker team have to say about it. (BTW a few more new stalker vids have been released this month, D'ling now, they are supposed to show some dx9 effects, monster AI and other stuff. edit: they're definetly worth the watch if you have enough bandwidth for it not to be a hazzle)
* 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 a large number of queries in a high concentration polygonal environment * Realistic simulation of ballistics, movement, and fluids <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
moultanoCreator of ns_shiva.Join Date: 2002-12-14Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
<!--QuoteBegin-6john6doe6+Jul 14 2004, 03:31 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (6john6doe6 @ Jul 14 2004, 03:31 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i believe that shadow appears to be from the light above, look at the other ant lion. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> but the shadow clearly cuts into the flashlight beam.
douchebagatronCustom member titleJoin Date: 2003-12-20Member: 24581Members, Constellation, Reinforced - Shadow
well if you shine 2 lights onto something from different angles, you will see 2 shadows. neither will be as dark as if there were only 1 shadow. i agree that the shadow in the light from the flashlight shouldnt be as dark, but that is a small price to pay for a game like this.
<!--QuoteBegin-moultano+Jul 14 2004, 01:43 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (moultano @ Jul 14 2004, 01:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-6john6doe6+Jul 14 2004, 03:31 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (6john6doe6 @ Jul 14 2004, 03:31 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i believe that shadow appears to be from the light above, look at the other ant lion. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> but the shadow clearly cuts into the flashlight beam. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Yeah, its already been said that HL2 doesn't have dynamic shadows and that all shadows cast by models are all cast in the same direction, predefined by the mapper. So why is the fact that the flashlight doesn't do anything to these shadows such a shock? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
QuaunautThe longest seven days in history...Join Date: 2003-03-21Member: 14759Members, Constellation, Reinforced - Shadow
<!--QuoteBegin-Dragon_Mech+Jul 14 2004, 01:42 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Dragon_Mech @ Jul 14 2004, 01:42 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Tequila+Jul 14 2004, 08:29 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Tequila @ Jul 14 2004, 08:29 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <a href='http://www.hl2fallout.com/screenshots/albums/screenshots/hl2flashlight.jpg' target='_blank'>New shot of HL2's flashlight!</a> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> What the hell is in his hand? Bio-grenade? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Nope. Its actually something of a "Pheremone Grenade"- it contains the perfect Pheremone's on them to call the Ant Lions, who will then act on instinct, presumably for whatever their commander(i.e., the one throwing the damned things) wants. The ant-lions will come from anywhere to get from their prey.
douchebagatronCustom member titleJoin Date: 2003-12-20Member: 24581Members, Constellation, Reinforced - Shadow
<!--QuoteBegin-ANeM+Jul 14 2004, 04:47 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ANeM @ Jul 14 2004, 04:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-moultano+Jul 14 2004, 01:43 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (moultano @ Jul 14 2004, 01:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-6john6doe6+Jul 14 2004, 03:31 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (6john6doe6 @ Jul 14 2004, 03:31 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i believe that shadow appears to be from the light above, look at the other ant lion. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> but the shadow clearly cuts into the flashlight beam. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Yeah, its already been said that HL2 doesn't have dynamic shadows and that all shadows cast by models are all cast in the same direction, predefined by the mapper. So why is the fact that the flashlight doesn't do anything to these shadows such a shock? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> hl2 doesnt have dynamic lighting? when was that said and why doesnt it have it?
It has dynamic lighting, (shown in one of the most recent E3 videos), but dynamic shadows... I don't know. For now I would say, not yet. Keep in mind that HL2 is still under production. For all we know they could be working on the lighting right now.
douchebagatronCustom member titleJoin Date: 2003-12-20Member: 24581Members, Constellation, Reinforced - Shadow
ok so who has any idea what the special edition, complete with solid gold carrying case, might come with? it would seem like a neat idea for it to come with dod:source, hl:source, blue shift:source, opposing force: source, tfc:source, and all those shenanigans, but would they be finished for that? shouldnt they just be free with the normal hl2? what is this "playable extras" that come with the special edition?
coilAmateur pirate. Professional monkey. All pance.Join Date: 2002-04-12Member: 424Members, NS1 Playtester, Contributor
HL2 uses a lighting scheme similar to HL1's as far as level lighting goes. Dynamic lighting and shadow support, however, is much better. Not sure if it has per-pixel lighting on par with DOOM3's or Riddick's, though.
<!--QuoteBegin-coil+Jul 14 2004, 09:07 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (coil @ Jul 14 2004, 09:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Not sure if it has per-pixel lighting on par with DOOM3's or Riddick's, though. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> [offtopic] Speaking of Riddick, do you know how the game looks on Xbox? I played the demo and it needed antialiasing very badly. Did they enable it in the final release of the game?
QuaunautThe longest seven days in history...Join Date: 2003-03-21Member: 14759Members, Constellation, Reinforced - Shadow
<!--QuoteBegin-Dragon_Mech+Jul 14 2004, 08:14 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Dragon_Mech @ Jul 14 2004, 08:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-coil+Jul 14 2004, 09:07 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (coil @ Jul 14 2004, 09:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Not sure if it has per-pixel lighting on par with DOOM3's or Riddick's, though. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> [offtopic] Speaking of Riddick, do you know how the game looks on Xbox? I played the demo and it needed antialiasing very badly. Did they enable it in the final release of the game? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> The XBox thing IS the final release- and frankly, XBox can't take anti-aliasing, period.
I myself like the fact it doesn't have Riddick and DOOM3's light scheme. They seem to be a "Its either overlight bright or black" way of things.
Comments
Release Candidate != Gold
Gold is when its actually done, and off to the manufactorer for mass reproduction and off to a store near you. A Release Candidate is what the developer submits to the publisher (who does most QA work) and if there are no big problems, they stamp done on it and it goes gold. But don't get your hopes up, first RC's are never accepted, they always come back, usually around 2 to 4 times.
Release Candidate != Gold
Gold is when its actually done, and off to the manufactorer for mass reproduction and off to a store near you. A Release Candidate is what the developer submits to the publisher (who does most QA work) and if there are no big problems, they stamp done on it and it goes gold. But don't get your hopes up, first RC's are never accepted, they always come back, usually around 2 to 4 times. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Bingo.
Correct. It's highly unlikely that Vivendi will find the first RC to be perfect, but it still won't take too long.
For example when Microsoft makes a release candidate, it can be around 3 to 6 months before the next one.
I doubt Valve will take that long though.
My guess is RC3 will be the final w/ a 1.5-2 week interval in between each RC.
Lets hope I'm wrong though. :P
But if Vivindi approves the very first RC, then beware, as it will mean HL2 will be full of bugs and they just don't care and are pushing it out the door. Expect a lot of patches.
Not necessarily. Valve have been playtesting HL2 for a while now, even those that visited their office have been asked back at a later date to playtest themselves. I reckon as far as RCs go, it'll be a polished one.
But patching will be easy through Steam. Hopefully.
Yes but first RC's are NEVER approved/should be approved. It just doesn't happen. There is always *SOMETHING* that comes up w/ software development...
/me grumbles and tries not to think of work
P.S. I don't believe I have complimented you on your fine avatar kind sir!
Thank you mon brave.
Now, I didn't resurrect this thread just for my ego.
<a href='http://www.hl2fallout.com/screenshots/albums/screenshots/hl2flashlight.jpg' target='_blank'>New shot of HL2's flashlight!</a>
I think it looks brilliant, as does the bump (or normal?) mapping on the antlions, although the jury is still out on their new colour.
Also, who says thats the new color for antlions? They might vary.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->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 a large number of queries in a high concentration polygonal environment
* Realistic simulation of ballistics, movement, and fluids
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
What the hell is in his hand? Bio-grenade?
but the shadow clearly cuts into the flashlight beam.
but the shadow clearly cuts into the flashlight beam. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Yeah, its already been said that HL2 doesn't have dynamic shadows and that all shadows cast by models are all cast in the same direction, predefined by the mapper.
So why is the fact that the flashlight doesn't do anything to these shadows such a shock? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
What the hell is in his hand? Bio-grenade? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Nope. Its actually something of a "Pheremone Grenade"- it contains the perfect Pheremone's on them to call the Ant Lions, who will then act on instinct, presumably for whatever their commander(i.e., the one throwing the damned things) wants. The ant-lions will come from anywhere to get from their prey.
Just watch the E3 2003 videos to see.
but the shadow clearly cuts into the flashlight beam. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Yeah, its already been said that HL2 doesn't have dynamic shadows and that all shadows cast by models are all cast in the same direction, predefined by the mapper.
So why is the fact that the flashlight doesn't do anything to these shadows such a shock? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
hl2 doesnt have dynamic lighting? when was that said and why doesnt it have it?
[offtopic] Speaking of Riddick, do you know how the game looks on Xbox? I played the demo and it needed antialiasing very badly. Did they enable it in the final release of the game?
[offtopic] Speaking of Riddick, do you know how the game looks on Xbox? I played the demo and it needed antialiasing very badly. Did they enable it in the final release of the game? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
The XBox thing IS the final release- and frankly, XBox can't take anti-aliasing, period.
I myself like the fact it doesn't have Riddick and DOOM3's light scheme. They seem to be a "Its either overlight bright or black" way of things.