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As demoed by Orkin, the AI sees the player and wants to kill the player. The AI then runs through its possible actions, like take cover, attack, or melee-attack. The player fires on the AI and the AI looks for cover; once behind cover, the AI will take note that the player is aiming his weapon at it, so the AI will try to suppress the player by firing blindly.
This is fairly cool, but the additional revelations made by Orkin were definite "gotcha" moments. Monolith fully integrated this system with the enemy's dialogue and game environments in an effort to create the illusion that the AI was smarter than it actually is. F.E.A.R. was widely lauded for the ability of its soldiers (both singly and in squads) to flank the player.In reality, the AI wasn't flanking at all -- it was moving from one cover area to another cover area. Because of the skill exhibited by the level designers, that next cover area was to the side of the player's location (or where the designers assumed the player would be), so when the AI moved to that location, it created a seamless illusion of the enemy flanking you.
Adding a final layer to the illusion was the notion that the AI called for reinforcements. As the player slugged it out with the game's bad guys, one of them would call out for reinforcements. Then, when the player moved forward, they would come across an enemy squad rushing toward them. The squad was always there, regardless of whether or not reinforcements were actually "summoned," but because of the dialogue, the player creates a connection that really isn't there.
Posle odigranog demoa reci cu samo "Ja nikada, ali nikada, vise ne idem u bioskop!"
Posle odigranog demoa reci cu samo "Ja nikada, ali nikada, vise ne idem u bioskop!"
me happy zbog izgleda dobre optimizacije
who cares, prvo gasim senkeAl tesko ces igrati na max podesavanjima na native rezoluciji.
Kad izlazi komplenta igra, mrzi me da bauljam po temi...
who cares, prvo gasim senke![]()
I ne znam da li sam JA onaj JA iz keca, ili sam neko drugi lol![]()
znam kako ti je imao sam i ja taj 8800gts, i ja uvek gasim senke ali moram da priznam da izgledaju dobro u igrama koje se odvijaju u zatvorenomJa senke gasim u svakoj igri :d, cisto da se naviknem kao da ih ni nema u onim zahtevnijim igrama.
Senke realno jedu previse memoriju sa graficke (a ja imam samo 320MB :d), a stvarno nisu previse bitni u 99% igara.
Valjda ce raditi ok na 8800GT 512MB (1680x1050 medium-high), koju planiram da kupim, kao prelazno resenje, do proleca.
E majkumu, znaci da ce radnja ipak liciti na extraction point (i tamo bese lik nema veze sa onim iz keca, pa su kanda neka rodbina, a u perseus mandate tek niceg smislenog nije bilo)
Zanimljiva "zahtevnost" prema Visti- FEAR2 zahteva performance indeks 5.9 ...a recimo kriza 5.0![]()
In order to get the best game play experience, it is not recommended to run F.E.A.R. 2: Project Origin at high resolutions. You should avoid resolutions above 1024x768 for 4:3 displays, 1280x768 for 16:10 displays, and 1280x720 for 16:9 displays on any current generation card. Instead, use the full-screen anti-aliasing (FSAA) option under the Advanced Options menu. This helps improve the visual quality of the final scene without dramatically increasing the amount of work that must be performed.
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