[ 01-26-2002: Message edited by: xierxior ]
BCM XP - The Grand Scheme Unveiled
#101
Posted 26 January 2002 - 04:09 AM
#103
Posted 01 February 2002 - 03:43 PM
quote:
Decals support for falling snow, rain, blood and objects impacting water while on terrain
Now, I might be mistaken, but I recall SC saying blood would not be in the game to avoid an M rating. Has this policy changed, or is this just an oversight?
#104
Posted 01 February 2002 - 07:24 PM
#105
Posted 02 February 2002 - 04:13 AM
#106
Posted 02 February 2002 - 02:38 PM
The only reason "The Sims" have yet to implement more realistic features is because sales are still strong. Although that Heart shaped bed was pushing it a little.
[ 02-02-2002, 14:39: Message edited by: GREG MILLER ]
#107
Posted 02 February 2002 - 06:44 PM
quote:
Originally posted by Supreme Cmdr:
You can still bleed, but you won't see limbs being chopped off
Why does that remind me of a scene from Higlander 3?
#108
Posted 05 February 2002 - 01:25 AM
Do you see this in the XP1 feature set?
I did not see anything about texture changing in the x1 faq. Will place specific damage effects be implemented?
See above
BCM is huge. BCM-x1 is a huge list of features. Hey SC, how many lines of code do you, the flight sim jedi master, and the bco dev crew write on an average work day?
The amount of and quality of the work one does is not determined by the lines of code that is written.
[ 02-05-2002, 08:20: Message edited by: Supreme Cmdr ]
#109
Posted 05 February 2002 - 01:40 AM
#110
Posted 05 February 2002 - 02:39 AM
quote:
Originally posted by xierxior:
geo-mod in bcm, excuse me sir we dont all have a 3ghz comp with 1gig of ram, ever play red faction? it took a couple seconds to geo-mod a (small) area now think of this on a planatary scale sc would have to implent a loading bar so you know when the geo-mod has finished redoing the planatary surface, would probly take longer then your mineing drones filling up
Uhh.. well I already played Red faction and it didn't caused any slowdown. but geo-modding could be possible in bcxp if the holes get filled after a little while... it would be cool to see a military base being full of craters after a large assault But in this case, it would probably slow the game by a noticeable measure.....
The missile holes were also a feature in Mechwarrior 3... but yet the area size can't be compared to bcm.
#111
Posted 05 February 2002 - 10:52 AM
quote:
Originally posted by Epsilon 5:
The missile holes were also a feature in Mechwarrior 3... but yet the area size can't be compared to bcm.
Have you two actually looked at the terrain after an OTS detonation?
#112
Posted 05 February 2002 - 11:37 AM
quote:
Originally posted by Supreme Cmdr:
quote:
Originally posted by Epsilon 5:
The missile holes were also a feature in Mechwarrior 3... but yet the area size can't be compared to bcm.
Have you two actually looked at the terrain after an OTS detonation?
I have it rocks!
Sorry just had to add that.
#113
Posted 05 February 2002 - 03:12 PM
quote:
Originally posted by Supreme Cmdr:
quote:
Originally posted by Epsilon 5:
The missile holes were also a feature in Mechwarrior 3... but yet the area size can't be compared to bcm.
Have you two actually looked at the terrain after an OTS detonation?
Yeah, pretty cool... but this are only a few holes... even though I used to bombard entire regions Launching dozens of OTS. And they're not deep enough
Here we are talking about holes for every missiles that misses it's target, about holes from crashing ships, destroyed tanks, destroyed stuctures and anything it would make it cool
#114
Posted 05 February 2002 - 04:09 PM
quote:
Originally posted by Epsilon 5:
[QUOTE]Originally posted by Epsilon 5:
And they're not deep enough
Here we are talking about holes for every missiles that misses it's target, about holes from crashing ships, destroyed tanks, destroyed stuctures and anything it would make it cool
oh, now I know what you're talking about. Of course its possible, but its not in my plans atm. I'll make a mental note of it (to create craters where crashes occur etc) however.
#115
Posted 05 February 2002 - 07:43 PM
#116
Posted 06 February 2002 - 04:08 AM
#117
Posted 06 February 2002 - 10:13 AM
quote:
Originally posted by ooJAYoo:
Reading way back I noticed you mention no specific card features to be supported. With the introduction of the XP1 package and its processor hungry attributes have you OR are you considering implementing features like Hardware T&L and other speed optimisations that are found on all common Gforce cards in most gamers machines? It would help a great deal especially when the processor doesn’t live up to much.
Dunno what you're talking, BCM already supports hardware T&L
As for what other graphics attributes that XP1 will support, you'd have to wait and see.
#118
Posted 07 February 2002 - 03:48 AM
and about the building base's im really looking fowarde to this one will it work to same extent you explaned here and will you be able to build multible ones?
http://www.3000ad.com/cgibin/ultimatebb.cg...ic&f=9&t=000009
[ 02-07-2002, 03:52: Message edited by: xierxior ]
#119
Posted 30 March 2002 - 12:25 PM
#120
Posted 30 March 2002 - 03:29 PM
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