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Hi,

that''s a nice page and the game looks great. But the fire on one of the screenshots doesn''t look very realistic. Perhaps you should make it a little bit transparent.

How big are these landscapes ? Do you have an overview ?

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Where did you get the models for yur humvee, artillery and helicopter, they are very nice and if didnt make them yourself I would love to get my hands on them too.

Possibility

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Thanks a lot for ur feedback!!

About the flare.....yeah....sure needs improvement. That is yet not implemented in the rite manner and wud sure change shortly.
And about our landscapes.....they can vary between a small one to a really humongous one.

And about the 3d models......of course, we made them ourselves.

Raptor
http://www.raptorentertainment.com


Edited by - Raptor on January 10, 2002 3:52:54 AM

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Well,
we just happened to check out our old demo......and gosh it really sucked!!!! The old demo''s terrain engine was pretty crappy and slow. We now have a very fast method of eliminating polys and also the engine is capable of rendering extreemely vast terrains.

The game engine now has support for network gaming and can support upto 12 players simultaneously. The game is almost near completion except for a little coloring here and there!

Anyways,
Raptor
http://www.raptorentertainment.com

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quote:
Original post by Raptor
Well,
we just happened to check out our old demo......and gosh it really sucked!!!!


hehehe

We all have to start somewhere. It''s good to see you''re sticking with it and doing a good job. This is one of my worries when releasing demo''s.. you just know that it six months time you''ll be ashamed of it!

Cheers

Matt

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One thing that no one seemed to have mentionned is the hummer has octogonal wheels which I find a bit weird. But other than that, it sounds pretty cool. The site is pretty good also..



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abt the octogonal wheels of the hummer......its gotta be like that, cuz its a strategy game and ppl wud build loads of hummers and other units. Too many of these on screen wud bring down the frame rate like crazy!

Raptor
http://www.raptorentertainment.com

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Yeah, it sure was a constant struggle.....lotsa memory leak problems and stuff like that crept up which was really hard to fix. But anyways, we have come a long way.....nows when we are planning to add the story and the computer AI etc.

Anyone have any idea abt WitchLord???? Any contacts or somethin????

Later,
Raptor
http://www.raptorentertainment.com

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Guest Anonymous Poster
pleeeeeeeeeeeease use higher resolution meshes.
use progressive meshes if you want to support non t&l hw,
or simple multi-mesh LOD - whatever you prefer,
modern cards can render 50k+ tris PER FRAME while keeping up
to 100 frames or more.
USE IT.
the models look awful.

the textures are nice though, and it would be a shame if you degrade the visual quality by using low-poly meshes.

of course gfx-artists will kill us programmers if we tell them
now that they can use high-poly meshes again, after we "trained" them so hard to keep under 100 tris per object.

however.
bye.

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It isnt very tough to create high res meshes. its only a minute''s job to increase the polygon count. Its just that this is gonna be a strategy game and each of these units can be built in dozens. We cannot increase the polygon count. However we would include high poly models once our LOD engine is complete. Rite now, our engine cant handle really high poly meshes when the game is running at full swing, i mean, when i build abt 100-150 units plus (which are on screen simultaneously).

Here are our sys specs -
Athlon XP 1500+
ELSA Gladiac 920 (GeForce3)
256 DDR Mushkin
Asus A7M266

Raptor
http://www.raptorentertainment.com

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