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[Unik] Stalker : Shadow of Chernobyl - Jeu Out -

n°2070584
sombresong​e

Transactions (0)
Posté le 22-07-2004 à 21:21:44  profilanswer
 

Reprise du message précédent :
Je préfère mettre en high et enlever l'AA

mood
Publicité
Posté le 22-07-2004 à 21:21:44  profilanswer
 

n°2070658
Bobaflet
PC party !!
Transactions (0)
Posté le 22-07-2004 à 22:10:55  profilanswer
 

La pemiere jaquette a ete definitivement oublie a ce que il parait!
 
Le cygle du Nuclaire est sinonyme de bcp de problemes, dans tous les Pays de l'Est et de l'europe (France y compris!)
 
Donc on auras la 2em jaquette RE style sur a 100% d'apres ce que m'a dit un ami programmeur Russe qui a travailles sur le rendu des sons(Armes, explosions, musiques etc..)

n°2070675
Tentac
¤¤ In tartiflette we trust ¤¤
Transactions (0)
Posté le 22-07-2004 à 22:20:20  profilanswer
 

kikaman a écrit :

De toute façon DOOM 3 c'est plus un bench mark qu'un vrai jeu. Ok c'est beau et immersif. Mais le gampelay ce résume a avancer dans des couloirs sombre et a tirer sur des monstres, bref pas trés innovant, y a même pas de tire secondaire sur les armes, et les balles ne traversent pas les murs (ni rien d'autre d'ailleur).  
En gros comme d'hab ID fait un jeu pour vendre son moteur graphique. Peut être que les modes multis joueurs sauveront la durée de vie de doom3 qui sait.
 
Ce qui n'est pas le cas de jeu comme HL2 et STALKER, qui eux proposent une vraie aventure avec un vrai gameplay, et des idées de gameplay nouvelles et originales.


 
Et c'est reparti. Tenez le vous pour dit, on - ne - sait - rien du gameplay de Stalker, pas plus que de celui de doom ou de HL2. A pert quelques videos et interviews qui ne veulent rien dire du tout, on a rien a se mettre sous la dent pour se forger une opinion personnelle de ce que vont etre ces jeux.
Alors les posts "Stalker mieux que far cry moins bien que doom3 qui écrase HL2 mais différent de DNF", ca commence a bien faire. Doom3 sort dans un peu plus de 15 jours, une fois qu'on y aura tous joué on pourra peut etre affirmer que ce n'est qu'un bench. Pour le reste faudra attendre plus longtemps. Mais tant que c'est pas fait, ca serait bien d'eviter ce genre de messages.
 
edit :  
sinon pour tes arguments, les balles qui traversent les murs ne me paraissent pas indispensable dans un jeu comme doom3. Quand a l'absence de tir secondaire, c'est pas le premier jeu qui s'en passe et qui ne s'en porte pas plus mal (quake 3 quelqu'un ?).
 
Quand aux idées de gameplay nouvelles et originales pour HL et Stalker, je demande a voir d'abord, j'aime pas trop le vent.


Message édité par Tentac le 22-07-2004 à 22:23:47

---------------
"Ramon Balthazard ! Lachez cette arme !"
n°2071241
philipppe

Transactions (0)
Posté le 23-07-2004 à 11:13:05  profilanswer
 

Citation :


Citation :

Et c'est reparti. Tenez le vous pour dit, on - ne - sait - rien du gameplay de Stalker, pas plus que de celui de doom ou de HL2. A pert quelques videos et interviews qui ne veulent rien dire du tout, on a rien a se mettre sous la dent pour se forger une opinion personnelle de ce que vont etre ces jeux.  
Alors les posts "Stalker mieux que far cry moins bien que doom3 qui écrase HL2 mais différent de DNF", ca commence a bien faire. Doom3 sort dans un peu plus de 15 jours, une fois qu'on y aura tous joué on pourra peut etre affirmer que ce n'est qu'un bench. Pour le reste faudra attendre plus longtemps. Mais tant que c'est pas fait, ca serait bien d'eviter ce genre de messages.  


 
d'accord
 

Citation :

edit :  
sinon pour tes arguments, les balles qui traversent les murs ne me paraissent pas indispensable dans un jeu comme doom3. Quand a l'absence de tir secondaire, c'est pas le premier jeu qui s'en passe et qui ne s'en porte pas plus mal (quake 3 quelqu'un ?).  


 
pas d'accord
 

Citation :

Quand aux idées de gameplay nouvelles et originales pour HL et Stalker, je demande a voir d'abord, j'aime pas trop le vent.


 
d'accord

n°2071250
Tentac
¤¤ In tartiflette we trust ¤¤
Transactions (0)
Posté le 23-07-2004 à 11:15:40  profilanswer
 

J'avoue, pour le 2ème paragraphe, mon opinion perso a un peu débordé. Mais je voulais souligner qu'on ne peut pas connaitre l'impact de l'absence de tri secondaire, etc.. tant qu'on a pas joué au jeu. :jap:


Message édité par Tentac le 23-07-2004 à 11:15:59

---------------
"Ramon Balthazard ! Lachez cette arme !"
n°2071326
kikaman

Transactions (0)
Posté le 23-07-2004 à 12:11:12  profilanswer
 

Ok attendons la sortie de DOOM3 je reviendrais pour vous dire "Je vous l'avais dit lol"

n°2075546
Jet
bêêêê !
Transactions (0)
Posté le 25-07-2004 à 22:40:48  profilanswer
 

[:drapal]

n°2082471
the gentle​man
-= PSN Id : StgBad =-
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Posté le 30-07-2004 à 08:32:26  profilanswer
 


http://www.langamers.ch/langamers/news.php?id=4739
 
S.T.A.L.K.E.R. repoussé  
Posté le Vendredi 30 Juillet 2004 à 07:56 par Rider - Jeux - Source : NoFrag  
   
On s'en doutait que le jeu n'allait pas sortir au mois de septembre 2004, c'est dorénavant officiel avec le communiqué de  THQ qui annonce le report de S.T.A.L.K.E.R.: Shadow of Chernobyl.  
Pas de date précise mais on sait que le jeu est prévu pour le premier quart 2005 et la raison du report est bien sur la sortie de Doom III et Half-Life 2 qui risquerait de faire beaucoup d'ombres à S.T.A.L.K.E.R.
 
http://phx.corporate-ir.net/phoeni [...] id=598803&
 
News Release
 
<<  Back  
 
 
THQ Announces Fiscal 2005 First Quarter Results; Company Moves Fiscal 2005 Guidance to High End of Range to $1.10; Up 20% Over the Prior Year  
CALABASAS HILLS, Calif.--(BUSINESS WIRE)--July 29, 2004--THQ Inc. (Nasdaq:THQI) today announced operating results for its fiscal 2005 first quarter and moved earnings per share guidance to $1.10, the high end of its previous range, for the fiscal year ending March 31, 2005.
 
For the three months ended June 30, 2004, THQ reported net sales of $88.2 million and a net loss of $3.9 million, or $0.10 per share. For the same period a year earlier, the company reported net sales of $98.1 million and a net loss of $3.6 million, or $0.09 per share.
 
"Expanding our product portfolio with new original properties is a key strategic objective for THQ in fiscal 2005," said Brian Farrell, president and CEO, THQ. "We are thrilled with the successful launch and continued strong sales of Full Spectrum Warrior(TM), and we look forward to the launch of more exciting new brands later this fiscal year.
 
"Our portfolio of licensed content for both handheld and console systems also delivered favorable results in the June quarter with the successful launch of SONIC ADVANCE 3 for Game Boy(R) Advance and continued robust sales of catalog products. The recent video game console price cuts below $150 signal a new mass-market phase in which THQ excels and we were pleased to see strong sales of our titles for the mass-market consumer during the quarter," Farrell said.
 
Fiscal 2005 Financial Guidance
 
THQ moved guidance to the high end of its previous range for the fiscal year ending March 31, 2005 and provided initial guidance for the second quarter of fiscal 2005:
 
    --  For the fiscal year ending March 31, 2005, THQ continues to
        expect net sales of approximately $680 million. The company
        moved net income guidance to $1.10 per diluted share, the high
        end of its previous range, due primarily to expected product
        cost savings.
 
    --  For the second quarter of fiscal 2005, the company expects net
        sales of approximately $82 million and a net loss of about
        $0.20 per share. Key product releases anticipated for the
        quarter include WWE(TM) Day of Reckoning(TM) for the
        Nintendo(R) GameCube(TM), and Warhammer(R) 40,000: Dawn of
        War(TM) and Full Spectrum Warrior for the PC. The company
        announced that the new original PC title S.T.A.L.K.E.R.:
        Shadow of Chernobyl is now scheduled to ship in the fiscal
        fourth quarter in order to maximize its sales potential.
 
Farrell said, "We remain focused on delivering another record year in fiscal 2005. We have planned our release schedule for the important holiday quarter to emphasize established brands with games based on three top holiday films: The Incredibles, The SpongeBob SquarePants(TM) Movie and The Polar Express. In addition, we will release the next installment in our perennial top-selling SmackDown!(TM) series, WWE SmackDown!(TM) vs. Raw(TM) for PlayStation(R) 2.
 
"We have strategically scheduled S.T.A.L.K.E.R: Shadow of Chernobyl for PC, Pandemic Studios' Destroy All Humans(TM) for PlayStation 2 and Xbox, and The Punisher(TM), from internal studio Volition, for PlayStation 2 and Xbox for the fiscal fourth quarter, which we believe to be an optimal window for establishing new intellectual properties. In addition, we plan to release WWE(TM): Wrestlemania(R) XXI for Xbox in the fourth quarter in conjunction with the WWE's Wrestlemania promotional push," said Farrell.
 
    Recent Developments
 
    --  THQ established a new franchise, Full Spectrum Warrior. The
        title ranked #1 on Xbox and #2 overall for the month of June,
        according to the NPD Group, Inc.
 
    --  THQ was the #2 independent publisher for the first half of
        calendar 2004 and maintained the ranking as the #1 independent
        publisher of handheld games, according to NPD.
 
    --  THQ strengthened its internal development capabilities to 18
        teams through the expansion of key existing studios and the
        acquisition of leading PC studio Relic Entertainment in April
        2004.
 
    --  THQ, consistent with its strategy to compete more aggressively
        in the high-end PC market, entered into a publishing agreement
        with Iron Lore Entertainment for an as-yet unannounced PC
        action role playing game (RPG) scheduled for release in fiscal
        2006.
 
    --  THQ Wireless(TM) added agreements with Major League Baseball
        Advanced Media (MLBAM) and the Major League Baseball Players
        Association (MLBPA) to its growing stable of sports content,
        including recently announced agreements with the National
        Football League (NFL), PLAYERS, INC. (NFL Players), National
        Hockey League (NHL) and National Hockey League Players'
        Association (NHLPA).
 
Separately, the company announced that Eric Doctorow, who joined THQ as Chief Operating Officer in October 2003, has resigned to pursue other opportunities. Farrell will assume responsibility for Doctorow's duties while THQ evaluates candidates to join the company's executive team.
 
Investor Conference Call:
 
THQ management will host an investor conference call today, July 29, 2004, at 2:00 p.m. PDT (5:00 p.m. EDT) to review the company's financial results and operations for the quarter ended June 30, 2004 and discuss its future outlook. The call may be accessed by dialing 888-396-2356 or 617-847-8709, passcode 96271385, or by visiting THQ's Web site at http://www.thq.com.
 
THQ (Nasdaq:THQI) is a leading independent publisher of interactive entertainment software worldwide. The company develops its products for all popular game systems including the PlayStation(R) 2 computer entertainment system from Sony Computer Entertainment, the Xbox(R) videogame system from Microsoft, Nintendo(R) GameCube(TM) and Game Boy(R) Advance, personal computers as well as wireless devices. The THQ Web site is located at http://www.thq.com. The THQ Wireless site is located at http://www.thqwireless.com. THQ is a registered trademark of THQ Inc.
 
This press release contains statements that are forward-looking statements within the meaning of the Private Securities Litigation Reform Act of 1995. Such statements include, but are not limited to, the company's expectations for revenue and earnings (loss) per share for the quarter ending September 30, 2004 and the fiscal year ending March 31, 2005. These forward-looking statements are based on current expectations, estimates and projections about the business of THQ Inc. and its subsidiaries (collectively referred to as "THQ" ) and are based upon management's beliefs and certain assumptions made by management. Such forward-looking statements are subject to risks and uncertainties that could cause actual results to differ materially from those expressed or implied by such forward-looking statements, including, but not limited to economic, competitive and technological factors affecting the operations, markets, products, services and pricing of THQ. Unless otherwise required by law, THQ disclaims any obligation to update its view on any such risks or uncertainties or to revise or publicly release the results of any revision to these forward-looking statements. Readers should carefully review the risk factors and the information that could materially affect THQ's financial results, described in other documents that THQ files from time to time with the Securities and Exchange Commission, including its Quarterly Reports on Form 10-Q and Annual Report on Form 10-K for the fiscal period ended March 31, 2004, and particularly the discussion of risk factors that may affect results of operations set forth therein. Readers are cautioned not to place undue reliance on these forward-looking statements, which speak only as of the date of this press release.
 
                               THQ Inc.
               First Quarter Earnings Announcement 2005
                 Consolidated Statements of Operations
                 (In thousands, except per share data)
 
Table 1                                Three Months Ended
                                            June  30,
                                       2004          2003
                                     ---------     ---------
Net sales                             $88,194      $ 98,095
 
Costs and expenses:
  Cost of sales                        33,774        38,253
  License amortization and royalties    7,007         9,252
  Software development amortization    12,915        19,244
  Product development                   9,982         8,766
  Selling and marketing                18,196        19,129
  Payment to venture partner              524           465
  General and administrative           12,816         9,362
                                     ---------     ---------
Total costs and expenses               95,214       104,471
                                     ---------     ---------
Income (loss) from operations          (7,020)       (6,376)
Interest income, net                      972           733
Other income (expenses)                    --            (4)
                                     ---------     ---------
Income (loss) before income taxes      (6,048)       (5,647)
Income taxes                           (2,147)       (2,090)
                                     ---------     ---------
Net income (loss)                     $(3,901)     $ (3,557)
                                     =========     =========
Net income (loss) per share - diluted $  (.10)     $   (.09)
                                     =========     =========
Shares used in per share calculation
 - diluted                             38,384        38,162
                                     =========     =========
 
The above table is derived from our Consolidated Statements of
Operations in accordance with U.S. Generally Accepted Accounting
Principles.
 
 
                               THQ Inc.
               First Quarter Earnings Announcement 2005
 
Table 2                                          Balance Sheets
                                                 (In thousands)
                                             June 30,    March 31,
                                               2004        2004
                                           ----------    ---------
 
ASSETS
Cash, cash equivalents and short-term
 investments                                $242,813     $253,039
Accounts receivable - net                     41,571       59,088
Inventory                                     18,097       22,303
Licenses                                      18,508       13,172
Software development                          48,449       39,997
Income taxes receivable                        5,860           --
Prepaid expenses and other current assets     11,114        9,451
                                           ----------   ----------
  Total current assets                       386,412      397,050
Property and equipment, net                   18,780       17,468
Licenses - net of current portion              9,257        9,068
Software development - net of current
 portion                                      10,751        9,798
Deferred income taxes                             --          560
Goodwill - net                                77,582       59,399
Long-term marketable securities               24,147       24,320
Other long term assets - net                  15,620        9,488
                                           ----------   ----------
  Total assets                              $542,549     $527,151
                                           ==========   ==========
 
LIABILITIES AND STOCKHOLDERS' EQUITY
Accounts payable                            $ 16,938     $ 22,147
Accrued expenses                              33,376       22,361
Accrued payment to venture partner               422          746
Accrued royalties                             34,178       41,305
Income taxes payable                              --          216
Deferred income taxes                            642          642
                                           ----------   ----------
  Total current liabilities                   85,556       87,417
Accrued royalties - net of current portion       875        1,142
Deferred income taxes - net of current
 portion                                       1,149           --
 
Minority interest                              1,126           --
 
Common stock                                     391          382
Additional paid-in capital                   323,429      304,860
Accumulated other comprehensive income         8,876        8,302
Retained earnings                            121,147      125,048
                                           ----------   ----------
  Total stockholders' equity                 453,843      438,592
                                           ----------   ----------
  Total liabilities and stockholders'
   equity                                   $542,549     $527,151
                                           ==========   ==========
 
 
                               THQ Inc.
                         Supplementary Tables
 
                                Three Months Ended
                                     June 30,
                                2004          2003
                              ----------    ---------
Platform Revenue Mix
Consoles
  PlayStation 2                   22.0 %       28.5 %
  Xbox                            27.9         19.7
  Game Cube                        4.6          7.0
  PlayStation                      2.3          3.8
                                -------      -------
                                  56.8         59.0
                                -------      -------
 
Handheld
  Game Boy Color                     -          1.4
  Game Boy Advance                27.8         21.3
                                -------      -------
                                  27.8         22.7
                                -------      -------
 
PC CD-ROM                         10.7         15.8
Wireless                           3.2          1.2
Other                              1.5          1.3
                              ---------    ---------
                                 100.0 %      100.0 %
                              =========    =========
 
Geographic Revenue Mix
Domestic                          59.3 %       70.7 %
Foreign                           40.7         29.3
                              ---------    ---------
                                 100.0 %      100.0 %
                              =========    =========
 
 
CONTACT:  
THQ Inc.
Julie MacMedan,  
818-871-5095 (Investor Relations)
 
SOURCE: THQ Inc.
 
 
 
 
"Safe Harbor" Statement under the Private Securities Litigation Reform Act of 1995: Statements in this press release regarding THQ Inc's business which are not historical facts are "forward-looking statements" that involve risks and uncertainties. For a discussion of such risks and uncertainties, which could cause actual results to differ from those contained in the forward-looking statements, see "Risk Factors" in the Company's Annual Report or Form 10-K for the most recently ended fiscal year.  
 
 [:sstarshoot]  


---------------
-= Fight =-  
n°2082534
philipppe

Transactions (0)
Posté le 30-07-2004 à 10:32:42  profilanswer
 

Tu vois Zealot je l'avais predit : ce jeu ne sortiras pas en 2004.

n°2083914
cotorep

Transactions (0)
Posté le 31-07-2004 à 04:06:12  profilanswer
 

degouté qu'il sorte pas cette année !!!

mood
Publicité
Posté le 31-07-2004 à 04:06:12  profilanswer
 

n°2083928
xzara
Quoi ma gueule ??
Transactions (0)
Posté le 31-07-2004 à 07:18:52  profilanswer
 

Citation :

degouté qu'il sorte pas cette année !!!


 
c klèr :( ils ont eu la trouille de Domm III et HL2  :D il parait c pour ça kil sortent le jeux en debut de l'an 2005 bande de trouilleux va :o

n°2083937
krisix
Oldpadawan
Transactions (0)
Posté le 31-07-2004 à 08:16:04  profilanswer
 

P'tite bite sur ce coup là THQ.
Us:2 Russie:0 :D


---------------
Eklektikzik -  PSN:Ser_Kris
n°2084066
dobeliou

Transactions (0)
Posté le 31-07-2004 à 11:59:28  profilanswer
 

krisix a écrit :

P'tite bite sur ce coup là THQ.
Us:2 Russie:0 :D


ya un paquet de jeux excellents qui ont eu le malheur de sortir en meme temps que des mastodontes, pourtant pas forcement meilleur, et qui se sont plantés lamentablement...
Exemple: Metal Fatigue, sorti en meme temps que Earth 2150 et Ground Control
Je suis sur que le nom ne te dit rien... pourtant cest un des meilleurs STR auquel jai joué
Donc bon, je pense quils ont bien fait... cest pas comme si il etait a la ramasse techniquement et quil pouvait pas se permettre 4-5 mois de retard en plus
Puis bon ca leur laissera le temps de paufiner la chose'

n°2084068
zealot1337
Tu m'as vu quand j'ai bu
Transactions (0)
Posté le 31-07-2004 à 12:01:06  profilanswer
 

philipppe a écrit :

Tu vois Zealot je l'avais predit : ce jeu ne sortiras pas en 2004.


 
Ouais malheureusement t'avais raison :(


---------------
-> http://www.32bits.co.uk/ <-
n°2084149
xzara
Quoi ma gueule ??
Transactions (0)
Posté le 31-07-2004 à 13:13:00  profilanswer
 

Citation :

ya un paquet de jeux excellents qui ont eu le malheur de sortir en meme temps que des mastodontes, pourtant pas forcement meilleur, et qui se sont plantés lamentablement...  
Exemple: Metal Fatigue, sorti en meme temps que Earth 2150 et Ground Control  
Je suis sur que le nom ne te dit rien... pourtant cest un des meilleurs STR auquel jai joué  
Donc bon, je pense quils ont bien fait... cest pas comme si il etait a la ramasse techniquement et quil pouvait pas se permettre 4-5 mois de retard en plus  
Puis bon ca leur laissera le temps de paufiner la chose'


 
perso je trouve kil prennent pas de risque s'il le sorts en même tps que les autres d'ailleur je le préfère à Doom III et HL2 j'ai vue des videos et franchement il déchire grave :ouch: donc je voies pas pourkoi il le retarde  :??:

n°2084151
Dakans
pouet pouet
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Posté le 31-07-2004 à 13:16:16  profilanswer
 

xzara a écrit :

Citation :

ya un paquet de jeux excellents qui ont eu le malheur de sortir en meme temps que des mastodontes, pourtant pas forcement meilleur, et qui se sont plantés lamentablement...  
Exemple: Metal Fatigue, sorti en meme temps que Earth 2150 et Ground Control  
Je suis sur que le nom ne te dit rien... pourtant cest un des meilleurs STR auquel jai joué  
Donc bon, je pense quils ont bien fait... cest pas comme si il etait a la ramasse techniquement et quil pouvait pas se permettre 4-5 mois de retard en plus  
Puis bon ca leur laissera le temps de paufiner la chose'


 
perso je trouve kil prennent pas de risque s'il le sorts en même tps que les autres d'ailleur je le préfère à Doom III et HL2 j'ai vue des videos et franchement il déchire grave :ouch: donc je voies pas pourkoi il le retarde  :??:

parceke Doom et HL sont des nom connue dans l'industrie du jeux
 
pour certain,rien ke le nom equivaux a un gage de qualité  [:ogmios]
 
en meme temp il regarde pour HL,lol,si il faut regardé celui-la,Stalker ne sortira pas avant 2010  :lol: :pt1cable:


Message édité par Dakans le 31-07-2004 à 13:17:02
n°2084153
krisix
Oldpadawan
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Posté le 31-07-2004 à 13:18:36  profilanswer
 

dobeliou a écrit :

ya un paquet de jeux excellents qui ont eu le malheur de sortir en meme temps que des mastodontes, pourtant pas forcement meilleur, et qui se sont plantés lamentablement...
Exemple: Metal Fatigue, sorti en meme temps que Earth 2150 et Ground Control
Je suis sur que le nom ne te dit rien... pourtant cest un des meilleurs STR auquel jai joué
Donc bon, je pense quils ont bien fait... cest pas comme si il etait a la ramasse techniquement et quil pouvait pas se permettre 4-5 mois de retard en plus
Puis bon ca leur laissera le temps de paufiner la chose'


 
Oui c'était pas vraiment une critique mais de l'humour, et si Métal fatigue me dit qq chose,  joy a du en parler en son temps mais je n'y ai jamais joué.


Message édité par krisix le 31-07-2004 à 15:13:15

---------------
Eklektikzik -  PSN:Ser_Kris
n°2084166
dobeliou

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Posté le 31-07-2004 à 13:27:48  profilanswer
 

xzara a écrit :

Citation :

ya un paquet de jeux excellents qui ont eu le malheur de sortir en meme temps que des mastodontes, pourtant pas forcement meilleur, et qui se sont plantés lamentablement...  
Exemple: Metal Fatigue, sorti en meme temps que Earth 2150 et Ground Control  
Je suis sur que le nom ne te dit rien... pourtant cest un des meilleurs STR auquel jai joué  
Donc bon, je pense quils ont bien fait... cest pas comme si il etait a la ramasse techniquement et quil pouvait pas se permettre 4-5 mois de retard en plus  
Puis bon ca leur laissera le temps de paufiner la chose'


 
perso je trouve kil prennent pas de risque s'il le sorts en même tps que les autres d'ailleur je le préfère à Doom III et HL2 j'ai vue des videos et franchement il déchire grave :ouch: donc je voies pas pourkoi il le retarde  :??:


ben en fait t'en sais rien puisque t'a joué a aucun de 3...  
peut etre aussi que stalker est moins bon, ou alors que c'est un pretexte parcqu'ils ne l'ont pas fini...  
m'enfin dans tout les cas c'est tant mieux :)
Puis bon, visiblement on va avoir de quoi s'occuper d'ici la :D ^^

n°2084168
dobeliou

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Posté le 31-07-2004 à 13:29:58  profilanswer
 

krisix a écrit :

Oui c'était pas vraiment une critique mais de l'humour, et si Métal fatigue me dit qq chose,  joy a du en parmer en son temps mais je n'y ai jamais joué.


oué ils lavaient bien noté, dailleurs le mois de sa sortie zont notés que des str quasiment (5 ou 6 je crois)

n°2084334
Lyc4nth

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Posté le 31-07-2004 à 15:28:36  profilanswer
 

[:drapo] pour ce topic Hit number 3

n°2101235
theBride
Overdrive'd
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Posté le 10-08-2004 à 10:29:57  profilanswer
 

Up :D

n°2101277
jeantend
Tu es savon
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Posté le 10-08-2004 à 11:22:11  profilanswer
 

dobeliou a écrit :

ya un paquet de jeux excellents qui ont eu le malheur de sortir en meme temps que des mastodontes, pourtant pas forcement meilleur, et qui se sont plantés lamentablement...
Exemple: Metal Fatigue, sorti en meme temps que Earth 2150 et Ground Control
Je suis sur que le nom ne te dit rien... pourtant cest un des meilleurs STR auquel jai joué
Donc bon, je pense quils ont bien fait... cest pas comme si il etait a la ramasse techniquement et quil pouvait pas se permettre 4-5 mois de retard en plus
Puis bon ca leur laissera le temps de paufiner la chose'


toi toi té mon amis toi !!! tu veux mes poils ?  [:shadowblade]  
metal fatigue :love:
jme souviens gt allé à la fnac des halles il l avaient meme pas mis en rayon ils avaient dut le chercher dans la reserve :cry:
enfin ce jeu a eu la particularité qu il ya eu aussi une embrouille entre l editeur et les developpeur et que l editeur a pas fait son boulot cad no pub et tres mauvaise distribution  [:spamafote]


---------------
Avec des 'si', on couperait des arbres !
n°2101440
dobeliou

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Posté le 10-08-2004 à 12:20:22  profilanswer
 

jeantend a écrit :

toi toi té mon amis toi !!! tu veux mes poils ?  [:shadowblade]  
metal fatigue :love:
jme souviens gt allé à la fnac des halles il l avaient meme pas mis en rayon ils avaient dut le chercher dans la reserve :cry:
enfin ce jeu a eu la particularité qu il ya eu aussi une embrouille entre l editeur et les developpeur et que l editeur a pas fait son boulot cad no pub et tres mauvaise distribution  [:spamafote]


:pfff: un peu con l'éditeur quand meme... il y a perdu des sous dans lhistoire... ce jeu était énorme, il aurait pu se vendre comme des petits pains :/
edit : tes poils tu te les gardes ^^


Message édité par dobeliou le 10-08-2004 à 12:20:57
n°2108706
tetsuo6661

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Posté le 13-08-2004 à 18:17:33  profilanswer
 

dobeliou a écrit :

ya un paquet de jeux excellents qui ont eu le malheur de sortir en meme temps que des mastodontes, pourtant pas forcement meilleur, et qui se sont plantés lamentablement...
Exemple: Metal Fatigue, sorti en meme temps que Earth 2150 et Ground Control
Je suis sur que le nom ne te dit rien... pourtant cest un des meilleurs STR auquel jai joué
Donc bon, je pense quils ont bien fait... cest pas comme si il etait a la ramasse techniquement et quil pouvait pas se permettre 4-5 mois de retard en plus
Puis bon ca leur laissera le temps de paufiner la chose'


 
skoi metal fatigue  :??:  
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 [:tinostar]


---------------
save the world kill yourself - collection BD
n°2108739
Dakans
pouet pouet
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Posté le 13-08-2004 à 18:35:35  profilanswer
 

tetsuo6661 a écrit :

skoi metal fatigue  :??:  
 
 [:tinostar]

de la rouille ?  :??:  
 
 
 
 
 
 
 
 
 
 
 
http://www.team-rip.com/images/icones/dehors2.gif


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Mieux vaut se taire et passer pour un con que de l'ouvrir et ne laisser aucun doute sur le sujet. (Coluche)
n°2108786
unptitdiab​le

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Posté le 13-08-2004 à 19:08:07  profilanswer
 

Lut,
 
Tiens, je suis tombe la dessus :
 
In a recent interview Alexey Savchenko the PR Manager for GSC GameWorld told the interviewer there would be no STALKER demo!    
 
You can read the translated interview below:
 
 
Q: Personally, I am currently most interested in whether there will be some kind of demo version, or when there will be the release, after all.
A: Unfortunately, there will be no demo. We simply have no time to make it right now. We are working on the game. About the deadline, we have not made any changes - autumn 2004. It is possible that testing will take up some more time, but everything is complicated here. The game uses almost no scripts, and it not at all simple to scour all 30 kilometers of the Zone for checking stability. The goal is one, to release the game in time, and make it quality - this is what we are working on. =)
 
Q: Will the DirectX 9 version be completed?
A: Definite "Yes".
 
Q: How much does the game "weight"? Which carriers will it be on?
A: It is difficult to answer this question. Everything will be optimized, compressed, etc.
 
Q: How interactive will the world be in comparison with Far Cry?
A: The world will be most interactive. Events happen independently of the player, the world lives its own live. It is possible to do everything, ignore all the goals the game puts forth, and simply live in the Zone, collecting objects, become a lone wolf. It is possible to try to uncover the secret of the Zone...
 
Q: If possible, I would like to know yours (team STALKER's) opinion of the technologies used in Far Cry. How will STALKER be different?
A: It is very high. Crytek is a professional team that has shown very high quality. It is nice to know that a whole bunch of our compatriots works there. =)
 
Q: Our favourite and beloved PR manager...
A: Usually we are not liked =)))))
 
Q: Will there be a Ukrainian version of STALKER???
A: There will be phrases in both Russian and Ukrainian.
 
Q: How exactly are the ballistics implemented?
A: Acceleration is close to realisic, the whole physics set is there, bullets recochet, pierce walls. Physics in the game are very serious.
 
Q: Do bullets have weight? (are they affected by Earth's gravitation?)
A: Yes, they are.
 
Q: Do bullets slow down in flight?
A: Yes, they do.
 
Q: Will anomalies affect bullets? grenades? grenade launcher shots?
A: Quite possibly, yes.
 
Q: Will there be co-op?
A: No, there will be no cooperative play.
 
Q: Will NPCs and/or monsters be visible across level(location) boundary?
A: Not, they will not be visible. Disappearing from a level, monsters and NPCs go to another one.
 
Q: What will the system requirements be?
A: I won't name the requirements yet. They will be high, yes. Pentium 4 is preferrable, full gForce 4 - minimum. Also minimum - 256-512 MB RAM. Again, they might be lower, but really, it would be better if they were higher. =)
 
A: The game is approximately 86.456 percent ready.
 
Q: There is only general information about weapons on the site. Can we find out a bit more about the quantity of weapons, and their modifications?
A: There are very many weapons, over thirty kinds. There are both realistic and, hm... there will be pleasant surprises, suffices to say. =) There will be detailed weapon descriptions in the game.
 
Q: There will be other stalkers, army, and special forces among enemies. Will there be a Russian side involved?
A: Not only Russian. There will be various international organizations.
 
Q: How detailed will survival be? In other words, won't everything come to simply hiding from monsters and the military? Will there be such effects as bleeding, irradiation, hunger, etc?
A: All of the above will be there. Survival will be in the game, and it will be that classic scary one, although now in first person view. It will be necessary to survive in the Zone.
 
A: Oh yes, the editor is yet undecided on.
 
Q: What machines is the game being teted on?
A: The game is being tested on fairly powerful machines, with diffent configurations.
 
Q: Will there be several places for purchasing and selling of ammunition? If there will be just one traider for the whole Zone, will it not be always necessary to risk by transporting artifacts from one end of the Zone to another?
A: There will be more than one trader. But the exact number and placing is a secret. To make it more fun to play.
 
Q: How will the Zone look at nighttime, will the lighting be natural, or will the Zone be lit by projectors and lamps? If there will be artificial lighting, then how will the programmers explain the appearence of an electric grid, when the territory of the Zone has no electricity?
A: There will be artificial lighting in places of gathering, such as outposts or dealers' hideouts. As for the lack of power on territory of the Zone, life at military bases is supported by the government. After all, and no one cancelled generators.
 
Q: Will first person view change if a stalker puts on a gas mask, and if not, how do the programmers explain the fact that in life a gas mask severely limits the view?
A: The first person view will not change. We are sacrificing realism in favour of gameplay here.
 
Q: It is very interesing, what is understood by the word "artifact"? I understand that such information is labeled secred, but still, give a couple of examples to clear things up.
A: Examples of some artefacts can be found on the official site. The rest of the information is secret, as you said yourself.
 
Q: Will it be possible to play the multiplayer mode with only bots, without participation of real players, as it is in Counter Strike?
A: Most likely.
 
Q: Will it be possible to kill and rob a person and not have reputation affected if there are no witnesses?
A: Well, to make sure there are no witnesses you have to literally crawl around every crevice in the vicinity. But still, such a situation is possible.
 
Q: I am very much interested in what actions must be performed by the player to get an invitation in the clan Sin. What do those "sinners" do that is so unworthy?
They sin. =)
 
Q: Will it be possible to steal a quest away from a computer player. For example, a character controlled by the computer is returning from a quest with some artifact to a certain place to get a reward for it, but I stalk him, and take away the artefact by force. Is this possible?
A: It is possible.
 
Q: As I understand, there will be various international organizations in the game. Will the player be free to choose his companions? In other words, will there be a classic setup where, say, here are evil Russians and kind Americans? =)
A: Everything is in the player's power. To be honest, the plot is a closed topic until the release.
 
Q: How many endings will there be?
A: There will be several endings. The plot is nonlinear. And there will definetely be an effect on the global outcome.
 
Q: Will it be possible to wonder around in the game already after the end of the plot? In other words, will it be possible to simply live in this radioactive environment without any time limitations?
A: Hm. It is possible to simply not finish the game. But after the end, it ends.
 
Q: Will it be possible to get inside the nuclear power station in the game?
A: Yes, it will be possible to enter the building of the NPS.
 
A: About co-op, the thing is that we do not have that much time, people. There is a lot of testing. It is possible that there will be an add-on.
 
A: About multiplayer, there will be three modes - Artifact Hunt, Deathmatch, Team Deathmatch. There will be much interesting - the maps are made by professional cyberplayers.
 
A: Everything is going according to plan.
About Doom 3 and HL. Well, Stalker is really Full Life in a Doomed Zone. =))). But seriously, we do think of them as competition. They are strong, yes. There is a stimulus for battle, and for development of a quality game. =)
 
Q: There is a lot of swearing in the E3 trailer.  All of it is in Ukrainian language. Will this remain in the release?
A: We'll see.
 
Q: There was a lot of shooting in the latest trailers, action was presented. Will more attention be devoted to exploration of the Zone in the final game, or will it be just slaughter of a crowd of monsters? Generally, to which side does the ballance lean, to monsters and shooting, or to the unknown, anomalies, emptiness...?
A: Yes, it was just a demonstration of that segment. Yes, it is a question of ballance, and we are working on it very seriously. This is atmosphere, after all.
 
Q: Approximately how many quests are planned to be in the game?
A: Plenty =)
 
Q: Will there be shaders 3.0?
A: Possibly, yes.
 
Q: Are you planning to show the main hero of all Stalker humour and jokes - the Controller? =) Will his "mental attack" be accompanied by some visual effect?
A: We will think about it. Yes, there is visualization of the attack.
 
Q: Will it be possible to paralize a creature, and capture it for the eggheads?
A: No, only kill.
 
Q: What is the maximum artifact size? Can it be that a stalker can not move an artifact on his own? Can it be that an abandoned onbject such as a a weapon or a vehicle becomes an artifact? (Niva begins to glow in the dark after a blowout, or something of the sort =\)
A: The maximum size fits inside the bag, so one stalker will do.
You have a rich phantasy, but no.
 
Q: A question about AI. Say I am a very bad guy, killing everyone on my way. While strolling across the Zone I encounter a fight between two hostile groups. Can I be so bad that they will all ally and start to fight me together? Or, if instead of me, the groups see a bunch of Bloodsuckers. Anyway, you have often mentioned the system of situation analysis. Can hostile stalkers or stalkers that do not know each other unite against a common foe?
A: I will answer the last question. Hostile not, but stalkers that do not know each other can.
 
Q: Will any actions (door opening and ladder climbing in perticular) have special animations? In the last trailer stalker climbs into a Niva, and the door opens by itself when he approaches. Will this remain, or will we see "extending arms" when opening a door, or pick up a weapon from the ground?
A: ANimation is being planned. "Extending arms" - probably not.
 
Q: Is armour bought for the whole body or for specific parts?
Does a worn backpack add protection?
Armour is for the whole body. Backpack does not function as armour.
 
Q: Will weather affect the player in ways other than limiting his distance of view. In other words, a normal person will not go under rain not because he will not see a tree in front of him, but because it WET (unpleasant). Will weapons and equipment become damaged under rain?
A: Yes, the player will grow tired faster. Weapons and equipment will not get damaged.
 
Q: We can not fly a helicopter, but can we at least sit in one, hiding from monsters and God know what else?
A: It is possible to climb into a helicopther, but not to fly it.
 
Q: Is it possible to sleep without waking up? For example, if you are sure that monsters can't get you, or if you are well covered by your friends, and do not want to be disturbed by each passing boar.
A: The player chooses the number of hours himself, almost like in Fallout.
 
Q: What stats will the player have, and how will they displayed?
There are four: health, fatique, irradiation, hunger.
 
Q: Will it be possible to "mark" a a monster (leave a scar on it, rip off a limb, cover with paint) and then meet Him in the Zone?
A: =))) This is too much, no, there will be no such thing.
 
A: About professional players. The thing is that who but they would know where to put objects for normal play?
 
Q: Will Displacement Mapping be used to raise the level of detail? Or will normal mapping be used instead? Or bump mapping? (The question is probably more to the coders...)
A: All of the above will be in DirectX 9.
 
Q: Was Niva changed? I'll explain. Real Niva does not have a front axle (there is an independent suspension in front), but the game model has an AXLE there, like some URAL. )
A: I have not seen it, so don't know.
 
Q: What has been decided about interactive water? Are we going to swim? "Manually" and/or on motor botes?
A: How can you swim in radioactive water with forty kilograms of equipment? ))
 
Q: In his interview Anton Bolshakov talked about beta-testing multiplayer, in which over a thousand people will particiapate. When are you planning to begin?
A: As soon as we begin, information will appear on the official site. Watch for updates.
 
Q: In recent times you have changed much of what you were not going to change, such as aiming, proning, and now even dismemberment (I am shocked ). Will there be many such surprises?
A: We are only changing things for the better. Of course, there will yet be surprises.
 
Q: I have read somewhere that only the main characters and events will be dubbed, and all the other dialogues will be in text. Will this remain?
A: All characters will be dubbed. Text dialogues will not be, most likely.
 
Q: Can the hero die from starvation/lack of sleep?
A: It is possible to die from hunger and from exhastion, so it will be necessary to eat and sleep.
 
Q: Can there be a situation such that the player finds a stash of weapons/armour/artefacts in the beginning of the game, and become the most powerful one.
A: No
 
Q: Maybe it is too soon, but do tell, will there be a sequel to STALKER, or will this project (as a masterpiece should, in my view) be the one and only?
A: Time will tell.
 
A: Everything is very much similar. The centre of Pripiat' is shocking. It is almost a copy of the game.
 
Q: To whom is given development of the cooperative mode, if this part of the game is not cancelled, of course, but given off to other people?
A: If cooperative mode is to be, it will only be added later.
 
Q: Is there a way of contacting the publishers, since there are some questions about, for example, open beta testing, contents of the game case, release date, and all the other things that are not decided by GSC?
A: We will make an announcement on the official site as soon as it starts. =)
 
Q: > How can you swim in radioactive water with forty kilograms of equipment?
*On a boat, maybe?*  
A: And what if you fall? =) Seriously speaking, there is not that much water.
 
Q: How about a sence of humour? Do you allow yourself to joke, or will everything be serious and pressing? Fallout is the ideal, of course. It all came together there..
A: We joke, naturally. =) Where it is appropriate.
 
Q: The site is practically silent. The fans are not happy ))
A: Will look into it. =)
 
Q: Where will the game begin, and will you give any background information about the hero? Will he have a name (own name not set by the player)? How will he be directed to the dealer the first time?
A: Everything will be clear in the game. =)
 
Q: Will it be possible to play for the military, border patrol, or some official security force?
A: No.
 
Q: The player is a superman with 100% life, big gun, and he goes and shoots anything that moves, or will there be a realistic damage model, a la Flashpoint?
A: The hero may very well die. A human, like any other.
 
Q: How will the effect of being taken by a controller look? Instant death - GAME OVER, or will it be possible to get rid of that plague?
A: There will be several degrees of mental control, after which comes the end.
 
Q: Are you going to sell teh X-ray engine? Or will you continue to improve it and make new games with it?
A: I will not speak on this subject right now. =)
 
Q: Why did you refuse from the co-op mode!? You would have gained even more income!!! Internet communities could have formed! (like Ultima Online) It would be even more fun to pass the game with real players! Are you planning to implement this mode in future versions?
A: We refused from it because of some technical difficulties. We are thinking about it. I ask to consider the topic of co-op closed.
 
Q: How many kinds of weapons and addons will there be?!
A: I have already replied to this question previously. As for addons, there will be grenade launcher, optics, suppressor.
 
Q: In multiplayer, how big will locations be!? and will it be possible to ride vehicles!? (In multiplayer!)
A: There will be no vehicles in multiplayer. Map sizes will be most optimised. Professionals are working on this.
 
Q: What kinds of damage will vehicles have? Can the frame be deformed? How many addons will it be possible to mount on a vehicle, and will it be possible to fix vehicles in the Zone without outside help, will wheels get punctured?
A: It is not possible to fix vehicles on your own. Damaged vehicles will stop, be difficult to start up, and explode. Also, glass windows break. It is not possible to shoot through a wheel, but if you shoot at it, the car might drift off course.
 
Q: How interactive will the world be? Will it be possible to enter any house, go to any floor, enter any room!? (at least a % of buildings in which one can enter) Will it be possible to go onto roofs of high-rise buildings!?
A: The player is given complete freedom of movement. The only limitation is caused, as a rule, by heavy contamination of areas, into which one can not enter without special equipment.
 
Q: How realistic will interaction with human opponents be during a fire fight? You wrote that it will be possible to agree in the middle of a fight about ceasing fire, trade, and even leave together! How is this implemented at the moment?
A: It will be possible to agree before the fight, or after, but already with a corpse. In the middle of a duel you just have to shoot well.
 
Q: Are you going to make additions after the release that do not deal with bugs, but radically change game modes, or the game itself.
A: Possibly.
 
Q: Why were open areas in DX9 not shown at E3, are they not ready?
A: Yes, they are quite ready. There were other motives. =)
 
Q: Will dynamic sky remain the same as at Igrograd (slow blending) or will it be realistic, and clouds will move across the sky?
A: Most likely, it will remain as it is, but we'll see.
 
Q: I agree with cpcat, in two years of waiting I have not seen such emptiness at kamrad. Ixbt is understandable, but can someone come in from time to time?
A: Will be fixed.
 
Q: If a Bloodsucker disappears, will it be invisible to all Stalkers or only to the one attacked?
A: An invisible Bloodsucker will be seen by no stalkers.
 
Q: Say, when will there be preorder for STALKER, and will it be available over internet (I really don't want to get sold a low quality pirate version)?
A: Yes, there will be preorder.
 
Q: I understand that it is difficult, but can you make such thing as breaking of weapons?
A: Weapons will break. Wear out, for example. =)
 
Q: In one of the last trailers was shown some kind of a raid, or a marathon of Fleshs. What was that anyway, and will it be possible to see something like this in the game? Or even participate by driving this horde by waving a rocket launcher? =)
A: That was panic of animals before a blowout. Scary thing, and gloomy. =)) It is best to not stand in the way of panicking Fleshs. =)
 
Q: Is it possible to meet an anarmed stalker in the Zone? How will he behave if he is a friend, or foe?
A: Stalker in the Zone, and anarmed, is not a stalker, but some idiot. =)))))))))))))))))
 
Q: If a monster sees that his weapons are no good against you (monster's teeth too blunt, or your armour too good) - will it run away, or continue to bite you like an idiot until you give him a Hara-kiri?
A: run away
 
A: About AI, there will be no manual ajustment.
 
A: Vodka, cigarettes, beer are in. =)
 
Q: Do you have a build of STALKER in DX9 + Shaders 3.0? Are you going to show some screens? (DX8 + S 3.0)
A: Of course we will. DX9 is already on GameSpot.
 
Q: Is water done? Are you using shaders 2.0? Is it better than in Far Cry?  
A: It's good. =)) It is not up to us to compare. =)
 
Q: How about animation, some monsters slide over ground. Is this fixed?
A: Yes, already fixed that.
 
Q: I guess before the release of Stalker (everyone will be in stores at the day of the release) fans will go through the streets yelling and drinking... and GSC team, how are they going to celebrate the release? (after all, this is SUCH a project).. any plans?
A: Those who drink - will get drunk, those who don't... maybe also will get drunk, on such an occasion. =) Will sing songs, party, celebrate, and rest after all. =)
 
Q: How happy are the developers about the game?
A: Why, we like it. =)))))))) It's coming along pretty nicely.....
 
Q: What could you not implement that you wanted to?
A: ... Well, there is always something to strive for. There are things that we will improve and incorporate further. =)
 
Q: Will the player see dreams? If so, how will this look?
A: no comments
 
Q: Will there be women in the game?
A: No. =(
 
Q: Will there be shadows from clouds?
A: Not likely.
 
Q: If it is not a secret, who is in this photo? (centre ;-)
http://stalker-game.com/images/_news/e3_report/21.jpg
A: Oles - main programmer of S.T.A.L.K.E.R.
 
Q: Will player's actions affect the ending during the whole game, or will the player determine the ending right at the end of the game, like in Deus Ex??
A: Yes, they will. I will not tell how yet. =)
 
Q: "The hero may very well die. A human, like any other."
In life most people die from 2-3 hits. Will it be the same in the game, or will there be simplifications? Will there be different difficulty levels, and if so, how will they be different from each other. Also, will there be a Quick Save?
A: Naturally, there will be some compromises, but to die in the game - is easy.
There will be different difficulty levels. Fast save will most likely be tied to difficulty level.
 
Q: "Those who drink - will get drunk, those who don't... maybe also will get drunk, on such an occasion. =) Will sing songs, party, celebrate, and rest after all."
Something tells me that you will immediately get to writing patches. )))))
A: More optimism! =)
 
Q: How is character dubbing going in STALKER? Lately we are treated to nothing but shrill squealing, one can't find even in a dream.
A: Well, those are WIP, really. Final sounds will be created at the final stage.
 
Q: Can you name at least an approximate amount of text dialogues in the game?
A: I can not name a final number. But not too few.
 
Q: Do not hesistate to get all you can from the age rating to which the game is tailored. Do not remove swearing and especially expressive idioms, do not reduce blood left on characters and the surroundings.
A: We will try to stay within boundaries.
 
Q: I know that this question has already annoyed some, but maybe you will still change the bolts to our loved and dear nuts with rugs? ;-) Just give us a choice, maybe? It is not very hard, such trifle...
A: We will not change them. We like them. =)
 
Q: Anton said that you collected a disk with various materials about the game, to give it to Boris Natanovich Strugatski. Has anything come out of this?
A: We are in contact with Boris Natanovich.
 
Q: Is it possible to download music from STALKER trailers anywhere?
A: I will try to get it put onto the site.
 
Q: Will there be some literature in the Zone (books, magazines, diaries)?
A: Yes, naturally.
 
Q: Have you estimated whether the game will cover the expenses of its creation?
A: No comments.
 
Q: Approximately how much time will be needed to play the game until the plot final?
A: Minimum - 30-40 hours.
For explorers - 100+. =)
 
Q: Will it be possible to shoot through a steel sheet or a piece of wood, and see through the hole, or will it be a mere texture?
A: There will be marks, but not see-through holes.
 
Q: My fried wanted to know, did you use C++ and 3dMAX for creating the game?
A: C++, 3dMAX, Maya, Lighwave.
 
Q: Will the game be sold in CIS at the same time as in Baltic states? Is it possible to preorder the game already?
A: We are planning a simultaneous release in all countries. This is more of a question for the publisher.
 
Q: FAQ says:
"Practically everything in the Zone can be bought or sold..."
Besides artifacts, what can be bought and sold, exactly? And how are economics implemented in the game?
A: Weapons, equipment, ammunition, food, health kits, detectors, protective suits, and all.
Trading is implemented with a trading menu. All friendly characters can trade with you. =)
 
Q: Why not release a multiplayer demo with one or two maps without single player mode?
A: Well, this is what we will do for the beta testers. =)
 
Q: In one of the trailers (the one showing day-night cycle) one can hear slogans:
"Ability to work, to learn, to rest..."
"Soviet power..."
 
What is this propaganda?  
Will it remain in the release?
I like it very much - Atmospheric!!! ))
 
A: Thanks, we try. =)))) This will be in the release too, of course. =)
 
Q: I have the following question. Is there a point in the game in hiding behind walls, or do bots see even through walls!? and will lamps and other objects break?
A: Yes, objects and lamps break.
About bots, who said that bots will see through walls?
 
Q: Yo, bro! You are the most generous PR guy! ;-))))
A: Thanks =)
 
Q: Will vehicles have some sort of a damage system? Or will there be a simple scale, like in Farcry?
A: Is planned.
 
A: Really, will all locations in STALKER load one by one or all together?
Q: No.
 
Q: Ideally, how much RAM is required? Is 512 enough?
A: The more - the better.
 
Q: How real will destruction of the surroundings be? Will it be possible to, like in Soldner: Sceret Wars, destroy a building to, as they say, the zero level?
A: Surroundings will be interractive.
Destroy a buildings to the base, with what? Kalashnikov? =)
 
Q: Will game settings be flexible, as for example in Farcry?
A: Settings will be flexible enough.
 
Q: And another thing, will there be no scripts in the game at all?
A: There will be scripts relating to the plot.
 
Q: How many difficulty levels will there be in STALKER? As many as in Farcry, or is it going to be some kind of surprise?
A: Secret
 
Q: Will there be built-in support for mods, again, like in Farcry?
A: We are thinking about it.
 
Q: How many different monsters will there be in the game?
A: I won't tell =)
 
Q: Will the winner of the Monster Ball monster Luller be in?
A: Maybe yes, but it did not win, it was marked.
 
Q: Will there be anomalies like Leg-breaker, etc (which were in the stories, of course)?
A: There will be similar ones.
 
Q: Will special forces or the military fly helicopters into some spots in which there is a lot of monsters to clean the places from them?
A: No. The army is holding off attacks of the Zone on the border.
 
Q: Will it be possible to create good relations with all the NPCs, to be a kind of superhero, like Ulukai in Outcast, who is happily greeted by everyone, and everyone wants to help. ;-)
A: No. Some NPCs are annoyed by good guys.
 
Q: Is the game engine build on multithreading model?
Or does everything work as one process?
It is Pentium 4 + Hyper-Threading I am thinking of.
A: Sorry, company secret.
 
Q: Will we hear Soviet songs, rural transmissions?  
A: The times are different.
 
Q: Will there be shadows from trees and shrubs?
A: There are. =)
 
Q: Is it true that bodies will decompose???!!!
A: Simply speaking, yes - they rot.
 
Q: What kinds of quests will dominate (puzzle or commando)?
A: There are many quests, and they are all different.
 
Q: Will it be possible to get a pet :-) or something like that, such as a tamed beast?
A: No, but a monster can get a player as a pet.
 
Q: Which vehicles are there except for the Niva?
A: See official site.
 
Q: Is it possible to cook food? For example, to not eat canned food, but mix it with something and have a good meal.
A: No. You have to eat crows raw, its healthy. =)
 
Q: I read somewhere that it is possible to throw something down on a foe from some contraption. What will happen to the foe if I jump on him? What will become to me, I would also like to know?
A: If you jump down on an enemy, the enemy will recieve damage. The player as well.
 
Q: Will Dwarves (and any creature posessing telekinesis) be able to lift up live creatures (and you, also)?
A: Dead - yes, live - we will see.
 
Q: How will dialogue with NPCs be organized? Will it be something like Morrowind?
A: More like Fallout.
 
Q: Will diary in the game be a "smart" one (in other words, it will write notes into itself) or will the player be given the ability to keep the journal himself? Is it possible to find an NPC's diary (or something like that)?
A: The journal will be kept automatically.
It is possible to read an NPC's journal.
 
Q: Will characters have developed facial expressions expressions? Will they reflect personality and mood?
A: Yes, they will.
 
Q: Will the hero grow old? It would be cool to have an anomaly that ages a character.
A: Yes. It is an interesting idea. But there is no time to implement it.  

n°2112466
Freekill
Electron libre…
Transactions (0)
Posté le 15-08-2004 à 20:00:14  profilanswer
 

A: The game is approximately 86.456 percent ready.


 
 [:freekill]


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Faux & usage de faux ¤ Machins roses ¤ ASCIImage ¤ HFR Enhance v0.8.6
n°2112520
Geddons
HFR old timer ?
Transactions (0)
Posté le 15-08-2004 à 20:15:47  profilanswer
 

Freekill a écrit :

A: The game is approximately 86.456 percent ready.


 
 [:freekill]


 
 
Genre je fais des statistiques à la con  [:rofl]

n°2112556
Space
Profil: Maux des rateurs
Transactions (10)
Posté le 15-08-2004 à 20:27:20  profilanswer
 

tetsuo6661 a écrit :

skoi metal fatigue  :??:  
 
 [:tinostar]


il est sorti sous le nom de metal conflict en france :o


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Topic écran Asus 27" 1440p Oled XG27AQDMG - Ma cinémathèque
n°2112645
the gentle​man
-= PSN Id : StgBad =-
Transactions (0)
Posté le 15-08-2004 à 21:00:44  profilanswer
 

Hopla je suis reviendu ;)


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-= Fight =-  
n°2112651
Freekill
Electron libre…
Transactions (0)
Posté le 15-08-2004 à 21:02:33  profilanswer
 

The Geddons a écrit :

Genre je fais des statistiques à la con  [:rofl]


 
Pas forcément…
 
Dans les gros projets bien sérieux ils font en principe des checklists kilométriques avec tous les trucs à implémenter, une estimation du temps que ça devrait prendre par rapport à l'ensemble du projet et le niveau d'avancement atteint pour chaque élément.
 
La somme de ce genre de listes peut donner un pourcentage avec 3 décimales.


Message édité par Freekill le 15-08-2004 à 21:07:30

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Faux & usage de faux ¤ Machins roses ¤ ASCIImage ¤ HFR Enhance v0.8.6
n°2112665
Vuuil

Transactions (0)
Posté le 15-08-2004 à 21:06:43  profilanswer
 

Freekill a écrit :

Pas forcément…
 
Dans les gros projets bien sérieux ils font en principe des checklists kilométriques avec tous les truc à implémenter, une estimation du temps que ça devrait prendre par rapport à l'ensemble du projet et le niveau d'avancement atteint pour chaque élément.
 
La somme de ce genre de listes peut donner un pourcentage avec 3 décimales.


 
Tout à fait, j'ai d'ailleurs un procédé très compliqué de check list et de prise en compte de veille informationelle & gestion des aléas qui m'a permis d'en arriver aux 7,328% d'avancement de mon projet :jap:
 
C'etait ironique ;)
 
Et pour leur message, c'etait de l'humour par rapport a la question qui revient toujours, "quand c'est qu'il sortira ?", pour changer du "quand ca sera fini".
 
Mon avis en tout cas ... ;)

n°2113106
Freekill
Electron libre…
Transactions (0)
Posté le 16-08-2004 à 03:52:51  profilanswer
 

Une autre interview datant du début du mois :
 
 
Q: Comment on the change of the release date by THQ.
A: The change was made by our publisher. There may be any reasons - from marketing decision, to corporate policy.
 
Q: Now that you have extra time, do you plan to release a beta or demo version?
A: It is all possible, but we would prefer to devote more time to testing. It will be better for the game.
 
Q: What is the percentage of the game's readiness, and do you plan open beta testing?
A: The game is 95% ready, but there are elements like AI, Life Simulation system, etc, which are constantly adjusted and improved. They will probably be constantly improved until the very release. We always want what to improve.
 
Q: That's good :-). What about a beta test?
A: One is planned.
 
Q: How do you feel about the release date change?
A: As you can understand, the developers are only happy that they have more time to work on the project.
 
Q: Too bad the fans are not happy. Are there any plans to use this ton of time to implement any previously rejected features, such as a cooperative mode, first of all, and third person view?
A: Of course, but unnamed elements.
 
Q: Will you show a desription, documentation, screens of some new monster?
A: We have already shown plenty of monsters.
 
Q: Will weapon bolts be changed?
A: If we have time remaining.
 
Q: Say, will the presentation of the game be in Kiev? If so, who will be invited?
A: It is too early to talk about this.
 
Q: Will the final version have those damage indicators (four triangles, depending on the side from which you are hit), or will it be possible to turn them off in the options, since they look unrealistic, to put it mildly?
A: Interface is constantly changed. That is not it's final version.
 
Q: Will bullet marks be permanent?
A: If bullet marks remain permanent, you will not have enough RAM.
 
Q: Sorry for bugging you, but when approximately will the beta test begin?
A: I can not share this information with you.
 
Q: Will it be possible to make the enemy surrender, and interrogate him?
A: An enemy can fight or run away. Do not demand too much from the game. That will not make gameplay more fun.
 
Q: In the demo that journalists were shown, there was a heavily wounded stalker, dragged by another one. Can our character suffer such a wound, and stand up again?
A: You can become seriously wounded, and if you do, it is necessary to find medication, and bandage the wound to not die from blood loss....
 
Q: What percentage of buildings will it be possible to enter? More precisely, what percentage of buildings will not have a blocked entrance?
A: It will be possible to enter all buildings. There may be exceptions, when the entrance is barricaded by things you can not move.
 
Q: I heard something about a radio. What will one be able to do with it? Will it be possible to use to communicate with another distant stalker, to exchange information?
A: You can call for help, and recieve SOS signals.
 
Q: Is it possible to shoot through a creature and wound a creature behind it?
A: It is possible.
 
Q: Will NPCs have a variaty of retorts?
A: Yes.
 
Q: How will a sleeping stalker look, from third person view? And if he is approached by a monster while sleeping, will he wake up, or will it be necessary to press a button.
A: We will give the player a small break and wake him up on approach of another stalker or monster, but it is possible to find another stalker sleeping.
 
Q: Will it be possible to shoot from a car?
A: It is not possible to shoot and drive at once.
 
source : http://stalker.myexp.de/forum/view [...] =8930#8930
 
 
Un beta test bientôt ?  [:kurrupt]


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Faux & usage de faux ¤ Machins roses ¤ ASCIImage ¤ HFR Enhance v0.8.6
n°2116816
the gentle​man
-= PSN Id : StgBad =-
Transactions (0)
Posté le 18-08-2004 à 14:29:33  profilanswer
 

http://zeden.net/zeden/?pageID=17&id=7433
 
Le multi de STALKER
Le 18 août 2004, à 10h02 [GMT+1] - Fiche : S.T.A.L.K.E.R.: Shadow of Chernobyl - Source : Oblivion Lost | lu 93 fois
 
Un testeur de la beta version de STALKER vient de poster ses impressions sur le forum officiel.  
 
Le multi testé était un deathmatch à 8 joueurs et ressemblait à Counter Strike, puisqu'on peut acheter des armes en fonction des résultats de l'équipe
Le pistolet semi-auto Makarov est l'arme par défaut, mais reste assez performant.
Le lance grenades de l'AK47 ne fonctionne pas encore, mais le lance roquettes, quant à lui, fonctionne très bien.
Les animations de rechargemments sont bien faites.
Il n'y a pas d'animations pour les fixations des lunettes et autres silencieux, puisqu'il se fait pas l'interface d'achat.
Le moteur physique est bien conçu, les joueurs abattu tombent avec une animation assez convaincante.
Les balles peuvent traverser les obstacles selon leur nature.
Le jeu semble terminé, même s'il reste quelques détails à régler avant sa sortie.
 
 [:sstarshoot]


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-= Fight =-  
n°2117543
MC-JGabin
猫はあなたの母親を持っています
Transactions (3)
Posté le 18-08-2004 à 20:58:33  profilanswer
 

drapal

n°2118033
theBride
Overdrive'd
Transactions (0)
Posté le 19-08-2004 à 10:22:40  profilanswer
 

the gentleman a écrit :

http://zeden.net/zeden/?pageID=17&id=7433
 
Le multi de STALKER
Le 18 août 2004, à 10h02 [GMT+1] - Fiche : S.T.A.L.K.E.R.: Shadow of Chernobyl - Source : Oblivion Lost | lu 93 fois
 
Un testeur de la beta version de STALKER vient de poster ses impressions sur le forum officiel.  
 
Le multi testé était un deathmatch à 8 joueurs et ressemblait à Counter Strike, puisqu'on peut acheter des armes en fonction des résultats de l'équipe
Le pistolet semi-auto Makarov est l'arme par défaut, mais reste assez performant.
Le lance grenades de l'AK47 ne fonctionne pas encore, mais le lance roquettes, quant à lui, fonctionne très bien.
Les animations de rechargemments sont bien faites.
Il n'y a pas d'animations pour les fixations des lunettes et autres silencieux, puisqu'il se fait pas l'interface d'achat.
Le moteur physique est bien conçu, les joueurs abattu tombent avec une animation assez convaincante.
Les balles peuvent traverser les obstacles selon leur nature.
Le jeu semble terminé, même s'il reste quelques détails à régler avant sa sortie.
 
 [:sstarshoot]


 
ca promet, viement la sortie, meme retardée [:atsuko]

n°2119452
the gentle​man
-= PSN Id : StgBad =-
Transactions (0)
Posté le 20-08-2004 à 01:30:07  profilanswer
 

http://www.gengamers.com/assets/images/autogen/a_stal-231.jpg
 
http://www.gengamers.com/assets/images/autogen/a_stal-232.jpg
 
 :love:


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-= Fight =-  
n°2119482
Mal 1

Transactions (0)
Posté le 20-08-2004 à 02:41:23  profilanswer
 

qu'est ce que j'attend ce jeu avec impatience  :love:  
 
vu que doom3 est une merde sans nom  :fou: et hl² surement pas prêt de sortir :o

n°2119954
the gentle​man
-= PSN Id : StgBad =-
Transactions (0)
Posté le 20-08-2004 à 14:09:35  profilanswer
 

Patience et puis DOOM3 spa une merde je le trouve très BO mais très lineaire stou c'est quand même du bon boulot je trouve sur DOOM3. Mais c'est vrai que j'attends HL2 et Stalker avec autant d'impatience... :)


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-= Fight =-  
n°2119964
Vuuil

Transactions (0)
Posté le 20-08-2004 à 14:13:15  profilanswer
 

C'est vrai que le noir de doom 3 est très bien fait :jap:

n°2119974
the gentle​man
-= PSN Id : StgBad =-
Transactions (0)
Posté le 20-08-2004 à 14:17:51  profilanswer
 

LOL ;)....  Encore quelques news screens pour stalker :D
 
http://stalker.planet-multiplayer. [...] &subid=279


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mood
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