Hoodwink on 30/10/2001 at 11:01
Oh, and I wish I could carry more crap. Or at least had some storage lockers or something. A packrat like myself is never happy with what he has, and always wants more <img src="biggrin.gif" border="0">
ignatios on 31/10/2001 at 17:44
i thought the physics were actually quite good. not as good as the physics in the dark engine, mind you, but quite good. i could never quite throw that tnt crate far enough ...
now that i think about it though, the lams bounced around like they were pinballs. that was kind of freaky.
Eric_half_bee on 19/11/2001 at 12:35
Has anyone managed to score a hoop with the basketball in Hell's Kitchen?
Or finished a game of pool in the Underground bar?
There's some wild physics goin' on there.
And why don't the pinball machines work?
operaghost on 20/11/2001 at 10:02
The controlling for close-quarters gun-fights was pretty "sticky" feeling. Quickly disabling mines that were placed on walls was kind of a pain too, I had to re-load often when I didn't get the mine in the dead center of the screen in time to disable it.
"Leg and feet" physics should definately be improved. The enemies never ran where their legs were moving. Both Denton's and the AI's legs only pedal forward, even if they're running side-to-side or backward (like the "moonwalk"). I found that pretty distracting when I first started playing, and makes it harder to judge what direction an AI will run in a close-combat gun-fight. That's the issue that stood out the most for me. Their legs/feet should react to their environment and to what's going on, and have a feeling of weight and gravity.
buglunch on 20/11/2001 at 16:21
Getting the hang of cattleprod distance just took a bit of practise; many standard soldiers went down with one zap.Try crouchwalking behind and standing up at last second. MiBs are another, scarier kettle of fishiness.Lots of tension prodding them,especially at the sub base.
[ November 20, 2001: Message edited by: buglunch ]</p>
Homoludens on 20/11/2001 at 22:36
Also, use your aiming reticle to gauge how close you are to your targets when using the prod, and zap them on the small of their backs. <img src="wink.gif" border="0">
The general physics in DX never really bothered me, that or I never noticed if it was lacking. What I did find annoying was character movement. It was painful having to watch Denton in the mirror. Everyone moved like puppets suspended inches from the ground. This is definitely one game quite in need of motion capture (sorry, after playing No One Lives Forever, I'm terribly spoiled). By comparison the characters in Thief actually moved very well. I'm hoping that DX2 will have proper character physics, maybe even motion capture?
[ November 20, 2001: Message edited by: Homoludens ]</p>
rhalibus on 20/11/2001 at 23:08
Harvey "Witchboy" Smith's PlanetDeusEx post stated that DX2 would have skeletal modeling with inverse kinetics and "higher quality (motion captured) animations", so yes, it looks like one of the primary issues from Deus Ex will be resolved!
Read the post <a href="http://www.planetdeusex.com/dx2/info/dx2update.shtml" target="_blank">here!</a>
Homoludens on 20/11/2001 at 23:22
rhalibus, what perfect timing you and I have! I just read Harvey Smith's <a href="http://www.planetdeusex.com/dx2/info/dx2update.shtml" target="_blank">update at PlanetDeusEx</a>. I'm very happy. Yay!! <img src="graemlins/thumb.gif" border="0" alt="[Thumbs Up!]" /> A very promising physics engine, facial animations, skeletal system, and motion capture!! The works! How sweet is that?!!
Quote:
DX2 will feature a much higher poly count for architecture and models than players saw in the first Deus Ex game. Plus, the models are fully boned and are being animated with a skeletal IK system, allowing for more animations and higher quality (motion captured) animations. The effects are really satisfying and reach into many areas of the game, improving it in both high-impact and subtle ways. For instance, we always wanted characters to have facial expressions, but could not afford it until now; we believe this feature alone will seriously improve the quality of the game's conversations and character interactions.<hr></blockquote>