STALKER Movie #2
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17:55 April 2nd, 2002
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Russobit-M informs us that the trailer for their upcoming sci-fi FPS, S.T.A.L.K.E.R.: Oblivion Lost, which was posted last week on some gaming sites is now available on their website for download. The WMV movie offers two minutes of gameplay footage, demonstrating the way outdoor environments are rendered by their in-house engine named X-Ray. Size: 21.6 MB.
Plot of the Game The events of the game bring player into future, the time of galactic empires, with thousands of populated worlds and sapient races, powerful corporations and unbelievable technologies. The plot of the game opens out at the moment when inter-planet traveling by transporting through special portals - gateways was discovered. The new technology reveals immense possibilities, while concealing mortal danger for pioneers. A player with his squad is a part of advance guard playing the role of pathfinders to discover planets, be the first to encounter new, unknown worlds and find the second part of the gateway. Entering a gateway each time, players find themselves in a new unknown world, which not infrequently bears mortal danger inside. A player-controlled squad is to go through a number of hazardous adventures, establish control over planets, come across with unknown races and rival corporations. The game will provide players with extremely dynamic gameplay of fast and tough combats, where players are to oppose dangerous and wise enemies, a large set of multifarious weaponry, possibility to control various machinery, incredible detailing and game world interactivity, story-driven single player with original team gameplay, a well-balanced multiplayer with numerous modes: DeathMatch, CTF, Cooperative, various team games and much more. X-Ray is a powerful game engine implementing modern technologies. The engine does not support software rendering and requires any DirectX® 8 compatible accelerator. Oblivion Lost (working title). Key Features Levels combining closed spaces as well as enormous open areas Visualization optimized for hardware TnL (both FF and shading capable parts) Continuous level of detail technology for all the geometry ~100 000 polygons per frame at 60 fps on average hardware Detailed character models (500-10 000 polys) Powerful skeleton-based animation allows usage of motion-capture hardware and produces smooth and realistic motion of characters Detail objects (grass/small stones/etc) Portal-style, non-linear subdivision based visibility detection system Intelligent hardware state caching technology Both Direct and Radiosity lighting models Colored dynamic lights and dynamic "soft" shadows Intelligent shader subsystem Dynamically generated textures Reflections, chrome effects, etc. VR-Simulation engine optimized for massive payload High-performance collision detection allowing simultaneous motion of large number of characters in high polygonal environment Realistic physics simulation (ballistic, motions, fluid engine, snow, rain, explosions, etc.) Motion compensation scheme Particle system with real physics High quality HRTF 3D-sound with clipping and partial wave tracing "Low-penalty" & "low-delay" reaction technology (less then 1ms to start HRTF 3D Sound Source to play) Context-relative multiple-mixed music streams in MP3/MP2/WMA/ADPCM formats High-performance collision detection allowing simultaneous motion of large number of characters in high polygonal environment Computer rivals possess virtual hearing and sight, which when combined with worked out AI makes them tough enemies Different kinds of enemies, military vehicles, helicopters, boats, etc (work in progress) Accurate hit calculation algorithm Powerful built-in scripting language Full realization of C-language and partial C++ Only 6-8 times slower than real (x86) code AI Simulation Level-Of-Detail and Culling Virtual sight, hearing, feeling Fuzzy logic controlled agents Advanced terrain reasoning with tactical assessment Adapting tactics with reinforcement learning Dedicated snipping tactics Team maneuvers Support for all D3D compatible accelerators, starting from 2nd generation (TNT/Voodo2/etc) The most important part of the mathematics is optimized for SSE & 3Dnow! instructions Editor supports both 3DsMAX 2.5/3/4 and Lightwave 6.5/7 as modeling tools

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