New World Order v1.3 Patch Soon

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11:54 December 8th, 2002 - 1,889 Views
A post by Termite Studios' Jimbo on the official New World Order messageboard announces that a new patch (v1.3) is currently in works for the game, for which they have the plan to improve networking and smooth out performance on sub-512MB RAM machines. After that they'll jump off right to v1.4, which will include gameplay tweaks and new features.
The game: New World Order is a single and multiplayer team-based game where teams battle it out in environments and situations that could be taken right out of an action-movie. It is a fast paced action-simulator with attitude, switching between stealthy game play and adrenalin-pumping action, always keeping the player on his toes - never knowing when all hell will break lose. New World Order feature a strong, involving, single player experience and a high-energy tactical multiplayer game. Play the single player missions in cooperative mode with your friends - working closely together to take out the enemies. It's the next step in team-based gaming - coming to your PC in early 2002. The Sound: * High quality efficient sound playback at any pitch and amplitude * Real-time sound-scape ray tracing to detect optimal simulation settings * Dynamic real-time-calculated reverberation simulating early and late reflections - Full HRTF audio 3D-positioning emulation on all hardware, as default * Advanced real-time filters, handling concluders, filtering the sound based on material * Full 3D positioning of sounds, with velocity-filters to model moving sound * Extremely high performance, allowing for unprecedented amounts of simultaneous sounds * Advanced sound-blending, allowing for the creation of unique sounds, in-game The Rendering: * Full 32bit rendering as default * DVA technology for efficient, exact visibility processing * Efficient graphics/texture compression/decompression, without any quality loss * Multiple graphics processing pipelines, distributable over multiple processors * Renders bezier patches, NURBS surfaces and polygons * Supports hardware T&L for increased throughput * Unique surface technology, blends unlimited number of textures * High quality decal support; decals affect bump mapping and lighting * True bump mapping technology, real-time calculated * True real-time dynamic lighting, no light maps * Full real-time Phong/Blinn and Metal shading * Real-time calculated full quality spectacular highlights * Omni, spots, directional and volumetric light-sources * Dynamic real-time shadows, full quality, sharp or soft * 24bit RGB true-color lighting, 48bit internal blends * Light-DVA for fast, exact extraction of light / shadow receivers * Fully dynamic/deformable geometry, no architectural limits * High speed, high quality rendering of blended and skinned geometry * Advanced particle/meta-particle rendering and blending * Skeletal animation with constraints and expressions * Real-time full forward/inverse kinematics * Advanced motion blending / smoothing * Highly sophisticated dynamics subsystems * Full hardware accelerated rendering The Animations: * Highly flexible hierarchy system to support every kind of skeleton or node structure * Highly sophisticated, flexible animation system, unlimited number of animation blends * Regions, or sub-skeletons can be animated independently from the master-hierarchy * Everything is anima table, derived from super-classes to support all sorts of animation * Procedural animations, freely definable output stream contents give extreme flexibility * Animation 'states' allow entities to control basic animation switching by itself * Flexible and fast skinning system, supporting unlimited number of blending-matrices * Animation system interacts with physics system for full flexibility, ease of use * Advanced IK system allows for IK processing of all nodes, not just end-effectors * Inverse Kinematics allows game-code to manipulate predefined animations * Animation system supports blending of different types of animations (vertex + skeletal)