Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
06-14-2010, 09:43 AM
Originally Posted by Summit View Post
we're getting sliding doors with season 2
Where did you see that post? Please provide a link.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
06-14-2010, 09:45 AM
Nevermind, I found it. It is in the latest engineering report. Here:
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
06-14-2010, 09:58 AM
The game in this video uses the Unreal Engine 1.5, and is called Star Trek: Deep Space Nine: The Fallen.

The game Litteraly sucks, and the camera in STO is WAY better than it was in the fallen. It took ages to learn how to use the camera properly, and you quite often lost track of where you are.

And tbh, the graphics are really not that good in The Fallen. The reason why it "looks good" in this video is because the picture is all blurred.
The models ingame were bulky and quite ugly... here are some references:

Considering what the Unreal Engine was capable of back then, "The Collective, Inc." (thoose who made STDS9:TF) made a significantly poorer job in taking advantage of the engine that Cryptic did converting the Champions Engine to a more realistic enviroment.

I can also tell you that gameplay and enviroments in STO and STDS9:TF are nothing alike. The Gameplay in TF was slow... often battles with a single enemy could take 5-10 minutes and half the time you couldn get clearly accessable items in the enviroment to work... STO only has this problem with certain samples and in a rare instance objects you need to interact with.

TF has the advantage of being able to better take advantage of multiple features thoug. The minimap used the tricorder for identifying enemies and hazards in the enviroment, and the tricorder made effective use of the scrren, by highlighting enemies and other cool stuff through the HUD.... but that is pretty much the only good thing about that game I can think of.

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