Soldier of Fortune 2 MP Shots
by Maarten Goldstein, Nov 19, 2001 12:36pm PSTTo follow up on the announcement of Soldier of Fortune 2's multiplayer support, here are five screenshots showing some of that deathmatch action. We have both 800x600 and 1280x960 versions of the five screenshots.
[ 800x600 shots, 1280x960 shots ] I also asked Raven programmer Rick Johnson about the possibility of a random map generator for the multiplayer game (as there is a random mission generator for the single player game)
rmg stuff won't be in for multiplayer (just not enough time for us to do it). it would be a matter of just sending a bunch of seed numbers to generate a map, so there would not be any downloading sort of speak, if we were to do it. It may be added later though.
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Comments
I mean look at mp_shot2.jpg. Uplclose the texture work is lovley, but look at the hills in the distance using those same textures. Urgh :/
It would be nice if they could design specific textures for a certain distance that would fade in out depending on your distance from the object. Cause a hill looks very differnt 100 miles away than it does when your standing on it...
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a little more difficult than WOLFEDIT.EXE
or is it?
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WOW
that looks incredible
I cant believe how nice the fauna looks.
oh man
I hope there's a ghillie suit in this game. :)
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http://www.shacknews.com/screens.x/sof2/Soldier+of+Fortune+2/1/mp/mp_sniper.jpg
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:-(
I was hoping that some developer would be able to solve the visual anomaly that occurs when smoke sprites float near a wall or hillside (i.e., that chopped-off look on the left side). You'd think that it'd be easy to make the smoke sprites always be on top of everything and not clip through walls, but perhaps it violates the very nature of the rendering engine.
Oh well, someone will figure it out. For now, I'm happy with the rest.
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boring repetitive background textures : Check
innovative DM modes : oh, nopes
I *really* like how the nature looks, but the texture on background hills repeats quite too often :(
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