Archived from groups: comp.sys.ibm.pc.games.action (
More info?)
On Wed, 03 Aug 2005 02:36:22 GMT, Spalls Hurgenson <yoinks@ebalu.com> wrote:
>On Tue, 02 Aug 2005 18:32:40 GMT, Memnoch
><memnoch@nospampleaseimbritish.ntlworld.com> wrote:
>
>>On 2 Aug 2005 03:28:07 -0700, mexican_equivalent@yahoo.com wrote:
>>
>>>
>>>homem-da-natureza@hotmail.com wrote:
>>>AVP2 was a good game, but it could've been much better if it was done
>>>with the Quake3 engine instead of the gawd awful Lithtech engine
>>>(yuck!). I really, really wish they'd do AVP3 using the Doom 3 game
>>>engine. That would be a match made in heaven. I'm already salivating
>>>at the mere thought of the possibilities.
>
>>The same problem happened with the first Jedi Knight sequel. The lightsaber
>>didn't even generate light in the sequel whereas in Jedi Knight you could use
>>it as a torch. Lithtech was a poor choice.
>
>I vaguely remember having this discussion before. None of the Dark
>Forces / Jedi Knight games used the Lithtech engine.
Probably me as I remember it to now! ;-)
>Dark Forces and Dark Forces 2 - Jedi Knight used LucasArts own
>proprietary engines.
>
>Jedi Knight 2 : Jedi Outcast and Jedi Knight: Jedi Academy both used
>modified Quake3-engines.
>
>Personally, I vaguely remember that the lightsaber glow in JK2 did
>illuminate the area slightly, but I could easily mistaken.
>
>In any event, I didn't have any real problem with AVP2 using the
>Lithtech engine; in some respects it was a better choice than the
>Quake3 engine as it could render larger outdoor areas better.
Oh yes. I remember one of the early Marine levels where you come out of some
kind of shelter and there is a kind of winding path going up and to the right
and in the distance IIRC on top of some kind of natural outcrop or tower you
see one of the lightning flashes from a Predator. That level seemed huge in
hindsight but probably wasn't.
> On the
>downside, the Lithtech engine has always been at least half a
>generation behind the latest Quake or Unreal engines, so even when
>AVP2 was new it looked somewhat dated. My main gripe, visually, with
>the game was the weird faces on the characters (especially the eyes).
>They looked very similar to the faces used in No One Lives Forever,
>but that game was going for a surreal, almost cartoony look that
>didn't fit in at all with AVP2.
>