Serious Sam 4

Serious Sam 4

After watching DOOM ETERNAL gameplay video
Last edited by Terepin; Aug 11 @ 2:43pm
< >
Showing 1-15 of 29 comments
You are always 100% right about the dynamic skyboxes. They will give the environments in SS4 more life, making it look less outdated. After watching your video, I think those dynamic skyboxes will be the true cure to staticus skyboxus, another way I like to call static skyboxes.

It pains me to say this, but right now, anyone who thinks dynamic skyboxes aren't important to Serious Sam 4 are terribly mistaken.
Last edited by PootularMayonnaise; Aug 11 @ 4:47pm
https://i.imgur.com/S9Z3oT6.mp4
This view also seems to be skybox.
But considering map size, that's availabe in latest iterations of Serious Engine, Croteam can easily do something like that with full size animated models and particles, right?
At least it sounds as it should be so.
Last edited by Accingite vos; Aug 11 @ 5:15pm
Originally posted by Accingite vos:
But considering map size, that's availabe in latest iterations of Serious Engine, Croteam can easily do something like that with full size animated models and particles, right?
Well, if Croteam can manage to do it in The Talos Principle, then they can manage to do it in Serious Sam 4. In fact they should really improve on it. I feel like I'm one of the only other people aside from Terepin and Melody who would love to see beautiful dynamic skyboxes in SS4. Painkiller from 2004 had those and Shadow Man from 1998 had those as well, the latter of which is mentioned by Melody several times.

Solais wrote that they mostly use dynamic skyboxes to set special moods in certain levels, but I think normal rotating clouds should be used for most of the levels, even if the mood isn't that unique.
Last edited by PootularMayonnaise; Aug 11 @ 5:58pm
Terepin Aug 12 @ 2:47am 
Originally posted by Accingite vos:
https://i.imgur.com/S9Z3oT6.mp4
This view also seems to be skybox.
That's in space, so technically it's not a skybox.

Originally posted by PootularMayonnaise:
Originally posted by Accingite vos:
But considering map size, that's available in latest iterations of Serious Engine, Croteam can easily do something like that with full size animated models and particles, right?
Well, if Croteam can manage to do it in The Talos Principle, then they can manage to do it in Serious Sam 4. In fact they should really improve on it. I feel like I'm one of the only other people aside from Terepin and Melody who would love to see beautiful dynamic skyboxes in SS4. Painkiller from 2004 had those and Shadow Man from 1998 had those as well, the latter of which is mentioned by Melody several times.

Solais wrote that they mostly use dynamic skyboxes to set special moods in certain levels, but I think normal rotating clouds should be used for most of the levels, even if the mood isn't that unique.
What CT did in TTP was they were rotating sky wallpaper. So while that is technically a dynamic skybox, it's more of a "let's do something for the sake of doing something" kind of skybox. A fully dynamic skybox is in BioShock Infinite, Far Cry 4 (where both sun and clouds are moving, and those clouds are even dimming sun's light!) or in Prey:
https://www.youtube.com/watch?v=9FFlcPMmUII
Last edited by Terepin; Aug 12 @ 5:00am
Terepin Aug 12 @ 5:01am 
And for that matter, SE still doesn't support god rays, which is ridiculous beyond words.
Terepin Aug 12 @ 5:34am 
Another huge mystery is what the f*ck they did going from SS2 to SS3. SS2 was full of life, animations everywhere you looked (yes, even at the f*cking sky). Then some black voodoo sh*t happened, they hit full reverse and released SS3 that were so f*cking sterile it haunts me to this day. I really hope that they won't pull the same bullsh*t with SS2R and create a remake that will look worse than original.
Originally posted by Terepin:
Another huge mystery is what the f*ck they did going from SS2 to SS3. SS2 was full of life, animations everywhere you looked (yes, even at the f*cking sky). Then some black voodoo sh*t happened, they hit full reverse and released SS3 that were so f*cking sterile it haunts me to this day. I really hope that they won't pull the same bullsh*t with SS2R and create a remake that will look worse than original.
Me too. Come on, Croteam, please implement them again already. How hard can it be to do so?

Besides, I never noticed that there weren't any of those in the games after SS2 until I read your posts saying so. I guess the reason they're not using dynamic skyboxes so much in the later games is that they may no longer have a proper programmer to make those. :(
Last edited by PootularMayonnaise; Aug 12 @ 6:27am
Danny [CT]  [developer] Aug 13 @ 6:53am 
The sky is a lie.
Terepin Aug 13 @ 7:34am 
You love torturing me, don't you?
Originally posted by Danny CT:
The sky is a lie.

Is this another way of saying that you don't have the budget for dynamic skyboxes? Man, you are really making Terepin cry.
Last edited by PootularMayonnaise; Aug 13 @ 9:13am
Terepin Aug 13 @ 1:25pm 
Budget my a*s. Every doom shooter that came after SS1 had dynamic skyboxes, with the exception of Bulletstorm. But that game had epic skybox with awesome god rays, so it's fine.

Serious Sam 3 has neither dynamic skyboxes, epic skyboxes, nor god rays. It's boring, lifeless and sterile.
Last edited by Terepin; Aug 13 @ 1:27pm
All we can do now is wait and see. As long as that outdated cloud skybox from SSHD gets replaced.
Last edited by PootularMayonnaise; Aug 13 @ 1:27pm
Terepin Aug 13 @ 1:57pm 
If only.
Originally posted by PootularMayonnaise:
Originally posted by Accingite vos:
But considering map size, that's availabe in latest iterations of Serious Engine, Croteam can easily do something like that with full size animated models and particles, right?
Well, if Croteam can manage to do it in The Talos Principle, then they can manage to do it in Serious Sam 4. In fact they should really improve on it. I feel like I'm one of the only other people aside from Terepin and Melody who would love to see beautiful dynamic skyboxes in SS4. Painkiller from 2004 had those and Shadow Man from 1998 had those as well, the latter of which is mentioned by Melody several times.

Solais wrote that they mostly use dynamic skyboxes to set special moods in certain levels, but I think normal rotating clouds should be used for most of the levels, even if the mood isn't that unique.
the reason why Talos Principle had Dynamic Skyboxes is because it got released after BFE which means that Serious Sam 4 WILL have Dynamic Skyboxes. also i myself would also love dynamic skyboxes
no anime Aug 15 @ 1:54pm 
DOOM Eternal looks so damn badass. I was drooling the entire time at the Quake Con.
< >
Showing 1-15 of 29 comments
Per page: 15 30 50