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Showing content with the highest reputation on 01/19/21 in all areas

  1. Witcher 3 budget was split 50/50 between production and marketing. It will be probably be similar here. I finished CP2077 yesterday. Still need to check remaining endings. It's a fantastic game. It's not perfect. It may not be the best RPG ever, best shooter ever, best stealth game ever, best sandbox ever, best story ever. Whatever, I had a great time, even with occasional bugs. One can definitely see the amount of work put in it. Story is shorter than Witcher 3, there's some filler in form of sidegigs, which are very similar to each other. On the other hand combination of stealth and action is great. Most buildings have multiple doors and windows one can enter through. Some can be entered through roof, especially once you get legs cyberware that let's you jump higher. There are dozens of those, but they are small. I would prefer less but more complex maps. Other thing I'm not a fan of is looting and crafting, which are similar to Witcher 3.
    2 points
  2. It really shows how broken the whole AAA system is. They spend 2/3rd of their budget on marketing, 1/3rd on actual development, upping the already high expectations to the ridiculous level, basically tying up a noose on their necks. And then, they either daydream and kid themselves they're able to pull it off, or straight out lie until the last minute, so they can gamble on the stock market for just a little longer. It's really sad that people had to crunch and waste their health and family relationships on this. What's also weird to me is that nobody from management in this industry learns anything, ever. Despite all the articles on Gamasutra, reporting pieces, industry meetings like GDC and all the knowledge being easily accessible, management doesn't learn from other companies mistakes.
    2 points
  3. I think this happens because the "hacked view" for portalsky relies on "shake angle" and Player.cpp disables "calculate shake" during g_stopTime: if ( !g_stopTime.GetBool() ) { UpdateAnimation(); Present(); UpdateDamageEffects(); LinkCombat(); playerView.CalculateShake(); } Maybe just add an "else { playerView.CalculateShake(); }" there? Edit: Nope, there must be something more. I fear that there may need to be a skybox specific update animation routine to make this work...
    1 point
  4. Believe? Are you still stuck in the "games are too expensive to make" era? It's not about beliefs, it's data. And it's not a new thing either. AAA sector can spend anything from +100% to + 200 % dev cost on marketing. Just google a few high-profile AAA games from last decade or so. And actually find how CP budget was spent. And talking about assets, those are actually much easier and faster to make than ever before. 3d scanning is everywhere, so is Substance and Quixel. Game companies keep huge libraries of procedural textures and materials to adjust them to any game they make at any given moment. You can bring a model to a 70-80% level of quality in hours, not days or weeks.
    1 point
  5. Sorry, I am a bit late, but the "setKey" script function can change (spawn)args even after spawn. According to the description on the Wiki, the behaviour is not changed in most cases, but I know this works for the "text" argument on atdm:gui_message entities. I think it may depend on when/how the argument is handled, but it might be worth a try to set "rotate" that way. Regarding the "notPushable" spawnarg: The help text in DR reads: "When set to 1, this entity cannot be pushed by the player. If this entity is a moveable, this spawnarg will prevent it from being affected by external impulses as dealt by arrows, for instance.", so I am not sure if it is really meant the way you think it is. I assume that an opening door does not have the kind of impulse that is required to be affected by this spawnarg.
    1 point
  6. @MirceaKitsuneThanks for your comments - I'm glad you liked the mission. Next time I load it I'll take a look and see if I can see what's wrong with the Priest. As for
    1 point
  7. Welcome to the age of overpromises and overhype, not even what happened with No Man's sky, made the higher ups at CDP RED manage the hype.
    1 point
  8. Really? I feel that would be pretty stupid, honestly... The fps cap is there so your GPU doesn't run amok in the menu and other lightweight scenes, or to keep a more stable average FPS. There is absolutely no use case to select every value between 30 and 300, so a slider just isn't the right tool, imho. There are only a few select values that actually make sense.
    1 point
  9. Lately, I've been researching mirrors and real-time reflections, as in most missions I've seen them super clear and 100% reflective. It turns out there are better ways to do it. I wouldn't recommend real-time reflections in general, as there are quite numerous limitations on their use, and they're quite resource-heavy. But there are ways to make them look good. I'll go with the cubemap version, if the model ends up in my FM.
    1 point
  10. Hard to follow up some of the recent screens people have been posting, but here's a little something for my beta testers to reassure them I've not forgotten about them! Part of a new area, really going for a natural feel with some pagan vibes, might be hard to notice but I've got some of @STRUNK's new bats flying around and they cast a great shadow in the moonlight as they pass by the cave opening (it's in the screen but looks way better in person!) Ignore the fps counter; I've got a misbehaving VP in the area.
    1 point
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