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peter_spy

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Everything posted by peter_spy

  1. I'd say that's not the best analogy here, because dynamic lights or moveable objects and physics are mappers tools, so they can be added or removed at will. You can create a mission with static environment and lighting only, and if you can make it interesting, more power to you. And, it doesn't affect any other maps, retroactively. But, if you change aspects of the core mechanics e.g. player abilities, that is carried over to every map you play. In other games, you don't see major updates to player abilities; noone adds wall-running to a game that didn't use wall-running before – at least not without reworking geometry of all maps. I agree with the rest of your post though, just thought that there is a certain distinction here (things controlled by the mapper vs being at players' disposal on map start at all times).
  2. What you basically described a post earlier is punishing the player for something they couldn't possibly know. That's awful level design.
  3. You really think this^ is a good mission design? "Player learned the lesson"?
  4. If anything, it's reasonable not to change the player character move set, because it has been nailed down years ago, and people have been building maps around it. Unless you plan to meticulously replay all the maps in all possible playstyles, to make sure everything is ok, that's a poor idea. Having it as a mod and letting people try it out might be a better option.
  5. Even if you take a few factors out of the equation (making a change for literally one FM author and possibly "some players"), you implemented a change in player character movement model / added new gameplay rule – and you're surprised it wasn't implemented during public beta testing of new release... Not to mention that situations like that (with the code) happen all the time, in both amateur and professional setting. E.g. Lately I was working on a solution for one of our modules not working correctly on Mac. I spent the whole day researching the topic, finding and testing the workaround, but ultimately my PR was declined. We found out that the actual problem was with borked installation process for one of our dependencies. Well... I could have spent that day on something else
  6. This is basically "do include my work ASAP because I worked so hard, or else *sulk*". This is similar case: https://forums.thedarkmod.com/index.php?/topic/21679-beta-testing-211/page/10/#comment-482352 This is neither a commercial product, nor a phishing email. That sense of rush and pressure is artificial. These releases typically do take long, and even then, there are often many things broken by mistake or omission. Often there aren't enough people to test stuff, or they're not competent enough, etc, etc. There's little point in hurry.
  7. I think I get what you mean; just because you can add 100 more arrow types to the game, it doesn't mean you should... Although you can always mod the base game and let people download it. Same with this kind of thing.
  8. If I may, I don't like the somewhat aggressive way of pushing for changes, especially in core mechanics, which seems to come from just one person's idiosyncrasies. And it's not the first topic I see like that in the last few days.
  9. Yup, it would cast both types of shadows. In terms of performance, it always depends on how you execute it. But in terms of geometry, the engine seem to be able to handle a few millions of tris per scene, if you keep other factors (like drawcalls) low. Clever LODing should do the trick here.
  10. It was not a bug, it was real-time shader compilation (PC-specific issue). They addressed it by pre-compiling shaders while you're in main menu.
  11. Isn't there a HeatHazeWithDepth shader that has this issue resolved?
  12. FYI other games do holstering weapon by holding down the Use button for like 1,5 sec, and draw weapon is pressing the Attack button. No need for dedicated keys.
  13. The only thing I know is a mouse binding called Jump to object: you select an object in 3d view, click your key+mouse button combination, and the camera is centered to that object (in ortho view as well).
  14. A dark theme for the wiki would be nice though.
  15. Modern games are using modeled blades of grass these days; that eliminates problems with transparency overdraw and technically you can make every single blade cast a shadow, but that's probably quite sub optimal
  16. This has nothing to do with PBR, or any PBR-specific feature. But, it could be useful for creating a test map, when you plan to address the problem with cubemaps ignoring lighting.
  17. It's not about layers. It's a more modern approach where you have a 'master level' and there would be sub-maps streamed in and out as necessary. Unreal engine supports it since version 3.0, IIRC.
  18. That's frame-by-frame image animation, he uses 99 frames per grass piece and these are 2k to 4k textures(!). The resolution alone is insane for a grass piece, not to mention flipping between 99 textures of such resolution. There's no point in recreating that approach unless you want your computer to explode. Frankly, it's a miracle that NewDark is able to run this thing at all.
  19. Looking good, somewhat reminds me of that start cave in Dark Souls 2
  20. That grass demo is the worst approach you could take, as it's a frame by frame animation; it uses max limit of the T2 engine (99 frames) and runs like crap even on decent systems. Not that Gecko was ever known for subtle solutions...
  21. I think the grass movement in the original grass demo was more generic, and as such didn't attract that much attention (which is good). In the examples above you can see the whole card is bent, and it's pretty evident that all blades of grass are bending in the same direction. That effect might be useful though, if you want to simulate the grass reacting to a character going through it.
  22. To create these mods, it seems so, but not to play them.
  23. Holy shit, this is one of the very few moments, where I actually believe this might really be something groundbreaking. Nexus Mods will need bigger servers, fast
  24. It's funny how perception changes over the years. I've been replaying Bioshock in its Remastered version, and I'm surprised how bad the level design actually is. It's just a series of abstract corridor mazes that you can't really map out in your head. There's nothing that would ground them in any kind of reality, fictional or otherwise, no sense of place people could live in. It's almost like Wolfenstein 3d with cool art deco assets.

    1. Show previous comments  6 more
    2. datiswous

      datiswous

      Quote

      playing Tomb Raider 2, 3 & 4, NOLF 1 & 2, Oni, Urban Chaos, at work to pass the time

      Ehh, at work??

    3. peter_spy

      peter_spy

      Quote

      What kind of level design should new Bioshock franchise invent? Open, connected world?

      I don't think it has to invent anything, just use human architecture as a reference, and create places that look like they are lived-in. First Bioshiock was released early in X360 lifecycle, so that might explain abstract levels, but the technology is definitely there now :)

      I guess one of the explanations for large blocky layouts could also be that there had to be a sufficient space for Big Daddies to navigate and fight.

    4. Epifire

      Epifire

      Well I mean it was based off System Shock initially, so I think a lot of that design comes straight back to gameplay. It's funny because I'm the weirdo who vastly preferred the last game. I like the style of Bio1 but something about it always struck me as it feeling like a chore to complete every time I've played it. You get YouTubers like the Act Man who treat it like it's an untouchable legend but I never had that kind of admiration for it.

      I can agree the level design and overall layout, definitely lends a hand to this sentiment.

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