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New screenshot

Started by Jsonedecker, May 22 2010 05:11 PM

#1 Jsonedecker

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Posted 22 May 2010 - 05:11 PM

I'm getting the new update from Epic integrated and thought I would snap a quick screen shot of a new feature... God Rays/Light Shafts. Neat stuff.

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#2 Bota:16

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Posted 22 May 2010 - 05:33 PM

AWESOME STUFF!

BOTA:49 said:

I'm sorry, but that's the equivalent of the Kool Aid guy jumping through my wall, me replastering it, and then the Kool Aid guy jumping back in again. It doesn't make me want any damn Kool Aid!


#3 Kirq

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Posted 22 May 2010 - 06:09 PM

I like it. Is it MP map?
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#4 Jsonedecker

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Posted 22 May 2010 - 06:52 PM

It's a "all around" map that I will use to prototype all game types. It's designed to support just about any type, though may not end up being an actual map in the release. It will show up in any pre-release builds we put out though.

#5 Magnum50

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Posted 22 May 2010 - 09:00 PM

very nice.... gives you that heat of the day feel.
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#6 Ick

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Posted 22 May 2010 - 09:44 PM

Nice.  Reminds me of that old Ghost Recon map called... Railroad Bridge?  The one where you had to defend the UN troops at the house from the enemies coming down the valley under the bridge... and then had to clear the patrols.

#7 MONOLITH

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Posted 23 May 2010 - 08:08 AM

Looks great John.

I loves me some god rays.
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#8 WhiteKnight77

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Posted 23 May 2010 - 11:27 AM

:drool:

That screen reminds me of Railroad Bridge too. Still, I feel I have seen the inside of that warehouse already in a previous screenshot.
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#9 Kirq

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Posted 23 May 2010 - 11:44 AM

View PostJsonedecker, on May 22 2010, 08:52 PM, said:

It's a "all around" map that I will use to prototype all game types. It's designed to support just about any type, though may not end up being an actual map in the release. It will show up in any pre-release builds we put out though.

I see. Are You still planing to release "something playable" this year?
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#10 Peace

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Posted 23 May 2010 - 12:08 PM

Cool, nice pic! Thanks!

Ps Interesting article/video about the military sim  too. Best of luck!
Cheers
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#11 Jsonedecker

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Posted 23 May 2010 - 12:14 PM

View PostKirq, on May 23 2010, 01:44 PM, said:

I see. Are You still planing to release "something playable" this year?


I am trying. My plan is this....

- Release small 'Performance Test'
  • Has the training maps but no functionality
  • Player can move through the space with normal speeds but there is no character or weapon visible
  • Built in "timedemo" flythroughs for reporting performance
  • This give an idea of where things are with our quality bar and peoples machines

- Release with functional UI
  • Initial UI example including character and weapon customization
  • Functional but does not translate into in game character yet

- Release adding in first pass at player characters and weapons
  • No MP connectivity yet
  • Ability for player to shoot weapons in a map
  • Working targets

- Release adding in connectivity
  • Ability to connect using direct IP
  • Players can run around and shoot targets or each other
  • No game types defined

Those are my goals for this year, though there is no time table set for it. Doing this should give everyone a solid idea of what the game will be like and then I can start to refine things as well as add in lots of content. We'll see how it goes.  B)

#12 Nemesis

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Posted 23 May 2010 - 01:16 PM

..organised = efficient :)

Love the screenshot John, thx for sharing :thumbsup:  
Does the Time of Day impact the godrays?! Are god rays created as a partof the lightmap?! Does the updated lighting impact performance?! Is this a High Level decal or set for all?!

Its a cool feature but can I just ask..please please please dont over use it. it will look fantastic is dark jungle with tight canopies but look naff on if used on open fields as I'm sure you know ;-)

Godrays are caused by brightlight passing through particles ie: mist, dust or simply atmospheric haze. A dusty environment represents an area of activity ie: old workshop with splintered wooden slats on the walls/ceiling where godrays pass in etc. I think they will make some cool additions in game especially when the brightness of the light hits you in the eyes & also makes you respect concealment/shaded spots to avoid shadow casting :)
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#13 Kirq

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Posted 23 May 2010 - 01:18 PM

Sounds like an ambitious plan. If You manage to accoplish it, I think it would be safe to expect Ground Branch Multiplayer next year :) I keep my fingers crossed!
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#14 galzohar

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Posted 23 May 2010 - 01:53 PM

If you can apply some anti-aliasing to that screenshot (as well as future ones) it would probably go a long way in terms of PR.

In any case, can't wait to shoot a weapon in your game.

Edited by galzohar, 23 May 2010 - 01:54 PM.

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#15 Jsonedecker

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Posted 23 May 2010 - 03:04 PM

View PostNemesis, on May 23 2010, 03:16 PM, said:

Does the Time of Day impact the godrays?! Are god rays created as a partof the lightmap?! Does the updated lighting impact performance?! Is this a High Level decal or set for all?!

Yes. The rays are setup from the directional light that represents the sun. So the rays accurately reflect the lights position and intensity or can simply be turned off. There are some other fine tuning parameters in there to make things more subtle and natural.... this is just the default.



View PostNemesis, on May 23 2010, 03:16 PM, said:

Are god rays created as a partof the lightmap?! Does the updated lighting impact performance?!

The rays only work on dynamic lights and the "sun" directional light is dynamic (though highly optimized) There is a slight couple fps hit with them on, but we will have it as an option.

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Is this a High Level decal or set for all?!

Not sure what you mean.....

View Postgalzohar, on May 23 2010, 03:53 PM, said:

If you can apply some anti-aliasing to that screenshot (as well as future ones) it would probably go a long way in terms of PR.


UE3 can only do AA in DX10 and I don't have a DX10 GPU. I'll upgrade one day, but I like using this older card to keep a better gauge of performance as I work.

#16 WhiteKnight77

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Posted 23 May 2010 - 03:06 PM

I know someone who has a DX10 part who could try it out for free! :whistle:
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#17 zoog

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Posted 23 May 2010 - 03:16 PM

Looks very neat!
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#18 Cpl Ledanek

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Posted 23 May 2010 - 03:47 PM

View PostWhiteKnight77, on May 23 2010, 04:06 PM, said:

I know someone who has a DX10 part who could try it out for free! :whistle:
I know someone who has a DX11 part who could try it out for free!  :whistle:
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#19 MONOLITH

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Posted 23 May 2010 - 04:04 PM

:lol:
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#20 BOTA:49

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Posted 23 May 2010 - 04:23 PM

View PostCpl Ledanek, on May 23 2010, 02:47 PM, said:

I know someone who has a DX11 part who could try it out for free!  :whistle:
I'd be more than happy to stress test my 5870 for BFS.  Thanks for the nomination!

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View PostSwedish_Seb, on 01 March 2014 - 05:27 AM, said:

And as usual, their opinions are as valid as their grammar.





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