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Re: The kID [Re: fuxerz] #33726
08/26/05 14:10
08/26/05 14:10
Joined: Jan 2005
Posts: 567
Sweden
Gafgar Offline
Developer
Gafgar  Offline
Developer

Joined: Jan 2005
Posts: 567
Sweden
ops.. sorry >.< i rememberd wrong. probobly a name from a nother game O.o sorry.. but any way. the name was not my point.


__________________________________________________ / Gafgar The Goblin... http://www.Goblinsoftware.tk/
Re: The kID [Re: Gafgar] #33727
08/29/05 03:52
08/29/05 03:52
Joined: Oct 2002
Posts: 2,256
Oz
L
Locoweed Offline
Expert
Locoweed  Offline
Expert
L

Joined: Oct 2002
Posts: 2,256
Oz
Beta Testers, there is a test of a new camera I have started on at The kID site. Thought I would let you know since there hasn't been many test lately.

Loco


Professional A8.30
Spoils of War - East Coast Games
Re: The kID [Re: Locoweed] #33728
08/29/05 15:44
08/29/05 15:44
Joined: Sep 2002
Posts: 1,381
New Brunswick, Canada
Ayrus Offline
Serious User
Ayrus  Offline
Serious User

Joined: Sep 2002
Posts: 1,381
New Brunswick, Canada
Sounds good... I'll have a look in a few mins

Regards,
Ayrus


suprised my account is still active....
Re: The kID [Re: Ayrus] #33729
09/21/05 23:27
09/21/05 23:27
Joined: Jun 2005
Posts: 54
I
iWaNtToKnOw Offline
Junior Member
iWaNtToKnOw  Offline
Junior Member
I

Joined: Jun 2005
Posts: 54
there is a lot of words that describe this game, i will only say one. UOU... the game is the pure horror and darkness!...ok that was 3 words...lol. But i don't understand the reason of the noise in some screens.


Tell Me, iWaNtToKnOw!
Re: The kID [Re: fuxerz] #33730
09/21/05 23:56
09/21/05 23:56
Joined: Aug 2002
Posts: 2,692
California, USA
bupaje Offline
Expert
bupaje  Offline
Expert

Joined: Aug 2002
Posts: 2,692
California, USA
@Locoweed - I am not sure which the 'all model level' is but if it is indoors can you render certain views and show them insetad of models until you go to that area? For example if you are walking in a hallway with 5 open doors and can see into the rooms could you render the view of each office from the doorway as a texture and ent create the models in that room only if the character passes the threshold? As he leaves an area maybe you can then replace the models with the rendered view again. Wouldn't have to do it everywhere just look at the level and see areas like that - narrow and obstructed view passages, open windows, office cubicles, doorways etc that might work with a single rendered texture if they look in that direction and swapped for models as they get close. I imagine narrow obstructed views and/or dark areas would make the swap less obvious.


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Re: The kID [Re: bupaje] #33731
09/22/05 02:19
09/22/05 02:19
Joined: Oct 2002
Posts: 2,256
Oz
L
Locoweed Offline
Expert
Locoweed  Offline
Expert
L

Joined: Oct 2002
Posts: 2,256
Oz
Thanks for the replies.

One of the major problems we were having after some test, even with clipping enabled, was that having the all-model level actually being one big level, it was dropping the FPS down too much. We have been doing some test with the level segmented and now the FPS is up to 60 to 100. Also with the actual level seperated into smaller parts, the level load time has dropped down very very significantly and the AI code won't hurt the FPS near as much as having all the MOB's active at once. That is very refreshing news.

We are going to be adding softshadows though, which I am sure will drop the fps down some again, but as long as we get the actual level broken down into segments the right size, I think we should have a good handle on the FPS situation. Softshadows were not an option with the FPS we had before, but I think we can get them back in now. And I'll be damned, if Fuxer will have the game without softshadows, lol. He's pretty adamant about that.

Currently we are at a major rebuilding stage. I am going back through all the script, starting from the beginning, one function at a time, and making sure camera never clips and getting the code cleaned up one piece at a time. Fuxer is currently working hard on the new main character and has solved some issues he was having with scale when exporting the level models to 3dgs. I think the seams where ground models where meeting might now go away. Well, I hope so, or will have to do something to fix that in another way.

Also, we are going to be adding a spotlight shader, like was seen in the Main Menu, to the entire level to get rid of the d3d spotlight, which wasn't working fluently with the all-model level. I am hoping that will work out, if it does, it will change the feel of the game drastically.

Anyway, that's what we are up to right now.

Quote:

But i don't understand the reason of the noise in some screens.





The noise is actually a user option at this point, if I remember right, you can toggle noise with 'N' key, Panel Noise, No Noise, and Shader Noise. Although the noise shader is a real FPS killer, and probably won't actually be an option unless it is improved, although it looks pretty sweet. Actually with the noise shader the noise gets greater the closer an enemy is. Wow, it's been so long since I messed with that, I almost forgot that code was in there. Personally, I think the noise shader noise was too extreme though, it should have been toned down some.

But you may be right, which screens have noise that you believe shouldn't be there?

@ bupaje, Fuxer will have to comment on what you mentioned.

Loco


Professional A8.30
Spoils of War - East Coast Games
Re: The kID [Re: Locoweed] #33732
09/22/05 15:55
09/22/05 15:55
Joined: Jun 2005
Posts: 54
I
iWaNtToKnOw Offline
Junior Member
iWaNtToKnOw  Offline
Junior Member
I

Joined: Jun 2005
Posts: 54
i think that the noise is good and bad.
the good is the mistery and the feeling of "There is someone watching me".
the bad is because its to "visible" make the environment a little bit confused, you can solve making it more transparent.


Tell Me, iWaNtToKnOw!
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