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Re: Engine demo [Re: broozar] #184184
02/16/08 15:27
02/16/08 15:27
Joined: Jan 2004
Posts: 513
M
mpde Offline
User
mpde  Offline
User
M

Joined: Jan 2004
Posts: 513
genau... auch meine meinung.

sehr sehr viel muss da verbessert werden!!!

mpde

Re: Engine demo [Re: mpde] #184185
02/16/08 15:51
02/16/08 15:51
Joined: Jul 2005
Posts: 21
Lisbon, Portugal
M
mmelo Offline
Newbie
mmelo  Offline
Newbie
M

Joined: Jul 2005
Posts: 21
Lisbon, Portugal
Quote:

Quote:

Did you grab some sounds from Return to Castle Wolfenstein? (id Software / Gray Matter Studios)

It sounds like.




das ist sowas von unwichtig (oder geht es im demo um die sounds?)





Now, now... this thread was going so well you had to switch to German and lose the other 6.5 billion people (myself included).

Re: Engine demo [Re: mpde] #184186
02/16/08 15:55
02/16/08 15:55
Joined: Jul 2002
Posts: 5,181
Austria
Blattsalat Offline
Senior Expert
Blattsalat  Offline
Senior Expert

Joined: Jul 2002
Posts: 5,181
Austria
Hi,

i am not sure about this demo since most of the things shown are levelgeometry. and to be honest, we know that levelgeometry can calculate nice shadowmaps. the models are a pain in the ass when its up to lightning. And as far as this goes in the new demo i have some serious troubles with it. First of all i hardly see any of them, the ones i see (soldier) are far from being good enough for todays standard. Common, soldiers turning pitch black and withing a gloomy black cloud if they step onto a dark pixel. then all of a sudden turn skybright within a millisecond?!

i dont know how others think about this, but if this should be the furture of gs, i dont see a light at the end of the graveyard.

as for the demo: hmpf. will describe it best i think. Its not made very well (bad textures, glitches and uvw errors), way to static (though this could be the shadowmapping problem). And as far as i am concerned i agree with broozer 100%.

Get rid of those pseudo volumetric flare effects (they hardly look good with up to date shader technology, but sprites are killing me to be honest). and if the level thats left still looks well lit and not boring, you might be one step further.

sorry for ranting or sounding mean, but i thought being honest will help more then just cheering and being happy about a more then needed new demo level.

but engine demo "beta" might be the reason for some things here.

my bottom line: i wouldnt buy the engine based on this demo.

cheers and have a nice one


Models, Textures and Levels at:
http://www.blattsalat.com/
portfolio:
http://showcase.blattsalat.com/
Re: Engine demo [Re: broozar] #184187
02/16/08 16:42
02/16/08 16:42
Joined: Sep 2007
Posts: 1,093
Germany
T
Toast Offline
Serious User
Toast  Offline
Serious User
T

Joined: Sep 2007
Posts: 1,093
Germany
I have to agree with broozar - this demo has lot of issues...

I now want to point out some more:
First I don't like to be tied to a set camera movement - exploring the scene by yourself should be an option. Then there is this effect which was called "halo effect" in this thread and which creates sort of an ugly motion blur on distance. But even worse - look at this:


1)
That's probably why there is no custom camera control as that blurring halo effect turns the soldiers into pixel mash on a mediocre distance...

2) & 3)
Well besides the already jaggy appearance of the shadows those two areas also are just ugly...

To sum it up this demo to my mind is disappointing in terms of artistic content and technical showcase (even the C-Lite Beer won't improve the situation )...

Enjoy your meal
Toast

Last edited by Toast; 02/16/08 16:43.
Re: Engine demo [Re: Toast] #184188
02/16/08 19:36
02/16/08 19:36
Joined: Apr 2006
Posts: 1,551
Netherlands
D3D Offline
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D3D  Offline
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Joined: Apr 2006
Posts: 1,551
Netherlands
Nice demo, but what makes it so special? Lot of bugs btw. Looks like it need a lot of work.


smile
Re: Engine demo [Re: D3D] #184189
02/16/08 19:49
02/16/08 19:49
Joined: May 2003
Posts: 567
Spain, Canary Islands
Felixsg Offline
User
Felixsg  Offline
User

Joined: May 2003
Posts: 567
Spain, Canary Islands
I like, is a small demo, I not have any problem
with the shadows, and first of all, I like to much
they start to make demos.

I whan and wait conitec continue in this way

Re: Engine demo [Re: Felixsg] #184190
02/16/08 20:56
02/16/08 20:56
Joined: Mar 2003
Posts: 4,264
Wellington
Nems Offline

.
Nems  Offline

.

Joined: Mar 2003
Posts: 4,264
Wellington
Dont forget guys, its beta demo on a beta page but yeah, I like it, certainly shows the possibilities if one really digs into it
Perhaps when the feature matures, the demo will mature right along side it to?

Re: Engine demo [Re: Nems] #184191
02/16/08 21:12
02/16/08 21:12
Joined: Apr 2006
Posts: 1,551
Netherlands
D3D Offline
Serious User
D3D  Offline
Serious User

Joined: Apr 2006
Posts: 1,551
Netherlands
Felixsg: Try F5 the resolution higher than 1024x768 it will mess up the shadows. At least on my Geforce8800 GTX.

Nems: Yes I think so. I didn't mean to say this demo is not special (I could not make something like this myself), but that it is not really finished and can't be used in a serious project in this state.


smile
Re: Engine demo [Re: D3D] #184192
02/17/08 21:51
02/17/08 21:51
Joined: Jul 2005
Posts: 21
Lisbon, Portugal
M
mmelo Offline
Newbie
mmelo  Offline
Newbie
M

Joined: Jul 2005
Posts: 21
Lisbon, Portugal
Here's another bug: when you're flying close to the 3 barrels, if you look away from them (but still keep their shadows in view) you'll see they the cast shadows will simply vanish. There's barrel shadows only when they're onscreen. This problem doesn't seem to affect the soldiers.

Still, I feel I should counter some of the heavy criticism on this demo. Yes, it doesn't blow you away and it does look very last gen. But it is ok and the looks are more than acceptable for a non-AAA indie game. Besides, although fairly slowly, it _does_ work perfectly on my ATI 9200 Mobile, which is more than can be said by most engine demos. I even get the stencil shadows, which just about all other engines can't seem to muster on my aging laptop.

Re: Engine demo [Re: mmelo] #184193
02/17/08 22:55
02/17/08 22:55
Joined: Jan 2007
Posts: 1,619
Germany
Scorpion Offline
Serious User
Scorpion  Offline
Serious User

Joined: Jan 2007
Posts: 1,619
Germany
I like the demo..It has an athmosphere. That can also be important to show some techniques and I like the "lite c beer" esteregg :]
The size of that demo is really small, but if you want to make for every aspekt of the engine a own demo it's ok.

but as mentioned before some things are missing.
The thing annoyed me most was the cam...too fast and jerky.
The second thing is the halo effect. It could be avoided by comparing the pixels of the depthmap.
The 3rd thing is: This demo should show what this engine is able to do. An easy enviroment mapping(maybe with normalmapping) on the floor would already do a great job.(look at hl2 how they did it...).
Maybe also a little (not too intense!) bloom shader.

Also if this shall be a shadowdemo. If there are some ugly blocks it just lowers the opinion of the player.

edit: played it again...I'm not sure, but is there a bloom if something is behind the rays of the windows?

Last edited by Scorpion; 02/17/08 22:58.
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