Author Topic: 2010-10-29 - Diaspora Trailer 3  (Read 17344 times)

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Offline The E

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Re: 10-10-29 - Diaspora Trailer 3
I think he sort of expects magic render-to-texture powered nameplate generation.

Which is not on the tables.
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Offline newman

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Re: 10-10-29 - Diaspora Trailer 3
Ah, that. Nope, that's not in, we do our nameplates manually. Just as well as that way I can do cool stuff like bake lighting on them, etc :)

Having said that, I intend to release nameplate source files (PSDs, mostly) once R1 is out coupled with short instructions on how users can make their own nameplates easily. We want Diaspora to be modder friendly, after all :)
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Offline Rodo

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Re: 10-10-29 - Diaspora Trailer 3
And damage decals?... not sure If that's how it's supposed to be called.
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Offline Swifty

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Re: 10-10-29 - Diaspora Trailer 3
Damage decals not planned. In fact, Zacam a while back ripped out the old defunct decal code so any decal code will have to be rebuilt from the ground up.

 

Offline newman

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Re: 10-10-29 - Diaspora Trailer 3
Right now we do separate damage maps which are then used for destroyed subsystems, debris, etc.
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Offline The E

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Re: 10-10-29 - Diaspora Trailer 3
Yep. Damage decals will need a major addition to the existing texturing pipeline.
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Offline Colonol Dekker

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Re: 10-10-29 - Diaspora Trailer 3
A few versions down the line, will FS2 interpret a nameplate request from a .FS2 file and generate a capital ship nameplate?

Not to detract from the trailer, there's a shot of a Viper pulling in from the left of frame, was that scripted somehow or is it a facet of lateral thrust?



edit - late reply :o
« Last Edit: November 01, 2010, 06:24:41 pm by Dekker »

 

Offline The E

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Re: 10-10-29 - Diaspora Trailer 3
A few versions down the line, we might have the make-coffee and make-sandwich sexps.
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Offline karajorma

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Re: 10-10-29 - Diaspora Trailer 3
Everything in the trailer is at least a month old. I took a couple of shots myself (the MK II ones are the most easily recognisable). The video Newman took is much older than that.

The result is that a lot of that stuff has been fixed already. Still, keep the crits coming as it's always good to spot stuff we can fix at this point rather than at release.

Some aspects of the trailer makes me a bit worried about gameplay, but it's hard to draw conclusions as the project is still WIP and things like unfinished CIWS makes it all the more difficult.

What worried you? To be honest we had very little actual gameplay in the trailer as the only shots of the player ship firing were external (and you're meant to play the game from inside the cockpit). In addition we're still working on balancing things at the moment so if you have a specific concern I'd love to hear it.
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Offline NGTM-1R

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Re: 10-10-29 - Diaspora Trailer 3
What is NGTM-1R talking about? Tessie main batteries shoot rounds with trails in the video, trails are defined in the tables currently, and I saw trails when I played my build of Diaspora an hour ago. :)

That there are shots without trails, which still ought to visible. Flak ones for example. I even gave you episode references in case you needed them, and you don't know what I meant. What kind of a BSG fan are you? :P

Basically I think that the capital gunfire looks really unimpressive compared to the very cinematic sort you saw on the show. Larger, brighter projectiles, anticapital fire with brighter and longer-lasting trails. Even the Cylon missiles could stand to have slightly brighter and longer trails.
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Offline Swifty

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Re: 10-10-29 - Diaspora Trailer 3
To fully replicate the smoke trails from the show, it'll require the use of Pspew in weapons.tbl to drop smoke bitmap particles. We're currently using regular trails which IMO is an ugly solution since smoke is a volumetric phenomenon which is best represented by a billboarded screen oriented quad, not an oriented quad facing away from the viewer.

The problem is that there are so many projectiles flying around in the missions; Raiders firing nukes, Vipers firing dogfighting missiles, batteries shooting from both the Tessie and Sabazius, Basestars (The worst offenders) liberally flinging out so many missiles that we're hitting the object limit... I did experiments with this and the particle subsystem ballooned to 180ms to calculate it all which came out to 5 FPS. Absolutely ridiculous. :lol:

It might be better with the go_faster changes since particles are no longer drawn in immediate mode and use glDrawArrays. But really even with just our models, we're still over a reasonable frametime budget. So stitched trails we use. :no:

It's funny that you question how much of a BSG fan I am based on this issue when particle smoke trails are something I really wanted in this game and heavily investigated in the graphics code. I even plan on optimizing particles even more sometime, perhaps using the draw_instanced_EXT extension in the OpenGL 3.0 spec or use dynamic vertex buffers for batched quads or maybe even engineer a GPU-based particle system.

So yup, you called me on it. I'm not a very big BSG fan. :blah:

 

Offline FUBAR-BDHR

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Re: 10-10-29 - Diaspora Trailer 3
Look flak can't have trails for engine reasons without more major code changes (well it could but would look darn stupid).   There are plenty of trails from other weapons.  Remember the trailer wasn't so much about the weapons effects (those have been seen before) but about the Sobek and DRADIS. 

Heck a lot of that footage was taken with broken normals on firing points thanks to a PCS2 glitch that made most of the normals point toward the rear of the ship.  There is so much fire going on around the Sobek that no one on the team noticed.  If I hadn't been testing the new code it probably still wouldn't have been noticed. 
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Offline Fish

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Offline newman

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Re: 10-10-29 - Diaspora Trailer 3
Sabazius

The what now?

Just a name for a Bolitho class ship appearing in a mission.
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Offline MR_T3D

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Re: 10-10-29 - Diaspora Trailer 3
one little thing i'd like to see
arcing basestar missles, even just for nukes, make them look more epic, so the player knows what they really don't want to have to be left uf to just the flak screen.  theyy're fired up and down, go up and down a bit, then gradually turn around and hit the battlestar from above and below.

 

Offline General Battuta

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Re: 10-10-29 - Diaspora Trailer 3
one little thing i'd like to see
arcing basestar missles, even just for nukes, make them look more epic, so the player knows what they really don't want to have to be left uf to just the flak screen.  theyy're fired up and down, go up and down a bit, then gradually turn around and hit the battlestar from above and below.

Like a VLS setup?

 

Offline MR_T3D

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Re: 10-10-29 - Diaspora Trailer 3
one little thing i'd like to see
arcing basestar missles, even just for nukes, make them look more epic, so the player knows what they really don't want to have to be left uf to just the flak screen.  theyy're fired up and down, go up and down a bit, then gradually turn around and hit the battlestar from above and below.

Like a VLS setup?
exactly.

 

Offline Angelus

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Re: 10-10-29 - Diaspora Trailer 3
one little thing i'd like to see
arcing basestar missles, even just for nukes, make them look more epic, so the player knows what they really don't want to have to be left uf to just the flak screen.  theyy're fired up and down, go up and down a bit, then gradually turn around and hit the battlestar from above and below.

i requested this months ago, and it was almost instantly rejected.  :(
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Offline newman

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Re: 10-10-29 - Diaspora Trailer 3
Um, what? That's exactly how basestar missiles behave. They're fired from the arms, go up/down a bit, then turn towards their target.
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Offline The E

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Re: 10-10-29 - Diaspora Trailer 3
It's also how missiles in WiH behave. AKA the wonders of free flight time.
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