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Hum, Thanks for the suggestion but even with crossfire disabled performance is still very bad, do you have a Nvidia GPU, what is your fps's when looking to the center of the room? It could certainly be a combination of an AMD OpengL driver problem with your game, plus the fact that you have, imo, to many shadow casting lights, visible at the same time when we look to the center of the room, i counted a total of 6 that is overkill, for example when i look to the corners where you have a single light, performance jumps considerably from 8 fps's to more than 40 fps's. Please don't take this wrong but you should not have more than 4 shadow casting lights visible per frame, you should also be careful with overlapping light volumes, i know this because i'm modding the idtech 4 engine and this engine is very similar, if you enable the r_showoverdraw command and look to the center you will see what i mean.
Nice waiting patiently. :)
Looks very nice good job, i just hope to see some real gameplay someday. ;)
Performance very bad on my PC when looking to the center of the room where the tree and the water is. Literally 5 fps's or less.
System - Radeon HD5770x2 , corei7 860 2.8GHz, 8Gb DDR3 dual channel NBF 2407.5MHz, ASUSTeK P7P55 WS , SoundBlaster Audigy 4, Win7 X64
Driver - Catalyst 14.4, w/stock settings.
Sreen res - 1920*1080
The problem like i said is not visual difference even tho you will find that some more advanced effects like Parallax Occlusion Mapping and others do not work with SM1.1, the problem is that SM 1.1 shaders are so old (like i said SM 1.1 is dx7/dx8.1) that GPU makers don't care about anymore, so driver support will be hit and miss, especially on more modern GPU's. Your GPU supports SM 2.0 and if it runs well then use that path instead because that is dx9a or dx9b, SM 3.0 is dx9c and GPU makers still support it well. By doing so you will have two benefits, first assurance that GPU makers will still support your game on their drivers, and the ability to implement more advanced shader effects if you so desire.
All GPU's on the market now support at least SM 2.0 and above even the very inexpensive ones locking your mod on SM 1.1 you are just cutting yourself short and GPU makers aren't supporting so old shaders on their new drivers (that means they don't solve bugs if they brake the shaders), SM 1.1 is dx7/dx8, SM 2.0/SM 3.0 is dx9a and dx9c respectively, by supporting SM 2.0 and SM 3.0 you are not only supporting all GPU's and OS's as well, but making sure your mod will be more modern and supported for longer.
Why are you running at shader model 1.1? Is your GPU that very old?
No problem on my part take your time, also fantastic to know Frictional is willing to help you guys.
Sad to hear that you are cancelling the game but saying that is because Crysis 1 engine, Cryengine 2, is ancient is just crazy talking, i consider ancient engines the Unreal 1 and Quake 1&2 and old the Quake 3 and Unreal 2 engines for example, Cryengine 2 is by no means imo a ancient engine, not even Cryengine 1 is to me ancient, perhaps a little above old. You also don't need a very recent engine to make a successful game, for example Cry of Fear was made using the gould source engine (Half Life 1) and was a very successful game gaining prizes and has a big community making missions to it.
Fantastic work, and the end of the video made me laugh. hehe :D
Fantastic will download right away, about the PC problem i also had something similar one time and that is why you should have the files saved on something like dropbox or external HD.
That is right but i bet that LS3D does have some nice optimization tricks of its own, if not how was it able to render a large city full with AI cars and people without almost no loading screens. ;)
That is sad to know about the 64bits OS problems, but i still don't know what you mean by absolute pitch black transparent, does LS3D use alpha maps by the means of a black and white image where black is transparent and white is opaque? Perhaps you are referring to the lack of alpha blending where instead of only a black and white texture you can also have a grayscale one? The jagged edge you are referring to is a black outline around alpha images? If so use this trick to get rid of the problem just extend colors in the texture outward into transparent areas by one pixel (or more).
I just want to know one thing, are those skeletons walking? And if not how could they still be upright and on one peace, after the soft tissue goes away, like tendons, there's nothing keeping the bones attached, so they should never stay like that, if you are going for realism that is.
Decals are just a plane with a alpha mapped image some units above the surface, so if you used that trick before there is nothing preventing you from using it again. To solve Z-fighting just move the plane up some more units, it will solve the problem, about the alpha map issues, what are they? Doesn't LS3D support it well?
I'm experiencing extreme difficulty even at easy and without any other mods, this is not oldschool hard difficulty like you said above not even Doom was this hard, is also very hard to haim for the head when almost all weapons at the beginning are not very accurate, also why make the jaffa so hard to kill if on the TV series they were not, for example on the TV series a zat gun kills after 2 shots on this mod it only kills after 4 or 5, same case with the human weapons, effective against their armor on the series on this mod we are lucky if we don't spend all our ammo trying to kill a single jaffa. And not to talk about the Abydos boss that one made me rage quit the mod, why did you guys disabled quicksave on it by the way?
Why does the engine version have any say on the recoil? Isn't it something that you animate in a external 3D tool?
They are not doing everything from scratch the engine they are using is the Ogre engine they are just modifying it so it can read morrowind original assets.
That is not good advice, you should always optimize your models no matter if the engine is new or not, now a days hardly the limiting factor for the number of polygons a model can have falls on the engine, that was only true on older (2000/2001) engines, the true limiting factor now is the user hardware (GPU, CPU and RAM), so if you don't want your game to be playable only by the greatest and latest PC's hardware, then you should always optimize your models the most you can, without sacrificing visual fidelity of course, use the polys where they matter the most.
You are free to disagree of course but imo is all a matter of gameplay, is all fine and dandy when you give choice to the player and i'm not certainly against big number of guns but problems arise when you include ones that unbalance the gameplay, when you can get them early on (is not the reason here tho has E.Nigma42 explained).
Nothing against that and just to clarify i didn't said i don't like them, I said they looked overpowered.
Ok that sounds reasonable to me. :)
Because the first one was on idtech 4 and they already add the bases made on it, they just needed to improve it a little. No engine is a closed box idtech 4 is a tool and you can make radically different games and looks with the same engine, and if you have the source code, like they have, is totally possible to change the engine looks the way we want it.
BTW idtech 5 is just a evolution from idtech 4, the only difference being that idtech 5 has baked radiosity lighting and improved Megatexture tech.
You don't need to modify the engine to load assets if you only import assets already supported by the engine, and that is what everybody using any third party engine GPL or not does, that is why they use a third party and not make their own.
Go to the official forums the link for the SDK (HPL2 engine tools) and how to instal it is there. You will need to have the game for the tools to work.
Hum, imo they are overpowered, even if in real life they are like that, with a automatic pistol like this i don't need a normal pistol or a submachine gun, and so this kind of weapons become useless. IMO you guys instead of trying to implement all kind of weapons that exist in the world, think of the kind of impact they will have on the gameplay and try to only implement the ones that give something to the gameplay but do not retract from it, again just my opinion and advice but the final word is yours.
But this is why i think this kind of weapons should not be included.
1 - IMO they make normal pistols and submachine guns useless (because is a pistol and a submachine gun in one).
2 - By making the above guns useless you don't need to carry them so it has an impact on the carry capacity (gives you more room to carry other stuff) and so gamers will try to get them early on has possible.
3 - The way to make them less available to counteract the problems mentioned above would be to make them more expensive (You could make them very rare tho) than the other weapons, and why would a automatic pistol be more expensive than say a MP5 submachine gun?
It does work you just need to run it on a window edit the Game.ini file that is on the game folder, you should also run it on compatibility mode, windows XP service pack 2 and has administrator.
The original stalker (the alpha version) add working vehicles and stalker lost alpha (based on the leaked alpha version) also has them so the original vision for stalker demanded them. So introducing vehicles in this mod is the right thing to do imo.
This screenshot looks really like stalker but unfortunately this is the exception and not the rule. I need to ask are you guys trying to faithfully reproduce the Stalker look on the Cryengine 2? Or are you guys just trying to make a game similar to stalker but not necessarily look like the xray engine stalker? Btw does cryengine 2 supports dynamic wet surfaces to simulate wet floor and dry floor when on cover like on the Xray engine?