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What I'm saying is... erm... well I haven't played Crysis 2 so I don't know what you mean. I didn't like the first so I didn't bother with the second.
Yeah I see your point. But what game is 100% realistic anyway? :-P
As long as the effects are not overdone and very exaggerated and everywhere, that's fine for me.
They DO happen in real life, but it's not something I care about a lot TBH. I still want to support the feature and let the level designers decide if they want to use it or not. Since it's still a quite expensive feature, users can of course disable it for better performance anyway.
Unfortunately we will likely end up doing a post-process for directional lights (like the sun light), because they're huge and this ray traced approach would be stupidly slow there.
I hate it when it disappears because the light source is no longer on the screen, but I guess we'll have to live with it :-(
Depends on number of samples taken (which vary for each surface material AND viewing angle too). Generally speaking, yes, it's expensive, but it's not that big a deal. In any case, it can be disabled (it is by default).
No. We don't consider it to be worth the effort.
That's not true. You can sell it anyway, you just need to release the source code.
EDIT: this was a reply to Buzzard0... somehow, it put it up here
Actually, it won't work in the Xbox without dumbing some things down to DX9 level... That, and the fact the renderer would need to be ported to Direct3D.
No idea about the PS3, I haven't checked.
Yeah, it is possible (but not recommended!) to ignore the VIS stage completely and still get reasonable performance if you make a wise use of portals in your maps. It'll consume more network bandwidth since the server will need to transmit more stuff each frame though.
The VIS stage can take a few minutes to compile (even with multi-threading), but it's no big deal really.
The BSP stage is usually the fastest, but can take a couple of minutes for very large maps (specially if you put several foliage layers over large terrain).
The LIGHT stage, which used to be the slowest (up to a couple hours I heard), is entirely gone. All lighting is computed in real time by the engine.
The SDK is already publicly available at: Odblur.svn.sourceforge.net
The level editor (ODRadiant) isn't done yet, but mappers can use GtkRadiant or derivatives meanwhile.
Not really, they use the same resolution.
Point lights are actually slower than directional (sun) lights in most cases since they require up to 6 shadow maps.
The display will show actual game information, but ATM it is just a placeholder.
No, I never worked on anything outside Quake 2 Evolved and OverDose.
I haven't checked qfusion in ages, but I don't remember it using any Q2E code really.
LOL, yeah.... it will work on everything from XP.
Well yeah, that's a by-product of the rim lighting. Unfortunately, I don't know any cheap way to "fix" it.
Yes, free and open source. Why? Are you willing to pay for it? :D
And to answer your second question: "When it's done" :p
Hola! A mi me invito un polaco tambien, es algo raro, pero bue.
Ya que estoy aprovecho y me mando el chivo. Soy el programador de un juego multiplayer en desarrollo llamado OverDose. Al que le interese pase y vea: Team-blur-games.com y Moddb.com
This doesn't affect development of the game, fortunately. We have multiple copies of code and art in a few computers apart from the SourceForge host.
It still sucks there are some "kids" out there with nothing better to do than to **** about with people's work.
No plans to integrate Steamworks, although if possible it may be a good idea at a later point.
It will. Free and open source.
We guesstimate GeForce 250/260 to run the game at a reasonable framerate, but not at the highest quality settings.
The engine requires so called DX10 level hardware to work, older generations are NOT supported.
Encoding the height map into the alpha channel of the normal map is a quite common procedure, but we can't do that because of the RxGB compression we use for normal maps. The downside to it, is an extra 4 bytes per pixel for the non-compressed versions. Not that big a deal in practice.
The full source code will be released freely under the GPL license. In fact, all our SDK tools already are, the engine and game will follow soon.
When it's done.
Unfortunately we aren't getting much help (if at all) so progress is slow.