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Comment History
tatsujb
tatsujb - - 14 comments @ What Happened

please contact us : Sanctuary-rts.com
Discord.gg

Good karma+1 vote
tatsujb
tatsujb - - 14 comments @ Gman Designs

Holy ****, that's amazing! will this be on Faf?

Good karma+2 votes
tatsujb
tatsujb - - 14 comments @ light point defense

Looking great! any plans on releasing this on faf?

Good karma+1 vote
tatsujb
tatsujb - - 14 comments @ A possible future for RVE

It's the same engine. Not that I'm defending his question but you sound stupid saying what you're saying when supcom 2 is reusing the same engine supcom and FA used. People often mistake "graphics" to be the defining factor of an engine. They're not. If you don't know what your doing, what you create in unreal can look shittier than what you create in your own engine with OpenGL if you know what you're doing. It's just a question of how good you are at coding shaders and so on. And who cares either way? it's been two years since this project has died. Most unfortunate, but we can't bring it back from the dead.

Good karma+1 vote
tatsujb
tatsujb - - 14 comments @ A possible future for RVE

what it looks like can be made better. tinkering with the engine itself is a possibility since it's open source and a quick shader will do wonders for looks. but I can concur that spring (in it's existing implementations) looks dated.
I guess they were never too interested in that aspect and stopped at correct gameplay.
but don't overlook it. it's incredibly well coded (TA and supcom devs participated on the work on it) and incredibly well optimized. credit where credit's due (even if my personal taste is sup com) it runs a heck of a lot better than supcom with higher unit counts. plus it's cross platform. it would be the cheapest and easiest to dev on. it would just require a lot of graphical work to make it look like a 2018 game.

Good karma+1 vote
tatsujb
tatsujb - - 14 comments @ A possible future for RVE

same advice as MasterKane (who seems to know a thing or two) (and btw a quick word to say I support what you're doing 100% no matter how crazy it is and even if you don't yet realize how crazy it is) but yeah. going forward unit cap will be the least of your issues porting supcom to unreal. I'm not saying unreal engine is bad : it's fantastic!!! but as you well put there's the lock step, netcode will probably be a nightmare, there's the poor support for wide and zoomed out FOV which strat zoom is all about. there's poor optimization of rendering a model 50+ times god forbid you want hundreds. And I'm guessing in all of this the plan would be to forfeit simulated projectiles entirely?
Nitrous engine is a new gen (dx12/vulkan) engine FOR simulated projectile rts. granted it has it's own issues. (as of yet no support for naval, bad terrain editor, only slip-n-slide and bumper-car hover units) but it'll get you so much closer to sup com than Unreal will.
I'm probably not teaching you much here but if you can borrow Ashes of the singularity : Escalation from someone on steam (me if you can't find anyone), check out what it can do. make up your mind.

Good karma+3 votes
tatsujb
tatsujb - - 14 comments @ Firey Explosion Mod 2.3

Dude this mod makes it unranked, can't you make it into a ui only mod?

Good karma+1 vote
tatsujb
tatsujb - - 14 comments @ UEF T3 power gen almost finished

:( downvote to you good sir, nothing should seek to be worthy of SC2 this entire mod' goal is to make SC2 somewhat worthy of SC1.

Good karma+3 votes
tatsujb
tatsujb - - 14 comments @ Cybran XP battleship render

is this unit in the mod file yet?

Good karma+1 vote
tatsujb
tatsujb - - 14 comments @ Cybran Shreder Drone launcher

that movie is **** poor be ashamed of yourself

Good karma-2 votes
tatsujb
tatsujb - - 14 comments @ OBSOLETE - Revamp Expansion Mod v1.05

ya download down for both the patch and this one

Good karma+2 votes
tatsujb
tatsujb - - 14 comments @ Mirror's Edge NoIntro Fix

StartupMovie.bik (C:\Program Files (x86)\EA Games\Mirror's Edge\TdGame\Movies)

fukin works! (and real well at that) thx dude!

Good karma+1 vote
tatsujb
tatsujb - - 14 comments @ Halo Homefront Release Candidate 1.07

Thx for answering! Ya, thx for correcting me, I didn't know how it was called. I really hope that pulls through, and are you guys looking for any more hands on deck?

Good karma+2 votes
tatsujb
tatsujb - - 14 comments @ Halo Homefront Release Candidate 1.07

WOW! just tried it out and man, you guys are the bomb! the mas did sorta turn out to be bright but it's beautiful nonetheless.

My question is, did I do something wrong somewhere because it doesn't look as good as in your secreenshots, I get the impression we don't have the same texture pack. (since I launched it and had no lag at all and I only have GTS450 coreduo 2.40 ghz and 2 gig DDR2 ram)

other than that it's great, the ship disappearing and size change to distance ratio is completely off now that the ships are so big and may just work out perfectly being turned off entirely this way you can still see them and don't end up being like "where's my fleet?" all of the time. also this inhibits seeing 100% of the fleet when it's big or just spread out because of battle. I know if my computer can handle having these ships on screen in the first place then no reason to take 'em off. (especially since the whole size gig is completely unrealistic and gives for disproportional situations, ships merging into each other and, the refinery's storage containers disappearing as soon as you zoom out a bit)

I'm not a criticizing jerk, I understand this is a beta, a work-in-progress, and maybe you already have those ideas, I'm just trying to make as constructive a commentary as possible.

Finding the value that does the change of size when zooming and changing it so that it keeps the ships as is would make you rapidly gain a huge amount of the visual aspect you're aiming to obtain.

Good karma+2 votes