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can you tell me how you untouched the cam from player in third person ? (is this actor you steer your real player ? )
thanx bro :)
bro, even gamecompanies with houndreds of employed programmers, graficians, modeller, textureartists, sounddesigners, mappers, gamedesigners ... can't tell ever a fixed, final releasedate, unless the publisher really want's his money back and force a release.
so, i'm alone...
i gave a try and found a way to record DSR 4x Ultra High Quality Setting, i think this is, what Cryengine 1.4 can do really really maxed out. sorry for the terrainbug in zoomview. i'm actually working on that problem and found the solution, i generate a special set of textures for that actually right now and import it to the map.
it's hard to turn it off once i have seen it... maybe a GTX1080 would do the job with good framerates :D
testing DSR 4x with AA 8x and AF 8x.
unfortunately i can't capture it with afterburner, if capturing is on, the FPS dies from 40 to somewhat below 10.
the "vanilla" FPS in that scene, without enhancemends in nvidia control panel, is something around/over 80.
So the impact in performance is really drastically :/
Note that AA and AF is also forced ON in the DSR OFF shots.
the DSR 4x Resolution is 3840x2160 scaled down to 1920x1080.
you use to much different shaders and or you use shader for shadermodel 3.0 and have set the configuration to shadermodel 1.0 probably ?
very intresting, but for my taste a little bit too cartonish (black outlines) from renderer.
but i love the density and setting from vegetation!
what is this for a grainy renderer ?
CE 1.4 works BEST on WXP. it goes worser on every higher OS.
and it's visibility depends on cam angle or if its always invisible ?
dynamic light flare shader or what you are talking about ?
hmm i know and have had both bugs and i can reproduce both very easy, and they have nothing to do with each other in my environment/situation.
the disappearing sky is a shader / renderstuck overflow, the vehicle is a wrong exported model (atleast it was it all the time in my case).
is this a vanilla FarCry vehicle ?
is this outdoors and all went black or what happens ? you could give more informations so maybe someone could help you, if you intrested in ;)
what is the bug here ?
what is the bug here ?
this is no cryengine bug, you messed something up in the vehicle in 3dsmax :D
this does not look like a standart shaderbug from FarCry, it looks more like a graficcard problem to me.
is this from a SEQ ?
woah, nice! pro tip: dont do vegetation first, add first props and AI, and THEN look if the performance is keeped even if you really really use the sandbox and activate entities and enemies.
i really have a drug and a medicine overdose routine :)
very nice birch, is this a original stalker asset or is this a new one ?
daaaaaaamn, bro, this is top of the notch, nice work! is this dynamicly created on day time ?
love it, nice athmo!
Final testing of a new soundsystem: it can mute for a while Bird's if they afraid of shooting or explosion noises.
first i was thinking this is done within a few hours, but at the end it was nearly a one week project, including creating a complete new set of sounds for the scene, and the code was also not so easy like i was thinking it would be.
the worst thing: i was expecting this could be nice for the immersion, but honestly, if you dont know it, you did not mention it, didn't you ?
technically info: the birds are taken out of a pool from 10 soundslots, they are dynamicly random played and random positioned around the player with random volumes.
a second soundlayer is for the wind.
a third layer is again a multilayered random pool which holds things like crickets, bees, leaves, small windblowings.
every loud noise like a shooting gun or a explosing sets a timed marker which is asked and processed by the first bird 10-set-layer, it scales down his volumes, play a birds-fly-away sound and process then a long volume infade, so like the birds come back after some time and start again, at low volume, with singing.
i also scaled down the snipers on towers because they was way to strong in testplays, but now they are to weak, have to re-adjust them again :D
inbetween i have nearly 558 gb of videos with testplays of different scenes from last days which i have to work out step by step (and which i do since days, mostly tweaking AI behavior and weaponbalance) -.-
ah, nice to know: we have had this week here (Germany) temperatures between 30 and 39 degrees celsius, and i have outside of my window a ******* cricket sitting and doing EXACT the same sound i have in this map so i always try to mute down sandbox and it doesnt help :D
tesplay in windowed mode. unfortunately the weaponslots are hidden by the taskbar -.-
all in all it's not very vise to use windowed mode, i use it only for debugging purposes actually.
sound debug information on screen.
last time i added a scope lense effect on zoomed aiming for VSS, accidentally the engine forgot to ask if it's really only a VSS (sniper) gun and processed the effect also for every other weapon :D
before you ask:
this is difficulty level 2 (soldier), IronAiming is only availible at level 3 (simulation).