Krabb
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« Reply #200 on: March 09, 2015, 02:59:31 PM » |
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Tanker asked what the current versions are: GamersGate: 5.81 (2410) Steam: 5.81 (2413)
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"Please adopt a good faith attitude, Andrey. After 2+ years it's about time you did." "It is simply not necessary, it makes no sense"
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chaudard
Generalmajor
Posts: 311
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« Reply #201 on: March 09, 2015, 03:12:05 PM » |
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Tanker asked what the current versions are: GamersGate: 5.81 (2410) Steam: 5.81 (2413)
And other publishers: 1983
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Krabb
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« Reply #202 on: March 09, 2015, 07:19:25 PM » |
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"Please adopt a good faith attitude, Andrey. After 2+ years it's about time you did." "It is simply not necessary, it makes no sense"
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whukid
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« Reply #203 on: March 16, 2015, 07:32:33 AM » |
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Is this what you're talking about?
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chaudard
Generalmajor
Posts: 311
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« Reply #204 on: March 16, 2015, 12:45:15 PM » |
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I have these problems too.
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Flanker15
Generalmajor
Posts: 490
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« Reply #205 on: March 16, 2015, 03:08:14 PM » |
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Is this what you're talking about? That is a good picture of it Can Graviteam engine do Phong shading on the terrain? would probably fix it.
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andrey12345
Graviteam
Generalfeldmarschall
Posts: 6642
Jerk developer
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« Reply #206 on: March 16, 2015, 04:40:15 PM » |
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Can Graviteam engine do Phong shading on the terrain? would probably fix it.
We never use Phong lighting for anything, it is extremely unrealistic and totally unnecessary. As I wrote a few times - this is texture compression artifacts for roughness data. Please, do not make sense to write proposals in those areas in which you do not understand.
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Пользовательский интерфейс будет неуместен на сегодняшних широкоэкранных экранах, а оригинальные карты неопределенного метра и моделирование чисел с низкими лицами заставляют людей действительно не хотеть играть.
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Tanker
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« Reply #207 on: March 16, 2015, 06:40:40 PM » |
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Can Graviteam engine do Phong shading on the terrain? would probably fix it.
We never use Phong lighting for anything, it is extremely unrealistic and totally unnecessary. As I wrote a few times - this is texture compression artifacts for roughness data. Please, do not make sense to write proposals in those areas in which you do not understand. The public can be such a pain sometimes.
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Bring back 3D markers!
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johncage
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« Reply #208 on: March 17, 2015, 02:15:56 AM » |
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but how do other games fix that? can it be possible port fix over?
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Flashburn
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« Reply #209 on: March 17, 2015, 02:38:08 AM » |
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I don't get that effect to much. Sometimes ya sure. And usually when lighting is at low angles. But vary rarely do i notice.
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Yabba dabba do
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andrey12345
Graviteam
Generalfeldmarschall
Posts: 6642
Jerk developer
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« Reply #210 on: March 17, 2015, 06:39:31 AM » |
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but how do other games fix that? can it be possible port fix over?
Just like SABOW/GTOS: not compressed textures or compressed somewhat differently, using DX10+ or special formats from ATI/AMD (and forgot about Nvidia). Or never mind, because this is an extremely rare bug, especially in those places where you show. I'm not understand, the same thing right in the face in the cockpit at all times and no one cares, no one will post screenshots. But at lights and lighting at a sharp angle, which is extremely rare (relative to cockpit), all the time in posts, in what sense?
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Пользовательский интерфейс будет неуместен на сегодняшних широкоэкранных экранах, а оригинальные карты неопределенного метра и моделирование чисел с низкими лицами заставляют людей действительно не хотеть играть.
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johncage
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« Reply #211 on: March 18, 2015, 04:37:31 AM » |
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i think that has been solved in last update. i don't see it anymore. maybe renderer is different and do not draw that harsh light to see the grain. i commend graviteam on tackling this long issue. however with the new lighting, i see some issue with tank iron shell. is it not the case with most tanks they are painted to dull the glint? don't get me wrong, the new lighting produces some amazingly realistic effects when you're facing away from the sun, see the glow on the turret can define the shape, and also some 3d roughness effect of the paint blotching and imperfect iron rippling: but here some screenshots show the lighting is maybe too concentrated when glaring off the sun. from even top angle looks this way: gives it a wet look. maybe can use this for raining, but normal, should be more diffuse lighting.
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Flashburn
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« Reply #212 on: March 18, 2015, 05:29:33 AM » |
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Andrey has been rolling out about a zillion different shaders the past weak. It is certainly looking better.
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Yabba dabba do
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andrey12345
Graviteam
Generalfeldmarschall
Posts: 6642
Jerk developer
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« Reply #213 on: March 18, 2015, 10:17:25 AM » |
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Пользовательский интерфейс будет неуместен на сегодняшних широкоэкранных экранах, а оригинальные карты неопределенного метра и моделирование чисел с низкими лицами заставляют людей действительно не хотеть играть.
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Flanker15
Generalmajor
Posts: 490
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« Reply #214 on: March 18, 2015, 11:15:12 AM » |
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Why did they paint them glowsy like that? Seems like a bad idea.
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Flashburn
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« Reply #215 on: March 18, 2015, 11:20:46 AM » |
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Why did they paint them glowsy like that? Seems like a bad idea.
Probably some compound to keep chemical and nuclear crap from sticking. Or because it looks nice in a parade and as soon as you get out in the dirt the dust takes care of it.
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Yabba dabba do
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smithcorp
Oberleutnant
Posts: 28
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« Reply #216 on: March 18, 2015, 11:57:05 AM » |
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Loving the re-released SABOW!
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smithcorp
Oberleutnant
Posts: 28
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« Reply #217 on: March 18, 2015, 11:59:45 AM » |
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Quick note - tank AI pathfinding seems better. Didn't get bogged in a single canal and tanks correctly used the road crossings without difficulty.
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chaudard
Generalmajor
Posts: 311
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« Reply #218 on: March 18, 2015, 12:33:02 PM » |
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Loving the re-released SABOW! Do you photoshoped it?
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smithcorp
Oberleutnant
Posts: 28
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« Reply #219 on: March 18, 2015, 08:48:17 PM » |
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Nope. Only cropped.
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