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Messages - boonet

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1
General Discussion /
« on: October 22, 2003, 07:54:18 pm »
Quote
And yeah, if there is gravity on the planet (which i\'m sure there is) won\'t the stalactite maybe drop and crash, which could mean the end to us all.


huhm... one thing a lot of people don\'t realize is that gravity actually decreases when someone goes deeper inside a planet, down to the point of zero gravity at its center, for the simple reason that the rest of the planet is pulling from every direction around us. Given this small note that, to be honest, has little or no relation to Planeshift, let\'s move to the real topic of my reply: I am amazed by how people find perfectly normal dragons and spells in games, which I am pretty sure they never had a chance to meet in real life, and at the same time find so many difficulties understanding a huge stalactyte created and kept together by magic...
Mysteries of the human mind...  ;)

2
Technical Help: Problems BEFORE entering the game /
« on: October 19, 2003, 05:51:34 pm »
Just a simple comment: the server software is already public. This is an opensource project, so simply download the source code and have fun with it.
Planeshift will have a list of official servers: those will be the \'clean\' ones, with the official game contents running on them; of course we cannot prevent anyone to run its own unofficial server or anyone to play on it. Why should we?

3
General Discussion /
« on: September 23, 2003, 10:59:37 am »
Mostly we use MAX and Maya, with some custom export programs/scripts. More info about them can be found in CS CVS.

4
General Discussion /
« on: September 23, 2003, 10:52:40 am »
If people want to help develop new areas/places for Planeshift, they only have to join the team. Just remember that the fact of having this game Opensource does not mean that everything that comes into the mind of every single person can be thrown at it: some directions and guidance are needed in order to create some contents that are a) fun b) original c) consitent with the setting.
Another thing to reconsider is the idea of developing new areas on public forums where everyone can see them: what is the fun of finding ingame a zone everybody knows everything about, since its development has been public? No exploration, no hidden parts, no secrets... This is another reason why we encourage people who have ideas to join the team and create within its relative \'secrecy\': in this way they will create contents that will be a real surprise and a challenge for players.

5
Wish list /
« on: September 22, 2003, 02:00:07 pm »
LOD has been introduced for thing in CS a very short time ago, but it\'s in our plans to use it.
As for the creation of diffferent object LODs, we prefer creating them by hand, since it gives us a much higher degree of control on how the shape is changed when reducing polycount. This talking about static things.
For sprites (that in CS language are IE characters and monsters), we have a new character animation library that implements progressive meshes and thus takes care of the polyreduction of moving objects automatically.

Clipping planes hidden by fog were not a viable solution with the old CS renderer (in fact they would have resulted in worse performance); with the new renderer that is under development and that should be part of CB, we should be able to make some use of them.

6
General Discussion /
« on: September 22, 2003, 01:38:21 pm »
Hmm... I don\'t think they look too much similar, but anyways...

Quote
Kran - Karn   Planeshift - Planeshift


Yes, that can be similar, and you could even guess that maybe someone took inspiration. I am not saying this is the case, since I don\'t believe it is, but if this would be the case, you would be surprised to know who did it, since the first incarnations of Planeshift (with those names and concept art too of course) existed and were public before expansions to other games were out.

7
Wish list /
« on: September 19, 2003, 12:57:13 pm »
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tiny problem with your theory  if you were to design a map for Planeshift you would have to use a 3D program such as Maya or 3DSmax. These are 3D programs not programming tools. You could not just \'make\' portals.  It isn\'t as simple as going in Maya and selecting a \'portal\' sprite.  


This is obviously false  :)  In fact, you do select a polygon and turn it into a portal. No programming required.

8
Wish list /
« on: September 05, 2003, 06:00:54 pm »
Icons? We talked about general graphic creations that could be included in textures, and so end on weapons, armor, walls, objects, etc...

Mogura: isn\'t that just a bit phallic? ;)

9
Wish list /
« on: September 05, 2003, 02:08:49 pm »
I think the idea is possibly seeing some original stuff, not things found in another games, since we will not copy them. Think about the possibility of having something you designed being included ingame, and start using your pencils ;-)

10
Wish list /
« on: August 26, 2003, 03:56:00 am »
Fish, you\'re talking about object Level Of Detail (LOD), which is an even different issue. This helps reducing the polycount of far objects, getting more or less the same visual result from the player point of view, but having to handle less things inside the engine. The \'popping\' I am describing (sorry if I\'ve chosen the wrong word) is the effect of things appearing suddenly in the middle of the sky when crossing the far clipping plane. It\'s a totally different issue. In fact LOD is something that CS guys are working on right these days (and some experiments showed it works and helps a lot ;-) ), but it\'s totally unrelated to clipping plane/fog questions.

Multiple textures resolutions at different distances is called mipmapping, and that is already in MB and working.

11
Wish list /
« on: August 24, 2003, 05:10:28 pm »
We are not against fog for a question of principle. Let\'s try to clarify a bit this question:

1) you can get an increase in framerate by rendering less objects on screen.
2) you can have less objects to render on screen by applying a far clipping plane = past a certain distance from you the objects are simply not drawn.
3) when objects beyond the clipping plane (=not visible) travel through it because you are getting closer to them, there is a visible popping effect = those objects appear suddenly out of thin air, with an effect that is not nice to see.
4) to hide the popping around the clipping plane, usually a fog layer is applied: it conceals the point where the objects appear, but the objects are still being drawn, even if covered by the fog.

This said, why don\'t we have fog in MB?

a) because the clipping plane was not working or implemented or efficient when we released it, so we did not have to hide points where objects were appearing.
b) (very important) because fog had to be drawn in a second pass over the already rendered houses, thus contributing in reducing even more the framerate.

Of course there are plans to solve these questions, and the CS team is steadily progressing in order to have a viable solution. But what I\'d want to make clear is that adding fog is not the magical solution to the fps problem, and that we\'ve been considering its implementation (with all the correlated features) in MB: if it\'s not there it\'s not because we simply ignored the existence of it, but because of precise technical reasons.

12
Technical Help: Problems BEFORE entering the game /
« on: August 06, 2003, 05:45:43 pm »
Usually installing CS using configure and not jam fixes the png problem.

13
The Hydlaa Plaza /
« on: August 05, 2003, 06:43:07 pm »
Hmm to calculate how much you must ask, you should calculate the cost of all your computers, the OS licenses, the game licenses, the rent, the electricity, the public gaming spot license cost, the taxes, the life expectation of your hardware before it needs to be replaced, the expected players volume, the necessary personnel with relative salaries and social extras, the share between earnings and reinvestment, and at the end of all that, you can see how much you can ask for 1 hour of LAN gaming without bankrupting after 2 days ;-)

14
Technical Help: Problems BEFORE entering the game /
« on: July 29, 2003, 02:05:18 am »
Apply your forehead to the monitor. Since you\'re all heated up, this should solve the freezing problem.

15
Guilds Forum /
« on: July 24, 2003, 09:42:29 pm »
Ahem... could I have a proof of power please? I don\'t know: make cats rain from the sky, turn water into beer, reverse the entropy... that kind of things I would expect from a powerful person...

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