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Everything posted by Adam Brennecke
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I'm not exactly sure what you are asking - we use shadow mapping which is an industry standard technique, and will not be changing this for release. We rolled our own shadow system because Unity's shadow solution does not work with our rendering pipeline. I would like to improve the quality of the shadows, and I agree that things can look better, but it's low on my list of things to do.
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[v480] Ranger Pet and Characrter endurance don't fully regen
Adam Brennecke replied to morhilane's question in Backer Beta Bugs and Support
This has been fixed! Thanks for the report. -
Area looting confirmed
Adam Brennecke replied to Infinitron's topic in Pillars of Eternity: Stories (Spoiler Warning!)
We don't have any current plans to make this optional. -
Area looting confirmed
Adam Brennecke replied to Infinitron's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I don't think the area loot got into the Backer Beta build on time. But it will make it for release. The new BB is a few days old at this point (and not today's build), thus the confusion. -
you have no idea shipping a game is an insane adventure.
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What have you (Obsidian) done with the assetbundles?
Adam Brennecke replied to Sensuki's topic in Backer Beta Discussion
The files are there - we cleaned up the asset bundles for memory optimizations so the game would run without crashing because it's out of memory (this is pretty important). Look at the common_vfx, common_audio asset bundles. You will find the audio and texture files that were removed from Zealous Focus in both those asset bundles. Please don't jump to conclusions so quickly and make assumptions! We aren't trying to sabotage anything or have crazy agendas. Incline is our top priority - all of the time. If you want to see how awesome the programming team is, I'll show you a little something. I'm looking at the asset bundle build size from the first backer beta to the latest one (hopefully shipping soon). In 301 it was at 3.79GB, and now it's down to 1.06GB in the current build 481. We do a lot of things that go unnoticed in the final product. -
we are still in the office working - we leave for PAX on Friday.
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I agree about the feedback. It could be something we can fit in before release or in a patch.
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Countdown to Eternity!
Adam Brennecke replied to Mikey Dowling's topic in Pillars of Eternity: Announcements & News
There's more to it. The functionality is disabled in the beta.- 146 replies
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I'm trying to get a go-pro helmet cam set up before the end of the project. I think it would be fun to show what I see on a regular day.
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Cheatcodes for Project Eternity
Adam Brennecke replied to Eraydon's topic in Pillars of Eternity: Stories (Spoiler Warning!)
There is a cheat console command to unlock hidden commands that we decided would be considered cheating. It unlocks some other things that the devs use for testing, like fast travel to any area, and some other things. I decided to ship with cheats to allow for ease of access to script commands and other useful features that might help modders. Cheats will deactivate achievements for that entire play through, so don't use them if you want to get achievements. -
Almost here!
Adam Brennecke replied to FrE3kSh0w's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
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Physical Goods
Adam Brennecke replied to Karkarov's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Note: It will take us about 8 hours to sign all of those collector's editions. That stack is like 1 of 10 or so. (Additional Note: Those are just the sleeves for the boxes) -
[435 Mac] Rogue's Cloak hovers over him
Adam Brennecke replied to Stilpon's question in Backer Beta Bugs and Support
It's a known issue that capes are not working properly on Macs right now. Thanks for the bug posts! -
Update #89: Backer Rewards
Adam Brennecke replied to BAdler's topic in Pillars of Eternity: Announcements & News
There should have been a place to fill out your address in the backer portal when you were selecting all of your options (even if all you are getting is the thank you card). You have a silver badge, so I assume you did it. If you need help, contact support on the backer site to check with us about your address on file.- 95 replies
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My old school solid UI mock-up for Pillars of Eternity
Adam Brennecke replied to Grotesque's topic in Backer Beta Discussion
Looks cool! The next challenge and suggestion would do a mockup at 1280x720 and 2560x1440 to see what it looks at low/high resolution. (We also do a 4:3 low res, but I forget the dimensions Kaz uses.) You might encounter some interesting problems. We won't be doing anything this substantial for our solid UI. It could be a couple of weeks of programming to implement this. Thanks for sharing! -
If you're not skimping on triangles, how come the terrain is so flat and regular in many outdoors places? Take Dyrford for example... On a dirt road / dirt town square like that where people, horses, wagons, etc. move through all day, one would expect the ground to be extremely uneven, with both gently sloping hillocks and hollows on a larger scale, and localized surface irregularities like bumps/ridges on a smaller scale all over the place. Yet you've made it look like an artificially flat surface with a dirt texture. Same with the grass-covered wilderness areas... it's like the grass grows on a perfect artificial plate, rather than on soil. Isn't this something where you could have easily achieved more realism, seeing as you're not constrained by the poly count and rendering technique limitations that real-time 3D games suffer from? We did experiments with varied terrain, and it doesn't work out too well because how the navmesh works and how it gets optimized by Unity. Subtle variations in terrain are lost on the navmesh, and characters will float above the ground (moreso than they do already on sloped/uneven terrain). Flat terrain works well for character animation too. We found the flatter the better. Sometimes too much detail on the ground makes everything look very "noisy" and "crunchy" in the render. It can be a detractor for how the scene looks.