Jump to content

BrainMuncher

Members
  • Posts

    124
  • Joined

  • Last visited

Posts posted by BrainMuncher

  1.  

    @badler

     

    Not a problem if you can't answer, but I'm curious how many review codes were sent out.

     

    I am not sure. Paradox is handling all of that stuff. I gave them 1,000 Steam keys to the reviewer build, though. I doubt they will hand out that many (or anywhere close), but you never know. I can ask David tomorrow.

     

    That made me want to scrooge mcduck in a big vat of PE keys

    • Like 2
  2. 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).

    Forgive my ignorance, but I've seen this mentioned a few times now. Can't you just disable the optimization to import the mesh unmolested?

     

    LxA0poo.png

     

    This option determines the order in which triangles will be listed in the mesh. This operation might take a while but will make the geometry displayed be faster. You should use it if you generate a mesh from scratch procedurally and you want to trade better runtime performance against higher load time. Internally it converts the mesh to triangle list and optimizes the triangles and vertices for both pre and post transform cache locality.

    Sounds like it only affects the display performance of the mesh, but since the navmesh isn't displayed, you shouldn't lose anything by turning it off?

     

     

    Mesh Compression

    Increasing this value will reduce the file size of the mesh, but might introduce irregularities. It’s best to turn it up as high as possible without the mesh looking too different from the uncompressed version. This is useful for optimizing game size.

    A mostly flat plane with a few bumps here and there, shouldn't take up much disk space to begin with?

    • Like 2
  3. So I got the original of video #3 from sensuki, meaning no youtube butchery.
     
    The video contains variable frame rate material. Most frames have a duration of 16.66 ms, consistent with 60fps, but there are many with a duration of 33.33ms, indicating one dropped frame, and 50ms, indicating two dropped frames in a row.
    This is consistent with the video appearing to hitch for one or two frames, then skip one or two frames of animation to catch up.
     
    I don't know how your recording software works. But the most obvious conclusion would be that either:
    a) the recording software occasionally drops a frame, causing the visual hitch, or
    b) the game/your PC is unable to consistently stay under 16.66ms for every frame, causing the visual hitch
     
    Single-frame spikes are not uncommon in games. But some games do better than others.

     

    post-51479-0-01128300-1423649594_thumb.png

  4.  

     



    If it should work additive with Intellect (which would be great),

    Thematically why would a high intellect make your food last longer?

    Because an idiot would miss their mouth and get half on their face and clothes. They would fail to chew the remaining half properly, and thus expend more energy digesting. They might even get indigestion or throw some of it back up.

     

    :)

  5. I downloaded the 720p youtube video and examined it. The were many hitches that appear to be duplicated frames.

     

    It is difficult to draw solid conclusions due to the fact that:

    a) it's a fraps video, and not necessarily indicative of the actual output

    b) fraps is known to interfere with the workings of some games

    c) who knows what youtube may have done to the video you uploaded

    d) I don't know at what framerate you recorded the video (the youtube vid was 30fps)

     

     

    However I think it's safe to say that it is not the run cycle itself. This is because:

    a) The animator would have to be blind to not notice a hitch when authoring the animation loop

    b) The animation of the river water also paused on the same frames that the running did

    c) On some occasions the when the animation freezes for one frame, the fog of war does not also freeze

     

    You can see examples of c) in frames 2679-2680, 2764-2765, and 3263-3264 of your 720p youtube video.

     

    Here is an ultra-slowmo, showing the frame number of the youtube video on the left. You can see that on frame 3264 the fog of war continues to recede while the animation is paused.

     

    (right click, save as)

  6. Taking control away from the player - a truly obnoxious, cardinal sin of game development.

     

    I don't want my characters to so much as fart without me ordering them to. This was never a problem in any of the IE or NWN games, all of which had a button on the main interface (and associated hotkey) to disable AI completely. I truly hope the lack of such an ability is considered a serious bug and not a low priority feature.

     

    I certainly won't be playing the game until I can turn AI off, I don't care if I have to wait 10 years after release. It's a deal breaker.

    • Like 1
  7. BG1 theme always reminded me of The Terminator. Those first three notes are pretty much identical, and on top of that you're looking at a skull with glowing red eyes when you hear it.

     

     

    My favourite IE track is probably the kuldahar music. http://www.youtube.com/watch?v=-kMsj9Pb6Ms

    The PoE track has a similar kind of vibe, which is OK by me.

     

    Also that track in the kickstarter video, the start sounds really similar to the kuldahar start.

    https://www.youtube.com/watch?v=oR0QsmFMTG4

  8. I'm only going by what's on the wiki so it might be inaccurate, but the general idea seems to hold that the spells with inconvenient targeting have stronger effects. Level 1 Fan of Flames does more damage than the level 3 fireball. Sunless Grasp does more damage than Minor Missiles, especially after you take DT into account, and it also applies a hefty accuracy debuff.

     

    You're not the first person to complain about wizards but I still just don't get what it is you and others think is wrong. Why were you expecting to be able to have an effective low-level melee wizard? This was never a thing in the IE games. Neither were long duration buffs, casting Cat's Grace on yourself would be a complete waste at level 5 when you could Horror or Stinking Cloud instead.

     

    At least on paper, those self buffs seem strong enough. Hardened Veil is a pretty decent deflection bonus, and stacking it with other things like the daze from Arcane Assault, Sunless Grasp accuracy penalty, or Spirit Shield/Mirrored Image should allow you to deal with an ambush or stray attacker well enough. Or just Grimoire Slam, run away and let someone else deal with it. I don't think these things are supposed to turn you into a tank, just there to be useful situationally when they are needed.

     

    Eldritch Aim looks to have amazing potential, I wish I had this in the IE games - imagine casting this to add +10 save DC to your Symbol:Stun or Wail of the Banshee. I think I'll be comboing the hell out of this spell. Eldritch Aim, then paralyze everything with Fetid Caress, now your fireball is almost guaranteed to crit and they are sitting ducks for your party's attackers. Using it just boost a few wand attacks seems like a complete waste.

  9. Anyone else notice that the Loading screen pictures are like way worse quality? Like they're using jpegs instead of bitmaps or something. Mine are horribly distorted.

     

    The changelog mentioned they changed some MIP settings, they probably forgot to disable MIP generation (or whatever) for those loading screens.

  10. Adjusting the amount of gold that vendors have available to buy stuff from you is functionally equivalent to simply adjusting the value that your items sell for, except that the latter is less annoying from a gameplay perspective.

    Also functionally equivalent:

    - adjusting the price of things the player pays for

    - adjusting the amount of available loot

    - etc.

     

    There are so many knobs you can tweak to affect player wealth and scarcity that it seems silly to choose the only one that introduces annoying busywork.

     

     

    Just because vendors have infinite money doesn't mean you'll be swimming in gold. It's only one part of the equation. C'mon people I know you're smarter than this.

    • Like 1
  11. Because it's entirely possible (albeit unlikely) that they'll take the criticism to heart and make a proper Solid UI rather than the PS:T/IWD2-style UI (IWD2 being the worst offender by far).

    I thought IWD2 was one of the best, except for being unable to enlarge the log. You could fully customise the hotbar for each character.
    • Like 1
  12. Ok, for a perfect sound sync, there is a possibility to trigger a sound at a certain frame in the animation, but only in Unreal. Not in Unity, so it's simply synced in the code.

    As for triggering a "hurt" animation or applying damage - this has nothing to do with animation in any engine, you just always call these things in the code.

    Yes you can do this in unity. You can call a function to do whatever arbitrary code you want. Many games do this.

    http://docs.unity3d.com/Manual/animeditor-AnimationEvents.html

     

    I don't know whether PoE does this sort of thing or not, but it sounds like you don't know either. I'm just saying that it's possible that changing the animation speed could affect things other than just the visuals.

     

    What most likely happens in the code when the attack is called is something like this:

    attackAnimation.Play();

    Invoke("DisplayRecoveryBar", attacksLengthInseconds);

    Using delayed invokes like that sounds pretty dicey. That would make interrupts pretty annoying to implement. I mean imagine casting a fireball...

     

    castingAnimation.Play();

    Invoke("ThrowFireball", castingLengthInseconds);

     

    ...and then the character gets interrupted and does not complete the casting. You would have to go and cancel the invoke. Which means you would have to keep track of everything you invoke, in order to know what to go and cancel when you get interrupted. Or have paranoid conditionals everywhere checking if you've been interrupted. Which is a lot more work than just switching to the "interrupted" animation.

    • Like 1
  13.  

    It depends if they are using animation keyframes as triggers or if the animation is completely decoupled from the logic.

     

    Most games will do things like apply damage on a certain frame of the animation, so altering the speed of the animation will affect the timing of things. It could potentially mess things up pretty badly, for instance it's possible that increasing the animation speed could increase the amount of attacks you get per second, or do other unpredictable stuff.

    Then again it might not, it depends how they have it coded.

    No, Unity (to my knowledge) doesn't even support capsule colliders for body parts depending on the skeleton out of the box, only Unreal does (physics asset). Anyway, it's not coded the way you think and it wouldn't make any sense to do it that way - it's not Dark Souls.

     

    I'm talking about animation not collision detection. PoE determines hit/miss based on a die roll not physical simulation, so colliders are irrelevant.

     

    Animations typically have trigger points to allow certain things to happen at particular points in the animation, like play a footstep sound at the right time. Or to trigger a "hurt" animation and apply damage on the target when the attack animation reaches its "hit" point. Otherwise you have to try to manually time everything via scripting to sync up with the visuals.

     

    So if for instance the code waits for the completion of the attack animation before beginning the recovery cooldown timer, then speeding up the animation would cause you to get more attacks per time period. And potentially have other unforeseen effects if the devs did not account for that animation speed variable not always being 1.

     

    But like I said it depends how they have coded everything. It might just speed up the visual animation with no side effects. But it might cause any number of glitches and/or affect game balance.

  14. What exactly is wrong with the animations? They look OK to me.

    Are you guys basing your thoughts on looking at the game in slow mode or something?

     

    Honestly I can't really see what you are getting at, can you guys give an example gif or something of what you are talking about?

     

     

    Maybe you're referring to the lack of flourish in the attacks? I mean if a character is going to stab with a dagger, he just gets on with it and does the stab. I like it that way though, as opposed to some other games where he might do a little pirouette first or a ninja roll or something.

    • Like 5
×
×
  • Create New...