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Messages - onlylogic

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The Lounge / Re: Does this not make your balls tingle with excitement?
« on: December 23, 2013, 10:17:30 PM »
Looks cool, but I feel no ball tingling.

Just wait...it'll happen...

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The Lounge / Does this not make your balls tingle with excitement?
« on: December 23, 2013, 07:20:32 PM »
This was the mantle demo from AMD and Oxide games with help from Ironclad Games and Stardock (they provided the art.) If you don't know what batch counts are, they're basically batches of commands that the CPU sends to the GPU. Right now, games...particularly strategy games are heavily limited by the bottle-necking overheads created by microsoft's direct x api which is what is used for games on windows today. AMD's Mantle seeks to fix that. This demo, and it is just a demo showed what was possible with todays hardware when you remove this bottleneck. An amazing presentation, I recommend you check out the entire thing but I decided to put it at the spot where they show the actual technology in action. It looks AMAZING. Imagine Sins looking like this? With hundreds of fighters like that? And a bunch of carriers? All tracking and firing 2 to 100+ turrets? Incredible...


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Ascendancy Discussion / Re: Starting Scenarios
« on: December 15, 2013, 05:36:32 PM »
Thanks Corey. I figured since you were the expert you'd know of the best one.

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Ascendancy Discussion / Re: Starting Scenarios
« on: December 12, 2013, 09:59:28 PM »
I've just started changing values and starting units/planets in the galaxy editor for SoGE. Surprisingly easy compared to how I thought it was gonna be. I wouldn't mind doing those kinds of saves as well as doing maps, and even updating them whenever they update the game. I just need to know if there's a good tutorial for using the dev kit that gives a good comprehensive look at all the functions. Like can I switch between control of factions while in game, can I turn the AI off. Stuff like that, I'm assuming those functions are present but I'd still like it if you could help me or direct me to a good source.

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Ascendancy Discussion / Starting Scenarios
« on: December 10, 2013, 03:50:41 PM »
I've been away for a while since the mod was still in early development and last time I commented I think the mod authors didn't like my argumentativeness about Star Citizen lol :) I'd like to discuss what they think of SC now that it's matured and more information has been released including the hangar and the upcoming Dog Fighting module, but before that I have a question about starting scenarios for this mod. I remember hearing something about how you can only start with one to three planets and with limited supply and a few ships at most. There's no real way to start with a faction that already has that faction's planets during that era and play from there. I was thinking of ways to get around this and thought of one I think might work. I don't think I've heard it before but I could be wrong. If this is even possible please let me know. Anyone with a mod tool kit (or whatever you guys use) could take an era, start a game, place all factions where they want in the lore friendly places and with the lore friendly units, give them whatever tech level they want, save, exit, and then post the save online after they've turned the AI back on or whatever and chosen a faction to be in current control of. When anyone loads up the save they would be in lore heaven. Obviously if Dev saves are different in any fundamental way from regular saves then this wouldn't work and would break the save. But if there is any way this could work or if there is something else that you have figured out I'd be interested and would be happy to test it out if someone could point me in a good direction. I really want to be able to start in a lore friendly way with all the planets, units, and tech that would have been present during that era. :) I understand, "balance" and all that...but I really like to be able to have it lore accurate and STILL kick some rebel ass or vice versa.

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The Lounge / Re: Star Citizen
« on: June 20, 2013, 09:28:14 PM »
Breathing New Life Into PC Games & Space Sims podcast



This one is pretty informative.

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The Lounge / Re: Star Citizen
« on: June 20, 2013, 07:36:28 PM »
GDC Panel



MMORPG.com interview last year

1.

PAX East 2013



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The Lounge / Re: Star Citizen
« on: June 20, 2013, 07:25:16 PM »

Keep in mind that every developer usually does care about their product/mod, they really do. But that does not mean it's going to be average or even above average in game quality or its gameplay loop.

I'm not sure what's wrong with Battlefield 2s flight/targeting system. You basically just said that and didn't really elaborate. And oh boy! Graphics! That video really doesn't mean much tbh :/.

You are honestly setting yourself up to be disappointed. Like, you've practically placed this game on an impenetrable pedestal with how highly you talk of a game that talks about base features, bad optimization, and "passion.". And obviously the guys into the game, he's either very excited about it even if it isn't special, or he's doing it for appearances.


Keep in mind that every developer usually does care about their product/mod, they really do. But that does not mean it's going to be average or even above average in game quality or its gameplay loop.

I'm not sure what's wrong with Battlefield 2s flight/targeting system. You basically just said that and didn't really elaborate. And oh boy! Graphics! That video really doesn't mean much tbh :/.

You are honestly setting yourself up to be disappointed. Like, you've practically placed this game on an impenetrable pedestal with how highly you talk of a game that talks about base features, bad optimization, and "passion.". And obviously the guys into the game, he's either very excited about it even if it isn't special, or he's doing it for appearances.

Kalo, you are acting like I'm basing my optimism for this upcoming game on one video and one opinion on it. The only reason I put that video up was because it was a simple, quick-ish, summation of the features of this game, and it was at the top of the video results, I highly recommend you consume the plethora of videos that are out there about this game. I'm trying to get you to understand that I'm not just excited about the game itself as much as I'm excited about the potential for a future Star Wars/Stargate mod...you name it. I didn't once tell you guys to go donate or anything. Or to buy it before you know it's going to be good. I was just trying to put it on your radar if it wasn't already and get a discussion going. And oh my christ I am not putting it up on an impenetrable pedestal whatsoever. If one of you could find something that would totally crush my optimism about this game, not just speculation and hesitation based on past negative experiences getting hyped about a game but it inevitably not meeting your expectations...be my guest.

And bad optimization? If you're referring to Cryengine 3 and it's difficulty running on lower end PC's (I'm just guessing because you didn't specify at all) Cryengine 3 was DESIGNED to say "Oh you have a 7970 GHz edition and you want a constant 60fps on very high with 16X AA and AF? Cool story bro..." It was designed to push even the top of the line gpus and cpus to their limits for years after it was developed.

And Battle"FRONT" 2 (my bad on that lol, ever since Dice took over I've been messing those up)

Well, obviously, for the time it was alright and the dogfights were fun enough. But you could only get so creative with it because of the limited hardware and physics that were possible with that engine (or at least that were implemented.) And just *sigh*...simply compared to what's possible today...it's not even in the same universe, quite literally. It's an 8-9 year old game that was released on 13 year old hardware. I understand that there are tons of great, playable to this day games, that could run on hardware even older than that but what we're talking about (hopefully) is a star sim that surpasses all other star sims in it's scope and breadth. And has a huge community driving it's production.

Links to vids coming...

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The Lounge / Re: Star Citizen
« on: June 20, 2013, 07:07:25 PM »
My point is this is the natural hype that comes out around any game by a big name, like Spore was with Will Wright, and because expectations are so high even a good game will be a let down. The comparison to Freelancer was made because it's made by the same guy as Star Citizen, and there's nothing in that video that doesn't just sound like an updated version of Freelancer.

I hadn't actually seen freelancer till you mentioned it. Only wing commander. And, ok, you know more about freelancer than I do but if it is just an update, then it's a HUGE update (and tbh I doubt it really is just an update.) From what Roberts has said, not working with a big studio like Microsoft has been a godsend because he can focus on gameplay and immersion and not all the corporate bullshit that goes on. Anyway, I know you guys are hyper aware of what goes into making a good game and all and you know that it's extremely difficult to get it right. I trust your hesitation and I have much of my own. I'm not saying buy in now, I'm just trying to raise awareness because what he at least says is going to be in the game is pretty remarkable to me and to the huge swaths of folks who backed the project. I'll just post some more links to videos that have caught my interest. And respond to Kalo *narrows eyes*  :P

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The Lounge / Re: Star Citizen
« on: June 20, 2013, 06:44:16 AM »
You can't take everything being said in this kind of video at face value though. I've compared this stuff to what's being shown in the gameplay videos and whatnot, and the stuff shown in those are much more in line with what you can already see in Freelancer. Just remember what happened with Spore, and the kind of hype surrounding TFU's physics after the tech demo that year.

Yeah, but Roberts himself appears to actually care about putting out an amazing game. I know that it's possible this could totally flop, I'm not familiar with Spore but I'll check out what happened with it. For instance, I saw an interview of his in which he said they were building a mo-cap studio of their own with industry grade equipment, just to produce weekly content for the game without having to spend ridiculous amounts of dough on contracting another mo-cap studio to do it for them. That means he's really investing in the game with the money he's received from the Kickstarter.

And to be honest, I saw some of the gameplay of Freelancer and my first impressions are that it looks a lot like Battlefield II's flight and targeting system. Please enlighten me if I'm wrong about the similarities. I mean...can Freelancer do this?

With the Cryengine 3 SDK there is just so much that can be done and modded into this game which appears to be very encouraged by Roberts. Of course it's possible we've all been duped and it will suck. I'm just looking at the evidence of wing commander and what I've seen from his actions so far.

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The Lounge / Re: Star Citizen
« on: June 19, 2013, 07:25:43 AM »
And to be honest, guns of icarus looks like dogs*** compared to this game and what it will offer.

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The Lounge / Re: Star Citizen
« on: June 19, 2013, 07:08:24 AM »
My understanding is that that kind of functionality will be present. Especially if modded to do so. You could even have turbolifts to get around. The sky is really the limit with an engine like cry engine 3. I mean, Im no modder/game dev but what I've seen happen with that engine has been most impressive. Far Cry 3, Crysis 3, etc. It would basically be just be a matter of getting creative with communication between players and like you said having effective sensors in place for your friends to operate. Also, you don't have to play online if you don't want, as AI will be able to be pretty robust. You also don't have to pay to win like a lot of online games (cough cough old republic.) EVERYTHING can be earned through the game in a reasonable amount of tine and energy.

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The Lounge / Re: Star Citizen
« on: June 19, 2013, 04:21:18 AM »
I think a game like that would be worth the investment in a high end pc. Im saving up for one anyway.

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The Lounge / Re: Star Citizen
« on: June 19, 2013, 04:19:18 AM »
Oh...okay... ???

Well, when I first saw sins I didn't think of it as all that interesting of a standalone game. It was the mods I was excited about. I mean, I can just imagine what could be done here. You could have a bunch of your friends as dog fighters, a bunch as crew of the larger ship, a captain that gives orders on tactics. There could be a battle map you could access from the bridge that would give you detailed reports of the progress of the battle and allow you to command your forces from there. i dont know but seeing an incredibly detailed Mon Cal Cruieser, or Star Destroyer would be magnificent. At least check out the guy, roberts, himself demo the tech. There are several vids of him showcasing the game,

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The Lounge / Star Citizen
« on: June 18, 2013, 04:07:58 PM »


Maybe the next Star Wars mod for you guys?

Maybe, maybe not. But I'm really just interested in what you guys think about this, especially Corey and the team. Am I late to the party on this or have you guys heard about this? aaaaaaannddd.... (hm) go :HA:

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The page file is probably activated on his system, windows takes care of it pretty well. Most likely at least. The problem for me was hard drive space. I was in the red and that is VERY bad for the page file. So it might just be you don't have enough space on your hard drive at all, in which case easy fix, delete crap you don't need till you're in the blue. Otherwise, there are plenty of youtube vids explaining what the page file is and how to modify it safely. And if you have an ssd it may be unwise to even have a paging file at all on that drive because it can arguably reduce the life of the drive. So I recommend using your HDD exclusively for this.

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Ascendancy Discussion / Re: Hyperspace travel
« on: March 10, 2013, 12:48:27 AM »
Wow, I feel dumb for not having noticed that icon... :P

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Ascendancy Discussion / Re: Hyperspace travel
« on: March 10, 2013, 12:36:38 AM »
I don't think there is a way for them to stay together during hyperspace but in the command bar there is a big green arrow button in it. If you have a group and you click it you will get three green arrows the ships will then wait for all the other ships to be ready and hyperspace together.

It is advised that you don't have this activated when retreating.

Gotcha. I'll try that and see if it's what I'm looking for. Thanks!

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Sorry about starting a new topic on this. I should've placed my query here.

"You guys are awesome. Very well done and visually appealing mods so far.

My question pertains to hyperspace travel. Is there any way to get the ships to all enter hyperspace at the same time without having to carefully position them first? In other words will the ships wait for the group you've selected to be ready jump to light speed? And will they all travel at the same rate as the ship with the slowest hyper-drive? I've only played the mods so far so I'm unsure whether the vanilla supports this already. I have so many more questions but I'll refrain from spamming you guys with my giddy excitement. THANKS!"

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Ascendancy Discussion / Hyperspace travel
« on: March 07, 2013, 03:55:17 AM »
You guys are awesome. Very well done and visually appealing mods so far.

My question pertains to hyperspace travel. Is there any way to get the ships to all enter hyperspace at the same time without having to carefully position them first? In other words will the ships wait for the group you've selected to be ready jump to light speed? And will they all travel at the same rate as the ship with the slowest hyper-drive? I've only played the mods so far so I'm unsure whether the vanilla supports this already. I have so many more questions but I'll refrain from spamming you guys with my giddy excitement. THANKS!  (hm)

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