New Vision Modes Not Final - Feedback
#41
Posted 22 March 2013 - 02:05 PM
#42
Posted 22 March 2013 - 02:24 PM
GranoblasticMan, on 22 March 2013 - 02:05 PM, said:
Considering that's exactly what he admitted to in the OP... yes?
#43
Posted 22 March 2013 - 02:49 PM
#44
Posted 22 March 2013 - 03:01 PM
#45
Posted 22 March 2013 - 03:24 PM
Roland, on 22 March 2013 - 03:01 PM, said:
http://mwomercs.com/...56#entry2109856
#46
Posted 22 March 2013 - 03:35 PM
Matt Newman, on 22 March 2013 - 10:17 AM, said:
It's a shame that your budget doesn't extend to licensing Elvis to play over those loudspeakers visible on that Hero Highlander at the 21 second mark. (I recall that the budget for adding Viva Las Vegas into Fallout:Las Vegas was going to be more then the entire music budget for the game)
#47
Posted 22 March 2013 - 03:49 PM
#48
Posted 22 March 2013 - 03:56 PM
Stainless Steel, on 22 March 2013 - 03:35 PM, said:
Wonder if they can afford some Queen?
Edited by Vapor Trail, 22 March 2013 - 03:56 PM.
#49
Posted 22 March 2013 - 06:04 PM
Matthew Craig, on 22 March 2013 - 12:52 PM, said:
Ever tried to get an artist to use git
One, successfully actually - but not a scientific sample. Some git GUI's are quite good now. If set up correctly they just have to do is push and pull, with someone upstream handling merges.
I admit I am failing with office workers though, but that has more to do with there being no diff for excel files worth a damn.
#50
Posted 22 March 2013 - 09:41 PM
I figure artists would be easier.
#51
Posted 22 March 2013 - 11:30 PM
#52
Posted 22 March 2013 - 11:31 PM
#53
Posted 23 March 2013 - 02:59 AM
I do like the range restriction on it:
#54
Posted 23 March 2013 - 09:41 AM
I'm kidding, by the way.
In seriousness though, just take the thermal as it was (the newer, unfinished one), increase the range, and slap a green tint on it and that's nightvision. All thermal needed was to show enemy mechs more brightly.
#55
Posted 23 March 2013 - 04:04 PM
GranoblasticMan, on 22 March 2013 - 02:05 PM, said:
That's what happens when you do a 'hotfix'. Hotfixes almost always happen outside the revision/source control loop, because there's so much pressure to get them out the door.
#56
Posted 24 March 2013 - 12:13 AM
#57
Posted 24 March 2013 - 07:45 AM
When I was on the XM-1 project in 1980-1981, we could spot jackrabbits at 2,000m. See people's teeth at the same distance.
1980's technology.
#58
Posted 25 March 2013 - 05:57 AM
#59
Posted 27 March 2013 - 04:14 AM
Matt Newman, on 22 March 2013 - 10:17 AM, said:
So as some of you have noticed the new vision modes are half implemented.What do I mean by half?
The Shader that the modes use got compiled for the patch on April 2nd and slipped into the hotfix yesterday. The other half of the Vision modes is in the rendering code that control that shader. so the vision modes you are seeing are not the final product.
Matt N
I actually liked the concept of having a black & white thermal; much more "Apache Gunship" thermal view. There are some things seriously that need to be done. The same with "Night Vision Green" ... Do you know why NVGs for INFANTRY are green?
Because they need to run on battery power. Green phosphors can put out more visible differences for less juice.
You're sitting on top of a 20 ton reactor, it's not going to grunt at 100watts for a decent thermal / nvg display.
I can drive across the river and talk to some old friends at FLIR Systems and say "Hey, this is what thermal should look like, right?"
This is how NVG should look...
http://www.flir.com/.../view/?id=59323
And this is how thermal -does- look.
http://www.flir.com/...d=639&col=55835
#60
Posted 27 March 2013 - 05:47 AM
GranoblasticMan, on 22 March 2013 - 02:05 PM, said:
Having worked in a "professional development" environment where we had weekly releases and the potential for hotfixes its very understandable to happen. Thing is that generally it only happens once and then the team implements something so it won't happen again (hopefully). If you've never experienced this then of course you wouldn't understand.
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