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Dynamic Time Of Day On Mwo Maps


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#21 Thunder Lips Express

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Posted 28 July 2014 - 03:55 PM

View PostFierostetz, on 28 July 2014 - 12:22 PM, said:


They're different teams. One doesn't affect the other.

until they want to release a big package like the clans. then everything else stops like the real content this game sorely lacks so they can make money(like a business i know) but it's a drag when content gets pushed back or not released at all so they can push mechs on us

#22 Roland

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Posted 28 July 2014 - 04:09 PM

Redoing the lighting and fog effects for maps really should be a fairly small change that would result in potentially many different, new maps. It would also skip over all of the harder work t work centers on testing the meshes.

There is very little reason for them not to do this, from what i can tell.

#23 Impyrium

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Posted 28 July 2014 - 04:20 PM

Wouldn't this be silly anyway unless they had longer, persistent battlefields? That said, it'd be nice to have random times on maps. Though if they've really baked them... come on PGI, leave the low powered computers behind. You're only hurting yourself.

#24 Green Mamba

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Posted 28 July 2014 - 04:21 PM

Like the Stalker games

#25 kuangmk11

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Posted 28 July 2014 - 04:24 PM

View PostRedDragon, on 28 July 2014 - 03:47 PM, said:

This idea is as old as Closed Beta.

Yeah I know how old it is. Its such an obvious and low investment thing to do it blows my mind that it hasn't come about.

In fact its so easy they should have a catalog of map variants by now and they should switch them up in every patch to keep everybody on their toes.

Edited by kuangmk11, 28 July 2014 - 04:27 PM.


#26 Joseph Mallan

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Posted 28 July 2014 - 04:24 PM

View PostAUSwarrior24, on 28 July 2014 - 04:20 PM, said:

Wouldn't this be silly anyway unless they had longer, persistent battlefields? That said, it'd be nice to have random times on maps. Though if they've really baked them... come on PGI, leave the low powered computers behind. You're only hurting yourself.

Well the match could begin at sunset/Sunrise for different lighting effects.

#27 Bullseye69

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Posted 28 July 2014 - 04:30 PM

I remember the frozen city m ap they were 2 one with weather effects and one without was not a hole lot of difference though. Thye just put the map people back on map necause everyone was shifted to clan mech production now there not. We will be getting the factory map but jungle swamp mapis the second one and would take longer as they creating new assest for it. The mech factory map uses a lot of existing mech assist a lot reise form crimison and river city or so i saw on the video.

The map could have a quick variety just buy giving us a noght and day alpine, crimison, canyon who her would not like to fight on a night version of those maps, how about a more flooded version of canyon, and who here thinks alpine would be better with that tunnel below the mountain big enough for mechs to run thru or at least light mechs.

#28 Mawai

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Posted 28 July 2014 - 05:02 PM

View PostFierostetz, on 28 July 2014 - 12:22 PM, said:


They're different teams. One doesn't affect the other.


Actually, both maps and mechs are art assets so I would expect that there would substantial be overlap among the people assigned these tasks. We know that most of the art resources have been focused on clan mechs for a long time ... which is why there have not been any new maps.

(However, the programmers ... game design ... UI ... system engineering ... ARE separate from artists with completely different skill sets ... so what they work on is not interchangeable with mechs or maps).

#29 Aidan

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Posted 28 July 2014 - 05:02 PM

The CryENGINE day/night 24 hour cycle can be set to happen in real time of about an hour and still appear smooth and realistic. Current MWO game times are based on single spawn matches. If PGI implements a game mode that is re-spawn or at least partly re-spawn as they have mentioned in the past, say 4 mechs per pilot in a drop ship so the pilot could have 4 spawns into a match, the time of a match would increase accordingly and day/night cycles would be relevant. These types of matches in MWLL used to be very fun.

But once again, will IGP let PGI implement this feature? Does it help the ROI?

THAT is the bottom line, fellow pilots!

Edited by Aidan, 28 July 2014 - 05:05 PM.


#30 DuSucre

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Posted 28 July 2014 - 05:20 PM

That would be a nice feature....

But, you all know what happen to nice features in this game....
Remember collision feature ?

Badly done, exploited, and finally removed. Forever.

Stop dreaming people. We will only see that kind of thing if IGP find a way to monetize it...

#31 mike29tw

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Posted 28 July 2014 - 05:27 PM

View PostAidan, on 28 July 2014 - 01:14 PM, said:

I may be wrong in this assumption but because MWO is a Free to Play game, the design approach for PGI is to design the game so computers that are multiple generations behind the tech curve can still play MWO. This means designing the game for Core 2 Duo systems and the associated outdated GPU cards.


Except my FX8320 and 650ti still struggles to run the game on medium quality.

View PostVassago Rain, on 28 July 2014 - 02:53 PM, said:

Cryengine can do this natively.
It's just for whatever reason, PGI's turned it off.


It's funny how they opt for CryEngine and then turn off half the features it's known for.
Where's my environmental destruction and physics?

Edited by mike29tw, 28 July 2014 - 05:32 PM.


#32 kuangmk11

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Posted 28 July 2014 - 05:34 PM

View PostDuSucre, on 28 July 2014 - 05:20 PM, said:

Stop dreaming people. We will only see that kind of thing if IGP find a way to monetize it...

Well, I haven't spent any money since early last year and my spending in the future is entirely dependent on PGI doing something about maps. I expect CW to be a fail so its not on my list, more maps is a realistic request and within PGI's ability.

#33 Impyrium

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Posted 28 July 2014 - 06:09 PM

View Postmike29tw, on 28 July 2014 - 05:27 PM, said:

It's funny how they opt for CryEngine and then turn off half the features it's known for.
Where's my environmental destruction and physics?


Frankly if anything, all I've seen is that running with CryEngine has restricted them.

#34 LordKnightFandragon

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Posted 28 July 2014 - 10:52 PM

They dont have it cuz the games dont last long enough for it to matter....

If this game was Planetside 2 scale, but based on mechs, sure....would be alot cooler to...

#35 Anjian

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Posted 28 July 2014 - 11:40 PM

Variable daylight, weather effects are also implemented in War Thunder both air and ground forces. It should not be hard to do with MWO. This, like rejoin in game in progress, are features in other games that have no technical reason for not being in MWO. It should not be hard to implement in MWO either, since you just place your light source on a different location, and the GPU will raytrace the new highlights and shadows in real time anyway, not like animated textures masquarading as fake shadows. Make the sun rise on the opposite location in River City for example.

I think the ROI is huge because it generates less map fatigue and adds to the visual beauty and intensity of the game. Especially since some of the common complaints on the game is that the maps look muddy.

With variable weather, clouds, rainy, snowy, summer, you can also have variable temperature, from hot to cold. That also gives existing maps new challenges in terms of temperature management. Caustic suddenly on winter? You are recycling old maps and giving them new life for only a small cost.

Edited by Anjian, 28 July 2014 - 11:41 PM.


#36 Budor

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Posted 29 July 2014 - 01:09 AM

Seeing how badly the game runs even on high end hardware and how long it takes them to release a map without any active environmental features...not gonna happen.

Only because other games do it doesn't mean it's doable for every studio.

A fast way to do more maps would be caustic 2,3,4... and alpine 2,3,4 by simply creating a different terrain with the same assets.

Edit: I forgot Mordor, beatiefull asset set and large grid wasted on that volcano in the middle :-X

Edit2: Cloud Imperium has tons of money and outsources lots of the work. They also have people on team that know the cryengine in and out and very good contacts to crytek. You cannot blame PGI for not accomplishing what CIG has, MWO has really great visuals for a f2p niche game.

Edited by Budor, 29 July 2014 - 01:22 AM.


#37 CMDR Sunset Shimmer

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Posted 29 July 2014 - 02:32 AM

what's even more sad... is that Mechwarrior Living Legends did this... hell it had you fighting on a rotating asteroid that dynamically FROZE OVER and then THAWED each time it's side was facing towards, or away from the sun. which also changed the heat index of the map to heat effencent, to MORDOR levels of heat.

#38 Raide Six

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Posted 29 July 2014 - 02:39 AM

View PostcSand, on 28 July 2014 - 12:02 PM, said:

****, I'd be happy if they just slammed out a bunch of the maps we already have but at a different time of day / different weather.

INSTANT VARIETY


Just use server time to determine dawn, day, dusk & night. Throw some random weather effects in & bam. Done.

#39 Appogee

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Posted 29 July 2014 - 02:47 AM

View PostDaZur, on 28 July 2014 - 01:56 PM, said:

If I remember correctly MW:O originally had dynamic shadowing but it apparently had too many draw-calls and taxed the budget too harshly... I believe we run with baked shadows now and as such, Dynamic TOD would not be possible...

MWLL used the previous iteration of CryEngine and featured dynamic environments.

It would be interesting to know why MWO can't. Perhaps MWO aims at a much lower client PC tech spec. Or perhaps features that MWLL didn't have (eg. glowing heat damage) suck up graphic cycles instead.

View PostSeccaBravo9, on 29 July 2014 - 02:39 AM, said:

Just use server time to determine dawn, day, dusk & night. Throw some random weather effects in & bam. Done.

Static shadows are already baked into the map textures. So the light source would need to stay in its present position for those shadows to make any sense. Merely changing the sun to the moon, and using darker colors on the maps, wouldn't achieve anything of use, either.

#40 AlexEss

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Posted 29 July 2014 - 02:48 AM

View PostAidan, on 28 July 2014 - 11:54 AM, said:

Why does MWO not include Dynamic Time of Day on at least some of their maps? Does CIG know something MWO does not?


If i could take a stab... Three reasons

1: Matches are to short for dynamic light to play any part
2: The light of the map is tied in to a specific idea of balance
3: To save time

Those are my three top picks based on how i would reason if i was in a project lead position. As cool as it would be setting a cycle for day and night it would play very little part unless the cycle was very fast... Imagine only playing river city night or frozen city day due to your real world location.





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