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Thread Statistics | Show CCP posts - 44 post(s) |
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CCP Saberwing
C C P C C P Alliance
4435
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Posted - 2014.05.10 17:41:00 -
[31] - Quote
Captain Crutches wrote:CCP MC Peanut is so new he's still in an NPC corp - and a primarily Eve-side one at that!
Get this man in corp, CCP, you need more posters like him! I'm on it! Must assimilate him in to the CCP Alliance...
CCP Saberwing // DUST 514 Community Manager // @kanafchian
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Arkena Wyrnspire
Fatal Absolution
13129
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Posted - 2014.05.10 17:47:00 -
[32] - Quote
CCP Saberwing wrote:Captain Crutches wrote:CCP MC Peanut is so new he's still in an NPC corp - and a primarily Eve-side one at that!
Get this man in corp, CCP, you need more posters like him! I'm on it! Must assimilate him in to the CCP Alliance... \o/
MC Peanut is a pretty cool name, as well.
I know the key to Logibro's heart
Devposting in legion discussion is 10/10
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DUST Fiend
The Wings of Legion
14293
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Posted - 2014.05.10 17:49:00 -
[33] - Quote
CCP MC Peanut wrote:- snip -! <3
Keep up the awesome posts
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ANON Cerberus
Tiny Toons
614
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Posted - 2014.05.10 20:46:00 -
[34] - Quote
IgniteableAura wrote:Please please please add N,S,E,W onto the minimap as well as the "compass" you have on the top of the screen. PLEASE!
I assume that compass on the top will eventually rotate, but wanted to ensure you are actually placing the nautical directions onto it.
Also putting the grid coordinates somewhere on the HUD would be nice (EX: B5). So its not only easy to reference for technical problems, but also to give those supplying OBs a more definitive target. Match the grid coordinates with the ones already published in the "map feedback" section of the forums. Place these grid coordinates on the full screen map as well.
This so much. Really would be very helpful to call directions!
Would it be possible to get a spotting feature in Legion or is that a game design issues that you would need to talk about / do not want? |
J-Lewis
Edimmu Warfighters Gallente Federation
349
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Posted - 2014.05.10 20:59:00 -
[35] - Quote
ANON Cerberus wrote: Would it be possible to get a spotting feature in Legion or is that a game design issues that you would need to talk about / do not want?
That's what the combat scanner is for. |
Hecarim Van Hohen
1439
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Posted - 2014.05.10 21:06:00 -
[36] - Quote
CCP Saberwing wrote:Captain Crutches wrote:CCP MC Peanut is so new he's still in an NPC corp - and a primarily Eve-side one at that!
Get this man in corp, CCP, you need more posters like him! I'm on it! Must assimilate him in to the CCP Alliance...
By assimilate you mean something like this?
Also would the community like that people who fire their (non-silenced) weapons to cause a red "blip" on the radar? Depending on the range and weapon used the "blip" would stay longer, for example shotgun at 2m would cause a blip lasting 1sec and a pistol at 50m for 0.1sec, and as always times are just examples.
(confession: I didn't read the thread)
(GÿPn+ƒpâ«n+ƒ)GÿP Set a course for intercourse Gÿ£(n+ƒpâ«n+ƒGÿ£)
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medomai grey
WarRavens Final Resolution.
729
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Posted - 2014.05.10 21:49:00 -
[37] - Quote
Hecarim Van Hohen wrote:CCP Saberwing wrote:Captain Crutches wrote:CCP MC Peanut is so new he's still in an NPC corp - and a primarily Eve-side one at that!
Get this man in corp, CCP, you need more posters like him! I'm on it! Must assimilate him in to the CCP Alliance... By assimilate you mean something like this? Also would the community like that people who fire their (non-silenced) weapons to cause a red "blip" on the radar? Depending on the range and weapon used the "blip" would stay longer, for example shotgun at 2m would cause a blip lasting 1sec and a pistol at 50m for 0.1sec, and as always times are just examples. (confession: I didn't read the thread) This is a good idea. But it belongs in a EWAR Ideas thread. By the way, did anyone make an EWAR thread yet? EWAR needs an overhaul too.
Medium frame EHP is not medium
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Hecarim Van Hohen
1441
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Posted - 2014.05.10 21:55:00 -
[38] - Quote
medomai grey wrote:Hecarim Van Hohen wrote:CCP Saberwing wrote:Captain Crutches wrote:CCP MC Peanut is so new he's still in an NPC corp - and a primarily Eve-side one at that!
Get this man in corp, CCP, you need more posters like him! I'm on it! Must assimilate him in to the CCP Alliance... By assimilate you mean something like this? Also would the community like that people who fire their (non-silenced) weapons to cause a red "blip" on the radar? Depending on the range and weapon used the "blip" would stay longer, for example shotgun at 2m would cause a blip lasting 1sec and a pistol at 50m for 0.1sec, and as always times are just examples. (confession: I didn't read the thread) This is a good idea. But it belongs in a EWAR Ideas thread. By the way, did anyone make an EWAR thread yet? EWAR needs an overhaul too. Thanks for the compliment as for a EWAR thread, I haven't seen one so I'm going to say no and I agree that EWAR needs an overhaul and added depth
(GÿPn+ƒpâ«n+ƒ)GÿP Set a course for intercourse Gÿ£(n+ƒpâ«n+ƒGÿ£)
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Robert JD Niewiadomski
NULLIMPEX INC
748
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Posted - 2014.05.10 22:16:00 -
[39] - Quote
This is US Military, unclasified report (PDF), called Future Soldier 2030 Initiative, dated 2009RDECOM wrote:(...)Core capabilities: GÇó Monitor network data feeds to alert Soldier to mission-critical information (semantic data bot) GÇó Monitor ammunition and other stores and automatically call for resupply GÇó Provide reminders (memory joggers) GÇó Anticipate information needs and facilitate data access and retrieval GÇó Handle routine communications based on minimal input from Soldier GÇó Monitor the SoldierGÇÖs mental and physical state, shaping information flow, suggesting mitigations, alerting leadership GÇó Communicate with other PIAs to optimize data integration and sharing across unit members GÇó Adapt to an individual SoldierGÇÖs personality, strengths, and weaknesses GÇó Communicate with Soldier via a natural language interface and heads-up display(...)
And here is another short report on various approaches of addressing information overload in present days cockpits/HUDs Pentagon Preps Mind Fields for Smarter War Stations (some methods require fMRI or EEG in real time )
WiReD wrote:(...)The idea -- to grossly over-simplify -- is that people have more than one kind of working memory, and more than one kind of attention; there are separate slots in the mind for things written, things heard and things seen. By monitoring how taxed those areas of the brain are, it should be possible to change a computer's display, to compensate. If a person's getting too much visual information, send him a text alert. If that person is reading too much at once, present some of the data visually -- in a chart or map.(...) I am not sure if you find this wholly applicable to DUST/Legion buit i felt it sorta is ...partially It might be of some help when deciding on HUD design and avoid information overload or enhance players performance. Maybe some HUD features would need an upgrade requiring some skills training? Just kidding Or not?!
F.E.A.R. stands for False Expectations Assumed Real
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Gaelon Thrace
Villore Sec Ops Gallente Federation
447
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Posted - 2014.05.10 22:32:00 -
[40] - Quote
I've decided I like the health bar better at the top center. Better just make it customizable. Tomorrow I might decide I want the health and ammo meters in the top corners and the radar centered at the bottom.
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5631
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Posted - 2014.05.10 22:45:00 -
[41] - Quote
CCP MC Peanut wrote:Hey Everybody, CCP MC Peanut here--new to the forums (and this is my first post). I'm a Technical Artist here in Shanghai and was mostly involved in the HUD upgrade for the Project Legion Prototype you saw at Fanfest. I'm excited you guys noticed the work and are discussing it. The feedback is super awesome too (so awesome I forwarded the post to a lot of other devs). I thought I would jump in and give a little further explanation about what we did and potentially where we can go from here.
The HUD that you see in the Project Legion Prototype showed at Fanfest is now being rendered inside the 3D Scene. This is a significant change. While what you saw in the demo isn't incredibly different to what was there before, I want to emphasize that we have completely changed the underlying system for creating HUDs and have built a pipeline that puts the artist and designers much closer to the implementation. What you saw was the first implementation with the new system. And while the demo doesn't demonstrate it all--everything is working. In a very short time (a few weeks maybe), a few of us rebuilt the HUD, recreated all the logic, and tuned it to a slightly new visual design.
I'd love to go a little more in depth and explain some of the cooler benefits we are finding with this change:
Artist and Designers can iterate like crazy: Unreal already has a lot of robust tools available to it, so why not take advantage of them. One of the things the artist love the most is being able to play the game with the editor open and update their material parameters in real-time. The 3D HUD is heavily utilizing the Unreal Material system. For example, all the 'bars' stem from the same base material, which has parameters to control the scale of the ticks, space between, color (including switching the color over position), flashing (speed and color). Tuning these parameters in-game is pretty awesome and very easy. Another example, the most obvious one probably, is that since it is 3D, we can change the position and layout very easily--it is as simple as moving it in the 3D package (Maya) and re-importing the geometry.
Logic outside of code This was an interesting choice, but I believe it was the right one. We are exposing game data to the artist/designer through events in the visual scripting system, called Kismet (if you aren't familiar with Kismet, it is a node based scripting tool provided within Unreal that allows artists and designers to do more 'programmatic' things). With this change, much of the logic is in the hands of the content creators--the programmers are only responsible for providing the information when applicable. This sounds like it could become overwhelming, and we have been careful about not suddenly dumping everything in their laps. I can give one example. When your shield value changes, an event will be fired (a kismet event inside the HUD map file). This event will expose the current and max shield value. Luckily, our bar material has a max and current parameter input, so we just update the values (using a Kismet action) and all is good. While this is something that sounds like it could be completely programmatic, it is so much nicer to give the content creators the flexibility. If we wanted to, we could trigger a distortion animation every time the armor value changed, and as the armor got lower, the distortion could be more significant. This would require zero programmer support.
Lots of technology to utilize Because we are in 3D we have access to all the rendering technology as other 3D stuff (suits, weapons, environments). We can also utilize the same tools (materials, modeling, an animation) that our 3D artists are familiar with, so the transition for workflow, was not so bad.
Capacity to be Dynamic I can't make any promises about racial HUDs, but we are definitely in a much better position to be able to do them. It is very easy to create new 'visual' components without needing to rework the data hookup--and they would be lightweight and low cost.
There is more, and I could go on, but perhaps that is better for follow up posts. Our hope is that we have built a system the is flexible enough to give us more options to do the kinds of things you guys are asking for. Regarding these requests, I can definitely weigh in on their possibility within the system, but I am unable to comment on the likelihood (that is someone else's call). Please keep the feedback coming, and feel free to post follow up questions.
thanks!
Yanno what would be really cool outside of Racial HUDs is customization. Ways for us to modify the way the HUD is presented if we don't like the circular read-out and would prefer a typical bar or column style display for our Armor/Shield HP and Ammo readout. These sort of modular changes would make you a great favorite of the community if only because the HUD is personalized to the player, much like their dropsuit(s).
Useful Links
//forums.dust514.com/default.aspx?g=posts&t=133588
//forums.dust514.com/default.aspx?g=posts&t=134182
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Happy Violentime
OMFGZOMBIESRUN
599
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Posted - 2014.05.10 23:08:00 -
[42] - Quote
CCP MC Peanut wrote:Hey Everybody, CCP MC Peanut here--new to the forums (and this is my first post). I'm a Technical Artist here in Shanghai and was mostly involved in the HUD upgrade for the Project Legion Prototype you saw at Fanfest. I'm excited you guys noticed the work and are discussing it. The feedback is super awesome too (so awesome I forwarded the post to a lot of other devs). I thought I would jump in and give a little further explanation about what we did and potentially where we can go from here.
The HUD that you see in the Project Legion Prototype showed at Fanfest is now being rendered inside the 3D Scene. This is a significant change. While what you saw in the demo isn't incredibly different to what was there before, I want to emphasize that we have completely changed the underlying system for creating HUDs and have built a pipeline that puts the artist and designers much closer to the implementation. What you saw was the first implementation with the new system. And while the demo doesn't demonstrate it all--everything is working. In a very short time (a few weeks maybe), a few of us rebuilt the HUD, recreated all the logic, and tuned it to a slightly new visual design.
I'd love to go a little more in depth and explain some of the cooler benefits we are finding with this change:
Artist and Designers can iterate like crazy: Unreal already has a lot of robust tools available to it, so why not take advantage of them. One of the things the artist love the most is being able to play the game with the editor open and update their material parameters in real-time. The 3D HUD is heavily utilizing the Unreal Material system. For example, all the 'bars' stem from the same base material, which has parameters to control the scale of the ticks, space between, color (including switching the color over position), flashing (speed and color). Tuning these parameters in-game is pretty awesome and very easy. Another example, the most obvious one probably, is that since it is 3D, we can change the position and layout very easily--it is as simple as moving it in the 3D package (Maya) and re-importing the geometry.
Logic outside of code This was an interesting choice, but I believe it was the right one. We are exposing game data to the artist/designer through events in the visual scripting system, called Kismet (if you aren't familiar with Kismet, it is a node based scripting tool provided within Unreal that allows artists and designers to do more 'programmatic' things). With this change, much of the logic is in the hands of the content creators--the programmers are only responsible for providing the information when applicable. This sounds like it could become overwhelming, and we have been careful about not suddenly dumping everything in their laps. I can give one example. When your shield value changes, an event will be fired (a kismet event inside the HUD map file). This event will expose the current and max shield value. Luckily, our bar material has a max and current parameter input, so we just update the values (using a Kismet action) and all is good. While this is something that sounds like it could be completely programmatic, it is so much nicer to give the content creators the flexibility. If we wanted to, we could trigger a distortion animation every time the armor value changed, and as the armor got lower, the distortion could be more significant. This would require zero programmer support.
Lots of technology to utilize Because we are in 3D we have access to all the rendering technology as other 3D stuff (suits, weapons, environments). We can also utilize the same tools (materials, modeling, an animation) that our 3D artists are familiar with, so the transition for workflow, was not so bad.
Capacity to be Dynamic I can't make any promises about racial HUDs, but we are definitely in a much better position to be able to do them. It is very easy to create new 'visual' components without needing to rework the data hookup--and they would be lightweight and low cost.
There is more, and I could go on, but perhaps that is better for follow up posts. Our hope is that we have built a system the is flexible enough to give us more options to do the kinds of things you guys are asking for. Regarding these requests, I can definitely weigh in on their possibility within the system, but I am unable to comment on the likelihood (that is someone else's call). Please keep the feedback coming, and feel free to post follow up questions.
thanks!
Thank you for finally putting the compass at the top of the screen - shame that you couldn't do this for Dust 514 as it has been in the ideas and feedback for over 2 years. |
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CCP MC Peanut
Science and Trade Institute Caldari State
44
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Posted - 2014.05.11 09:45:00 -
[43] - Quote
Ryder Azorria wrote: First things first, great dev name.
Second, thanks for basically writing out a dev blogs worth of cool info.
Thanks, and thank you for the great welcome (to everyone)
Vaux Karn wrote:Customizable opacity for individual HUD objects. I say individual HUD objects because I want to be able to tune certain things to make them less obstructive without making thins like the radar harder to see.
This is a cool idea and is likely possible. One way we could set this up is have root materials for each component and make sure that every element on said component inherits from this root. Then we set the opacity value on the root material and all the children update. The only issue is that some materials already have parents. Armor and Ammo share the same parent material that deals with 'all things bars'. We could work around this by creating an intermediate root (hierarchy depth isn't expensive) of like "WeaponBars" and "SuitBars". That could be managable--it isn't what we have setup currently, but it also wouldn't be a big deal to make that change. There may be another way to do this by using the mesh information (since components would be on a related mesh): we may be able to pack some information (opacity scale) into the mesh actor that can be exposed to the shader (and be used as a scaler on opacity). To me, that would be a bit cleaner, but I'd have to check on with an engineer on packing that data.
Vrain Matari wrote:In terms of system resources, how does your implementation compare with what we currently have in DUST?
We haven't done thorough testing on cpu performance, but rendering performance is pretty good because we are using the same rendering technology as the game; also our shader use is really efficiently (3 base shaders so far). In terms of texture memory, we achieved a great reduction. The previous HUD used a massive texture atlas. Each HUD element requires unique pixel information. The new 3D HUD, since it uses polygons and shaders, doesn't. For example, in the bars, the curvature is done on the polygons and the texture is tiled across them, so we ended up needing about 64 x 64 total pixels of texture memory to display all variety of bars. The previous HUD wasn't able to do this and required a LOT more texture memory. Also the previous HUD couldn't benefit from shaders, so some elements had color variations duplicated in the textures.
Robert JD Niewiadomski wrote:
This is cool and seems very relevent--I can pass it on to the designers. We like to look at how other people do things.
A fair amount of responses related to Racial Huds, Customization, and the Minimap, so I'll try to address those here:
Minimap Improvement I may have been a little unclear in my first post when I proudly said we moved everything to 3D. Definitely everything in the hud is rendered on a polygon, but some of the textures are still going through the old system, output to a renderTarget texture and mapped to a material on said polygon. The minimap is one of these elements that is coming form the renderTarget (also the text). This is actually very common practice for 3D Huds/UIs, but it is not as scalable or dynamic as going full 3D. We can still utilize Unreal Materials, but it isn't as robust. For example, I can adjust the color of the minimap, but I can't easily adjust the color of only the enemy icons (without changing the renderTarget or touching source textures). The minimap looks visually different because a UI Designer updated the source textures, but the behavior is still technically the same. We actually knew ahead that the Minimap was going to be complicated so, given the time constraint, we made the decision to use it as a renderTarget with the hopes of coming up with a robust system later. Likely what we are looking at is some way of representing 3D Icon/Marker positons, with the position proided by the game (converted into a local space coordinate).
The things we will need to watch out for are: * positional updates happen frequently and may be costly to performance * many elements (markers) to position may be costly if they are all unique actors
The benefits we will get: * easy to tune visual look of individual elements (markers) * easy to adjust the position or orientation, or coordinate space the icons fall in * can attach events or states to markers and do things (like flash, glow, scale)
Racial Huds Super cool how much you guys have thought about this and the designs are absolutely amazing. Technically speaking, the workflow for doing racial HUDs is no different than the workflow for creating the Fanfest HUD, but repeat for each race. The old HUD system was less scalable and not incredibly dynamic, so doing this would have been a fair undertaking. The new HUD system is much more scalable, efficient, and implements easier, so we probably aren't looking at nearly the same cost.
There are still some elements (Minimap for example) in the new HUD that are just 'old hud system mapped as a texture'--these would either need to be fully recreated in 3D, or we would be forced to create their racial variants in the old system and map them to a texture. Since there are only a limited number of races, having to do some of the racial variants in the hybrid way doesn't immediately rule it out, but it would require us to carefully look at the costs and make sure we don't exceed limitations. That being said, we don't want to have to compromise and be held back by un-scalable things, and are currently having truckloads of coffee and other brainstorming-favorable snacks imported into the country.
Customization Customization is definitely easier with a 3D dynamic system. The HUD polygons meshes are already broken into groups and can be moved independently. So technically, yes this is very possible, but there are some considerations to be aware of:
* Each group has it's own pivot point for movement (and not all are the same), if we move these around, we would need to make sure the pivot point is adjust correctly too * If we add 3d Animations (not the movement stuff) for the HUD (we haven't yet and it is undecided yet if we will) t... |
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Monkey MAC
Rough Riders..
2818
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Posted - 2014.05.11 10:24:00 -
[44] - Quote
MC Peanut wrote: More cool stuff
Im not sure how proficient you are with programming or what kismet allows you to do but, with HUD Bars etc. You should be able to have to an individual abstract class (Weapon Bars or Health Bars like you said) where you can implement certain functions to be inherited by each bar, alternatively.
You could use an abstract method to set up all bars the same, then wrap dynamically created classes. I.e Class name: Armour Bar (contains instances of Armour Bar Segement) This way with a little clever logic you can
1) Standardise a behaviour method for all bars, so they all react in the same way 2) Overload the behaviour method, so there is only 1 method call with multiple effects 3) Inherit these methods for over writing.
Once again, I'm not familar with the limitations of Kismet, but you may find the abstract approach more useful in the future.
As for HUD improvements I would like to see bar style implementations for grenades and explosives, also once again not sure how possible, but looking at a nanohive should allow me to see it's effects and nanites remaing while, drop uplinks should allow me to see its spawn timer, number of spawns left and the number of people queing.
Looks like its back to FPS Military Shooter 56
Monkey Mac - Just another pile of discarded ashes on the battlefield!
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CCP MC Peanut
Science and Trade Institute Caldari State
50
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Posted - 2014.05.11 12:13:00 -
[45] - Quote
Monkey MAC wrote:
You could use an abstract method to set up all bars the same, then wrap dynamically created classes. I.e Class name: Armour Bar (contains instances of Armour Bar Segement) This way with a little clever logic you can
1) Standardise a behaviour method for all bars, so they all react in the same way 2) Overload the behaviour method, so there is only 1 method call with multiple effects 3) Inherit these methods for over writing. .
Actually you pretty much hit the nail on the head with what we were doing with the Bar setup and other HUD functionality (although it is pretty Bar-stuff heavy). Rather than creating actor classes, though, we've put everything in a hierarchical material setup. It is 'fairly' object oriented, in that I can define parameters (barValue, barScale, barColor) on the parent material that can be overridden on the child materials. It is by no means as robust as driving this with classes, though--so your suggestion still makes me consider the alternative. Another benefit to keeping things in materials is that we can do upgrades and changes on the content side. I can edit the shader to have distortion, expose the parameter, and set it (on the root material) in kismet. Pretty nifty.
I do think if we try to implement a standardized 3d icon system, that this is the way to go (as we will have more complexity with states and such) |
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Monkey MAC
Rough Riders..
2819
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Posted - 2014.05.11 12:35:00 -
[46] - Quote
CCP MC Peanut wrote:Monkey MAC wrote:
You could use an abstract method to set up all bars the same, then wrap dynamically created classes. I.e Class name: Armour Bar (contains instances of Armour Bar Segement) This way with a little clever logic you can
1) Standardise a behaviour method for all bars, so they all react in the same way 2) Overload the behaviour method, so there is only 1 method call with multiple effects 3) Inherit these methods for over writing. .
Actually you pretty much hit the nail on the head with what we were doing with the Bar setup and other HUD functionality (although it is pretty Bar-stuff heavy). Rather than creating actor classes, though, we've put everything in a hierarchical material setup. It is 'fairly' object oriented, in that I can define parameters (barValue, barScale, barColor) on the parent material that can be overridden on the child materials. It is by no means as robust as driving this with classes, though--so your suggestion still makes me consider the alternative. Another benefit to keeping things in materials is that we can do upgrades and changes on the content side. I can edit the shader to have distortion, expose the parameter, and set it (on the root material) in kismet. Pretty nifty. I do think if we try to implement a standardized 3d icon system, that this is the way to go (as we will have more complexity with states and such)
Awsome, I can only assume you are doing the same with the listener classes as well then? Since you could overload a single action to have many effects. The kismet sounds pretty damn cool, although I'm not a game designer, it's this kinda logic I'm interested in.
Concerning the Racial Variant HUD's I think the first step is just to give us different colors of the base set up, Caldari: Blue Minmatar: Brown Gallante: Green Amarr: Gold
Since it's the easiest thing to do, it makes a good intermediary step. Then when it comes to fully fledged seperate HUD, you'll proabbly wan't to wrap the class again.
Armour Bar > Armour Bar Segement Rules > Armour Bar Segement Render Then have the colors referenced from the render, that way when you are acting the rules you can just overload again. If that makes sense/ is possible?
Looks like its back to FPS Military Shooter 56
Monkey Mac - Just another pile of discarded ashes on the battlefield!
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ANON Cerberus
Tiny Toons
622
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Posted - 2014.05.11 13:51:00 -
[47] - Quote
@ CCP MC Peanut - Wow man! Keep those posts coming over the weeks and months to come man! That's a whole lot of useful information you are posting. Awesome!
I'm super happy that you now have the possibility to do racial HUD`s - I really feel that will add to immersion! I always pictured The Amarr hud to be the counter opposite to the Minmatar HUD. Amarr being super shiny and smooth, the Minmatar being basic and crude. While the Gallente and Caldari being somewhat similar in design as they were very close at points in EVE lore.
I am also really happy to hear that by using the new systems that you are even able to reduce the load that the UI will require from the system, that's awesome too! |
Luther Mandrix
WASTELAND JUNK REMOVAL Top Men.
215
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Posted - 2014.05.11 16:00:00 -
[48] - Quote
Dev you need to walk the maps in heavy suits to fine hugged or areas the heavys get stuck on.Some spawns currently put the heavys in spots that they can not get out from because they can't jump high enough. |
IgniteableAura
Ancient Exiles.
1031
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Posted - 2014.05.11 17:08:00 -
[49] - Quote
MC Peanut,
Is it possible to make the health bars more dynamic based on shields vs armor? So that when you are shooting someone you have an idea where their "tank" is?
So for example the armor bar would be red and the shield bar would be blue. Each would be proportional to their total HP.
Youtube
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Robert JD Niewiadomski
NULLIMPEX INC
752
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Posted - 2014.05.11 22:15:00 -
[50] - Quote
Minimap ideas: You could move even further with the minimap. Just show the "current" fragment of the already present map (the one you can access with D-Pad in DUST ) And paint those gridlines on both maps... Have you ever saw a modern day map without the gridlines? Ah yes... google maps don't use them too And we need a coordinate system reading for referring our positions to teammates... There are going to be large maps in Legion. Aren't they?
In the DUST Keynote Legion demo one can see a bearing (compass) readout and a pair of "000"s (placeholder for coordinates?) separated by a "diamond shape" figure (what's it's purpose?) at the top of the screen. But its all static in the course of the video. Would you shine some light on it? http://www.youtube.com/watch?v=z_GRjNL7l40&list=PLldrBIEnJ5hMIXwk_e8-VZb0EldJqXmg_#t=1314 Maybe its just MCC HP bars and clone counters?
F.E.A.R. stands for False Expectations Assumed Real
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501st Headstrong
G0DS AM0NG MEN
175
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Posted - 2014.05.12 00:40:00 -
[51] - Quote
Legion begins :) MC awesome Dev to community communication
From the Clone Wars I came. Here, I am a man among tamed beasts, and a god...among men.- 501st Headstrong.
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Disturbingly Bored
Forum Warfare
2269
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Posted - 2014.05.12 01:30:00 -
[52] - Quote
501st Headstrong wrote:MC awesome Dev to community communication
No kidding! See CCP? This is what you get for giving detailed, in-depth answers.
THIS ----> <3
And THIS ----> <3 <3 <3
AND THIS -----> <3 <3 <3 <3 <3
I used to own the FAT GAT until this --> [ASCII Art removed - draconian forum overlord CCP Logibro]
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Maken Tosch
DUST University Ivy League
8506
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Posted - 2014.05.12 01:36:00 -
[53] - Quote
You see, CCP? YOU SEE THIS? ^^^^^^^^^^
THIS. IS. HOW. YOU. COMMUNICATE!
Thank you CCP MC Peanut. ;)
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Cat Merc
Ahrendee Mercenaries
9623
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Posted - 2014.05.12 04:34:00 -
[54] - Quote
Question: Since this new method is memory efficient, would this work on DUST and the PS3? Considering it has 256mb of VRAM, I would assume every little bit counts, and could somewhat improve performance.
Feline overlord of all humans - CAT MERC
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DeeJay One
Commando Perkone Caldari State
305
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Posted - 2014.05.12 06:42:00 -
[55] - Quote
Robert JD Niewiadomski wrote:You could move even further with the minimap. Just show the "current" fragment of the already present map (the one you can access with D-Pad in DUST ) We had this in Mordu's Private Trials ;) |
DeeJay One
Commando Perkone Caldari State
305
|
Posted - 2014.05.12 06:43:00 -
[56] - Quote
Please keep the wobbly HUD version, we had that in MPT and it was awesome. The static HUD is boring.... |
Robert JD Niewiadomski
NULLIMPEX INC
753
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Posted - 2014.05.12 09:55:00 -
[57] - Quote
DeeJay One wrote:Robert JD Niewiadomski wrote:You could move even further with the minimap. Just show the "current" fragment of the already present map (the one you can access with D-Pad in DUST ) We had this in Mordu's Private Trials ;) So this would be not an improvement but a step backward?!
F.E.A.R. stands for False Expectations Assumed Real
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CCP MC Peanut
C C P C C P Alliance
86
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Posted - 2014.05.12 11:27:00 -
[58] - Quote
IgniteableAura wrote:MC Peanut,
Is it possible to make the health bars more dynamic based on shields vs armor? So that when you are shooting someone you have an idea where their "tank" is?
So for example the armor bar would be red and the shield bar would be blue. Each would be proportional to their total HP.
I might not be understanding your question correctly, so feel free to bark back if I answer it wrong. Health and Armor bars could have a bar 'tick' (or do we call these cells?) for each unit of armor/health. This is the basic setup on our material: there is a 'barScale' parameter that will tile/repeat the bar texture (which is always a texture of 1 cell/unit/tick) by whatever the numeric value is. But in the case of Health and Armor, we have pretty large values, so repeating the ticks so much ends up kind of ugly, so we need to set the barStep parameter, which represents the number of numeric units that each texture 'tile' stands for. So if I set the barStep to 2, and the scale is 10, I see 5 cells (when full). Currently on the suits we are dividing their maxAmmo value by a constant scalar value so that they end up having the same number of texture repeats, but we don't have to. In the ammo department we are actually representing them more accurately, but once the ammo count gets high, we start setting the barStep.
Part of me thinks you are asking the health bars of the person you are shooting, though? This could happen--it would have to be part of the targeting info, or the data would at least have to be provided by the same system that grabs the target info data, but we could put it somewhere else.
And the bar colors can be whatever we want--that is just up to the designers.
Robert JD Niewiadomski wrote:
You guys commented so much about the compass being cool that you've inspired me to make it functional. There are a few ways to go about this. I think the best choice for me is to do it on the shader and apply a texture coordinate offset. Hopefully this works across all maps (sometimes sockets are rotated, but I don't think this would cause a problem)
And the other elements--I can't comment on their purpose at this moment, but I can say that they are functional.
Cat Merc wrote:Question: Since this new method is memory efficient, would this work on DUST and the PS3? Considering it has 256mb of VRAM, I would assume every little bit counts, and could somewhat improve performance.
Well once we drop the requirement of the renderTarget our HUD texture memory usage will definitely lower than on ps3, but currently we still have some 'hybrid' elements that require a decent sized renderTarget. Best case is down the road we fully 3D-ify and don't need a renderTarget for the HUD at all, worst case is we still need some of it, which means we would need to take our current renderTarget and optimize the memory footprint it uses.
Another concern would be that the 3D HUD was built alongside some graphics tech updates to our Engine, and it may have certain dependencies on them. It is doubtful these updates could go back to the PS3, so if there is a dependency we may have some adjustments to make.
Outside of that, it should be able to work on PS3. |
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jerrmy12 kahoalii
Proficiency V.
1482
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Posted - 2014.05.12 11:34:00 -
[59] - Quote
Oh I have an idea of optimiaing maps for the ps3 Remove some outer map area, like alot, so there is less memkry being taken by something we will never use lol.
I'd better leave...
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Monkey MAC
Rough Riders..
2828
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Posted - 2014.05.12 11:36:00 -
[60] - Quote
CCP MC Peanut wrote:IgniteableAura wrote:MC Peanut,
Is it possible to make the health bars more dynamic based on shields vs armor? So that when you are shooting someone you have an idea where their "tank" is?
So for example the armor bar would be red and the shield bar would be blue. Each would be proportional to their total HP. I might not be understanding your question correctly, so feel free to bark back if I answer it wrong. Health and Armor bars could have a bar 'tick' (or do we call these cells?) for each unit of armor/health. This is the basic setup on our material: there is a 'barScale' parameter that will tile/repeat the bar texture (which is always a texture of 1 cell/unit/tick) by whatever the numeric value is. But in the case of Health and Armor, we have pretty large values, so repeating the ticks so much ends up kind of ugly, so we need to set the barStep parameter, which represents the number of numeric units that each texture 'tile' stands for. So if I set the barStep to 2, and the scale is 10, I see 5 cells (when full). Currently on the suits we are dividing their maxAmmo value by a constant scalar value so that they end up having the same number of texture repeats, but we don't have to. In the ammo department we are actually representing them more accurately, but once the ammo count gets high, we start setting the barStep. Part of me thinks you are asking the health bars of the person you are shooting, though? This could happen--it would have to be part of the targeting info, or the data would at least have to be provided by the same system that grabs the target info data, but we could put it somewhere else. And the bar colors can be whatever we want--that is just up to the designers.
Yeah that is what he means, especially now a days in DUST brick tanking is all the rage. You will see caldari's with more armour than my Minmatar has EHP. It would be useful knowing if this is the case, so I can make a more informed descision about the engagement.
Personally I would achieve this by merging Shields and Armour into a single bar for enemies. Light Red for Shields and Dark Red for Armour, so if a gallanteans EHP consists of 20% Shields and 80% it will look something like this.
S S A A A A A A A A
Looks like its back to FPS Military Shooter 56
Monkey Mac - Just another pile of discarded ashes on the battlefield!
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