Masters1337 has contributed to 5679 posts out of 461531 total posts
(1.23%) in 4,042 days (1.40 posts per day).
20 Most recent posts:
Quote: --- Original message by: Jesse Quote: --- Original message by: altis94
Some parts of spv3 already are 15fps for me
More like your crap job on portals for alpha base. At least that's what everyone complains to me about.
Yeah but no one has figured out how to make their map do it yet, not even me. you should try making your maps play at 15 FPS.
That video is "fake". It doesn't actually work under all movement conditions. Kirby had it working with h2 animations at one point.
Quote: --- Original message by: DeadHamster Quote: --- Original message by: Halonimator
Today ive perfected my cliff modelling skills. Now they look 100 times better than master'shttp://i.imgur.com/Ov3EQO7.jpg Edited by Halonimator on Mar 24, 2017 at 08:45 PM
I'm beginning to form the opinion that Halonimator is really an alt account of Masters in some incredibly elaborate effort to draw attention to SPV3.
That would be brilliant.
Quote: --- Original message by: Nickster5000
What I mean is that if the project doesn't play very well, what is the point in trying to implement 60 fps?
For instance, I know that Sector 09 could have been a lot more that it is. I know that there is things that could / should be fixed, and I have a whole list of features that I wanted to implement. I also know that Sector 09 could handle the 60 fps and look amazing with a few tweaks to its model and light maps... but if I were to come back and revisit Sector 09, I would focus on fixing the smaller things and implementing the fun features to make it more fun to play. What I am getting at is that 60 fps isn't worth implementing if the thing you're building isn't fun. There are many projects that should focus on re-evaluating their game play and not trying to implement 60 fps.
Edited by Nickster5000 on Mar 24, 2017 at 01:29 AM
This is nonsense. 60 fps provides serious increases in visual fidelity and gameplay, more so than anything else you mentioned for your project.
use your smartphone like a real artist.
Sort of a dumb argument, the game will feel more responsive when running at 60 FPS, even if you have eyes like mine where you don't find 30 FPS upsetting. With 60 FPS you can open the AI up to becoming more responsive and having the ability to be able to react to things they might miss, and also opens up new abilities with the weapons such as new fire rates. In this day and age there isn't much of a reason to not be able to handle 60 FPS on most maps, unless you are playing SPV3 on integrated graphics.
Quote: --- Original message by: CLASSIFIED
There is mod for H2V that allows for splitscreen coop. Is it possible to do this for Spv3?
Probably not, but got a link?
Do you think you can post the tags as well? Some people have been saying the UUI doesn't rip it's tags correctly.
What be even cooler is if you added some new shaders in that showed the metal still glowing red hot from whatever plasma weapon punched a hole in it. You could probably pull it from the CMT spiker for when it heats up. Love where the map is going.
nope, but I did forget to post here we now have a discord for anyone who wants to join. https://discord.gg/2UbwXev
At this point I wonder if he is just a troll and not really an idiot.
Second game more than the first. Especially with some of the more unique missions like the sniper one, alice making it back to the ship, and even the first mission.
Quote: --- Original message by: rcghalohell
i could do that too! just type game_speed 2
im a genius lol
Apparently not, since there is more going on here than that.
Yeah, that probably be the only thing missing.
I prefer to look at things objectively. It's got everything the first game had and more... I fail to see why it's not worth 60$. Unless you feel the first game wasn't either.
That's silly. It's got a standard length campaign, plenty of multiplayer modes. It's worth 60$ if you like RTS games or the first halowars from purely a content time standpoint.
Quote: --- Original message by: General_101 Quote: --- Original message by: SBB_Michelle
Quote: --- Original message by: General_101
I hate to be that guy but what exactly am I supposed to be looking at? It looks the same but just sped up.
Edited by General_101 on Mar 16, 2017 at 02:06 AM
Literally the reason I posted my version, because mine isn't that.
Yep, the first thing I noticed when I clicked your link.
It is and it's not. You are getting everything going at 60 fps, just the way it is rendering the animation isn't as good as micheles method which is preferable, just expensive and more difficult to impliment.
Quote: --- Original message by: Storm
This is an interesting concept. Good work throwing it together and demonstrating it can work for the system! I'm just concerned that you might have to modify your entire tagset purely to create a custom SP.
The great thing about this method is that the only thing you need to edit in your tags is your weapon tags, some things in the globals, and some minor changes in the scripts, which once a template is set up is easily applyable to any map. The biggest problem, and this is pretty much unavoidable with this method, is you do need to duplicate the frames of the fp animations. The increased bloat means this may not work for SPV3, but once your FP weapon is done a map can be made 60 FPS in a matter of minutes (theoretically) and switched back to a 30 FPs map again, in a matter of minutes.
Quote: --- Original message by: SBB_Michelle
Here is a proof of concept 60fps thing I did which in my opinion shows the 60fps possibility way better. https://www.youtube.com/watch?v=j9yCZyiEMWQ
Just so people can see that 60fps isn't just double speed madness.
While your method does look better and is a more real 60 FPS, it does bloat the map, and doubling the frames of every animation could lead to multiple points of failure. Nevermind the incredibly tedious work which I image would take weeks to complete. It does look noticeably better though.
Quote: --- Original message by: Spartan314
This is very cool.
On a side note, those aren't the final textures for the sparrowhawk or whatever they're called, are they?
They look like they could use some work to escape the SPV2 style and into the SPV3 style.
Quote: --- Original message by: EtchyaSketch
How is CE in ultra wide? Does it enhance the experience?
Edited by EtchyaSketch on Mar 15, 2017 at 11:07 PM
It plays like you'd expect it to... more stuff on each side. I don't think it makes a huge difference overall..
To be decided. It's yet to really go through a full overhaul pass.
Edited by Masters1337 on Mar 16, 2017 at 12:40 AM
Edited by Masters1337 on Mar 16, 2017 at 12:40 AM
Edited by Masters1337 on Mar 16, 2017 at 12:43 AM